mgs2euex

This is an old revision of the document!


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.

  • For strategies that are different on Extreme, they will be noted with this tag.

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.

  • For strategies that only work when MGS2 is played at 50 Hz, they will be noted with this tag: PAL50
  • For strategies that only work when MGS2 is played at different aspect ratios, they will be noted with these tags: 4:3 Aspect Ratio and 16:9 Aspect Ratio
  • For strategies that only work when MGS2 is played on different versions, they will be noted with these tags: Sons Of Liberty, Substance, and HD Edition

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.

  • For more information on how to setup turbo on the PC port, visit the MGS2 Resources page.

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.

  • For strategies that are different based on New Game type, they will be noted with these tags: NG, NG+, and NG++.
  • For more information on the differences, visit the MGS2 FAQ page.

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.

  • For more information on the differences, visit the MGS2 FAQ page.

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.

  • For more information on loading trick, visit the MGS2 FAQ page.

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.

  • For strategies that do NOT meet Rank 1 requirements, they will be noted with this tag: Any Rank
  • For strategies that do meet Rank 1 requirements, they will be noted with this tag: Rank 1
  • For more information on the requirements for the Big Boss rank, visit the MGS2 FAQ page.

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.

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.

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.

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!

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 (Loop)
    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.

Navigational Deck, wing

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

Deck-B, crew's quarters, port

Deck-A, crew's lounge

  • Any Rank: Walk down the stairs, ignore the guard as he spots and make your way to the railing. Drop down the railing and then roll down and equip the camera for later. Head to the Engine Room.
  • Rank 1: Walk down the stairs, ignore the guard as he spots and make your way to the plant. Once there, turn towards the guard who spotted Snake and tranquilize him. Drop down the railing and then roll down and equip the camera for later. Head to the Engine Room.
  • Sons Of Liberty: The railing will not work on this version, you will have to walk down the stairs.

Engine room, starboard

  • Extreme: The roll to avoid getting spotted by the left-most guard is unnecessary.

Deck-2, port

  • Any Rank: When the second guard spots Snake, fire the USP once into him then an M9 round into him. After bumping into the second guard, alternate between USP and M9 rounds into the final guard.
  • Rank 1: Before approaching the second guard, do a punch-punch-kick buffer. Then head towards the ending of the room.
  • Rank 1 (Risky): As you approach the second guard, do quick shot in FPV while standing on Snake's toes. Then head towards the ending of the room.

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.

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.

Hold No.1

The standard strategies for this room all involve the use of Ladder Glitch. Please visit the MGS2 Ladder Glitch for more information.

Hold No.2

Head right and use the projector to make the guards face the right side. Head to the south-west most guard and hold him up. Squeeze in between him and then hold up another guard ahead of him. After this, move left and hold up the final guard near the noisy floor. Stick to the complete left-side of Hold No.2 and approach the Hold No.3 left-side door.

Hold No.3

  • 4:3 Aspect Ratio: 2 spot photos do NOT work and you will have to take the photos in 3 spots.
  • 16:9 Aspect Ratio: Both 2 spot and 3 photos work.

Big Shell: Pre-Stillman

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

Strut A Deep Sea Dock

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

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.

* Rank 1 (Safe): While heading south from the split is also safe for Rank 1 runs, this is even safer. Head north and cartwheel over the noisy floors tp 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.

  • New Game: The Stillman cutscene is unskippable, resulting in several minutes of timeloss. Avoid playing on this option.

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.

  • Sons Of Liberty (USA / NTSC): Conveyor Belt Route does NOT work. You must do the Counter-Clockwise route instead.

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

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.

  • Rank 1: The guard falling down into the ocean does NOT count as a kill. If the other guard spots you, it is best to shoot out his radio to prevent a transition Alert.

Strut A Pump Room

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

Strut A Roof

  • Cartwheel Strategy: Head towards the guard and hold him up followed by a cartwheel into him. The cartwheel should make him face away from Raiden when he gets up. Diffuse the bomb then leave to the right door.
  • Quick KO Strategy: Head towards the guard and do a quick K.O from his left-side. Diffuse the bomb then leave to the right door.

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:

  • Chaff Strategy: Throw a chaff grenade.
  • Socom Strategy: Fire 3 bullets with the Socom into the cypher and then shoot out the radio of the guard.

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.

  • Sons of Liberty / Substance You can shoot the guard first with the Socom and then throw the Chaff Grenade to avoid recieving damage.
  • HD Edition Since Chaff Grenades take more time to blow up, you MUST throw it as soon as you gain control of Raiden otherwise you'll take an Alert.

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

  • PAL50: Cyphers turn around significantly slower, making buffering or shooting out the northern cypher unnecessary.

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

CD Connecting Bridge

Strut D Sediment Pool

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.

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.

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

  • PAL50: Cyphers turn around significantly slower, making buffering or shooting out the northern cypher unnecessary.

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:

  • Method 1: Crouch near the bomb (not too close) to its bottom-right side.
  • Method 2: (insert PGSD setup)

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.

  • PAL50: There is a loop on Fatman that ONLY works at this framerate, see below:

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.

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.

  • Rank 1 (Hold The Elevator Strategy): This is a setup for a timesave in the Shell 1 Core B2 Computer Room, requires you to hold up the guard before picking up the AK-74u in order to get a caution. You can use this time to also pickup the Stun Grenades now rather than earlier (saves more time).

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

  • Rank 1 (Caution Strategy): Getting a caution in this room is slightly faster for the next room. The best way to do this is to hold up the first guard with the AK-74u and then head into the elevator.
  • Rank 1 (Hold The Elevator Strategy): This is the second part of the setup. Walk up a few steps and then cartwheel up (avoid hitting the Assault Team unit). Hold up the guard near you using the AK-74u and then cartwheel into him. Head into the elevator.

Shell 1 Core, B2 Computer Room

  • Any Rank: As soon as you gain control of Raiden, fire the AK-74u in the elevator to cause an Alert. Now head left and pick up the Directional Microphone. If you make it back in time, the elevator should still be open.
  • Rank 1 (Hold The Elevator Strategy): This is the final part of the setup. Throw the assault team unit into the elevator and then pick up the Directional Microphone. If you make it back in time, the elevator should still be open.

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

  • NG: Ames will always be in his default position.
  • NG+ and NG++: Ames's position is randomized. Ideally he would be in the north-east segment. If he's around the north-west segment, you will most likely have to do the backup glitch.

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.

  • Sons of Liberty and Substance (Risky): As soon as you gain control of Raiden, throw the Chaff Grenade and head right. Move under the camera and then head towards the guard's left side (near the wall). Hold him up, then cartwheel into the assault team unit and leave the Shell 1 Core.
  • HD Edition(Risky): As soon as you gain control of Raiden, throw the Chaff Grenade and head right. Move under the camera and shoot the wall to the left of the assault team unit. Sneak behind the assault team unit and leave the Shell 1 Core.

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.

  • Risky: This is a similar strategy, but will only use 3rd-Person aiming and will NOT take out the farthest cypher. Since not all cyphers were taken out, they destroyed ones will respawn on your visit here.

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

  • PAL50: Cyphers turn around significantly slower, making buffering or shooting out the northern cypher unnecessary.

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.

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

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

  • PAL50: Cyphers turn around significantly slower, making using a chaff or shooting the cyphers on the KL Connecting Bridge unnecessary.

Shell 2 Core, 1F Air Purfication Room

Shell 2 Core, B1 Filtration Chamber No.1

  • Sons Of Liberty: Swim Skip is possible in this version.

Shell 2 Core, 1F Air Purfication Room

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

  • Sons Of Liberty: Swim Skip is possible in this version.

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.

Shell 2 Core, 1F Air Purfication Room

KL Connecting Bridge

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.

Strut E Parcel Room, B1

EF Connecting 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

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.

  • Rank 1 (Safe): When you get to the top floor, head left. Go underneath the camera then head right again. After that, take the most direct route towards the Ascending Colon.
  • Any Rank (Risky): Even though getting an Alert is riskier, it is possible to do that and also avoid getting shot. Take the right most route on the top floor and avoid getting spotted by the first guard. Make the gap then head to the north-east guard. After he spots you and causes the alert, cartwheel into him. Cartwheeling later is better than being too early, to avoid being kicked.
  • Rank 1 (Risky): Take the right most route on the top floor and avoid getting spotted by the first guard. Make the gap then head to the north-east guard. Wait for the camera to turn then head to the door to the Ascending Colon.

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.

  • Sons Of Liberty (JPN and KOR): The HF Blade practicing sequence lasts 30 seconds after the first swipe of the blade.

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.

  • Sons Of Liberty: Coolant Skip is consistent. This is a safer version of the skip as Snake will not die.
  • Extreme: During this fight, Snake can throw a ration if Raiden's health is low. If you are playing with Any Rank in mind, this is more useful than the Body Armor.

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.

  • Extreme: During this fight, a ration can spawn in the middle of the map if Raiden's health is low. If you are playing with Any Rank in mind, this is more useful than the Body Armor.

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.

  • Sons of Liberty and Substance (Extreme): The torture sequence lasts for ~25 seconds.
  • Sons of Liberty and Substance (European Extreme): The torture sequence lasts for ~55 seconds.
  • PAL50: The torture sequence lasts longer.
  • HD Edition (PlayStation 3): The torture sequence lasts for ~15 seconds and the game gives Raiden an Easy healthbar.

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.

  • Extreme: During this fight, a ration can spawn near the north-west side of the map (from initial camera angle) if Raiden's health is low. If you are playing with Any Rank in mind, this is more useful than the Body Armor.

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:

  • Three punches means DoublePunch x1, SinglePunch x2. It can also be done with SinglePunch x3.
  • If you find the loop too fast to keep up with, block Solidus' kick with the H.F Blade (hold L1) then punch him. Then repeat the loop.
  • If Solidus blocks your punches, block his incoming kick then try to set up the loop again.
  • If you catch on fire by Solidus, equip and unequip the B.D.U to put it out.
  • At the start of the second phase, Solidus will attempt to dash at Raiden. This can be blocked with the H.F Blade.

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.

  • HD Edition (PlayStation 3): On this version and platform, sometimes the credits can lock up (called a 'Credit Freeze'). Unfortunately, this means a run that has this can NOT go on the leaderboards as it has no score screen.
  • Sons Of Liberty: The rank screen will NOT show your final rank. For Rank 1, a score screen with 0 Continues, 3 Alerts, 0 Kills, and 0 Rations is enough for the leaderboards to consider it a Big Boss Rank.
  • mgs2euex.1627830558.txt.gz
  • Last modified: 2021/08/01 15:09
  • by PlatonicGuy