Table of Contents

Tanker: Pre-Olga

The first goal is to head to the top of the Tanker and find out where its headed. So head to Deck-E, the bridge.

Aft-Deck

From the start, head left then up-left and make your way to the hatch near the guard on the western-most side of Aft-Deck.

Deck-A, crew's quarters, port

Turn right and have the guard spot Snake. Fire one M9 round into him and roll before he fires at Snake. Head closer towards the guard and fire one more M9 round into him.

Head to the door in the north-east section of this room.

Rolling into the door early is slightly faster, but can be awkward.

On average, it is faster to roll as the guard will almost always shoot Snake. However not rolling and having the guard miss his shots is slightly faster.

Deck-A, crew's quarters, starboard

Skip the cutscene and head left. Fire one M9 round into the closest guard and then do a tactical reload. Get closer to the guard and fire another M9 round into him while holding him up.

Head up the stairs and to the door on the right.

It is possible to also stair glide here for a small timesave.

You can also use this strategy if you aren't comfortable with the NGOID strat.

Deck-B, crew's quarters, starboard

Roll into the cutscene, skip it, and then hold up the guard.

Head up the stairs in the western section of this room.

It is possible to skip the cutscene by distracting the guard. This is a bit precise though.

Deck-C, crew's quarters, port

Skip the cutscene and walk underneath the camera. On this difficulty, the camera won't spot Snake if this is done correctly.

Head up the stairs in the middle of this room.

If you feel you need multiple attempts at Prozac Skip later on, pick up the Chaff Grenades in the locker.

Deck-D, crew's quarters

Head into the door on Snake's left and skip the cutscene. Shoot the wall to the left of this guard (use the third-person autoaim to do this) to have him face there.

Head towards the stairs to go up, be mindful of the camera!

If you pickup an Alert, you will not be able to progress to Deck-E.

Deck-E, the bridge

Head to the hatch on the left.

Boss Fight: Olga

This guide will only focus on the standard strategy for Olga. Please refer to the MGS2 Boss Fight: Olga page for more advanced strategies and information on the fight.

Move Snake down to pick up the M9 ammo as soon as the fight begins. Olga will either move left (refered to as 'Left Side Olga') or down (refered to as 'Right Side Olga'). For the latter, we have a setup for this. For the former, we will attempt to setup a loop.

Right Side Olga

  1. Go into FPV and hold L2 after Olga starts firing.
  2. When she's done, stop holding L2 and fire a headshot at her.
  3. After she's done reacting to the first shot, fire another headshot at her.
  4. After the “Conflict and Victory” cutscene, fire a headshot at her as she moves towards the south-east box.
  5. Fire a final headshot at her to end the fight. This will happen either at the south-east box or behind the tarp to the north.

Left Side Olga

  1. Head to the right of the door Snake entered from and stay near wall to the right of it.
  2. After Olga begins firing, hold R2 to prevent being shot.
  3. Go to the spot where Snake was at the start of the fight and aim towards where Olga's head will be.
  4. When she reaches there, shoot her once.
  5. If she loops, then she will attempt to reload before playing the cutscene. Shoot her again to prevent the cutscene from playing.
  6. Repeat the previous step until the end of the fight.

Note: If she fails the loop and plays the “Conflict and Victory” cutscene, the final two shots will be similar to the final two shots from a Right Side Olga.

Tanker: Pre-Holds

Now with a lethal fire-arm and Otacon knowing where the ship was headed, its time to head to the bottom of the ship to take some photos of the Metal Gear. Basically, head backwards and then to the Engine Room.

Tap R2 to unequip the M9, then mash Square as Snake attempts to drop down.

If done correctly, this will skip the animation of Snake dropping down a ledge (called a 'davdrop'), saving about 0.8 seconds.

This is unlikely and tricky to do, so its more likely than not that you will not get this.

Deck-E, the bridge

Head down the stairs, but first roll down it and switch from the M9 to the USP. This will keep both weapons on your previous for the rest of the Tanker chapter.

Deck-D, crew's quarters

Head back to the stairs in the north section of this room. Pickup the USP ammo along the way. The camera will NOT spot you

Deck-C, crew's quarters

There are two strategies for this room.

The first strategy is to aim the USP towards the ceiling and fire a warning shot. After that, run underneath the camera and leave to Deck-B before the Alert gets called in.

The second strategy is to head to the southern wall and fire the M9 at the guard, then run to the wall with the camera to avoid getting spotted.

Deck-B, crew's quarters, port

Fire a warning shot to avoid getting shot by the guard then run into him as you leave to Deck-A to prevent an alert from being called in.

Deck-A, crew's lounge

Engine room, starboard

Roll north into the Raven cutscene then skip it.

Hang on the ledge and drop one floor down.

Delay going into hanging mode as much as possible, as this gives a chance for the guard below to start moving. This will be a small timesave as you spend less time walking down the stairs.

As the guard approaches the staircase, tranq-roll into him. Head left.

When you approach the next large set of stairs, tranq the guard twice and let the second shot hold him up to. Roll to avoid the other guard on the top-left from spotting Snake. Whether or not the top guard notices Snake will determine if the next part of this area is a “Fast Engine Room” or “Slow Engine Room.”

Fast Engine Room:

  1. You'll know this is the case if the top-left guard does NOT say anything.
  2. Body shot the guard with the M9 the first chance you get then run to his left as he turns clockwise.
  3. Right before triggering the cutscene in the next room, fire the USP to prevent it from triggering.

Slow Engine Room:

  1. You'll know this is the case when the top-left guard says “What's that?”
  2. When the top-left guard spots you, roll into his shot then fire at his radio with the M9.

Deck-2, port

Deck-2, starboard

Keep heading south.

Note: Pickup additional M9 ammo (only if needed) from behind the pipes near the door you entered this room from. There's also a few USP ammo packs if needed.

Boss Fight: Guard Rush

This guide will only focus on the standard strategy for Guard Rush. Please refer to the MGS2 Boss Fight: Guard Rush page for more advanced strategies and information on the fight.

The final three guards can be killed lethally and it will not count as kills if the fight ends before their bodies despawn.

Tanker: Holds

Finally, at the holds. Head towards Hold No.3 to take some photos of the new Metal Gear and then send it to Otacon.

Note: These rooms are GOID (Game Over If Discovered) even if you had this option turned off at the start of the run.

There are two separate ways you can get to Hold No.3. This can be done by either doing Left Side Hold or Right Side Hold.

Left Side Hold

  1. Reach the bottom of the ladder (using any method e.g one of the variants of ladder glitch. - MGS2 Ladder Glitch -
  2. Head left and run past the very edge of the projectors view to avoid detection, then quick shot the guard below you with the M9 to distract him long enough to run past.
  3. Run to the lone guard at the left of the large group and roll past him.
  4. Run to Hold No.2 by running directly up and through the door, ignoring the enemy further left.

NOTE: You MUST roll past the guard before the timer on the Commandant's speech reaches 6:42, or the guard further left will start moving up and notice you. If you're too slow you can wait for him to move out of sight.

  1. Once you enter the room, run to the projector and press the button to make the enemies turn right.
  2. Then proceed to run to the bottom left guard and hold him up while you run past him directly upwards, then hold up the guard 3 enemies up.
  3. Take a left and run further up towards the grate on the floor, then hold up the enemy to the right of the grate.
  4. Run left of the grate and proceed around the boxes to Hold No.3.

Right Side Hold

  1. Reach the bottom of the ladder (using any method e.g one of the variants of ladder glitch. - MGS2 Ladder Glitch -
  2. Here, you must knock over ATLEAST every single enemy on the far right row of the group of guards except the last one with a specific roll from the back left of the closest guard.
  3. Then, you need to roll through both of the two guards to the right of the group, being very careful to stay to the right of them otherwise you will be noticed.
  4. Proceed to Hold No.2 past the right of the boxes

NOTE: The 2nd image is simply a general line of where you should roll from, there are many different lineups you can do that will work, this one just doesn't require any adjustment for the far right 2 guards.

  1. Once you enter the room, run north west until a cutscene starts. Instantly skip it and hold up the guard as you run past the edge of the projectors view to avoid detection.
  2. Continue left and hold up the bottom left guard while you run past him directly upwards, then hold up the guard 3 enemies up.
  3. Take a left and run further up towards the grate on the floor, then hold up the enemy to the right of the grate.
  4. Run left of the grate and proceed around the boxes to Hold No.3.

NOTE: This is a very specific line, if you're too slow and the guards all turn left while you aren't at the final boxes you will get noticed.

Hold No.3


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