Bunker 2 DLTK Fast Animation 7:59:35 (Abridged) @cheeseoman
Bunker 2 DLTK Fast Animation 7:59:35 (Abridged)  @cheeseoman
Uploaded January 2026 | Updated September 2026, 1 week ago
For a description of DLTK FA, see my Aztec video:

youtube.com/watch?v=nPzo8qe-pkc

This is the first completion of Bunker 2 DLTK FA, bringing the total number of levels beaten to 15. Because this run is long and has many boring, repetitive parts, I created this abridged video that omits or speeds up the boring stuff. The unabridged video is here:

youtube.com/watch?v=5BsifKLgqRo

In the following post, I wrote some information about the techniques and strategies used in this run:

forums.the-elite.net/index.php?msg=489455

Below are a few additional comments.

The 10 patrollers in the level are divided into three sets: 4 jail hallway patrollers, 4 drone hallway patrollers, and 2 clipboard room patrollers. The first patroller I lure is a drone hallway patroller. Once I've killed him and taken his KF7, I can use the partial warp technique (described in the post linked above) to lure the jail hallway patrollers and clipboard room patrollers. In order to lure a clipboard room patroller, I need to wait until a jail hallway patroller opens the opaque doors. So, I want to keep at least one jail hallway patroller alive until I've killed the clipboard room patrollers. Ideally, I would keep multiple jail hallway patrollers alive so that they open the opaque doors more often. At 6:29, I lured a clipboard room patroller and a jail hallway patroller. I could tell that the dual Klobb patroller was from the clipboard room since he dropped a keycard, which the jail hallway dual Klobb patroller does not. At 9:17, I lured a KF7 patroller, but I couldn't tell whether he was from the jail hallway or the clipboard room. So, after killing him, I looked through the window for a while to see who was still alive. If I stand inside the jail looking out, then it takes roughly 85 seconds for each jail hallway patroller to complete his route (the duration of the route varies considerably depending on where you are; I would guess that it's related to the loading and unloading of the patrollers). I saw 3 jail hallway patrollers in well under 85 seconds, so I figured I couldn't have seen the same patroller twice; there must have been 3 different ones. Thus, I couldn't have killed 2 jail hallway patrollers, so I must have killed both clipboard room patrollers. Once I'd confirmed that the clipboard room patrollers were dead, I finished off the jail hallway patrollers. I killed the last one at 17:00, but just in case I'd counted wrong, I watched through the window for a few minutes to make sure they were all dead.

At 19:40, I'd killed all the clipboard room patrollers, all the jail hallway patrollers, and one drone hallway patroller. To proceed to the clipboard hallway, I need the keycard from the dual Klobb drone hallway patroller. Fortunately, he has better hearing than the other drone hallway patrollers, so if I stand in Bond's cell and make noise, I typically don't lure anyone but him. It's still risky, though, and in this run I took a Klobb hit. This left me with 2 bars of health, which is barely enough to survive a drone hit. After killing the dual Klobb patroller, I waited in the cell for a while just in case someone else had heard me. No one had, so there were still 2 drone hallway patrollers who hadn't been alerted yet.

At 22:19, I lured the 2 stationed guards in the clipboard hallway. This lure is dangerous because the guards can get to the jail fairly quickly, leaving me without much time to warp into Natalya's cell. I've lost a few runs here, but things went fine this time. At 25:52, I began to lure the two remaining drone hallway patrollers. I killed the last one at 30:49, but as with the jail hallway patrollers, I watched for a few minutes just in case I had counted wrong.

Once the patrollers are dead, I start what I call the second half of the level. Most of my strategies here are self-explanatory, but I'll note a few things. Many stationed guards are cloners. If a cloner hears you before being loaded, he will stay behind and send a clone after you. To avoid dealing with extra guards, I look at or near cloners in order to load them, which prevents them from cloning. This is what I did at 1:02:05; there's a cloner somewhat off screen that I loaded by looking near him. At 35:23, I made noise to lure the two guards from the document room. It can take a while for them to stop running around, so I waited for about 10 minutes before approaching them. Later on, I lured another guard to the document room. The doors or walls near the document room have quite a few cracks in them, allowing guards to see you and shoot you even when the doors are closed. The two guards who start in the document room are placed in such a way that they won't see you through the cracks. Other guards might, though, so whenever there is (or might be) a guard in the document room other than the two who start there, I take a roundabout path to avoid passing in front of the room.
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Cheeseoman |

Bunker 2 DLTK Fast Animation 7:59:35 (Abridged)

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