[BRIEFINGS] - Taking Down the AI Weapons

Nov 18, 2010 19:00

Here you will find transcriptions of the Briefing Files in Metal Gear Solid: Peace Walker involving Huey. Be warned, here there be spoilers.

Pupa
H: The Pupa increases its mobility by using compressed air to hover its rear section. It moves by means of its treads and boosters. Those boosters also provide the propulsion needed for high-speed movement.
BB: So if I take out the boosters, it won't be able to charge?
H: Right. I suppose you could also avoid its attacks by lying down beneath it... The Pupa is also equipped with electrical shock units. It uses these devices - they look like lightning rods - to direct discharge.
BB: Guess I should probably pull the plug on those, too.
H: Good idea. What else... Well, as with all AI machines, you can incapacitate the entire unit by taking out the AI itself. If you can get the hatch open and climb inside, you can pull out the memory boards - lights out, AI. We may be able to use those boards for ourselves. If you can, try and get inside the AI pod and have a crack at it. You won't be able to do that until you've damaged it enough to stop it from moving, first.
BB: Got it. Usual tactics first, then.

Chrysalis
H: Being an unmanned vehicle, the Chrysalis can perform extreme G-force maneuvers that standard aircraft can't. It'll be difficult to counter-attack once it's coming at you. I should mention that it's also equipped with a railgun.
BB: A what?
H: A weapon that fires rounds using electromagnetic force in lieu of gunpowder.
BB: Wait... An electric weapon?
H: Not exactly. The rounds themselves are conventional shells. It creates force by running an electric current through a magnetic field. Fleming's left-hand rule - didn't they teach you that at school?
BB: Not at mine.
H: Oh. Anyway, as the railgun uses electromagnetic force, it needs to charge before firing. Once you see it starting to charge, take immediate evasive action. Also, as with the Pupa, destroying the AI will put the unit out of commission. Do enough damage and it'll have to land. Use that opportunity to get in the AI pod. Wait too long, and it'll start to repair itself. Be sure to shoot the hatch the moment it lands.
BB: I think I can handle that.

Cocoon
H: During development, I had trouble figuring out how to handle the Cocoon's excess heat. I'm embarrassed to admit it, but the radiators are most likely its weakest points. They're not heavily armored, as heat wasn't dissipating properly.
BB: Where are they?
H: There are multiple radiators on the upper and lower sections. Just look for the exhaust fumes. Only thing is, the upper radiators typically aren't exposed. You should probably shoot for the lower ones first. You could move under its body to access the lower ones, but the Cocoon is capable of vertical movement, so be careful not to get crushed. Watch out for missiles and hedgehogs too.
BB: Hedgehogs? Anti-submarine multiple spigot mortars?
H: I adapted the technology for use as a surface weapon. Both the missiles and hedgehogs take time to load, though. It can't fire a hedgehog until the lamp comes on. As for the missiles, watch for the way the hatches move.
BB: That'll be my chance to get close.
H: When the hatches open, out come the missiles.

briefings, ooc

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