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Cheeseoman | More Silo DLTK Strategies @cheeseoman | Uploaded January 2013 | Updated October 2024, 12 minutes ago.
This video shows some potential strategies for Silo DLTK. My video from August 2011 focused on the end on the level; this video focuses on the beginning.

1. The first catwalk and the first hallway. This section is tricky because you start with no KF7 ammo and there's nowhere to retreat to. Plus, making too much noise here can attract guards. However, I think I found a pretty good strategy. There are five guards in the first hallway, which is shaped like an L. Two "stationed guards" are in the first leg of the L. They will stand still until they're aware of your presence, at which point they will chase you. Two more guards are in the second leg of the L. One is a stationed guard and the other is a "box guard" who tends to stay put behind a box. One guard roams around the second leg of the L; part of his route lets him see you if you're in the first leg. The position of the roaming guard is influenced by how long you let the first cutscene play. The countdown timer doesn't start until the second cutscene starts, so letting the first cutscene play doesn't reduce the amount of time you have to beat the level. I couldn't figure out the best time to cancel the first cutscene, but it seems like canceling it when the "Soviet Missile Silo, Kirghizstan" text disappears works decently.

Once the level starts, I let the first stationed guard see me, then pause and unpause the game a few times while he runs toward me. For some reason, every pause makes subsequent pauses faster (up to a point). Once the first guard is in the doorway, I shoot him. The second guard sees him getting shot, but the roaming guard isn't in a position to see him. I kill the first two guards with the PP7. This strategy for the first two guards was found by Henrik Norgren. Once they're dead, I advance to the corner of the L with the KF7 equipped. Once the roaming guard comes into view, I start shooting him, leaning into the view of the remaining stationed guard a few times so he shoots at the wall instead of running toward me. Once the roaming guard is dead, I let the stationed guard run toward me, then kill him. I then kill the box guard with the PP7. It's possible to get a grenade from him, but I didn't get one this time.

2. Same area as in #1. This time, though, the box guard threw a grenade. It killed him, the last stationed guard, and the roaming guard. When this happens, you can get to the first fuel room faster, but you can't get a grenade from the box guard.

3. The first fuel room. To start with, I fire a bullet next to two scientists. This scares them out of the room so they don't get blown up later. Then I run next to the scientist with the keycard, scaring him and picking up the two circuit boards. If you make this move quickly, the guard usually doesn't hit you. After that, I run to the top of the first set of stairs. Eddie Lovins found a nice trick here: if you stand at the spot in the video, the guards below you will hardly ever hit you. This allows me to throw the plastique, scare the keycard scientist again, and kill the guard. I deliberately make noise to attract the two guards in the next hallway and the guard on the next catwalk, a strategy proposed by Henrik Norgren. Once those guards are in the room, I blow them up using one of the computers. As I show afterward, the path to the next L hallway is clear.

4. The hallway before the third fuel room. In Miikka Pekkala's Silo DLTK TAS, he ran past these guards without getting hit, which is pretty hard to do. However, someone pointed out that on the Japanese version of the game, there is a full body armor in the second fuel room. This allows you to survive one hit, making it easier to run past these guards. I'm still not sure what the best way to get past them is, so I showed a few attempts.
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