Streets DLTK Tankless 8:16 @cheeseoman
Streets DLTK Tankless 8:16  @cheeseoman
Uploaded March 2026 | Updated September 2026, 1 week ago
Dark License to Kill (DLTK) is the made-up fifth difficulty in GoldenEye. In DLTK, you maximize the enemy statistics in 007 mode:

Enemy health: 1000%
Enemy damage: 1000%
Enemy accuracy: 100%
Enemy reaction speed: 100%

With these settings, enemies take about 10 headshots to kill, they usually kill you in one hit, they rarely miss, and they react quickly.

I believe this is the first completion of Streets DLTK without using the tank. A few people have done Runway DLTK without the tank in recent years, so I thought I'd try the same on Streets. Once you've gotten past the luck-based beginning of the level, the main obstacles are the two spawn guards who chase you forever, respawn when they die, and attempt to respawn closer to you if you get too far away. The typical way of dealing with these guards is called the glass tank strategy. When a spawn guard starts chasing you, he makes a note of your position and keeps running until he either sees you or reaches that position. If he reaches it and he's greater than a certain distance from you, he deletes himself, which allows him to spawn closer to you a few seconds later. If he reaches his destination and doesn't delete himself, then he copies your position again and repeats the process. But if you're standing on the tank when he copies your position and you leave the tank there, then he will never be able to reach that position because the tank is occupying it. Thus, he will neither copy your new position nor respawn closer to you.

To beat the level without the tank, I deal with the two spawn guards in two different ways. One of them doesn't begin spawning until the guard on the left in the area with the tank has died. See the following post by Henrik for details:

forums.the-elite.net/index.php?msg=389472

I lure this guard behind the tank and leave him alive, which prevents the corresponding spawn guard from ever appearing. For the other spawn guard, I use a variation of the "crowded corner" technique that I used to deal with the spawn guards in my Control DLTK Fast Animation run. See the description of that video for more information:

youtube.com/watch?v=Wahg1fxewQQ

First, I make noise to lure four guards to a certain spot; this happens at 2:06. Then, at 4:28, immediately after killing the spawn guard, I stand against a wall inside his spawn radius and wait for a while to give him time to spawn. When he spawns, he notes my position. Without moving, I make noise in order to lure the four guards from earlier. The position they try to reach is exactly the same as the position the spawn guard is trying to reach, but they get there before he does and occupy the space near the wall, preventing the spawn guard from reaching it. Thus, as with the glass tank strategy, the spawn guard never reaches his destination, so he never copies my position or respawns elsewhere. I call this strategy the crowded wall.

Once the spawn guards are dealt with, the rest of the level is fairly straightforward. I wasn't going for speed, so I played it safe. I ended up tying my old Streets DLTK run from 2011.
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Cheeseoman |

Streets DLTK Tankless 8:16

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