mgs2_versions_platforms_and_regions

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  • Cannot hang down from the rail in Crew's Lounge, so you must run around the railing. You cannot hang down from the rail in Deck-D.
  • (Very Easy) IR Sensor placements is the regular 3 rather than 1.
  • Cannot roll into the Holds No. 2 door.
  • If the camera is equipped headed into Holds No. 3, it will be automatically unequipped after the cutscene.
  • 2 spot camera is not possible
  • Cannot skip the Commander's “We the Marines” scene after uploading the photos.
  • (Very Easy) Gun Cyphers take 3 shots from the top rather than 1.
  • (Very Easy) M9 does not spawn on roof if you don't pick up the one from the docks. May need to swim in air to get the M9 in the docks.
  • Cannot skip the elevator returning scene at the beginning of the Plant chapter, unless a guard is alerted (music changes).
  • You don't get teleported back when receiving the codec before the Fortune fight.
  • If you have the box equipped at the end of the Fortune fight, you will ascend up the elevator with the box on.
  • The Bomb location on the Helipad before Fatman is closer to the stairs, rather than at the far north end.
  • (Very Easy) Fatman has more health in comparison to Substance/HDC.
  • (Very Easy) Camera is present at the entrance when you first get in Shell 1 Core.
  • (Normal) Extreme Camera is present in the Shell 1 Core 1F Hallway. This necessitates a chaff grenade.
  • To skip the retinal pattern cutscene, you must press x once during the fade in, or else it will be unskippable (do not mash).
  • You must wait the full ten seconds as Ocelot walks to you in the hostage room.
  • You cannot fire a Stinger missile downstairs in between the railing gap during Harrier. You must use a similar strat upstairs.
  • (Very Easy) After Harrier heading towards the Strut L Perimeter, the cutscene with the 2 guards play while they do not on Substance/HDC.
  • (Very Easy) There are 2 guards behind the windows in Strut L Perimeter.
  • Nikita position is straight ahead in Shell 2 Core B1, it is in this position on all difficulties. For Very Easy on HDC and Substance it is in a much closer spot.
  • (Very Easy) Pentaz is required to avoid shaking on the PSG1/PSG1-T.
  • (Very Easy) Extra guard leading to the door to Ascending Colon (similar layout to Normal and above).
  • (Very Easy) HP bars of RAYs are similar to Normal. Have to destroy 5 instead of 3.
  • (Normal) You must kill the A Series to end RAYs. It's total RAYs killed, not health bars.
  • (Normal) Solidus has less HP.
  • FMVs do not count towards IGT, thus over seven minutes are subtracted from the final result.
  • Fewer codec screens.
  • Very Easy, Easy, Normal and Hard are named Easy, Normal, Hard and Very Hard respectively.
  • 2 spot camera is not possible
  • Adds European Extreme difficulty.
  • Olga will always spawn and go left immediately allowing for setup of the loop. If you die and continue it will then become randomised.
  • 2 spot camera is not possible
  • On European Extreme the Cypher in front of the entrance to Strut E will not turn fast enough to see you if you move fast. This is due to the lower framerate.
  • Fatman is loopable on Extreme and European Extreme.
  • At the near end for Guard Rush in the Tanker Chapter, in order to finish the fight with USP headshots and retain a 0 kills play through, you must tranq the first guard that spawns then follow up with two successive headshots. This is due to the lower framerate. For a more detailed example check the Bosses page.
  • 2 spot camera is not possible (PS2). (Xbox untested)
  • Fewer codec screens.
  • 2 spot camera is not possible (PS2). (Xbox untested)
  • 2 spot camera is not possible (PS2). (Xbox untested)
  • Solidus’ Torture on European Extreme is 65s long and your HP value is set to European Extreme values.
  • Olga will always spawn and go left immediately allowing for setup of the loop. If you die and continue it will then become randomised.
  • On European Extreme the Cypher in front of the entrance to Strut E will not turn fast enough to see you if you move fast. This is due to the lower framerate.
  • Fatman is loopable on Extreme and European Extreme.
  • Sons Of Liberty elevator clip has been patched requiring you to use swim-in-air to skip the swimming section post Prez.
  • Coolant Skip is much more difficult on Substance due to Snake waking up much faster if he is tranq’d. To avoid this use Tengu 2 choke skip. (In tutorials). This is only viable on extreme and European Extreme.
  • At the near end for Guard Rush in the Tanker Chapter, in order to finish the fight with USP headshots and retain a 0 kills play through, you must tranq the first guard that spawns then follow up with two successive headshots. This is due to the lower framerate. For a more detailed example check the Bosses page.
  • Solidus torture is around fifteen seconds on all difficulties. Your HP and O2 bar are set to Easy for torture and the Solidus fight.
  • Fewer codec screens.
  • Solidus torture is around fifteen seconds on all difficulties. Your HP and O2 bar are set to Easy for torture and the Solidus fight.
  • Solidus torture is around fifteen seconds on all difficulties. Your HP and O2 bar are set to Easy for torture and the Solidus fight.
  • Coolant skip for Tengu 2 has been made more difficult due to Snake waking up faster. Use Tengu 2 choke skip instead. (Only Extreme and European Extreme).
  • Fatman loop is possible if you play with composite cables only.
  • EF bridge cypher will turn at usual speed unless you use composite cables.
  • Olga is randomised unlike Sons Of Liberty and Substance.
  • Version 1.03 patch adds save file transfers between Vita and PS3. Fixes a bug on Analog video formats where the boxes don't appear in Strut E conveyor belt (?). Makes loads slightly loger, some guard vision differences change strategies. Patching the game is not recommended unless you are playing the digital download
  • mgs2_versions_platforms_and_regions.1572451322.txt.gz
  • Last modified: 2019/10/30 16:02
  • by plywood