------------------------------------------------------------------------------- MGO TSNK GUIDE - Stratagies and Advice for TSNK - =============================================================================== Table of Contents: Introduction ------------------------------------------------------------ 101 Skills ------------------------------------------------------------------ 102 Skill Sets -------------------------------------------------------------- 103 Tactics, Tricks, and Strategies ----------------------------------------- 104 Sneaking -------------------------------------------------------- 104A Defending ------------------------------------------------------- 104B Individual Map Tips <Under Construction>--------------------------------- 105 Auto Aiming ------------------------------------------------------------- 106 Conclusion, Contact Me, and Copyright ----------------------------------- 107 =============================================================================== Introduction --- MGO is an extremely fun, but difficult game to learn and play. While I enjoy most modes, my favorite mode by far is TSNK because it incorporates stealth, detection, and evasion skills all into one wonderful game type. I have been playing TSNK since its introduction into MGO. For a good while, (until I stopped playing MGO to try out some newer games) I was ranked #2 in the US leader boards. While I know there a many much better players than me, I�ve learned several invaluable techniques that I feel like sharing with players who would like to get better at TSNK. (Well, honestly, I�m sharing mostly because my DLP TV�s lamp just blew and I�m waiting on my replacement to arrive and can�t actually play TSNK at the moment �) =============================================================================== SKILLS --- Before you jump into a game of TSNK, you should think about what role you want to play in the game. You should select skills based on which side you need assistance on, your own personal strengths, or fill in a gap missing in a team. For example, if your enemy has been using Mags heavily, 6th sense can save you and your teammates a lot of grief (and a possible lose) while also revealing the approximant location of the enemy. Below I will analyze some of the skills below which I feel are top choices for TSNK and conclude by suggesting some skill combos which I have found effective. I will give a brief Pros and Cons assessment and then give a detailed description of the skill. --- Pistol Cost � 1-3) --- Pros: -Able to shoot much more quickly allowing for more opportunities for headshots -At lvl 2 or 3, the user has a very reliable Auto-Aim attack which when used properly can take down an unsuspecting opponent very quickly. -An excellent choice for a good Mk2 �sniper�. Cons: -By opting out with the quicker shooting speed, the user is forced to deny some very powerful tools such as CQC 3. The higher your pistol skill, the faster you can shoot with the Mk2. This is a very useful skill for people who are a good shot with the Mk2 as it allows for many more attempts at a headshot when a target comes into view. It also allows for a decent mid range auto-aim takedowns from with about a 15 ft range thanks to the laser built into the Mk2. (See Auto-Aim section for more details.) This also combos well with SOP Stealth allowing you to fire away safely at Narc 3 users who will brazenly run into the streets to lure unsuspecting users into aiming at them to reveal their locations. --- CQC Cost � 1 � 3 --- Pros: - The best way to procure a weapon when sneaking. With practice, one can literally choke out the victim, equip the gun, and headshot said victim in less than 5 seconds. - Extremely quick choke out times with 1.20 update. - Very reasonable range with the invisible hit boxes. - The only way to access the Knife Slit and Scanner skills (Excluding the 3 slot Scanner EX) Cons: - Completely useless when facing more than 1 enemy as the foe can and will headshot you. - Enemy can spam codec to let ally know they�ve been caught thus revealing your location and forcing you to relocate immediately. CQC 3 is one of the best skills for TSNK with the 1.20 update. In the past, CQC use to take a decent amount of time to choke out an opponent and also require an input to disarm the opponents gun, however, with the update CQC 3 chokes out an enemy in around 3 seconds, and auto disarms the opponents weapon even from a crouching grab which used to be impossible to disarm from. Even if you choose not to use CQC 3, it is nearly impossible to escape a CQC 2 grab and even if grabbed and released, it is possible to either hold up the victim or immediately stun knife them without any possibility of escape! To top everything off, the grab range has been significantly increased adding the range to even further than the characters arm length making this skill incredibly useful. It is also the only way to use Scanner and the Knife Slit technique. The only flaw to this skill is that if the opponents are traveling in pairs, this skill becomes useless as and decent enemy can and will headshot you before you can choke out your victim. --- Knife Cost � 1 � 4 (Depending on how you intend to use knife.) --- Pros: - Best way to kill on Sneak Side without disarming an enemy and stealing their gun! - With the higher knife skills, the speed of the 1 hit shank is incredibly fast and reliable allowing you to literally ambush the enemy and kill them before they know what�s hit them. - When the skill set Knife 3 and CQC 1 is equipped, the player gains access to the throat slit which allows the player to kill a grabbed opponent by pressing triangle. - Very lethal when combined with auto aim. Cons: - Very limited range. - Throat slit animation takes a bit to recover from, however the enemy is instantly killed the second you press triangle. Even if you die before the animation is complete, the enemy still dies if you pressed triangle. - Throat Slit uses all 4 skill slots. The Knife is a wonderful weapon for both the Sneakers and the Defenders. For the sneakers,most kills will be made using the knife as it is the only lethal weapon that you start with. A popular technique, even with zero knife skill, is to CQC slam an enemy and then knife them before they can get back up. Most people use Auto-Aim, which can be avoided by playing dead and getting up after the attack has been used, but this avoid can be fixed by going into first person view and manually stabbing the enemy anywhere on the body. (This will take practice to use!) Knife 3 is not to be underestimated as it can be lethal when used properly. --- Quick Recover 3 Cost 3 � ( QR 1 and 2 are nowhere near as powerful as 3 is�) --- Pros -The Ultimate support tool for defense! Allows you to fully awaken unconscious allies with just one pat! - When combined with a team that covers the medic, it is nearly impossible for the team to lose via all members eliminated on the defense team! - Each wake nets you 5 pts! Cons -The medic only gets to equip 1 more skill which means it will be more difficult to play an offensive game for that person. One of the most underused skills in TSNK. If the defenders play as a team, then it is nearly impossible for the sneakers to take them out as it is somewhat difficult to land a headshot and this skill alone eliminates the area where most teams fall one by one, attempting to wake and ally. If covered properly, the player using this skill can recover the person shot who can then usually lead the team to the location of the player who shot them. TSNK would be much harder for sneakers if more medics existed... --- Monomania Cost � 1 --- Pros -When the enemy is hit, they glow as if located by a e-locator grenade -Thanks to the 1.20 update, the enemy location is also displayed on the map to pin-point their position. -If SOP linked, teammates will also be able to see enemy. -Only cost 1 skill slot! Cons -This skill is not as useful on the Sneak side as SOP linking is not advised. Monomania is always be a great support skill. When attacking, the invisible enemy will be exposed for several seconds which completely destroys any chance to hide or escape during that time. It also flags the enemy the map which makes it easy for your teammates to locate and finish off the enemy if your unable to do so. Monomania is best reserved as a filler skill due to its amazing cost of 1 skill slot and its useful effect. --- Narc 3 Cost � 3 ( Narc 1 and 2 are useless) --- Pros -With Narc 3, if the enemy aims at you, they are highlighted in the same way as if they were E-Located and will glow and have a line showing where they are aiming. -With the 1.20 update, the enemies location is now shown on the map when they are located completely revealing their location!! -If your 99% sure that most of the enemy team is not using SOP Stealth, use this skill and feel like a god as you can magically pinpoint those that dare aim at you. -An awesome support skill. Cons -The skill cost 3 slots rather than the 1 slot it used to cost. -SOP Stealth completely ruins this skill by reducing it to Narc 2, which only triggers if the enemy Auto-Aims you. How the mighty have fallen� This skill used to be game breaking before they fixed it and increased its cost to 3 skill slots from 1. However the skill was further destroyed with the introduction of SOP Stealth which reduces it from lvl 3 � 2 with only 1 skill slot thus making it possible for another play to counter this skill set by using only 1 skill slot. However, if the enemy chooses not to do this, let the good times role as you will be able to pin point the enemy if they dare aim at you. Ultimately it�s a risky choice to choose this skill as the payoff can be awesome, but it can be completely voided if the enemy uses SOP Stealth thus leaving you with only 1 useful skill slot. --- Runner Cost � (1 � 3) --- Pros -Increased movment speed is always a plus! -Can allow you to escape or peruse depending on the situation. -Great for capturing the target! Cons -None really. While I believe specialization creates better teams, if your going solo its hard to deny the extra mobility for retreating, flanking, getting into position, or anything that requires moving from point A to point B. Runner is always a good choice if you want to capture the target. Most defenders go on a crazed hunt for the sneakers in the beginning and this can allow you to run to their base extremely quick and capture the target. On some maps like blood bath, runner can win the match before it even begins if the defense goes on the offensive. Also, if you need a filler and don�t feel the need to use SOP Stealth or 6th Sense, Runner is always a good filler! --- Box Move Cost- 1-3 (If your going to use it, use 3. ^_^) --- Pros -A unique way to search for the enemy. (Lv3 Only) -Gives the movement of Runner 3 (w/o ability to shoot) -Its more difficult to shoot a running box than a running man. -Box Tackle war cry is funny! ^_^ Cons -Uses 3 skill slots. -Must be in box to get movement increase. Box 3 is a hilarious alternative to Runner 3 that could possibly be a better choice if you plan on exclusively running the target as you are more useful on defense. The reason you are more useful on defense is because you can box charge through shady places and around corners without fear of being held up, CQC grabbed, or magged with the added effect of knocking any invisible people you run into up in the air like a direct hit from a grenade (Does no damage or stun damage!) but exposes all the invisible people. It is also more challenging to hit a box doing 90 in the head rather than a running human. However the downfall is that you have to be in the box to gain the movement benefit which means that in order to make use of the speed you will have to run as a visible box. However this isn�t much of a problem when your running the target as it gives you away by hovering over your head. --- SOP Stealth Cost � 1 � 3 (1 Recommended) --- Pros -Completely nullifies the threat of Narc 3 with 1 skill slot -If for some ungodly reason your team is scanned, you will be treated as if you have been scanned by Scanner 2 meaning it will wear off considerably faster. Cons -If nobody on the enemy team is using Narc 3, this skill is pretty much useless Think of this skill as insurance. For 1 skill slot, you protect yourself from one of the nastiest skills in the game (for TSNK) and allows you to aim and shoot at anybody without fear of being detected by the godlike power that is Narc 3. Since I played when everybody used Narc 3, I tend to use this skill as it can be extremely difficult if your outnumbered to begin with, but its impossible to win if you can�t shoot at the enemy due to having your location instantly revealed. --- 6th Sense Cost � 1 ---- Pros -For one skill slot, you can all members lined to you can see all enemy mags within a ridiculous range! -Can help pinpoint enemy strongholds. -Can save the team a lot of grief by preventing a lot of allies from getting maged and possibly losing the round. Cons - If the enemy doesn�t use mags, this skill is useless. - The enemy will probably stop using mags when they realize that your using 6th sense, however this can be good as it sucks being caught in traps. A great skill for the 1 skill slot it cost! For only one skill slot you don�t ever have to worry about any traps the enemy may throw at you and as a bonus you might be able to determine the enemies location by analyzing the placement of the traps. As a bonus, any teammate which SOP links with you also can see traps which means that only one person on the entire team has to equip this skill for its benefit! Of course, it�s useless if they don�t use mags, but it�s a safe bet that this skill can save your bum from time to time. --- Trickster Cost � 1 --- Pros -Allows you to set mags much quicker than usual -Can be useful in quickly turning a fleeing situation into an offensive if you have a corner to work with. Cons -Very circumstantial to receive the full benefit of the extra placement speed as people that use traps generally only use them to play defensively. Ultimately, Trickster is up to you to deiced if you want to incorporate the quicker lay speed into your play style. It could possibly be used in conjunction with runner to place mags in unexpected places in the beginning of the match, but this would generally only work once and mags can be avoided with the box. --- Scanner Cost � 1 (Technically at least 2 because you must equip CQC to equip this.) --- Pros -If the Sneak team links, by capturing and scanning 1 member the entire team is revealed to all members whom you have SOP linked with! -Thanks to the 1.20 update, all enemies are now revealed on map allowing you to pin-point them. -If you already using CQC, this can allow you to be useful on both Sneak and Defense sides! - You can score lost of points as every kill gotten after you have scanned rewards you with assist points allowing you to quickly climb the score boards. Cons - Cost a minimum of 2 slots to use. - Experienced TSNK players will not SOP link on Sneak side thus rendering the skill completely useless. - At times, it can be difficult to grab an invisible person. At first glance, this looks like an amazing skill, and it would be if people were forced to link at the beginning of a match. However, sadly, this is not the case and seasoned TSNK players will not link because of how dangerous a scan can be. (If your team is scanned on Sneak side and your linked, you lose unless your in the upstairs of MM with lots of mags, a barrel, fortunate enough to avoid the barrage of grenades that will be sent your way�) -- Quarterback? Cost � 1 --- Pros -Possibly usefully for stopping sneakers (or defenders) from getting to common positions throwing grenades to cut them off. ? Cons - Unknown I have yet to test this, but if it works it could be very useful. Any input on this would be greatly appreciated! =============================================================================== Skill Sets - 103 --- Below are some of the skills sets I use on a frequent basis. I find them useful so hopefully you will too. Mk.2 Sniper --- Pistol 3 SOP Stealth 1 If you�re a good shot with the Mk.2 then this is the class for you. You can shoot incredibly fast at anybody without fear of being detected by Narc 3. I also use this for some Auto-Aiming mayhem as it drops them in about 3 � 5 seconds. (Obviously, I don�t charge head 1st with Auto Aim, I let them pass me 1st so they can�t turn around! ^_^ ) I love getting to high places with this set up as I have no fear on challenging the M4 to a distance battle with the Mk.2 as I feel it is the better choice for distance or high places. Doc --- Quick Recover 3 6th Sense 3 As the name implies, you�re the doc for the team and its your goal to wake up any player that gets put down. Make sure you let your teammates know your playing doc and find a way to tell them to cover you. (Its one of the codec commands so use that if you don�t have a keyboard or mic.) 6th will allow you to see if the body is a trap (planting a mag on body to hide mag) and will also help you pinpoint enemy locations to help you score some more points. Do your job well, and your team will love you as it will be nearly impossible to lose on Defense. CQC Master --- CQC 3 ( Filler Skill ) CQC3 is wonderful, but you can really add to it by using a good filler skill. Runner is great for closing distance, trickster 3 could help you score some easy extra kills with that shiny new gun you just got (plant mag inside of body to conceal mag and instantly trap anybody who walks over body.), or you could scan the enemy and locate the rest of his team. Just be aware that CQC is ultimately worthless when the enemy travels in a pack. ? Will Add More In Future Updates ? =============================================================================== Tactics, Tricks, and Strategies - 104 --- Now that you know what skills you want to use, I will teach you some tactics and give some general information for both the Sneaking and defensive teams. While some of this information is for beginners, some information may be useful to seasoned TSNK players. Sneaking � 104A --- General Tips - Stay in shadows because while your character may be invisible, you still cast a shadow. - When moving about, equip the stun knife as the enemy can still see your weapons. The stun knife is the smallest option and is difficult to see in comparison to the other weapons. Your character always has the stun knife out even if you have nothing equipped! - To have a weapon active but not visible, play dead in a shadow. From this state you are completely invisible and undetectable. This is also the only method to hide your breath on cold stages such as G.G. or W.W. . - From the playing dead state, you can tilt the left analog stick very slightly to initiate the �hump� crawl. When crawling like this, it is impossible to detect the player visually; however a very soft crawling sound can be heard if you listen very carefully. This sound is so difficult to hear it might as well not exist and gives Sneakers a way to move completely undectable, but painfully slow. It can take up to 2 minutes to crawl the hallway in MM to the target, however the surprise on the enemy is priceless when you hold them up or shank them out of nowhere. ^_^ - Choose your support device wisely. - Smoke grenades can be extremely useful in picking off people running around attempting to determine your location. They cause the enemy to halt in their tracks and cough for a long period of time. During this time, they are an easy headshot. (Might take some practice to shoot the enemy thru the smoke. This is easier if name tags are turned on.) With practice, smoke grenades can become a rooftop Mk.2 sniper�s best friend as they can lead the enemy and get easy headshots. They�re also perfect for when a swarm of enemies attempt to wake a fallen comrade. To make the deal even sweeter, you get 3 of these! - Flash grenades can be effective if used properly. If the flash grenade is a direct hit, the grenade will take out up to 90% of the enemies stamina bar! However, is extremely difficult to make the grenade land in the sweet spot and the grenade can be avoided completely by ducking into a box. (Sometimes the enemy will still be blinded, however they will retain all of their stamina.) These grenades work awesome with Auto-Aim as you can blind them, (dodge with your box) and pick them off as they are running in a circle trying to dodge bullets which will never miss. Be warned, if the enemy is not blinded for whatever reason, you will most likely die for your antics. I usually do not use these as they are somewhat unreliable (Sometimes they blind, other times they don�t�) however, they are awesome for scoring the target if all the enemies have rushed to the score zone and are running around madly. Combine this with box 3 for some easy scores! You also get 3 of these. - Chaff grenades are unique as they jam both your and the enemies ability to communicate, see things on the map, and create a �snowstorm� of paper while also making the screen darker and more difficult to see. (It becomes almost impossible to see on maps like Ambush Ally as it becomes incredibly dark!) The effects of a chaff last for about 20 seconds and can allow you to get into position (thanks to the low visibility), trick enemies into returning to the targets, (for possible relief, easy targets, ect�) snag a target which will be hid from the enemy until the chaff wears off, or to simply play mind games with the enemy. While not the most directly useful grenade, they put pressure on the opponent which is always useful. You only receive 2 of these. - Magazines, which I refer to as Mags are porno mags which cause both male and female characters to halt in their tracks and observer the pretty pictures. ^_^ They are a useful trap and are best placed around corners or places where the enemy is funneled into a location. These can be avoided by walking over them in the box, however this problem can easily be solved by simply bumping into their box and forcing them to look at the mags. Their trigger radius is not insanely large and is observable via the blue circle surrounding the mag. Unfortunately your own allies can get trapped in the mags which not only uses them (unless you knock them out of it.) but also makes a lot of noise and can often get them killed if enemies are in pursuit. Do your best to warn your allies about your mags but do not SOP link to show them where they are. The threat of being scanned is much worse than losing 1 ally because they were not observant enough to avoid your mags. Mags can also be planted on top of an enemy which will still trigger if the enemy walks over to attempt to wake their buddy or simply try and lure Mk.2 shots to determine their location. This is difficult to set up, but it pays off big if it works. However, it is important to pay attention to your mags and attempt to determine if an enemy is using 6th sense. You will be able to tell if they shoot mags which are concealed in bushes or something and will know that you need to pick a different support item if they take them out. - Try and get multiple stuns off of a single stun. If you wait a bit, somebody will usually attempt to wake up an ally via the crouch pressing and holding triangle method. These are extremely easy stuns as the enemy cannot move for several seconds when in this animation making them a literal sitting duck. - If you happen to stun your enemy in the shadows, try laying down ontop of their body and playing dead. Wait until one (or if your lucky, more) people attempt to wake thier fallen comrade. Then use the 1 hit kill shank for multiple kills. (And a good laugh ^_^!) - If you take down two or more victims in a nice pile, you should consider claiming your kills before they awaken. While this is very circumstantial and will require a judgment call. (I.E. if you know somebody is closely monitoring the bodies, it wouldn�t be wise to waltz down the road and knife them.) However lets say you get to kill them and then get killed immediately afterwards. You have taken down two enemies which will not rise again and have pushed the odds in your teams favor. (And scored 10 pts in the process. 8 net if you count the death�) It is best to wait until somebody grabs the target and the enemy is scrambling to stop them and thus abandons the fallen as the enemy is usually more focused on preventing a score and loss for the round. - If you see or hear and enemy approaching and have nowhere to hide, salute in a shadow to quickly conceal your weapon. I believe it is still possible to discover you in this state if the enemy aims directly at you (assuming display name tags is enabled) , however, it is unlikely that the enemy will randomly run his aimer across an unoccupied open place. It is also important to note that you can grab or punch to quickly cancel the salute! Using this knowledge, you can turn a defensive situation into an offensive manuever quickly if the enemy passes close. (Either CQC grab or hold up!) - If the enemy is rolling at you in a Drum Can, aim at the rolling can to put it into a hold up state! - If your team is consistently getting caught immediately, you can choose to wait and start up to 30 seconds into the match. While you are waiting, you can press select to hide the weapon selection screen to observe your spawn area. When your ready to spawn, you are completely invincible for a few seconds or until you aim. You can use this time to easily run up and grab a surprised enemy. (Serves em right for being in your spawn!) - Try not to shoot at an enemy looking directly at you. The Mk.2 creates a small white cloud when fired which can give away your position. - The bullets on the Mk.2 travel slightly slower than normal bullets which means you must lead your enemy slightly when going for long distant shots. This can be tricky to learn at first, but with a little practice you�ll get it down. - Beware of Narc 3! If you see somebody traveling intentionally in the middle of the streets without a fear in the world, odds are that they are packing Narc 3 and are attempting to lure you into aiming at them to reveal your position. - If you see somebody running in a box coming very close to you, equip the stun knife and bump into them. Immediately after bumping into them use the stun (L1 + R2) to stun them. If you are too slow with this the enemy can escape and will likely shoot you. However if done properly you will stun the enemy without a chance for them to escape. It may also be able to use the 1 Hit Kill shank with proper timing. (Needs Testing) - If you grab somebody in CQC and see and enemy approaching, you can release him and then Stun Knife him immediately to get the stun, and stil give yourself an opportunity to escape. Releasing the enemy will make him stand up in front of you blocking his shots and triggering and SOP lock. Alternatively, you can hold him up instead and use him as a human shield. This could be effective, but only against a single opponent. (Also, the enemy usually rolls before the hold up triggers due to lag or what have you.) Hold Up Tactics --- Hold ups are unique to the Sneak side and this is the only mode where your character is able to hold up opponents on the enemy team. The only other mode in which a player can hold up an enemy is Sneak when playing as Snake. Hold ups are one of the safest and most reliable way to take out enemies and because of their unique nature I believe they deserve their own section. - To hold up an enemy, you must manually aim any gun near the head of the enemy within a certain distance (I will test and discover the exact distance soon�) and this will trigger you character to scream a unique dialog at the enemy. The enemy will halt and raise their hands into the air without alerting any other enemies. (The held up player cannot communicate in any form or fashion via keyboard, mic, or pre-set codec messages.) The enemy is also displayed in normal status on the map which does not attract any unnecessary attention. From here you can do anything to the enemy without fear of retaliation. The enemy can be knocked out of hold up status via a roll or any maneuver which would cause the enemy to flinch. (Grenade, rolling into, CQC slam, ect�) - It is possible to hold up the enemy from lying down in a completely invisible state! To do this, wait until the enemy walks over you and then aim directly up at their head. If done fast enough the enemy will be held up from apparently out of nowhere! This is one of the safest ways to eliminate an enemy as it is impossible to detect an invisible player faking dead in the middle of a shadowy road. It is also important to note that if you see the enemy approaching towards you, all you have to do is rotate the camera and aim as they pass over you. Your character will instantly turn around and the enemy will still be held up. - If in a standing grab, you can release the victim and immediately aim to put the enemy into hold up position. This can be useful if you are only using CQC 1 or if you see another enemy approaching. Using this tactic you can make a makeshift shield which will trigger a SOP lock if the enemy shoots. (Be warned, they can shoot their ally in the head and knock him out of hold up status!) - If the enemy turns their back at any time during a gun fight even, if you are visible, (retreating to reload, escaping a CQC grab, ect.) if you aim at their head, they will instantly be held up. (You only have to wave the cursor over their head, not line up a perfect head shot.) - You CANNOT hold up a person walking around in a box. I have complained multiple times to Konami about this retarded oversight, but for whatever reason, you cannot hold up a man walking in a box. (You should complain too as this is just supid.) If you see a box walk over you, do not aim at it as they will not be held up. For whatever reason, you can hold up a barrel rolling at you, but not a box walking over you� Go figure. But rather than complain, it is always possible to jump up and bump into them (Works best if you see them approaching you!) and shank them for running around in a box. While not the best solution, if your fast enough you should catch them off guard. It may take a bit to learn the timing, but it is effective if done properly. =============================================================================== Defending � 104B --- While defending requires much less tricks than the Sneaking team, it can still be an intense experience knowing that your enemies are invisible and can be extremely difficult to detect. (If not impossible!) Against inexperienced players, defending is extremely easy, however it becomes increasingly difficult against experienced players who are excellent shots with the Mk.2 use a variety of methods to pick off targets defenders. - Look for shadows, weapons, dust, or any visual clue that could possibly help reveal enemy sneakers. Occasionally, you will find a sneaker just running thru open daylight, but most of the time sneakers will stick to shadows or locations where they are completely invisible. - On cold levels, the enemy breaths which gives away their positon. The only way for them to conceal this breath is to play dead. - If you see a teamate uncouncious in the middle of the road, DO NOT TRY AND WAKE HIM!!! I have seen person after person fall attempting to wake a person without clearing the area. If you have Quick Recover 3, you might get away with this, but it is still best to wait for backup and then clear the area 1st! - If in doubt, fire a couple of random shots. (Preferably with the pistol) in a shadowy area where you believe an invisible person to be. Worst case scenario, you use a few bullets with the pay off revealing the enemy. - You only get three grenades, use them wisely! Since Konami removed the ability to restock your ammo in TSNK, you cannot spam grenades. Feel free to use one in the beginning to try and stop the rushers, but it is recommended that you save at least one to flush out enemies in hard to reach or risky places. - When in alert phase, search for the enemy! However, keep in mind that it only last three seconds so try not to rush too far into the enemy lair otherwise you may find yourself in a dark ally surrounded by invisible people ready to grab or shoot you. - DEFEND! If you see every member on your team rush, you should consider picking a decent hiding place near the target and guarding. While you may miss out on the initial hunt, you may score much more by picking off people who are sneaking to seal the target. Also, don�t feel limited to guarding just the target, if you know a commonly used passage to get to the target, you may benefit more by guarding that instead. The hardest teams to win against in TSNK when sneaking are teams that play defensively. - When in doubt, use the box! The box is an extremely useful tool for many reasons: 1) It is more difficult to headshot a box than a person standing up, 2) Box blocks both stun and magazines, 3) you travel faster inside the box when equipped with your primary weapon, 4) you cannot be held up in a box, 5) you cannot be CQC grabbed when inside the box, and finally, 6) if you stand completely still in a box, Auto-Aimed shots will never hit you, and 7) it is an excellent dodge if you hear shots around you as you quickly go from standing upright into a box allowing you to escape to cover quickly and safely. - Another benefit of the box is its ability to recover stamina if you are not moving. This is incredibly useful in longer matches as you can defend a location and recover any stamina damage taken in an earlier confrontation simultaneously. - Do not play with music. If you listen carefully and pay attention to the radar, you will be able to hear your enemies approaching. - Travel in a pack! If you travel in a group of two or more, then it will be much more difficult for you to be taken down. It also will prevent you from being CQC grabbed and many other tactics which only work against a lone warrior. - Be patient. Unless the host wants everybody leaving, rounds usualy won't be longer than 8 minutes and if the enemy has not scored the target or stunned your entire team, then the defending team wins. Do not rush into death traps like the house in M.M. as it is suicide. Let the enemy come to you and the target and you will secure many more wins. =============================================================================== Individual Map Strategies - 105 --- In this section, I will explain some of the best spots in TSNK maps for both defenders and sneakers. As new maps are released, I will update the guide. ? Coming Soon ? =============================================================================== Auto Aiming - 106 --- Pros -Excellent for perusing fleeing and evading opponents when using the pistol. -Can stun or kill and enemy in 5 shots depending on your pistol. These 5 shots come much faster with higher pistol skill. (The Mk.2 can take down an enemy in 3-5 seconds with handgun 3 from a respectable range.) -Works extremely well with the knife. -Is great for chipping away an enemy�s stamina bar by jumping out of cover and shooting them once or twice. Cons -Takes some practice to understand how Auto Aim works. -Pathetic range with assault rifles. -If your capable of getting the headshot, the headshot is more efficient. Why bother placing this in my guide? Because Auto Aim is bashed and smashed by so many people that call it noobish who do not realize the potential in this incredibly useful tool. While it would be not be advisable to exclusively use Auto Aim as headshots are quicker and more efficient, Auto Aim is superior in close combat as it automatically tracks enemies. It is also superior when chasing down fleeing enemies who are maneuvering like crazy. If you see an enemy like this, switch to the pistol and press square and your shots will NEVER miss despite their best attempts to roll, crawl, cut corners, or whatever. It is also incredibly useful for checking a room extremely quickly when the enemy is in alert phase by walking into a room and turning with Auto Aim and the aim button held down, even if an enemy is blended in extremely well, so long as they are not playing dead, auto aim will instantly reveal their location. I�m not trying to argue the case that Auto Aim is good for all situations, however it is a useful tool that can help any player in certain situations. And before you waste your time emailing me that only low level noobs use Auto Aim, I know plenty of high lvl players (excluding myself who hovers around the 11 � 13 range) who also use Auto Aim in certain situations. If you find it useful, then feel free to do so, but don�t ignore it because some idiots are calling people noobs for using an incredibly useful tool. =============================================================================== Conclusion - 107 --- This concludes my guide on TSNK. I hope that you found the information helpful and hope to see you on the battlefield. My MGO character is J-Man and I am easily identifiable by the Crocodile hat and green ghillie suit. Contact Me: --- If you feel the urge to contact me to suggest the addition of content or what have you please send your email to [email protected] . I will do my best to respond as quickly as possible and will also give credit if your info is placed in the guide. My PSN: J-Man_MKII MGO character: J-Man Email: [email protected] Credit --- God - For Life, and pretty much everythying My old friends from RB$ - We had some great times! ^_^ Special thanks goes to t(o.o)t and Derek the Red. These guys always had great suggestions (Derek showed me the power of Quick Recover 3) and toot's always willing to help me test somthing if I need to. The usual folks I play TSNK with! You guys know who you are! The Duck... ALL HAIL THE DUCK! Copyright --- Feel free to copy, print, or post any info I have placed in this guide but please give credit when you do so.