Jungle DLTK Fast Animation 48:27
Dark License to Kill Fast Animation (DLTK FA) is a step above DLTK in difficulty. As in regular DLTK, you maximize the enemy statistics in 007 mode:
Enemy health: 1000%
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, the game is much harder than in regular DLTK, and some levels seem nearly impossible.
This is the first completion of Jungle DLTK FA, bringing the total number of levels beaten to 10. There are many guards in Jungle and it's difficult to lure them one at a time, but luckily I have Natalya to help me out. The enemy health setting is really an "NPC health" setting; it affects not just enemies, but also allies, civilians, hostages, and so on (everyone except Bond). For this reason, Natalya has tons of health. Because the enemies rarely shoot her, she's nearly invincible. So, to kill many of the enemies, I lure them back to the plane, hide in a relatively safe spot, and let Natalya shoot them. This safe spot (which I think was discovered by Wyster) was used in Illu's first-ever completion of Jungle on regular DLTK. He only used it to kill Xenia, but I use it in DLTK FA to kill Xenia and many guards. I should mention that when a guard is near Natalya, the guard can get confused and start reacting very slowly; this is why I'm sometimes able to stand near guards without getting killed.
I use the Japanese version of the game for a few reasons. Most importantly, in the US version, there is a glitch that can cause Natalya to freeze, preventing her from shooting. The more she shoots, the more chances she has to freeze. With the number of enemies my strategy requires her to kill, it's highly likely that I would encounter this glitch. The JAP and PAL versions fixed the glitch. Second, JAP has more potent auto-aim. In US, the auto-aim gets weaker as you increase the difficulty, but in JAP, the auto-aim is the same in all difficulties. I use auto-aim to alert me to the presence of guards and help me aim at them, so the more powerful auto-aim in JAP is nice to have. I like to aim well above the enemies so that the auto-aim creates a drastic, easy-to-see effect. Finally, JAP has extra body armor. This doesn't make a huge difference because every guard has an AR33, which is powerful enough that I will die in two hits regardless of how much BA I pick up. However, the extra BA can help me survive incidental damage from drone guns and explosions.
In the first half of the level, there are no neatly separated areas. Although the guards are loosely organized into groups, guards from one group can sometimes see guards from another, and groups can split apart easily. Combine this with the low draw distance, the many trees blocking my view, and Natalya's unpredictability, and the result is that it's hard to keep track of which guards are alive and where they are. I use the guards' ammo drops to count how many have died. In the second half of the level, there are walls creating visual separation between the guards, but I must be mindful of noise because quite a few guards can hear me and at least one can clone himself.
In order to see more on screen, I use 16:9 for the first half of the level. This is useful for strafing through the trees and watching the positions of Natalya and guards. After killing Xenia, I switch to full screen so that faraway enemies are larger and easier to see.
Standing behind the tree and letting Natalya kill Xenia usually works, but sometimes Xenia is able to get next to me and kill me. In an attempt to prevent this, I looked straight down and crouched to try to increase the framerate by reducing the amount of stuff on screen. I figured that with a higher framerate, Xenia is less likely to warp past obstacles and reach me. I don't know if this actually works, but in the few times I tried, Xenia never got me.
The ending is similar to regular DLTK. After killing the six crate guards simultaneously with mines, I run and look down the hallway to prevent guards from spawning. I can't run too far, though, because there's a crate guard in the hallway who will see me. With Fast Animation, the ending is harder because the guards respawn faster. Rather than the spawn timer being shorter, I'm guessing that the timer doesn't start until a guard's death animation is complete, and these animations are shorter with Fast Animation. As a result, it's common for guards to spawn while I'm moving toward the hallway. To protect myself, I throw a mine toward the hallway and detonate it right away. My consistency with this method is decent, but I messed up in this run and was backboosted by one of my mines, causing many guards to spawn. In a last-ditch effort, I threw my final mine, which hit the previous explosion and detonated, killing the remaining spawn guards. It was a sketchy way to finish the level, but it worked.
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