mgs2euex

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
mgs2euex [2022/01/17 15:53] – [Deck-B, crew's quarters, port] Needs video PlatonicGuymgs2euex [2022/02/15 18:01] (current) – [Shell 1 Core, 1F] Moved Jess Aether's video from Tutorials PlatonicGuy
Line 56: Line 56:
  
 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.
 +
 +  * <html> For strategies that are different based on Game Over If Discovered, they will be noted with this tag: <span style="color:Orange">GOID</span><br></html>
  
   * For more information on the differences, visit the [[https://metalgearspeedrunners.com/wiki/doku.php?id=mgs2_faq#game_mechanics | MGS2 FAQ]] page.   * For more information on the differences, visit the [[https://metalgearspeedrunners.com/wiki/doku.php?id=mgs2_faq#game_mechanics | MGS2 FAQ]] page.
Line 119: Line 121:
 Head up the stairs and to the door on the right. Head up the stairs and to the door on the right.
  
-It is possible to also stair glide here for a small timesave+It is possible to also stair glide here for a small timesave
 + 
 +   * <html><span style="color:Orange">GOID</span> Skip the cutscene and head left. Line Snake up with where the plant meets the wall and look north east. Aim in and shoot to tranq the enemy in the heart.<br></html> 
 + 
 +{{youtube>A6QHTKlsoX0?large}} 
 + 
 +You can also use this strategy if you aren't comfortable with the NGOID strat.
  
 ====Deck-B, crew's quarters, starboard==== ====Deck-B, crew's quarters, starboard====
Line 127: Line 135:
 Head up the stairs in the western section of this room. Head up the stairs in the western section of this room.
  
 +It is possible to skip the cutscene by distracting the guard. This is a bit precise though.
 +
 +{{youtube>AeGQ-5_qdfo?large}}
 ====Deck-C, crew's quarters, port==== ====Deck-C, crew's quarters, port====
  
Line 239: Line 250:
   - You'll know this is the case when the top-left guard says "What's that?"   - You'll know this is the case when the top-left guard says "What's that?"
   - When the top-left guard spots you, roll into his shot then fire at his radio with the M9.   - When the top-left guard spots you, roll into his shot then fire at his radio with the M9.
 +
 +  * <html><span style="color:Orange">GOID</span> This strategy is quite precise. If you're too slow the guard will notice you on the way to check the guard, if you're too fast he will not notice you at all which turns into slow engine room. - Credit to Azu<br></html>
 +
 +{{youtube>TnSGPqnijmY?large}}
 +
 ====Deck-2, port==== ====Deck-2, port====
  
Line 259: Line 275:
 This guide will only focus on the standard strategy for Guard Rush. Please refer to the [[https://metalgearspeedrunners.com/wiki/doku.php?id=mgs2_boss_guard_rush | MGS2 Boss Fight: Guard Rush]] page for more advanced strategies and information on the fight. This guide will only focus on the standard strategy for Guard Rush. Please refer to the [[https://metalgearspeedrunners.com/wiki/doku.php?id=mgs2_boss_guard_rush | MGS2 Boss Fight: Guard Rush]] page for more advanced strategies and information on the fight.
  
 +The final three guards can be killed lethally and it will not count as kills if the fight ends before their bodies despawn.
 +
 +  * <html><span style="color:Red">Any Rank:</span> Shooting the guards in their hearts is a one shot kill and their bodies will despawn the fastest this way, resulting in the fastest way to get through this fight. <br></html>
 +
 +  * <html><span style="color:Cyan"> Rank 1, </span><span style="color:Aquamarine">Sons of Liberty and Substance (PlayStation 2):</span> For the final three guards, tranqualize the first one then use the USP to kill the other two. This way the kill count will remain at zero if executed correctly. <br></html>
 ======Tanker: Holds====== ======Tanker: Holds======
  
Line 265: Line 286:
 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's speech reaches 6:42, or the guard further left will start moving up and notice you. If you're too slow you can wait for him to move out of sight. 
 + 
 +   *__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>OVBg9GqEUrk?large}} 
 + 
 +**__Right 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]] - 
 +   - 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't require any adjustment for the far right 2 guards. 
 + 
 +{{mgs2:Hold1RightLine.png?580&nolink}} {{mgs2:hold1rightline3.png?580&nolink}} {{mgs2:hold1rightline2.png?580&nolink}}
  
-The standard strategies for this room all involve the use of Ladder GlitchPlease visit the [[https://metalgearspeedrunners.com/wiki/doku.php?id=mgs2_ladder_glitch | MGS2 Ladder Glitch for more information]].+   *__Hold No.2__ 
 +   - 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>sjP6gNJqn9s?large}}
  
 ====Hold No.3==== ====Hold No.3====
Line 311: Line 364:
 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.
  
-* <html><span style="color:Cyan">Rank 1 (Safe):</span> 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. <br></html>+  * <html><span style="color:Cyan">Rank 1 (Risky):</span> Head south and cartwheel over the first noisy floor. Then catch his attention by walking over the second. Cartwheel into him then head into the Strut B Transformer Room. <br></html>
  
 +{{youtube>cy03NRHsn0c?large}}
 +
 +  * <html><span style="color:Orange">GOID:</span> 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. <br></html>
 ====Strut B Transformer Room==== ====Strut B Transformer Room====
  
Line 325: Line 381:
 Head north into towards the trigger for the Stillman cutscene. Head north into towards the trigger for the Stillman cutscene.
  
-  * <html><span style="color:SandyBrown">New Game:</span> The Stillman cutscene is unskippable, resulting in several minutes of timeloss. Avoid playing on this option.<br></html>+  * <html><span style="color:SandyBrown">NG:</span> The cutscenes explaining how to use the Coolant Spray and Sensor A are unskippable, resulting in several minutes of timeloss. Avoid playing on this option.<br></html> 
 + 
 +  * <html><span style="color:SandyBrown">NG+ and NG++:</span> The cutscenes explaining how to use the Coolant Spray and Sensor A are skippable.<br></html> 
  
 ======Big Shell: Bomb Disposal Segment (Part 1)====== ======Big Shell: Bomb Disposal Segment (Part 1)======
Line 339: Line 398:
 ====Strut C Dining Hall==== ====Strut C Dining Hall====
  
 +Head towards the woman's bathroom. While cartwheeling, prepare your menus by equipping the Coolant Spray then the Socom.
 +
 +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.
 +
 +  * <html><span style="color:Cyan">Rank 1 (Risky):</span> Similar to the strategy above, but instead of turning around the guard, hold him up. As you leave, fire two spaced-out shots into the guard to avoid the alert.<br></html>
 +
 +{{youtube>4oWE8CUiIIY?large}}
 ====BC Connecting Bridge==== ====BC Connecting Bridge====
  
Line 413: Line 481:
   * <html><span style="color:Aquamarine">PAL50:</span> Cyphers turn around significantly slower, making buffering or shooting out the northern cypher unnecessary. <br></html>   * <html><span style="color:Aquamarine">PAL50:</span> Cyphers turn around significantly slower, making buffering or shooting out the northern cypher unnecessary. <br></html>
  
 +{{youtube>V7_-qEmEEmA?large}}
 ====Strut E Parcel Room==== ====Strut E Parcel Room====
  
Line 574: Line 643:
  
 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.
 +
 +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>939KdBWJA58?large}}
  
 ====Strut F Warehouse==== ====Strut F Warehouse====
Line 601: Line 674:
   * <html><span style="color:Cyan">Rank 1</span><span style="color:Yellow"> (Hold The Elevator Strategy):</span> 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. <br></html>   * <html><span style="color:Cyan">Rank 1</span><span style="color:Yellow"> (Hold The Elevator Strategy):</span> 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. <br></html>
  
-{{youtube>cp18scopwco?large}}+{{youtube>cp18scopwco?large}} {{youtube>RnDNctRgskg?large}}
  
 ====Shell 1 Core, B2 Computer Room==== ====Shell 1 Core, B2 Computer Room====
Line 688: Line 761:
  
 Keep heading left then north to exit to the DE Connecting Bridge. Keep heading left then north to exit to the DE Connecting Bridge.
 +
 +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>gFd5gA8Oxoo?large}}
  
 ====DE Connecting Bridge==== ====DE Connecting Bridge====
Line 697: Line 774:
 ====Strut D Sediment Pool==== ====Strut D Sediment Pool====
  
 +Head towards the northern door. 
 +
 +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>jupoZk3WIoI?large}}
 ====Shell 1-2 connecting bridge==== ====Shell 1-2 connecting bridge====
  
  • mgs2euex.1642434812.txt.gz
  • Last modified: 2022/01/17 15:53
  • by PlatonicGuy