Metal Gear Solid 2: Sons of Liberty (Part 2)
- July 25, 2003 15:24 PM PST
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1. WEAPON LOCATIONS
There's a lot of backtracking involved during Metal Gear Solid 2, and often it's in order to collect a new weapon or item. Here's a list of important weapons and items you can acquire and whether you'll need a Card Key to get them.
Tanker Chapter
| Weapon/Item: | Location: |
| Box 1 | Deck-D, Crew's Quarters |
| SOCOM | Navigational Deck, Wing |
| Thermal Goggles | Navigational Deck, Wing |
| Wet Box | Navigational Deck, Wing |
Plant Chapter
| Weapon/Item: | Location: | Card Key: |
| AK-74u | Strut F Warehouse, B1 | Level 2 |
| AK Suppressor | Shell 1-2 Connecting Bridge | |
| Body Armor | Shell 2 Core, B1 Filtration Chamber No. 1 | |
| Box 1 | Strut A Pump Facility | Level 1 |
| Box 2 | Strut F Warehouse | Level 1 |
| Box 3 | Strut E Heliport | |
| Box 4 | Shell 1 Core, B2 Computer Room | |
| Box 5 | Strut E Parcel Room, 1F | |
| Digital Camera | Strut E Parcel Room, 1F | Level 5 |
| M4 | Strut F Warehouse | Level 2 |
| M9 | Strut F Warehouse | |
| Microphone | Shell Core, B2 Computer Room | |
| Mine Detector | Strut E Parcel Room, 1B | |
| Nikita | Shell 2 Core, B1 Filtration Chamber No. 1 | |
| NVG | Shell 2 Core, B1 Filtration Chamber No. 1 | |
| PSG1 | Strut F Warehouse | Level 3 |
| PSG1-T | Shell 2 Core, B1 Filtration Chamber No. 1 | |
| PSG1-T | Strut F Warehouse | Level 3 |
| RGB6 | Strut F Warehouse | Level 3 |
| SOCOM | Strut B Transformer Room | |
| SOCOM Suppressor | Strut F Warehouse | Level 1 |
| Stinger | Shell 1-2 Connecting Bridge | |
| Thermal Goggles | Shell 1 Core, B1 |
2. SHAVING SNAKE
At the start of the Plant Chapter, in Strut A Deep Sea Dock, hang over the railing by the pool and move over until you can enter the caged area. Take the razor.
When you meet up with Pliskin in Strut B Transformer Room, you get an extended cinema, and his stubble will gradually disappear as the game progresses.
3.DIRTY TRICKS
No Reply at All: You can deprive various guards of communication with other guards. Simply shoot out their walkie-talkies and they can't call for reinforcements if you're spotted. Guards keep walkie-talkies on their belt. The PSG1-T and M9 are the weapons of choice for disabling communicators.
Point-Blank Claymore Drop: If you anesthetize an enemy and don't want to take the time to take him out with a firearm, simply stand over him and plant a claymore mine. The mine will detonate immediately upon "plantation" and take the enemy out with a single blast. Nasty, but quite effective.