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| | ; d. Crack Boris' password | | ; d. Crack Boris' password |
| | ; e. Escape to safety | | ; e. Escape to safety |
| | + | |
| | + | == Version Differences == |
| | + | |
| | + | * On PAL/Jap, Xenia only needs to be shot to death to trigger the longer countdown, as opposed to needing to fade out. Likewise with Nat for the shorter countdown. On NTSC, you can kill Xenia, but if she takes too long to die (slow death animation), you won't get the longer countdown.. <ref>{{cite web | url=https://forums.the-elite.net/index.php?topic=18518.msg457386#msg457386|title=the-elite form post on function version differences|author=Icy|access-date=July 16, 2021}}</ref> |
| | | | |
| | == Facts == | | == Facts == |
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| | There are essentially only three types of guards in the level, and none of them are normal. | | There are essentially only three types of guards in the level, and none of them are normal. |
| | | | |
| − | Targeting Guards: These are your usual targeting guards who are always pointing at you, and never leave their space. All the guards in the first car are targeting guards, as well as many in the second car, and two of the three outside at the end of the level. Despite not being able to move normally, they do shuffle around as they do their firing animations. Their crouching animation lasts for up to 4 seconds, with a 5/256 chance of uncrouching early each couple of frames. | + | ;[[Guards#Targeting Guard|Targeting Guards]] |
| | + | :These are your usual targeting guards who are always pointing at you, and never leave their space. All the guards in the first car are targeting guards, as well as many in the second car, and two of the three outside at the end of the level. Despite not being able to move normally, they do shuffle around as they do their firing animations. Their crouching animation lasts for up to 4 seconds, with a 5/256 chance of uncrouching early each couple of frames. |
| | | | |
| − | Animating Guards: These guards are like targeting guards in that they can't chase after you, except they don't target you and don't have body armor. As soon they are alerted, they can only do one of three things: standing firing animation, crouching firing animation, and running firing animation if you're far away from them. They will constantly be cycling through animations without stopping, and they are also unable to open doors. | + | ;Animating Guards |
| | + | :These guards are like targeting guards in that they can't chase after you, except they don't target you and don't have body armor. As soon they are alerted, they can only do one of three things: standing firing animation, crouching firing animation, and running firing animation if you're far away from them. They will constantly be cycling through animations without stopping, and they are also unable to open doors. |
| | | | |
| − | Chaser Guards: These guards have the same AI as the blue hat guards in Caverns. They will target your location, run to it, and then have a random chance to run some more towards your new position. Their AI is very broken and very chaotic, and they will never stop running for you. That said, once you develop a feel for how they work, their AI is quite abusable. | + | ;[[Guards#Chaser Guard|Chaser Guards]] |
| | + | :These guards have the same AI as the blue hat guards in Caverns. They will target your location, run to it, and then have a random chance to run some more towards your new position. Their AI is very broken and very chaotic, and they will never stop running for you. That said, once you develop a feel for how they work, their AI is quite abusable. |
| | | | |
| − | Running Guard: There is technically a fourth guard type, but he's pretty much irrelevant. The middle of the three guards outside will immediately charge for you as soon as he's alerted, and as he's by a box, he's very easy to blow up. | + | ;Running Guard |
| | + | :There is technically a fourth guard type, but he's pretty much irrelevant. The middle of the three guards outside will immediately charge for you as soon as he's alerted, and as he's by a box, he's very easy to blow up. |
| | | | |
| | === Guard Spawns === | | === Guard Spawns === |
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| | | | |
| | [[Image:goldeneye_train_car5_triggers.png|border|third car guard spawns]] | | [[Image:goldeneye_train_car5_triggers.png|border|third car guard spawns]] |
| | + | |
| | + | === End sequence === |
| | + | |
| | + | * Trev will begin his speech only after you enter the room, but will change the music when he sees you. Shooting at them, leaving through the door, or being within 25 units of a spot near them will start the countdown. <ref name="function explorer misc facts">{{cite web | url=https://forums.the-elite.net/index.php?topic=18518.msg455830#msg455830|title=the-elite Goldeneye facts topic post on miscellaneous function explorer facts|author=Icy|access-date=July 16, 2021}}</ref> |
| | + | * Natalya will be shot by Ouromov 30s after Trev says "That's close enough!". |
| | + | * After 20s from when Ouromov was killed, Natalya will run towards you whenever you're near the train exit. |
| | + | * After 50s from when Ouromov was killed, Natalya will say "He's in Cuba!" and complete the objective. |
| | + | * After 75s from when Ouromov was killed, Natalya will say "Got it! You're a slug-head, Boris!" and complete the objective. |
| | + | * After 15s from when anyone was attacking, Trev will say "Good luck with the floor, James!". If Xenia is dead and faded out, this takes 30s instead. 5s after the message, the countdown starts. |
| | + | Despite Nat becoming active after 20s and the countdown starting at 20s, the two slightly different triggers, as well as lag, may be why the objectives appear to complete with a few frames of leeway when using the countdown timer as a measure. |
| | | | |
| | == Strategies == | | == Strategies == |
| | + | |
| | + | === Escape without Natalya === |
| | + | |
| | + | For optimal times, you want to leave Natalya in the train to complete her objectives while Bond is near the level exit<ref>{{cite web | url=https://forums.the-elite.net/index.php?topic=21944.msg448409#msg448409|title=the-elite forum post "Post Runs For Critique Here!"|author=flicker|access-date=July 19, 2021}}</ref>. This requires fast locks. Trevelyan has two relevant lines |
| | + | |
| | + | 0:12 - "Good luck with the floor, James" |
| | + | |
| | + | 0:18 - "Shouldnt take more than a minute" changes to "I'm coming, James!" |
| | + | |
| | + | you need to be beyond this line{{Citation needed}} before Trev says that 2nd line, otherwise Natalya follows you outside |
| | | | |
| | === Theoretical === | | === Theoretical === |
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| | == Tutorials == | | == Tutorials == |
| | | | |
| − | === Agent ===
| + | ; General Tips |
| | | | |
| − | * [[Goldeneye 007 Tutorial: Train Agent|Train Agent]] | + | * Locks are the most vital part of the level<ref>{{cite web | url=https://forums.the-elite.net/index.php?topic=854.msg321331#msg321331|title=the-elite forum post "Post Your Best Legit (And Semi-Legit) Fails Here!"|author=Wyst3r|access-date=July 20, 2021}}</ref> |
| − |
| |
| − | === Secret Agent === | |
| | | | |
| − | * [[Goldeneye 007 Tutorial: Train Secret Agent|Train Secret Agent]] | + | * For 00 Agent, If you escape the train without triggering Natalya to follow you, you want to trigger the exit fade exactly 10 seconds after her text "Now, if I just had time to crack his password..." first appears<ref>{{cite web | url=https://forums.the-elite.net/index.php?topic=854.msg357031#msg357031|title=the-elite forum post "Post Your Best Legit (And Semi-Legit) Fails Here!"|author=Wyst3r|access-date=July 20, 2021}}</ref>. |
| | | | |
| − | === 00 Agent ===
| + | ; Tutorials |
| | | | |
| − | * [[Goldeneye 007 Tutorial: Train 00 Agent|Train 00 Agent]] | + | * [[Train: Practicing Locks]] |
| | | | |
| | === LTK === | | === LTK === |
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| | | | |
| | ==References== | | ==References== |
| − | {{Reflist|2}} | + | {{Reflist}} |
| | | | |
| | [[Category:GE Strats]] | | [[Category:GE Strats]] |
| | [[Category:GoldenEye 007]] | | [[Category:GoldenEye 007]] |
| | {{Template:GoldenEye 007 solo missions}} | | {{Template:GoldenEye 007 solo missions}} |