Part 20: Episode XV: Blackout Basset Hound
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Intruder 3 (Metal Gear Solid)
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So welcome to Stage 6. It's Stage 5 all over again, but with no power, lights, and radar this time. Huzzah!
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Before we sent Solid Snake walking into the night, let's see how our support staff is doing. We haven't spoken with 'em in a while. We'll skip Campbell because he's already said his piece for this mission.
Snake saves his game...
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For some reason the alternate Ghost Babel/Ac!d (and a couple other non-canon things written by the same folks like IdeaSpy and one of the batshit Snakes Tales from MGS2: Substance) have a weird bunch of namedrops of a Dr. Koppelthorn.
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In Metal Gear Ac!d 2, Dr. Thomas Koppelthorn finally shows up as one of the main villains. This has nothing to do with Ghost Babel other than this game being the first one where he is namedropped.
Snake contacts Weasel...
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Well, that was slightly more informative than the usual gameplay tips. Weasel is pretty finicky when he decides to channel Nastasha from Metal Gear Solid regarding weapon info dumps. I can fish around for any extra calls for a Codec centric bonus update of fluff later on, if anyones interested.
Snake bugs the CIA...
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TLDR: Jimmy Harks is the worst.
Snake checks in on the babysitter...
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I dont recall anyone mentioning an underground base to you...
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Oh well, lets get crackin. Heres what the stage looks like if Snake neglects to wear his thermal goggles.
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Anyway, with the power cut all the conveyor belts have stopped functioning. As such, Snake now feels it safe to walk along them like normal platforms. Why couldnt he do that while they were moving at roughly one mile per hour before? Fuck you, thats why!
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The power outage has also sent all the lifts from earlier to the bottom level, leaving a hefty drop in their place. But fear not. Snake isnt afraid to get his James Sunderland on with bottomless holes in his path.
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Guards are still patrolling the area in exactly the same positions as the first time around. Just without the ability to see worth shit in pitch darkness. Theyre not completely blind. Stepping a couple feet in front of them will still trigger an Alert phase. But their tunnel vision has still been significantly reduced. On the flip side, their hearing has gone way up so theyll instantly dash over to investigate any noises like Snake walking on gratings or tapping walls.
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The power has cut off other electronics in the area such as the elevators and security cameras. So Snake is forced to find an alternate way up.
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Luckily, just to the west of the Basement elevator is an emergency ladder to the next floor. Unfortunately, its behind a Level 3 keycard. Yeah, weve already got that card. The problem is inventory shuffling.
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This is in the dark ages before Keycards were an automatic use item. So every time we come to an electronic lock (why are these still functioning in no power?) we have to unequip the thermal goggles, shuffle through to the keycard, exit the menu to use the keycard, and then shuffle back through back to the ability to see in the dark. Items are all in a cycled menu that doesnt really have any sort of particular order. So this gets annoying very quickly.
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In any case, on the first floor Snake has to go from west to east to another locked door. This one leads...
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...back to that gas filled room we initially found the Level 3 key in the previous stage and the ladder back to the second floor.
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From here, Snake finds himself back at the dreaded Cardboard Box Maze. However, without the power on the lifts, Snake can now just run along wherever he pleases and crawl under the machines. Hes still not allowed to just jump off and go where he wants. But this is a fair enough compromise.
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From the conveyor belts, Snake needs to make his way in a northward direction until he arrives back in the container maze from before (the one that had the laser maze on the eastern side that lead down to Jimmys floor.)
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Our goal in this room is to make it to the western end of the maze. However, halfway there Snake will get a codec call...
Snake answers his beeping...
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Jimmy butts into the call... I have no idea how that works...
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Snake hangs up and continues onward...
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So at the western part of the storage crate organization disaster is another conveyor belt. This one fed inward back when the sorting system was active, so there was no way to see what was over this direction. But now...
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We gain access to a new part of the first floor. In this room are two sets of staircases to the west of here. The lower one leads upstairs, and the upper one leads down to the basement. We want the basement one first...
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And it leads to, wouldnt you know it, ANOTHER damned laser sensor maze. Why are these still active in a total power failure?! Thankfully, its a fairly short one. And it leads to a spiffy prize...
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The Night Vision goggles! These allow Snake to see in the dark without an eye raping red tone over everything. Slap em on and...
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...they just animate everything like if the power was still on.
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Oh well, nice to be able to see normally either way. Now that weve picked up that optional trinket, Snake is ready to continue to the next area.
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The upper stairs lead to one final stretch of inactive conveyor belts which deposits Snake in the sole area weve yet to explore in all the barracks.
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Snake wanders onward to the last of the doors left to investigate and...
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...This is gonna get weird, isnt it...?