Depot DLTK 19:05

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Uploaded by on Jul 16, 2011

This video is really dark on YouTube for some reason. You can download it here for better quality:

http://www.gamefront.com/files/20561142/depot_dltk_19_05.mp4

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.

This video is quite a bit slower than the record of 8:45 by Ilari Pekkala, but it uses a completely different strategy and there are no other videos of Depot DLTK, so I decided to upload it. Here are some comments on the run.

My aim was terrible when I was shooting the first guy, but he was asleep on the job, so I survived.

Ammo can be tight in this level, so I chopped two guys in the ammo cache room. I thought the guy in the back was going to go behind me, so I went to the side. It turned out that he was just stuck on some boxes.

The spawn guards won't shoot at you unless the vertical door is almost all the way open. You can use this fact to lure them toward you, take off their body armor, and blow them up with proximity mines. You know their body armor is gone when they flinch more from your shots and grunt when hit. Some guards are to the side of the ammo cache room; instead of killing them, I run away from them.

If you hide underneath the stairs in the building with the safe, the enemies will usually go up the stairs and run around in circles. Occasionally, someone will go past the stairs and kill you, but it doesn't happen often. Moving around seems to help manipulate guards into entering the building. You can see the guards' feet through the stairs when they go up them. Once all 7 spawn guards are up there, I wait a little while, then run to the computer room. I make sure to grab the double D5K's if I don't have them already (which I didn't this time).

I can't stay outside long or the spawn guards will catch up to me and kill me, so I have to kill the first few guys in the computer room quickly. Once they're dead and the door is closed, I use rockets and proximimity mines to save ammo for the rest of the room.

The strategy for the guards outside the computer room is the same as the one for the guards outside the ammo cache room, but there are more guards this time. It's easy to lose track of which guard is which because they move around a little, so I take some time to be certain that all their body armor is gone. I was fortunate to get all 7 next to the door; sometimes, one or two are missing and you don't know where they are. Another thing that can happen is guards opening the door. When they do, you have to be ready to close it quickly. This happened to me a few times, but I was very lucky and didn't get hit. I was also lucky that nobody threw grenades. If they do, they can kill a few guards prematurely; you'll then have to lure them over and take out their body armor again, wasting ammo. Because that didn't happen, I had quite a bit of ammo left.

Once I've blown up the guards outside the computer room, I just run to the end, making sure to remember the blueprints. Maybe it's just me, but it looked like the black screen before the cutscene was longer than usual in this run. It gave me a panic attack; I thought for a split second that I had forgotten to blow up a computer or something.

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Gaming

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Uploader Comments (Cheeseoman)

  • Great run, I think I'm going to try this strat.

  • Thanks. This level really isn't all that hard, so I was surprised to see only one completion on the rankings. I'd put it below Caverns and Control and about even with Aztec.

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All Comments (6)

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  • 80 karate chopping to kill 1 guy lol

  • I literally finished my sandwich during the karate chopping bit...feels silly doing that. rofl. Impressive run as always.

  • I love how many karate chops it took to kill that one guy.

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