Thursday 14 January 2021

Metal Gear Survive: Digging the Sky

[Part of the MGS Diary]

The previous memory board gives us the location of a "wormhole digger" next to an inactive teleporter, which seems to be the key to escaping this place so I go to fetch it in the dust. It's worth noting that there's some form of giant monster in here too. Dubbed the "Lord of Dust", it's like a gigantic alien centipede that just marches from place to place.

I quite like it as it tends to ignore me while at the same time, stomps on hapless wanderers who get into its path. While sneaking past the horde guarding the digger is a little challenging, getting it out of there is not and soon it is powering up back at base camp to create a portal home.

Of course, this attracts a major attack on the camp (6 minutes worth) which I barely survive. The digger fires its ray into the sky and... nothing. Damnit, it looks like we need to charge it up first with something called Iris energy that can be found in singularities on this planet, one of which isn't too far from a teleporter outpost so I hop on over to dig that up and as usual, have to defend against more wanderers!

Hmm, just realized this is actually just a tower defense variant.

Again, I barely survive this defense and learn that the digger still needs 40% more energy before attempting another wormhole. Greeeat. Since it looks like we might still be here awhile, Reeve constructs some rainwater tanks and Miranda teaches us to boil water to purify it first before drinking it (which should be common sense).

Insight: There are three types of defense - defending a teleporter just requires you to best guess where baddies will come from, but you can clear them prior to starting the defense. Defending a moving singularity dig or base camp (more waves) has enemies dropping in from worm holes but you have red dots on the mini map to help you out and other "defending the digger" types actually gives you the paths enemies will use to attack so you can put your defenses on the correct spots.

In all cases every time the defense target loses a set percentage it creates a small AoE that damages nearby enemies (and defenses). This means you can actually let a few of them through especially if you know they won't have enough time or health to destroy the objective.

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