Differences
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mgs2euex [2021/08/01 15:09] – created PlatonicGuy | mgs2euex [2022/02/15 18:01] (current) – [Shell 1 Core, 1F] Moved Jess Aether's video from Tutorials PlatonicGuy | ||
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This guide is still a WIP. | This guide is still a WIP. | ||
- | ======Introduction====== | + | =======Introduction======= |
This is a guide for speedrunning Metal Gear Solid 2 on (European) Extreme. Before starting, there' | This is a guide for speedrunning Metal Gear Solid 2 on (European) Extreme. Before starting, there' | ||
- | **__Difficulty__** | + | ====Difficulty==== |
This guide is made with European Extreme in mind, however the vast majority of strategies will also work on Extreme. | This guide is made with European Extreme in mind, however the vast majority of strategies will also work on Extreme. | ||
Line 15: | Line 15: | ||
* For more information on the differences between Extreme and European Extreme, visit the [[https:// | * For more information on the differences between Extreme and European Extreme, visit the [[https:// | ||
- | **__Platform, Regions, and Version__** | + | ====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. | 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. | ||
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* For more information on their differences, | * For more information on their differences, | ||
- | **__Turbo Controls__** | + | ====Turbo Controls==== |
This guide is made with turbo controls turned OFF in mind. However, it is advantageous to have turbo controls. | This guide is made with turbo controls turned OFF in mind. However, it is advantageous to have turbo controls. | ||
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* For more information on how to setup turbo on the PC port, visit the [[https:// | * For more information on how to setup turbo on the PC port, visit the [[https:// | ||
- | **__New | + | ====New |
This guide is made with NG+ and NG++ in mind, however all the strategies will also work on NG. | This guide is made with NG+ and NG++ in mind, however all the strategies will also work on NG. | ||
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* For community made savefiles, visit the [[https:// | * For community made savefiles, visit the [[https:// | ||
- | **__Game | + | ====Game |
This guide is made with NGOID in mind. A good portion of the strategies in this guide will NOT work on GOID. | 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. | 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, | * For more information on the differences, | ||
- | **__Loading Trick__** | + | ====Loading Trick==== |
This guide is made with loading trick and no loading trick in mind. All strategies will work regardless if this used. | This guide is made with loading trick and no loading trick in mind. All strategies will work regardless if this used. | ||
Line 75: | Line 77: | ||
* For more information on loading trick, visit the [[https:// | * For more information on loading trick, visit the [[https:// | ||
- | **__Rank 1__** | + | ====Rank 1==== |
This guide is made with Rank 1 in mind, however the vast majority of strategies will work for Any Rank. | This guide is made with Rank 1 in mind, however the vast majority of strategies will work for Any Rank. | ||
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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. | 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__** | + | ====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. | 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, | + | ====Deck-A, crew's quarters, |
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. | 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. | ||
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Head to the door in the north-east section of this room. | Head to the door in the north-east section of this room. | ||
- | **__Deck-A, crew's quarters, | + | 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. | ||
+ | |||
+ | {{youtube> | ||
+ | |||
+ | ====Deck-A, crew's quarters, | ||
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. | 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. | ||
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Head up the stairs and to the door on the right. | Head up the stairs and to the door on the right. | ||
- | **__Deck-B, crew's quarters, | + | It is possible to also stair glide here for a small timesave. |
+ | |||
+ | * < | ||
+ | |||
+ | {{youtube> | ||
+ | |||
+ | You can also use this strategy if you aren't comfortable with the NGOID strat. | ||
+ | |||
+ | ====Deck-B, crew's quarters, | ||
Roll into the cutscene, skip it, and then hold up the guard. | Roll into the cutscene, skip it, and then hold up the guard. | ||
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Head up the stairs in the western section of this room. | Head up the stairs in the western section of this room. | ||
- | **__Deck-C, crew's quarters, | + | It is possible to skip the cutscene by distracting the guard. This is a bit precise though. |
+ | |||
+ | {{youtube> | ||
+ | ====Deck-C, crew's quarters, | ||
Skip the cutscene and walk underneath the camera. On this difficulty, the camera won't spot Snake if this is done correctly. | Skip the cutscene and walk underneath the camera. On this difficulty, the camera won't spot Snake if this is done correctly. | ||
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Head up the stairs in the middle of this room. | Head up the stairs in the middle of this room. | ||
- | **__Deck-D, crew' | + | ====Deck-D, crew' |
Head into the door on Snake' | Head into the door on Snake' | ||
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Head towards the stairs to go up, be mindful of the camera! | Head towards the stairs to go up, be mindful of the camera! | ||
- | **__Deck-E, the bridge__** | + | If you pickup an Alert, you will not be able to progress to Deck-E. |
+ | |||
+ | {{youtube> | ||
+ | |||
+ | ====Deck-E, the bridge==== | ||
Head to the hatch on the left. | Head to the hatch on the left. | ||
- | **__Boss | + | ====Boss |
This guide will only focus on the standard strategy for Olga. Please refer to the [[https:// | This guide will only focus on the standard strategy for Olga. Please refer to the [[https:// | ||
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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' | 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' | ||
- | | + | **__Right |
- Go into FPV and hold L2 after Olga starts firing. | - Go into FPV and hold L2 after Olga starts firing. | ||
- When she's done, stop holding L2 and fire a headshot at her. | - When she's done, stop holding L2 and fire a headshot at her. | ||
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{{youtube> | {{youtube> | ||
- | | + | **__Left |
- Head to the right of the door Snake entered from and stay near wall to the right of it. | - Head to the right of the door Snake entered from and stay near wall to the right of it. | ||
- After Olga begins firing, hold R2 to prevent being shot. | - After Olga begins firing, hold R2 to prevent being shot. | ||
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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. | 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 | + | ====Navigational |
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 ' | 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 ' | ||
- | **__Deck-E, the bridge__** | + | ====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. | 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' | + | ====Deck-D, crew' |
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 | 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' | + | ====Deck-C, crew' |
- | **__Deck-B, crew's quarters, port__** | + | There are two strategies for this room. |
- | **__Deck-A, crew' | + | 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' | ||
+ | |||
+ | | ||
* < | * < | ||
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* < | * < | ||
- | * < | + | * < |
+ | |||
+ | {{youtube> | ||
+ | |||
+ | * < | ||
+ | |||
+ | {{youtube> | ||
+ | ====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. | ||
- | **__Engine room, starboard__** | + | 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:__** | ||
+ | - You'll know this is the case if the top-left guard does NOT say anything. | ||
+ | - Body shot the guard with the M9 the first chance you get then run to his left as he turns clockwise. | ||
+ | - Right before triggering the cutscene in the next room, fire the USP to prevent it from triggering. | ||
+ | |||
+ | {{youtube> | ||
+ | |||
+ | **__Slow Engine Room:__** | ||
+ | - You'll know this is the case when the top-left guard says " | ||
+ | - When the top-left guard spots you, roll into his shot then fire at his radio with the M9. | ||
+ | |||
+ | * < | ||
+ | |||
+ | {{youtube> | ||
- | **__Deck-2, port__** | + | ====Deck-2, port==== |
* < | * < | ||
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* < | * < | ||
- | **__Deck-2, starboard__** | + | ====Deck-2, starboard==== |
Keep heading south. | Keep heading south. | ||
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Note: Pickup additional M9 ammo (only if needed) from behind the pipes near the door you entered this room from. There' | Note: Pickup additional M9 ammo (only if needed) from behind the pipes near the door you entered this room from. There' | ||
- | **__Boss | + | ====Boss |
This guide will only focus on the standard strategy for Guard Rush. Please refer to the [[https:// | This guide will only focus on the standard strategy for Guard Rush. Please refer to the [[https:// | ||
+ | The final three guards can be killed lethally and it will not count as kills if the fight ends before their bodies despawn. | ||
+ | |||
+ | * < | ||
+ | |||
+ | * < | ||
======Tanker: | ======Tanker: | ||
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Note: These rooms are GOID (Game Over If Discovered) even if you had this option turned off at the start of the run. | 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__** | + | 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__** | ||
+ | *__Hold No.1__ | ||
+ | - Reach the bottom of the ladder (using any method e.g one of the variants of ladder glitch. - [[MGS2 Ladder Glitch]] - | ||
+ | - 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. | ||
+ | - Run to the lone guard at the left of the large group and roll past him. | ||
+ | - 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' | ||
+ | |||
+ | *__Hold No.2__ | ||
+ | - Once you enter the room, run to the projector and press the button to make the enemies turn right. | ||
+ | - 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. | ||
+ | - Take a left and run further up towards the grate on the floor, then hold up the enemy to the right of the grate. | ||
+ | - Run left of the grate and proceed around the boxes to Hold No.3. | ||
+ | |||
+ | {{youtube> | ||
+ | |||
+ | **__Right Side Hold__** | ||
+ | | ||
+ | - Reach the bottom of the ladder (using any method e.g one of the variants of ladder glitch. - [[MGS2 Ladder Glitch]] - | ||
+ | - 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. | ||
+ | - 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. | ||
+ | - 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' | ||
+ | |||
+ | {{mgs2: | ||
- | The standard strategies for this room all involve | + | |
+ | - 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. | ||
+ | - Continue left and hold up the bottom left guard while you run past him directly upwards, then hold up the guard 3 enemies up. | ||
+ | - Take a left and run further up towards the grate on the floor, then hold up the enemy to the right of the grate. | ||
+ | - Run left of the grate and proceed around the boxes to Hold No.3. | ||
- | **__Hold No.2__** | + | 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. |
- | 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. | + | {{youtube> |
- | **__Hold | + | ====Hold |
* < | * < | ||
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Take < | Take < | ||
- | **__Strut | + | ====Strut |
- | **__Strut | + | 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 | ||
Go underneath the cut fence to the left side and head to the door that takes you to the Strut A Pump Room. | Go underneath the cut fence to the left side and head to the door that takes you to the Strut A Pump Room. | ||
- | **__Strut | + | ====Strut |
- | **__AB | + | Head towards the AB Connecting |
+ | |||
+ | ====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. | 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 | + | {{youtube> |
+ | |||
+ | | ||
+ | ====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. | 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 | + | ====BC |
Head north to Strut C. Avoid picking up the Chaff Grenades as picking it up later is slightly faster for menus. | Head north to Strut C. Avoid picking up the Chaff Grenades as picking it up later is slightly faster for menus. | ||
- | **__Strut | + | ====Strut |
Head north into towards the trigger for the Stillman cutscene. | Head north into towards the trigger for the Stillman cutscene. | ||
- | * < | + | * < |
+ | |||
+ | * < | ||
======Big Shell: Bomb Disposal Segment (Part 1)====== | ======Big Shell: Bomb Disposal Segment (Part 1)====== | ||
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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. | 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 | + | ====Strut |
+ | |||
+ | Head towards the woman' | ||
+ | |||
+ | 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 | + | {{youtube> |
+ | ====BC | ||
Fire 3 bullets with the Socom into the cypher and pickup the Chaff Grenades before leaving to the door in the south. | Fire 3 bullets with the Socom into the cypher and pickup the Chaff Grenades before leaving to the door in the south. | ||
- | **__Strut | + | ====Strut |
- | **__AB | + | ====AB |
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. | 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. | ||
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* < | * < | ||
- | **__Strut | + | ====Strut |
Head to the stairs on the left and through the door to the Strut A Roof. | Head to the stairs on the left and through the door to the Strut A Roof. | ||
- | **__Strut | + | ====Strut |
* 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. | * 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. | ||
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Note: The bomb is placed behind a fence on the south-east section of the room. See image below: | Note: The bomb is placed behind a fence on the south-east section of the room. See image below: | ||
- | {{mgs2strutaaddbomb.png? | + | {{mgs2:mgs2strutaaddbomb.png? |
- | **__Strut | + | ====Strut |
Note: You MUST pick up the box here if you plan on doing Conveyor Belt Route. | Note: You MUST pick up the box here if you plan on doing Conveyor Belt Route. | ||
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{{mgs2: | {{mgs2: | ||
- | **__FA | + | ====FA |
There' | There' | ||
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Head through the top floor door to Strut F. | Head through the top floor door to Strut F. | ||
- | **__Strut | + | ====Strut |
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. | 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. | ||
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{{mgs2: | {{mgs2: | ||
- | **__EF Connecting Bridge__** | + | ====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 | + | {{youtube> |
+ | ====Strut | ||
The most common strategy in this room is diffuse the bomb first, then head to the the heliport. | The most common strategy in this room is diffuse the bomb first, then head to the the heliport. | ||
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{{mgs2: | {{mgs2: | ||
- | **__Strut | + | ====Strut |
Note: You MUST pick up the box here if you plan on doing Conveyor Belt Route. | Note: You MUST pick up the box here if you plan on doing Conveyor Belt Route. | ||
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{{mgs2: | {{mgs2: | ||
- | **__Strut | + | ====Strut |
- | **__Strut | + | ====Strut |
- | **__CD Connecting Bridge__** | + | Unequip the box and exit the door on the left. |
- | **__Strut D Sediment Pool__** | + | Pickup Sensor B then leave the CD Connecting Bridge. |
- | **__DE 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. | ||
+ | |||
+ | | ||
+ | |||
+ | | ||
+ | |||
+ | {{youtube> | ||
+ | |||
+ | ====Strut D Sediment Pool==== | ||
+ | |||
+ | This is one of the more trickier rooms in the game and will require some practice. | ||
+ | |||
+ | | ||
+ | |||
+ | {{: | ||
+ | |||
+ | | ||
+ | |||
+ | {{: | ||
+ | |||
+ | * < | ||
+ | |||
+ | {{youtube> | ||
+ | |||
+ | ====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. | 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 | + | If you opted out of using the Chaff Grenade in Strut D and do not currently have a caution on, use the following strategy: |
+ | - Head through the bridge, but stay at the bottom floor. | ||
+ | - Distract the guard by walking on the noisy floor. | ||
+ | - Meet the guard halfway through the stairs and hold him up. | ||
+ | - Head towards the Strut E Parcel | ||
- | **__Strut A Pump Room__** | + | {{youtube> |
+ | ====Strut E Parcel Room==== | ||
- | **__Strut | + | ====Strut |
- | **__Strut | + | ====Strut A Roof==== |
+ | |||
+ | ====Strut | ||
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: | 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: | ||
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{{mgs2: | {{mgs2: | ||
- | **__Boss | + | ====Boss |
This guide will only focus on the standard strategy for Fortune. Please refer to the [[https:// | This guide will only focus on the standard strategy for Fortune. Please refer to the [[https:// | ||
+ | * < | ||
+ | |||
+ | {{youtube> | ||
+ | |||
+ | For other platforms, the box strategy is just as viable. | ||
======Big Shell: Bomb Disposal Segment (Part 2)====== | ======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. | 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 | + | ====Strut |
Tap R2 to bring out the M9 and avoid the claymores here. Using the box to avoid the claymores can be useful. | Tap R2 to bring out the M9 and avoid the claymores here. Using the box to avoid the claymores can be useful. | ||
Line 394: | Line 578: | ||
{{mgs2: | {{mgs2: | ||
- | **__Strut | + | ====Strut |
Cartwheel twice down the stairs | Cartwheel twice down the stairs | ||
Line 404: | Line 588: | ||
Head towards the FA Connecting Bridge. | Head towards the FA Connecting Bridge. | ||
- | **__FA | + | ====FA |
One of the eastiest rooms in the game. Ignore the guard and just move on towards Strut F from the top floor. | One of the eastiest rooms in the game. Ignore the guard and just move on towards Strut F from the top floor. | ||
- | **__Strut | + | ====Strut |
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. | 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. | ||
Line 414: | Line 598: | ||
Note: If a guard spots you as you leave, equip and unequip the box to prevent Raiden from being shot. | Note: If a guard spots you as you leave, equip and unequip the box to prevent Raiden from being shot. | ||
- | **__EF | + | ====EF |
* < | * < | ||
- | **__Strut | + | ====Strut |
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. | 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. | ||
Line 424: | Line 608: | ||
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. | 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 | + | ====Strut |
Head upstairs and diffuse the bomb. There are two ways to get a fast bomb diffuse here: | Head upstairs and diffuse the bomb. There are two ways to get a fast bomb diffuse here: | ||
Line 432: | Line 616: | ||
* Method 2: (insert PGSD setup) | * Method 2: (insert PGSD setup) | ||
- | **__Boss | + | ====Boss |
This guide will only focus on the standard strategy for Fatman. Please refer to the [[https:// | This guide will only focus on the standard strategy for Fatman. Please refer to the [[https:// | ||
Line 442: | Line 626: | ||
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. | 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 | + | ====Strut |
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. | 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. | ||
Line 448: | Line 632: | ||
Menu one up to the M9 and then one right to the Socom. | Menu one up to the M9 and then one right to the Socom. | ||
- | **__Strut | + | ====Strut |
If you tranqulizied the guard on the stairs earlier, he should still be knocked out. Otherwise, tranqulize and head downstairs. | If you tranqulizied the guard on the stairs earlier, he should still be knocked out. Otherwise, tranqulize and head downstairs. | ||
Line 454: | Line 638: | ||
Equip the box to avoid being spotted by the guards and head to the EF Connecting Bridge. | Equip the box to avoid being spotted by the guards and head to the EF Connecting Bridge. | ||
- | **__EF | + | ====EF |
Wait for the cypher to move then take a down-left direction to the towards the south cypher. | Wait for the cypher to move then take a down-left direction to the towards the south cypher. | ||
Line 460: | Line 644: | ||
Take out the cypher in first-person view and then head towards to Strut F. | Take out the cypher in first-person view and then head towards to Strut F. | ||
- | **__Strut | + | 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. |
+ | |||
+ | {{youtube> | ||
+ | |||
+ | ====Strut | ||
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. | 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. | ||
Line 472: | Line 660: | ||
{{youtube> | {{youtube> | ||
- | **__EF | + | ====EF |
Take the most direct route and head east towards the Shell 1 Core. Take out the cypher near the bridge. | Take the most direct route and head east towards the Shell 1 Core. Take out the cypher near the bridge. | ||
Line 478: | Line 666: | ||
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. | 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 | + | ====Shell |
* < | * < | ||
Line 486: | Line 674: | ||
* < | * < | ||
- | {{youtube> | + | {{youtube> |
- | **__Shell | + | ====Shell |
* < | * < | ||
Line 496: | Line 684: | ||
{{youtube> | {{youtube> | ||
- | **__Shell | + | ====Shell |
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. | 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. | ||
Line 502: | Line 690: | ||
Note: If you feel you are low on Stun Grenades, there are backup ones in the lockers to the left of this room. | Note: If you feel you are low on Stun Grenades, there are backup ones in the lockers to the left of this room. | ||
- | **__Shell | + | ====Shell |
* < | * < | ||
Line 522: | Line 710: | ||
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. | 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 | + | ====Shell |
As soon as the guard spots Raiden, equip the box then hit the elevator button twice. | As soon as the guard spots Raiden, equip the box then hit the elevator button twice. | ||
Line 530: | Line 718: | ||
Make sure you still have the BDU and Box equipped during this section. | Make sure you still have the BDU and Box equipped during this section. | ||
- | **__Shell | + | ====Shell |
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. | 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. | ||
Line 542: | Line 730: | ||
* < | * < | ||
- | **__EF | + | ====EF |
Before you turn around the corner, shoot the closest cypher. | Before you turn around the corner, shoot the closest cypher. | ||
Line 554: | Line 742: | ||
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. | 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 | + | ====Strut |
Head left and when the guard spots you, equip and unequip the box then tranqulize him. | Head left and when the guard spots you, equip and unequip the box then tranqulize him. | ||
Line 564: | Line 752: | ||
Note: If one guard was approaching, | Note: If one guard was approaching, | ||
- | **__EF | + | ====EF |
* < | * < | ||
- | **__Strut | + | ====Strut |
Head left and equip the box, hug the conveyor belt and only continue moving after the assault team unit has turned around. | Head left and equip the box, hug the conveyor belt and only continue moving after the assault team unit has turned around. | ||
Line 574: | Line 762: | ||
Keep heading left then north to exit to the DE Connecting Bridge. | Keep heading left then north to exit to the DE Connecting Bridge. | ||
- | **__DE | + | 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. |
+ | |||
+ | {{youtube> | ||
+ | |||
+ | ====DE | ||
One of the easiest rooms in the game, just head towards Strut D Sediment Pool. | One of the easiest rooms in the game, just head towards Strut D Sediment Pool. | ||
Line 580: | Line 772: | ||
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. | 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 | + | ====Strut |
- | **__Shell 1-2 connecting bridge__** | + | Head towards the northern door. |
- | **__Boss | + | 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. | ||
+ | |||
+ | {{youtube> | ||
+ | ====Shell 1-2 connecting bridge==== | ||
+ | |||
+ | ====Boss | ||
This guide will only focus on the standard strategy for Harrier. Please refer to the [[https:// | This guide will only focus on the standard strategy for Harrier. Please refer to the [[https:// | ||
- | **__Shell | + | ====Shell |
- | **__Strut | + | ====Strut |
* < | * < | ||
- | **__Shell | + | ====Shell |
- | **__Shell | + | ====Shell |
* < | * < | ||
- | **__Shell | + | ====Shell |
+ | 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. | ||
+ | |||
+ | {{youtube> | ||
+ | |||
+ | 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====== | ======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. | 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 | + | ====Shell |
- | 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, | + | 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, |
* < | * < | ||
+ | | ||
+ | * < | ||
- | **__Boss | + | ====Boss |
This guide will only focus on the standard strategy for Vamp 1. Please refer to the [[https:// | This guide will only focus on the standard strategy for Vamp 1. Please refer to the [[https:// | ||
- | **__Shell 2 Core, 1F Air Purfication Room__** | + | |
- | **__KL Connecting Bridge__** | + | |
- | **__Strut | + | **Lethal Vamp 1:** |
+ | - Equip the Stinger and fire at the water next to Vamp's leg. | ||
+ | - Wait a brief moment then fire again. | ||
+ | - 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. | ||
+ | |||
+ | {{youtube> | ||
+ | |||
+ | **Non-Lethal Vamp 1:** | ||
+ | - Shoot Vamp once with the M9 to make him dive in the water. | ||
+ | - Hang of the edge and wait for him to approach Raiden. | ||
+ | - Once Vamp is about to swing at Raiden, go up to get invincibility frames while Vamp is swinging his knife. | ||
+ | - Punch Vamp as many times as you can (don't kick!). | ||
+ | - When Vamp is about to swing again, move away to dodge his attack then come close to him again to start punching. | ||
+ | - 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. | ||
+ | |||
+ | {{youtube> | ||
+ | |||
+ | ====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:** | ||
+ | |||
+ | * Drag Emma to the southern door. Go through the right path as the left path is filled with claymores. | ||
+ | |||
+ | **Emma Zip:** | ||
+ | |||
+ | * Bump Emma into the wall to have her disappear. You can still trigger the next cutscene to the south. | ||
+ | |||
+ | {{youtube> | ||
+ | ====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:** | ||
+ | - Drag Emma directly south until Raiden hits the wall | ||
+ | - Turn left and when you approach the small room, make a sharp right. | ||
+ | - Keep hugging the right and bottom walls in the small room. | ||
+ | - As you go down the stairs and approach the two guards, let go of Emma and tranqulize both of them. | ||
+ | - Drag Emma to the end of the map and tranqulize the final guard who spawns in. | ||
+ | - Drag Emma into the next loadzone or bump her into it. | ||
+ | |||
+ | **Tylerportation: | ||
+ | - Info needed. | ||
+ | |||
+ | **Emma Zip:** | ||
+ | - Info needed. | ||
+ | |||
+ | ====KL Connecting Bridge==== | ||
+ | |||
+ | There are two different ways to do this room, they will be arranged from slowest to fastest: | ||
+ | |||
+ | **Standard Method:** | ||
+ | - Drag Emma directly south until Raiden hits the wall | ||
+ | - Turn left and when you approach the small room, make a sharp right. | ||
+ | - Keep hugging the right and bottom walls in the small room. | ||
+ | - As you go down the stairs and approach the two guards, let go of Emma and tranqulize both of them. | ||
+ | - Drag Emma to the end of the map and tranqulize the final guard who spawns in. | ||
+ | - Drag Emma into the next loadzone or bump her into it. | ||
+ | |||
+ | **Emma Zip:** | ||
+ | - Info needed. | ||
+ | |||
+ | ====Strut | ||
Drag Emma forward until both guards are in sight and before the closer guard moves away. | Drag Emma forward until both guards are in sight and before the closer guard moves away. | ||
Line 628: | Line 943: | ||
Head towards the Oil Fence past the hatch. | Head towards the Oil Fence past the hatch. | ||
- | **__Strut | + | ====Strut |
- | **__Boss | + | ====Boss |
This guide will only focus on the standard strategy for Vamp 2. Please refer to the [[https:// | This guide will only focus on the standard strategy for Vamp 2. Please refer to the [[https:// | ||
- | **__Strut E Parcel Room, B1__** | + | |
- | **__EF Connecting Bridge__** | + | |
- | **__Shell 1 Core, 1F__** | + | **Lethal Vamp 2:** |
+ | - Use a Pentazemin. | ||
+ | - Aim the PSG1 at Vamp's leg then spam until the end of the fight. | ||
- | 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. | + | {{youtube> |
+ | |||
+ | **Non-Lethal Vamp 2:** | ||
+ | - Make sure your PSG1-T has no ammo in it before the fight starts. | ||
+ | - As soon as it start, unequip and crouch on top of the the PSG1-T ammo that spawns. | ||
+ | - Use a Pentazemin. | ||
+ | - 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====== | ======Arsenal Gear====== | ||
Line 646: | Line 993: | ||
The final part of the run. Only one stealth-related section followed by a barrage of guard rushes and boss fights. Good luck! | The final part of the run. Only one stealth-related section followed by a barrage of guard rushes and boss fights. Good luck! | ||
- | **__Arsenal | + | ====Arsenal |
+ | |||
+ | Skip the cutscenes until the torture sequence begins. You do NOT have to mash for this. Even if Raiden' | ||
+ | |||
+ | 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 | + | ====Arsenal |
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. | 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. | ||
Line 660: | Line 1013: | ||
{{youtube> | {{youtube> | ||
- | **__Arsenal | + | ====Arsenal |
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. | 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. | ||
Line 670: | Line 1023: | ||
* < | * < | ||
- | **__Tengu 1__** | + | ====Tengu 1==== |
This guide will only focus on the standard strategy for Tengu 1. Please refer to the [[https:// | This guide will only focus on the standard strategy for Tengu 1. Please refer to the [[https:// | ||
- | **__Tengu 2__** | + | ====Tengu 2==== |
This guide will only focus on the standard strategy for Tengu 2. Please refer to the [[https:// | This guide will only focus on the standard strategy for Tengu 2. Please refer to the [[https:// | ||
Line 682: | Line 1035: | ||
* < | * < | ||
- | **__MG-Rays__** | + | ====MG-Rays==== |
This guide will only focus on the standard strategy for MG-Rays. Please refer to the [[https:// | This guide will only focus on the standard strategy for MG-Rays. Please refer to the [[https:// | ||
Line 714: | Line 1067: | ||
- explain pls. | - explain pls. | ||
- | **__Torture Sequence__** | + | ====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. | During this torture sequence, the player is required to mash the action. The duration for how long will depend on version and platform. | ||
Line 730: | Line 1083: | ||
* < | * < | ||
- | **__Solidus__** | + | ====Solidus==== |
This guide will only focus on the standard strategy for Solidus. Please refer to the [[https:// | This guide will only focus on the standard strategy for Solidus. Please refer to the [[https:// | ||
Line 748: | Line 1101: | ||
* At the start of the second phase, Solidus will attempt to dash at Raiden. This can be blocked with the H.F Blade. | * At the start of the second phase, Solidus will attempt to dash at Raiden. This can be blocked with the H.F Blade. | ||
- | **__Credits | + | {{youtube> |
+ | ====Credits | ||
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. | 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. | ||
Line 755: | Line 1109: | ||
* < | * < | ||
+ | |||
+ | ---- | ||
+ | |||
+ | [[metal_gear_solid_2: | ||