Difference between revisions of "Metal Gear Solid 2: Sons of Liberty/Tanker"

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== Optimal Routes ==
 
== Optimal Routes ==
  
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# Deck B crew's quarters -> east door
 
# Deck B crew's quarters -> east door
 
# Deck A crew's lounge -> west hatch
 
# Deck A crew's lounge -> west hatch
# Deck A crew's quarters -> east hatch
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# Deck A crew's quarters -> west hatch
 
# Aft Deck -> west hatch
 
# Aft Deck -> west hatch
 
# Deck A crew's quarters -> east door
 
# Deck A crew's quarters -> east door
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# Equip a box to run underneath it.
 
# Equip a box to run underneath it.
 
# Run past, very close to the southern line of marines.
 
# Run past, very close to the southern line of marines.
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* Hold 2 progression via left side
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The normal route for Hold 2 is to travel along the right side of the area. The left side has two metal boxes with marines standing very close.
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 +
While the marines are looking to the right, if you squeeze past them, you'll touch them and they'll turn clockwise to look south. As long as you don't stick around this is no problem. Alternatively, do a running hold-up and they'll lean forward enough for you to squeeze through without touching them.
  
 
* Hold 1/2 upper exits
 
* Hold 1/2 upper exits
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* MARINES photo from distance
 
* MARINES photo from distance
You can take the MARINES photo from the same location you would take the front-right photo from (near the computer). If you look closely you should be able to see the white logo on a circular area at the left side of Ray. Stay zoomed out and take a photo centred on the logo.
+
You can take the MARINES photo from the same location you would take the front-right photo from (near the computer). First, make sure that you are behind the metal box. If you look closely you should be able to see the white logo on a circular area at the left side of Ray. The box should be right in front of you while you're pointing at it. Stay zoomed out and take a photo centred on the logo.
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* Crawlspace clip
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No real use has been found for this glitch yet. Find a spot where, tight to one corner of the wall is a crawlspace, and the other side is long enough to press against it and slide /away/ from the corner. Press against it, crouch, and start to slide away, then tap R2 repeatedly as quickly as possible to equip/unequip your weapon. Snake will start to move in the opposite direction, and into the crawlspace. Once you're far enough, you'll clip through or on top of the obstacle if there was one, or will go out of bounds.

Latest revision as of 18:52, 22 November 2012

Optimal Routes

Any%

  • VE/Easy/Normal
  1. Aft Deck -> east hatch
  2. Deck B crew's quarters -> west stairs
  3. Deck C crew's quarters -> north stairs
  4. Deck D crew's quarters -> south stairs
  5. Deck E the bridge -> west hatch
  6. Navigational deck port side (Olga)
  7. Navigational deck wing -> west hatch
  8. Deck E the bridge -> south stairs
  9. Deck D crew's quarters -> north stairs
  10. Deck C crew's quarters -> west stairs
  11. Deck B crew's quarters -> east door
  12. Deck A crew's lounge -> downstairs east door
  13. Engine room -> northwest hatch
  14. Deck 2 port -> east hatch
  15. Deck 2 starboard -> south exit
  16. Deck 2 starboard (Soldiers)
  17. Hold 1 -> northwest door
  18. Hold 2 -> northwest door
  19. Hold 3 -> computer
  • Hard/Extreme/EE
  1. Aft Deck -> west hatch
  2. Deck A crew's quarters -> east door
  3. Deck A crew's lounge -> upstairs east door
  4. Deck B crew's quarters -> west stairs
  5. Deck C crew's quarters -> north stairs
  6. Deck D crew's quarters -> south stairs
  7. Deck E the bridge -> west hatch
  8. Navigational deck port side (Olga)
  9. Navigational deck wing -> west hatch
  10. Deck E the bridge -> south stairs
  11. Deck D crew's quarters -> north stairs
  12. Deck C crew's quarters -> west stairs
  13. Deck B crew's quarters -> east door
  14. Deck A crew's lounge -> downstairs east door
  15. Engine room -> northwest hatch
  16. Deck 2 port -> east hatch
  17. Deck 2 starboard -> south exit
  18. Deck 2 starboard (Soldiers)
  19. Hold 1 -> northwest door
  20. Hold 2 -> northwest door
  21. Hold 3 -> computer

100%

  • Extreme
  1. Aft Deck -> west hatch
  2. Deck A crew's quarters -> east door
  3. Deck A crew's lounge -> upstairs east door
  4. Deck B crew's quarters -> west stairs
  5. Deck C crew's quarters -> north stairs
  6. Deck D crew's quarters -> south stairs
  7. Deck E the bridge -> west hatch
  8. Navigational deck port side (Olga)
  9. Navigational deck wing -> west hatch
  10. Deck E the bridge -> west hatch
  11. Navigational deck wing -> east hatch
  12. Deck E the bridge -> south stairs
  13. Deck D crew's quarters -> north stairs
  14. Deck C crew's quarters -> west stairs
  15. Deck B crew's quarters -> east door
  16. Deck A crew's lounge -> west hatch
  17. Deck A crew's quarters -> west hatch
  18. Aft Deck -> west hatch
  19. Deck A crew's quarters -> east door
  20. Deck A crew's lounge -> downstairs east door
  21. Engine room -> northwest hatch
  22. Deck 2 port -> east hatch
  23. Deck 2 starboard -> south exit
  24. Deck 2 starboard (Soldiers)
  25. Hold 1 -> upper northeast door
  26. Hold 2 -> upper northeast door
  27. Hold 3 -> southeast door
  28. Hold 2 -> southwest door
  29. Hold 1 -> northwest door
  30. Hold 2 -> northwest door
  31. Hold 3 -> computer

Tricks

  • Projector avoidance

Methods of dealing with the projector:

  1. Crawl under it (yeah, right).
  2. Press Tr next to the box to turn the guards around, and use the other exit.
  3. Equip a box to run underneath it.
  4. Run past, very close to the southern line of marines.
  • Hold 2 progression via left side

The normal route for Hold 2 is to travel along the right side of the area. The left side has two metal boxes with marines standing very close.

While the marines are looking to the right, if you squeeze past them, you'll touch them and they'll turn clockwise to look south. As long as you don't stick around this is no problem. Alternatively, do a running hold-up and they'll lean forward enough for you to squeeze through without touching them.

  • Hold 1/2 upper exits

You can make it to the upper exits with Lv.1 grip. You must have full Life.

  • MARINES photo from distance

You can take the MARINES photo from the same location you would take the front-right photo from (near the computer). First, make sure that you are behind the metal box. If you look closely you should be able to see the white logo on a circular area at the left side of Ray. The box should be right in front of you while you're pointing at it. Stay zoomed out and take a photo centred on the logo.

  • Crawlspace clip

No real use has been found for this glitch yet. Find a spot where, tight to one corner of the wall is a crawlspace, and the other side is long enough to press against it and slide /away/ from the corner. Press against it, crouch, and start to slide away, then tap R2 repeatedly as quickly as possible to equip/unequip your weapon. Snake will start to move in the opposite direction, and into the crawlspace. Once you're far enough, you'll clip through or on top of the obstacle if there was one, or will go out of bounds.

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