Disc 1 Normal
General Info
It is faster to roll upstairs then run up them
1). This is situationally true when going downstairs. However, if you roll too early Snake will faceplant.
Docks
As of March 2023 it is almost a Minute and a Half faster to use the Prozac Skip (originally found in MGS2) to glitch through the elevator doors
All of the previous strats have been archived here: Old Glitchless Docks
The M9 has 16 rounds with a 15 round mag, deplete at least 15 rounds here to generate one magazine, you may shoot the last round to generate a 2nd magazine for the Darpa chief door, or do it later
If leaning left, alternate shooting and leaning, if leaning right, hold R and shoot simultaneously, and release simultaneously to cut off the reload animation
Equip the magazine R ▼ and flatten Snake's back against the elevator doors, enter FPV, throw a magazine and turn during the throwing animation, release FPV when facing the elevator doors
Helipad
When running towards the vent guard, hold A+B to aim the M9. You need to do 3 M9 shots to knock him out. The third shot must be done while the camera is spotting you, or you will not skip the surveillance camera mini-cutscene. Tranquilizing the guard saves time from getting shot by him.
Example clip
Tank Hangar
Continue mashing the right trigger as you follow the mice. As you exit the vent, go towards the cargo door. The guard will notice you
2), allowing you to slip by and call the elevator.
Holding Cells
Guard Encounter
Fastest method to deal with the first wave is the lineup strategy. Example can be seen
here. Dpad inputs are right, downleft, stop at the corner. Shoot front guard, then back guard, and press B to lock on to final guard.
Armory
Armory South
Revolver Ocelot
After quick changing to M9, go into FPV. From here, you can either shift your weight to the left with Left Trigger, or stand still. Standing still requires you to aim the first shot through the gap in the column.
After the cutscenes finish in Armory South
As you enter the Armory
Armory Continued
Tank Hangar Lasers
After skipping the Cargo Door cutscene and the door beep, exit the elevator. Between the first two lines in the floor in the laser hallway, roll forward. Stand up. If you rolled too early, you will need to crawl a bit to avoid the 2nd laser. Swap to SOCOM. SOCOM the remaining sensors from farthest to closest. Roll towards the door. Recommended for novice players.
During the Meryl codec, hold ~ 2:30 - 2:45 on the Analog stick. Skip the Cargo Door cutscene. After getting off the elevator panel, hold down right and hug the wall. Turn the corner immediately and run forward. Roll at the line shown in the screenshot. You can roll earlier, but not by much. If you roll too early or late, you will get caught. Mash right trigger to crawl faster. Enter the door while in a crawl. Recommended for advanced players.
Canyon
Hold right to pick up the Chaff grenades. Move up and roll at the position shown in the screen shot to save frames. If you haven't swapped to SOCOM, now is the time to do it. M9 equipped, R ◄ or ► 1 for Socom
M1 Tank
If you didn't get a TPV headshot, you can only do one headshot the next time he pops out, then tanking the remaining damage. If you do two headshots, the Tank's pattern will be messed up.
Nuke Building 1F
Nuke Building B1
Nuke Building B2
Ninja
Attack | Damage |
No Weapon Punch | 3 |
No Weapon Kick | 6? |
Socom Punch | 6 |
Socom Kick | 6 |
Nikita Kick/Roll/Smack | 18 |
After the Ninja jumps away, hold A and B to run and gun. Approach the ninja, shoot the SOCOM, and do one of two things after he deflects the bullet.
Punch Punch with the SOCOM out (SPP, SOCOM PUNCH PUNCH)
Punch, then roll into the ninja, making sure to swap to Nikita before making contact with the Ninja (SPNR, SOCOM PUNCH NIKITA ROLL)
Lab Exit
Rolling back to the gas hallway can save up to 11 frames. If you roll too early, you will lose over a second. If you roll any later in the 10 frame window, you will lose frames. Roll once Snake is at the door frame.
Nuke Building B1
Commander's Room
Psycho Mantis
Attack | Damage |
Head/Right Leg Shot (Critical) | 12 |
Body Shot/Nikita Smach | 4 |
Roll | 3 |
Punch (with or without gun) | 2 |
Plywood normal non-lethal (no phase skip): 57 secs
Lethal Normal (fastest seen): 54 secs
Plywood Easy Couch (w/socom start): 53-54 secs
Blue's Peanutbutter cups: 53-54 secs
Wallguy's Hard Couch (w/crit shot start): 50.666 secs
Phase One
Meryl Possessions
Meryl can be possessed, hold left trigger, right trigger, Z, and A during the cutscene. Drag your aim to Mantis's head.
After she gets possessed a second time, hold left trigger, right trigger, Z, and A during the cutscene. A quick tap up will connect the headshot with Mantis.
Final Phase
Below is a nonlethal method, which is easier, a little bit slower, and doesn't skip the Meryl possession
Old Lethal Mantis
Exit
Caves
Hold upright on the dpad
3), then upleft towards the overhang. Roll into the overhang.
Meryl Dialog Skip
If you roll too late, Meryl can slap you down, forcing you to hear “What are you thinking?” Try to get up as soon as possible if she slaps you, as you may be able to get to through the door before her dog dialog.
Underground Passage
Press downright on dpad to turn to the wall. Go left when Snake crosses the weapon's box in the
GUI. You can roll into the Caves to save ~8 to 11 frames.
PSG1-T Backtrack
Wolf 1
Medical Room (Torture Cell)
As Johnny does his patrol, he sneezes at certain points in his route.
Prison Skip
There are two optimal ways to exit the Medical Room. These methods break the story flags to save time later on.
Easy Prison Skip
*Tap left so Snake is not so close to the door. Go prone. L ▼ 2 for Ketchup, Use ketchup, L ▼ 2 for Handkerchief
Bonk Prison Skip
Dpad Input is required. Bonking into Johnny with the analogue stick is slower and won't let you perform the skip this way.
Example by Tyler2022 with GameInputViewer
https://youtu.be/3Rrk3rxd6uE?t=1505
Example by BlueMetal
Triple Bonk Example by Hau5test
Hard Prison Skip
Returning to Underground Passage
Disc Swap