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mgs2_a_wrongdoing [2021/01/31 15:09] – created PlatonicGuy | mgs2_a_wrongdoing [2022/06/07 14:12] (current) – PlatonicGuy | ||
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- | ====== A Wrong Doing ====== | + | //A Wrongdoing// |
+ | - **[Good Ending]** Beat Fatman lethally, meet Jennifer, and diffuse the bomb in the Shell 1 Core, B1 Hall. | ||
+ | - **[Good Ending]** Beat Fatman non-lethally, | ||
+ | - Beat Fatman lethally and meet Jennifer, but do not diffuse the bomb in the Shell 1 Core, B1 Hall. | ||
+ | - Beat Fatman non-lethally and meet Jennifer, but do not diffuse the bomb in the Shell 1 Core, B1 Hall. | ||
+ | - **[Bad Ending]** Beat Fatman lethally and do not meet Jennifer nor diffuse the bomb in the Shell 1 Core, B1 Hall. | ||
+ | - **[Bad Ending]** Beat Fatman non-lethally and do not meet Jennifer nor diffuse the bomb in the Shell 1 Core, B1 Hall. | ||
+ | - **[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: | ||
+ | |||
+ | - Japanese | ||
+ | - French, Italian | ||
+ | - Spanish | ||
+ | - 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: | ||
+ | ^Rooms^English^French^German^Italian^Japanese^Spanish^Korean^ | ||
+ | |Strut A Roof |6 |5 |6 |5 |4 |6 | | | ||
+ | |Strut F Warehouse | ||
+ | |Strut E Heliport #1 |5 |4 |5 |4 |4 |4 | | | ||
+ | |Strut E Heliport #2 (Lethal Fatman) | ||
+ | |Strut E Heliport #2 (Non-Lethal Fatman)|6 |5 |6 |5 |5 |5 | | | ||
+ | ^Total (Lethal Fatman) | ||
+ | ^Total (Non-Lethal Fatman) | ||
+ | |||
+ | ===Good Ending: | ||
+ | ^Rooms^English^French^German^Italian^Japanese^Spanish^Korean^ | ||
+ | |Strut A Roof |6 |5 |6 |5 |4 |6 | | | ||
+ | |Strut F Warehouse | ||
+ | |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) | ||
+ | |Strut E Heliport #2 (Non-Lethal Fatman)| | ||
+ | ^Total (Lethal Fatman) | ||
+ | ^Total (Non-Lethal Fatman) | ||
+ | |||
+ | ===Retirement Ending: | ||
+ | ^Rooms^English^French^German^Italian^Japanese^Spanish^Korean^ | ||
+ | |Strut A Roof #1 |6 |5 |6 |5 |4 |6 | | | ||
+ | |Strut A Roof #2 |2 |2 |2 |2 | |2 | | | ||
+ | ^Total | ||
+ | |||
+ | ======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. | **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. | ||
Line 13: | Line 66: | ||
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. | 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:__** | ||
+ | |||
+ | * The basic route is fairly straightforward, | ||
+ | |||
+ | **__Strut A Pump Room:__** | ||
+ | |||
+ | * Go down the stairs and stick right, through the door to the FA Connecting bridge. | ||
+ | |||
+ | **__FA Connecting Bridge: | ||
+ | |||
+ | * Take the stairs down to avoid the cyphers then go back up again from the other side. Use Stair Glides as much as possible. | ||
+ | * The guard will shoot you and run away to call for backup. Fire two M9 shots in third-person and he should fall asleep before the alert goes off. | ||
+ | * Roll into the door to save a bit of time as well. | ||
+ | |||
+ | **__Strut F Warehouse: | ||
+ | |||
+ | * Go by the guards left side, he shouldn' | ||
+ | * If you plan on using the M9 in the coming rooms, keep it equipped before meeting Ames so that it remains on previous. | ||
+ | |||
+ | **__EF Connecting Bridge:__** | ||
+ | |||
+ | * Unlike the Plant Chapter, the EF Connecting Bridge does not have claymore mines to worry about. However there are still cyphers overlooking the bridge. There are a couple of ways to go through this room, either avoiding the cypher' | ||
+ | * M9 Route: Don't menu any weapon other than the M9 that is on your previous from the prior room. When you reach to the end of the northern part of the EF Connecting Bridge, roll to avoid being spotted by the Cypher. | ||
+ | {{youtube> | ||
+ | * USP Route: From NONE, menu the USP (this is to maximize stair glides later on). Take out the northern cypher in either third person or first person (see video below). | ||
+ | {{youtube> | ||
+ | |||
+ | **__Strut E Parcel Room:__** | ||
+ | |||
+ | * < | ||
+ | | ||
+ | * < | ||
+ | |||
+ | * < | ||
+ | |||
+ | |||
+ | **__Strut E Heliport: | ||
+ | |||
+ | * Depending on your menus, you should have NONE on your previous, use this to stair glide. | ||
+ | * When you approach over two-thirds up the final staircase, roll and crash into the stairs while equipping the coolant at the same time for better menu-ing later on. | ||
+ | |||
+ | **__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:__** | ||
+ | |||
+ | * < | ||
+ | |||
+ | * < | ||
+ | |||
+ | * The D-Mic is located in the locker room. It is inside the 2nd left-most locker from the south. | ||
+ | |||
+ | **__Shell 1 Core, B1:__** | ||
+ | |||
+ | * Head to the hall. Unlike the main game, you do NOT have to use the Retinal Scanner and the door in unlocked. | ||
+ | |||
+ | **__Shell 1 Core, B1 Hall:__** | ||
+ | |||
+ | * Similar to the main game, the player needs to use the D-Mic to call out at a specific hostage. In Snake Tales, that hostage is Jennifer. Jennifer' | ||
+ | |||
+ | **__Shell 1 Core, B1:__** | ||
+ | |||
+ | * Head to the elevator and take it down to the computer room. | ||
+ | |||
+ | **__Shell 1 Core, B2 Computer Room:__** | ||
+ | |||
+ | * In this room, diffuse the bomb in the computer room then leave back to the elevator and head to the first floor. There' | ||
+ | | ||
+ | * < | ||
+ | |||
+ | {{youtube> | ||
+ | |||
+ | * < | ||
+ | |||
+ | **__Shell 1 Core, 1F:__** | ||
+ | |||
+ | **__EF Connecting Bridge:__** | ||
+ | |||
+ | **__Strut E Parcel Room:__** | ||
+ | |||
+ | * < | ||
+ | |||
+ | * < | ||
+ | |||
+ | **__Strut E Heliport: | ||
+ | |||
+ | * When you approach over two-thirds up the final staircase, roll and crash into the stairs while equipping the coolant at the same time for better menu-ing later on. | ||
+ | |||
+ | **__Boss Fight: Fatman__** | ||
+ | ======Retirement Ending===== | ||
+ | |||
+ | **Strut A Roof:** | ||
+ | |||
+ | * From the start, roll back into the elevator and that's it! | ||
+ | * Make sure you play on the optimal language depending on your platform. | ||
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