Bismuth

Additional notes for The Impossible GoldenEye Speedrun Explained

Aug 25th, 2023 (edited)
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  1. Note 1 (2:06, 5:25): The name Dark License to Kill comes from it being a much harder version of another special 007 difficulty: License to Kill. LTK has the same one shot death rules, except enemies also have 0% health, so they also take one hit. It was named after the multiplayer game mode License to Kill, which is itself named after another Bond book and movie.
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  3. Note 2 (7:35): This is demonstrated in multiplayer to get an outside view, but the shot trajectories in multiplayer are actually calculated from the camera's point of view. In the example in the video, Ourumov is actually missing Bond by aiming too far left, barely missing the head.
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  5. Note 3 (11:57): This can change if they have body armor, but guards with body armor are fairly uncommon (usually different types of guards, like those that come in during alarms in Bunker) and none of them can be found in Silo.
  6. Also, explosions deal damage in four equally spaced pulses rather than constantly. Therefore, it can be possible for Bond or a guard to run through an explosion without getting hurt, especially towards the end. The last pulse is 79% of the way into the fire animation, so the last moments before it disappears are harmless.
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  8. Note 4 (12:50): As soon as I find out why that happens I'll write it here.
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  10. Note 5 (13:00): If a guard is injured in the middle of some animations like rolling or sidehopping, they'll complete their stupid acrobatic move before doing the hurt animation, which can significantly delay the point at which guards who saw it will set their target to Bond's position. Also, if there's a direct line of sight between the guard and Bond, even if the guard doesn't see Bond at that moment, the reaction is instant. If the line of sight if obstructed, the reaction is delayed.
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  12. Note 6 (14:40): It is possible to skip keycards by getting scientists or guards to open the doors for you, but it's less reliable, especially in DLTK. Each keycard is required to leave the fuel room it can be found in, as well as to enter the next fuel room.
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  14. Note 7 (20:35): Blaze alerts patrol guards from the T-shaped hallway past the fuel room when he fires on the straight bridge before throwing his grenade. You can see a guard in the third fuel room who's already running in when he throws the grenade.
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  16. Note 8 (25:24): More precisely, 4 different guards are alerted for 3 different reasons. The closest guard is alerted by the shots fired into the ceiling next to him. The far two guards in the T junction are alerted by seeing a guard get injured. The far guard in the second to last room is alerted by noise.
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