RNG Manipulation guide for Agent (and Secret Agent)
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RNG Manipulation guide for Agent (and Secret Agent)
Updated 6 years ago by DeepDarkness

This is meant to be a guide on how the "RNG" works on Agent and how to manipulate it (it's actually very simple), and what levels this can be useful at. I think this works on SA as well, I haven't done enough tests to be completely sure, but keep in mind that this will not work on PA or DA.

Before we start, we should know what things we can manipulate, and what things we can't. We can manipulate the set of initial spawning locations of people and cameras. We can't manipulate the guards behaviours during the level. We will refer to each set of initial locations of people and things as "RNG case".

As far as I know, for each mission except Arena there are 3 possible RNG cases. Let's say that you are playing a non-Arena mission and you find RNG case A on it. Then, no matter how many times you restart the level, you will always find RNG case A on that mission until the moment you finally finish it. Then it will switch to RNG case B, and if you play now the level, no matter how many times you restart the level, you will always find RNG case B on that mission until the moment you finally beat it. Then it will switch to RNG case C, and if you play now the level, no matter how many times you restart, you will always find RNG case C on that mission until the moment you finally beat it. And now, it will switch back to A. Then to B. Then to C. Etcetera.

The reason why I wrote before "RNG" instead of RNG is because it's not RNG at all. RNG cases follow a very simple pattern. This means that if you get the best RNG case on a level and finish it, in order to have it again, you will simply have to beat the level twice again and you are done. The good thing is that you don't need to replay the whole level those 2 times, you can simply beat the level from the checkpoint to save time, and that will work as well. Now, let's go through some examples of levels where this can be useful:

Mission 2: Subway | Retrieval Have you noticed that after the first demo-kit explosion sometimes there is a guard waiting for you and sometimes there isn't? Or that sometimes the cameras see you and sometimes they don't although you are following one same route? This mission has 3 possible RNG cases, which from my experience, going as fast as possible, are as follows:

  1. After the explosion, you don't see any guard, you are not noticed by an unexpected camera, and after the big room where you meet Killian you see no patrolling guards.
  2. After the explosion, you don't see any guard, you are not noticed by an unexpected camera, but after the big room where you meet Killian you see two patrolling guards.
  3. After the explosion, you find a guard shooting at you, and you very likely are seen by a camera.

Mission 4: Mansion | Infiltration Have you noticed that in the very beginning, when you enter the big area, sometimes you see guards there, and sometimes you don't? It's actually useful to manipulate the RNG case in this level, since as soon as a guard sees you, he will say something, and all the guards in the area will chase you, and all the snipers will shoot at you, and new guards will spawn and chase you as well, and that's something you don't really want to happen in a speedrun, since you don't want to be hit. There are 3 possible RNG cases in this level:

  1. When you enter the big area, you see no guards. With my route, this is the worst case.
  2. When you enter the big area, you see 1 guard right in front of you walking away from you. This is the best case with my route.
  3. When you enter the big area, you see 2 guards patrolling around the big rock after the first bridge. This is sometimes a good case, and sometimes a bad one.
  • If you are going to use my strat and you want to get the best possible times, then just spend a few minutes in order to manipulate the RNG to get case 2. It makes things easier and faster when you are not hit in the beginning. Remember that for this you can use checkpoints to manipulate the RNG, you don't need to beat the whole level twice each time.

Mission 5: Laboratory | Rescue Looking where Jack is can be boring, right? What if I told you that the beginning of the level already tells you that info, or that you can easily manipulate that in your favour? There are 3 possible RNG cases in this level:

  1. When you exit the first room, you see no patrolling guards. Then Jack will be in cell 1 (first cell on the left).
  2. When you exit the first toom, you see a patrolling guard on the left walking away from you. Then Jack will be in cell 8 (first cell on the right).
  3. When you exit the first room, there is a patrolling guard in the opposite corridor, near the alarm. Then Jack will be in cell 5 (the far one).
  • If you have read this guide, you already know this, but just as a remark, the cell where Jack is on Agent is cyclic. It always follows the pattern 1-5-8-1-5-8-1-5-8-... With my route it's convenient to have him in either cell 1 or cell 8. If you have Jack in cell 5, the problem is not the ending, it's the beginning: the patrolling guard is too close to the alarm, he will call it and you will find tons of alerted guards on your way, so that's why I try to avoid that case. I prefer cell 1, as a matter of fact. Remember that for this you can use checkpoints to manipulate the RNG, you don't need to beat the whole level twice each time.

Mission 7: Trinity | Infiltration Most troll level in the game. Dr Caroll can either start in his optimal location already, or being super far from it, and when that happens, you can find 2 intercoms to bring him to the optimal spot, and while one is not very far, the other one is super far, and that sucks, and you're forced to go to one or the other one because of the locked doors. There are 3 RNG cases in this level, but the bad ones (at least one of them) have 2 variants:

  1. Dr Caroll is already in the optimal spot. This is obviously the fastest one. We'll call this one good RNG.
  2. a) Dr Caroll is lost somewhere around the laboratories (I think they are labs, lol) and after the lift, you find that the door in the right is open while the door in the left is locked. This is the worst case. We'll call this one bad RNG 1.
  3. b) Dr Caroll is lost somewhere around the laboratories and after the lift, you find that the door on the right is locked while the door in the left is open. This is a medium case. We'll call this one medium RNG.
  4. It's similar to case 2) a), Dr Caroll is around the same area, just in a different laboratory. As far as I know, here you will always find the door in the left locked and the door in the right open, hence we'll call it bad RNG 2, but maybe I didn't do enough tests and you can actually have also a case similar to 2) b).
  • Basically, you want to manipulate RNG to get the first case, and fortunatelly, doing this means beating the level only twice at most, and remember that for this you can use checkpoints, you don't need to fight the brothers twice if you don't want to.

Mission 10: Temple | Surveillance Have you noticed that in the very beginning of the level sometimes you see a guard and sometimes you don't see him? This guard can be annoying sometimes, and not only because he can hit you, but also because as soon as he is alerted, the 2 guys in orange clothes will chase you as well and block you, and hit you, and while that's not a big deal if you go the normal way, that can be a problem if you want to get a good OoB glitch. There are 3 RNG cases in this level:

  1. There is a standed guy before the floor trap in the beginning. This is the best case, since you can just punch him without alerting him. Keep in mind that as soon as he gets alerted, the 2 next guys in orange clothes start chasing you, and will block you and will make glitching impossible until you beat them.
  2. There is a guard hidden in between the plants after the floor trap in the beginning. This is the worst case, since he will be alerted 100% of times, and also he will shoot at you, and very likely hit you as well.
  3. There isn't any guard around the floor trap in the beginning. This case is medium. Sometimes the guard on the other side will get alerted, sometimes he won't.
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