Alert icon
We're changing our privacy policy. This stuff matters.  Learn more  Dismiss

Streets DLTK 8:16

Loading...

Sign in or sign up now!
Alert icon
Upgrade to the latest Flash Player for improved playback performance. Upgrade now or more info.
355 views
Loading...
Alert icon
Sign in or sign up now!
Alert icon

Uploaded by on Aug 12, 2011

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...

Category:

Gaming

Tags:

License:

Standard YouTube License

  • likes, 0 dislikes

Link to this comment:

Share to:

Uploader Comments (Cheeseoman)

  • Well done. I suppose you realize what the purpose of the strategy at 4:49 was?

  • Thanks. Yeah, I figured it out. Nice work on discovering it.

see all

All Comments (8)

Sign In or Sign Up now to post a comment!
  • It's scary in the beginning when the guards come to get you. :(

  • 3:53 Bond: 1000 health THIS motha****er

  • I didn't wanna try this challenge until I saw this level. I dunno why but I just wanna fight that first pile of guards over and over lol, seems like nice training.

  • I thought you were totally screwed right at the beginning, but that grenade trick was clever.

  • The best part about silo is gonna be having to pause in every lab when taking out plastiques =P

  • now do it chops only!!

Loading...

Alert icon
0 / 00Unsaved Playlist Return to active list
    1. Your queue is empty. Add videos to your queue using this button:
      or sign in to load a different list.
    Loading...Loading...Saving...
    • Clear all videos from this list
    • Learn more