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Nakar
Sep 2, 2002

Ultima Ratio Regum
There are two guards who walk down toward Paz's cell as soon as the shift changes (after the cutscene). If they get to her cell they notice she's missing and sound a permanent alert. If you knock them both out it's a lot easier. You can corner-CQC the one behind and then CQC/tranq the one in front and move them out of sight.

After that the easiest route without truck tomfoolery or whatever is up the back stairs (avoid the camera and watch as there's two guards in that area), out the door, walk past the open door, and follow the wall around (there's two guards near the NW door). Head for the fence opening that goes down toward the warehouses and hang right and if you keep your eyes open you can sneak right to the point where the mission starts and extract her there.

Or tranq everyone, blow up the tank, and extract from the helipad like a badass.

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Nakar
Sep 2, 2002

Ultima Ratio Regum
Yeah vehicles are considered to be unmanned for some reason (it's not like they can use a "AI controlled" excuse* like the later games, it's 1974) but shooting the chopper down will kill the guy standing in it shooting at you and that's a kill.

Then again a lot of things apparently don't count as killing people. Car crashes, falls, guys getting run over by people who aren't Big Boss... the game has a very liberal interpretation of "non-lethal." I have yet to do a run of a map where I kill everyone with zero kills but it's not that hard to do and actually is kinda rewarding because dead guards can never get back on patrol.

* Technically yes they can but that's stupid so shut up.

Nakar
Sep 2, 2002

Ultima Ratio Regum
Ground Zeroes is basically the demo of a Hitman game from an alternate universe where Absolution is good. If Kojima wants to turn Metal Gear into Hitman (a good Hitman at that), I have no problem with that.

Nakar
Sep 2, 2002

Ultima Ratio Regum

BenRGamer posted:

...did you not play Peacewalker?
Did you not read the footnote? Also I kinda doubt a bunch of Marines in Cuba would have anything that sophisticated in the 70s anyway, even in the Metal Gear universe.

Nakar
Sep 2, 2002

Ultima Ratio Regum

Scyron posted:

Are you sure if a guard runs over and kills another guard it doesn't count? I always had restarted my mission after knocking out a guard and he subsequently would get ran over by his partner, during the Rescue intel operative mission.
From what I understand you have to directly cause the death event for it to count. Shooting exploding barrels doesn't even count as a kill because Big Boss wasn't the one who shot them. I've been told (but haven't confirmed) that shooting someone just enough to put them on the ground bleeding out will eventually cause them to die in a manner that doesn't rack up a kill.

I know that bailing from a vehicle while it goes over a cliff with dudes in it kills them but doesn't count as a "kill." I think bailing and letting a vehicle hit someone doesn't either, and sometimes outright running someone over doesn't seem to register (but it does other times, so it's clearly meant to). You can fail any mission where a person has to stay alive (like the Classified Intel one) if they get run over by someone else, but I don't think it gives you a kill. If it does it's wildly inconsistent because intentionally crashing a vehicle to kill the occupants somehow doesn't count under the right circumstances, and throwing someone off a guard tower kills them but doesn't count either.

Nakar
Sep 2, 2002

Ultima Ratio Regum

cobalt impurity posted:

Raiden being a whiny nerd is basically his only character trait and it's amazing. Even when he becomes a growly robit man he's still the world's punching bag. :allears:
Don't ever be a president or former president or running for president anywhere near Raiden though, they somehow have a worse track record than he does when in close proximity.

Actually, pretty much never be anybody who is near Raiden unless you are Solid Snake.

Nakar
Sep 2, 2002

Ultima Ratio Regum
Yeah that was... difficult, given how hard it was to tell where guards were in Snake Eater at times.

I love having no radar in Ground Zeroes though. It's great that the series has finally gotten to a point where the controls and camera and all that are good enough that you no longer need the crutch of a radar. Marking is a great replacement for it and the ability to toggle markings off for the hardcore crowd is perfect.

I think what I like most about marking as a system is it rewards and encourages scouting the area first before you start trying to sneak through it. A radar is just there.

Nakar
Sep 2, 2002

Ultima Ratio Regum

Spalec posted:

These 'tag all the enemies' trials are a huge pain in the rear end though, I'm always left running round the base for one dude.
If you don't care about stealth, just shoot a gun into the air or something as you run around. If somebody radios in that they heard gunfire just hide nearby and wait for them to come investigate.

But a bigger tip regarding the mark-all-enemies trials is that held up guards will mark other guards for you if you order them to spit it out. They might also tell you about useless stuff like location names or where to find weapons, but if you get lucky they'll mark 5-6 nearby guards for you instantly.

EDIT: Oh and the other tip for that trial is use a lethal weapon and just ice every guard you mark so he can't pose a threat anymore and won't confuse you at a distance. Then any time you see a living guard you'll know he's unmarked.

Nakar fucked around with this message at 19:26 on Apr 29, 2014

Nakar
Sep 2, 2002

Ultima Ratio Regum

Arrowsmith posted:

Any tips on getting max distance headshot setups? Intuition tells me to set up some C4 as an attention-getter, then snipe from a watchtower, but if anyone has any specific locales or missions I should be attempting this on I would be most appreciative.

Also, for max distance tranq head shots, I'm guessing that the effective range is low enough that drop off gets severe. Is it possible (if perhaps more than unreasonable) to headshot targets beyond the draw distance in first-person aiming? Do we know how the Fox Engine handles that?
For max distance headshot, a trick I saw was to KO a guy, load him into the back of a jeep, then go to the bridge exit of the map and bail and let the jeep roll slightly past the mission exit. You have to be careful with this because if the jeep goes too far out it explodes. Then you go all the way to the cliff (where Ground Zeroes starts) and try to snipe him from there. That's several hundred meters, I think, about the only way I can see getting more distance is finding some angle to shoot from the western side of the map all the way down to the prisoner camp or something.

Regarding tranq headshot distance, I don't think you can shoot a guy who hasn't rendered, but I'm not 100% on that. I might try shooting a rocket at the guard tower on Renegade Threat from the Ground Zeroes start cliff and see if it kills the target. My best is 65m or so, at which point you're already aiming a fair bit over somebody's head, but I'm not sure how much more severe the arc gets. Shooting at people who are stationary is obviously best, and also at people who are below you.

Oh, and Deja Vu is probably the best map for trying to set headshot distance records. There aren't very many guards and most of them are stationary. You can use the jeep from the "Liquid" SCENE as your sniping platform, and the guard by the "Surveillance Camera" SCENE doesn't move so he might be a good choice for the tranq headshot trial.

Nakar
Sep 2, 2002

Ultima Ratio Regum
Is there any way to actually kill the choppers in Jamais Vu without either the rocket launcher or an AA gun? My first run I ran out of rockets and had blown up all three around the helipad so I had to run all the way to the southern emplacement just to finish the drat thing off. Rifle bullets didn't seem to have any effect. The guy in the chopper was already taken out, so it just hovered around doing nothing while the friendly chopper did the same.

And I still got an S rank. :smug:

Nakar
Sep 2, 2002

Ultima Ratio Regum

whip posted:

So to finish up 100% with Jamais Vu, what has to be completed. S rank normal and hard and?
Unlock all trials. That usually entails beating Hard twice and marking all enemies on Normal. Percentage seems to just be rank on the mission proper plus whether you've got all trials unlocked (they don't have to be completed).

Nakar
Sep 2, 2002

Ultima Ratio Regum
Although maybe not because the new paradigm seems to be voice-overs while you're playing instead of paused calls. I just hope to god a "shut the gently caress up, Miller/Ocelot/Whoever" option is available in TPP because I can't do the sneaking mission if you're yakking in my ear all the goddamn time, Kaz.

Nakar
Sep 2, 2002

Ultima Ratio Regum

nickmeister posted:

Okay, just got back into playing Ground Zeroes: is there a way to use Snake's knife outside of grabbing someone from behind? I'm trying to assassinate the sniper team, but the only way I can take them out without setting off an alarm andis knocking every within a mile radius unconscious, then shooting the target in the head with an unsilenced gun. But that's not cool. Sometimes I throw him off a guard tower.
Why worry about setting off an alarm when you could use it to your advantage?

Of course if you want to both exploit alarms and be really slick about non-lethality, this guy's brilliant strategy can pull off a double extraction in record time by setting off an alert intentionally to speed up the run.

Perhaps you want to kill them both, but don't want any blood on Big Boss's hands. Well, there's always the possibility that the targets just happen to die in freak accidents at exactly the time Big Boss happened to be there! What are the odds?

While experimenting with what would eventually become the accident run (which I cut off at the above because while it accidentally got an alert the result was too funny not to settle for), I may or may not have broken physics. This game is basically the best MGS and the best Hitman game and it's only the demo. :allears:

Nakar
Sep 2, 2002

Ultima Ratio Regum

Speedball posted:

If people are figuring out this stuff with the drat demo of the game I can't wait to see what they'll do with the big version. It'll be like that video of the guy in the monkey mask using exploits to make choreographed multi-knockouts in ballet patterns.
The current main mission speedrun route involves stealing the truck at the warehouses because guards can't sound an alarm when they're diving out of the way of the truck. As long as they don't sound one before you can get them into the dodge animation, you can always either drive safely past (by the time they get up you're too far away for them to do anything but investigate), or get out of the truck and hold them up while they're in the getting up animation. Even if you bail, Big Boss stands up faster than the guards can.

Another great trick a guy discovered cataloging all the CQC options is that using the cover/corner grabs/throws doesn't actually allow the enemy to "see" Big Boss, even though the animation would suggest otherwise. They notice something has happened but they don't trigger combat alerts. In fact if you get multiple enemies all looking at the same cover and then CQC one of them, the others will slowly walk over one by one to be grabbed themselves.

One guy found a way to finish Anti-Air Emplacements' No Weapons Used trial by ramming the AA guns with trucks (surprisingly this may be intentional, as the mission has 3 trucks just parked around), then calling in Morpho on a hot LZ so he'll go into fire support mode and shoot the tank for you.

So yeah, TPP is going to be incredible as people figure out how to fully exploit all of this.

Nakar
Sep 2, 2002

Ultima Ratio Regum

Greenplastic posted:

Hot drat! Is this tool assisted or is he really this good?
I think it's all about timing. He's aware of exactly when guards can and can't spot him. Stuff like the magazine puts enemies into a distracted state and they simply won't notice things. The stuff with TNT and the like appears to be related to when and how they can hear things.

The truck trick I mentioned in Ground Zeroes operates on the same principle. An enemy diving for cover is locked into that animation and the "getting up off the ground" one that follows, and they simply cannot trigger an alert until it's done. Held up enemies in GZ (and possibly also Peace Walker) have particular behaviors depending upon whether they can see Big Boss; if you stand in front of a held-up enemy you need to keep your gun trained on them or they'll sound an alarm, but if you're behind them you can pretty much do whatever you want because they can't see you so they don't assume you've let your guard down.

AI quirks like this are what lead to things like the MGS2/3 speedruns rolling through guards, knowing they'll have left the area before the guard can get up and call it in.

Nakar
Sep 2, 2002

Ultima Ratio Regum
I'm just glad (if slightly annoyed) the US Marines didn't deploy an entire chronically near-sighted battalion to Camp Omega like all the other outfits Metal Gear protagonists have had to deal with in the past. The fact that guys can actually see you in broad daylight at modest distances makes the game harder, as does their tendency to start a combat alert with very little time to react (assuming no Reflex Mode anyway), but at least it makes them feel less like chumps and more like guys you legitimately don't want to become aware of you.

And then they go and give you a goddamn tank to use against them if you want. :getin:

The improved AI can still be fooled though, so I'm looking forward to all the quirky ways players will be able to lure hordes of unsuspecting guards into compromising situations come TPP. Maybe they'll give us the option to lock doors as well as unlock them and we can trap 30 guards in a shed.

Nakar
Sep 2, 2002

Ultima Ratio Regum
A crate or box or oil drum makes sense as cover if it isn't moving, the only really silly part of the cardboard box in MGS is shuffling around inside of one. Maybe go with the idea from 2/3 of shipping yourself to different locations, although it might be via truck (like MG1) instead.

Granted, you don't need to do anything but lie down in the back of a truck in Ground Zeroes to not be noticed, but perhaps some routes would pass by high-angle cameras or people who can look down into the truck bed and there something like a box would be handy.

Nakar
Sep 2, 2002

Ultima Ratio Regum
I doubt we'd see robots but considering Psycho Mantis is in the game and Big Boss was hallucinating Volgin in the trailer it wouldn't shock me to see The Boss in his PTSD episodes.

Maybe that's how they'll get around the inherent ridiculousness of some of the boss fights, just straight-up say they're Big Boss flipping out and thinking he's fighting The Fury again or some poo poo. Now you don't have to explain why that boss can take six rockets to the face, he's loving imaginary!

Nakar
Sep 2, 2002

Ultima Ratio Regum

sinking belle posted:

New TPP theory: Those Who Don't Exist don't exist. As in they're not actually gonna be in the game at all. Because Kojima.
After waking from his coma, Big Boss inquires as to what happened to Skull Face.

"Oh that guy?" Ocelot says, chuckling. "After XOF shut down in 1979 I hear he retired to manage a Denny's in Dayton Ohio, then died of skin cancer a few years later."

No mention of Skull Face or XOF occurs thereafter at any point in TPP.

Nakar
Sep 2, 2002

Ultima Ratio Regum
Big Boss is basically superhuman. Let's none of us forget he's a supreme marksman despite having one eye. He will recover from a nine year coma in approximately twenty minutes, and be kidnapping people to form Outer Heaven in thirty.

Nakar
Sep 2, 2002

Ultima Ratio Regum
Kojima seems to enjoy hurting or humiliating his characters. They tend to have humbling moments of extreme pain (the torture segments, especially in Snake Eater) or humiliation (basically everything that happens to Raiden in MGS2). And then there's the microwave tunnel segment from MGS4 which is basically just tragedy porn in cutscene form. Big Boss's temporary weakness will be played up, but once he's back in form it'll be just like the other games and he'll seemingly be no weaker.

MarsDragon posted:

Doesn't MGS3 have Big Boss recover from multiple broken bones and being right next to a nuclear explosion in like three weeks? He can recover from anything as long as he keeps eating tasty food.
Actually I think he recovers from the broken bones instantaneously when you use the treatment menu. He just needs something to eat (even raw) and a few sutures and bandages and he's good to go. Maybe the nuke turned him into The Incredible Hulk.

Nakar
Sep 2, 2002

Ultima Ratio Regum

EngineerSean posted:

Thanks for reminding me that there will be a horse in this game, I cannot wait to see how you can exploit this game with that.
I hope the horse takes simple commands or something so you can have it wander over somewhere or just stand someplace and then CQC a guard when he notices the random-rear end horse.

Nakar
Sep 2, 2002

Ultima Ratio Regum

DeathChicken posted:

"Huh? What was that horse?"
"CP this is Zulu 4. I've spotted a suspicious horse, gonna go check it out."
"This is CP. Understood."
"CP this is Zulu 4. Nothing to report. Guess it was just a regular horse. I'm not sure why I thought a horse was suspicious in the first place."

Nakar
Sep 2, 2002

Ultima Ratio Regum

PantsBandit posted:

I hope the horse loses an eye at some point so they can have matching eye-patches.
I hope the horse is story-critical to the MG1 remake so if it ever dies the game ends with a Time Paradox.

Nakar
Sep 2, 2002

Ultima Ratio Regum
Snake must hunt down and kidnap a blacksmith and an entire herd of horses so that he can develop and implement new horseshoe technology, culiminating in nanomachine-enhanced horses whose hooves actually harden for stability automatically, a precursor technology to Senator Armstrong's.

Nakar
Sep 2, 2002

Ultima Ratio Regum

DeathChicken posted:

Ha, speaking of doing new stuff, I was trying to carry one of the prisoners to the helicopter but I walked right into a big group of enemies. So I *threw the prisoner at them*. Didn't do much for him, but I got away.
Throwing guys can knock guards out, and carrying a guy or doing the human shield move can spare you some bullets. Don't try it with a mission-critical target though because if you let 2-3 guys shoot at you while carrying a prisoner they will get killed.

I haven't done human shield enough to know if guards will try shooting you regardless. I always liked how in Hitman Blood Money people would be apprehensive about trying to shoot you if you had a hostage, wonder if it's similar here.

Nakar
Sep 2, 2002

Ultima Ratio Regum
I can see absolutely no downside to letting Big Boss capture every single person in TPP alive. Everyone can just be handwaved away as "Solid Snake killed them in Metal Gear 1" anyway, so why worry about it?

Nakar
Sep 2, 2002

Ultima Ratio Regum
One vaguely handwavey explanation I saw is that MSF manufactured their own weapons, but that only really makes sense in Peace Walker and for Big Boss's starting guns in GZ, since by all logic the guns used by the Marines at Camp Omega wouldn't follow that convention.

So I guess the answer is "I don't know either."

Nakar
Sep 2, 2002

Ultima Ratio Regum
If you want to hold someone up, you can kick them back awake after a throw and point a gun at them, then tell them to get down after they put their hands up. You can't make them lie down directly out of a grab.

FYI: Throws knock a person out for 45 seconds, kicks and wall slams and choke-outs for 4 minutes, and punch combos for an indefinite length of time. Telling a guy to lie down also takes him out indefinitely but he will get back up if a combat alert goes off. I think if you KO somebody indefinitely they don't get back up for an alert (but they'll get back up if someone wakes them up). So the punch combo is the best way to keep someone down using CQC, but it's the longest animation and the most visible (although the three-hit combo from behind is faster than the five-hit combo from the front).

Nakar
Sep 2, 2002

Ultima Ratio Regum

Butt Ghost posted:

I want there to be an alternate canon where Big Boss creates world peace by just kidnapping everyone.
"I'm pretty sure this is what The Boss had in mind."
"No, Snake, I'm pretty sure it's not. But... close enough, I guess."

Nakar
Sep 2, 2002

Ultima Ratio Regum
Miller calls him Boss more than he calls him Snake in GZ, but he does call him Snake at times.

Nakar
Sep 2, 2002

Ultima Ratio Regum
I hope for your sanity you're doing it on Normal. I don't even want to try S-ranking that piece of poo poo on Hard.

It may help to adjust your aim sensitivity and see if it helps steady your shooting with the Uragan. It doesn't help that if you don't KO the jeep drivers they seem to destroy the agent's jeep in like 3 seconds.

Nakar
Sep 2, 2002

Ultima Ratio Regum

Vengarr posted:

Remember when it seemed like they were actually setting up a plausible explanation for Liquid's arm? And then they abandoned it entirely in favor of NANOMACHINES?
Supposedly the official explanation is that the Liquid arm thing totally did happen and really was true, but then at some point Ocelot replaced Liquid's arm but continued pretending he was Liquid (with nanomachines, naturally). Somehow this is worse than either one being true individually.

Nakar
Sep 2, 2002

Ultima Ratio Regum
Metal Gear Solid: Bees Walker

Nakar
Sep 2, 2002

Ultima Ratio Regum

Facepalm Ranger posted:

A fiddle and a violin are the same thing...right?
A violin is a fiddle but not all fiddles are violins. Just most of them. :eng101:

Nakar
Sep 2, 2002

Ultima Ratio Regum
Yeah, it's nice to see that someone is actually, you know, watching the security camera feeds and notices when they cut out or spot something unusual.

Nakar
Sep 2, 2002

Ultima Ratio Regum
Alarms will go off if someone sees the targets' bodies or Big Boss or if you kill someone with a particularly loud explosion. It's probably the hardest of the missions to do until you have the patterns down as what the targets do is extremely important to planning your route and you have to move fast to catch them at their most vulnerable. But the mission takes place at noon, so it's easier to get spotted in Renegade Threat than in any other mission because guards have extremely good vision range and reaction time in midday.

One guy starts under the overhang near the southern AA gun and supply depot, he'll mill about for about a minute and then walk toward a jeep and get in the jeep and start driving around in circles off near the prison camp for the rest of the mission. It's easier to get him early but he has two escorts and there's a guard in the guard tower near the south AA gun who can see you if you aren't careful. The other guy is at the top of the guard tower inside the base with two armed guards (but the guards separate in a way that makes them easier to tranq), then every so often they climb down and walk toward the stairs down to the boiler room for a few minutes then turn around and walk back up.

If an alarm goes off the first guy will run for the western exit along the road, or drive there if he's riding in a jeep (but I don't think he'll drive himself, he needs a driver). The second guy will run downstairs, get in the jeep that's right there, and drive out the main gate toward the eastern exit (over the little bridge). It's generally much easier to kill the first guy as the second guy takes time getting out of the base and drives kinda slow, so you can react to an alarm before he gets too far away to prevent from escaping. You can also do silly things like attach C4 to the jeep so when an alarm goes off and he goes to escape you can just blast him.

The other thing you can do, if you're fast, is just snipe them. Either beat the mission with enough rank to get the sniper rifle from the start or get one out of the back of the truck that's parked near the bridge. What you basically do is take the rightmost path into the base area as quick as you can (watch out for the jeep that drives past), incapacitate the guard at the exit and the guy near the truck, and position yourself either behind the AA gun or near the concrete barricades on the exit side of the bridge and look through the fencing with your scope toward the one target's patrol route. If your timing is right you'll be able to shoot him from there. Immediately after that, you look to the main tower and shoot the other guy. Then you book it out the land exit right behind you. You have to make sure the tower guys don't spot you when they hear the sound of the first shot (that's why you either go to the other side of the bridge so you're far away or hide behind the AA gun to block LOS). It takes 1:30 to 2:00 to do and guarantees an S rank if nobody spots Big Boss sniping (the Time Bonus combined with No Alerts/No Reflex will easily pass the requirement). The hardest part is getting to the position with the sniper rifle fast enough, after that the only thing that can gently caress up is the shot only wounding a target.

Or just kill the first guy, setting off an alarm on purpose, and roadkill the second guy while he's trying to flee. But that won't guarantee an S because you'll lose the No Alerts bonus.

Nakar
Sep 2, 2002

Ultima Ratio Regum
That guy was remarkably nonchalant about a guy suddenly busting out of a cardboard box and holding him at gunpoint. I mean I'd surrender too, but I'd probably not be like "Oh okay, guy just bamboozled me with a cardboard box, well played."

Using the binoculars through the holes in the box is genius too. I can achieve my dreams of sitting in an elevated area in an inconspicuous cardboard box scouting entire areas.

EDIT: Also I hope to God Big Boss can do the CQC-from-cover grab from the box. Just busts out of it like a loving stage magician and puts a guy in a chokehold. Kojima could have all of my money.

Nakar fucked around with this message at 15:16 on Jun 5, 2014

Nakar
Sep 2, 2002

Ultima Ratio Regum
The direction of the slam has little to do with the direction you point the stick, except that if there's an obstacle you want to point the enemy toward the obstacle to do an object throw. All CQC throws are visually contextualized by the relative position of Big Boss to the enemy's current facing; there's a different style throw for the front, back, and each side.

The best way to ensure you do a throw is to make sure the stick is not idle (that does the punch combo) and then tap the CQC button a few times until you're sure the animation starts. As long as you're in motion you'll do the throw, but you don't want to hold down the button at all or you'll do a grab.

I had a lot of trouble with the throw at first but it's all about the stick position. If you screw up and do a grab instead you can still throw someone by releasing the CQC button, jerking the stick, and tapping the button again. Big Boss will briefly release and then immediately throw the guy he's holding.

Also be aware that CQC knockouts actually have different durations. A simple throw only puts someone out for 45 seconds, wall/object throws and kicking them while they're on the ground put them down for 4 minutes, and punch combos put them out indefinitely. Yes, this means if you throw a guy and kick him twice he stays out longer than if you just threw him. Or if you throw him, wake him, and punch combo him he'll stay out permanently.

The disarm also allows you to obtain an infinite supply of pistols, I believe, if you keep holding up a guy from the front, letting your guard down, then disarm him and hold him up again.

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Nakar
Sep 2, 2002

Ultima Ratio Regum
You can throw from a near-standstill and dash up to a guy and punch combo him, it's all about the stick being neutral or not. If you rush a dude, release the stick, and start hammering CQC the instant the stick returns to the middle, you'll punch him. It just takes a while to get the feel for since it can be a bit awkward to tilt the stick properly while minimizing movement or punch a guy when not stationary.

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