mgs2_bosses

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mgs2_bosses [2021/02/11 17:27] – Added pages for each boss fight, will be moving current info to their respective pages soon PlatonicGuymgs2_bosses [2021/02/11 17:46] (current) – Removed boss info here as they've been moved to their own pages PlatonicGuy
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   * [[MGS2 Boss MG-Rays | MG-RAYs]]   * [[MGS2 Boss MG-Rays | MG-RAYs]]
   * [[MGS2 Boss Solidus | Solidus]]   * [[MGS2 Boss Solidus | Solidus]]
- 
-====Olga==== 
- 
-  * Olga will always spawn on the top-right corner of the map. From there, she will either go left or right. Where she goes is entirely random and will determine the pace of the fight. 
-  * [Very Easy / Easy] Olga has a bleeding mechanic where she'll lose stamina after being shot once. She loses 4 stamina-points every 2 seconds until she reaches 64 SP. 
-  * [Very Easy / Easy / Normal / Hard] At the start of the fight, Olga can targeted onto for a 3rd-person body shot. 
-  * A headshot on Olga is always a guarenteed 25% of her health taken down.  
- 
-The following table lists Olga's stamina and how much damage she deals per difficulty: 
-^Difficulty^Health^USP^Grenade^ 
-|Very Easy       |128|5|10| 
-|Easy            |128|5|10| 
-|Normal          |128|8|14| 
-|Hard            |128|15|24| 
-|Extreme         |128|30|50| 
-|European Extreme|128|30|50| 
- 
-The following table lists how much damage an M9 shot deals to Olga based on difficulty and where she was shot: 
-^Difficulty^Head^Body^Limb^ 
-|Very Easy       |32|24|15?| 
-|Easy            |32|20|11| 
-|Normal          |32|20|11| 
-|Hard            |32|20|11| 
-|Extreme         |32|25|11| 
-|European Extreme|32|25|11| 
- 
----- 
- 
-**Left-Side:** 
- 
-  * If Olga goes left, the usual best-case scenario is to have her loop.  
-  * The loop is when you continously shoot at her while she tries to reload prior to the "Conflict and Victory" mini-cutscene. 
-  * Olga needs to empty out her USP for her to loop. 
-  * Sometimes the loop can fail! 
- 
-{{ :mgs2:visualforexolga.png?direct&200 |}} 
-  * Visual for where to Stand for Olga on Extreme / European Extreme 
- 
-{{youtube>YBRN-KVqNv0?medium}} 
-  * Left Olga on European Extreme  
- 
-{{youtube>Yj5ms0inPMg?large}} 
-  * General strategies for non-loop Olga - any difficulty. 
- 
-{{youtube>72PDQzF226U?large}} 
-  * Left-Side (Fast) Loop 
- 
----- 
- 
-**Right-Side:** 
- 
-  * If Olga goes right, you want to land 2 shots on her before she begins the conflict and victory cutscene. 
-  * After the cutscene, Olga will run towards to the small box close to Snake. This is the best chance to land the 3rd shot. 
-  * After this, Olga can move either forward/backward. Wait for her to stop moving then land the 4th and final shot. 
- 
-{{youtube>uP3ar3_orvI?medium}} 
-  * Right Olga European Extreme 
- 
----- 
- 
-**Right-Side Loop:** 
- 
-  * A right-side loop is something that never happens unless you're specifically aiming for it.  
-  * Olga needs to spawn on the right and empty out her gun before she attempts to trigger the "Conflict and Victory" cutscene. 
-  * The first method is to crouch next to the hole facing north, but getting up before Olga plays a mini-cutscene. In some occasions, this causes Olga to sit next to the box and start firing at Snake. 
-  * The second method is believed to be played on PAL 50Hz. At this frame-rate, Olga will sometimes go to the box herself on a right-side spawn and starting firing at Snake. 
- 
-{{youtube>7NsI5OWuAQE}} 
-  * Right-Side Loop, Very Easy 
- 
-{{youtube>vgwiasI2WgM}} 
-  * Right-Side Loop, European Extreme (PAL 50 Hz) 
- 
----- 
- 
-**Cutscene Buffer:** 
- 
-  * By triggering the cutscene of the piece of cloth on the tarp flying shortly before Olga begins her "Conflict and Victory" cutscene, you can regain control of Snake while she's having her monologue. 
-  * Before Olga ends her "Conflict and Victory" cutscene, prepare to get an instant headshot as soon as the cutscene is over. 
-  * At this point, Olga will either stay in her place (ideal scenario) or walk slowly towards to the box. 
- 
-{{youtube>PjjJAUPbMsQ}} 
-  * Cutscene Buffer, Early Left-Side 
- 
-{{youtube>8VYsvRQ1iQs}} 
-  * Cutscene Buffer, Right Side 
- 
- 
-====Guard Rush==== 
- 
-{{youtube>lHfOu5kUyKQ?medium}} 
-  * European Extreme Guard Rush 
- 
-{{youtube>ymy8e7deRNc?medium}} 
- 
-  * Demonstration of Quick Headshots on Normal.  
-  * Works across all difficulties  
-  * Tap L1 to lock on, and while in FPV, hold the triggers to stand higher. You will be at the correct height to land a headshot. 
-  * Works with M9 
-  * Does not working if a guard has his side turned to Snake or Raiden 
-====Fortune==== 
- 
-{{youtube>JF1BH9F61Yk?large}} 
-  *General strategies - any difficulty 
- 
-  *Fortune will fire 16 more shots on PAL PS2. Her total shot count on European Extreme is //blank// 
- 
-  *We want Fortune to destroy the forklift as fast as possible. On Extreme, run to the back wall in line with the forklift, and sit in the box until she destroys the forklift. On other difficulties, turn to the right from your standing position, punch three times, then crouch. 
-====Fatman==== 
- 
-{{youtube>QIa8dK5pGtY?large}} 
- 
-  ***PS2 PAL Extreme Loop** 
- 
-{{youtube>CjjhNAMz2Eg?large}} 
- 
-  * **PS3 HDC PAL Fatman Loop** 
-{{youtube>fNPUmKgD-FU?medium}} 
- 
-  * **Fastest strategies for Fatman - Normal and below** 
-{{youtube>PYL8fH1MtpY?large}} 
-  * Getting at least one 3-shot cycle with the M9 on Fatman speeds up the fight immensely, but is recommended for advanced players only as the timing is incredibly strict. Fastest method possible is two 3-shot nonlethal cycles plus one extra shot to finish. 
-    * 1 3-shot cycle: 32 seconds 
-    * 0 3-shot cycles: 37 seconds 
-    * Lethal: 36 seconds 
- 
-On European Extreme Fatman will take 13 headshots from the M9 or Socom. Falling over will cause slight depletion of his stamina gauge. 
- 
-  ***Very Easy non lethal Fatman strats**  
-{{youtube>0wTXAx3Qj-8?large}} 
-  *On Very Easy Fatman takes 5 M9 shots to the head (or an M9 knock down and 4 M9 shots)  
-    * Regular Setup: Go to the right bomb first and defuse it then go the the middle and check what Fatman does (stands still , goes clockwise , goes counterclockwise): 
-      *If he stands still then go to the left and shoot him in the leg 
-      *If he goes clockwise then wait for him to make it to the right side of the cycle before shooting him or USP him to get him in the best position 
-      *If he goes counterclockwise then try to shoot him in the leg as fast as possible  
-    * Edboi setup: Go hold d-pad right and before reaching the first black line punch-punch-kick , and as your face touches the 2nd black line cartwheel  
-      *If you don't knock him down with the cartwheel then quickly turn around and shoot him in the leg  
-    * Tino setup: Hold d-pad right until you reach the middle of the gap between the 2 boxes , after that hold d-pad down until you barely pass the horizontal line , at that point you want to start punch-punch-kicking  
-      *If you don't knock him down with the punch-punch-kick then the recovery is the same as the edboi setup recovery         
- 
-====Harrier==== 
- 
-The Harrier receives the same amount of damage regardless of difficulty, what differs is its max health. 
-  * Low Damage Stinger Shot = 175 
-  * High Damage Stinger Shot = 350 
- 
-^ Difficulty ^ Harrier's Health ^ Low Damage Stinger Shot ^ High Damage Stinger Shot ^ 
-| Very Easy | 2250 | 7.8% | 15.6% | 
-| Easy | 3250 | 5.4% | 10.8% | 
-| Normal | 3500 | 5.0% | 10.0% | 
-| Hard | 4000 | 4.4% | 8.8% | 
-| Extreme | 4750 | 3.7% | 7.4% | 
-| European Extreme | 4750 | 3.7% | 7.4% | 
- 
-Its useful to picture the fight as three different phases, which are: 
-  - Initial Phase 
-  - Pre-Cluster Bomb Attack 
-  - Post-Cluster Bomb Attack 
- 
-__**Phase 1: Initial**__ 
- 
-  * This is the start of the fight. Raiden (or Snake in Snake Tales) starts at the bottom-right of the top floor of the Shell 1-2 Connecting Bridge. 
-  * The Harrier will start behind Strut G, it will gain some height then fly over the bridge until its behind Strut D. 
-  * During this, the player can shoot the Harrier anywhere between 0 to 6 times (all of which are either low or high damage). 
-  * After that, the game will check the Harrier's health to determine what phase to go to next. 
-    * If the Harrier's health is >= 60%, then it moves into Phase 2. 
-    * If the Harrier's health is < 60%, it will take a counter-clockwise route to the west of Strut D and then begin Phase 3. 
- 
-__**Phase 2: Pre-Cluster Bomb Attack**__ 
- 
-During this phase, the Harrier has 2 attack patterns. The second pattern is repeated infinitly until the player reduces the Harrier's health to less than 60%. 
- 
-  * Attack Pattern 1: 
-    * Fly East, Fast Attack 
-    * Fly to Strut C, then clockwise 
-    * Fly East/West, Fast Attack 
-    * Fly Above You Attack 
-    * Fly East/West, Fast Attack 
-    * Gun Phase Attack 
-    * Missile Barrage Attack 
-    * Fly East/West, Fast Attack 
-    * Gun Phase Attack 
- 
-  * Attack Pattern 2: 
-    * Fly East/West, Fast Attack 
-    * Missile Barrage Attack 
-    * Gun Phase Attack 
- 
-At most of the above points during the fight, if the Harrier's health is reduced to less than 60%, it will move on to Phase 3. 
- 
-The end of this phase has a skippable cutscene where the Harrier blows up parts of the connecting bridge. The player can fit a total of two low damage shots during this. 
- 
-__**Phase 3: Post-Cluster Bomb Attack**__ 
-The Harrier has one attack pattern in this phase, and is repeated infinitly until the end of the fight. 
- 
-  * Fly East/West, Homing Missile Attack 
-  * Missile Barrage Attack 
-  * Fly East/West, Fast Attack 
-  * Gun Phase Attack 
- 
----- 
- 
-**All possible shots (0-6) during the intial phase:** 
-{{youtube>XdsAuyqbCgU}} 
- 
-\\ The following table assumes a perfect fight after the initial phase, values are taken from the PC port of Substance: 
- 
-^Difficulty ^4 shots (seconds) ^5 shots (seconds) ^6 shots (seconds) ^ 
-| Very Easy | | 27 | 15 | 
-| Easy | | 44 | 44 (frames faster) | 
-| Normal | | 46 | 44 | 
-| Hard | | 48 | 46 | 
-| Extreme | | 61 | 58 | 
-| European Extreme | | 61 | 58 | 
- 
-{{youtube>56dftErBHp0?large}} 
-  * Guidelines for 5-shot start 
- 
-{{youtube>uGZUiUF7hYk?large}} 
-  * VE Timing Comparison 
-{{youtube>S5BCjy0IMx0?large}} 
-  * General strategy for 4- and 5-shot start on Harrier - Normal difficulty. 
-{{youtube>j_tal-8UcWc?large}} 
-  * The Harrier fight speeds up considerably with each extra shot you're able to land before he flies off for his first strafing run. 4-shot can be done with a little practice, but 5-shot will require more time to get consistently. None of the example fights are perfect fights, but serve as a good baseline. 
-     * 3-shot start: 1 minute, 35 seconds 
-     * 4-shot start: 1 minute, 9 seconds 
-     * 5-shot start: 58 seconds 
- 
-{{youtube>6BvniVcpGsU?medium}} 
-  * Fast 4 Shot Harrier on European Extreme. Useful for Extreme also.  
- 
-{{youtube>sEQCB8xMmjA?medium}} 
-  * Similar to above, but includes a curved shot before the Harrier flies over the bridge 
- 
-{{youtube>N6Ltst142-I?medium}} 
-  * A Fast Approach to 4 Shot Harrier. Done on PC but would work just the same on console.  
- 
-{{youtube>gboD42xL80E?medium}} 
-  * The fastest harrier possible on VE. Performed on PC but just the same on HDC.  
- 
-On European Extreme Harrier will take 21 hits on average. May differ depending how consistently you attack the outer wing.  
- 
-[[https://clips.twitch.tv/EnergeticMoistSheepFutureMan|Textbook SoL Normal Harrier]] 
-====Vamp 1==== 
- 
-  * Vamp 1 has 128 HP on all difficulties. 
- 
-^Difficulty^Very Easy^Easy^Normal^Hard^Extreme/EE^ 
-^Knife throw                 |5 |10|18|22|24^ 
-^Melee knife                 |4 |12|24|26|30^ 
-^Head Wound                  |48|40|32|24|16^ 
-^Head                        |21|17|14|10|7 ^ 
-^Limb                        |9 |8 |6 |4 |3 ^ 
-^Explosive                   |24|20|14|12|8 ^ 
-^Explosive in water (Stamina)|16|8 |4 |2 |2 ^ 
-^Punch                       |12|10|4 |4 |2 ^ 
-^Kick                        |16|14|6 |6 |4 ^ 
-  
- 
-{{youtube>OCHlOvDv_R0?large}} 
-  * Lethal Vamp 1 (PC) on all difficulties. 
- 
-{{youtube>LPTWpKiAo7M?large}} 
- 
-  *Lethal Vamp HDC strategy, shoot while the red bar depletes. 
- 
-{{youtube>mujXnAxEWOw?large}} 
-  * Lethal PC/nonlethal strategies for Vamp - any difficulty 
-{{youtube>8XRcrD3l8_M?large}} 
-  * Vamp is sped up monumentally by doing lethal Stinger strategies over the European Extreme punch out strategies, but takes some time to get used to. For PC, the audio cue is when Vamp shouts after being hit, while on the HDC, the cue is to watch for his health bar to begin draining. 
-     * Lethal PC: 7.5 seconds (RTA) 
-     * Lethal HDC: 17 seconds (RTA) 
-     * Non-Lethal PC: ~33 seconds 
-     * Non-Lethal HDC: ~33 seconds 
- 
-  *At the middle of the letter A in VAMP, do a complete PPK combo. 
- 
-On European Extreme Vamps Damage Values are:  
- 
-Vamp; critical M9 + 55 punches with a weapon equipped 
-Non critical M9 + 61 punches with weapon equipped  
-Non critical M9 + 61 punches with no weapon equipped  
-Non critical M9 + 61 AK swipes 
-====Vamp 2==== 
-{{ :mgs2:vamp2shin.png?link&300 |}} 
- 
-Vamp 2 has 100 HP on all difficulties 
- 
-^Difficulty^Very Easy^Easy^Normal^Hard^Extreme/EE^ 
-^Head, tranq.|20|20|10|8|8^ 
-^Body, tranq.|10|10|7|6|6^ 
-^Head, lethal|100|50|25|16|12^ 
-^Body, lethal|20|10|10|8|7^ 
- 
----- 
- 
-**Head-Shot:** 
-  * On Very Easy, a headshot is an instant kill on Vamp 2.  
-  * However, this is actually marginally slower and a lot more difficult. 
- 
-{{youtube>6xZIW4g6fGI}} 
- 
----- 
- 
-**Body-Shot:** 
-  * For lethal methods, you need the slightest left-movement to get in position. Zooming is not necessary. 
-  * On PC, you can use a keyboard to get the needed movement to the left. However, not all keyboards give the same amount of movement. 
-  * Turbo for Square is faster in this fight. 
-  * It is faster to aim at Vamp's legs and spam shots, rather than go for headshots. 
-  * If you aim at Vamp's shin, Emma will not be hurt by your shots. 
- 
-====Tengu 1==== 
- 
-**Door Glitch:** 
-  *Go up against the door at the end of the room then punch-punch-kick in First Person View and as the kick is happening , let go of FPV and hold d-pad up. 
- 
-**For Very Easy:** 
-  *[[https://youtu.be/OussA2Sa00A|This is a video of a standard Tengu 1 fight]] 
-  *Run on the left side of the room , at the start of the fight you want to cartwheel and equip the AK. 
-  *You don't have to shoot too much because you only want to avoid getting shot on the door or kicked.  
-  *It's best to also not shoot the first Tengu opposite the last staircase (on the left near the door) , that gives you extra time to do the glitch. 
- 
-====Tengu 2==== 
- 
-**For Very Easy:**  
-  *It's best to go to the Beswick position and turbo (if available)/mash stingers at the door , in general turbo/mashing is faster than trying to time your shots  
-  *This strategy should be avoided on PS2 and PS3 because of the stinger lag  
- 
-**For European Extreme:** 
-  *The order of the chokes should be : 10 chokes then release -> 3 chokes then release -> 1 choke then release -> 1 choke then release -> 1 choke then release  
-  *You don't want to choke the Tengu too fast otherwise the skip will not work as you want to keep him alive for as long as possible   
-The following table shows the number of Tengus that have to be killed to end the fight(this doesn't matter for difficulties that utilize the Tengu 2 skip): 
-^Difficulty^Number of kills necessary to end the fight ^ 
-|Very Easy        | 48| 
-|Easy             | 48| 
-|Normal           | 64| 
-|Hard             | 96| 
-|Extreme          |128| 
-|European Extreme |128| 
- 
-====MG RAYS==== 
- 
-RAYS have 1024HP on all difficulties. Stinger does 320 open and 100 closed. Grenade does 200 open and 70 closed. Attacks on Very Easy do 4x damage. 
- 
-You must do the damage equivalent of 3, 5, 7, 10, or 20 RAYs. 
- 
-There are three aspects to this fight: **control of movement**, **control of Stinger**, and **control of RAYs**.  
- 
-  *RAY will take critical damage if you fire at its head while the mouth is open. If the mouth isn't open, it deals standard damage. 
- 
-  *Any damage dealt to the RAY will stun it. Firing at a leg will knock down that leg's knee, opening its mouth for a critical hit. 
- 
-  *RAY will open its mouth to perform a battle cry. There is the typical, long battle cry and a short battle cry. 
- 
-  *When a RAY spawns, they walk towards the stage. When they get close to the stage, they will leap to the edge. Once at the edge, they will walk in place and do a battle cry. After the cry, they will move into position along the edge of the stage if a RAY is on stage.  
- 
-  *If no RAY is on stage, typically the RAY with the lowest health will jump on stage. If you attack and stun the earliest RAY (denoted by letter and number), sometimes a later RAY will jump on stage and gain priority. 
- 
-  *You should prioritize the RAY onstage, especially for Extreme. It is the most aggressive of the three RAYs. 
- 
-  *After taking damage, RAY will shuffle in place. Use this animation to judge when to fire the next stinger. 
- 
-  *RAYs have 5 attacks: a stomp, a machine gun burst, a water cannon, an offstage missile launch, and an onstage knee missile launch. 
- 
-//Stomp// 
- 
-  *RAY will stomp if you are close to its feet. If you aren't stomped directly but are near the foot, it will knock Raiden to the ground. The knockdown combined with offstage missiles is deadly. In addition, you can be stomped while the RAY jumps on stage or walks around the stage. 
- 
-//Machine Gun// 
- 
-  *RAY typically won't machine gun burst unless on stage. The machine gun fires from medium range. RAY will cover its face while firing the bullets, so fire at the legs. The bullets travel in an arc, requiring you to do a U shape dodge as it crosses towards Raiden. With body armor equipped, Raiden can survive the machine gun on Extreme. While it will put Raiden into bleeding, it is the only survivable attack on Extreme. 
- 
-//Water Cannon// 
- 
-  *RAY typically won't water cannon unless on stage. The cannon fires from short to medium range. After cocking its head back, RAY will fire a high pressure water cannon in a linear path. Cartwheel or run left or right to avoid this attack. While its firing, the RAY's head is vulnerable to a critical hit. You can dodge the water cannon by shifting your weight in FPV. 
- 
-//Offstage Missiles// 
- 
-  *RAY typically won't missile unless it has moved to its offstage spot. If a RAY is not damaged or stunned while standing off stage, it will eventually fire 3 homing missiles. The beeping will progressively get faster as it homes on Raiden. Cartwheel out of the way to dodge the missiles. 
- 
-//Onstage Knee Missiles// 
- 
-  *RAY will fire missiles onstage missiles when at a far distance. Before firing missiles, it will typically move to the center of the stage, and stand there doing nothing. You can fire at the knee to destroy one of the missiles. To dodge, run to the left or right, and cartwheel when the missiles cross paths. This is the hardest attack to dodge from an onstage RAY! 
- 
- 
-//Stinger// 
- 
-  *This fight tests your stinger skills. Be aware of your distance from the RAY. The further away you are, the longer you have to wait between shots. For example, it take a long time to fire from the opposite end of the stage, making a critical shot quite difficult. 
- 
-  *Since the RAY's face will face towards to the hurt knee, we want to fire at the leg that is closest to Raiden. For example, if a RAY is walking away from Raiden while offstage, fire at the knee closest to the stage. 
- 
-  *If you do fire at the wrong knee, it becomes hard to hit the RAY's face, but not impossible. Fire an **unlocked** missile above the RAY's head, **then lock on** to curve the missile towards the face. This technique takes practice, and its timing depends on your distance. 
- 
-  *Remember, unlocked missiles do not travel as far as locked missiles.  
- 
-{{youtube>hpB58wEnk44?large}} 
-  * General strategy - Normal difficulty. 
- 
- 
- 
- 
-====Solidus==== 
-{{youtube>2IE2RAEdP8w?large}} 
- 
-  *15 sets of 3 
-  *1 set of 4 
-  *14 sets of 3 
-  *1 set of 4 
- 
- 
-Solidus 96 punches  
- 
- 
-Phase 1 49 punches  
-Phase 2 46 punches  
- 
- 
-92 swipes  
- 
- 
-Phase 1 47 swipes  
-Phase 2 45 swipes  
- 
-===Normal Substance/HD Collection=== 
-  *Phase 1 9 sets of 2 slashes, 1 set of 3 slashes 
- 
-  *Phase 2 6 sets of 2 slashes 
- 
-===Normal SoL=== 
-  *Phase 1  6 sets of 2 slashes, 1 set of 3 slashes 
-  *Phase 2 5 sets of 2 slashes 
  
 ---- ----
  • mgs2_bosses.txt
  • Last modified: 2021/02/11 17:46
  • by PlatonicGuy