Uploaded January 2026 | Updated September 2026, 1 week ago
For a description of DLTK Enemy Rockets, see my Control video:
youtube.com/watch?v=8tXfudWn9hU
Jungle is, in my opinion, the hardest level on DLTK ER and the only level that's harder on this mode than on regular DLTK. This is mainly because of the ending. There are six respawning guards in the final room. Once they stop moving, they gain BA, making them much harder to kill. It's difficult to even see them because they're so far away and, without an AR33, you can't zoom in. If you try to take off their BA from a distance with the PP7, other guards can see them being hit and fire rockets. The rockets can kill the guards without BA, at which point they'll respawn and you'll have to spend more ammo taking off their BA again. It's easy to run out of ammo fighting them like this. Also, when a guard respawns, he will have an AR33. Dealing with a mix of rocket launchers and AR33s is quite dangerous; the AR guards have the usual speed, accuracy, and power of DLTK guards, and the rocket explosions can easily push you into the path of the ARs.
While it's possible to do the ending by taking off all the guards' BA and then blowing them up at the same time, similarly to how I've beaten the level on DLTK and DLTK Fast Animation, I found a better and cooler way to do it on DLTK ER. First, note that the third guard from the left is never there when you start the level; he spawns later, which means he has an AR33 instead of a rocket launcher. As I mentioned, adding an AR33 guard into the equation makes things more difficult. But there's a way to prevent him from ever spawning. The reason he isn't there at the start of the level is because he shares an ID with another guard; this was probably a mistake by the developers. The other guard is the one stationed near the final drone. As long as that other guard is alive, the respawning guard will never spawn. So, I make sure to leave the stationed guard alive. Once I'm ready to exit the level, I make a mad dash past the rocket launcher guards and into the hallway. At this point, some of the rocket launcher guards often kill each other, and the stationed guard is able to see them dying and pursue me down the hallway. To avoid this, I plant a remote mine next to him beforehand, then blow it up shortly before I reach the hallway. By the time his death animation is complete, I'm already in the hallway, preventing his replacement from spawning.
Before I started the level, I expected Xenia to be the main obstacle, but she's actually not all that hard to beat. You can kill her with the plane strategy used in various DLTK runs and in my DLTK Fast Animation run. The only difference is that you need to move away from the corner when Natalya fires a rocket in order to avoid being hit. It takes a while, but Natalya will eventually kill Xenia. Although it seems possible for Natalya to kill herself with explosions, I never saw it happen. I should note that my original strategy to kill Xenia was completely different. I played on the US version of the game and used the freeze glitch to prevent Natalya from moving, then slapped Xenia to death on the bridge. As long as I manipulate Xenia's aim so that she's aiming at a side of the bridge that's very close to her, she won't fire. This is the same technique I used to slap Jaws on Aztec:
youtube.com/watch?v=rolCIYjZVwo
The only difference is that with Xenia, the technique applies to both her rocket launcher and her grenade launcher. Slapping Xenia like this could result in a much faster run, but because I wasn't having much luck with the freeze glitch (I only managed to freeze Natalya once every hour or two), I looked for an alternative and found that I could kill Xenia by the plane. Since I no longer had any use for the freeze glitch, I decided to play on the Japanese version of the game because it has extra BA. That BA really came in handy, since I took quite a bit of damage.
The eagle-eyed viewer might notice a peculiarity of Bond's anatomy at 7:02.
For a description of DLTK Enemy Rockets, see my Control video:
youtube.com/watch?v=8tXfudWn9hU
Jungle is, in my opinion, the hardest level on DLTK ER and the only level that's harder on this mode than on regular DLTK. This is mainly because of the ending. There are six respawning guards in the final room. Once they stop moving, they gain BA, making them much harder to kill. It's difficult to even see them because they're so far away and, without an AR33, you can't zoom in. If you try to take off their BA from a distance with the PP7, other guards can see them being hit and fire rockets. The rockets can kill the guards without BA, at which point they'll respawn and you'll have to spend more ammo taking off their BA again. It's easy to run out of ammo fighting them like this. Also, when a guard respawns, he will have an AR33. Dealing with a mix of rocket launchers and AR33s is quite dangerous; the AR guards have the usual speed, accuracy, and power of DLTK guards, and the rocket explosions can easily push you into the path of the ARs.
While it's possible to do the ending by taking off all the guards' BA and then blowing them up at the same time, similarly to how I've beaten the level on DLTK and DLTK Fast Animation, I found a better and cooler way to do it on DLTK ER. First, note that the third guard from the left is never there when you start the level; he spawns later, which means he has an AR33 instead of a rocket launcher. As I mentioned, adding an AR33 guard into the equation makes things more difficult. But there's a way to prevent him from ever spawning. The reason he isn't there at the start of the level is because he shares an ID with another guard; this was probably a mistake by the developers. The other guard is the one stationed near the final drone. As long as that other guard is alive, the respawning guard will never spawn. So, I make sure to leave the stationed guard alive. Once I'm ready to exit the level, I make a mad dash past the rocket launcher guards and into the hallway. At this point, some of the rocket launcher guards often kill each other, and the stationed guard is able to see them dying and pursue me down the hallway. To avoid this, I plant a remote mine next to him beforehand, then blow it up shortly before I reach the hallway. By the time his death animation is complete, I'm already in the hallway, preventing his replacement from spawning.
Before I started the level, I expected Xenia to be the main obstacle, but she's actually not all that hard to beat. You can kill her with the plane strategy used in various DLTK runs and in my DLTK Fast Animation run. The only difference is that you need to move away from the corner when Natalya fires a rocket in order to avoid being hit. It takes a while, but Natalya will eventually kill Xenia. Although it seems possible for Natalya to kill herself with explosions, I never saw it happen. I should note that my original strategy to kill Xenia was completely different. I played on the US version of the game and used the freeze glitch to prevent Natalya from moving, then slapped Xenia to death on the bridge. As long as I manipulate Xenia's aim so that she's aiming at a side of the bridge that's very close to her, she won't fire. This is the same technique I used to slap Jaws on Aztec:
youtube.com/watch?v=rolCIYjZVwo
The only difference is that with Xenia, the technique applies to both her rocket launcher and her grenade launcher. Slapping Xenia like this could result in a much faster run, but because I wasn't having much luck with the freeze glitch (I only managed to freeze Natalya once every hour or two), I looked for an alternative and found that I could kill Xenia by the plane. Since I no longer had any use for the freeze glitch, I decided to play on the Japanese version of the game because it has extra BA. That BA really came in handy, since I took quite a bit of damage.
The eagle-eyed viewer might notice a peculiarity of Bond's anatomy at 7:02.










