Control LTK Fast Animation 11:29

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License to Kill Fast Animation (LTK FA) is a step above LTK in difficulty. As in regular LTK, you minimize enemy health and maximize the other enemy statistics in 007 mode:

Enemy health: 0%
Enemy damage: 1000%
Enemy accuracy: 100%
Enemy reaction speed: 100%

In addition, you turn on the Fast Animation cheat. This cheat makes enemies move at several times their usual speed. Under these conditions, some levels are much harder than in regular LTK.

Control is the hardest level I've beaten so far in LTK FA. Getting to the protect is straightforward, but the protect and the ending are tough. On regular LTK, you can do the protect fairly easily by standing on the second floor and shooting all the spawn guards as they appear. But with Fast Animation, they move far too quickly for this to work. In order to make the spawn guards more manageable, I use a strategy discovered by Icy which I call the stair blockade strategy. Lure some guards to one of the side staircases, then stand near the bottom of that staircase during the protect. With any luck, the lured guards will block the spawn guards from running down the stairs, leaving fewer spawn guards for you to deal with on the ground floor. A number of people have used this stategy to beat Control DLTK.

The effectiveness of the blockade depends on both the number of guards in it and their layout. The layout of the guards is somewhat luck-based because after reaching his destination, a guard can take another step in a random direction. According to Icy, when you're playing without FA, two guards in a good layout are sufficient for a blockade and three guards give a high chance of success. But with FA, guards can move past each other much more easily. The bare minimum number of guards I've gotten an effective blockade with is four, and that required a very good layout. So, I try to get five or six guards on the stairs. Even then, it takes some luck to get a good layout.

In order to get so many guards on the stairs, I first lure a guard from the second floor by letting him see another guard dying. I want him to be right next to the door to the four-drone room. He needs to be facing the door so that I can approach from behind; this is another luck factor. After hiding to let him get into position, I plant a few mines to lure more guards and blow up mainframes. I use a trick to throw one of the mines into another room: if you quickly look away after throwing an object such as a mine, the object can pass through some surfaces. This is very convenient because not only does it allow me to lure an additional guard, but it also lets me destroy all the mainframes before starting the protect. Once the mines are in position, I open the door to the four-drone room, stand on the staircase, and detonate the mines shortly before the door closes (I used a stopwatch to blow the mines 15.5 seconds after opening the door). A total of six guards, including three in the four-drone room, will see other guards dying. The guards in the four-drone room have a fairly short path to reach me, so I time the detonation in such a way that they need to open the door, which slows them down. After detonating the mines, I walk forward slowly so that the guards will be lured to slightly different positions. This helps the blockade cover the width of the staircase.

This strategy doesn't always work; sometimes one or more guards don't make it to the stairs for whatever reason. Also, when I head toward the four-drone room after luring the guards to the stairs, some of them may be able to see me through the glass. When that happens, they will chase after me. Not only does this create risk because they can kill me, but it also weakens the blockade. In this run, one guard saw me, so the blockade only had five guards. During the protect, a spawn guard was able to get past the blockade and shoot me. This usually spells my doom; if one guard can get through, others are likely to follow. However, I caught a lucky break and no other guards managed to slip past the blockade.

The ending is hectic because the behavior of the spawn guards is hard to predict. It's possible to go straight from the control room to the locker room to the final room to the elevator without taking a hit, but in testing, I didn't manage to do it very often. Also, if you reach the elevator too fast, Objective A won't complete. In an attempt to give myself a higher chance of success, I take a detour to the engine room and kill a few spawn guards before moving on to the locker room. This doesn't always work, but it seems to help at least a little bit. I had a scary run-in with a spawn guard in the final room, but I handled him and made it to the elevator.