Dead Man Whispers is the fourth of five Snake Tales. It has two possible endings and they depend on whether the player takes Vamp out lethally or non-lethally, the former being faster.

In this episode you'll play as Plisken, the Navy Seal. Your mission is to rescue the Navy Captain from Vamp. So strap in, this is a tricky one.

The language of the captions affects how many pages the player has to skip during the run. The less pages, the faster it is. For Dead Man Whispers (tested on Substance), the order of languages from least pages to most is as follows:

  1. Japanese
  2. French
  3. Italian
  4. Spanish
  5. English, German

Note: Korean needs to be tested.

The following table are the amount of pages to skip for in Dead Man Whispers:

Strut F Warehouse 12101111 911
Strut B Transformer Room 111012111012
Strut D Sediment Pool 3 2 3 2 2 3
Strut L Sewege Treatment Facility 4 4 4 4 3 4
Shell 2 Core, 1F Air Purification Room #1 3 3 4 4 3 4
Shell 2 Core, 1F Air Purification Room #1 7 7 7 7 7 7
Shell 2 Core, B1 Filtration Chamber No.2 #1 3 3 3 3 3 3
Shell 2 Core, B1 Filtration Chamber No.2 #2 (Lethal Vamp) 8 7 9 8 8
Shell 2 Core, B1 Filtration Chamber No.2 #3 (Non-Lethal Vamp) 171618161517
Total (Lethal Vamp) 51465350 52
Total (Non-Lethal Vamp) 595562585261

Strut F Warehouse:

  • 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.

FA Connecting Bridge:

  • 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's rolling animation. Continue ahead, roll up the north most stairs into the guard who is descending and continue into Strut A.
  • Perfect Stats: You want to avoid taking any damage during this run, as this makes Vamp more difficult without using a Ration. For this guard, headshot him to avoid having to take damage. Head towards Strut A.

Strut A Pump Room:

  • 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.
  • Perfect Stats: Either strat is applicable, as long as you avoid taking damage. Keep in mind the riskier strat can cause a transition Alert.

AB Connecting Bridge:

  • 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.

Strut B Transformer Room:

  • 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.

BC Connecting Bridge:

  • Any%: Move north and ignore the cypher that spots you. As you approach the guard, tranq him three times with the M9 and make it into Strut C.
  • Perfect Stats: 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:

Strut C Dining Hall:

  • Any%: If you took an Alert here, it should have turned into and Evasion now. Tranq the guard on the way three times then go towards the right-most exit. There will be a guard there who's leaving the door open, so roll into the loadzone.
  • Perfect Stats: Strut C is fairly straightforward. Move towards the guard and follow his movement and exit. Basically, just do what I did.

CD Connecting Bridge:

  • Any%: The Evasion from the previous room will carry into this. Just take the most direct path to Strut D and bump into the guard along the way (or walk past him). The Alert/Evasion will reset in the next room.
  • Perfect Stats: 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's text screens. Handy.

Strut D Sediment Pool:

  • 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's a text screen upon entry so use it to make a save. I'm not going to explain this strat (because I don't know how to), just watch and try your best to copy. Be patient with it, it's a tough one.

DE Connecting Bridge:

  • 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?

Strut E Parcel Room:

  • 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:

Strut L Sewege Treatment Facility:

  • 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.

KL Connecting Bridge:

  • 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:

Shell 2 Core, 1F Air Purification Room:

  • 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.

Boss Fight: Vamp:

  • 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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  • mgs2_dead_man_whispers.txt
  • Last modified: 2021/05/05 02:32
  • by PlatonicGuy