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- | ====== A Wrong Doing ====== | + | **//Snake Tales//** has a total of 5 levels: |
- | **A** Wrong Doing is the shortest Snake Tale, by virtue of the fact you can choose whether or not to rescue the hostages in the Shell 1 Core. The speedrun route genreally does not rescue them, however you are free to do so. | + | |
- | + | * [[MGS2 Big Shell Evil | Big Shell Evil]] | |
- | All Snake Tales can be done NG (New Game) or NG+ (New Game Plus). The main difference between either choice is the added M9 to Snakes inventory from the offset. Making a no alerts, no kills run easier and faster to accomplish, due to the fact you don't need to route in an M9 pickup. For **A** Wrong Doing fighting Fatman Non Lethally (NL) is faster if you can pull off 3 headshots when he's down, demonstrated in the video. | + | * [[MGS2 |
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- | The basic route is fairly straightforward, | + | |
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- | From there head down the stairs, rolling on the last set somewhere in the middle. Go straight, turn into the right and ascend the next set of stairs, rolling as the guard sees you will " | + | |
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- | From Strut F head north and left. Go by the guards left side, he shouldn' | + | |
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- | Unlike the Plant Chapter, the EF Bridge does not have claymore mine's to worry about. However there are still cyphers and a guard overlooking the bridge with binoculars. The fastest route is to run directly down the centre of the bridge, shooting the cyphers in 3rd Person, by holding L1 to run and run. If you have trouble with this, using FPV is fine also. | + | |
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- | Dead Man Whispers | + | |
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- | 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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- | 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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- | 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). | + | |
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- | 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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- | 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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- | Tranq Hold Up: | + | |
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- | Two Shot Method: | + | |
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- | Either way, move on to Strut B. | + | |
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- | 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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- | Take aim at the cypher and shoot once, then move to the right and run along till you're past the cyphers range. Equipping the M9, shoot the guard, then USP, another M9 and a final USP. He'll fall asleep and you won't get an alert or get shot. Neat, huh? Here it is in action: | + | |
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- | Strut C is fairly straightforward. Move towards the guard and follow his movement and exit. Basically, just do what I did. | + | |
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- | The CD Connecting Bridge is like a cypherless BC Connecting bridge. M9 the guard, then USP, then M9, a final USP and head into Strut D. Be careful of the camera though, if you're going for 0 alerts. Even if it does see you the alert will fade upon entry to Strut D because there' | + | |
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- | 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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- | 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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- | 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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- | 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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- | 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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- | 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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- | 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! | + | |
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+ | **General Information: | ||
+ | * Can be played on Substance / HD only | ||
+ | * All levels can be played on New Game (NG) or New Game Plus (NG+), the latter adding an M9 to Snake' | ||
+ | * Mashing R2 before text appears is faster. | ||
+ | * (PC Substance) Less text on Story Screens when played in French. | ||
+ | * (HD Edition) Less text on Story Screens when played in Japanese. | ||
+ | [[https:// | ||
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+ | |Master Collection Cutscene Glitch]]: A list of which spots cutscene movement can be manipulated at. | ||
+ | ----- | ||
+ | [[: | ||