Miles ForestGuide / Proof-of-Concept showing how to start the Season Unending negotiation where one side in the Civil War only has their base Hold left. This should work on all versions of the game, including the original vanilla. Starting the Season Unending negotiation when one side only has their base Hold left (Solitude/Haafingar for the Imperials, Windhelm/Eastmarch for the Stormcloaks) opens up new options and dialog in the Season Unending negotiation. To do this, the Main questline and the Civil War questline have to be progressed in a certain way. The first step is reaching the right point in the Main questline; proceed to and start the Season Unending quest, and reach the point where you’re given the objective to speak to Ulfric and Tullius to invite them to truce talks. Once at this point, switch to the Civil War questline, and proceed up to the point where you’re given the quest to take the final Hold before the opposition’s base Hold. When on the Imperials’ side, the final Hold before taking Windhelm/Eastmarch is Winterhold, and the quest to proceed up to is “Rescue from Fort Kastav”. When on the Stormcloaks’ side, the final Hold before taking Solitude/Haafingar is Morthal/Hjaalmarch, and the quest to proceed up to is “Battle for Fort Snowhawk”. Once that quest has started, switch back to the Main questline; you should be able to invite both leaders up to High Hrothgar. What makes this work is what now happens when both agree to attend — the Civil War quest will automatically complete, and the Dragonborn’s side will get possession of the final Hold. You can verify this by going to Winterhold/Morthal and seeing who the Jarl is, as well as looking around there for the presence of Imperial/Stormcloak soldiers.
Skyrim: How to start Season Unending where one side only has a single Hold leftMiles Forest2020-07-19 | Guide / Proof-of-Concept showing how to start the Season Unending negotiation where one side in the Civil War only has their base Hold left. This should work on all versions of the game, including the original vanilla. Starting the Season Unending negotiation when one side only has their base Hold left (Solitude/Haafingar for the Imperials, Windhelm/Eastmarch for the Stormcloaks) opens up new options and dialog in the Season Unending negotiation. To do this, the Main questline and the Civil War questline have to be progressed in a certain way. The first step is reaching the right point in the Main questline; proceed to and start the Season Unending quest, and reach the point where you’re given the objective to speak to Ulfric and Tullius to invite them to truce talks. Once at this point, switch to the Civil War questline, and proceed up to the point where you’re given the quest to take the final Hold before the opposition’s base Hold. When on the Imperials’ side, the final Hold before taking Windhelm/Eastmarch is Winterhold, and the quest to proceed up to is “Rescue from Fort Kastav”. When on the Stormcloaks’ side, the final Hold before taking Solitude/Haafingar is Morthal/Hjaalmarch, and the quest to proceed up to is “Battle for Fort Snowhawk”. Once that quest has started, switch back to the Main questline; you should be able to invite both leaders up to High Hrothgar. What makes this work is what now happens when both agree to attend — the Civil War quest will automatically complete, and the Dragonborn’s side will get possession of the final Hold. You can verify this by going to Winterhold/Morthal and seeing who the Jarl is, as well as looking around there for the presence of Imperial/Stormcloak soldiers.Subnautica 2.0: Casual quick run, Start to Finish in just a few hoursMiles Forest2023-05-21 | A method of casually speedrunning Subnautica that should be accessible to most players, without requiring an eidetic memory. A reworked version of an earlier video, now for Subnautica 2.0, on Survival difficulty, and usable for Hardcore. The run is divided into 17 “Dives”, each with a particular goal. The technique makes use of the Scanner Room, which is acquired early. This shows how to do it without the Ultra Capacity Tank, though gets the materials for it. While building the Stasis Rifle is not necessary, it would be highly advisable for Hardcore difficulty. Cheating is avoided as much as possible; the Captain’s Quarters Code is obtained legitimately, and while I tried to avoid multiple tanks, it was necessary at one point.
Opening — 0:00:00 Dive #1, Oxygen Tank — 0:02:00 Dive #1 end — 0:02:31 Dive #2, Starting Tools — 0:02:50 Dive #2 end — 0:06:21 Dive #3, Seaglide — 0:08:49 Dive #3 end — 0:12:30 Dive #4, Base materials — 0:14:09 Dive #4 end — 0:15:53 Dive #5, Base — 0:16:42 Dive #5 end — 0:20:14 Dive #6, Survival & Enforcement Platform — 0:20:27 Dive #6 end — 0:32:02 Dive #7, Deep Dive Equipment — 0:33:21 Dive #7 end — 0:39:08 Dive #8, Scanner Room & Base Upgrade Fragments — 0:43:18 Dive #8 end — 1:02:42 Dive #9, Base Upgrade materials — 1:05:24 Dive #9 end — 1:10:10 Dive #10, The Mushroom Forest — 1:14:14 Dive #10 end — 1:31:20 Dive #11, The Reefs — 1:34:06 Dive #11 end — 1:53:34 Dive #12, Lava Zone Dive materials — 1:55:29 Dive #12 end — 1:58:03 Dive #13, The Lava Zone — 2:02:09 Dive #13 end — 2:39:00 Dive #14, The Aurora — 2:40:49 Dive #14 end — 2:55:50 Dive #15, Neptune materials — 2:58:26 Interrupt: Dive #16, Cure & Stalker Teeth — 3:09:34 Dive #15 c.t.d. — 3:24:28 Dive #15 end — 3:33:16 Dive #17, The Neptune — 3:37:34
Highlights: Aurora explosion — 0:59:34 Reaching the Disease Research Facility — 2:10:02 Sunbeam saved? — 3:19:42
Other events: Before Bulbo Tree eat #1 — 0:13:39 Before Bulbo Tree eat #2 / drink #1 — 0:26:10 Before Bulbo Tree drink #2 — 0:43:23 Lazer Cutter fragments #1 & #2 — 0:20:52 Cyclops Engine #1 — 0:25:53 Base Beacon — 1:10:36 Ion Cubes — 1:45:38 Captain’s Quarters Code — 2:21:54, 2:28:37 Primary Containment Facility — 2:29:46 Cyclops Engine #2 & #3 — 2:44:26 Stalker Teeth — 3:12:54
Beacons: Lifepod 17 — 0:14:06 Lifepod 3 — 0:16:19 Degasi 250m base — 0:49:45 Lifepod 19 — 1:06:38, 1:12:20 Lifepod 12 — 1:16:15, 1:31:28 Lifepod 13 — 1:44:22, 1:53:17 Degasi 500m base — 1:50:41 Lifepod 2 — 1:55:48Subnautica: Casual quick run, Start to Finish in just a few hoursMiles Forest2022-11-27 | A method of casually speedrunning Subnautica that should be accessible to most players, without requiring an eidetic memory. The run is divided into 14 “Dives”, each with a particular goal. The technique makes use of the Scanner Room, which is acquired early. Cheating is avoided as much as possible; the Captain’s Quarters Code is obtained legitimately, and while I tried to avoid multiple tanks, it was necessary at one point. This shows how to do it without the Ultra Capacity Tank, though shows acquiring the relevant Blueprints for it (its Data Box and the Modification Station) for those that wish to make it, which will make things a little easier.
Opening — 0:00:00 Dive #1, Oxygen Tank — 0:02:03 Dive #1 end — 0:02:37 Dive #2, Starting Tools — 0:02:56 Dive #2 end — 0:08:12 Dive #3, Seaglide & base materials — 0:10:00 Dive #3 end — 0:14:23 Dive #4, Base — 0:16:15 Dive #4 end — 0:20:47 Dive #5, Deep Dive equipment & base upgrade materials — 0:21:40 Dive #5 end — 0:29:28 Dive #6, Scanner Room & base upgrade fragments — 0:33:28 Dive #6 end — 0:51:31 Dive #7, The Mushroom Forest — 1:00:09 Dive #7 end — 1:24:38 Dive #8, The Enforcement Platform — 1:28:40 Dive #8 end — 1:45:46 Dive #9, The Reefs — 1:47:11 Dive #9 end — 2:11:51 Dive #10, Metal for Stalker Teeth — 2:14:15 Dive #10 end — 2:20:05 Dive #11, The Lava Zone — 2:20:33 Dive #11 end — 2:57:00 Dive #12, Primary Containment Facility — 2:58:34 Dive #12 end — 3:27:16 Dive #13, Neptune resource gathering — 3:30:14 Dive #13 end — 3:43:09 Dive #14, The Aurora — 3:53:50 Building the Neptune — 4:07:14
Highlights: Aurora explosion — 0:58:05; closest death — 2:09:33; reaching the Disease Research Facility — 2:28:49; Sunbeam saved? — 3:12:49
It is your Primary Directive to Swim Closer to these points in the video — 0:22:16, 0:23:37, 0:25:03Subnautica: Getting all Beacons/SignalsMiles Forest2022-10-20 | For those that don’t like using the Zero Point, the pre-existing Beacons or Signals in the game are useful for navigation, but each has to first be acquired somehow. This video shows how to get them.Subnautica: Getting all 23+ Ion CubesMiles Forest2022-10-07 | There are about 30 Ion Cubes that can be obtained before the Primary Containment Facility is unlocked, with its infinite source of Ion Cubes. 23 Ion Cubes are obtainable without the Prawn Suit’s Drill Arm. There is one Ion Cube deposit that requires the Drill Arm, which yields a random amount of Ion Cubes somewhere around 10. The Primary Containment Facility contains a further 2 Ion Cubes in its aquarium, bringing the total Ion Cubes that can be obtained without the Prawn Suit’s Drill Arm up to 25. Tablets are required in order to get almost all Ion Cubes, bar 4 and one Ion Cube deposit. The first of these 4 is in the Enforcement Platform, one of the first Ion Cubes often discovered, 2 are in the Disease Research Facility all the way down in the Lost River, and 1 is freely obtainable without the Drill Arm in the Thermal Plant in the Lava Zone. The Ion Cube deposit in the Thermal Plant is also freely obtainable, but requires the Drill Arm. Beyond this, Tablets are required. 4 Purple Tablets and 1 Orange Tablet are required to get all Ion Cubes before the Primary Containment Facility. However, making Tablets requires Ion Cubes. Fortunately, there are 7 Purple Tablets freely obtainable — see the related video for their locations — youtu.be/ggLo1qcdtOg. For those wondering what’s up with Lifepod 3, I often use that as a navigation beacon, since its near the center of the map and obtainable early. (And yes, I am aware of the Zero Point) I decided to make this video after I couldn’t find one showing where all the Ion Cubes are, and only a few vague postings asking how to get Ion Cubes before the Primary Containment Facility and/or without having to get the Drill Arm, which were left largely unanswered. Some sources claim the total Ion Cubes before the Primary Containment Facility is 26, though I believe this is a miscount of the Ion Cubes available from the Thermal Plant deposit; in my version of the game the Ion Cube deposit there yields a random amount of Ion Cubes, closer to 10, rather than always 3. The Ion Cube deposit in the Primary Containment Facility continues to yield just 3.
Totals are— Quarantine Enforcement Platform: 3 (1 freely obtainable) Sea Treader’s Path Sanctuary Alpha: 6 Blood Kelp Zone Sanctuary Beta: 4 Dunes Sanctuary: 4 Lost River Laboratory (Orange Tablet): 3 Disease Research Facility: 2 (both freely obtainable) Thermal Plant: 1 + an Ion Cube deposit of about ~10 (both freely obtainable) Primary Containment Facility: a further 2 in the aquarium
Enforcement Platform Ion Cubes — 0:00 Finding Sea Treader’s Path Sanctuary Alpha — 4:04 Sanctuary Alpha Ion Cubes — 6:29 Finding Blood Kelp Zone Sanctuary Beta — 8:40 Sanctuary Beta Ion Cubes — 11:59 Finding the Dunes Sanctuary — 13:21 Dunes Sanctuary Ion Cubes — 17:36 Finding the Orange Tablet — 20:12 Finding the Lost River Laboratory — 22:00 Lost River Laboratory Ion Cubes — 24:21 Finding the Disease Research Facility — 25:25 Disease Research Facility Ion Cubes — 29:07 Finding the Thermal Plant — 30:11 Thermal Plant Ion Cubes — 38:41 Collected Ion Cubes before the Containment Facility — 41:33 Containment Facility Ion Cubes — 41:50Subnautica: Getting all 7 Purple TabletsMiles Forest2022-10-07 | It is possible to obtain 7 free Purple Tablets without having to craft them using valuable Ion Cubes. All bar 1 are on the Enforcement Platform island. I believe there are a total of 8 doors in the game requiring Purple Tablets (correct me if I’m wrong in the comments). This means that, if opening all doors, one of them will require using an Ion Cube, of which there are a limited supply before endgame. To avoid soft-locking the game, keep at least 1 Purple Tablet, or 1 Ion Cube for making one, to open the door behind which is the Blue Tablet, late in the game. In the unlikely event that all doors except this door have been opened using all 7 of the freely obtainable Purple Tablets, an Ion Cube will be required for making one, many of which require Purple Tablets to access. There are 4 freely obtainable Ion Cubes not requiring any Tablet, an Ion Cube deposit of about 10 Ion Cubes requiring the Prawn Suit’s Drill Arm, and a further 3 Ion Cubes that instead require an Orange Tablet. One freely obtainable Ion Cube, and the big Ion Cube deposit, are in the same place as the locked door containing the Blue Tablet, making this soft-lock scenario somewhat unlikely. See the related video on where to find these Ion Cubes — youtu.be/mtm6zE3Dmfk.Subnautica: Scene — the Sunbeam / the Enforcement Platform (nighttime version)Miles Forest2022-10-07 | The first time I saw this scene was at night, and I’ve always thought it looked better. 40 minutes is exactly two in-game days, so in order to get this event at night, activate a Radio to get the call that starts the timer after sunset.Earthblood: Maxing out Spirit Points / Getting All SkillsMiles Forest2021-08-10 | By my latest count, there are 64.5 available Spirit Points in the game, and it takes 63 to unlock every single Skill available. When I started making this video, I thought the total was 63.5, but late in the editing process I discovered another one. Of the available Spirit Points, 16.5 are always given at set points through the game (I call these “Experience” Spirit Points), 5.25 come from completing the 6 Guardian Spirit quests, 2 of them are given upon performing certain actions, and the remaining 40.75 come from collectible Spirits. There are a total of 134 Spirits in the game. Spirits come in two forms — regular, and large. Regular Spirits give 0.25 Spirit Points each, whereas the rarer large Spirits give 0.5 Spirit Points. There are 4 large Spirits in each level/Caern that has Spirits (all except the prologue level), with the exception of the first of these levels (Weapon Factory) which has none, and the last level which has just 1. This makes for a total of 29 large Spirits in the game, giving a total of 14.5 Spirit Points, with the remaining 105 regular Spirits giving the remaining 26.25 Spirit Points. The Spirit Point that I originally missed (1:50:40) is obtained during Viridian State Prison, and is awarded for winning a fight in an area that can be sneaked through, which suggests that the fight there was originally a mandatory one. I’ve made some edits to the video after this point to show corrected Spirit Point totals, but the original footage recorded will show the old totals, and so be behind by 1 Spirit Point. The extra 1.5 Spirit Points possible beyond the 63 needed to unlock all Skills could well be an oversight in the game’s design. If this is true, the most likely causes are probably the 1 Spirit Point that I missed, which may have been left in by accident, and the spurious 0.5 Experience Spirit Points given during the late-game Endron HQ level, after one of the mandatory fights; all other Experience Spirit Points are grouped into sets of 1 Spirit Point.
Miscellaneous notes: - It is necessary to secure Victoria Vokes’ keycard in Endron’s Dam to get all the Spirits there. - Yfen’s Guardian Spirit Quests can be started at any time before leaving Tarker’s Mill / starting Viridian State Prison. - If the assassination objectives in Viridian State Prison are skipped by mauling everyone in the main area, Dusk will award the Spirit Points missed out on when inevitably spoken to. He’ll only award half a Spirit Point if one of the assassinations was completed, and won’t award any if both were completed. - I think Onawa’s Guardian Spirit Quests have to be started and completed as they become available.
Spirit Point Totals: Weapon Factory — 0:00, 2¼ Before Training Site — 4:01, 4⅜ (6⅝ total) Training Site — 14:22, 7¾ (14⅜ total) Before Dam — 27:00, 4⅜ (18¾ total) Dam — 45:09, 7¾ (26½ total) Before Fracking Site — 1:00:15, ½ (27 total) Fracking Site — 1:02:46, 7 (34 total) After Fracking Site — 1:18:08, 3 (37 total) Viridian State Prison — 1:26:45, 7 (44 total) (End of gap — 1:49:51) Nevada — 1:52:45, 9 (53 total) Endron HQ — 2:15:15, 6½ (59½ total) After Endron HQ — 2:26:50, 2 (61½ total) Oil Rig — 2:31:22, 3 (64½ total)
The Two Missable Spirit Points: Victoria Vokes optional objective — 49:17 Viridian State Prison optional battle (the one I missed) — 1:50:40
Easter Egg — 1:33:16Earthblood: Speedy Stealth — Oil RigMiles Forest2021-08-08 | Stealthy quickrun through Endron’s Oil Rig.Earthblood: Owning Parchu’aMiles Forest2021-08-08 | One-shotting Parchu’a, followed by gameplay showing techniques for handling Onawa. The beginning shows the conversation path that results in the most Rage gains. The specific attack/Skill used to one-shot him is Dance of the Wind, the end-game Agile Special Attack. I still haven’t worked out exactly how that attack works, but holding the control stick in a direction during the attack seems to prolong it.Earthblood: Speedy Stealth — Nevada / Endron HQ + Parchu’a bossMiles Forest2021-08-08 | Stealthy quickrun through Endron’s Headquarters, including the section in the Caern before the level starts. Also includes the section in the Caern after the level, and the Parchu’a boss.Earthblood: Speedy Stealth — Viridian State PrisonMiles Forest2021-08-08 | Stealthy quickrun through Viridian State Prison.Earthblood: Major Graner / Tank Girl bossMiles Forest2021-08-08 | ...Earthblood: Speedy Stealth — Fracking SiteMiles Forest2021-08-08 | Stealthy quickrun through Endron’s Fracking Site, including the section in the Caern before the level starts.Earthblood: Speedy Stealth — DamMiles Forest2021-08-08 | Stealthy quickrun through Endron’s Dam, including the section in the Caern before the level starts.Earthblood: Speedy Stealth — Training SiteMiles Forest2021-08-08 | Stealthy quickrun through Endron’s Training Site, including the section in the Caern before the level starts.Earthblood: Speedy Stealth — Weapon FactoryMiles Forest2021-08-08 | Stealthy quickrun through Weapon Factory.Earthblood: Speedy Stealth — PrologueMiles Forest2021-08-08 | Stealthy quickrun through Earthblood's prologue level.Skyrim: How the Season Unending Negotiation worksMiles Forest2020-07-19 | Precise, in-depth video showing exactly how the Season Unending negotiation works, including how it is affected by the progress of the Civil War questline. All possible options, remarks based on options chosen, under what conditions remarks are made, e.t.c.. In brief, many of the factors affecting how the negotiations proceed depend on a “scale” that gets maintained, and points are added to either side of this scale when the Dragonborn makes various decisions. Whenever points get added to this scale, I show a number on the side of the video, the left side when the points are added to the Imperials' side of the scale (as they sit on the left side of the table), and the right side when the points are added to the Stormcloaks' side of the scale. This gets more complicated if significant progress has been made in the Civil War. If Riften/Markarth has been taken, then the side winning in the war will start out with 1 additional point on their side of the scale. If all Holds bar Windhelm/Solitude have been taken, then the winning side starts ahead by 2 points. However, certain events don’t take this “starting offset” into account, and instead depend on how many points the Dragonborn has given to a side, rather than the current state of the scale. It is possible to start the Season Unending negotiation when one side only has their base Hold left (Windhelm/Solitude), though it requires some careful timing with quest progression. I’ve uploaded a separate video guide showing how to do this, with a written explanation in the description — ‹//youtu.be/hEvjKPCkO-s›. For those interested in learning more about how the negotiation works, there’s a guide I have on GameFAQs on the subject, though parts of it aren’t an easy read (I need to update it sometime). I’ve also uncovered a few additional things while making this video, that aren’t mentioned in that guide.MGS3 HD: Resynchronized Title SequenceMiles Forest2020-07-18 | Folks may not be aware that the title sequence in the HD edition of MGS3 isn’t entirely faithful to the original — the audio plays out of sync. So, here’s a version with the audio resynchronized; this is how the title sequence is meant to be experienced, as it played on the original PS2 version. This video also serves as a test of my first HD video upload. It’s probably this difference between the original and HD versions that most bugged me; the audio was originally very carefully synchronized to various events shown in the video, but that’s been thrown away in the HD edition, and I can’t help noticing it every time I see the HD edition title sequence. Most of my other qualms are pretty minor compared to the advantages the HD edition has, most of all the Subsistence camera and MG1 & 2 (although these are also in the rare Subsistence version). Things like the change of the camera angle during the Ladder Climb, the lack of Duel Mode, and of course, the switch-around of the X and circle buttons took a while to get used to. The often-cited “accidental throat slitting” though, I’ve never had a problem with.MGS3: Interesting Codec/Radio calls 2Miles Forest2019-07-13 | First video here — ‹//www.youtube.com/watch?v=EncyVJr-2XA›. Made a second one of this as well, alongside the second Random video. It mostly contains stuff that was cut from or not included in the first, but also has the occasional new call I’ve since discovered. For some reason I didn’t put Eva’s location explanations in the first video, so they’re in here too. Once again, unlike the first video, there’s no-holds-barred on content this time around, so it’s a rather long video.MGS3: Para-Medic’s Movie save callsMiles Forest2019-07-13 | ...MGS3: Random/Fun Codec/Radio calls 2Miles Forest2019-07-13 | First video here — ‹//www.youtube.com/watch?v=FXpWW1V5ObM›. Decided to make a second one of these, seeing as the first was popular. This one contains stuff that was cut from the first to keep it a reasonable length, a few extended versions of things that were in the original, but mostly it contains new stuff that I’ve discovered in the years since the original video. Unlike the first video, there’s been no-holds-barred on content this time around, which is why it’s rather long. There’s also some occasional messing about in it, mostly showing some of the game’s lesser-known features. Many mentioned in the comments of the first video that the post nightmare / Guy Savage radio calls were missing, notably Sigint’s “turd” call :P. They were originally intended for another video showcasing the nightmare sequence, but it was never completed and uploaded. The sequence is in this video — see 1:11:31–1:21:45; the post-nightmare radio calls start at 1:16:27. I’d also like to thank YouTube user Craig Phoenix for pointing out another good one I missed, Eva’s Croc Cap call. The Croc Cap sequence is at 0:31:27–0:34:36, with Eva’s call at 0:33:49.
On another topic entirely… This is the first video I’ve created using Lightworks, instead of the usual WMM, which doesn’t seem to play nice with large quantities of MP4s. It’s certainly a hell of a lot easier to put stuff together quickly and accurately using Lightworks. It does have a couple of shortcomings, though. Most notably, its export options are very limited, even in the paid version, which is annoying when dealing with video from older consoles with wacky video output characteristics. It’s not possible to configure bitrates either, which has meant this video has come out unnecessarily large in size. The other limitation is a lack of built-in transitions compared to WMM. It’s possible to re-create most of them, but they have to be done manually via multiple effects for each desired transition, which is quite an overhead. I’ve also just realized it doesn’t handle SD 4:3 anamorphism correctly. Cue a second upload attempt… Still, it’s a really nice editor… so a little undecided on it at the momentNightFire: Island Infiltration PlatinumMiles Forest2019-03-10 | Getting a Platinum medal on level 10 Island Infiltration. Full series here — 〈//www.youtube.com./playlist?list=PL3YDiPvsfR795g8OqBccbtDNILuDO8oxi〉 Be sure to get the body armor at the end of the driving section, on the opposite side of the final turret to the 007 Token; no fresh armor for the flying section is given on 00 Agent.NightFire: Countdown PlatinumMiles Forest2019-03-10 | Getting a Platinum medal on level 11 Countdown. Full series here — 〈//www.youtube.com./playlist?list=PL3YDiPvsfR795g8OqBccbtDNILuDO8oxi〉. There's no Platinum video for Equinox; despite Platinuming the rest of the game I can barely manage a Bronze on that one. After blowing up the power systems, take out all of the enemies that come -before- triggering the scene with Rook, otherwise they'll be combined with additional enemy spawns and can easily overwhelm.NightFire: Deep Descent PlatinumMiles Forest2019-03-10 | Getting a Platinum medal on level 9 Deep Descent. Full series here — 〈//www.youtube.com./playlist?list=PL3YDiPvsfR795g8OqBccbtDNILuDO8oxi〉 During the chase, keep moving quickly when collecting the 007 Token — the door right after it closes quickly. To get the Bond Move after the chase, destroy the sub being chased as soon as the objective is complete, otherwise it'll alert the subs in the Bond Move area. As well as this, move carefully around the tunnel corner until the lights of one of the three Bond Move subs can be seen; they may not all spawn otherwise. The final 007 Token is high above the entrance to the last area.NightFire: Alpine Escape PlatinumMiles Forest2019-03-10 | Getting a Platinum medal on level 3 Alpine Escape. Full series here — 〈//www.youtube.com./playlist?list=PL3YDiPvsfR795g8OqBccbtDNILuDO8oxi〉 The Bond Move I miss is at the wooden gate, for shooting the blue control box on its left side before it closes. Doing so risks missing the final 007 Token.NightFire: Chain Reaction PlatinumMiles Forest2019-03-10 | Getting a Platinum medal on level 7 Chain Reaction. Full series here — 〈//www.youtube.com./playlist?list=PL3YDiPvsfR795g8OqBccbtDNILuDO8oxi〉 This is mostly about knowing where the snipers can appear. The final yard starts out with three snipers. Halfway down the stairs, 4 will spawn on the left, and 2 ahead on the far tower; the 4 that spawn on the left will be randomly divided between the high up top room, and the ground room near the large metal crates. Once all have been eliminated, 1 more will spawn on the roof ahead. The last batch of snipers spawn on the roof again once up on the first crane. Only approach the lazer in the final area when ready; enemies will start endlessly spawning upon getting near it and the objective for photographing it appears.NightFire: Phoenix Fire PlatinumMiles Forest2019-03-10 | Getting a Platinum medal on level 8 Phoenix Fire. Full series here — 〈//www.youtube.com./playlist?list=PL3YDiPvsfR795g8OqBccbtDNILuDO8oxi〉 The top floor's the hardest part; survive that and the rest should be do-able with enough health. Unlike the top floor there's an abundance of body armor around the offices.NightFire: Double Cross PlatinumMiles Forest2019-03-10 | Getting a Platinum medal on level 5 Double Cross. Full series here — 〈//www.youtube.com./playlist?list=PL3YDiPvsfR795g8OqBccbtDNILuDO8oxi〉 Sometimes one of the enemies in the hostage kitchen area at the end of the second area will become alerted. To avoid this, lure all three enemies in the corridor before it, by Mayhew's computer, out of the corridor, rather than killing them in the corridor; this seems to prevent the kitchen enemies from spotting Bond as soon as he enters. When being stealthy, shooting near an enemy will cause them to stop briefly, making for easier stealth headshots.NightFire: Night Shift PlatinumMiles Forest2019-03-10 | Getting a Platinum medal on level 6 Night Shift. Full series here — 〈//www.youtube.com./playlist?list=PL3YDiPvsfR795g8OqBccbtDNILuDO8oxi〉 Substantially more points will be awarded if the two enemies that spawn on the top floor after downloading the NightFire files are eliminated, rather than skipping them and heading straight for the roof — the target is 8 enemies, but there are only 6 on the roof.NightFire: Enemies Vanquished PlatinumMiles Forest2019-03-10 | Getting a Platinum medal on level 4 Enemies Vanquished. Full series here — 〈//www.youtube.com./playlist?list=PL3YDiPvsfR795g8OqBccbtDNILuDO8oxi〉 The Smokescreen can be used to neutralize enemy vehicles when in front of them, not just police. The ammo pack under the bridge near the end only appears once the two enemies on top of the bridge have been destroyed.NightFire: The Exchange PlatinumMiles Forest2019-03-10 | Getting a Platinum medal on level 2 The Exchange. Full series here — 〈//www.youtube.com./playlist?list=PL3YDiPvsfR795g8OqBccbtDNILuDO8oxi〉 Only 7 out of the 8 available 007 Tokens are needed here; I skip the one in the wine cellar, in the castle inner walls.NightFire: Paris Prelude PlatinumMiles Forest2019-03-10 | Getting a Platinum medal on level 1 Paris Prelude. Full series here — 〈//www.youtube.com./playlist?list=PL3YDiPvsfR795g8OqBccbtDNILuDO8oxi〉 The tyre shooting is about one-third practice two-thirds luck. It's slightly easier on 00 Agent, as the enemy vehicles don't explode as easily to gunshots.MGS3: Easy (sortof) Foxhound RankMiles Forest2019-01-24 | A slightly easy way of getting the prestigious Foxhound rank, and without requiring perfect headshots from great distances. The video assumes the game has been completed on Extreme at least once before, acquiring some of the special camos from the bosses, the Spirit camo (The Sorrow) in particular. For additional strategies, see my video for the Fox rank on Hard difficulty, ‹//www.youtube.com/watch?v=Yw7YbISob_A&list=PL3YDiPvsfR78LtALDuGyj_93PvIMZEmcg›. Done on PS2, PAL/European version. Running up behind enemies and slamming them unconscious, without raising an Alert, is easier than it looks, and Snake has quite a long reach for grabbing enemies. Providing the enemy isn't in Caution or Evasion mode, there'll be a brief grace period between the time they hear Snake and turn to face him, and the point at which Alert phase begins. If in Caution or Evasion, however, Alert phase will start the instant they hear Snake approaching. If still finding it difficult, in most cases there should be enough time to either Stalk up to the enemy instead, or execute a close-range headshot with the Mk22. Alternatively, the Spirit camo might be usable to stop them from hearing Snake and turning, though it may make the camo index dangerously low in some situations. Strategies for the optional areas Ponizovje West and Svyatogornyj East are included, for those that want to visit those areas, but they're optional in the overall run; I don't collect anything in those areas that's used later. I also show how to get some useful enemy drops when backtracking through Krasnogorje Mountaintop, an area which is often largely skipped. I show a quick strategy for The End for those that want to fight him rather than using the Old-Age trick, which has the advantage of yielding the non-lethal Mosin Nagant sniper, but I don't use it in the run for those that skip The End. I show locations of rapidly-obtainable useful items, such as Mk22 ammo, Stun & Smoke Grenades, Books, Cig Spray ammo, e.t.c.. In particular I show locations of rapidly-obtainable Suppressors and Batteries. On Extreme, up to 9 Batteries can be acquired, and up to 9 Suppressors of each type. I show these even when full, to show multiple options for getting them. I also show the locations of enemies that reveal enemy positions on the Map when interrogated. These enemies vary by difficulty, and only a few areas have them. Many enemies drop Suppressors. The type of Suppressor they drop is random, and will either be for the Mk22 tranquilizer or the M1911A1 pistol. However, if Snake has the XM16E1 silencable rifle, enemies may also drop that type of Suppressor, reducing the chances of valuable Mk22 Suppressor drops. For this reason, it's best to avoid acquiring this weapon. Special camos that come in useful are the Spirit camo from The Sorrow for silently running around and up behind enemies and bosses, the Cold War camo from Volgin for stopping enemies attacking in the bike chase areas, the Moss camo from The End to negate heavy Stamina consumption and recover Stamina, the Sneaking camo found in Raikov's locker for cutting damage in half, the Hornet Stripe camo for preventing Leeches and potentially controlling hornets to scare enemies in Svyatogornyj (both areas), and the Fire camo for cutting fire damage in half and preventing Burn injuries. The Snake camo from The Boss also briefly comes in useful during the Ocelot Unit boss. The Foxhound rank is awarded for completing the game on Extreme / EU Extreme difficulty in under 5 hours including the credits, with no Alert phases, no Kills, no Continues used (though Continue screens are fine), no Health items used (such as Life Medicine, though Healing Radio is allowed), having Saved no more than 25 times, having sustained no more than 10 Life Bars of damage, without having used the Stealth Camo, Infinity Facepaint, and I believe the Patriot and EZ Gun, and I think having eaten no more than 20 Meals. Both the Stealth Camo and Infinity Facepaint are awarded for obtaining the Foxhound rank.
Virtuous Mission start — 0:02:30 First enemy area — 0:04:24 Rassvet — 0:06:17 Snake Eater start — 0:12:18 Ocelot Unit — 0:19:09 Bolshaya Past — 0:28:27 Ocelot — 0:35:13 The Pain — 0:40:51 Ponizovje West — 0:49:44 Ponizovje Warehouse — 0:53:34 Graniny Gorki Lab — 0:57:54 Exiting Graniny Gorki Lab — 1:05:40 The Fear — 1:10:35 Svyatogornyj — 1:16:20 Svyatogornyj East — 1:20:27 The End — 1:28:50 Krasnogorje Mountain — 1:37:33 Krasnogorje Mountaintop backtrack — 1:47:41 The Fury — 1:53:21 Groznyj Grad — 1:55:52 Groznyj Grad escape — 2:09:48 The Sorrow — 2:19:37 Groznyj Grad again — 2:27:13 Volgin — 2:37:10 Shagohod — 2:48:41 Zaozyorje — 3:00:33 The Boss — 3:07:38 Rank — 3:15:05MGS3: Hard difficulty — Getting the Fox RankMiles Forest2018-11-26 | An easy way of getting the prestigious Fox rank, awarded for completing the game on Hard in under 5 hours with no Alerts/Kills/Continues/e.t.c.. Achieving the rank also awards both the Stealth Camo and Infinity Facepaint. This video assumes the game has been completed on Hard once before, having acquired the special boss camos; it makes particular use of the Moss camo (The End) for no-meal Stamina recovery, the Spirit camo (The Sorrow) for silent running, and the Cold War camo (Volgin) for the bike chase scenes. This is done in just under 3 hours, with 16 out of 25 allowable Saves, so there's plenty of wiggle-room. I also go for zero Meals. I include some “suggested Save points” at various locations, to make better use of the 25 allowable Saves. The Save points are only advisory; if you can manage easily enough without a Save point then do so, as there may be a later point in the game where an extra Save point comes in really useful. Running up behind enemies and slamming them unconscious without raising Alerts is easier than it looks; providing the enemy isn't in Caution or Evasion mode, there'll be a brief grace period between the time they hear Snake and turn, and the point at which Alert phase begins. If in Caution or Evasion, however, Alert phase will start the instant they hear Snake approaching. If still having trouble, wear the Spirit camo, which will stop enemies hearing Snake approaching. The Spirit camo works against bosses, too. One of the things I focus on in this video are the locations of valuable Mk22 Tranquilizer Suppressors, and also Batteries. Certain enemies will drop a Suppressor or Battery when shook down or held up. The Suppressor they drop will be random; either a Mk22 Tranquilizer Suppressor, an M1911A1 Pistol Suppressor, or an XM16E1 Rifle Suppressor if the XM16E1 has been obtained. It is important, therefore, to not get the XM16E1 Rifle, as it will reduce the chances of getting valuable Mk22 Suppressors from enemy drops. The Fox rank is awarded for completing the game on Hard difficulty in under 5 hours including the credits, with no Alert phases, no Kills, no Continues used, no Health items used (such as Life Medicine, though Healing Radio is allowed), having Saved no more than 25 times, having sustained no more than 10 Life Bars of damage, without using the Stealth Camo or Infinity Facepaint, and I think having eaten no more than 20 meals. It's also possible to get the Fox rank on Extreme difficulty, where the requirements are relaxed a bit — you're allowed up to 50 Saves, and can take unlimited damage. For alternative strategies in many of the areas see my much older video here — //www.youtube.com/watch?v=LyRPOv1HKdM&list=PL3YDiPvsfR7-C6Q96ZtVZokf9Fzf_P4M8, which does the same except under Normal difficulty for the Doberman rank.
Virtuous Mission start — 0:01:40 First enemy area — 0:04:18 Rassvet — 0:06:11 Snake Eater start — 0:10:52 Ocelot Unit — 0:18:16 Bolshaya Past — 0:28:46 Ocelot — 0:33:51 The Pain — 0:39:24 Ponizovje — 0:46:45 Graniny Gorki Lab — 0:54:52 The Fear — 1:08:45 Svyatogornyj — 1:14:05 The End — 1:18:07 Krasnogorje Mountain — 1:26:51 The Fury — 1:41:01 Groznyj Grad — 1:46:10 Groznyj Grad escape — 2:00:25 The Sorrow — 2:07:03 Groznyj Grad again — 2:14:11 Volgin — 2:20:46 Shagohod — 2:32:49 Zaozyorje — 2:45:28 The Boss — 2:54:27 Rank — 3:02:25Skies of Arcadia: Event — Daccats MapMiles Forest2018-06-12 | The two parties ruminate over the treasure map of Daccat, and decide to locate the treasure. Event/Scene/Cinematic from Eternal Arcadia / Skies of Arcadia, original Dreamcast version.Skies of Arcadia: Event — ReunitedMiles Forest2018-06-12 | Vyse and Aika are reunited at the end of Daccat's Island. Event/Scene/Cinematic from Eternal Arcadia / Skies of Arcadia, original Dreamcast version.Skies of Arcadia: Sinistra & Destra, quick takedown, low levelMiles Forest2018-06-12 | Taking out Sinistra & Destra rapidly with low level characters. I focus on Sinistra first, as Purple magic, which Sinistra is vulnerable to, deals more damage, and so can take out Sinistra more quickly than Red magic can Destra. With one of them down, the painful Death Waltz move is stopped entirely. Boss from Eternal Arcadia / Skies of Arcadia, original Dreamcast version.Skies of Arcadia: Event — Daccats TreasureMiles Forest2018-06-12 | Daccat's treasure is revealed… Event/Scene/Cinematic from Eternal Arcadia / Skies of Arcadia, original Dreamcast version.Skies of Arcadia: Event — ClaraMiles Forest2018-06-12 | Aika and Fina awake to find themselves rescued by Clara, who makes her debut. Notorious for being one of only two places in the game where we get to see Aika with her hair down. Event/Scene/Cinematic from Eternal Arcadia / Skies of Arcadia, original Dreamcast version.Skies of Arcadia: Boss — The BlackbeardMiles Forest2018-06-12 | The first ship battle in the game. A pretty straightforward battle; the only things to bear in mind are that there's a possible “Lost” Round on the second Round of the first Turn, and the last Round of the fourth Turn. Boss from Eternal Arcadia / Skies of Arcadia, original Dreamcast version.Skies of Arcadia: Event — Gordo endingMiles Forest2018-06-12 | Gordo inadvertently reveals Drachma's motives for chasing Rhaknam. Event/Scene/Cinematic from Eternal Arcadia / Skies of Arcadia, original Dreamcast version.Skies of Arcadia: Event — Escape from The Grand FortressMiles Forest2018-06-12 | Vyse's rescue operation of Captain Dyne and the others comes to a close. Pretty much the finishing scene of the game's prologue. Event/Scene/Cinematic from Eternal Arcadia / Skies of Arcadia, original Dreamcast version.Skies of Arcadia: Event — The BlackbeardMiles Forest2018-06-12 | Introducing Baltor the Scary and his ship, The Blackbeard Event/Scene/Cinematic from Eternal Arcadia / Skies of Arcadia, original Dreamcast version.Skies of Arcadia: Events — Drachmas StoryMiles Forest2018-06-12 | The series of events surrounding the first visit to the Maw of Tartas, during which Drachma reveals his history, and the story of Rhaknam. Event/Scene/Cinematic from Eternal Arcadia / Skies of Arcadia, original Dreamcast version.Skies of Arcadia: Events — Abandon ShipMiles Forest2018-06-12 | Drachma says Goodbye Event/Scene/Cinematic from Eternal Arcadia / Skies of Arcadia, original Dreamcast version.Skies of Arcadia: Event — Un-MaroonedMiles Forest2018-06-12 | A ship finally passes by Vyse's island, allowing him to be rescued. Preceded by some peaceful scenes. Event/Scene/Cinematic from Eternal Arcadia / Skies of Arcadia, original Dreamcast version.Skies of Arcadia: Events — MaroonedMiles Forest2018-06-12 | Vyse finds himself marooned but alive on a deserted island Event/Scene/Cinematic from Eternal Arcadia / Skies of Arcadia, original Dreamcast version.Skies of Arcadia: Event — Finas MissionMiles Forest2018-06-12 | Pretty much the opening event to the main game, where Fina explains the Old World, the Gigas, and her mission to find all the Moon Crystals. Event/Scene/Cinematic from Eternal Arcadia / Skies of Arcadia, original Dreamcast version.