Differences
This shows you the differences between two versions of the page.
Both sides previous revision Previous revision Next revision | Previous revision | ||
metal_gear_solid:new_game_tutorial_by_pythonicus [2019/08/17 18:37] – [Post-Credits] Pythonicus | metal_gear_solid:new_game_tutorial_by_pythonicus [2020/09/13 13:18] (current) – removed Pythonicus | ||
---|---|---|---|
Line 1: | Line 1: | ||
- | =====Introduction===== | ||
- | This tutorial is intended to guide you through the opening stages of learning Portable Ops, with information mainly compiled by MarlonH8, MiniOmegaKing, | ||
- | |||
- | ---- | ||
- | |||
- | ====Starting the Game==== | ||
- | |||
- | Before beginning a run, there' | ||
- | |||
- | When you're ready to start, you'll need to create a save file that the game will use as a ' | ||
- | |||
- | After creating your profile, the game will then prompt you on the difficulty you'd like to play. Normal is the de-facto difficulty, but there aren't any rules against running on Easy. The differences include less boss health and less damage done to the player character. The run begins when you select your difficulty. This guide is assuming Normal difficulty. | ||
- | |||
- | ---- | ||
- | |||
- | ====Mission 1: Prison/ | ||
- | |||
- | {{youtube> | ||
- | |||
- | Upon starting the game, you'll want to press the start button to skip the beginning cutscene. The game takes a few moments to load, so it's advisable to just continue tapping start until you begin to hear the stage music. As soon as the screen fades in to gameplay, you're in control. In order to get out of the prison cell, you either have to wait for a minute, or try to open the door twice, using the triangle button. There is a specific angle you can take, by running into the door frame, that will slide Snake into position to open the door and cause the next cutscene to play on a single door pull. This trick saves very little time overall, and is very specific and unreliable, so it's not something worth resetting over if you don't get it. | ||
- | |||
- | After trying the door twice, Roy Campbell will start speaking to you. The first couple of lines will require you to fast-forward through (again using the triangle button), but after a fade, you can skip the rest of it with the start button. After the game loads, the vent cover beneath the bed will be open, and you can crawl through into the adjacent cell, where the Mk. 22 and the sneaking suit are. Upon collecting your items, another couple of skippable scenes will play. Skip through them, and Campbell will attempt to start a tutorial. You can skip the tutorial by just running for the door. After a few more lines of text, you'll finally have free action. At this point, run into the building across and just before you come across the electronic gate, roll into prone and crawl underneath. After passing through, run directly at the guard outside, bump him and roll to the right. At this point, you're home free for the mission. Assuming you've moved quickly enough, the guard patrolling the ramp won't be in a position to cause trouble, and the guard inside the building at the top of the ramp won't be looking your way. Make your way left and toward the mission end trigger. | ||
- | |||
- | When you enter the Comms Base half of the mission, there will be an unskippable scene and some text to fast-forward through. After dealing with those, it's a simple enough process to just make your way into the building by rolling across the gap and taking the door on the right side of the building. The guard posted outside won't cause any issues. After entering the building, use the door to the right side of the room and enter the mission square. There will be a couple of calls to fast-forward through as well as a cutscene to skip. After all of this, you will be dumped to the briefing screen. | ||
- | |||
- | ---- | ||
- | |||
- | ====Mission 2: Soviet Patrol Base 1==== | ||
- | |||
- | {{youtube> | ||
- | |||
- | After getting into the briefing menu, there will be some lines of text. Forward through it, and you'll be on the mission selector. Choose the Soviet Patrol Base immediately and start the mission. Entering the mission, skip the opening cutscene and begin moving immediately before the call stops you. Skip through the call and continue forward. Roll into the cutscene trigger and skip it. Roll into the pit ahead and use the momentum to equip your Mk. 22. Climb the stairs on the opposite side and swing out wide in order to use the lock-on to take out the guard ahead with two potshots. Enter the building, bump and roll the officer and collect the item to end the mission. | ||
- | |||
- | ---- | ||
- | |||
- | ====Mission 3: Supply Depot 1==== | ||
- | |||
- | {{youtube> | ||
- | |||
- | This mission is the trickiest in the early game to avoid an alert, should you be attempting a Tsuchinoko-rank run. When you're in the briefing menu, skip the dialog and move the cursor up to begin the mission in the Supply Depot. Once you're in the mission, skip the call's text and climb the boxes to the upper level. Hug the wall of the building and the very moment you step into the threshold of the interior, hold square to grab the guard and then move the stick in a direction and tap the button again to throw him. If you are fast enough, you will have knocked the guard out without an alert. As long as you've knocked the guard out, you can continue by grabbing the TNT in the building and then drag the guard to the truck. When you get to the top of the boxes, turn yourself around using first person view mode and drop the guard off the corner of the top box. Drop down and grab the guard again to continue dragging him. If the item box he drops is 9mm T, and if it's close-by, grab it. Once you've deposited the guard into the truck, the mission will end with a cutscene. Skip it and get back to the briefing menu. | ||
- | |||
- | ---- | ||
- | |||
- | ====Mission 4: Comms Base 2==== | ||
- | |||
- | {{youtube> | ||
- | |||
- | Before starting this mission, you'll need to menu Jonathan to the sneaking unit's first position. Press X to bring up the menu, select Manage, and O to confirm. From here, press left once to bring up the list of all soldiers, menu to Jonathan, press square and press right to get back to the sneaking unit. Menu once down to place Johnny in the unit, then select him again and replace Snake with him to swap their positions. After this is done, go back to the Mission screen and select the Comms Base. Skip through the text and select the mission again. Skip the second dialog and the two calls you receive when you enter the mission. Thanks to Johnny' | ||
- | |||
- | ---- | ||
- | |||
- | ====Mission 5: Hospital==== | ||
- | |||
- | {{youtube> | ||
- | |||
- | In the briefing menu, go straight into the next highlighted mission, which will be the Hospital. As per usual, there will be a call to skip through at the opening of the mission. Once that's done, go straight ahead and roll into prone at the small opening in the wall. Once you're inside, stand up and run to the right side of the building. There' | ||
- | |||
- | ---- | ||
- | |||
- | ====Mission 6: Research Lab 1==== | ||
- | |||
- | {{youtube> | ||
- | |||
- | At the briefing menu, once again just select the highlighted mission and head straight into the Research Lab. Skip through the call and head straight forward. If you weren' | ||
- | |||
- | ---- | ||
- | |||
- | ====Mission 7: Supply Depot 2==== | ||
- | |||
- | {{youtube> | ||
- | |||
- | When you get back to the briefing menu, skip through the dialog and go into your Manage menu. Select Jonathan and place him in the spy unit for the Supply Depot. Bring up the menu again and select WAIT. A notification will come up telling you that a spy report is available for the area. Confirm and skip through Campbell' | ||
- | |||
- | ---- | ||
- | |||
- | ====Mission 8: Rail Bridge 1==== | ||
- | |||
- | {{youtube> | ||
- | |||
- | At this point, in the briefing menu, you may get a prompt that your second recruit is finally ready to join. If you get that prompt, just accept it and skip the dialog that comes with it. The latest that this prompt will show up is generally mission 10. On the map, select the Rail Bridge and confirm. Skip the opening call and move around the truck, taking a left immediately. Follow the left wall to your destination. Skip the cutscene and call and return to the briefing menu. | ||
- | |||
- | **IMPORTANT: | ||
- | |||
- | ---- | ||
- | |||
- | ====Missions 9-11: Diversionary Operations==== | ||
- | |||
- | {{youtube> | ||
- | |||
- | In order to cross the Rail Bridge, you need to cause three distractions by exploding three targets of opportunity out of a maximum of four. The speedrun chooses the fastest three stages, those being the Supply Depot, the Soviet Patrol Base, and the Research Lab. In between each diversion, you must menu to both receive spy reports and to move your spies accordingly (I.E. if you get the report for Supply Depot, move that spy to either the Patrol Base or the Research Lab, etc.). There is a small optimization involved after you ' | ||
- | |||
- | You will want both Jonathan and your second recruit in the spy unit, and you want them to be separate until you're on your final diversion. Again, these are in random order during a run, so follow the guide for the order in which you receive the reports, not the order I've presented here. In order to receive your reports, you'll want to make use of your wait commands, on the right side of the bottom menu. If you run out of ' | ||
- | |||
- | **//Supply Depot//**: Start the mission and skip the call. Equip your TNT and hug the left wall all the way down until you pass the last corner. Turn toward the truck parked in the center of the lane and place a bundle of TNT at the direct rear. Detonate immediately and skip the call. | ||
- | |||
- | **//Soviet Patrol Base//**: Start the mission and skip the call. Set the TNT to your equipment swap (equip and then unequip it to enable CQC again) and begin by dropping down each individual level into the pit. Climb the first raised section and roll atop the second to get out. This will set guard cycles more favorably so that you can continue moving without having to wait. Pass through the building to the other side and slam the guard in front of the armory. Move into the door frame and immediately re-equip your TNT and set it/detonate it. If done properly, this will avoid killing the guard in the blast due to invulnerability frames as he's standing back up. Skip the call and return to briefing. | ||
- | |||
- | **// | ||
- | |||
- | ---- | ||
- | |||
- | ====Mission 12: Rail Bridge 2==== | ||
- | |||
- | {{youtube> | ||
- | |||
- | After the diversions, return to briefing and skip the dialog. Immediately choose Rail Bridge and enter. Skip the call and begin moving. Instead of hugging the left wall, move straight forward toward the bridge itself and equip the Mk. 22. As soon as you turn the corner, lock on to the shield guard and fire. The guard will move behind the truck, allowing you to hug the left side of the bridge and avoid him. Continue down the straight path toward the mission end. After the fence, angle toward the guard patrolling and bump-roll through him toward the mission marker. | ||
- | |||
- | ---- | ||
- | |||
- | ====Mission 13: Harbor==== | ||
- | |||
- | {{youtube> | ||
- | |||
- | Back on the briefing menu, skip the dialog and go into the Manage menu. Go into Snake' | ||
- | |||
- | As soon as you enter the map, skip the call and make your way to the ladder across from you, avoiding collision with the boxes between. Climb the ladder and go around behind the boxes to pick up the M63. Roll from the rooftop toward the bridge and equip your Mk. 22. Carefully aim to tranquilize the guard patrolling the bridge. Assuming you've given him time to move forward a few steps, the guard on the other side of the bridge won't see him fall. Cross the bridge, and if the aforementioned guard is still paused at the corner stalk toward the ramp into the boat. When you board the ship, follow the catwalk all the way along the right side to the ramp to the top. Roll up and orient yourself toward the boxes. Climb up and roll across the gap to pick up the cardboard box. Roll off the side of the box and continue toward the other ramp back down into the ship. | ||
- | |||
- | About halfway down the ramp, line yourself perpendicularly to the railing and roll to clear it. Upon landing, a cutscene will start. Skip it and the call immediately following. When you regain control, run to the set of boxes ahead of you and climb up. Skip the dialog at the top and roll across into the other section of the ship. When you reach the covered box, skip the two calls that come up and the mission will end. | ||
- | |||
- | ---- | ||
- | |||
- | ====Mission 14: Security Base==== | ||
- | |||
- | {{youtube> | ||
- | |||
- | Once you're back to the briefing, go to Manage and move both of your spies to the Security Base. Use your wait commands until you receive the report. ' | ||
- | |||
- | ---- | ||
- | |||
- | ====Mission 15: Warhead Storage==== | ||
- | |||
- | {{youtube> | ||
- | |||
- | On the briefing menu, go to Manage and once again remove the bottom item in Snake' | ||
- | |||
- | Retrace your steps and roll into prone, stopping before you clear the corner, and let the female soldier pass. As soon as she does, crawl beneath the laser grid, stand up and take the left to climb the ladder. At the top, go directly to the door and follow the hallway until the ramp on the right. As soon as the door up the ramp opens, roll through. This will allow you to avoid an alert from the guard to the left of the catwalk. Follow the catwalk to the right and roll down to the lower level. Run through the door and roll up the ramp, taking the immediate right. At the bottom of the ramp, run through the door and around the fencing to the mission marker. Skip the call, place a TNT, and skip the cutscene to begin the boss fight against Python. | ||
- | |||
- | For Python, set your Mosin Nagant to equipment swap and stand still so that he attempts to hit you with his rifle. Avoid the hit and shoot him in the head with the Mosin. After this point, the fight is completely random, so the best advice is to just watch and react. If after being shot, Python aims at you and begins firing, keep your Mosin equipped and aim downward to avoid damage. After two headshots and two body shots, Python should go down. Skip the cutscene and return to briefing. | ||
- | |||
- | ---- | ||
- | |||
- | ====Mission 16: Airport==== | ||
- | |||
- | {{youtube> | ||
- | |||
- | On the briefing menu, if you don't get a spy report immediately, | ||
- | |||
- | At the top of the ramp, unequip the box and turn around, heading for the door. Through the door, take the left and continue into the next hall. At the corner, there' | ||
- | |||
- | ---- | ||
- | |||
- | ====Mission 17: Silo Entrance 1==== | ||
- | |||
- | {{youtube> | ||
- | |||
- | On the briefing screen, go to Manage and again remove the bottom item of Snake' | ||
- | |||
- | There is a guard patrolling the lower section of the map where you'll land. In order to avoid this guard detecting you, you have to bump-roll him very specifically. Kick out to the right and then orient yourself toward the guard so that he'll face you. Bump into him and roll to the up and right direction. Duck behind the crates and go behind the building to your right. Climb the ladder and grab the RPG-7. Carefully continue slightly across the bridge spanning the buildings and roll over the railing. Stay underneath the bridge as you make your way toward the mission marker. Skip the cutscene and you'll be in the next boss fight against Null. | ||
- | |||
- | For Null, when the fight begins, stalk slightly away from the corner of the building and equip the RPG. Take aim directly at Null as quickly as you can and fire. The blast will knock him down, away from you. Take this opportunity to reload the RPG, either through tactically reloading or standard. After you've reloaded, Null will be standing again. Watch for his footsteps and fire after he lifts his left (camera right) leg. You'll want to aim slightly ahead of him so that you continue to knock him backward. After this shot, he'll be far enough away that he'll attempt to run at you. Aim accordingly, | ||
- | |||
- | ---- | ||
- | |||
- | ====Mission 18: Silo Entrance 2==== | ||
- | |||
- | {{youtube> | ||
- | |||
- | After Silo Entrance 1, Snake will be captured and taken out of your unit, so before re-entering Silo Entrance, you'll need to put Johnny back in the sneaking unit. After placing him there, go into the mission. After the call, take the same path as before, but this time you can roll up the ramps to speed things up slightly. Keep close to the right-hand wall to avoid the guard as you approach. Bump through him and spin to grab, then choke him out and climb over the railing. Drop down and grab onto the pole beneath. After the camera shifts behind you, move to the left, and drop onto the crates beneath. Follow the hall until you come across some boxes and an officer patrolling. Just before you pass the back of the crates, stalk to avoid detection and grab the officer to interrogate. Again, hold the L button until you receive the call that ends the mission. Skip the cutscene afterward to return to briefing. | ||
- | |||
- | ---- | ||
- | |||
- | ====Mission 19: Rail Bridge 3==== | ||
- | |||
- | {{youtube> | ||
- | |||
- | At this point, the game expects you to put a dragnet of spies around to learn where to go next. Instead, we can go straight to the next destination. In fact, if you take the spy report to go to the Rail Bridge to collect the item you need, it'll make things more difficult and slower. | ||
- | |||
- | In Mission, navigate to the Rail Bridge and enter. There won't be a call to skip at the beginning of the mission, so as soon as it fades in, begin moving straight toward the building on the opposite end of the starting area. If you got the report, there will be an officer who can see through Johnny' | ||
- | |||
- | ---- | ||
- | |||
- | ====Mission 20: Guest House==== | ||
- | |||
- | {{youtube> | ||
- | |||
- | The briefing menu will automatically point you to the next mission, so go immediately into the Guest House. Skip the call and move forward and slightly to the left down the ramp. You don't have to worry about any of the guards in this map, so just run straight down the path and take a left into the alleyway. At the end of the alley, take the door to your left and continue into the building. Down the ramp and into the left-hand door is your mission marker. Proceed into it, skip the call and the cutscene to end the mission. | ||
- | |||
- | ---- | ||
- | |||
- | ====Mission 21: Plant==== | ||
- | |||
- | {{youtube> | ||
- | |||
- | Once you get back to the briefing menu, replace Snake as your primary in the sneaking unit, remove the TNT from your inventory and head into the plant. Skip the call and begin by heading where you're facing. As soon as you pass by the ramp to the right, aim down sights and take out the guard on the ground level facing you. Afterward, aim directly up from him toward the rafters to distract the two guards patrolling the catwalks. If done in time, you'll be able to slip directly underneath them without detection. Once you're past the bridge, take the left around the back of the building and run directly for the mission marker. | ||
- | |||
- | Skip the cutscene and you'll be in the boss fight against Metal Gear RAXA. As soon as you gain control, equip the RPG and aim toward the middle of Metal Gear's legs. If done properly, you can hit multiple legs at the same time. Repeat until you're out of ammo. Once you run out, run to the right side of the room to pick up a spare pack of RPG rounds. Once you have those, continue firing at the legs. Once all four legs are destroyed (denoted by them darkening and emitting sparks), you'll move into phase two. | ||
- | |||
- | In phase two, once RAXA's legs are destroyed, and once it flies in the air and lands again, it will slump forward. Position yourself directly in front of it and aim toward the middle of one of the wings. If properly aimed, two rockets to each wing will destroy both and end the fight, and by extension the mission. | ||
- | |||
- | ---- | ||
- | |||
- | ====Mission 22: Ravine==== | ||
- | |||
- | {{youtube> | ||
- | |||
- | Upon exiting the Plant mission, a notification will appear telling you that Jonathan has died. Clear it away and begin moving your spy and Python to the Silo Entrance. ' | ||
- | |||
- | In the mission, skip the call and begin by circling around the truck and continuing ahead. Right before the railing curves to the right, roll over it and down to the lower level. Move through the tunnel and aim yourself at the right side of the boulder blocking the path ahead. Just before you run off the edge, roll. You should catch the ledge, and from there, just sidle slightly to the right and climb up. Afterward, just sprint toward the mission marker. For a visual cue, watch the video above. | ||
- | |||
- | ---- | ||
- | |||
- | ====Mission 23: Power Substation 1==== | ||
- | |||
- | {{youtube> | ||
- | |||
- | On the briefing menu, remove the spare RPG ammo from Snake' | ||
- | |||
- | At the top of the ladder, continue along the bridge and roll across to the opposite rooftop, collecting the small med kit along the way. On the rooftop, take a left and duck into the pit, where there is a door leading inside. Take another left, go into the next door and continue moving forward and slightly to the right there will be another hallway. Follow that until you're able to turn left and follow that pathway all the way left until you come across another door. Enter that room and the mission marker will be waiting. | ||
- | |||
- | ---- | ||
- | |||
- | ====Mission 24: Power Substation 2==== | ||
- | |||
- | {{youtube> | ||
- | |||
- | When you're back to the briefing menu, at this point you'll need to wait until your technical unit makes a time bomb. When they do, a notification telling you that work has begun on a detonation timer will pop up. Once you receive that, clear it away and put the time bomb into Snake' | ||
- | |||
- | The start of the mission is much the same on the revisit. Up the ramp, across the rooftop and toward the ladder. This time, instead of rolling directly toward the ramp, you'll want to land slightly to the left of it so that you aren't heard by the guard, who is now patrolling to the right of you. | ||
- | |||
- | Up the ladder, this time there' | ||
- | |||
- | The second fight with Null will proceed more or less as before. Aim the first shot directly at him and then continue to blast him back. If you don't miss any shots, seven will take him down, just as before. | ||
- | |||
- | ---- | ||
- | |||
- | ====Mission 25: Silo Entrance 3==== | ||
- | |||
- | {{youtube> | ||
- | |||
- | This time around, head straight into the next mission, back in the Silo Entrance again. After the call, the beginning of the mission will play out much like the first visit. Trudge up the ramp, no box and no rolling, and take out the guard behind the crates stacked by the wall. Roll over the railing and again, start heading up the ramp on the side of the building. | ||
- | |||
- | For this visit, however, stop about halfway up the ramp and turn toward the brown boxes to the right and roll on top of them. If you're fast enough, you can avoid alerts from the guards on the top of the building ramp as well as the one patrolling the bottom level. Drop down on the other side of the wall and continue around the side of the building. At the end of the path, there is an officer with an RPG. When he notices you, hug the left wall and box up to avoid the alert. Circle around the left side of the boxes and head down the ramp to the right toward the mission marker. | ||
- | |||
- | ---- | ||
- | |||
- | ====Mission 26: Silo Complex==== | ||
- | |||
- | {{youtube> | ||
- | |||
- | Once again, there' | ||
- | |||
- | When the door opens, slam the guard away and proceed down the newly opened hallway. Box up after the first pillar to avoid detection from the guard hiding in the cubby between pillars. On the left at the end of the hallway, there' | ||
- | |||
- | In the next room, hug the right wall, and at the corner, box back up again and progress toward the shield guard. Bump through him and spin to grab him, dragging him toward the next door. Once it's open, drop him off as well and continue onward. In this room, head toward the boxes and climb up. Crawl into the space and grab the chaff grenades waiting for you. Immediately equip them and throw one. | ||
- | |||
- | Back out of the crawlspace, stand up and drop down. Equip your Mk. 22 immediately and use the L button to bring it up. Round the corner and shoot the wall just ahead from the view of the crawlspace you just exited. This will cause the guard ahead to start running behind the boxes in the next room. Move quickly to get behind him and grab him. Drag him to the door in the room to open it and drop him. | ||
- | |||
- | Box up the ramps and unequip at the top. Go through the door and cross the bridge. In the room across the way, there is a keycard underneath a camera. If you moved quickly enough, the chaff will still be in effect and you don't have to worry about the camera. Drop the chaffs from your menu (Press L and then the direction of the item while holding O), and pick up the card. Exit the room and immediately turn left and roll over the railing, hugging the wall to your left. | ||
- | |||
- | Move the direction you're facing and you'll open a door with your keycard. Turn around and you'll be able to pick up a free pack of small med kits if you're in need. If you follow the path leading away from the door you just opened all the way, you can enter a room with two more packs of med kits. If you don't need them, just continue through the door you opened with the card. Go all the way to the end of the top level and roll down to the left, where the mission marker is waiting. | ||
- | |||
- | ---- | ||
- | |||
- | ====Mission 27: Silo Complex 2 (Cunningham)==== | ||
- | |||
- | {{youtube> | ||
- | |||
- | **Tsuchinoko route:** In the briefing menu, go to Manage and equip your M63, med kits, and 9mm T ammo as well as the Mk. 22. Enter the Silo Complex mission. Skip through the opening call and the cutscene following it. As soon as you gain control, run to the front of the cargo elevator and take a knee. Equip the M63, lock on, and fire until Cunningham' | ||
- | |||
- | **Any% route:** In the briefing menu, go to Manage and equip the M63 and med kits. Enter the Silo Complex mission. Skip through the opening call and the cutscene following it. As soon as you gain control, run to the front of the cargo elevator and take a knee. Equip the M63, lock on, and fire until Cunningham' | ||
- | |||
- | ---- | ||
- | |||
- | ====Mission 28: Launch Control Room (Gene)==== | ||
- | |||
- | {{youtube> | ||
- | |||
- | On the briefing menu, go to Manage and swap the M63 for the Mosin Nagant, and then head into the Launch Control Room. Skip the two cutscenes and start the boss fight against Gene. Equip your Mk. 22. His opening attack will always be his psychic speech, so wait for it to begin and then fire the Mk. 22 at him until it stops. At this point, the fight becomes incredibly random, so watch and react. He is vulnerable after any of his attacks, so just avoid damage as you can, heal when you need to, and just generally be careful. When he charges at you, you can equip the Mosin Nagant and shoot his head for extra stamina damage as he's recovering. At around half health, he's eligible to try his psychic speech again, but it's easy enough to deal with. Continue to react until the boss goes down. Skip the last few cutscenes and the run is complete. | ||
- | |||
- | ---- | ||
- | |||
- | ====Post-Credits==== | ||
- | |||
- | After the credits are over, you'll get your results screen with the stats of the run. If everything aside from Comrades Recruited is zero, congratulations, | ||
- | |||
- | If you've made it this far, congratulations! You now have the knowledge necessary to run Portable Ops. |