Really? I think the cutscenes are still top notch. Visually this game is still fantastic.
Visuals are fine, but my god, the script and direction...
Really? I think the cutscenes are still top notch. Visually this game is still fantastic.
But that bit's awesome! ...and it's in the MGS3 version of the main theme too.
Regarding the Bee Emblem by the way. It works just as well on Militia soldiers, right? Or does it HAVE to be PMCs?
Stupid question, I know. But stuff makes me wonder sometimes.
Regarding the Bee Emblem by the way. It works just as well on Militia soldiers, right? Or does it HAVE to be PMCs?
Stupid question, I know. But stuff makes me wonder sometimes.
It works on both, yeah.
I dunno if you caught my post on the last page, but it doesn't have to be on 50 seperate guys either. If you find someone by themselves, you can syringe them, wake them up and syringe them again 50 times and you'll get the emblem. Can do the same for the hold-up/shake down emblems too.
Best place for the Bee emblem is Act 3 on top of. Don't blow the gate and they'll keep climbing up.Drebins APC
Did see it. Did it on the same Militia guy over and over. And did the hold up and shake down on a sniper earlier.
But yeah, quite curious about the Ant one. I did hold up an enemy, and then searched him a little without stunning him. Then the "Search"-prompt showed up again, and I pressed it. Or do I need to hold knock them out everytime and repeat?
Visuals are fine, but my god, the script and direction...
For example, grab a guy with a CQC hold, then knock him out with the syringe. This will count as one towards your Bee emblem. If you then wake him up (crouch down and press Triangle a few times), you can grab and syringe him again, and it will count a second time towards your emblem. Do this 50 times, then swap to holding him up and body searching him for Ant/Gibbon instead.
Best place for the Bee emblem is Act 3 on top of. Don't blow the gate and they'll keep climbing up.Drebins APC
Nah, just grab ANY enemy and inject the syringe 50 times on that one (just grab him, equip syringe and press triangle 50 times). It works.
For Bear the description often even says "killed in chokehold".
Does just the act of the grabbing already count or do you have to make them pass out, then wake up and repeat?
Speaking of, how do the grenades respawn on the Heliport? Do I have to quit out of the game? I've tried pretty much everything else....
it says killed in chokehold.
So of course you need to kill them. Which also means one kill per enemy
And it also makes sense. A bear wouldn't just grab you and let go right afterwards.
I think it works this way. Area A -> Area B -> Area C -> items will respawn in Area A.
Which means go through hangar, go down using the elevator. Then go up again, through hangar and chaff grenades should have respawned at heliport. Of course this is a huge waste of time, so doing it on BBE is not recommended (and you would also have to pass hangar twice).
In order of release is the correct way to play them imo.
MGS1>MGS2>MGS3>MGS4>Peace Walker
I think it all carries over.
Yesterday, I only had 10 rations but needed to eat 15 for the Pig emblem, so I jumped off a high ledge to injure myself and ate one, 5 times; then C4'd myself, continued, and repeated twice more.
When I checked stats I had eaten 15 rations.
First, are you doing this exactly: https://www.youtube.com/watch?v=PGHQXW7iXVw&feature=plcp?
Secondly, are you exitting the area, re-entering the area, saving AND ONLY THEN going to check in the briefing?
If the answers to both of those are 100% yes:
Third, Synless had the same problem earlier and wasn't quite sure why it was not counting, if it was due to not saving right or due to not having a weapon out. Do you have a weapon out?
Doing the chicken run with your guide (thanks for that).
I wanted to add, that I had problems getting the Militia to cheer for me (Hawk emblem) in the area where you get the MkII. I killed some enemies, left the vehicle alone and moved to the militia hideout and returned into the area to start grinding.
Now the frontline moved away from that area entrance and I could only get recognition for blowing up the tank thing, no matter what else.
Never had that problem before, but the fix in that case was to use the tranquillizer gun on the enemies. With that I would get complimented for each single enemy and seemingly even from two Militia guys at once (though I counted per enemy to be on the save side).
Also, in that scenario the militia guys were killed very fast over and over again. While I was almost never hit (at least after taking out the truck?). I used that to grind for the Blue Bird emblem even w/o re-entering the area.
Just leave all the enemies alone and check the dead militia for rations while immediately giving the rations to the new arriving militia guys.
Oh and I think it's better to hold off all the stuff that can be checked via ingame stats until you are in Act 2 so that you check those stats of that save game at any time (via briefing option).
They do indeed carry over. As long as you use the same Save, you're all set.
I played through this game about eight times when it came out, and only now with this trophy patch is there a bunch of stuff I noticed for the first time. Thought I might list them for your interest, some are details that are easily missed, some are just things I view differently now.
-The MKIII can knock on specific walls in Act 4. Definitely the Scarab room before the Rex Hangar, there's two very specific walls it can knock on to lure the patrolling Scarab away. I also noticed for the first time all the Scarabs jump out of the trapdoor when there's alert, and they all leap back in when the alert ends.
- Blinding enemies with the flashlight. Not as useful as it could be, but I'm glad the flashlight add-on actually had some use. Also learnt about CQC disarms, but only managed to make it work once, might go back and try to master it.
- I properly went and found some of the camera ghosts in Act 4 for the trophy, and didn't even know about the girl posters!
- The gun under the truck in Act 4 is the SOCOM, with a different name. Pointing it makes Snake say 'just like old times', and the suppressor is in the same room as it was in MGS1.
- hearing MGS1 music behind a specific door in Act 3; just found out about that.
- Putting on Beauty camo in Act 3 and getting a comment from the resistance guy. Also holding up and robbing the guy.
- In Act 1, the bit when Meryl finds out about Campbell and has a hissy fit. After she throws the chair you hear the sound of SOP kicking in, and she sits down all calm. Emotion control.
- Meryl and her boys didn't have the slightest clue the Patriots exist, throughout the entire game. They're completely in the dark about what's really going on. Snake just stays calm and just takes all her bullshit in Act 3's opening.
- When Meryl and Johnny hook up, the way they fight becomes even more asynchronous then the team was when SOP was active. Kind of a comment on how teamwork can come naturally through comradeship, doesn't have to be forced by technology. Meryl ultimately learns that they're all better off without the system, something she swore by in Act 1.
- All the soldiers have emotions that they carry into battle, like the Cobra unit, as denoted by the colour when you analyse them. I think this dictates how they act when you rob them etc, correct me if I'm wrong.
- Escorting the tank in Act 1, you can ignore the conflict and take a path over the wire fence by climbing a ladder, or help win the battle and the rebels move the wire for you.
- I'd never before heard the "Snake, you're....THE SHIT" rant from Otacon in Act 4.
- You can hide from Vamp in the fight against him using octocamo. Hiding and then sniping him is pretty satisfying, feels like the way Snake would do it.
- You can try firing the railgun up at Vamp and Raiden when they're having their knife fight. Snake can't shoot though, in a callback to MGS1. "It's no good...I can't do it!"
- In the briefings, the MKII can flick the remote on the table to turn the channel from Campbell to some asian model. You can also try electrocuting the chickens.
- Didn't know about the Ocelot kiss in the final battle. :O
- In act 3's chase scene, the camera angles are all really cinematic and dynamic if you don't participate. Before I was in third or first person mode constantly, but if you almost go hands-free and just enjoy the default angles it's really, astonishingly well made.
- when you bust into the Vista Mansion in Act 2, I can no longer do it without turning the iPod to Solid Snake's Theme from MGII. Awesome theme, try it.
- if you get spotted by Scarab's in Act 4's Tank Hangar, the Gekko from the beginning part comes all the way into the base to hunt you.
- all the evasion music in the game is fucking awesome!
- Didn't know you could CQC with the syringe, amazingly.
- Never got the corpse camo until this playthrough.
- I realised only recently before the patch about the scarabs in the trench that follow you in Act 3, but didn't see them myself until this playthrough. Amazing. It doesn't always seem to happen though, I don't know what conditions affect it.
- In the briefings, the MKII can flick the remote on the table to turn the channel from Campbell to some asian model. You can also try electrocuting the chickens.
Surprisingly this isn't actually the case: http://www.neogaf.com/forum/showthread.php?p=40838175#post40838175
Did anyone catch the credit "In-Game Paintings: Masahiro Ito" ? Wonder what exactly they're referring to.
- In Act 1, the bit when Meryl finds out about Campbell and has a hissy fit. After she throws the chair you hear the sound of SOP kicking in, and she sits down all calm. Emotion control.
- Meryl and her boys didn't have the slightest clue the Patriots exist, throughout the entire game. They're completely in the dark about what's really going on. Snake just stays calm and just takes all her bullshit in Act 3's opening.
- When Meryl and Johnny hook up, the way they fight becomes even more asynchronous then the team was when SOP was active. Kind of a comment on how teamwork can come naturally through comradeship, doesn't have to be forced by technology. Meryl ultimately learns that they're all better off without the system, something she swore by in Act 1.
- All the soldiers have emotions that they carry into battle, like the Cobra unit, as denoted by the colour when you analyse them. I think this dictates how they act when you rob them etc, correct me if I'm wrong.
Really?
That's interesting.
Although google says "defeat using chokeholds". So this means CQC into chokehold and then letting them pass-out is enough? Still quite time consuming, because you will need to wake them up afterwards. Or does chokeholding and letting them go without them passing out is fine?
No idea. Based upon how the post is worded I have to assume simply grabbing them is fine but I cannot be certain since I had done it by killing the enemies with the chokehold.
Didn't know Octocamo works on Vamp. I heard the Sunlight gun takes him out in 1 shot. Gonna do it on BBE.-The MKIII can knock on specific walls in Act 4. Definitely the Scarab room before the Rex Hangar, there's two very specific walls it can knock on to lure the patrolling Scarab away. I also noticed for the first time all the Scarabs jump out of the trapdoor when there's alert, and they all leap back in when the alert ends.
- I properly went and found some of the camera ghosts in Act 4 for the trophy, and didn't even know about the girl posters!
- I'd never before heard the "Snake, you're....THE SHIT" rant from Otacon in Act 4.
- You can hide from Vamp in the fight against him using octocamo. Hiding and then sniping him is pretty satisfying, feels like the way Snake would do it.
- You can try firing the railgun up at Vamp and Raiden when they're having their knife fight. Snake can't shoot though, in a callback to MGS1. "It's no good...I can't do it!"
- In the briefings, the MKII can flick the remote on the table to turn the channel from Campbell to some asian model. You can also try electrocuting the chickens.
- Didn't know about the Ocelot kiss in the final battle. :O
FGM-148 Javelin: Can only be bought off Drebin Store for 150,000 Points
FIM-92A Stinger: Can only be bought off Drebin Store for 100,000 Points
Did anyone catch the credit "In-Game Paintings: Masahiro Ito" ? Wonder what exactly they're referring to.
Probably the MGS3 paintings in the chapel when you're talking to Big Momma.
- you can wear the Laughing Octopus facecamo during Act 3, and the guards won't bother you/go on alert as long as you're not doing anything obviously suspicious.
Just a heads up. If anyone has an account on PS3Trophies.org, it would be great if you could inform ZOLANTON to update that section of his guide too.
Didn't know Octocamo works on Vamp. I heard the Sunlight gun takes him out in 1 shot. Gonna do it on BBE.
I never heard of Otacon's rant until last playthrough either. I think he uses the word, "badass."
I just equipped the Patriot, turned on auto aim, held down L1 and R1 and let the game play itself for the bike chase... lol. I didn't watch the thing, I read GAF while it was all happening.
On easiest mode, you can just do nothing and will still pass. I read GAF during those as well hah
Made it through the first two acts without a kill or an alert... The harder parts for completing that task are upcoming though.
Actually, it only gets easier past the first two acts.
I'm currently camped out, on a turret, in front of a spawn point in an effort to get the "you like all the killing" trophy. Good idea or bad idea?