snake_tales

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snake_tales [2018/08/16 20:58] Raichusnake_tales [2018/11/26 01:52] – [Dead Man Whispers] raichu
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 ====== Dead Man Whispers ====== ====== Dead Man Whispers ======
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 +Dead Man Whispers is the fourth of 5 Snake Tales. 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. 
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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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 +{{youtube>NFHSwCtVSEY?medium}} 
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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's rolling animation. Continue ahead, roll up the north most stairs into the guard who is descending and continue into Strut A. 
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 +{{youtube>knhe-P9ej6A?medium}}
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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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 +{{youtube>Ql70kNVRRVc?medium}}
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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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 +{{youtube>T1RMmW_1H3s?medium}}
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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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 +{{youtube>ixJijFuLzYg?medium}}
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 +Two Shot Method: 
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 +{{youtube>BM8uMaj6Njk?medium}}
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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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 +{{youtube>KWlvofrRnkM?medium}}
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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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 +{{youtube>63AvyowcMZs?medium}}
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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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 +{{youtube>lT3f8VXaQ7A?medium}}
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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's text screens. Handy. 
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 +{{youtube>u7hNRC9tvpY?medium}}
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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'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. 
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 +{{youtube>_XMpNX6bDis?medium}}
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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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 +{{youtube>2EFujr-fHio?medium}}
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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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 +{{youtube>K-cB5CmF2QI?medium}}
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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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 +{{youtube>gua_1uG1l8c?medium}}
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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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 +{{youtube>ktgtvYbJTqk?medium}}
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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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 +{{youtube>nv2rPWejc24?medium}}
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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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 +{{youtube>HwO8CkigP7s?medium}}
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  • snake_tales.txt
  • Last modified: 2021/03/14 01:03
  • by Edboi