Dark License to Kill (DLTK) is the made-up fifth difficulty in GoldenEye. In DLTK, you maximize the enemy statistics in 007 mode:
Enemy health: 1000%
Enemy damage: 1000%
Enemy accuracy: 100%
Enemy reaction speed: 100%
With these settings, enemies take about 10 headshots to kill, they usually kill you in one hit, they rarely miss, and they react quickly.
Higher quality version:
http://www.gamefront.com/files/20666928/streets_dltk_8_16.mp4
Once you know how to do this level, it isn't too difficult. It's like Cradle in that you usually die at the beginning, but you have a good chance of success if you don't die.
There are six guards in the first area, one of whom starts running toward you immediately. There isn't enough time to kill the guards one by one, and you can't really do so anyway because of the layout of the area. So, I hit the running guard with a carefully placed shot to lure three other guards. I then peek in and out to let all six guards see me, hoping that one of them throws a grenade. This technique isn't an exact science, as you can see from how it went. But if it works, it works. Thanks to Silent Foe for this method.
After the first six guards, I take the tank and use it to kill four guards on the way to Valentin. It may be a little hard to tell what's going on, so I'll explain. I let the first guard see me, then run back to the tank and blow him up. The second guard sees him die and runs toward me. I blow him up. I shoot the third guard, which the fourth guard sees. I run back to the tank and blow them both up.
Running around the corner at 1:47 takes a little luck, but I usually survive. When I run into the building with Valentin, I have to cross a guard's line of sight for a short time, but that's also not very risky. After I talk to Valentin, I have to cross the guard's line of sight again, but I let him fire first this time. I kill him through the window and grab the grenade launcher and three additional grenade rounds. I then run over a spawn guard with the tank. He almost killed me at 3:43. Looking back on it, it would have been a lot safer just to use the tank as a shield and shoot him as he ran toward me, but there's something satisfying about the sound guards make when you run them over.
The next minute is about manipulating the spawn guards. I knew from doing Streets LTK that there could be up to two spawn guards in the level at any time. Where and if they spawn depends on where you are. That's why I went forward a ways, then turned around; if I hadn't, the second guard wouldn't have spawned until later and he would have probably killed me. I park the tank in the alley leading to Valentin, then lure the guards there. Ideally, the guards would just run against the tank forever and leave you to finish the level, but I only got this to happen once and I haven't been able to replicate it. They almost always manage to warp past the tank when you're not looking. Even still, it wouldn't be too bad if they just chased you through the level from behind; you have enough of a head start to make it to the end before they can catch up. But as I soon discovered when I was testing this strategy, that doesn't always happen. The guards can actually disappear and respawn somewhere else. They aren't dying; if you go back and look for their weapons, you won't find them. They just disappear. This was happening most of the time, so I looked at Silent Foe's runs to see what he was doing. I saw him walking back and forth against a wall before leaving the tank. I tested it and sure enough, it seemed to decrease the odds that the guards would respawn. You can see me rubbing the wall for good luck at 4:48. Thanks to Silent Foe for the spawn guard strategy.
As long as the guards don't respawn, the rest of the level is pretty easy thanks to the grenade launcher. There are two forks in the road. Each fork has two paths. One path has KF7 guards and the other has rocket launcher guards. For the first fork, it doesn't really matter which is which. For the second path, it's easier to have rocket launchers on the left and KF7s on the right. That's what I had in this run, but the other configuration can be done as well (Silent Foe had it in both of his runs). I paused for a few minutes at one point because I was interrupted, but I cut out most of it.
I've now beaten every level except Silo on DLTK. Silo DLTK has never been beaten. Will it remain that way? Stay tuned...
Well done. I suppose you realize what the purpose of the strategy at 4:49 was?
silentf0e 6 months ago
Thanks. Yeah, I figured it out. Nice work on discovering it.
Cheeseoman 6 months ago