metal_gear_solid:disc_1_extreme

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metal_gear_solid:disc_1_extreme [2019/03/21 04:36] Plywoodmetal_gear_solid:disc_1_extreme [2020/03/01 19:00] – [Tank Hangar Lasers] wallguy image plywood
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 ====Armory Continued==== ====Armory Continued====
  
-  *Head towards the elevator and call it.+  *Head towards the elevator and call it. You will do a turn to the right in the middle row.
  
   *Press down to go to 1F.   *Press down to go to 1F.
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 {{ :tts:safelasers.png?direct&300 |}} {{ :tts:safelasers.png?direct&300 |}}
 +
 +----
 +
 +{{ :tts:basic_lasers.jpg?direct&300 |}}
  
   *During the Meryl codec, hold ~ 2:30 - 2:45 on the Analog stick. Skip the Cargo Door cutscene. After getting off the elevator panel, hold down right and hug the wall. Turn the corner immediately and run forward. Roll at the line shown in the screenshot. You can roll earlier, but not by much. If you roll too early or late, you will get caught. Mash right trigger to crawl faster. Enter the door while in a crawl. Recommended for advanced players.   *During the Meryl codec, hold ~ 2:30 - 2:45 on the Analog stick. Skip the Cargo Door cutscene. After getting off the elevator panel, hold down right and hug the wall. Turn the corner immediately and run forward. Roll at the line shown in the screenshot. You can roll earlier, but not by much. If you roll too early or late, you will get caught. Mash right trigger to crawl faster. Enter the door while in a crawl. Recommended for advanced players.
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 =====M1 Tank===== =====M1 Tank=====
  
-  {{youtube>SyV2xFnCs2g?medium}}+{{youtube>SyV2xFnCs2g?medium}}
  
   *Basically, the strategy is to get 4 or more magazines before you fight the tank.    *Basically, the strategy is to get 4 or more magazines before you fight the tank. 
    
- *The attack pattern being: Stun -> Mag -> Mag -> Stun -> Stun -> Stun+  *The attack pattern being: Stun -> Mag -> Mag -> Stun -> Stun -> Stun
  
   *We've got at least 4 mags to try to land two of them in. Landing any object inside (Triggering the mini cutscene) will allow you to M9 the gunner in the head to do the damage equivalent to a stun grenade landing in there.    *We've got at least 4 mags to try to land two of them in. Landing any object inside (Triggering the mini cutscene) will allow you to M9 the gunner in the head to do the damage equivalent to a stun grenade landing in there. 
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-[[https://tcrf.net/Metal_Gear_Solid_(Game_Boy_Color)|MGGB Entry in The Cutting Room Floor]] 
  
   *Hold right trigger after skipping the cutscene to immediately equip SOCOM R ▲ 1, ◄ or ► 1.    *Hold right trigger after skipping the cutscene to immediately equip SOCOM R ▲ 1, ◄ or ► 1. 
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 {{ :tts:upto26.png?direct&300 |}} {{ :tts:upto26.png?direct&300 |}}
  
-{{youtube>mJM8SwNi4gM?medium}}+===Canyon=== 
 + 
 +{{youtube>P1fqEO5ajnQ?medium}} 
 + 
 +  *Features some strategies for Canyon, but not the fastest strategies, check below 
 + 
 +---- 
 + 
 +{{youtube>oo7-EpFnpfI?medium}} 
 + 
 +  *Wallguy's Dazzle Strategy 
 + 
 +---- 
 + 
 +{{youtube>ezLHEzhDGCQ?medium}} 
 + 
 +  *Wallguy's Bulletless Double Bait 
 + 
 +---- 
 + 
 +{{youtube>CEAD9GPiEyE?medium}} 
 +  *VPP's Safer Dazzle Variant 
 + 
 +---- 
 + 
 +{{youtube>mtwv3I2EsN8?medium}} 
 +  *VPP's Safe No Ammo Variant
      
-  *Repeat the movements for the rooms up to the Underground Passage.+Repeat the movements for the rooms up to the Underground Passage.
  
   *R ► 1 for Stuns OR R ► 1 for Grenades at some point during a roll after 1F.   *R ► 1 for Stuns OR R ► 1 for Grenades at some point during a roll after 1F.
  • metal_gear_solid/disc_1_extreme.txt
  • Last modified: 2023/08/27 01:39
  • by suavebeardson