Uploaded March 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 Streets DLTK FA, bringing the total number of levels beaten to 18. The hardest part of Streets is the beginning. You start in an alley with no place to hide, and a guard runs toward you and reaches you in seconds. Due to the number of guards nearby and the lack of any weapon stronger than the PP7, your only option is to lure a guard who can throw grenades, then hope he throws one and kills all the guards. Because this requires a lot of luck, I researched and practiced the remainder of the level quite a bit so that when I survived the beginning, I would have a good chance of finishing. After the first few guards are dead, I take the tank and use it to clear out the area around Valentin. When Val contacts his associates, the timer is set to 6 minutes, regardless of how much time was left beforehand. With the strategy I use to handle the spawn guards (described below), it's better for the timer to be reset later rather than sooner. As a result, I have plenty of time to reach Val. I use this time to fire some extra tank shots at a faraway guard who has lots of body armor and can be tough to kill. A quirk of Val's behavior is that once objective A completes, you can shoot Val to make him contact his associates right away. I take advantage of this by starting to fire a volley of shots at him just before the objective completes. Each shot stuns him, allowing me to easily hit him once the dialogue is over. If I didn't stun him, he would start running very quickly and would be difficult to hit.
After the timer is reset, I trap the spawn guards using the glass tank strategy. To my knowledge, this strategy has been used in every completion of Streets DLTK. Fundamentally, it has been done the same way since the first completion, which was by Silent Foe in 2009. However, Henrik found a far more consistent setup in 2014 that allows you to trap the spawn guards without letting them see you. First, you stand in certain regions of the level at certain times in order to allow the two guards to spawn. Then, you run back to the tank and make sure you're standing on it when the guards reach their initial destinations and stop moving. This will cause them to copy your position while you're on the tank. As long as they don't see you, they will keep trying to reach their destinations, but will never do so because the tank is occupying that position. With a little adjustment of the timing, I adapted this strategy to Fast Animation and achieved very good results; I'd say my success rate is at least 95%. However, as luck would have it, this run was in the other 5%. Due to the variability in the amount of time it takes for the guards to reach their initial destinations and copy Bond's position, I spend about 30 seconds waiting on the tank before leaving. Just as I was about to leave in this run, the guards saw me. They have a hard time hitting me while I'm in that spot, so I tried waiting for a little while, hoping that they would leave my line of sight so that I could get off the tank and continue in the level. However, they didn't want to leave. So, I had to fall back to the old way of doing the glass tank strategy: Let the guards see me while I'm on the tank, step out of sight, wait a moment to give them a chance to copy my position, and run away. With this method, it's difficult to know whether you've succeeded or not until you either do or don't run into the spawn guards later in the level. Fortunately, I succeeded in this run.
Because I had to spend extra time trapping the spawn guards, and because killing the next guard was also pretty slow, I was about 25 seconds slower than usual heading into the remainder of the level. Depending on luck factors, this delay could make things tight. There are 12 guards with randomly selected weapons. They're divided into 4 trios, and the trios are divided into pairs. One trio in a pair has KF7s and the other has rocket launchers, but you won't know which is which until you reach the guards. For the first pair, I find it somewhat easier to have KF7s first, but either arrangement can be handled pretty consistently and quickly. For the second pair, however, it's considerably easier and faster to have rocket launchers first. In my only other run that made it past the beginning of the level, I had KF7s first and died as a result. This time, however, I got lucky and had rocket launchers first. In case there are KF7 guards first, I weaken a few landmines so I can blow them up to kill one of the guards, but I didn't need to do so in this run. I use a similar strategy to kill the third-to-last guard.
The only levels yet to be beaten on DLTK FA are Cradle and Silo. Both seem impossible, but I'll give them a try.
For a description of DLTK FA, see my Aztec video:
youtube.com/watch?v=nPzo8qe-pkc
This is the first completion of Streets DLTK FA, bringing the total number of levels beaten to 18. The hardest part of Streets is the beginning. You start in an alley with no place to hide, and a guard runs toward you and reaches you in seconds. Due to the number of guards nearby and the lack of any weapon stronger than the PP7, your only option is to lure a guard who can throw grenades, then hope he throws one and kills all the guards. Because this requires a lot of luck, I researched and practiced the remainder of the level quite a bit so that when I survived the beginning, I would have a good chance of finishing. After the first few guards are dead, I take the tank and use it to clear out the area around Valentin. When Val contacts his associates, the timer is set to 6 minutes, regardless of how much time was left beforehand. With the strategy I use to handle the spawn guards (described below), it's better for the timer to be reset later rather than sooner. As a result, I have plenty of time to reach Val. I use this time to fire some extra tank shots at a faraway guard who has lots of body armor and can be tough to kill. A quirk of Val's behavior is that once objective A completes, you can shoot Val to make him contact his associates right away. I take advantage of this by starting to fire a volley of shots at him just before the objective completes. Each shot stuns him, allowing me to easily hit him once the dialogue is over. If I didn't stun him, he would start running very quickly and would be difficult to hit.
After the timer is reset, I trap the spawn guards using the glass tank strategy. To my knowledge, this strategy has been used in every completion of Streets DLTK. Fundamentally, it has been done the same way since the first completion, which was by Silent Foe in 2009. However, Henrik found a far more consistent setup in 2014 that allows you to trap the spawn guards without letting them see you. First, you stand in certain regions of the level at certain times in order to allow the two guards to spawn. Then, you run back to the tank and make sure you're standing on it when the guards reach their initial destinations and stop moving. This will cause them to copy your position while you're on the tank. As long as they don't see you, they will keep trying to reach their destinations, but will never do so because the tank is occupying that position. With a little adjustment of the timing, I adapted this strategy to Fast Animation and achieved very good results; I'd say my success rate is at least 95%. However, as luck would have it, this run was in the other 5%. Due to the variability in the amount of time it takes for the guards to reach their initial destinations and copy Bond's position, I spend about 30 seconds waiting on the tank before leaving. Just as I was about to leave in this run, the guards saw me. They have a hard time hitting me while I'm in that spot, so I tried waiting for a little while, hoping that they would leave my line of sight so that I could get off the tank and continue in the level. However, they didn't want to leave. So, I had to fall back to the old way of doing the glass tank strategy: Let the guards see me while I'm on the tank, step out of sight, wait a moment to give them a chance to copy my position, and run away. With this method, it's difficult to know whether you've succeeded or not until you either do or don't run into the spawn guards later in the level. Fortunately, I succeeded in this run.
Because I had to spend extra time trapping the spawn guards, and because killing the next guard was also pretty slow, I was about 25 seconds slower than usual heading into the remainder of the level. Depending on luck factors, this delay could make things tight. There are 12 guards with randomly selected weapons. They're divided into 4 trios, and the trios are divided into pairs. One trio in a pair has KF7s and the other has rocket launchers, but you won't know which is which until you reach the guards. For the first pair, I find it somewhat easier to have KF7s first, but either arrangement can be handled pretty consistently and quickly. For the second pair, however, it's considerably easier and faster to have rocket launchers first. In my only other run that made it past the beginning of the level, I had KF7s first and died as a result. This time, however, I got lucky and had rocket launchers first. In case there are KF7 guards first, I weaken a few landmines so I can blow them up to kill one of the guards, but I didn't need to do so in this run. I use a similar strategy to kill the third-to-last guard.
The only levels yet to be beaten on DLTK FA are Cradle and Silo. Both seem impossible, but I'll give them a try.










