Uploaded October 2025 | Updated September 2026, 1 week ago
For a description of DLTK FA, see my Aztec video:
youtube.com/watch?v=nPzo8qe-pkc
Although Bunker 1 is fairly short compared to some other DLTK FA levels, it's pretty difficult. The guards are fairly densely packed and almost every stationed guard can clone, so you need to be very careful about noise. There are a number of objects to blow up, which I take advantage of. Even then, ammo is tight. When you're killing a guard by shooting full speed with the KF7, it's easy to waste a lot of ammo. For this reason, when looking for places to lure guards to in order to shoot them, I tried not only to avoid being heard by other guards, but also to start shooting from close up in order to avoid wasting ammo. In this run, all the kills went well and I ended up with plenty of ammo, but if one or two kills go badly, it's easy to run dangerously low.
Here are a few notes on my strategy. To start with, I open the door in front of me and blow up the bank of computers in order to kill the two nearby guards. This doesn't always work, but it's fairly consistent. After weakening the box outside the door, I wait for the patrolling guard with the security key to walk toward my right. 12.5 seconds later, I blow up the box, killing the guard. The nearby stationed guard sees him being killed and notes my position. I quickly hide from him so that he doesn't see me. Next, I wait for the other patrolling guard to get far away so he can't hear me, then kill the guard I lured earlier with the PP7. Killing guards with the PP7 is quite unreliable, so I limited my strategy to one such kill and put it early on in the level. Once he's dead, I wait until the patrolling guard can't see me, then run to the dead-end hallway with a single guard and use the KF7 to kill him. The patrolling guard hears me, so I wait for him and kill him as well. I lure another stationed guard to the same spot and kill him.
At this point, the guard near the entrance to the control room is the only one preventing me from reaching the computer room and the wooden area. I tend to run pretty low on ammo by now, so rather than killing him, I lure him out of the way so I can deal with him later. The doors didn't cooperate during the lure, but the guard still ended up where I wanted him. To restock on ammo, I use a few boxes to blow up the guards in the wooden area. With the additional ammo, I return to the guard I lured earlier and take care of him. I don't expect anyone to hear, but just in case, I look inside the computer room beforehand in order to load the guards and prevent them from cloning. In this run, nobody heard. After the lured guard is dead, I pick off the guards in the computer room and the control room one by one. To save on KF7 ammo, I make a couple kills with the double Klobbs. There are two guards I leave alive because they can neither see nor hear me, but I take out the rest. Once they're gone and I double-check that I've completed all the objectives except C and D (getting Boris to hack the computer and using the Datathief), I start on those final two. The otherwise-terrifying spawn guards are rendered harmless by a simple technique that exploits their spawn behavior. If you're close enough to their spawn points (near the exit of the level) when they attempt to spawn, then they won't do so. When that happens, they will wait 20 seconds before attempting to spawn again. This is plenty of time to run to the computer room, use the Datathief, and run back.
For a description of DLTK FA, see my Aztec video:
youtube.com/watch?v=nPzo8qe-pkc
Although Bunker 1 is fairly short compared to some other DLTK FA levels, it's pretty difficult. The guards are fairly densely packed and almost every stationed guard can clone, so you need to be very careful about noise. There are a number of objects to blow up, which I take advantage of. Even then, ammo is tight. When you're killing a guard by shooting full speed with the KF7, it's easy to waste a lot of ammo. For this reason, when looking for places to lure guards to in order to shoot them, I tried not only to avoid being heard by other guards, but also to start shooting from close up in order to avoid wasting ammo. In this run, all the kills went well and I ended up with plenty of ammo, but if one or two kills go badly, it's easy to run dangerously low.
Here are a few notes on my strategy. To start with, I open the door in front of me and blow up the bank of computers in order to kill the two nearby guards. This doesn't always work, but it's fairly consistent. After weakening the box outside the door, I wait for the patrolling guard with the security key to walk toward my right. 12.5 seconds later, I blow up the box, killing the guard. The nearby stationed guard sees him being killed and notes my position. I quickly hide from him so that he doesn't see me. Next, I wait for the other patrolling guard to get far away so he can't hear me, then kill the guard I lured earlier with the PP7. Killing guards with the PP7 is quite unreliable, so I limited my strategy to one such kill and put it early on in the level. Once he's dead, I wait until the patrolling guard can't see me, then run to the dead-end hallway with a single guard and use the KF7 to kill him. The patrolling guard hears me, so I wait for him and kill him as well. I lure another stationed guard to the same spot and kill him.
At this point, the guard near the entrance to the control room is the only one preventing me from reaching the computer room and the wooden area. I tend to run pretty low on ammo by now, so rather than killing him, I lure him out of the way so I can deal with him later. The doors didn't cooperate during the lure, but the guard still ended up where I wanted him. To restock on ammo, I use a few boxes to blow up the guards in the wooden area. With the additional ammo, I return to the guard I lured earlier and take care of him. I don't expect anyone to hear, but just in case, I look inside the computer room beforehand in order to load the guards and prevent them from cloning. In this run, nobody heard. After the lured guard is dead, I pick off the guards in the computer room and the control room one by one. To save on KF7 ammo, I make a couple kills with the double Klobbs. There are two guards I leave alive because they can neither see nor hear me, but I take out the rest. Once they're gone and I double-check that I've completed all the objectives except C and D (getting Boris to hack the computer and using the Datathief), I start on those final two. The otherwise-terrifying spawn guards are rendered harmless by a simple technique that exploits their spawn behavior. If you're close enough to their spawn points (near the exit of the level) when they attempt to spawn, then they won't do so. When that happens, they will wait 20 seconds before attempting to spawn again. This is plenty of time to run to the computer room, use the Datathief, and run back.










