Snake tales where is directional mic
You're definitely going to need rations soon and later in this Snake Tale, so try to save them up. Once you have it, open the closet with to continue the story. After reading more of the story, you'll be rushed by enemies with body armor on. Your bullets will do absolutely nothing when you shoot them with the auto-aim function, so you'll have to manually shoot their heads or arms.
This may take a few tries, and if you lose too many rations, you can always let yourself die in this room and try it again. If you need more ammo at any point in this segment, some bullets should respawn every once in a while to the left of the closet.
After that's over, you need to access the node in Strut B. There's only one enemy and one CYPHER here; if you've had any experience with the dog tag runs this shouldn't be unfamiliar to you. Pick up the chaff grenades in the center, because those too will be useful for later. There won't be any enemies in here until after you activate the node, so you're free to explore the area.
Check the lockers in here for some more ammo and a ration, and you'll find even more ammo next to the node. After you activate it, run inside the transformer room to the door by the lockers; don't enter the hallway, because that's where a new enemy has spawned. Running straight to the BC Bridge through the transformer room should pose no problems whatsoever. You can't get to Strut F through Strut A, because the door simply won't open for you. You'll have to go all the way around. It will still descend shortly after you enter the area.
As soon as you get in here, run straight to the other door to get right behind a guard before he turns around. Hold him up and choke him out, and then move on. Like in Strut C, run as fast as you can to the next area, but this time, shoot while you're running into the back of a guard on the bridge.
Once again, the other guard will be too far away to hear the gunshots, and you'll run right past him on your way into Strut D. Be cautious of the camera if you didn't shoot it out of commission earlier. Your way back through Strut D is going to be a much easier time.
Go north to find the radio guard at the top of the staircase, and wait for him to go down before moving past him. Now you should be able to run to the DE Bridge without any problems from the other guards. Once again, run to the other side of the bridge and take care of the enemy at the other side. If you're spotted, run into Strut E before the alarm goes off; if it goes off, remember that you can just let yourself be killed by the enemy to resume the game at normal patrol levels.
Try to sneak past the radio guard by feathering or when behind a crate moving past the conveyor belt in front of him to completely avoid detection. After you do so, you'll be in the best position to hold the other guard up in here. Do so and choke him out, and move onward to the next bridge. The chaff grenades found on the BC Bridge are going to come in handy here. Throw one and wait for it to go off before dashing across to the other side. The reason you can't shoot the CYPHERs down is because there's an enemy on the heliport above you who's getting ready to look over this bridge.
As soon as you enter the area, you can immediately head to Emma's position in the center-right room of the upper floor. After you meet with her, you'll be tasked with taking her to Strut E in the manner Raiden escorts her out of Shell 2. Before you take her hand, head out of the room and wait until the guard in the lower area of the room is close enough for you to hold him up. Choke him out, and then run up to the door to the EF Bridge to find another guard to the right, looking down the staircase.
Repeat the process to him, and the coast will be clear for Emma. There will be some chaff grenades here if you hadn't picked them up on your way into Strut F. Before you throw one, Look out at the heliport and wait for that guard to appear, and kill him. Then throw the chaff grenade, giving you enough time for you and E. If you think you need more time, throw another one; you won't be needing them after this bridge. Enemies will start to rush you as you and E. You'll need to take her to the DE Bridge, and in order to escape, you'll have to use a mixture of the sets of claymores at your feet as well as the stun grenades you picked up in here from the start of the mission.
Trying to aim headshots at the guards isn't worth the time, because enemies will pour into here nonstop until you and E. This may take a few tries, but if you're familiar with the Harrier fight, the hard part is over after you take her to the DE Bridge. Once you two escape, the story advances you to the Connecting Bridge, where you fight the Harrier as mentioned before. Assuming you've had at least some experience with this fight finishing some dog tag runs or doing the boss survival mode , this won't be anything crazy for you.
If you're not yet too familiar with this fight, you should really play other game modes to get better at the game before continuing with the other Snake Tales. You should already know how this fight goes if you played the story through even at least once, as well as the one spot on the bridge to avoid the missile barrage attack.
Once you defeat the Harrier, the story will end and you will have finished Snake Tale B. We start off on the Aft Deck in the rain. There's going to be two guards that you'll have to take note of as you enter the tanker. Ignore the first one completely as he walks to the right, and wait for the second guard to come down from the little elevated area and he'll walk towards the left door into the tanker, the door we'll be entering from. Hold him up or just immediately start chocking him out; you'll be doing a lot of choking out in this mission just to get through it as easily as possible.
Once he's dead, continue north into the main holds through the door. As soon as you enter Deck A, make an immediate left and head north into the next area. This should take about three seconds, so if it takes longer you're going the wrong way. Walk into the main area and you'll come across two enemies on the stairs, sitting down next to each other. Take out your USP if you don't already have it out, and walk right up next to these two.
Hold both of them up simultaneously, and you can walk right through them; go up the stairs behind them and enter the door on the right. The door on the left won't open. Within sight upon entering Deck B will be the two guards in this area that you'll be dealing with. Run up to the first one as fast as you can, hold him up, and choke him out.
Then quickly run up to the second guard you should have enough time and do the same procedure to him. Once the coast is clear, head up the staircase to the left of the room to get to the next floor. Deck C consists of a single hall, and that hall is now filled with a handful of cameras and a single guard. Shoot him out and quickly take out the cameras around him before they notice that something's wrong.
If you're fast enough, nothing will happen, but if there's some cause for a search to go underway, you'll have to shoot out the rest quickly. Again, try to conserve your ammo when doing this. The reason you shoot out all the cameras is to make it easier on yourself later, as you'll be going through this hall three times total. Head upstairs when you're ready to continue with the mission.
The only threat you'll ever have to worry about here is the one bomb panel in the room, in the same place it was for the main story. The optimal thing to do is crawl under the infrared sensors and get up on the other side, and then shoot the panel next to it. After making some enemies aware of your presence, head up the stairs nearby to prevent any negative consequences from ever happening. After a slight cutscene and story details, you'll be put inside the bridge of the ship.
Nothing's in here except for some medicine and a ration; definitely pick up the ration for later, especially if you suck at the Olga boss fight. You won't really need the medicine, so when you get the ration, walk back down and start the journey back to Deck A. With the bomb disarmed, running back to the staircase should be a piece of cake. The storage room on the right only has a cardboard box in it, so there's no need to go in there.
If you shot out all the cameras earlier, walking back through here will be just as simple as the previous area. It's up to Snake to infiltrate the transport and keep this deadly weapon of mass destruction from falling into the wrong hands! Blood and Gore, Partial Nudity, Violence. Release Date. While this allows the Switch the play N64 games such as Zelda: Ocarina of Time, Super Mario 64, Mario Kart 64, Winback and more the common consensus is that this is not a great port as it emulates the classic Nintendo 64 console in a poor way.
Matt Campbell had been a member of that project. When the Cold War ended, the project was terminated as well, and the Americans had prepared to withdraw from the country. Matt, however, inexplicably went AWOL. Shortly afterward, the pro-American regime, having lost its support from the U.
S, was faced with armed uprisings among the country's minority groups. Eldera was plunged into civil war. Matt's corpse was discovered later. Spetsnaz had been behind the uprising, under Sergei Gurlukovich's command. Campbell expresses his belief that Gurlukovich personally killed Matt, which has been Campbell's catalyst for his ongoing hatred for Gurlukovich.
Campbell tells Snake that the Metal Gear may still be armed with live nuclear warheads and will be a threat if the launch system becomes operational. Snake, heads to the bridge to stop the tanker and the Russians. Snake reaches the bridge.
Upon seeing Meryl standing outside, Snake goes to confront her, asking her why she is allying herself with the man that killed her father. She tells Snake that Campbell was lying about Sergei killing Matt. Meryl explains that Matt Campbell's part in the top-secret Metal Gear development project in Eldera was to ensure the country's stability. Matt researched and blackmailed a member of the separatists into becoming a willing accomplice.
This spy would feed falsified information to the other separatist guerrillas to prevent an uprising while providing the Americans with useful information and selling out his comrades in the process. However, in his dealings with the separatists, Matt came to sympathize with their cause. He grew to resent the U. In the end, Matt decided to help the guerrillas create their own nation and to secure their independence by giving them Metal Gear.
Sergei Gurlukovich, who was also supporting the guerrillas, agreed to cooperate. Matt's plan was executed and the guerrillas succeeded in stealing the Metal Gear from the American base. However, their plan was discovered, and Matt was executed by the Americans for treason. Due to the American withdrawal from Eldera and the ensuing chaos of the civil war, Metal Gear was lost. However, six months ago, the Marines discovered that the long-lost Metal Gear still existed and were sent to retrieve the long-forgotten secret.
Meryl was contacted by Gurlukovich and learned all of this from him. Gurlukovich asked her to join him in helping the Elderan rebels by retrieving Metal Gear; that way she could honor the memory of her father and the ideals that he died for.
Snake tries to reason with Meryl, asking her to consider the possibility that Gurlukovich has been lying and using her. Meryl doesn't change her mind.
She raises her gun and fights Snake. In this scenario, Dead Cell is a specialized naval combat unit known and feared for their effectiveness and ruthlessness. Their main purpose was to launch unannounced assaults against U. However, it was rumored that an ulterior purpose of Dead Cell's activities was as cover for their attack against threats to American national interests. Many explainable incidents of deaths and destruction of anti-American interests were rumored to have been perpetrated by Dead Cell, though these suspicions were never confirmed.
As a result, Dead Cell became feared and infamously associated with death and destruction. Furthermore, Dead Cell received a devastating blow when Dead Cell's commander Colonel Jackson was arrested and charged with corruption. Dead Cell became desperate and extreme, and their actions from that point received heavy criticism and their reputation became synonymous with corruption and dishonor. One year later, a training exercise is held at the environmental cleanup facility, Big Shell. The facility is selected as ideal training grounds due to its complex structure and isolated environment.
Vamp and a team under his command portray terrorists while a group of Navy Seals acts to suppress them. However, O'Brien warns Dolph that he might be Vamp's "next target. The exercise proceeds as normal, with Snake guarding Strut F until he receives a distress call from the SEALs informing Snake that the team is being killed by Vamp and that his team has revolted.
Snake contacts and informs Dolph of the situation. However, Dolph is trapped in the Shell 2 Core by debris and flooding. Snake proceeds to Strut B to rescue the SEALs, only to find they have all been massacred, but is able to find a lone dying survivor.
With his last ounce of strength, the soldier pleads with Snake to rescue O'Brien. Snake informs Dolph of these developments. Dolph then explains that there have been rumors that Vamp is linked to the murders of important government and military officials. Dolph speculates that Vamp is possibly linked to the murders and wants to kill O'Brien out revenge for Colonel Jackson's imprisonment, and is out for revenge against those who betrayed Jackson.
Dolph explains that Jackson hoped Vamp's actions would absolve Dead Cell of the infamous rumors and help prove their innocence, but now they must stop Vamp from killing O'Brien. Snake is forced to use the oil fence connecting Struts E and L to reach Shell 2.
Snake reaches the Shell 2 Core, but the floor guarding O'Brien's room is electrified, forcing Snake to destroy the circuit panel with a remote-controlled missile launcher and the air vents at this point, there are four possible endings, depending on whether or not Snake rescues O'Brien quickly or too late and depending on if Vamp is defeated lethally or non-lethally.
In This Wiki Guide. Top-secret weapons technology is being mysteriously transported under cover of an oil tanker to an unknown destination.
It's up to Snake to infiltrate the transport and keep this deadly weapon of mass destruction from falling into the wrong hands! Blood and Gore, Partial Nudity, Violence. Release Date. In Partnership with Wal-Mart.
Bethesda Has an Idea for Fallout 5. Table of Contents.
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