Hogs Of War: Grunts Only/All Medals (100%) [PAL]
Don't worry lol this is still a Megaten channel! This is a bit different to my usual style of content but this game is important to me and I'm proud of this so wanted to upload it. This run is much harder than it looks, anyone with knowledge of this game will understand how incredible this feat is. The low death count is only because I already performed this run on PS1 around 4 years ago, however I had no way to record the footage so there are just screenshots. I will put a bit of info for missions including timestamps in a pinned comment! Total Deaths: 110 Rules: 1. Grunts Only - I must never use any of the promotion points obtained to upgrade pigs. 2. All Medals - I must obtain all 100 medals in each of the 25 missions in game. This includes getting all special bonuses and the thing that makes this challenge almost impossible, the survival bonus for not allowing any of your pigs to die in a level. 3. Exploits such as wall-climbing, timer extension, stalling and general manipulation of AI is allowed. I allowed FFW on Mission 21 simply because of how luck based it was including so much waiting time. 4. Glitches such as infinite timer abuse by disconnecting your controller and the half/double hp glitch are banned. 5. I'm on the PAL version which runs faster than NTSC due to them overcompensating for the HZ difference meaning precise shots are harder to do. The PAL version also has some slight differences one of which involves a bugged medal I will detail in pinned. Grunt Loadout: 50hp Bayonet - 10 damage Rifle - 20 damage 3x Grenades - 30 damage max Important Terms: Wall-climbing: A map is just a set of tiles. Some tiles near sloped terrain is classed as slippery and can't be climbed. However the edge pixel of a map is sometimes classed as walkable meaning you can take unintended paths around to gain an advantage. Body Blocking: When an AI begins its turn most times it will aim for your nearest pig. You can position your pig close to manipulate the AI to aim at the one you want, this allows healthier pigs to tank shots where weaker ones may be killed. They will also not use dangerous weapons in this case and opt for their standard gun. Timer Extension: When powering up a weapon like a grenade the games timer pauses, you can still walk which allows extra movement. Normally you can't cancel out of this charging state as it overrides all other inputs. However by stepping onto a slippery tile it will force you out of this state cancelling the charge and resuming the timer. This can be abused to get that extra distance. Infinite Timer Abuse: There's 2 variants: First by disconnecting your controller while charging a shot you will be forced to the menu. However it doesn't remove the pause timer flag. When continuing the timer will be stuck giving you infinite time. This version is banned, but there's an alternate version I use just in mission 24. By charging a shot then stepping on a drop zone you will also be put into a similar state however you will not be able to jump. When jumping on a pigs head they will take 1 damage so by doing the disconnect method you can in theory cheese every level. I allowed the alternate version on 24 because it's a 1 time use per pig and there's nothing that it majorly breaks. Structures: The AI don't see structures in the game when accounting for a shot. Be it shelters, tanks or buildings/walls. You can combine this with body blocking and stand next to a pig directly at the opposite end of a structure, they will turn to shoot you and instead the structure will take the hit. Stalling: In some situations the AI will break completely and skip their turns indefinitely. The main way you can perform this is by standing on top of a tank that an enemy is inside, or vice versa, being inside a tank and enemy is stood on. Tanks cannot shoot vertically and so the AI gets confused and skips its turn and enemies just seem to dislike shooting downwards normally. Sudden Death Stalling: By having an enemy skip their turn a lot, crates will begin to fall onto them in an attempt to fix the AI. First a bazooka, then specs ops (teleport), then a jetpack and then 5x airstrike. The bazooka never fixes things and the enemy can only use movement based items when there is a crate or health kit to path find to so by collecting them all the AI will still be stuck until the airstrike drops for them. Even the airstrike can be managed by placing your pigs at the only 3 specific angles the enemy will try to airstrike you, for some reason this breaks them and they will infinitely stall. You can also collect these crates to get the powerful items. Half/Double Hp Glitch: There's a co-op function in game that allows custom settings including modifying health. If you select half or double, back out and go into your campaign this hp effect is applied. Double would give my grunts 100hp but also double the enemies too. I banned this because it felt like it took away the spirit of Grunts being weak.

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