Uploaded November 2025 | Updated September 2026, 2 weeks ago
Yesterday, I posted a run of Statue DLTK FA:
youtube.com/watch?v=0emR6ABvifg
I have a few backup strategies that I didn't use in the run, so I wanted to document them.
1. On the way to Valentin, you can run up a ramp. When you're at the top of the ramp, guards will shoot at you, but rarely hit you. If you wait long enough (killing any guards who come close), you can get all four guards to group together under the ramp. Then, you can run toward Val. Leaving the ramp is somewhat dangerous, though, so when I played the level, I sometimes ignored the ramp and continued straight on to Val. However, if a guard is right behind you as you approach the ramp (as indicated by gunshots), then going up the ramp is perhaps the best way to survive. Sometimes it's hard to tell how many guards are under the ramp, so in this clip, I wait a while to give the guards time to get there.
2. When you attempt the trick to spawn Trevelyan without his guards, you may mess up and spawn a guard. I know of no way to deal with multiple guards, but if you spawn just one, it always seems to be the one on the left (at least the way I do the trick), and you have time to kill him. Shooting the guards is supposed to cause objective B to fail, but the check to see whether you've shot them behaves in a strange way and sometimes doesn't detect your shots. It seems to work the same way as the Trev shot, a technique to shoot Trev in order to make him start talking sooner. The Trev shot is documented in detail in this post by Henrik Norgren:
forums.the-elite.net/index.php?msg=410992
Based on Henrik's post and my own testing, I've found that it works best to shoot a part of the guard that's closer to Bond than the guard's center is. As long as the guard has BA, he leans forward toward Bond, allowing you to shoot his head. But once his BA is gone, his posture changes and it seems impossible to shoot his head without causing objective B to fail. The best option I've found for killing the guard after taking off his BA is to move to his side and use the auto-aim to hit him rapidly with limb shots. It takes exactly 5 head shots (for his BA) and 40 limb shots (for his underlying health) to kill him. Don't fire any more than that, because shooting near his body during his death animation can cause the objective to fail.
Before you attempt the spawn prevention trick, I recommend standing still for about 30 seconds to slow down Bond's breathing, as I did in my run. This will steady your aim and make both the spawn trick and the killing of the lone guard (if there is one) easier. In this clip, Bond's breathing was rapid because I didn't stand still, so both of those things were somewhat harder than they needed to be.
3. It's probably not possible to cover every possible flight recorder location because the Janus guards catch up too fast, but with the strategy shown here, you can cover five, plus more if the guards cooperate. The following map posted by Henrik shows the nine possible FR locations:
forums.the-elite.net/index.php?msg=384646
My strategy covers locations 2, 3, 7, 6, and 5. In this clip, the FR was in location 4, and I died just before getting there. Yes, this was a real run attempt, and yes, it was painful. =P
Yesterday, I posted a run of Statue DLTK FA:
youtube.com/watch?v=0emR6ABvifg
I have a few backup strategies that I didn't use in the run, so I wanted to document them.
1. On the way to Valentin, you can run up a ramp. When you're at the top of the ramp, guards will shoot at you, but rarely hit you. If you wait long enough (killing any guards who come close), you can get all four guards to group together under the ramp. Then, you can run toward Val. Leaving the ramp is somewhat dangerous, though, so when I played the level, I sometimes ignored the ramp and continued straight on to Val. However, if a guard is right behind you as you approach the ramp (as indicated by gunshots), then going up the ramp is perhaps the best way to survive. Sometimes it's hard to tell how many guards are under the ramp, so in this clip, I wait a while to give the guards time to get there.
2. When you attempt the trick to spawn Trevelyan without his guards, you may mess up and spawn a guard. I know of no way to deal with multiple guards, but if you spawn just one, it always seems to be the one on the left (at least the way I do the trick), and you have time to kill him. Shooting the guards is supposed to cause objective B to fail, but the check to see whether you've shot them behaves in a strange way and sometimes doesn't detect your shots. It seems to work the same way as the Trev shot, a technique to shoot Trev in order to make him start talking sooner. The Trev shot is documented in detail in this post by Henrik Norgren:
forums.the-elite.net/index.php?msg=410992
Based on Henrik's post and my own testing, I've found that it works best to shoot a part of the guard that's closer to Bond than the guard's center is. As long as the guard has BA, he leans forward toward Bond, allowing you to shoot his head. But once his BA is gone, his posture changes and it seems impossible to shoot his head without causing objective B to fail. The best option I've found for killing the guard after taking off his BA is to move to his side and use the auto-aim to hit him rapidly with limb shots. It takes exactly 5 head shots (for his BA) and 40 limb shots (for his underlying health) to kill him. Don't fire any more than that, because shooting near his body during his death animation can cause the objective to fail.
Before you attempt the spawn prevention trick, I recommend standing still for about 30 seconds to slow down Bond's breathing, as I did in my run. This will steady your aim and make both the spawn trick and the killing of the lone guard (if there is one) easier. In this clip, Bond's breathing was rapid because I didn't stand still, so both of those things were somewhat harder than they needed to be.
3. It's probably not possible to cover every possible flight recorder location because the Janus guards catch up too fast, but with the strategy shown here, you can cover five, plus more if the guards cooperate. The following map posted by Henrik shows the nine possible FR locations:
forums.the-elite.net/index.php?msg=384646
My strategy covers locations 2, 3, 7, 6, and 5. In this clip, the FR was in location 4, and I died just before getting there. Yes, this was a real run attempt, and yes, it was painful. =P









![Silo [Modded: No Timer] DLTK Slappers Only 1:53:35
In this video, I play a modified version of the game that disables the timer in Silo. Details on the mod are here:
https://forums.the-elite.net/index.php?msg=489632
For a description of DLTK Slappers Only, see my Surface 2 video:
http://www.youtube.com/watch?v=SL3_jHJkmJM
I cut out most of the chopping from this video because its very boring to watch. I also sped up a few other boring, repetitive parts. An unabridged version is here:
https://www.youtube.com/watch?v=WdRddZd9Md4
Ive always thought that without the timer, Silo would be a fairly easy level on DLTK and could maybe even be beaten Slappers Only. I decided to give it a try by using a mod that disables the timer. Sure enough, the level was pretty simple and didnt take many attempts. Most of the run is self-explanatory, but one thing I should mention is the door leading from Ourumovs hallway to the catwalk next to the final room. Guards are unable to open this door; I think its the only door in the level with this property. They can warp through it if you unload them, but they dont seem to do so very consistently. To give them a better chance to warp, I run all the way back to the beginning of the level. For the first guard that got stuck behind the door, this worked and he was able to warp through. But the second guard refused to warp, so I had to open the door myself (which I prefer to avoid because its somewhat dangerous).
Unfortunately, there is a strange visual artifact in this video: two horizontal bars move up the screen before looping around to the bottom. While I was playing, I thought something was wrong with my TV, but when I checked the recording I saw that the bars were there too. Im not sure what caused this problem, since I used the exact same setup for my Surface 1 run a few days ago and that video turned out fine. I can only guess that the problem is somehow related to the power supply, since it seemed to get worse when my air conditioner was running (the size and darkness of the bars varied considerably on my TV, even though in the recording they look consistent the whole time). At least this problem turned up while I was playing a goofy category instead of something more serious.
EDIT: It appears that the problem was caused by the AC adapter I was using for my S-video splitter. I replaced the AC adapter and the horizontal lines disappeared. Silo [Modded: No Timer] DLTK Slappers Only 1:53:35](https://i.ytimg.com/vi/87YTdPPNbI4/mqdefault.jpg)
