Some of that speedrun stuff just feels wrong to me. I guess it doesn't count as an alarm until the 'ALARM' counter appears on screen?
Exactly. The ALARM state occurs if;
- You shoot an unsilenced weapon. Automatically goes off.
- Camera spots you. Automatically goes off (although there actually is a second delay between the camera spotting you and the alarm going off, I beat a vr mission by a hair that way).
- A soldier radios the ALARM in after spotting you. The general routine for the AI is:
Step 1. Soldier spots you. Cone of vision turns red. Exclamation mark appears above their head.
Step 2. Soldier shoots a few rounds at you.
Step 3. Soldier takes a few quick steps away from you, then looks at you again.
Step 4. Soldier radios in ALARM while looking at the player's position. You'll see yellow squares emitting from the soldier on your radar. After he finishes his line of dialogue, the ALARM is triggered. If you hurt or kill him before he can finish, an investigation squad is called in. If the soldier's radio isn't working:
Step 5. Soldier walks quickly to the nearest exit and the ALARM triggers the moment he leaves
I think MGS3 is similar but I haven't played that one enough to say. Basically this speedrun never let the soldiers get past Step 1.
I am having trouble collecting tog tags in "Holds 1" I am trying to shimmy along the wall to get to one of the marines and I can't make it over. I know about the pull ups stuff, but the speed runs show him at lvl.1 so I don't know how they are making it over. Any help?
You need to have a near full life bar. Depending on the difficulty there might be a ration behind where you start in Hold 1 (you can actually open that pressure door you just came through). Also 4 minutes sounds like plenty of time to build up to level 2. You probably know this but dropping down from a higher ledge to a lower one counts as 10 pullups. Worst case scenario: beat the tanker mission and just do it again. I missed one tag in the PLANT episode inside Arsenal so you have it easy!