It turns out that in this case, they technically didn't hear the explosion so it won't count as an alert.
After using a chaff to get the PGS1 you can use a Stun to escape the room without worrying where the guard is.
It turns out that in this case, they technically didn't hear the explosion so it won't count as an alert.
After using a chaff to get the PGS1 you can use a Stun to escape the room without worrying where the guard is.
Just watch out: whenever a guard is distracted they will always turn to Snake first, regardless of where the noise came from. Don't run up behind them too early!
Just watch out: whenever a guard is distracted they will always turn to Snake first, regardless of where the noise came from. Don't run up behind them too early!
One fact I've never seen anyone else mention is that guards can actually hear Chaff Grenades!
They will investigate the explosion without calling in an alert, making this the only way to distract a guard from a position away from Snake
One fact I've never seen anyone else mention is that guards can actually hear Chaff Grenades!
They will investigate the explosion without calling in an alert, making this the only way to distract a guard from a position away from Snake
To grab a guard without setting them off, I find it easier to position Snake at the guard's south-east or south-west facing direction rather than directly behind them.
It seems the grab range is more squarish than circular.
To grab a guard without setting them off, I find it easier to position Snake at the guard's south-east or south-west facing direction rather than directly behind them.
It seems the grab range is more squarish than circular.
This is one of MGS1's more clunky mechanics, so for safety I recommend the kick combo over the throw, unless you're already in an Alert.
This is one of MGS1's more clunky mechanics, so for safety I recommend the kick combo over the throw, unless you're already in an Alert.
The fastest way to knock out a guard uses the throw.
Throws deal 5 stamina damage, meaning you only need 2 punches + 1 throw.
Great for getting out of an alert without killing anyone.
The fastest way to knock out a guard uses the throw.
Throws deal 5 stamina damage, meaning you only need 2 punches + 1 throw.
Great for getting out of an alert without killing anyone.
A better idea is to combine it with the kick, which does 3 dmg. Leave a small pause so your combo looks like a 1-2, 1-2-3.
This will KO the guard while keeping a safe range.
A better idea is to combine it with the kick, which does 3 dmg. Leave a small pause so your combo looks like a 1-2, 1-2-3.
This will KO the guard while keeping a safe range.
Guards have 7 points of stamina health, and a single punch does 1 point of stamina damage.
When you drain all their stamina a guard will be knocked out for a couple of seconds. It's not a very large window, so don't stick around.
Guards have 7 points of stamina health, and a single punch does 1 point of stamina damage.
When you drain all their stamina a guard will be knocked out for a couple of seconds. It's not a very large window, so don't stick around.
It's a Chinese quote that sounds like "rash courage when alone will become your enemy".
Not sure if I'm translating the line right, but it fits her explanation: "don't get into fights"
It's a Chinese quote that sounds like "rash courage when alone will become your enemy".
Not sure if I'm translating the line right, but it fits her explanation: "don't get into fights"
Thought I was definitely going to get caught 😅
Thought I was definitely going to get caught 😅