Wednesday, 20 January 2021

Metal Gear Survive: Sahelanthropus Mansion

[Part of the MGS Diary]

After making preparations it's time to secure Sahelanthropus in one of the longest defense missions so far (15 minutes). The narrow passage is a great funnel for the first few waves to get caught on my fences and traps but bombers and mortars that appear towards the end push me back. Luckily there is a blind corner that is very handy not just for mines and balloon traps but the mortars tend to miss their shots which explode their allies who line up on the other side of the rock face.


Sending zombies into the stratosphere via hot air balloons is a thing.

Finally the rail gun is secured, but back at base Seth has shown his true colors: an infected agent for the Lord of Dust! With the disabled kid as a human shield he opens a portal back to the original base camp where Reeve and I chase him down. Grenades seem to do the trick in both stunning and killing the monster he turns into, and after some repairs both base camp and the FOB in the jungle are now accessible to the team.

Dan, who is actually a Charon Corps survivor, says we'll need a few more things before facing the Lord of Dust - the first being blueprints to a trap that can restrain the large creature. These are located in a mansion high up in the mountains and the trek there is both lengthy and dangerous as the jungle is full of grabbers. Somehow I sneak in and out and still have just enough oxygen to make it back to the Sahelanthropus outpost with the plans in hand.

Insight: Bait bottles will force grabbers to hop out of their hiding spots and investigate. Also don't be too greedy with looting in this mission as you have to make it all the way back before the game saves. That's unlikely to happen if you can only walk.

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