Table of Contents

A Wrongdoing has seven possible endings:

  1. [Good Ending] Beat Fatman lethally, meet Jennifer, and diffuse the bomb in the Shell 1 Core, B1 Hall.
  2. [Good Ending] Beat Fatman non-lethally, meet Jennifer, and diffuse the bomb in the Shell 1 Core, B1 Hall.
  3. Beat Fatman lethally and meet Jennifer, but do not diffuse the bomb in the Shell 1 Core, B1 Hall.
  4. Beat Fatman non-lethally and meet Jennifer, but do not diffuse the bomb in the Shell 1 Core, B1 Hall.
  5. [Bad Ending] Beat Fatman lethally and do not meet Jennifer nor diffuse the bomb in the Shell 1 Core, B1 Hall.
  6. [Bad Ending] Beat Fatman non-lethally and do not meet Jennifer nor diffuse the bomb in the Shell 1 Core, B1 Hall.
  7. [Retirement Ending] Go back into the elevator on Strut A Roof.

Note: Beating Fatman lethally is faster for the final set of scripts, but is a net timeloss as the fight itself is slower than non-lethally if done optimally.

Language Script

The language of the captions affects how many pages the player has to skip during the run. The less pages, the faster it is. For A Wrondoing (tested on Substance), the order of languages from least pages to most is as follows:

  1. Japanese
  2. French, Italian
  3. Spanish
  4. English, German

Note: Korean needs to be tested.

The following tables are the amount of pages to skip for all endings in A Wrongdoing:

Bad Ending:

RoomsEnglishFrenchGermanItalianJapaneseSpanishKorean
Strut A Roof 6 5 6 5 4 6
Strut F Warehouse 111011108 11
Strut E Heliport #1 5 4 5 4 4 4
Strut E Heliport #2 (Lethal Fatman) 3 3 3 3 3 3
Strut E Heliport #2 (Non-Lethal Fatman)6 5 6 5 5 5
Total (Lethal Fatman) 252225222024
Total (Non-Lethal Fatman) 282428242226

Good Ending:

RoomsEnglishFrenchGermanItalianJapaneseSpanishKorean
Strut A Roof 6 5 6 5 4 6
Strut F Warehouse 111011108 11
Shell 1 Core, B1 Hall #1 5 4 5 4 4
Shell 1 Core, B1 Hall #2 8 8 9 8 9
Shell 1 Core, 1F 2 2 2 2 2
Strut E Heliport #1 4 3 3 3 3
Strut E Heliport #2 (Lethal Fatman) 9 9 109 9
Strut E Heliport #2 (Non-Lethal Fatman)
Total (Lethal Fatman) 45414641 44
Total (Non-Lethal Fatman)

Retirement Ending:

RoomsEnglishFrenchGermanItalianJapaneseSpanishKorean
Strut A Roof #1 6 5 6 5 4 6
Strut A Roof #2 2 2 2 2 2
Total 8 7 8 7 8

Bad Ending

A Wrong Doing is the shortest Snake Tale, by virtue of the fact you can choose whether or not to rescue the hostages in the Shell 1 Core. The speedrun route genreally does not rescue them, however you are free to do so.

All Snake Tales can be done NG (New Game) or NG+ (New Game Plus). The main difference between either choice is the added M9 to Snakes inventory from the offset. Making a no alerts, no kills run easier and faster to accomplish, due to the fact you don't need to route in an M9 pickup. For A Wrong Doing fighting Fatman Non Lethally (NL) is faster if you can pull off 3 headshots when he's down, demonstrated in the video. [add video]

The basic route is fairly straightforward, from the Strut A roof, head right into Strut A. Go down the stairs and stick right, through the door to the FA Connecting bridge.

From there head down the stairs, rolling on the last set somewhere in the middle. Go straight, turn into the right and ascend the next set of stairs, rolling as the guard sees you will “damage boost” Snake saving a second or so. The guard will run into the door way leading to Strut F to call for backup, either bump into him or Punch him to stop the call long enough to enter Strut F.

From Strut F head north and left. Go by the guards left side, he shouldn't see you here. Head straight ahead to meet with Ames. Skipping the text again by holding Triangle and right on the DPAD. Head towards the EF connecting bridge.

Unlike the Plant Chapter, the EF Bridge does not have claymore mine's to worry about. However there are still cyphers and a guard overlooking the bridge with binoculars. The fastest route is to run directly down the centre of the bridge, shooting the cyphers in 3rd Person, by holding L1 to run and run. If you have trouble with this, using FPV is fine also.

Strut A Roof:

Strut A Pump Room:

FA Connecting Bridge:

Strut F Warehouse:

EF Connecting Bridge:

Strut E Parcel Room:

Strut E Heliport:

Boss Fight: Fatman

Good Ending

Everything until the first visit to EF Connecting Bridge is the same as the Bad Ending.

EF Connecting Bridge:

Shell 1 Core, 1F:

Shell 1 Core, B1:

Shell 1 Core, B1 Hall:

Shell 1 Core, B1:

Shell 1 Core, B2 Computer Room:

Shell 1 Core, 1F:

EF Connecting Bridge:

Strut E Parcel Room:

Strut E Heliport:

Boss Fight: Fatman

Retirement Ending

Strut A Roof:


Return to Snake Tales