mgs2_bosses

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mgs2_bosses [2020/03/23 23:12] – [MG RAYS] plywoodmgs2_bosses [2021/02/11 17:27] – Added pages for each boss fight, will be moving current info to their respective pages soon PlatonicGuy
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-=====MGS2 Bosses=====+**//Metal Gear Solid 2//** has a total of 8 boss fights and 3 guard rushes. 
 + 
 +  * [[MGS2 Boss Olga | Olga]] 
 +  * [[MGS2 Boss Guard Rush | Guard Rush]] 
 +  * [[MGS2 Boss Fortune | Fortune]] 
 +  * [[MGS2 Boss Fatman | Fatman]] 
 +  * [[MGS2 Boss Harrier | Harrier]] 
 +  * [[MGS2 Boss Vamp 1 | Vamp 1]] 
 +  * [[MGS2 Boss Vamp 2 | Vamp 2]] 
 +  * [[MGS2 Boss Tengu 1 | Tengu 1]] 
 +  * [[MGS2 Boss Tengu 2 | Tengu 2]] 
 +  * [[MGS2 Boss MG-Rays | MG-RAYs]] 
 +  * [[MGS2 Boss Solidus | Solidus]]
  
 ====Olga==== ====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 |}} {{ :mgs2:visualforexolga.png?direct&200 |}}
 +  * Visual for where to Stand for Olga on Extreme / European Extreme
  
-  *Visual for where to Stand for Olga on Extreme Difficulty 
 {{youtube>YBRN-KVqNv0?medium}} {{youtube>YBRN-KVqNv0?medium}}
-  * Fastest Left Olga on European Extreme +  * 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}} {{youtube>uP3ar3_orvI?medium}}
   * Right Olga European Extreme   * Right Olga European Extreme
  
-{{youtube>Yj5ms0inPMg?large}} +---- 
-  *General strategies for non-loop Olga any difficulty.+ 
 +**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 
  
-Olga will go down in 4 headshots and 11 limb shots. The fastest way therefore is to headshot her 4 times. 
 ====Guard Rush==== ====Guard Rush====
  
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 {{youtube>QIa8dK5pGtY?large}} {{youtube>QIa8dK5pGtY?large}}
  
-  *PS2 PAL Extreme Loop+  ***PS2 PAL Extreme Loop**
  
 {{youtube>CjjhNAMz2Eg?large}} {{youtube>CjjhNAMz2Eg?large}}
  
-  * PS3 HDC PAL Fatman Loop+  * **PS3 HDC PAL Fatman Loop**
 {{youtube>fNPUmKgD-FU?medium}} {{youtube>fNPUmKgD-FU?medium}}
  
-  * Fastest strategies for Fatman - Normal and below+  * **Fastest strategies for Fatman - Normal and below**
 {{youtube>PYL8fH1MtpY?large}} {{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.   * 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.
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     * Lethal: 36 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. +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==== ====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}} {{youtube>56dftErBHp0?large}}
   * Guidelines for 5-shot start   * Guidelines for 5-shot start
 +
 +{{youtube>uGZUiUF7hYk?large}}
 +  * VE Timing Comparison
 {{youtube>S5BCjy0IMx0?large}} {{youtube>S5BCjy0IMx0?large}}
   * General strategy for 4- and 5-shot start on Harrier - Normal difficulty.   * General strategy for 4- and 5-shot start on Harrier - Normal difficulty.
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 [[https://clips.twitch.tv/EnergeticMoistSheepFutureMan|Textbook SoL Normal Harrier]] [[https://clips.twitch.tv/EnergeticMoistSheepFutureMan|Textbook SoL Normal Harrier]]
 ====Vamp 1==== ====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}} {{youtube>LPTWpKiAo7M?large}}
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 {{ :mgs2:vamp2shin.png?link&300 |}} {{ :mgs2:vamp2shin.png?link&300 |}}
  
-  *It is faster to aim at Vamp's legs and spam shots, rather than go for headshots.+Vamp 2 has 100 HP on all difficulties
  
-  *If you aim at Vamp's shinEmma will not be hurt by your shots.+^Difficulty^Very Easy^Easy^Normal^Hard^Extreme/EE^ 
 +^Headtranq.|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==== ====MG RAYS====
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   *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.    *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 that came first to the edge will jump on. If you attack and stun the earliest RAY (denoted by letter and number), sometimes a later RAY will jump on stage and gain priority.+  *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.   *You should prioritize the RAY onstage, especially for Extreme. It is the most aggressive of the three RAYs.
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 //Stomp// //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. In combination with an off stage missile launch, falling to the ground is deadly. In addition, you can be stomped while the RAY jumps on stage or walks around the stage.+  *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// //Machine Gun//
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   *Phase 1  6 sets of 2 slashes, 1 set of 3 slashes   *Phase 1  6 sets of 2 slashes, 1 set of 3 slashes
   *Phase 2 5 sets of 2 slashes   *Phase 2 5 sets of 2 slashes
 +
 +----
 +
 +[[metal_gear_solid_2:|Return to Metal Gear Solid 2]]
  
  • mgs2_bosses.txt
  • Last modified: 2021/02/11 17:46
  • by PlatonicGuy