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MGS:PO Info Dump
This page is not the permanent home of the following information. This will transition knowledge into the new format of the wiki.
GENERAL
RANDOM INFO
Running into a wall/step within close hearing range, while disguised and partially/fully out of sight (e.g. Research Lab I.) exposes you
The amount of time lost by using a Wait is a little less than 2 seconds.
Loading and exiting a Stage to pass time for Reports loses around 9s IGT each time. The worst amount of “Extra Exfils” needed on NG runs with the right spy setup resides at 4 times. =36s IGT timeloss due to RNG
For NG runs, the worst amount of total possible time lost to Report/Development RNG lies just below 1m 30s
The game is supposed to prevent you from planting TNT anywhere during the Python boss fight. However, you can plant TNT on the “cage walls” when leaning against it and on top of its path
The difficulty of Boss Rush is always fixed to Normal
Having Sokolov (Ghost) anywhere among your staff will remove the Ghost entry from your Codec's contact list. Dismissing him immediately reverts this change.
ADDITIONAL ITEMS
m37 on rail bridge 2 & 3 smoke g on guest house
Box Travel Strats
All currently documented Box Travel Strats can be found in this playlist: https://youtube.com/playlist?list=PLfJ5hi4JjGcRaBLpA_N1JLCMvB0b-CAYb
So far, these are mostly to be used on the NG Any% Route.
IGT Accuracy and Strat Finding
So far, since we can only estimate when exactly the IGT stops counting (do transitions count or does IGT stop right after you hit Start?), I went with the most conservative timing approach - timing with the highest possible IGT.
Same goes for every Member Swap into instant Pause to Member Swap again, where I've added 0.8s each time.
I took a similar approach while finding strats. Only using Member Swaps that are 100% guaranteed to be faster - while assuming that Pause Transitions are counted in the IGT.
When is a Member Swap to travel ahead worthwhile?
Based on the above principles, I went with the following rule of thumb to find 100% guaranteed faster Box Swap strats:
NG: If the Box you're swapping to touches the Daytime Sense Ring of your active soldier with 40 SNS from the inside, it will be faster than just running.
NG+: If the Box you're swapping to touches the Daytime Sense Ring of your active soldier with 50 SNS from the inside, it will be faster than just running.
Box Travel IGT Timesaves
NG Any% Easy/Normal: ~60-73s timesave
HPT 6s save RL1 4s save Menu Jo #2 3s loss SD2 8s save RB1 3s save Spy Reports 3s loss min, 6s loss avg ---------- SD3 2s save RL2 2s save SPB2 4s save ---------- RB2 2s save HB 1s save (Menu Jo) 0-3s loss SB 2s save WS 8s save Menu Re in 1s loss (Menu Jo) 0-3s loss A 5s save SE1 1s save SE2 1s save RB3 <1s save GH 15s save Sn#1, Jo#2 <1s loss P 3s save Menu Py in 2s loss R 5s save PS1 / (Menu Py) 0-6s loss PS2 / SE3 <1s save SC 3s save
Glitches
Glitch Type | Explanation/Notes | Location | Videos | ||
---|---|---|---|---|---|
Wall Zips | The game always tries to stick the player to the nearest wall behind their back, no matter how far away it is | Silo Entrance | |||
Town | |||||
Upzips | When dropping down near a grabbable ledge, the game automatically tries to grab onto that ledge when you're falling. Looking around in FPV moves your character's position around slightly and can be used to go slightly through past the ground you're standing on at certain spots, which causes you to fall. | Western Wilderness | |||
Out of Bounds Box Climbs | Using specific Box-positioning (too tight to push the character anywhere, but on top of it) to help yourself on top of it and past the level bounds | Town | |||
More Glitches | Self-explanatory | Soviet Patrol Base (Cell Door) |
TO DO
GENE 144HP tanking damage until death
PAL | Easy | 2 charges | +3 fa-knives |
PAL | Normal | 2 charges | +2 fa-knives |
PAL | Extreme | 0 charges | +6 fa-knives |
PAL | Extreme (Body Armor) | 1 charge | +1 fa-knife |
NTSC-U | Easy | 2 charges | +3 fa-knives |
NTSC-U | Normal | 2 charges | +2 fa-knives |
NTSC-U | Extreme | 0 charges | +6 fa-knives |
NTSC-U | Extreme (Body Armor) | 1 charge | +1 fa-knife |
NTSC-J | Easy | 9 charges | +5 fa-knives |
NTSC-J | Normal | 3 charges | +3 fa-knives |
NTSC-J | Extreme | ? charges | +? fa-knives |
NTSC-J | Extreme (Body Armor) | ? charges | +? fa-knives |
Make NG+/EXTREME version of this ^