metal_gear_solid:disc_2_extreme

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metal_gear_solid:disc_2_extreme [2019/03/21 23:59] – [Communication Tower Corridor (Walkway)] Plywoodmetal_gear_solid:disc_2_extreme [2022/03/09 17:27] (current) – [Underground Base (Rex's Lair)] plywood
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 {{youtube>drpaxiuICpw?medium}} {{youtube>drpaxiuICpw?medium}}
  
 +----
 +
 +{{youtube>oQVRk7vYqIk?medium}}
 +
 +  *Easier version of Tower Climb that doesn't use as many Stun Grenades
 ====Communication Tower A Roof and Wall==== ====Communication Tower A Roof and Wall====
  
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   *Before Hind from nothing, L ▼ 1 Ration, from Pentaz L ▼ 2   *Before Hind from nothing, L ▼ 1 Ration, from Pentaz L ▼ 2
  
-  *If going for RTA race strategies, From SOCOM  R ▼ 2 ◄ or ► 1  to Chaff grenades, Use Chaff for 3rd and 4th turret groups.+
 =====Hind-D===== =====Hind-D=====
  
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   *The Hind's invincibility frames last 4 seconds.   *The Hind's invincibility frames last 4 seconds.
 +
 +  *Start Phase 2 on top of the ammo box on the right side.
 +
 +  *During phase 2, the two corners of the map he's guaranteed to shoot more bullets. In those corners you will get hit if you don't move.
 +
 +  *If Hind's anywhere else, shoot quickly to avoid damage.
 +
 +  *You may need a ration for this fight if things go poorly!
  
   *End the fight with the Stinger out.   *End the fight with the Stinger out.
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 =====Vulcan Raven===== =====Vulcan Raven=====
  
- +  *Go prone around this spot, along the edge of the final box on the bottom row. 
 + 
 +{{ :tts:ravenspot.png?direct&300 |}} 
 + 
 +  *Make sure to pace out your shots. Don't fire too quickly, or you will hit his i-frames or deal too much DPS, forcing you to do a backup. 
 + 
 +  *In a backup situation, go to the opposite side to the edge of the first box on the bottom row.
  
   *On dpad, hold upright then right to run along the horizontal line, hold upright at the vertical tile line to roll into the opening door. This saves up to 15 frames.   *On dpad, hold upright then right to run along the horizontal line, hold upright at the vertical tile line to roll into the opening door. This saves up to 15 frames.
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 {{ :tts:whiteboxes.png?direct&300 |}} {{ :tts:whiteboxes.png?direct&300 |}}
  
 +  *After skipping the cutscene, call Otacon 3 times. This is around a second faster than taking each call on their own.
  
   *Roll once you see Snake's head go above the final step.   *Roll once you see Snake's head go above the final step.
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   *This is the magic spot where you will only get hurt by the machine gun, not the missiles.   *This is the magic spot where you will only get hurt by the machine gun, not the missiles.
  
-{{ :tts:magicspot2.png?direct&300 |}}+ 
 +{{ :tts:rex_1_spot.jpg?direct&300 |}}
  
 {{ :tts:magicspot.png?direct&300 |}} {{ :tts:magicspot.png?direct&300 |}}
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-{{youtube>ibgeeMCWGLk?large}}+{{ :tts:lotteryrollangle.png?direct&300 |}}
  
-  *0:00 Downleft on Dpad, stop in middle just to the right of the LEFT blotch 
-  *0:01 Liquid Moves, one right tap on Dpad will turn Snake, moving Liquid to the Lottery Corner (NorthEast) 
-  *0:03 Move with Analog, I am doing an intentional whiff to show what happens when Liquid goes right 
-  *0:05 You can kite him back into the corner without doing much damage along the way, but or continue to do damage for consistency. 
-  *0:06 Do a PPK in SE  
-  *0:07 Do a PPK in SW 
-  *0:10 Do a PP in the NW. PPK in NW corner will knock him off Rex, don't do that! You need to be very careful about your distance here, if you go too close, he can dodge and roundhouse kick you. 
-  *0:12 He loops back to Lottery Roll Corner 
-  *0:15 If he ends up around this corner, I do PP then a circle to slowly push him up to the N edge. 
-  *0:23 Rolling along this edge can net extra damage. I rolled at a really weird angle, but the video posted below shows it as well. 
-  *0:30 If you do FPV punches in phase 3, be careful not to stand too close that he stomps you. 
-  *0:37 After doing FPV PPs, I go to circle strat (not the best execution of it) 
  
-{{youtube>SnHwZIzsjGo?large}} 
  
-  *0:00 Downleft on Dpad, stop in middle just to the right of the LEFT blotch +JMChunk initial roll for quick damage, can be followed up by the lottery roll afterwards
-  *0:01 Liquid Moves, one right tape on Dpad will turn Snake, moving Liquid to the Lottery Corner (NorthEast) +
-  *0:03 Move with Analog, I am doing an intentional whiff to show what happens when Liquid goes left +
-  *0:06 Method to kite him back into the lottery roll position, run to the S part of the LEFT blotch +
-  *0:11 Alternative method of going for damage on this position (THIS IS JUST LIKE STARTING THE FIGHT BY FIGHTINGin other words, this is similar to Liquid's initial position) He will go S +
-  *0:13 Make sure to go downleft towards him to bait him into going E, PPK as he goes right +
-  *0:15 you can go for a PP (safest), PPK or PPRoll. Keep in mind that his behavior in the SE corner is similar to the NW corner, in that he can dodge and counter attack easily +
-  *0:17 I attempted to go back into the position to kite him into the Lottery Corner. I failed since I don't do this anymore if I get left Liquid.+
  
 +{{youtube>8WGRg07kGzI?medium}}
  
 ====Escape Route==== ====Escape Route====
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  • Last modified: 2019/03/21 23:59
  • by Plywood