Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
As for M9, I'm aware they are theoretically dodgeable, just barely, but I was sure they are immune to flares XD
1.) Flares work on ANY missiles, again ANY missiles.
2.) In the gun only run, you can fire missiles Provided A. They don't score a kill or B. They don't hit any targets. You will not need to reset from checkpoint should you accidentally fire a missile if both A and B criteria are met.
Some notes if you want:
(1) On my last attempt on doing Guns Only run in Mission 13, the targets on the first phase can be killed only by TGTP and not by normal means. Funny that last time I glide the bombs to the target other than the silos, it counted kills, but does not invalidate Guns Only bonus. I tried this quite many times, if my memory serves me right.
(2) It's amazing that you know the trick of "squeezing" through the radar net (the advice on speedrunning one) on mission 4. So far it was me doing that to save time (or maybe someone else before me; I'm lazy to check for the sources anyway), but I never told that to public before you made this guide.
(3) TGM DLC adds Darkstar with PLSL as both of its main gun and SP weapon. What you said about PLSL as SPW is indeed correct, because last time I tried using it with PLSL as SP weapon, it invalidated the Guns Only bonus. Players who own TGM DLC should be aware of this.