mgs1_info_dump

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PC Extreme Tank : I tried a lot of ways to approach, but the more consistent is to throw a chaff on the right timing and slowly approach to the middle by tapping the right arrow continuosly. With a Chaff thrown at a certain timing (as soon you get past the rock you face at the start) he responds good anyway, in 2 different ways, even if the second case is very tricky with the nade throw. I can get past him the 70% of the times, I don't mind restarting if it saves a good amount of seconds

Liquid https://www.youtube.com/watch?v=7l91ETNgXwU

“also worth noting that yes you can perform the infinite punch on liquid in several other positions but I believe that if liquid is sliding away from you before he locks against the outside of the platform that you need to be much more precise with the double tapping making it more likely that liquid can jump out of this loop.” to further expand on the part of being more presice while liquid is sliding away from you: ill reference 132 and note that as liquid is sliding away from snake, you need to double tap as slow as possible until liquid is actually locked on the platform. at that point you must change to a faster rhythm to keep it going. he states in the comments “Your timing must be perfect and you MUST master the infinite combo perfectly” - forensic

RANK EASY NORMAL HARD EXTREME
1 HoundDobermanFoxBig Boss
2 PigeonFalconHawkEagle
3 PiranhaSharkJawsOrca
4 PigElephantMammothWhale
5 CatDeerZebraHippopotamus
6 KoalaCapibaraSlothGiant Panda
7 ChickenMouseRabbitOstrich
8 PumaLeopardPantherJaguar
9 KomodoDragonIguanaCrocodile
10 MongooseHyenaJackalTasmanian Devil
11 SpiderTarantulaCentipedeScorpion
12 Flying SquirrelBatFlying FoxNight Fox

Console Only: You can save a couple of frames on the very first vent conduit by using the analog stick before Miller calls you. If you use D-Pad, your movements will no longer be available and you'll stop, while if you use analog you can just ignore the call and keep moving forward. The call will answer by itself like every other forced codec call in the game. When the call is ending, be sure to put the analog stick back to a forward motion, so you won't stop at all for it. Feel free to switch to D-pad afterwards if you prefer.

PC Only: If you are using keyboard to play, you most likely have experienced times where you lose control over Snake as he moves by himself. That happens if you insert multiple direction movements all at once. To avoid that, simply press a direction and then add another to create a diagonal movement.

In the rappel scene, if you hold down+jump while the cutscene is still going, you'll be able to jump at the first frame available. If you mash the jump button and you miss that frame, the codec call will interrupt your jump, forcing you to add another jump and lose a couple of seconds.

Any explosion happening behind a closed door where there are no guards will not trigger any alarm. On the other hand, if the same explosion happens in an opened area that has at least 1 guard, it will trigger an alert. This is very important for the Armory and the Blast Furnace, based on what you want to do.

https://www.twitch.tv/videos/211501213

Rappel Jump Order down down-right down down down-left down down-left down-left into down down down-left down

“I just made the sickest strat ever. For Blast Furnace EX I throw a stun when I'm near the door, then I go through the door and I quickshot the first guard with the PSG1. Right after It the stun will explode, but the door will be closed so the other guard won't sound the alarm. Meanwhile I equip the nades and I take down the crane with 1 of them, the other guard won't sound the alarm because he'll still be stunned. After I'm done with the lava crossing I cook another nade and I release perfectly when the throw will make the nade land above the second guard, killing him without any alarm

If you're lucky and you need It, you'll also get a ration without timeloss If the nade doesn't land right on him the guard won't even be killed but stunned only, perfect for All Bosses(edited) Throwing 1 nade on cargo elev right above the south-west guard will make him fly off the elev as well, making the fight faster. However, you need to get shot once so you can throw the nade freely” -Tromboncino

“The rat has exactly 6 possible spawns when you climb down the stairs, 3 are in the spots that you can see, which are the good spot, the god spot and the ditch. 3 are literally the rat spawning in the underground vent where you can't see him, but he'll be moving towards 1 of the 2 spawns (good and god). If you get the good RNG with it, he'll move towards the god spot, if you don't he'll just move back and forth and head to the good spot. If you have the worst RNG, he'll spawn where you can't even track him (northern side of the map) and then he'll move to the good spot after a lot of time. If you shoot (or miss him once you're detected) a loud weapon when the rat is on the good spot, he'll move towards the god, If you do it while he's in the god, he'll move to the ditch and back to the good spot afterwards. If you shoot a silenced weapon, the rat won't detect you” -Tromboncino

Guard Rush: 3

Ocelot: 0

Tank: 2

Ninja: 0

Mantis: 0

Wolf1: 0

Hind: 0

Guard Ambush: 4

Wolf2: 0

Guard Cargo: 3

Raven: 0

Rex: 0

Liquid: 0

Escape: 6

The different levels are: EASY: Same diffrcuhy as Ja panese version, Item placement dunng rhe w through is based on this selling. Compared ro rhe settings, the Guards have short eyesight and there many Rations available, NORMAl: Enemies have eyesight [i .e. they can spot Snake from further dista Fewer rations than Easy mode. Bosses are stronge restoration after defeating boss is reduced. Carry items than Easy mode. Item reappearan ce II less quenr. HARD: Enemies have better eyesight r Normal mode. Fewer rations than Normal mode. take more hits to kill than Normal mode. Life resro after defeat ing bosses is not 100 percent and 11.'1 Normal mode. Car ry fewer items than Normal Reappeanng of items less frequent then Normal

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  • Last modified: 2019/03/25 04:21
  • by Plywood