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mgs2_dead_man_whispers [2021/05/05 02:32] – [Route] PlatonicGuy | mgs2_dead_man_whispers [2022/06/08 21:55] (current) – [Boss Fight: Vamp] Lethal Vamp strat PlatonicGuy | ||
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- | //Dead Man Whispers// | + | //Dead Man Whispers// has four possible endings: |
- | + | - Meeting | |
- | In this episode you'll play as Plisken, | + | - Meeting the captain on time and beating Vamp non-lethally. |
+ | - Meeting | ||
+ | - Meeting | ||
=====Language Script===== | =====Language Script===== | ||
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**Note:** Korean needs to be tested. \\ | **Note:** Korean needs to be tested. \\ | ||
+ | **Note:** The minimum time it takes to trigger the 'met Captain late' scripts needs to be tested. \\ | ||
The following table are the amount of pages to skip for in //Dead Man Whispers//: | The following table are the amount of pages to skip for in //Dead Man Whispers//: | ||
^Rooms^English^French^German^Italian^Japanese^Spanish^Korean^ | ^Rooms^English^French^German^Italian^Japanese^Spanish^Korean^ | ||
- | |Strut F Warehouse | + | |Strut F Warehouse |
- | |Strut B Transformer Room |11|10|12|11|10|12|| | + | |Strut B Transformer Room |11|10|12|11|10|12|| |
- | |Strut D Sediment Pool | + | |Strut D Sediment Pool |
- | |Strut L Sewege Treatment Facility | + | |Strut L Sewege Treatment Facility |
- | |Shell 2 Core, 1F Air Purification Room #1 | + | |Shell 2 Core, 1F Air Purification Room #1 |
- | |Shell 2 Core, 1F Air Purification Room #1 | 7| 7| 7| 7| 7| 7|| | + | |Shell 2 Core, 1F Air Purification Room #2 (Met Captain O' |
- | |Shell 2 Core, B1 Filtration Chamber No.2 #1 | + | |Shell 2 Core, 1F Air Purification Room #2 (Met Captain O' |
- | |Shell 2 Core, B1 Filtration Chamber No.2 #2 (Lethal Vamp) | 8| 7| 9| 8| | 8|| | + | |Shell 2 Core, B1 Filtration Chamber No.2 #1 |
- | |Shell 2 Core, B1 Filtration Chamber No.2 #3 (Non-Lethal Vamp) |17|16|18|16|15|17|| | + | |Shell 2 Core, B1 Filtration Chamber No.2 #2 (Lethal Vamp and met Captain O' |
- | ^Total (Lethal Vamp) | + | |Shell 2 Core, B1 Filtration Chamber No.2 #2 (Lethal Vamp and met Captain O' |
- | ^Total (Non-Lethal Vamp) | + | |Shell 2 Core, B1 Filtration Chamber No.2 #2 (Non-Lethal Vamp and met Captain O' |
+ | |Shell 2 Core, B1 Filtration Chamber No.2 #2 (Non-Lethal Vamp and met Captain O' | ||
+ | ^Total (Lethal Vamp and met Captain O' | ||
+ | ^Total (Lethal Vamp and met Captain O' | ||
+ | ^Total (Non-Lethal Vamp and met Captain O' | ||
+ | ^Total (Non-Lethal Vamp and met Captain O' | ||
=====Route===== | =====Route===== | ||
- | **__Strut | + | ====Strut |
* To start off you'll begin as Plisken inside strut F, to proceed, immediately head out to your left side and onto the FA connecting bridge. Movement is important here. Try to avoid being shot by the guard making a radio call. | * To start off you'll begin as Plisken inside strut F, to proceed, immediately head out to your left side and onto the FA connecting bridge. Movement is important here. Try to avoid being shot by the guard making a radio call. | ||
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{{youtube> | {{youtube> | ||
- | **__FA | + | ====FA |
* Emerge onto the FA connecting bridge and take aim. Pop two consecutive shots at the guard as soon as you can. When he spots you take a dive to gain some distance and allow him to cancel the recovery of Sna- I mean Plisken' | * Emerge onto the FA connecting bridge and take aim. Pop two consecutive shots at the guard as soon as you can. When he spots you take a dive to gain some distance and allow him to cancel the recovery of Sna- I mean Plisken' | ||
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{{youtube> | {{youtube> | ||
- | **__Strut | + | ====Strut |
* In Strut A you have a couple of options, you can take the safer approach, knocking on the cubcicle to distract the guard and moving quickly to hold up the second guard then leaving the strut before and alert is called, (like so). Or you can live life on the edge, throw caution to the wind and take a dive into the aforementioned guard. This is a tight window to roll to avoid being kicked, but is a second or two faster. | * In Strut A you have a couple of options, you can take the safer approach, knocking on the cubcicle to distract the guard and moving quickly to hold up the second guard then leaving the strut before and alert is called, (like so). Or you can live life on the edge, throw caution to the wind and take a dive into the aforementioned guard. This is a tight window to roll to avoid being kicked, but is a second or two faster. | ||
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{{youtube> | {{youtube> | ||
- | **__AB | + | ====AB |
* Proceed to the AB Connecting bridge where you again have a choice of strats, you can use a tranq-hold-up or just pop two tranqs. Both are about as fast, however taking damage from the two shot method does mean you may need to take a ration for Vamp later. | * Proceed to the AB Connecting bridge where you again have a choice of strats, you can use a tranq-hold-up or just pop two tranqs. Both are about as fast, however taking damage from the two shot method does mean you may need to take a ration for Vamp later. | ||
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{{youtube> | {{youtube> | ||
- | **__Strut | + | ====Strut |
* Skip the text & avoid stepping over the corpes of your fallen brothers. Roll up the stairs and menu once left or right to the USP. In the leftmost locker grab the USP ammo & move onto the BC Connecting bridge. | * Skip the text & avoid stepping over the corpes of your fallen brothers. Roll up the stairs and menu once left or right to the USP. In the leftmost locker grab the USP ammo & move onto the BC Connecting bridge. | ||
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{{youtube> | {{youtube> | ||
- | **__BC | + | ====BC |
* < | * < | ||
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{{youtube> | {{youtube> | ||
- | **__Strut | + | ====Strut |
* < | * < | ||
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{{youtube> | {{youtube> | ||
- | **__CD | + | ====CD |
* < | * < | ||
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{{youtube> | {{youtube> | ||
- | **__Strut | + | ====Strut |
* Okay so this is probably the hardest room in the run. Doing it is not easy and it will take a lot of practice. Fortunately there' | * Okay so this is probably the hardest room in the run. Doing it is not easy and it will take a lot of practice. Fortunately there' | ||
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{{youtube> | {{youtube> | ||
- | **__DE | + | ====DE |
* Made it out of Strut D? Nice! I'm proud. Let's continue, DE Connecting Bridge is easy enough. Run along the right side and hold up the guard. Continue into Strut E. Simple huh? | * Made it out of Strut D? Nice! I'm proud. Let's continue, DE Connecting Bridge is easy enough. Run along the right side and hold up the guard. Continue into Strut E. Simple huh? | ||
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{{youtube> | {{youtube> | ||
- | **__Strut | + | ====Strut |
* In strut E you just need to go immediately down, hang over the railing and drop down. Then through the door, open the watertight door, (don't forget to mash X to skip the mini cutscene), & skip some text afterwards. Too easy. Here's a visual example: | * In strut E you just need to go immediately down, hang over the railing and drop down. Then through the door, open the watertight door, (don't forget to mash X to skip the mini cutscene), & skip some text afterwards. Too easy. Here's a visual example: | ||
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{{youtube> | {{youtube> | ||
- | **__Strut | + | ====Strut |
* Strut L is fairly easy again, just tranq and roll into the first guard & hold up and walk by the second. Optimal movement will see you gain as much distance from your roll as possible as opposed to getting caught up on the geometry. It takes practice, but I believe in you. | * Strut L is fairly easy again, just tranq and roll into the first guard & hold up and walk by the second. Optimal movement will see you gain as much distance from your roll as possible as opposed to getting caught up on the geometry. It takes practice, but I believe in you. | ||
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{{youtube> | {{youtube> | ||
- | **__KL | + | ====KL |
* KL Connecting Bridge is another straightforward room. Shoot the gun cypher and head into the core. No, really, that's it. But again, here's a visual representation: | * KL Connecting Bridge is another straightforward room. Shoot the gun cypher and head into the core. No, really, that's it. But again, here's a visual representation: | ||
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{{youtube> | {{youtube> | ||
- | **__Shell | + | ====Shell |
* Shell 2 Core 1F is more than I'm going to try put into text. So just watch the clip. One thing I will say is don't move the Nikita too much during flight, you've got just about enough fuel & moving it too much makes it go slower. Just adjust direction when absolutely needed. Otherwise kill it. | * Shell 2 Core 1F is more than I'm going to try put into text. So just watch the clip. One thing I will say is don't move the Nikita too much during flight, you've got just about enough fuel & moving it too much makes it go slower. Just adjust direction when absolutely needed. Otherwise kill it. | ||
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{{youtube> | {{youtube> | ||
- | **__Boss | + | ====Boss |
* The Vamp fight isn't too hard once you've had some practice. For new runners I'd suggest using the ration you picked up to help Plisken hold on for longer. Picking up the 3 items and punching a few times before hanging serves as a buffer because his grip is a bit crap. Practice is all I can suggest! | * The Vamp fight isn't too hard once you've had some practice. For new runners I'd suggest using the ration you picked up to help Plisken hold on for longer. Picking up the 3 items and punching a few times before hanging serves as a buffer because his grip is a bit crap. Practice is all I can suggest! | ||
+ | |||
+ | * < | ||
{{youtube> | {{youtube> |