Table of Contents

This guide is still a WIP.

Introduction

This is a guide for speedrunning Metal Gear Solid 2 on (European) Extreme. Before starting, there's a few things that you need to check:

Difficulty

This guide is made with European Extreme in mind, however the vast majority of strategies will also work on Extreme.

In some cases, Extreme will actually be slightly easier.

Platform, Regions, and Version

This guide is made with Substance (PC) and HD Edition (PlayStation 3) in mind, however the vast majority of strategies will also work on other platforms, versions, and regions.

In some cases, the differences will matter.

Turbo Controls

This guide is made with turbo controls turned OFF in mind. However, it is advantageous to have turbo controls.

Most runners on the PC port use it. A good turbo controller can save time mainly during codec calls. Other than that, turbo is a marginal timesave overall.

New Game Type

This guide is made with NG+ and NG++ in mind, however all the strategies will also work on NG.

That being said, avoid New Game at all costs, as the player will have to sit through an unskippable cutscene where Stillman explains how to use the Coolant Spray and Sensor A. This also randomizes the location of Ames, which is usually faster than his default New Game position.

The only difference between NG+ and NG++ is the placement of one of the bombs in Strut D Sediment Pool during the Bomb Disposal segment.

Game Over If Discovered

This guide is made with NGOID in mind. A good portion of the strategies in this guide will NOT work on GOID.

Most runners turn this off as it is faster and the highest rank at the end of the run is still possible.

Loading Trick

This guide is made with loading trick and no loading trick in mind. All strategies will work regardless if this used.

This applies to the HD Edition (PlayStation 3) port only.

Playing the game to load all it assets prior to starting the run decreases load times significantly, upto at least a few minutes of timesave over the course of the run.

  1. Play the game from the start of Tanker all the way up to Strut L Oil Fence (the sniping segment with Emma)
  2. When you reach there, take a game over then click exit.
  3. Start attempting runs after this.

Note: Turning off the console, the game, or doing a soft-reset (R1 + R2 + L1 + L2 + Start + Select) will clear the cache and reset the loading trick! Do NOT do this. If you need to reset your run, take a game over and click exit.

Rank 1

This guide is made with Rank 1 in mind, however the vast majority of strategies will work for Any Rank.

Most runners prefer to run these difficulties with Rank 1 in mind, however in some cases getting a kill or causing an alert is slightly faster.

On Extreme and European Extreme, the highest rank (a.k.a Rank 1) is the Big Boss rank.

Video Tutorials

The following is a list of video tutorials for the entire run:

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.

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 (or turbo it) 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.

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

Big Shell: Pre-Stillman

Take “Snake”? and head to towards the elevator and eventually to Strut B Transformer Room.

Strut A Deep Sea Dock

As soon as you gain control, cartwheel up the stairs and open the hatch.

Skip the cutscene then continue moving forward.

After the cutscene, use the node. This is a good opprutunity to make sure you selected the correct such as having previous switched on.

When you're done with the node, head south-east to the unconcious guard. When the guard wakes up, grab him then let go of him and punch him in his groin.

Stand in your position until a guard near the elevator comes to investigate you. After that, hide in the middle.

Once the guard on the right has walked by, knock on the wall to attract the left guard.

Go right then into the elevator.

Strut A Roof

Go underneath the cut fence to the left side and head to the door that takes you to the Strut A Pump Room.

Strut A Pump Room

Head towards the AB Connecting Bridge.

AB Connecting Bridge

Head south and cartwheel over the noisy floors to prevent the guard from hearing it. Cartwheel into him then head into the Strut B Transformer Room.

Strut B Transformer Room

Move left and cartwheel into the cutscene. After the cutscene, head north and through the door. Answer the codec as early as possible and then cartwheel into the door that leads you into the BC Connecting Bridge.

BC Connecting Bridge

Head north to Strut C. Avoid picking up the Chaff Grenades as picking it up later is slightly faster for menus.

Strut C Dining Hall

Head north into towards the trigger for the Stillman cutscene.

Big Shell: Bomb Disposal Segment (Part 1)

This guide will showcase the Conveyor Belt Route for the bomb disposal segment, as it is faster than the traditional counter-clockwise route.

A dedicated section will be made for the Counter-Clockwise Bomb Disposal route.

Note: This guide will show many Chaff Grenade related strategies for this segment. However, only choose 2 of them as you will need the additional Chaff Grenades later in the run.

Strut C Dining Hall

Head towards the woman's bathroom. While cartwheeling, prepare your menus by equipping the Coolant Spray then the Socom.

When you approach the guard, turn around him to avoid getting spotted. Diffuse the bomb from as far away as possible.

As you leave, fire a warning shot to avoid getting shot by the guard.

BC Connecting Bridge

Fire 3 bullets with the Socom into the cypher and pickup the Chaff Grenades before leaving to the door in the south.

Strut B Transformer Room

AB Connecting Bridge

Take the bottom side as the guard spots you. Keep to the right-hand side of the guard and cartwheel to have him fall over the railing.

Strut A Pump Room

Head to the stairs on the left and through the door to the Strut A Roof.

Strut A Roof

Note: The bomb is placed behind a fence on the south-east section of the room. See image below:

Strut A Pump Room

Note: You MUST pick up the box here if you plan on doing Conveyor Belt Route.

FA Connecting Bridge

There's two strategies usually used here:

Head through the top floor door to Strut F.

Strut F Warehouse

From the start of the room, toss a Chaff Grenade as you head to the room on the right side to pick up the M9. After that, drop down the railing and diffuse the bomb. Finally, pick up the Stun Grenades and leave to the EF Connecting Bridge.

Note: After tossing the Chaff Grenade, you might have enough time to equip the box as the guard shoots Raiden to keep your momentum. This is based on RNG though.

Note: Its possible to diffuse the bomb through a gap in between the boxes. See image below:

strutfbombextrm.jpg

EF Connecting Bridge

Optimally, you want to get a caution here before entering the room to skip a mini-cutscene. The Chaff Grenade strategies from Strut F should handle this.

Optional: Throw a Chaff Grenade here to make the timing easier.

Run forward until you reach the first spot where the codec call with Deepthroat will appear, answer it while running.

Move a bit forward until the third line on the floor then cartwheel into prone to pick up the claymore.

Coolant-rise afterwards and meet the northern cypher.

Note: If you used a Chaff Grenade, continue on to Strut E. If you didn't use a Chaff Grenade, either shoot out the northern cypher (risky!) or hide in the box until the path is clear (safe). Continue on to Strut E.

Strut E Parcel Room

The most common strategy in this room is diffuse the bomb first, then head to the the heliport.

Note: The bomb is placed on one of the boxes that loops around the conveyor belt. It will appear to the player after about ~40 seconds near to where the Box 5 item is located. See image below:

struteconvbomb.jpg

Strut E heliport

Note: You MUST pick up the box here if you plan on doing Conveyor Belt Route.

Strut E Parcel Room

Strut C Dining Hall

Unequip the box and exit the door on the left.

Pickup Sensor B then leave the CD Connecting Bridge.

CD Connecting Bridge

The guard here has weaker vision for whatever reason.

Cartwheel three times until you approach him.

When he spots you, equip and unequip the box to avoid him shooting you and then make your way to Strut D.

Strut D Sediment Pool

This is one of the more trickier rooms in the game and will require some practice.

DE Connecting Bridge

You now have 200 seconds to diffuse the bomb in Strut A Deep Sea Dock. This is more than enough time if you already know the path.

If you opted out of using the Chaff Grenade in Strut D and do not currently have a caution on, use the following strategy:

  1. Head through the bridge, but stay at the bottom floor.
  2. Distract the guard by walking on the noisy floor.
  3. Meet the guard halfway through the stairs and hold him up.
  4. Head towards the Strut E Parcel Room entrance.

Strut E Parcel Room

Strut A Pump Room

Strut A Roof

Strut A Deep Sea Dock

Note: The bomb on (European) Extreme can be found to the wall on the left of where Raiden spawned initially at the start of the Plant chapter. See image below:

strutaextr.jpg

Boss Fight: Fortune

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

For other platforms, the box strategy is just as viable.

Big Shell: Bomb Disposal Segment (Part 2)

Now that we're done with the main segment of bomb disposal, we need to diffuse the bomb he's placed on the top of the Strut E heliport. You now have 200 seconds to diffuse the bomb in Strut E heliport. This is more than enough time if you already know the path.

Strut A Roof

Tap R2 to bring out the M9 and avoid the claymores here. Using the box to avoid the claymores can be useful.

If you didn't pick up the Chaff Grenades earlier, pick them up now.

Strut A Pump Room

Cartwheel twice down the stairs

When the guard spots you equip the box.

If done correctly, the guard will open the door for you.

Head towards the FA Connecting Bridge.

FA Connecting Bridge

One of the eastiest rooms in the game. Ignore the guard and just move on towards Strut F from the top floor.

Strut F Warehouse

As you turn the corner, M9 the guard once then immediately equip the box to prevent him from shooting Raiden. After that, fire another round into the guard and then head right. Hold up the guard looking in the opposite direction and leave to the EF Connecting Bridge.

Note: If a guard spots you as you leave, equip and unequip the box to prevent Raiden from being shot.

EF Connecting Bridge

Strut E Parcel Room

Equip the box as soon as you enter the room and head towards the stairs. Unequip the box and then re-equip when the guard spots you to avoid being shot.

Fire an M9 round into him then cartwheel into him. This should keep the guard tranq-ed when the player returns later in the run.

Strut E heliport

Head upstairs and diffuse the bomb. There are two ways to get a fast bomb diffuse here:

Boss Fight: Fatman

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

Big Shell: Heading to Ames

Now we need to head to Ames, who is located in the Shell 1 Core, to find out the location of the President. But first, we need to pick up the AK-74u.

Strut E heliport

Do a cartwheel and tap L2 to bring the Box. Before the cartwheel ends, menu one up from the Box to the B.D.U. Keep these menus until around the Harrier segment.

Menu one up to the M9 and then one right to the Socom.

Strut E Parcel Room

If you tranqulizied the guard on the stairs earlier, he should still be knocked out. Otherwise, tranqulize and head downstairs.

Equip the box to avoid being spotted by the guards and head to the EF Connecting Bridge.

EF Connecting Bridge

Wait for the cypher to move then take a down-left direction to the towards the south cypher.

Take out the cypher in first-person view and then head towards to Strut F.

There is a very risky strategy involving a silent shot. Fire at the cypher then pause the game as soon as possible to prevent the guard from hearing the sound of the socom being fired.

Strut F Warehouse

As soon as you gain control of Raiden, do a full punch-punch-kick as a buffer. Cartwheel downstairs once and then head to the first door on the left.

Shoot the wall in front of the guard and then pick up the AK-74u. If the guard spots you, equip the box to prevent being shot and then fire at his radio to prevent an Alert.

Head back to the EF Connecting Bridge.

EF Connecting Bridge

Take the most direct route and head east towards the Shell 1 Core. Take out the cypher near the bridge.

Note: The floors on the bridge will eventually fall when touched. Do NOT stand on them for too long. The floors will regenerate after the Ames sequence.

Shell 1 Core, 1F

Shell 1 Core, B2 Computer Room

Shell 1 Core, B1

After skipping the cutscene, knock on the wall to the left to attract the guard. He will then come running to investigate. Do NOT knock many times as this causes him to walk instead of run. Unequip the AK-74u and choke the guard to use him at the retinal scanner.

Note: If you feel you are low on Stun Grenades, there are backup ones in the lockers to the left of this room.

Shell 1 Core, B1 Hall

If Ames is in an unfavorable position, use the following glitch to equip the D-Mic while the guards still think Raiden has the AK-74u equipped:

  1. Do a PPK combo with the AK-74u equipped.
  2. As Raiden is kicking, switch to the D-Mic and hold the FPV button.
  3. While holding the FPV button, call out to Ames.

Big Shell: Heading to the President

Now we know that the President is in the Shell 2 Core, we need to head there. But first we need to pick up the PSG1.

Shell 1 Core, B1

As soon as the guard spots Raiden, equip the box then hit the elevator button twice.

Turn around and tranquilize the guard with the M9 and then switch to the Chaff Grenade.

Make sure you still have the BDU and Box equipped during this section.

Shell 1 Core, 1F

As soon as you gain control of Raiden, throw a Chaff Grenade and head right. When out of view from the assault team unit near the elevator, tranqulize the three guards blocking the exit. Leave the Shell 1 Core.

Note: There's additional Socom and M9 ammo near the exit if needed.

EF Connecting Bridge

Before you turn around the corner, shoot the closest cypher.

Go into FPV and shoot out the other two cyphers. Head towards Strut F Warehouse.

Note: The floors on the bridge will eventually fall when touched. Do NOT stand on them for too long. The floors will NOT regenerate when you return to this section later in the run. Make sure no gap is too big to cartwheel over.

Strut F Warehouse

Head left and when the guard spots you, equip and unequip the box then tranqulize him.

Note: Keep a look out on the bottom floor to see if any guards are running upstairs.

Head to the room with the PSG1 and pick it up, then leave back towards the EF Connecting Bridge.

Note: If one guard was approaching, equip and unequip the box when leaving. If an additional assault team unit was approaching, use the railing to the right when leaving.

EF Connecting Bridge

Strut E Parcel Room

Head left and equip the box, hug the conveyor belt and only continue moving after the assault team unit has turned around.

Keep heading left then north to exit to the DE Connecting Bridge.

If you take a specific line, it is possible to avoid getting spotted by the guard or assault team unit without having to equip the box. If you do this, it is recommend that you shot the south camera while doing the Bomb Disposal Segment.

DE Connecting Bridge

One of the easiest rooms in the game, just head towards Strut D Sediment Pool.

Note: If the Caution bar is close to depleting, wait near the entrance to Strut D Sediment Pool until it completly goes away. This will prevent an assault team unit approaching Raiden in the next room.

Strut D Sediment Pool

Head towards the northern door.

When the guards spot you, equip and unequip the box.

Doing an aerial over the stairs is a little bit faster but there is a good chance the assault team unit will spot Raiden and cause an Alert.

Shell 1-2 connecting bridge

Boss Fight: Harrier

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

Shell 1-2 connecting bridge

Strut L Perimeter / KL Connecting Bridge

Shell 2 Core, 1F Air Purfication Room

Shell 2 Core, B1 Filtration Chamber No.1

Shell 2 Core, 1F Air Purfication Room

If you have 7+ Stinger rounds and plan to do non-lethal Vamp 1, fire the Nikita from the small room in the south-west. Destroy the camera to the left then fire 6 Stinger rounds at the vent before using the Nikita.

If you have less than this, fire the Nikita missile through the main vent.

After meeting the President, cartwheel south into the door.

When you're done with all the cutscenes and codecs, head towards the elevator. Your menus will be based on whether you choose to do lethal or non-lethal Vamp 1.

Big Shell: Emma Escort

And thus begins the final and most tedious part of the Big Shell sequence, the Emma Escort. First we need to find her and then escort her all the way back to Shell 1.

Shell 2 Core, B1 Filtration Chamber No.1

The main strategy is to use swim glitch here, as it saves time over swimming normally. This can be tricky and unless you're doing it in 3 or less cycles, you are most likely losing time. For more information, visit the MGS2 Swim Glitch page.

Boss Fight: Vamp 1

This guide will only focus on the standard strategy for Vamp 1. Please refer to the MGS2 Boss Fight: Vamp 1 page for more advanced strategies and information on the fight.

Lethal Vamp 1:

  1. Equip the Stinger and fire at the water next to Vamp's leg.
  2. Wait a brief moment then fire again.
  3. Repeat until the fight is over.

Note: At least 16 Stinger rounds are required.

Note: On platforms without lag, this will have to be done in quick succession. On platforms with lag, the timing between shots is larger.

Non-Lethal Vamp 1:

  1. Shoot Vamp once with the M9 to make him dive in the water.
  2. Hang of the edge and wait for him to approach Raiden.
  3. Once Vamp is about to swing at Raiden, go up to get invincibility frames while Vamp is swinging his knife.
  4. Punch Vamp as many times as you can (don't kick!).
  5. When Vamp is about to swing again, move away to dodge his attack then come close to him again to start punching.
  6. Repeat the previous two steps until the end of the fight.

Note: Instead of hanging off the ledge, its slightly quicker to crawl on the floor and coolant rise when Vamp approaches Raiden. Using the Socom to shoot at him while he walks towards you will make him move faster.

Note: Kicking Vamp accidentally during this method will mean you'll have to reset the loop by going to hanging mode again or crawling on the floor.

Note: Having the final hit of the fight be a kick is slightly faster as the game transitions to the next cutscene quicker.

Shell 2 Core, B1 Filtration Chamber No.2

Swim your way to Emma, but pickup the Body Armor before hand.

Picking up the Body Armor loses about 7 seconds, however it makes surviving Tengu 1 significantly easier. It is highly recommended to pick it up.

Shell 2 Core, B1 Filtration Chamber No.2 (swim with Emma)

Swim back to Vamp's room with Emma.

When you surface with Emma, leave her and go into the room yourself. The game will play the next cutscene regardless.

Shell 2 Core, B1 Filtration Chamber No.2

Standard Method:

Emma Zip:

Shell 2 Core, B1 Filtration Chamber No.1

Swim back all the way to the Elevator, be wary of mines along the way.

Note: If you did Swim Glitch / Swim Skip, you will have to open one of the hatches along the way. This will lose about ~7 seconds, but depending on how well Swim Glitch / Swim Skip was executed, it would be a net timesave overall.

When you finally surface, drag Emma close to the sealices.

Let her go aand hit the elevator button twice then go back and choke Emma into the elevator.

Shell 2 Core, 1F Air Purfication Room

There are three different ways to do this room, they will be arranged from slowest to fastest:

Standard Method:

  1. Drag Emma directly south until Raiden hits the wall
  2. Turn left and when you approach the small room, make a sharp right.
  3. Keep hugging the right and bottom walls in the small room.
  4. As you go down the stairs and approach the two guards, let go of Emma and tranqulize both of them.
  5. Drag Emma to the end of the map and tranqulize the final guard who spawns in.
  6. Drag Emma into the next loadzone or bump her into it.

Tylerportation:

  1. Info needed.

Emma Zip:

  1. Info needed.

KL Connecting Bridge

There are two different ways to do this room, they will be arranged from slowest to fastest:

Standard Method:

  1. Drag Emma directly south until Raiden hits the wall
  2. Turn left and when you approach the small room, make a sharp right.
  3. Keep hugging the right and bottom walls in the small room.
  4. As you go down the stairs and approach the two guards, let go of Emma and tranqulize both of them.
  5. Drag Emma to the end of the map and tranqulize the final guard who spawns in.
  6. Drag Emma into the next loadzone or bump her into it.

Emma Zip:

  1. Info needed.

Strut L Sewege Treatment Facility

Drag Emma forward until both guards are in sight and before the closer guard moves away.

Take out the M9 and tranqulize both of them.

Head towards the Oil Fence past the hatch.

Strut L Oil Fence

Boss Fight: Vamp 2

This guide will only focus on the standard strategy for Vamp 2. Please refer to the MGS2 Boss Fight: Vamp 2 page for more advanced strategies and information on the fight.

Lethal Vamp 2:

  1. Use a Pentazemin.
  2. Aim the PSG1 at Vamp's leg then spam until the end of the fight.

Non-Lethal Vamp 2:

  1. Make sure your PSG1-T has no ammo in it before the fight starts.
  2. As soon as it start, unequip and crouch on top of the the PSG1-T ammo that spawns.
  3. Use a Pentazemin.
  4. Aim the PSG1 at Vamp's leg then spam until the end of the fight.

Note: You can use a Pentazemin prior to the fight and the effect will carry over.

Strut E Parcel Room, B1

When the guard spots you, equip the box to dodge his attack or just cartwheel into his shot.

Finally, bump into him before leaving to prevent him from calling in an Alert.

Note: Tap R2 to equip either the PSG1 or PSG1-T then one menu one up to the Chaff Grenades if you have any.

EF Connecting Bridge

Throw a Chaff Grenade as soon as you gain control of Raiden. Wait a brief moment to prevent the cypher from spotting you.

Make your way to the Shell 1 Core and be mindful of the gaps on the bridge.

Shell 1 Core, 1F

Head towards the elevator.

There are no guards or cameras in this room.

The elevator door is already opened, cartwheel into it to trigger the next cutscene faster.

Arsenal Gear

The final part of the run. Only one stealth-related section followed by a barrage of guard rushes and boss fights. Good luck!

Arsenal Gear: Stomach

Skip the cutscenes until the torture sequence begins. You do NOT have to mash for this. Even if Raiden's 02 completly drops, you will not lose any health.

After Olga punches Raiden (you lose ~33% of your health), call Rose yourself on the codec rather than waiting for her to call.

Head to the exit on the right.

Arsenal Gear: Jejunum

The most important part here is to avoid getting shot, as health will be important for the first Tengu battle and Raiden will not get a health refill until AFTER the MG-Rays fight.

Arsenal Gear: Ascending Colon

You need to answer 5 codec calls here before the mandatory Rose call comes in. As soon as you enter the room, hold select to answer Codec #1 on the first frame. As you head north, answer codec calls. After Codec #5, hold select to answer the Rose call on the first frame.

In the second part of this room, a 45 second timer will begin AFTER the player swipes the H.F blade for the first time. So as soon you gain control of Raiden, hold the right analog stick in any direction to swipe the blade in any direction.

Note: Equip the Body Armor (and Box on your previous) AFTER swiping the blade to avoid any timeloss.

Tengu 1

This guide will only focus on the standard strategy for Tengu 1. Please refer to the MGS2 Boss Fight: Tengu 1 page for more advanced strategies and information on the fight.

Tengu 2

This guide will only focus on the standard strategy for Tengu 2. Please refer to the MGS2 Boss Fight: Tengu 2 page for more advanced strategies and information on the fight.

MG-Rays

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

Before the fight begins, stock up on Stinger ammo. Keep the Socom equipped and the Stinger on your previous.

The fight will be of two phases:

  1. Setting up the loop
  2. The loop itself.

Setting up the loop:

  1. Cartwheel forward and equip the Stinger.
  2. Fire at the leg of the the middle Ray (A01E), then its open head.
  3. Fire at the leg of the the right Ray (A02E), then its open head.
  4. Fire at the leg of the the left Ray (A03E), then its open head.
  5. Repeat the previous three steps one more time.
  6. Now fire at the leg of the middle Ray (A01E), then its open head. Followed immediately by firing at the closed-head of the right Ray (A02E).
  7. Unequip the Stinger and run south. Once the middle Ray (A01E) jumps in, cartwheel.
  8. As A01E tries to use its water cannon attack, move right. Fire at its leg then open-head to finish it off.
  9. Look right and fire at the leg of A02E then its open-head to finish it off.
  10. Collect additional Stinger ammo as you wait for the left Ray (A03E) to jump in.
  11. Fire at the leg of A03E followed by a delayed open-head shot.
  12. Do the previous step one more time, and if you delayed enough last time, you won't have to delay now.
  13. Stand on the Stinger ammo in the top right corner of the map. This is where the Rays will be coming from during the loop and the remainder of the fight will take place around here.

That's it! You're prepared for the loop. However, if you didn't delay enough with the shots at A03E towards the end, then the loop will most likely break at the next Ray.

The Loop:

  1. explain pls.

Torture Sequence

During this torture sequence, the player is required to mash the action. The duration for how long will depend on version and platform.

Note: Using turbo will make this easier for players who do not enjoy mashing or have trouble mashing for long sequences.

Note: Looking at Snake or the MG-Ray makes the torture sequence last longer on consoles with a lot of lag.

Solidus

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

For the whole fight, we'll be doing a loop at Solidus that looks like this:

  1. Hit Solidus twice with the H.F Blade on his good eye. He will block this.
  2. Before Solidus counters with a kick, hit Solidus with three punches on his bad eye.
  3. Repeat until the end of every phase.

Some notes:

Credits and Score Screen

Skip the cutscenes after finishing off Solidus and the cutscenes after the credits sequence. Time will end at the Score Screen and Rank will be shown after that.


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