metal_gear_solid:mpop_im_any

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metal_gear_solid:mpop_im_any [2022/07/08 18:15] – return to MPO+ button Pyraqmetal_gear_solid:mpop_im_any [2024/11/11 15:40] (current) – [Special Missions] MarlonH8
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-===== Infinity Mission =====+====== Infinity Mission Overview & Guide ====== 
 +===Introduction & Access Points ====
 Main category on the board, consisting of a randomised string of stages taken from the base MPO (exception being the Easy difficulty, which always has the same arrangement of stages and exits). Each difficulty increases the total amount of stages by 5 (Easy - 5, Normal - 10 and so on...), additionally harder difficulties contain stages that cannot be found on easier ones. Difficulties also affect guard types and their damage, while it is generally safe to run around while being shot at Easy-Hard with a decent recruit, an alert on Extreme can get out of hand quickly. Main category on the board, consisting of a randomised string of stages taken from the base MPO (exception being the Easy difficulty, which always has the same arrangement of stages and exits). Each difficulty increases the total amount of stages by 5 (Easy - 5, Normal - 10 and so on...), additionally harder difficulties contain stages that cannot be found on easier ones. Difficulties also affect guard types and their damage, while it is generally safe to run around while being shot at Easy-Hard with a decent recruit, an alert on Extreme can get out of hand quickly.
  
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 Do take note the AP doesn't apppear as an "object" on the Surround Indicator, therefore it can't be easily determined at which floor level the exit is (this is especially problematic in the Hospital, where 3 different APs are located on different floors in close horizontal proximity of each other). Do take note the AP doesn't apppear as an "object" on the Surround Indicator, therefore it can't be easily determined at which floor level the exit is (this is especially problematic in the Hospital, where 3 different APs are located on different floors in close horizontal proximity of each other).
 +
 +==== Special Missions ====
  
 In addition to normal stages, special stages will appear during the run. These will require you to complete certain objectives in order to progress. Here's list of possible special missions: In addition to normal stages, special stages will appear during the run. These will require you to complete certain objectives in order to progress. Here's list of possible special missions:
-  * Survive - Survive until time tuns out. Alert phase will be in effect the entire time. 
   * Neutralize - Neutralize all enemies. If the enemy sees you, they will call for backup.   * Neutralize - Neutralize all enemies. If the enemy sees you, they will call for backup.
   * Escape - Reach the Advance Point. Alert phase will be in effect the entire time.   * Escape - Reach the Advance Point. Alert phase will be in effect the entire time.
 +  * Survive - Survive until time tuns out. Alert phase will be in effect the entire time.
   * Rush - Reach the Advance Point before time runs out.   * Rush - Reach the Advance Point before time runs out.
   * Avoid - Reach the Advance Point before time runs out. There are no enemy soldiers.   * Avoid - Reach the Advance Point before time runs out. There are no enemy soldiers.
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 Except for Normal where the order of special missions is always the same (S3 - Escape, S5 - Survive, S7 - Neutralize), these missions are, like stages, randomised and may kill a run. The worst ones are: Survive, which forces you to wait a range of minutes before spawning the AP and Neutralize that may be short or long, depending on the stage layout and amount of enemies. No Alerts, although exclusive to the Extreme difficulty, gives you a game over the moment you get spotted, requiring you to take a stealthier approach. Except for Normal where the order of special missions is always the same (S3 - Escape, S5 - Survive, S7 - Neutralize), these missions are, like stages, randomised and may kill a run. The worst ones are: Survive, which forces you to wait a range of minutes before spawning the AP and Neutralize that may be short or long, depending on the stage layout and amount of enemies. No Alerts, although exclusive to the Extreme difficulty, gives you a game over the moment you get spotted, requiring you to take a stealthier approach.
 +
 +-----
  
 Memorising the placements of APs (especially easy on Normal) and monitoring the SI for single sound spikes is essential for achieving a fast time. Memorising the placements of APs (especially easy on Normal) and monitoring the SI for single sound spikes is essential for achieving a fast time.
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  • Last modified: 2022/07/08 18:15
  • by Pyraq