Konami's highly anticipated action thriller...avec la sexy art. T A C T I C A L E S P I O N A G E A C T I O N %@@ @@ @@@ @@@% @@ @% %@@% @@@ @@ @@@% %@@@ @@@ %@ %@ @@@ %%% %@@ @@ @% @% %@@ @% @ %@ @% %@@ @ %@ @ %@ @ @ %@ %@ @ @% % % %@@%@@ @@@ @% @ %@ @% @ @@@ @ %@ @@@ %@% @ @ %@ %@ @ @@ % %@%@%@ @% @% @@@@ @% @%@@ @% @@@@ @ @% %@% @ @ %@ %@ @ @@ % %@ @ @ @% @% @%%@ @% @ %@ @% @%%@ @ %@ @% @ @ @ %@ %@ @ @% % %@ @ @ @@@ @% @ @ @@@ %@@% @@@ @ @ @ %@ @@@% @@@ %@@@%@ @@@ %%% ########################## S O N S O F L I B E R T Y ###################### for Playstation®2 Tactical Espionage Handbook Metal Gear Solid 2 Strategy Guide and Walkthrough Written by AdrenalineSL Version 1.88: Released February 3, 2003 The very latest versions and updates can be found at GameFAQs: http://www.gamefaqs.com _____________________________________________________________________________ This is currently [Version 1.88] of Adrenaline's Metal Gear Solid 2 Strategy Guide. If you find any errors, please report them to the author immediately! Thanks! Contact me: toiletrabbit(at)hotmail(dot)com Metal Gear Solid 2 is rated "M" for MATURE. After all, this game contains a copious amount of violence, blood, visual tutorials on how to snap someone's neck, wooly armpits and so on and so forth. Screw it. Who am I kidding? No one listens to me nowadays. * This Metal Gear Solid 2 FAQ/Walkthrough is intended for the US Release. If you own either the PAL or the Japanese version, then this guide may not fully benefit you. For this, I have accommodated a new section called "US- to-PAL Changes" as reference for both US version and PAL owners alike. PAL owners should definitely read that section before the rest of the guide. * This is not a plot synopsis. I am comfortably certain that you are *NOT* part of the MGS staff or Hideo Kojima, especially when you're e-mailing me from an AOL account. So shoo, guys. * Lastly, please do NOT send ANYMORE CONTRIBUTIONS. Corrections are welcome, though. Any "Useless Trivia" contributions will be deleted immediately. ------------------------------------- --- HOT! HOT! (Version History) --- ------------------------------------- Version 1.65 | July 31, 2002 One last update. I expect I will not touch this document again. Ever. Unless a glaring error is pointed out to me, which I will honor immediately. I spent this version cleaning up the writing in some places--mainly the basics and the walkthrough, so you may notice some changes. I want to apologize to everyone who has e-mailed me in the last 5 months before July 7, 2002 because I somehow managed to screw up my hotmail account. I stored a lot of contributions and have now lost 80% of them. I salvaged only a few e-mails. So if you've e-mailed me and I have not replied, please send me your message again. Sorry again. Thanks for reading, everyone! Version 1.6 | April 20, 2002 In this update, I've cleaned out as many errors as I could find. Also removed some false information. Many Frequently Asked Questions were added to the FAQ section. If you cannot find your answer in the walkthrough, the FAQ is bound to have your answer (I dearly hope so). In addition, some more changes were added to the US-to-PAL section. It's taken me almost a month to get this update out. And in case any of you have ignored the note at the top: do not send anymore contributions! My brain hurts. Version 1.58 | March 23, 2002 Thank you all so kindly for flooding my inbox with the same stuff. Now that that's out of the way, everything should be in tip-top shape as far as the differences between the US and PAL versions are concerned. How you say? Why, I've created a new section, of course. It's listed as "US-to-PAL Changes", found under the Appendices chapter. I've also went over certain sections of the guide and edited stuff. Ya know, like stuff. Major thanks to Manwards and a bunch of other people for this update's additions. And of course, myself, for putting up with the swarm of complaints, and putting off this update 'til now without losing my sanity. Version 1.54 | March 5, 2002 Another update of zero importance. Just wanted to clean up a few things before the European release of this game. I've re-written certain parts of the introduction to make the guide more "cheerful". For some reason, I sometimes get "hesitant" e-mails (Why is that? Do I scare you?). So, no more b****ing from me. I just have a guilty feeling in the pit of my stomach, yet no one e-mails me about it. Besides that, I've caught up on some neat contributions that were just screaming to jump in this FAQ. Now...je suis tout raplapla parce que j'ai mal dormi. So the update stops short. For those French-literate folks, excuse the infinite amount of errors in just that one sentence. Pardon-moi! Ok, I gotta stop my pathetic attempts. Version 1.52 | February 14, 2002 Happy Valentine's Day, everyone! Just popped in with some other refinements-- the Extreme Boss strategies, mainly. Also, a very frequently asked question was added to the bunch. You CANNOT save Emma!!! Ok?! Whew. That's all, folks! Huhuhuhuhu. Version 1.5 | February 8, 2002 I got the chance to talk with Morph, the author of the Extreme mode FAQs, the other day. With his help, I've improved upon the Extreme mode boss strategies. He's granted me permission to use tips from his FAQ. The purpose of this update was to refine some parts of the guide, make a few corrections, polish the boss strategies and add a few more contributions. Also, I've moved the Item and Weapon section to Chapter 2 for convenience. There are still a few more contributions in my mailbag--those need to be looked into before they will be added to the FAQ. Well, it's about 1AM here, now so if there are any awkward sentences and stupid errors, blame um, that guy over there. Version 1.41 | January 22, 2002 My e-mail address is now (more) open for questions. I will answer you as long as it's not in the guide. Just finished proofreading the guide and cleaned up the remaining errors (I did my best, anyway). All contributions have finally been caught up. The guide is now more complete than ever, and unless anything else comes to light, it's unlikely that there will be any more major updates. Version 1.3 | January 20, 2002 The guide is now officially complete. Dog Tags, Secrets, Hard-Extreme Notes and Fun Stuff--they're all complete. The Boss Guide has been patented with Hard and Extreme strategies. I also gave the walkthrough a slight facelift so you could find each area section more easily. Some contributions have been looked over and added in (not all, but most). I apologize to those who have sent me something and I have not added it in. I can't afford to add every single one. I'll have the next version up and running with the remaining contribution backlog cleared out (over 80). A perusal of the guide is pending for grammar errors and such. Look forward to that shortly. I wrote a lot of the new stuff while I was half-asleep, so please excuse the many drunk errors. ^_^ Enjoy the new version! Version 1.1 | January 3, 2002 Bless the 50+ people who e-mailed me for the same BDU correction, and then adding the same note about their having been in the military. Thank you all. Although I've only credited 3 people with this because they were the first of millions to e-mail me. Anyway, finished Boss Guide, added contributions, and started Dog Tags section. Any questions? No? Good. Keep it that way! Version 1.05 | December 16, 2001 Well, a reader that e-mailed me today brought this my attention. I've just finished proofreading the entire guide. It was well worth it. I found so many mistakes, I could write a book entitled "Grammar-don'ts for Dummies". I did my absolute best to clean those out. But after staring at the screen for 2 straight hours, my brain hurts and my eyes are tired. I didn't want to add any more hours to this session by updating the guide with more info. Sorry! I PROMISE the next update will be refreshed with new stuff! Version 1.03 | December 15, 2001 What's this??!! Another update so soon?! :) As you can probably see, it's not a huge update. Just popped in and finished the Items section. Another update won't be happening for a while, so now is good. Version 1.0 | December 14, 2001 After watching Harry Potter, I had wanted to try flying on my own broomstick, but obviously that didn't go too well. So that explains the huge delay on my updates...Ok, so that wasn't a really great excuse. The long wait for Version 1.0 was well worth it. The walkthrough is now complete and several new sections have been opened and others have been completed. Check out the Table of Contents. Unfortunately, the Dog Tag section will have to wait. I'm going to go play the game over again to make new sections and hopefully, create a little plot section. Enjoy the first complete version of the guide! Version 0.5 | November 24, 2001 So the expected update was a little late. At least I've gotten further than I would have. The walkthrough will be finished in the next version for sure. That's all I've been working on, so other sections are incomplete or haven't even been created yet. Walkthrough up to defusing the 5th or 4th bomb. Who cares. Also, I've added some contributions. Others are still sitting around in the inbox. Will get to those later. Version 0.3 | November 17, 2001 "Adrenaline, you oaf!" I know, I know. Too many projects at once is insanity, but I'm here now and you can't do a thing about it! Haha! Anyway, I got a lot of stuff done, even though it may not seem like it. It took 5 hours of my life to type all this crap, so appreciate it or break yo'self. Anyway, as with all my FAQs, the first versions are always crap, so don't expect much. The walkthrough is _almost_ nonexistent. But the next update should be further than where it pathetically is now. If you see huge errors, don't send about a million rude e-mails about why I'm better off working at McDonalds or something. _____________________________________________________________________________ |_________________________________TABLE OF__________________________________| |-------------------------------------CONTENTS------------------------------| 01. Introduction 02. Chapter 1: Basics & Lists Basic Controls System Dissection Actions Items Weapons Infiltration Logic 03. Chapter 2: Walkthrough Tanker Part One Part Two Plant Part Three Part Four Part Five Part Six Part Seven Hard-Extreme Notes 04. Chapter 3: Appendices Boss Guide Dog Tags Item Locator Weapons Locator Node Locator US-to-PAL Changes 05. Chapter 4: Secrets & Easter-Eggs Secrets Fun Stuff Campbell Gibberish Song Lyrics 06. Chapter 5: Outro Frequently Asked Questions Legal Junk Sources Credits, Plugs, and Extra Junk Contributor Credits Closing Statement _____________________________________________ -WALKTHROUGH NAVIGATION GUIDE- The walkthrough featured in this guide has been split into seven sections and I've created this little navigation guide to help direct you to your rightful place without searching through the masses of text. Please read the parts carefully and use Ctrl + F whenever necessary. * Part One: Beginning of Tanker to the Engine Room, right before entering Deck-2 area. * Part Two: From blasting the control units at the Deck-2 entrance to the end of the Tanker. * Part Three: Beginning of Plant to the end of BC Connecting Bridge (where you first met Fortune). * Part Four: Strut C, Dining Hall (where you meet Peter Stillman) to defeating Fatman. * Part Five: After Fatman's grand finale to the end of infiltrating the Shell 1 Core. * Part Six: Excursion to the Shell 1-2 Connecting Bridge and eventually to Shell 2 Core to save Emma from Vamp. * Part Seven: Starting from after the 2nd Vamp fight to the end of the game. _____________________________________________________________________________ The Gameshark codes have been removed. If you want GS codes, please visit the official Gameshark site or Gamesages.com for them. _____________________________________________________________________________ |¯¯¯¯| 0000111.92899 |¯¯¯¯|-|¯¯¯¯|-|¯¯¯¯|-|¯¯¯¯| 0886660000113 |¯¯¯¯|-|¯¯¯¯| ¯¯¯¯ ¯¯¯¯ ¯¯¯¯ ¯¯¯¯ ¯¯¯¯ ¯¯¯¯ ¯¯¯¯ /// Introduction /// _______________ | LOADING... | 00000000111999666 |¯¯¯¯|-|¯¯¯¯|-|¯¯¯¯| 983300111666 |¯¯¯¯| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯ ¯¯¯¯ ¯¯¯¯ ¯¯¯¯ Metal Gear Solid on the Playstation was a revolution. And afterward, anything at a mere whisper of Metal Gear was viewed with limitless enthusiasm. In some games, you pay attention to every detail. You observe it almost like you would a movie and drink in every facet. Metal Gear Solid 2 falls exactly under that, and that's what makes it so majestic. It offers countless options. Choices are what Metal Gear Solid 2 is all about. Shoot various stuff, and they shatter with astounding physics. The graphics are immaculate. There are certain things you'd pay about as much attention to as you would a pile of old socks, but it's there; it floats and mingles with the air. The plethora of hype has informed you about it. You've went as far as to just purchasing Zone of the Enders to play only the demo; but nothing can prepare you for the surge of adrenaline (no pun intended) that MGS2 takes you on this feat of design and storytelling. Everything on the screen twitches and bounces with life. The concept and the cinematic plot is enthralling. Hideo's latest installment into the series transcends the standards of revolutionary gaming. The ultimate goal for this guide is to provide a comprehensive source for the heart-stopping, stealth-based action game that is Metal Gear Solid 2. Beware! Each event written in this guide is guaranteed to have spoilers slathered all over; look for information you need, bookmark the guide, and get out! Well, I am pretty sure that with each guide/FAQ you look at, you are definitely at risk of ruining your gaming experience. I tried my best to minimize the number of spoilers. It's true that the twists involved would be better placed in a story section than being thrown at you against your will, but sometimes you can't blame me--they just slip out. In short, the intent of this powerful MGS2 guide is to help you through the game with the best possible, yet conceivably easy, methods of play. Although I pray that you would read through the entire thing before giving up. That's the entire reason I wrote this. If worse comes to worse, you may even have to figure out whatever you are having trouble with by yourself and play the game! Also, let me say that I appreciate all those who have actually perused the guide before coming to me, and those who drove me on to continue this. The writing tone may seem scornful (as said by a reader), but I assure you that this was a labor of love, and I'm eternally grateful to all the contributors of the FAQ, whom I owe many of my thanks to. And of course, I can't forget the readers--they are the ones who have helped me arrive at where I am today. If it weren't for any of those fine people, the guide wouldn't have evolved into what it has become. Uh, thanks. At some points in the walkthrough, I will heavily assume you don't need me to tell you to "walk forward" or "open the door". It's quite instinctive. While I may have been a little too strict in directions, it's your job to explore and then consult my guide for help. Well, we've gotten that out of the way; I'm sure you're sick of my prelude by now, so yeah. |¯¯¯¯| 0000111.92899 |¯¯¯¯|-|¯¯¯¯|-|¯¯¯¯|-|¯¯¯¯| 0886660000113 |¯¯¯¯|-|¯¯¯¯| ¯¯¯¯ ¯¯¯¯ ¯¯¯¯ ¯¯¯¯ ¯¯¯¯ ¯¯¯¯ ¯¯¯¯ /// Chapter 1: Basics & Lists /// _______________ | LOADING... | 00000000111999666 |¯¯¯¯|-|¯¯¯¯|-|¯¯¯¯| 983300111666 |¯¯¯¯| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯ ¯¯¯¯ ¯¯¯¯ ¯¯¯¯ Wait a minute! Can't you find this information in the instruction manual? Hm, THAT is true. But you see, I'm merely expanding on the contents of the manual. I also generously condensed all that info into several topics. That, I believe, is more desirable than perusing an instruction booklet that's equivalent to the size of an encyclopedia. This could prove useful to: those who have lost their manual, those who have one but just can't quite understand the fundamentals, those who like my guides (ok, nobody likes them, everyone LOVES them), those who borrowed this game from Blockbuster, and probably those who have looked past the better things in life to sit down and read this. Controls: ---------- D-Pad - * Navigates character * Moves highlighter on menu screen Left Analog Stick - * Navigates character * Moves highlighter on menu screen Right Analog Stick - * Changes Camera Angles Circle Button - * Confirms selections * Punch-punch-twirling kick combo Cross Button - * Cancels selections * Press once to crouch; twice to engage in crawl position * Press while running to roll Triangle Button - * Action button (open doors, climb, etc.) Square Button - * Attack button (shoot, throw, strangle, etc.) L1 Button - * Aims L2 Button - * Opens Item inventory * Quick equip item R1 Button - * Goes into first-person view R2 Button - * Opens weapons & equipment menu START Button - * Pauses game * Help Stuff SELECT Button - * Opens Codec screen ______ ______ /__/\__\_____________________________________________________________/__/\__\ \__\/__/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\__\/__/ ___________________ | System Dissection | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Learn about the basics of Metal Gear Solid 2, and how to get started. I'll strip each segment down for easier comprehension of the game basics. _______________________________ / DIFFICULTY MODES /***/ / ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Metal Gear Solid 2 features a non-exclusive option, which allows the player to select a difficulty setting that conforms to his game-playing abilities. Here's a quick breakdown. The option to choose the level of difficulty becomes available as soon as New Game is selected. The only significant difference between the modes is having less or more guards on duty. Other minor disparities include the capacity of items and the degree of handicaps. An example of a handicap is exhibited in Hard difficulty: getting discovered by a guard dictates an instant game over. It's over for you, bub. Go back to the drawing board. Huss! Boo! Get off the stage! According to the manual and my experience, you can actually switch that option on or off. It pretty much depends on your preference. I'm very verbose if you haven't already noticed. Basically, four difficulty modes will be laid out on the screen for you to choose from. These modes range from Very Easy to Hard (and Extreme). I won't go into TOO much detail, for the sake of brevity. Ok, here's the real breakdown: * Very Easy * Simple stuff. Very few guards will be patrolling the areas you will try to infiltrate. Not to mention that you have a bigger capacity for items, but you'll have the same life bar length as you would have in any mode. In the Plant Chapter, radar maps will automatically be downloaded upon entering a new area. Also, if you leave an area during Alert mode, it will be canceled upon entering a new area. * Easy * Insert words where you see fit. Easy speaks for itself. Actually, they all speak for themselves! But anyway, just a _tad_ more difficult than Very Easy. If you enter another area during Alert mode, it will be canceled immediately. * Normal * Normal is what you'd generally go for if this is your first walk through the game. The walkthrough in this FAQ will be covering the Normal mode, only because the author is an oafish idiot who can't do anything better than Normal and feels that doing a walkthrough on Easy would appear wussy. * Hard * Ho-hum. Can you say "Holy fruit salad"? Normal was already a wee bit more than I can handle, but unless you pass Hard, you ain't hardcore! I'm somewhat hard-pressed to say that I won't be able to complete this mode without some initial practice with the strangling and mangling part. Not to mention overcoming that extreme paranoia of getting caught by guards. * Extreme * Damn. That pretty much sums it up. But for the sake of acting professional, this mode will definitely induce house-breaking, cup-flying frustration that will haunt you in your sleep. Basically, item storage is minimized, the AI of guards shoots through the ceiling, damage dealt to you is much more agonizing and bosses are disgustingly tough. So it's infiltrate stealthily or be shot in the ass. _____________________________ / GAME CHAPTERS /***/ / ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Metal Gear Solid 2 is composed of two "chapters". The first part of the game takes place on a Marine transport ship that's on its way down the Hudson River. Also known as the "Tanker" chapter. You play as Snake trying to infiltrate the tanker after having learned about a Metal Gear prototype being carried onboard. But things don't go as planned, as Snake helplessly watches the ship being hijacked by Russian soldiers--probably mercenaries. Anyone who has played the demo already has had a taste of this chapter. For reasons you will see as you play through the game, the second part of the game sets its course on a giant offshore facility called the Big Shell. Also known as the "Plant" chapter. The remainder of the game takes place here. You assume the role of a rookie member, who is a part of the special forces unit FOXHOUND. As a "substitute" for Solid Snake, he's been heavily trained to refine his skills through VR training. He has had no previous experience from real-life combat situations. His mission on the Big Shell will be his first. ______________________ / GAUGES /***/ / ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The Life Gauge itself and how it functions is self explanatory, but let's go over what makes the Life Gauge decrease. Getting repeatedly, or even once, impaled by a barrage of bullets, running out of oxygen underwater, getting caught in the midst of an explosion, smoking, and looking at dirty posters for too long (leads to chronic deficiencies) all contribute to a gradual decrease in the character's life gauge, which is shown at the upper left corner. Wow, that was a long sentence. Anything that has to do with hazardous stuff will HURT your characters, ok? They're not invincible just 'cause they are the heroic sprites on your TV. Now, a grip gauge is something else. This gauge indicates how much longer your character can keep his grip on a ledge, rail, himself, etc. Whenever the need for a grip is ordered, the gauge will appear right below the character's health. In the beginning, it depletes like mad, but doing pull-ups will help your character strengthen his biceps, triceps, fore muscles and other muscles for a longer, lasting clutch. When the gauge exhausts itself from overuse, his grasp will loosen, and he will drop. If there is no support whatsoever within the next oh, 100 meters, to break his fall, he will die a heart-wrenching death. ________________________ / BLEEDING /***/ / ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ If Snake's life is excessively being dwindled down either by physical force or by puffing on his tobacco too much and then getting shot, Snake will begin to bleed, leaving large blots of blood on the floor. If this persists, soon the floor will be mottled with dark blood stains, making it obvious to the enemy that someone has invaded their territory. To remedy this and nurse his wounds, simply lie low in one spot for a while. Eventually, the blood will clot and stop flowing. However, if Snake has no possible way to rest and let his wounds heal, use a Bandage to patch up the nasty gash. ____________________________ / COMMON COLDS /***/ / ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ This game is so detailed, it's possible for your character to catch the flu bug. Contracting the flu results from being drenched in the rain for too long or being exposed to coldness for an extended period. You know your character has come down with the flu when he starts to sneeze. Sneezing too often risks alerting guards in the vicinity. Alleviate his symptoms by popping a Medicine, which is a counterpart of Tylenol Cold or something. Sneezing can be caused by other things as well, like getting sprayed with a busted fire extinguisher or scattered flour. In such cases, a Medicine isn't needed. If your character has become seriously ill-stricken, the pill's effect may be negated. However, the nasal decongestant found at the very end of the game can stabilize the symptoms. It's imperative that you administer the medicine after the first sneeze, or as soon as possible. _________________________________ / READING THE RADAR /***/ / ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ To be as simple as possible about understanding the radar, I will try to pound this into your brain harmlessly. Ok, the YELLOW dot is you--Snake, the man, the player. The RED dots are the locations of the guards. While the radar is handy and keeps you well-informed about the surrounding uh, people, what it doesn't do is tell you _exactly_ where they are. In many areas, there will be several levels, or floors. Each floor (depending upon what mode you're playing) could contain a guard that is making his rounds. The radar only shows you that he's there, but it's hard to determine whether he's on the same floor as you until you check. Sometimes these little things can be distinguished by their faint existence on the radar and their "cone's" gradual darkening when you approach them, but the radar isn't extremely reliable. Just keep in mind to always be alert and be weary about the guards around you. Other than the plain dots of human presence, you'll also notice a light being emitted from the dot. The light indicates the approximate range of what the guard is capable of seeing. Make sense? So, if you're outside of his field of vision, you're safe, and the guard won't notice you even if you're in his direct line of vision from afar (this is true as long as you have other obtrusions around the area and you're playing VE, Easy or Normal). However, if your character breaches his vision field, he'll catch him and go into Alert mode. Or, he'll catch a glimpse of a shadow and investigate. The wide field of the "light" also indicates the direction he is facing. The manual calls this the enemy's "cone" since it's shaped like one. But we don't need that fancy shmancy term--the "light" works just as well. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ [OTHER STUFF] Submitted by Kenshiro (Ehren) I've noticed while playing the game (on Normal difficulty, at least--haven't looked into this on easier modes yet) that a guard will indeed notice you even if you're just in his line of sight up to a fair bit of distance outside the cone that represents his field of vision. While it doesn't send the game into Alert Mode, it does make the guard suspicious, and will change the field-of-view cone from blue to yellow (a status already explained in your FAQ). This holds true for sentries posted on walkways/decks above and below you -- even through they may not be able to "see" you according to the radar, line-of-sight still can present problems for Snake in these instances. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ Different colored "lights" express how vigilant the guard is. If it's blue, it's normal, and the guard is just making his routine rounds. If it's yellow, something's got his attention, and he's confused and curious. When this happens, he'll look around, and a question mark will appear above his head. Do this repeatedly and he will go to your current position and investigate if possible. If it's red, your character has been discovered! During Evasion mode or Alert Mode, the radar will not be displayed unless you have chosen a specific kind of radar screen. Once you've cleared the two modes, the radar will pop open again in Caution mode. _____________________ / CODEC /***/ / ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The Codec is the communications device used by Otacon and Snake (and anyone else interacting with your character). Calls are made by inputting special sequences that reach certain people for special reasons. Each Codec code is carefully programmed to reached the recipient safely. It's specially designed to block out any outside attempts to "tap" into the line. Characters in the game will constantly contact you through nanocommunications (aka Codec), which is the basic form of "silent speech". This means that anyone trying to eavesdrop will have no luck since he can't, like, hear the conversation. Memorizing the codes isn't necessary since they will be listed in the Codec book, which you can access by pressing Down on the D-Pad. The process of saving your progress is done through the Codec device. Otacon does it for the first portion of the game, and someone else will become his substitute later. Otacon presents you a different code made strictly for saving only. As you meet more people that can help, they will provide their propriety frequency number for contact. Once you've contacted the person once, the frequency will be listed in the Codec contact book afterward. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ [USELESS TRIVIA] During a Codec conversation with anyone, press the R1 or R2 buttons to listen in on your character's thoughts. You can hear a faint dialogue in the background. They relate to what you're thinking. Often times, they are funny, especially with Pliskin and Emma. Thanks to James Anderson and Michael Overby. Clarification by Matthew. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ _________________________________ / CAUGHT IN THE ACT /***/ / ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Several things occur when you're discovered by a guard. A guard's first instinct would be to shoot your character down, then call for back-up via his radio. When he does, a special seek-and-destroy team will be deployed. These special forces are often equipped with destructive weapons and wear bullet- proof armor to deflect any shots you may endeavor. During this time, you will want to HIDE. When the teams aren't able to find your character, you'll go into Evasion mode. While in Evasion Mode, stay hidden and avoid the cavalry for the time being. If they can't find your character by the time the gauge reaches zero, Caution mode kicks in. In Caution mode, guards are in greater numbers. They will cover every inch of the vicinity and circle the perimeter. It will be very risky to make a move during this time. Just stay put. Once that mode ends, everything will return to normal, and the teams will be called back to their original positions. If your character stirs up a commotion repeatedly in the same area, the Alert Mode gauge will decrease increasingly slower, and the guards will search the area thoroughly. You'd better find a REALLY GOOD hiding spot. Guards are less likely to search lockers... /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ [USELESS TRIVIA] Whenever a guard starts to close in on your character during any playing mode (as in non-Alert and Alert mode), you can hear his heartbeat. It gets louder and beats faster (as any healthy heart would do) as the guard draws nearer. No, this isn't the AP Sensor. This only happens if your character is inside a locker during the time a sentry is nearby. Although the AP Sensor generally works the same way. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ __________________________________ / MANAGING EQUIPMENT /***/ / ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Your inventory is composed of two separate compartments: items and weapons. The Items menu can be opened with L2, while the Weapons menu can be accessed with R2. Hold the buttons down to maintain control of the equipment. Then use either the Analog Stick or D-Pad to cycle across the selective items and weapons. Items or weapons of the same type (like the M9 and USP) are apportioned horizontally, but other times, they are allocated vertically. If you choose to go unarmed, select the box that reads "None". As you find more equipment, they will be added to your character's inventory. When you begin to find more of the same item, it will augment the "same box" until maximum capacity is reached. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ [USELESS TRIVIA] Want to change equipment with the press of a single button? Simply press the L2/R2 button once, and Snake changes over to the last item he's used before he had unequipped it. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ _____________________ / NODES /***/ / ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ A Solition Radar system; a Node must be accessed when you enter a new area to download a map of the region. These terminals are located in various locations of the floating Big Shell plant. Without logging into these Nodes, the radar will not appear. Once you've accessed a Node, it takes you to the Options screen, which you can use to customize settings apt to your own style of gaming. In Very Easy Mode, accessing Nodes isn't necessary since the area maps will be automatically downloaded for you. _________________________ / GAME OVER /***/ / ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Earning a Game Over screen is simple. Have your character rot in a barrage of bullets, jump off a high area, drown, or do anything hazardous that can kill. You will be granted with a Game Over screen upon his demise. Two choices are given: Continue and Exit. They mean what they imply. Continue lets you pick up from the _last_ area you entered. Exit takes you back to the title screen. Whew! I hope what I covered here didn't demand too much from your cerebrum. Slow down, tiger! You know the basics. Now you gotta know the right actions for the right situations. ______ ______ /__/\__\_____________________________________________________________/__/\__\ \__\/__/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\__\/__/ _________ | Actions | ¯¯¯¯¯¯¯¯¯ Snake is fully patented with sick moves to take down bad guys, undetected. New features and abilities have been added to set off a new hobby of stuffing unconscious bodies in lockers. For later parts of the game, Raiden has the same moves as Snake, except he's a bit more...acrobatic. /\ MOVEMENT \/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Where there's choking, there's basic movement. Thanks to the extremely, yet lovely sensitivity of the Dual Shock 2 (well, that really doesn't have much to do with movement. Oh well.), Snake can move as freely as a...free thing... Gently move the analog stick to the desired direction for a Snake-style strut. Violently gear the analog stick all the way to make Snake run! Neat-o! /\ CROUCH/CRAWL/ROLL \/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Whoa! Three actions at once! Snake wish he could. Actually, it's the same button that commands these three actions. Press the Cross button once so Snake could crouch. While he's down there, start moving him around, and he'll start crawling! He can crawl under crevices, tables, shelves, etc. To roll, run and press Cross once to tumble across and pick Snake up for another sprint. Press Cross twice so that at the end of his roll, Snake will be in a crawling position. He can roll through a guard and knock him down. If he tries to flop down a set of stairs, Snake will bang his head up pretty badly. So bad that you'll feel sorry for him. /\ STRAFING \/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Especially useful in open-ground gunfights. With a firearm appointed, hold down the L1 button to start running and shooting at the same time. Doing this allows you to move with your gun cocked. /\ CLIMB/HANG \/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ While facing a rail or something similar, press the Action button (Triangle) to leap over the edge and grab onto the rail. This action is called "hanging". No, not the synonymous meaning of "lynching". This is where the Grip gauge kicks in, if you were reading about that earlier. Press the Cross button to drop back down to the ground (only if it's not a long way down or Snake will go SPLAT!). Press the Action button to climb back onto the railing. Snake can also climb over boxes and any object that is about waist height. /\ CORNER-VIEW MODE \/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Lean Snake's back against the wall and side-step to the corner, then press L2 or R2 to stick his head out to look around. Press L2 to move left and R2 to move right. You could also get a clear view of what's around the corner by just standing at the corner. The camera will adjust so that you could get an idea of what's ahead (or behind). /\ JUMP-OUT SHOT \/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ With a gun equipped, implement the Corner-View mode technique and press the corresponding L2/R2 button to jump-out. Then press the Square button to fire a shot at the unsuspecting guard. After the shot, Snake will spring back and flatten against the wall to avoid confrontation with the guard, if he isn't hugging the floor yet. This is a real neat trick to use when you feel uneasy about sneaking up on the guy. /\ PUNCH/THROW/KNOCK \/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Unarmed fighting. Accost a guard without alerting him and press the Circle button to punch, punch and finish him off with a roundhouse kick combo! Tapping the button repeatedly will initiate the punch-jab-kick chain of attacks. There won't be other variants. Also if you do this to a guard near a rail, the finishing blow will send him flying out to a pitiful (and painful) demise. Cautiously belly up to a guard from behind, nearly touching him, and press the Circle to flip the guard over. If you stick around and try to do it again, he may elude your attempt to embrace him and call for back-up, so be careful when you do this. Sometimes doing this once can leave the guard dazed. When you feel like a sly fox, Snake can knock on the wall to make some noise that will attract the guards. This is really just to lure the guards elsewhere so Snake could move to his destination. But sometimes it could be for stupid fun. Like the deal with the model's bikini area... /\ STRANGLE/HOLD HOSTAGE/DRAG BODY \/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Don't try this at home, kids. It's very unhealthy, especially for your family members. Creep behind a guard when he's not expecting it, and rapidly press the Square button to start choking him. Do it a few times over and Snake will snap his neck. Ouchie. Keep in mind, though, that your character needs to keep still to engage in a choking position. Otherwise, he will just do a chop suey and flip him over. Once Snake has gotten an enemy in his grasp using the strangling method, hold on to him and walk around. He'll drag the guard along with him. This technique enables Snake to hold his victim hostage. Any guards that come along will hesitate to shoot. Beware, if you stay in a single position for too long, the hostage will eventually try to pry himself loose by shaking wildly to loosen your grip. When this happens, press the Square button to discipline him into submission. Careful not to break his neck, though. /\ DRAG BODY/SHAKE BODY \/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Mistakes happen. If you overdo it on the strangling part, the guard will die a painful death and slump to the floor. Press the Square button to pick up his body. Then start moving the Analog stick to lug him around. You can drag the body anywhere. Stuff it in lockers, hide it behind boxes, dump it in the water, etc. Be creative! It doesn't have to be a rotting corpse. As long as the body is unconscious, you are able to take it in tow with no problems. While dragging bodies around can be fun, why not check if the guards have any useful items on them? It's basically the same control pattern as dragging a body, but instead of hauling it around, pick it up and drop it. This "shakes" the body into subconsciously relinquishing some items you may or may not need. Do this a few times until an item box magically pops out of their bodies. Some guards may not have any items while others can hold cargo loads. /\ FIRST-PERSON VIEW/STRAFING \/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Well, you need to get used to the fact that you should use first-person mode very often. It will help a LOT, especially in the Plant chapter. Press R1 and hold it to log into first-person view. Actions like punching can be done during FPV (First-Person View). If you access FPV in front of a high or low object, press L2 or R2 to strafe left or right. Snake won't move out, but he'll peer around the object. And if you press the L2 and R2 buttons simultaneously, Snake will stand on his tip-toes and peer overhead. Release the buttons to lie low and to avoid getting pelted by bullets. This is effective during gunfights. You will find that you will be using this ability a lot, especially in Extreme. If you ever have trouble aiming or you're not quick enough to switch between targets, you can press L1 to automatically lock-on to your target. This is especially useful in the fight against Olga. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ [USELESS TRIVIA] Hang from a rail and switch to FPV. Then press the L2 and R2 buttons together to start doing pull-ups. If you keep this up and accustom Snake's muscles to this kind of tension, they will toughen up and allow a longer lasting Grip Gauge. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ /\ HOLD UP/THREATEN \/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Snake claims he isn't a terrorist, but he sure as hell can act like one with this neat trick. Sneak up to an enemy from behind with a weapon equipped (or jump in front of him) and quickly access FPV with the enemy at gunpoint. Do all this without first alerting the guard, and he will raise his hands in trepidation. Don't lower your gun or he'll draw his weapon and shoot. A radio call for back-up will follow. Also, this doesn't work if he already has his gun cocked. If you try this trick then, you will alert him instead. Going into FPV isn't required. It can also be done by holding the L1 button, which auto-aims the closest enemy. While a guard is being held up, start moving the gun's laser point to the "essential" areas (hehehe). He'll get so freaked, he'll piss in his pants and surrender some items. Obtaining dog tags can be done this way. You won't be able to ferret any items out of him if his back is facing you. Some guards can be stubborn and play hero. Try to stick 'em up with a more "destructive" gun and aim it at various body parts. /\ THE LOCKER DEALY \/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Ah, yes. That thing. You have heard all about it. You know, the renowned MGS2 locker-stuffing method--just in time for Thanksgiving too (This game came out 11/14/01 for those of you reading this months, or even years from now ^^)! Go up to a locker and press the Action button to open it. Some lockers reveal ammunition for weapons or just plain items (sometimes dead bodies and lovely posters too). Snake can squeeze himself in a locker to bypass security. Step in and Snake will close the door. During Alert, Evasion or Caution mode, if you bang Snake's head on the door by pressing the sensitive R1 too viciously, the loud bang will alert the guards in the room. When a single guard cautiously inspects the locker, open it before he does. The door swings open and knocks him down. Hahaha! To stuff a body in there, simply open the locker door and haul it in. Snake is handy like that. Keep in mind that once you've crammed a sleeping guard in there, he will _not_ wake up no matter what. Want more fun with the lockers? Try punching them and beating them up. The bolts on the sides will eventually break upon excessive abuse and fall on Snake, striking him to the floor. Hilarious. If a locker door originally cannot be opened, punching it causes it to fall _into_ the locker (or out in some cases). So you won't know what's inside either way! By now, I'm sure you've all noticed those beautiful Japanese models on the posters. Snake likes them, too. That's for sure. This is for some adult fun: Lock Snake in the locker and zoom into FPV. When the camera is smacked against the poster, you can hear a smooching sound! Yep, Snake went in for the big smoocheroo. /\ TAKING PICTURES \/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The Tanker mission specifically requires Snake to take pictures of a certain object. The camera can be accessed in the Item inventory screen. Once you've accessed it, Snake will not be able to move. It'll be in full FPV. Press the Circle button to zoom in, and the Cross button to zoom out; square button to snap the picture. The film strip holds 8 pictures. Once you've filled in the all the slots, you'll be forced to sacrifice the less important ones. A small arrow pointing up appears right below the slides. The slot the tip points to is the film the camera will use to take the next picture. If you've already filled the camera with junk pics, you can overwrite them with new ones. Just know which ones you need and which ones you don't. /\ BOMB DISARMAMENT \/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ I know, I know. You weren't trained to work under pressure at disarming bombs nor have you ever looked at all the intricate wires without fainting. That's OK. You're not required to have those skills. In the Plant, you team up with an ally to scrounge around the Big Shell to find 12 neatly planted C4 bombs ready to blow the floating facility sky high. Luckily, you only have to find six, since your comrade will scour the remaining six. Disarming the explosives isn't the scary stuff you see in movies--cutting the red wire or anything like that. Your character is equipped with a Coolant Spray to "freeze" the detonator and a special sensor used to detect fragrances emitted by the C4s. When the sensor picks up the scent, it will be shown as a blob of yellow. After getting an idea of where it is, start ransacking the area in FPV. The bombs are well hidden. You can contact your cohort for hints on where the bombs might be. When you locate an explosive, use the Coolant Spray to extinguish the device to postpone its detonation. ______ ______ /__/\__\_____________________________________________________________/__/\__\ \__\/__/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\__\/__/ _______ | Items | ¯¯¯¯¯¯¯ Special agents need lots of items to bypass security personnel and whatever. Take James Bond, for example. He comes equipped to the bone with all kinds of neat-o gadgets to help him on his mission. In fact, YOU can get the chance to play with those devices too in 007: Agent Under Fire! So what does that have to do with the items in Metal Gear Solid 2? Absolutely nothing. I just wasted about 10 seconds of your life. Aw, shucks. No need for thanks. ___________ / AP Sensor \ \___________/ It's a sensor that detects life forms, as explained in the in- game text. I still haven't found a real use for it. It does react to nearby life forms. You could feel the rumble on the Dual Shock controller, right? That's the AP Sensor at work. Personally, I think it's pretty useless since I rely much more on the Thermal Goggles and FPV. If you like it and it works well with your style of gaming, then good for you! _________ / Bandage \ \_________/ A one-time use Bandage used to patch up those nasty wounds. Use this when the life gauge turns a ghastly orange. That indicates your character is bleeding. If you don't treat the wound, his health will wane, leading to potential death. The droplets of blood leave behind a trail of "I'm here, I'm here!" signs for the enemy. That will totally blow your cover. Of course, a Bandage should only be used as a last resort. After using a Bandage, the blood loss immediately stops at whatever life that still remains--unlike allowing your character to recuperate and clean up the wound himself. ________ / B.D.U. \ \________/ Short for Battle Dress Uniform. The uniform matches that of the soldiers in the Shell One core, making this a perfect illusion for easy infiltration. However, the disguise does not work by itself. An AKS-74u is required to complete the perfect incognito. While both disguise items are equipped, never do anything to attract attention and never un-equip the AK. You'll be drawing attention like bread mold to um, bread. Try not to run into any guards either (as in shouldering them) because Raiden has the tendency to remove his disguise when this happens. Don't know why that is, though. ____________ / Body Armor \ \____________/ A heavy, strap-on bullet-proof vest that can be worn to cut down any sustained damage by half. This item is very rare, so it's advised that it is only to be used in (very) dangerous situations. The bearer will be protected to a certain extent. Gradual deterioration results from excessive damage, which causes the Body Armor to become rather useless, then. Equip it on the item menu to put it to good use. ______ / Book \ \______/ Instead of listing it as a "XXX Magazine", Hideo wanted the game to be clean (well, sort of) and called it a Book. Books are dirty magazines filled with erotic pictures of hot ladies. They can fulfill the fantasies of any men, including the guards in the game. Not much as a throw weapon. Rather, press the Square button to open the 'zine to a random page and set it down on the floor. You won't be able to pick it back up once it's been lain on the ground. Any passing sentries who spot the alluring book will come to "inspect" it. After awhile, his cone will disappear as he browses through it and gets aroused. The purpose of the book is to act as bait to divert a guard's attention away from his duty. Their reactions are hilarious. Remember not to drink milk when attempting this. ________ / Camera \ \________/ A handheld surveillance device that captures whatever you want on film. It can hold up to 8 different photos. Any photos taken after the capacity is reached will overlap the old ones. The next photo that will be overwritten is characterized by a small arrow below the film. The camera can also be used as a binocular if you find yourself to be short of a Scope. _______________ / Cardboard Box \ \_______________/ An ordinary cardboard box your character can use to hide under. The character can move around with it. There is a special peek-hole you can use in FPV to see what's going on "outside". You'll be able to find about five different variants, all with different designs. In order to successfully deceive the enemy, you must use the same type of box that blends in with the rest of the boxes in the background. That means you can't use the cardboard container just anywhere. Say, for example, you have the (California's fresh) Oranges box: never use it among the "ZOE" labeled boxes. Otherwise, any guard that spots the inconsistency will become curious and attempt to see what's inside. As he is about to tip the parcel over, repeatedly tap Square button to end up in a choking position. ____________ / Cell Phone \ \____________/ A mobile phone that was given to Raiden by the mysterious cyborg ninja who called himself Mr. X. The Cell Phone has no significant use in the game. The cyborg ninja would sometimes contact Raiden through it to give him hints on how to exterminate sea lice infestations and extinguish fires. The Cell Phone would emit a small jingle, indicating that someone is trying to contact you. In the game, only Mr. X uses the Cell Phone as an alternate way to get a hold of you. With this revolutionized mobile phone, you receive only text messages displayed on the screen and you don't hear anything but a small beep, followed by a rumble. ____________ / Cigarettes \ \____________/ Snake's lucky charm. When bad moments roll around, feel free to give him a puff or two to soothe and "purify" his soul. While he puffs on the cig, Snake starts to jeopardize his health. At some point, his life gauge will stop depleting. When that happens, smoking won't budge his health unless you restore some of it. Also, if you let Snake give it a puff or two, it will act in the place of a Pentazemin to steady his aiming. Cigarettes can also be used to make the infrared sensors visible. Raiden also obtains these later, even though he hasn't established himself as a smoker (yet). ________________________ / Directional Microphone \ \________________________/ A special, compact amplification system in the shape of a gun. Having powerful mics installed on the front tips of the device, the Directional Microphone amplifies sound by over 100x. Powerful enough to hear a person's heart beat at least. And that's exactly what you use it for. It also allows you to overhear conversations from afar, but it covers a limited distance. When the subtext on the screen starts to shrink, move the mic around until the words dilate. It is found in the computer room of Shell One, right under the squawking parrot. __________ / Dog Tags \ \__________/ Dog Tags are military ID tags hung from a small chain that is worn around the neck. You could get one in real-life by going to army stores--10-20 bucks each. Anyway, Dog Tags play a pretty significant role in the game. They are key to unlocking secrets in the game. Dog tags can be obtained through holding up guards and coercing them to surrender it, or shaking them down. Not everyone has one, though. If you want to check, you could focus the Thermal Goggles on their neck areas or use the Digital Camera on guards you're unsure about. For more details, read the Dog tag section. _____________ / Lv PAN Card \ \_____________/ Throughout the Plant Chapter, you will be given five level security cards by supporting characters. Each Lv Card allows access to doors marked with the corresponding number to the card. Lv.1 being the lowest and Lv.5 being the highest. As you collect the Lv Cards, Raiden will have access to more weapons and items. It also enables him to move freely from Strut to Strut, Shell to Shell. Certain doors solicit high-level cards. __________ / Medicine \ \__________/ A vaccine that counteracts flu symptoms when administered to the patient. In Normal mode, your inventory can only hold one of these. They don't come in abundance, anyway. The effects of the Medicine will be negated if your character has been exposed to cold for an extended period of time. _______________ / Mine Detector \ \_______________/ As the name implies, it's a special device that can be used to detect small landmines called Claymores and bring them up on the radar as yellow dots. _________ / MO Disk \ \_________/ A virus modeled after the FOXDIE virus program. This disk was written by the child genius, Emma. The virus was intended to invade the Arsenal AI system. Only Emma knows how to use it. With it in your hands, it's practically useless. ______________________ / Night Vision Goggles \ \______________________/ Found in the flooded corridors at the bottom of the Shell 2 core. Used to radiate an eerie glow in the surrounding area, allowing the wearer to see naturally in the pitch black darkness. There's no real significant use for it in the game, but it almost completes the MGS2 item collection. ____________ / Pentazemin \ \____________/ A benzodiazepine with CNS depressant. This is a form of Diazepam (Valium) which basically acts as a depressant. Though one must be careful when taking any form of Diazepam (Valium) because of its known list of side effects, since this being a BZ is much more powerful than Diazepam (Valium). Also prescribed as an anti-anxiety. Interestingly enough, if you understood a word that was said here, kudos. It basically helps steady your character's aiming. A must-have for effective use with the PSG rifles. ________ / Ration \ \________/ A standard military meal on the go. Although it doesn't taste all that yummy, it does do you the favor of recovering your character's health. If he has this equipped, it'll automatically be used when his life drops to zero. Of course, you need to have some handy, or it won't work. _______ / Scope \ \_______/ Travel-friendly binoculars used to balance spying deeds at a long- range. Press the Circle button to zoom in and the Cross button to zoom out. There's a limit to the power of the lens. This is best used to fish for a target or a Semtex control unit. __________ / Sensor A \ \__________/ Also known as the Ion Mobility Spectrometer, which basically tracks down the scent spectrum Fatman leaves on C4 bombs as a swirling yellow-green odor on the radar. This will be an indispensable item once the bomb threat on the Big Shell presents itself, as Raiden will have a difficult time finding the bombs in each strut without it. But after the bomb threat passes, it pretty much becomes a paddle for a game of ping-pong. __________ / Sensor B \ \__________/ Named and designed by the renowned bomb expert, Peter Stillman. Sensor B replaces the outdated Sensor A and has one property Sensor A doesn't have. Sensor B can find specially designed Semtex explosives that have the ability to hide from Sensor A. This was the back-up plan he was talking about, I guess. Stillman prepared this sensor to sniff out the rough locations of odorless bombs. ________ / Shaver \ \________/ An electronic razor that is mysteriously found lying around in an offshore facility sea research dock. The item is a bonus item that augments one more sentence to a scene. Specifically, the one when Raiden and Pliskin first meet. When the two exchange items, Raiden will hand this to Snake as a token of his appreciation for his gifts. Later on, Pliskin's appearance will change. He will be more clean-shaven. So he does take your advice seriously. _________________ / Thermal Goggles \ \_________________/ Thermal Goggles have infrared waves circulating the specs. So when you strap it on to your character, the player sees everything as a red, solid blur. But you are able to see objects in the dark, or hidden objects. You can scope out Dog Tags with these. You can also use the Thermal Goggles to see invisible infrared sensors. ______ ______ /__/\__\_____________________________________________________________/__/\__\ \__\/__/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\__\/__/ _________ | Weapons | ¯¯¯¯¯¯¯¯¯ Snake is very capable of accomplishing his missions unarmed, but a game is a game. And a game has weapons. Besides, what _is_ a tactical espionage action- based game without a few gut-splattering weapons. These weapon descriptions weren't written by a gun specialist, so if anything sounds ridiculously stupid, blame the lack of weapon knowledge. Just keep in mind that these were observed from a mere mortal's standpoint. Not some military "otaku". I won't delve into the history and all that junk, or explain the intricacies of it. I suggest reading Wavehawk's Real Weapons FAQ. ____ / M9 \ \____/ A handgun that was compressed from a Beretta M92F assault gun. It uses anesthetic bullets equipped with tranquilizers powerful enough to put an elephant to sleep. It's already fully equipped with a laser sight and silencer. The M9's gunshot isn't audible, but if the bullet hits another object, a slight noise will emanate from the percussion. How quickly the tranquilizers work depends on where you hit the sentry. For example, if it hits a guard's foot, it will take much longer for the sedatives to travel through his body than a direct shot to the head or crotch. Keep in mind that the M9 does _not_ kill. _____ / USP \ \_____/ The second handgun Snake can find during the Tanker mission. While the USP comes equipped with a laser sight, it does not have a silencer. So whatever shots ring out, they will be heard clearly by nearby sentries. This gun tends to attract guards, so don't use it unless you feel it's safe enough to. It is exceptionally powerful and capable of killing. A similar gun like this can be found later, but this handgun is available only in the Tanker chapter. If you are feeling particularly evil, stun an enemy soldier, then switch to the USP and fire at his head. Then gleefully watch the blood flow out, you serial killer. _______ / Socom \ \_______/ A heavy handgun utilized for giving the drop on unwanted or just plain annoying guards. It's essentially an older model of the USP. You can actually find the suppressor to stifle the gunshot. When you do, this becomes a deadly weapon. It also has a neat little aiming trick that does no wrong. It's so insanely accurate, you could shoot _anything_ from afar if you do it right. First, notice the front and rear sights at the edge of the gun. Put any object between them and in the gap; fire and you will strike the target without fail. Other than that, shoot guards in the kneecaps to incapacitate them and destroy nosy cameras from peeking--the Socom does it all. _________ / AKS-74u \ \_________/ A favorite among the Soviet private army. An assault rifle that is used virtually everywhere. If you ever find your character in a jam, you can count on having to stand up against rapid-firing assault rifles such as these. The AK is the second item you will need to complete Raiden's disguise as an enemy personnel. Without it, the disguise will not work. A suppressor can be found for this weapon to tone the gunfire down to a minimum. It isn't as effective as the M4 against Cyphers, but it works. Press the Square button lightly to raise the gun, then apply more pressure to release a hail of bullets upon a target. ______________ / M4 Automatic \ \______________/ A versatile automatic, the M4 proves to shell out heavier firepower than the AKS-74u. It can pump out up to 30 bullets using one magazine, but the time Raiden uses to reload leaves him vulnerable to baneful assaults. But you can always cripple special forces by shooting them in the legs to halt their pursuit temporarily. The M4 takes out Cyphers more efficiently than the AK, but extra ammo for the M4 is not as abound. The M4 is also equipped with a laser sight, but it's completely useless under the daylight. When you cock the gun, press L1 so that you automatically lock onto the nearest target, then press the Square button hard to fire. _______ / PSG-1 \ \_______/ Ever played Silent Scope? Yeah, it's kinda like that, except the hefty weapon won't be held as steadily. Its main fault is its weight, making it rather unwieldy. It proves to be too cumbersome for Raiden to handle--he tends to shake a lot, so it's impossible to get a clear shot. To counteract this, pop a Pentazemin. That'll calm his nerves and stabilize the weapon immensely. When Raiden equips the PSG-1, your perspective will be of his, looking through the scope. Place the object that is to be sniped in the center cross-hairs and fire. Booya! ________ / PSG-1T \ \________/ A sniper tranquilizer gun designed directly from a standard PSG-1 sniper rifle. The only difference between the two is that the PSG- 1T fires tranquilizer bullets, which do not kill. _________ / Stinger \ \_________/ The ravaging missile launcher! Dun dun dun! Too bad Raiden obtains it late in the game. Pliskin drops this as compensation for Raiden's taking his place in a battle against Solidus Snake, while he "backs him up" from a chopper. An insanely powerful weapon (probably the most destructive in the game) with only one intent: mass destruction. The Stinger comes equipped with a built-in weak spot detector. Just aim the sucka at a target, and it will identify its most vulnerable spots. The target's weak spots are indicated by highlighted red boxes. When you fire a Stinger, it will home in on its target. Or you can press L1 to manually fire at Achilles' heel. ______ / RGB6 \ \______/ This portable hip grenade launcher fires mortar shells at enemy targets in an arc trajectory. The recoil from each shot makes Raiden pause between each grenade. And because of its prodigious size and weight, Raiden must be firmly planted in one place to shoot. When equipped, he must launch the grenade shrapnel from a first person perspective. The impact of the shrapnel is explosive and can mortally wound the surrounding targets. Press the L1 button to auto-adjust the gun to counterbalance the flying arc and press Square to fire a grenade. ________ / Nikita \ \________/ A remote guided missile launcher, the Nikita fires cute, baby missiles that are propelled by fuel. Once a baby missile is deployed, you will shift views and pilot it through twists and turns or where ever necessary. Crashing into any obstructions will detonate it. Running out of fuel will also detonate it. Don't underestimate its size 'cause it really packs a wallop of an explosion. The Nikita is crucial in saving the president. ______________________ / High Frequency Blade \ \______________________/ An awesome metallic alloy blade given to Raiden as a gift from the ninja. Although you get it late in the game, you'll still have a lot of chances to put it to practical use. Getting used to the blade is the tricky part. The movement of the blade is controlled by the Right Analog Stick. Press up for an upward slash, down for a downward slash, then left and right for side slashes. Rotate the stick for a full revolving swing that takes a few seconds to "recover" from. Press the Right Analog Stick and Raiden will thrust forward. The Square button sets the blade direction, which separates slaughtering from knocking people unconscious. The blue sword icon signifies a reverse-blade which won't kill a person. The red sword icon represents the sharp edge of the blade. Finally, press L1 to raise the blade and defend to deflect a few bullets. _______________ / Coolant Spray \ \_______________/ A portable pump that squirts a chemical substance into the air. Once the special substance disperses into the air, it becomes a kind of gel that adheres to an object and freezes it. It was given to Raiden by Stillman. The purpose of this spray is to freeze the C4 bombs planted throughout the struts on Shell One. When Raiden uses this item, he immediately goes into FPV, which means you cannot move with the Coolant Spray equipped. Press the Square button lightly to get ready, and then harder, to spatter the object with a coat of frost. Other than its crucial role as the bomb "extinguisher", it can also be used to quench fires, scatter bugs, and "smokescreen" an enemy sentry. Spray the guard in the face to induce coughing and gagging, but strangely enough, it won't be enough to render the guard unconscious! Be careful though. While the container has infinite expenditure, the spray does not last very long in one full use. Get what I mean? ______________ / Stun Grenade \ \______________/ The stun grenade creates a sudden bright light capable of momentarily incapacitating any targets standing over the grenade, or in range of the explosion. The grenade detonates within 5 seconds of its disengagement. Equip it and press the Square button to throw it. Hold the button, aim and release. If it is unsuccessful, it'll immediately alert all guards in the field. _______________ / Chaff Grenade \ \_______________/ A Chaff Grenade is an electronic jamming device. When used in a certain area, particles of foil disperse into the air and jam all communications and electronic devices for a short while. A green gauge will temporarily replace the radar showing the remaining time of its effectiveness. Using a Chaff Grenade renders mechanical devices like Cyphers useless. __________ / Grenades \ \__________/ The standard, pocket-sized military throw explosive. Press the Square button to throw the grenade. It must be out of your reach within 5 seconds or it'll devour the character's hands, and probably the arm as well. Ok, not really, but I can guarantee it'll hurt. Any guards standing in the range of its blast will instantly be killed, or otherwise be heavily damaged. This is best used in small corridors flooded with pursuing sentries. ___________ / C4 Semtex \ \___________/ Sets of Semtex explosives wired to burst when Raiden sets them by pressing Square. Once the complex bombs are set, stand back. The Circle button is the detonator. Press it when your heart desires. __________ / Claymore \ \__________/ A landmine with built-in directional sensors that can detect moving objects in their forward-facing cone. When the object or person falls into that cone, it'll explode. Claymore mines can be exposed on the radar screen by using the Mine Detector. They show up as yellow dots with given forward vision fields. __________ / Magazine \ \__________/ Magazines are empty bullet clips for handguns. When there's no more use for it in a gun, it can be used as a throw weapon. If you ask me, it's pretty ineffective, but it's great to divert a guard's attention elsewhere. For fun, you can lay one on the floor and start shooting it to see some interesting physics. ______ ______ /__/\__\_____________________________________________________________/__/\__\ \__\/__/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\__\/__/ ____________________ | Infiltration Logic | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Running into consecutive battles repeatedly defeats the whole purpose of the game--to infiltrate enemy grounds undetected. Infiltrate, by definition, means to enter gradually and without being noticed. Bravo. It's not the easiest thing to do, especially on Hard. I applaud all those who can overcome Hard or Extreme mode without throwing your PS2 out the window. I've made this section to help remind you of the common logic that goes with penetrating enemy lines...stealthily. Anymore Infiltration Logic tips are welcome. ____________________________ / DUAL SHOCK 2 /***/ / ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The Dual Shock2 Controller isn't just any old controller. It has unbelievable sensitivity in its buttons. It detects how much force you apply to each button. MGS2 is the only game I know of that puts this function to work. So what does this have to do with infiltration!? Well, at some point, you'll accidentally hold something (be it an object or whatever) at gunpoint for no logical reason. Then you'll start to think that there's no way you could take it back, and proceed to release the shoot button, expending one bullet. Wait! Snake _is_ able to lower the gun again without firing. Just _slowly_ release the button. One bullet isn't much, but it might alarm a nearby guard, if any. _____________________________ / PATROL ROUTES /***/ / ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Each guard strictly follows a set patrol route. He will never ever breach the borders of the route unless you do anything to make him curious enough to investigate further. It's always wise to study his "route" pattern before rushing in to fell him. Also remember that each soldier has a fixed sight and hearing range. If Snake happens to step within that range, the enemy soldier will be alerted and call for back-up. ______________________ / HIDING /***/ / ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Have a thorough idea of your surroundings, and if you pass by any good hiding places, keep those in mind for future reference. The enemy AI has increased quite a bit, so hiding behind a door or something overt will get you caught! Dark places and lockers are nice, but don't let them catch you going into hiding or they'll know exactly where you are! Another type of hiding is in boxes. Use the right type. For example if you're inside a room where it's dry, you don't want to use a wet box. If you use the wrong type of box, a guard will flip it over and attack you. Same holds true for the same group of boxes. Orange with the Oranges. ZOE with the ZOEs. __________________________________ / DRYING OFF QUICKLY /***/ / ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ After Snake takes refuge from the pouring rain, press the X button repeatedly to shake off the water and dry up faster. This leaves a small puddle at your current position, but after a while, Snake will no longer leave remnants of his presence. If a guard does find footprints, he'll get curious and follow them. A blood trail also works in the same way. Tend the wound before moving to any areas of tight security. ________________________________ / ENEMY QUANTITIES /***/ / ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Unlike most games, where once you leave an area and then return, the enemies will have re-spawned. Metal Gear Solid 2 doesn't exhibit cheap detail like that. Enemy sentries will not return if you've properly disposed of the body (ie- killing). That's true unless you've reached a certain event. Sleeping sentinels will remain slumbering, executed ones will remain dead, and so on. However, sleeping beasts will eventually wake up from their concussion or nap after the circling stars or the Z's disappear. In short, the supply of manpower is limited. The enemy does not have an endless storehouse of enemy sentries to keep filling in the spots of missing guards. _________________________________ / TIPS FROM TOKXX79 /***/ / ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Grabbing alerted guards: If you try to grab an alerted guard with the Square button, he will most likely duck under your arms and then kick you on the floor and raise the alarm. Instead, jab him first with the O button, and you can grab and strangle away to your hearts content. Escaping from a gunfight: If for any reason (like lack of ammo or Rations) you have to escape a gunfight, and you have a long way to run, equip a cardboard box. Not only will it reduce the enemies aim, but also when you do get hit, you'll keep running instead of losing valuable seconds in the "shot" animation. Also, when in the box your bulk size is increased and stunning the guards by running through (or past) them becomes easier. Finally, if you equip the box in a gunfight, the sheer spectacle of this will confuse the guards, and they cannot kick you so well and will hesitate to shoot too. Avoid leaving footprints: When you're in a situation when you are wet and need to move quickly and avoid footprints, just roll literally everywhere using the X button and you won't leave any. Dodging bullets: While in First Person view mode (FPV) and in a gunfight, tap R2 and L2 quickly and alternately, to strafe and avoid bullets (watch them shoot past you Matrix-style) this method is not 100% accurate since enemy fire sprays bullets randomly in your direction. But I found it to be very useful in the first boss battle. Re-using empty magazines: You can't pick up your thrown empty magazines, but you can shoot them with your silenced weapon to flip them to make a noise. Tips and trivia submitted by Tokxx79. |¯¯¯¯| 0000111.92899 |¯¯¯¯|-|¯¯¯¯|-|¯¯¯¯|-|¯¯¯¯| 0886660000113 |¯¯¯¯|-|¯¯¯¯| ¯¯¯¯ ¯¯¯¯ ¯¯¯¯ ¯¯¯¯ ¯¯¯¯ ¯¯¯¯ ¯¯¯¯ /// Chapter 2: Game Walkthrough /// _______________ | LOADING... | 00000000111999666 |¯¯¯¯|-|¯¯¯¯|-|¯¯¯¯| 983300111666 |¯¯¯¯| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯ ¯¯¯¯ ¯¯¯¯ ¯¯¯¯ /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ [IMPORTANT NOTE] This walkthrough covers Normal mode. The walkthrough strives to help you through the game, not beat it for you. Bear in mind that this walkthrough was written under the assumption that this is your first time through the game, and you're not aiming to score a no-kill-collect-all-dog-tags completion. In response to your higher infiltration skills and modes of play, I have accommodated a small section that lists a few differences between the difficulties. I urge you to correct me if you find any wildly inaccurate information like, "Strut up to the guy in loin cloths and bash him with your purse." Please tell me if you find any errors. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ Metal Gear Solid 2 unravels the anticipation and begins on a stormy night on the George Washington Bridge. With the credits appearing on and off the screen, the player notices the brilliant light effects of the speeding cars and the gloomy weather. Soon, the player is introduced to a dark figure cloaked in a raincoat. He continues to elegantly stroll down the side of the bridge. An aura of confidence and coolness surrounds the man. As he inhales one last puff of his cigarette, he flicks it aside, into the roaring streets. Slowly, the man starts to pick up his pace. Jogging. Then he suddenly dashes, throwing off his sodden confinements and becomes a transparent matter of nothingness. Faster and faster he goes. With one quick gasp of air, he leaps off the side of the bridge with prodigious grace and deftness. Is he committing suicide? No. The player can see a loose outline of a bungee elastic uncoil as the man dives further into the waters below. After the resilient display, the figure unclips the support of the elastic and lands on the deck of a Marine tanker. The shock of the impact was more than the device could withstand. It falters and sends an electric discharge through the man's body, then quits. The man slowly gets up from his initial landing position and peers into the rainy sky for a first mission objective completed. Welcome to Metal Gear Solid 2, Solid Snake. ============================================================================= __________ | Part One | ¯¯¯¯¯¯¯¯¯¯ ______ ______ /__/\__\_____________________________________________________________/__/\__\ |__ __| TANKER |__ __| \__\/__/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\__\/__/ The following sequences are rather long. This bit was where the demo started. Anyone who's played it will have no trouble navigating the ship's routes, but there are a few changes you'll immediately recognize. Although the cinemas are the same, it's better that you go through them again since some of the dialogue has been changed just slightly. In this mission, Otacon acts as your intelligence advisor, so always listen to his calls. With that said and done, let's rock. --- AFTER DECK ----------------------------------------------- You gain control of Snake for the first time on the after deck of the ship. Put aside some time to get acquainted with the controls. There is a total of three enemy soldiers patrolling this area of the deck. Two of them can be found on the upper levels; the third one secures the port side (left) on the ground level. Go to the very end of the lifeboats on the starboard side to find a [PENTAZEMIN]. There is also a [CHAFF GRENADE] behind the container on the small platform. Now, your temporary objective here is to find a way into the interior of the ship. There are many entryways into the ship, and they all drop Snake off at different sectors of the ship. It's better that you listen to my advice so that you don't miss out on anything. On the port side of the after deck is a lone guard making his rounds near the vault door Otacon showed you in the opening cinematic, if you even cared to watch. A revolving [BANDAGE] rests under the short set of stairs. Do what you will with the guard. I won't be telling you how to take care of guards from now on unless I feel that they are worth mentioning. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ [USELESS TRIVIA] Dump the body overboard! Drag an unconscious body to the lifeboats sections of the after deck. Look for a squared-in white line and the emergency gate. Haul the body towards that. Snake will open the gate and toss the guard into the raging waves. A quick way of disposing bodies without worrying about their waking up. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ There's also a [RATION] behind the inflatable rafts. As Snake approaches the water-tight door, a Call alert appears on the screen. Press SELECT to receive the call. Open this door by tapping the Triangle button to move on to the next area featured in this guide. --- DECK-A CREW'S QUARTERS -------------------------------- A single guard patrols the corridor on the far right. The locker room can be accessed through the two sliding doors. Search the lockers for a [RATION] and some [M9 BULLETS]. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ [FUN WITH THE LOCKERS] In the locker room of the first level (the ship), open the upper left most locker door to unveil a pin-up poster of a lovely Japanese model. Lean against it and tap it's bikini area. It defies all laws of logic and alerts the guards outright! This actually works for both posters. Also, if you poke her titties (There, I said it!), they make an interesting "boing" sound. You must equip Snake with the M9 first. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ Open the locker that reveals the model in red lingerie. Keep it open. Ok, now alert the guards and quickly hide in another locker. The guards come in and do their usual routine to search for you. However, when the first soldier notices the Japanese model, he'll stare at it and get excited! The second soldier will follow suit. After that, they completely forget about you and look elsewhere. This can also be done with the other poster. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ Thanks to submissions by Pigeon and Cliff Harpole Open the locker door revealing the lady in the black bikini. Belly up to it and stare at it in FPV. The camera should start to move slowly up and down. Call Otacon on the Codec and watch Snake's face. Try not to soil your pants. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ [LUSCIOUS MODELS: COINCIDENCE OR NOT] Submitted by Rbbsbstunt One thing about the models: It seems to me Hideo is pushing the AO rating a little bit with those lockers. If you punch the lockers, models fall face up. How coincidental full-length pictures of bikini-clad models and a character who has the ability to lie on his stomach. Like I said, maybe because I am just twisted. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ The lone guard carries another dog tag, which you can easily coax from him. Afterward, head along down the corridor, and we're done with this area. --- DECK-A CREW'S LOUNGE, STARBOARD --------------------------- Two guards keep watch in the lounge area. A third one is sleeping on his job on the other side. There are two ways to go about bypassing them. You could either skip entering the lounge and go straight into the engine room, or just take 'em out. Either way works fine. However, going through the engine room wastes time, as you'll be visiting it later on. Anyway, a [STUN GRENADE] lies at the bottom of the stairs across from Snake. The sliding door next to it is the entrance to the engine room. In the lounge area, some [M9 BULLETS] are behind the bar counter, and a [RATION] idles in the left corner. At the opposite end is another staircase leading down to another part of the engine room. But a fly-infested Russian soldier is "keeping watch" of the area. If you start to attract the flies, run as far away as possible because having a swarm of buzzing insects clinging onto Snake isn't the best way to sport his trademark gear. Also, if you've decided not to go through the engine room since you'll scale it later, the guard will be at the bottom of the stairs, as explained above. However, if you do filter through the engine room, the inept soldier will be leaning on the rail at the top of the stairs, dozing off as usual, when you arrive in the room. Afterwards, go up the central stairs in the main lounge room and head right to the next destination: Deck-B, Crew's Quarters. --- DECK-B, CREW'S QUARTERS, STARBOARD ------------------------ Two guards are on duty in this area. One south of your position; another just north of the entrance drop-off point. Both can be easily threatened for their dog tags. After reaping the Dog Tags and stunning them, head up the stairs in the left cargo hold to Deck-C. --- DECK-C, CREW'S QUARTERS, PORT ----------------------------- Immediately after entering, Snake peeks around the corner and notices a small surveillance camera on the inside wall. Looking at your radar, you may notice that the camera's vision range stretches only but a few feet from left to right. Hug the wall and start side-stepping to the other opening, walking under it. Pick up the [CHAFF GRENADE] from the locker and take the stairs up. --- DECK-D, CREW'S QUARTERS ----------------------------------- Just as Snake finishes climbing the stairs, a passing soldier from behind enters the mess hall to the left. Ignore the cafeteria for now. Find the pantry in the back and go in to forage for some food. Food, you won't find, but [M9 BULLETS] and a [CARDBOARD BOX] are its substitutes. As Snake goes to the back of the pantry, a groggy guard retreats into the room for a little shut-eye. Don't panic. He doesn't have the brains to survey the back of the room before snoozing. You have no choice but to shoot his ass. If you try to hold him up with your measly M9, he won't even blink an eye. He'll even goad you to shoot him. He's not scared of some sleep; he needs it anyway. You can threaten him only with an USP, which can be obtained later. Come back when you have it, but for now, put the stubborn bastard to sleep. Notice all the C4 charges bunched together? It seems this part is guarded by invisible infrared sensors wired directly to the C4s. They can easily be traversed by crawling under them. Scratch that plan because a guard is patrolling the rear hallway. There are two ways to go about doing this: 1) Sedating the lone guard and then crawling under the sensors, 2) Heading into the mess hall and following my advice. If you haven't taken out the guard that went into the mess hall earlier, do it now. He's a dog tag bearer. Actually, it would be easier if you re-enter the area and follow him into the mess hall. The moment Snake steps in, a camera is pointed out to you. Don't worry about it, though, since it only monitors the right bottom half of the room. There's a [RATION] sizzling behind the counter and a couple of content Marine staff are enjoying their evening meals on the table, as well. Exit the other door by flattening against the wall and slowly crossing over to the sliding door. Beware of the soldier on the other side of the door. When his back is facing you, move out and hold him up for an additional dog tag. --- DECK-E, THE BRIDGE -------------------------------------- A scene occurs upon entering the bridge. It not only features a grotesque display of the entire crew, but it also shows Snake finding the coordinates of the ship's destination. A deduction about the Metal Gear carried onboard is made by Otacon. He deduces that this Metal Gear prototype is ready for testing. That explains why the ship's course is far off any civilizations. The new model can be deployed without Naval assistance. The rest of Otacon's thoughts get cut off by a noise that emanates from outside. Snake focuses his eyes and peers out the captain's viewing cabin. And who just happens to be walking around in the rain? Why, our Russian manly lady, of course! When you regain control of the tobacco-crazy hero, pop open the door on the bottom left to head out. --- NAVIGATIONAL DECK, WING --------------------------------- Witness the awesome, ensuing cutscenes. It's a woman! It's a woman with unshaven armpits! Zesty. Looks like she has had some military training. Very impressive action sequences here. Your first boss battle commences. See Boss Guide for details. After hitting Olga with one more tranquilizer, she finally starts to feel its profound effects and slumps to the floor. She ain't kidding that she belongs on the battlefield! Snake takes her gun, the [USP], 'cause he just feels like stealing from an unconscious woman. Once you're in control again, shake the drowsy Olga for her dog tag and some [M9 BULLETS]. A [RATION] makes an effort to hide in the little niche between the stacked cargo boxes. If you need the first round of USP ammo, there's a box of them in the bridge. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ [USELESS TRIVIA] Submitted by Rbbsbstunt After the Olga battle, take out your M9 and shoot her crotch to receive a call from Otacon and to hear a lecture. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ Loop around the building to the other side. A guard pops the door open to investigate the area. Ascend the stairs and climb the ladder. At the very top, collect the [THERMAL GOGGLES]. By the time you start heading back down, the guard from earlier will be circling the pole on the deck. Continue down and step off into the crow's nest at the bottom. Get yourself cozy. Then point and aim the M9 down through the opening. Wait for the guard to pass under it and tranquilize him. If you're collecting dog tags, climb down the ladder as soon as he starts to make another round. Then follow up from behind and jump at the chance to hold him up. After he's out cold, go to the right and pick up the [WET BOX] for perfectionism. Ok, folks, the Wet Box will NOT work indoors. It's only common sense. If a guard sees it, curiosity will get the best of him--he'll lift up the box for close inspection. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ [USP FUN] Hey, you've gotten a weapon that can KILL! Why not test it on a few guinea pigs? The one you've just put to sleep is perfect. With the USP equipped, aim the laser at his head and release the stress on him. Blood gushes out of his head, or whichever part you wounded. Blood will splatter all over the place, unless you have turned the Blood off in the options mode. If you are in the rain, the water will wash away the blood over time. When you decide to do this devilish deed elsewhere, make sure you've secluded yourself and the jinxed victim in an area where the USP's gunshot won't be heard. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ Head back to the bridge and backtrack to the crew's lounge, where the next step in your mission lies. But first, the areas you've previously infiltrated, and now, have to re-infiltrate, have undergone a few changes. So let's get to cracking those nuts. --- DECK-D, CREW'S QUARTERS ---------------------------------- Don't worry about running into the guard when Snake descends the stairs. The guard that was once patrolling these hallways has now switched over to the other hallway, adjacent to the one leading to the pantry. The others are posted at their usual positions. If you haven't procured their dog tags yet, now is a good time to do so. Especially the pantry guard. Crawl under the C4 sensors, but drop the soldier situated on the other side before doing so. Or just go through the mess hall and improvise with the cafeteria guard. If you're going to visit the pantry for a little snack, you'd better hide the hallway guard's body well, or the passing pantry guard will kick the sleeping sentinel awake. When that happens, it'll be rather difficult to leave the store room without catching the guard's attention first. To coerce the pantry guard into giving his dog tag, you'll need to persuade him with the USP. Don't fire it without putting the other guards to sleep, though, or the heat will be all over you. If he starts to get a little rowdy and high-almighty, quickly put him to sleep, or he'll duck out of the way and fire at you. Then a radio call for back-up will follow. --- DECK-C, CREW'S QUARTERS --------------------------------- A new guard is ordered to patrol the narrow hallways. As Snake descends the stairs, the newly positioned guard is unaware of his presence and walks under the surveillance camera. Don't attempt to take him out at this time. If he drops in front of the camera, the alarm will sound, and you will be forced in to hiding. His patrol route extends through both hallways, but he stays in place longer in the east hallway. Torture him for his dog tag and send him to dreamland afterward. If you feel like wasting a USP bullet, shoot the camera to intercept its establishment to the main force. --- DECK-B, CREW'S QUARTERS --------------------------------- Everything is the same here except Snake now begins at the western staircase. Return to the sliding door on the east hallway, and go to the lounge area. --- DECK-A, CREW'S LOUNGE ----------------------------------- A single sentry is on duty, making a beat through the main hallway. He's so set on his authoritative duties that he doesn't even notice Snake's trampling butt enter the room. Stay where the door dropped Snake off and stay low. Whip out the trusty M9. Customary stuff. But then, you may want to sneak up on him and rip the dog tag from his fleshy neck like a ravenous maniac too. Either way works fine. The guard swatting flies is slacking off, as usual. Don't enter the engine room from there because uh, I said so. You'll be missing some dog tags. That a good enough reason for ya, Weapon X? --- ENGINE ROOM, STARBOARD ---------------------------------- Snake creeps forward and notices a shadow of Raven being depicted on the wall. Look around to find a decent-sized action figure commando that'll start shooting crunch-sized caps if you shoot it with the M9. The tiny caps will litter the entire floor in a matter of time. The lockers here contain nothing interesting, except maybe a rotting skunk. Through the sliding door, a jaded guard stretches his arms and lets out a big yawn of excitement. What's cool is that he has his back facing you. He is at your disposal. There's another sentry ambling back and forth just under Snake. At the bottom of the stairs, stay there and wait until the guard turns his back toward you and then, jump out to attack. On the next floor down, notice the stationary guard around the corner. Ease down the steps and surprise him when he looks the other way. After dispatching him, drag his body to the back and grab the [M9 BULLETS] while you're at it. Head across the ramp and wrap around. Bounce up the stairs, or ignore them. Going either way winds up on the same path anyway. Freeze the sentinel in place and motion him to give up his dog tag with the "usual" routine--aiming at his head or crotch. Pure evilness! Muaha! Cross over to the adjacent rail. Notice the guard below. Shoot him in the head just for kicks, then follow the path down and up the steps. Hide in the alcove as needed. The guard stationed here will look behind him, so if his cone falls on a stupid Snake standing on the stairs, it's hide-and- seek time. ============================================================================= __________ | Part Two | ¯¯¯¯¯¯¯¯¯¯ --- ENGINE ROOM, PORT ------------------------------------------ A guard walks through the door from the other end as soon as Snake hides behind the corner. He reports his status and affirms that everything is going according to plan. Move out of sight after the guard finishes his report. Step into one of the lockers on the left side of the room and wait until the guard finishes a quick sweep of the region. He comes only if you step inside the locker. When you attempt to move toward the water-tight door, the Codec will bring up an urgent call from Otacon. He tells you that the following corridor is equipped with infrared sensors wired to catastrophic, plastic explosives called Semtex, or C4, for those Rush Hour know-it-alls. The only way to disengage them is to destroy the control boxes that maintain the sensors. Your M9's suppressed tranquilizer darts will be ineffective, but the USP will work quite well. Don't sweat the sound of the USP's shots. The loud noise of the engines will stifle the noise considerably. Add the [USP BULLETS] to maximize the USP's ammo supply. Now, this part is a trifle tricky. Listen to me or be damned! First, there are three sensor "gates" you must pass through to reach the door, which means that there are three control boxes. Each control box is designated to a certain "gate" position. If you so much as breathe on the infrared sensors, you'll bring the whole ship down to float with the fishies, dictating an instant game over. The control boxes can be identified by the green, rapid-blinking light. "Wut iz the trikky part, Adrnlurne?" Good question. The control boxes are cleverly placed so that you must have precision shooting to take them out, or you may end up blasting the explosives instead. The BEST thing to do first is to whip out that Camera, which you will use to locate the three detonators in lieu of the Scope. Two of them are lined up against the right wall, and the last one is against the left wall. You should see for yourself to know exactly where the control boxes are. The easiest one should be taken care of first, I guess. Ready? Okidoke. Position Snake on the left side of the beams so that he could clearly see the right side of the wall and everything leaning against it without any obstructions. Your still target is the control box sitting on the floor, snuggled next to some C4. Hold it! Before you shoot, notice that the USP's laser point is hard to see since the gun itself covers it. However, if you move it up and down, you can see the laser following the movement of the gunpoint. Start moving it up and down until you get a good idea of where the laserpoint is. With your gamer's intuition, adjust it so that the point lands right on the control box. Then fire. If successful, you'll hear something malfunction. If not, you'll surely know. Apply the same tactic to the remaining two. The next one is stashed up high on the right wall. Stand on the turbine, from which you had retrieved some [USP BULLETS]. Focus your view so that Snake is in line with the control box. Zoom into FPV and stand on Snake's tippy-toes (L2 + R2). This boosts Snake up and allows you to better view the control unit. The last one takes some sharp-shooting skills. You don't exactly need to be a marksman--just good enough not to risk sinking the ship. This control box is positioned behind a cylinder box, sandwiched between two wired C4 explosives on the left wall. There is a small rift, which you could shoot through to deactivate the control box. Stand on the right side, or ingress into the hallway, as close as possible to the box. Crouch and find the opportunist aim carefully, then do away with it. Congratulations! You have just disarmed all of the sensors and saved yourself a trip to the hospital for treatment on sewing your limbs back together. Even the hospital can't save you should you have failed this task. Moving on... --- DECK-2, PORT --------------------------------------------- A general announcement echoes through the empty hallways ordering all Marines to report to the ship's holds for an important speech by the Commandant in 10 minutes. No, a time limit will not be placed on you, so don't scream out in distress yet. The following areas are poorly lit because of the flickering light bulbs that will light whenever it feels like it. If Snake happens to be standing near or under a light bulb when it illuminates the area, he may be spotted by the enemy. What you can do is blast out the lights with the M9. It will make it hard for the enemy to see you. Take the [RATION] on the right if necessary and continue up the dim corridor. Skulk in the dark like a stalker until you hit alcoves, which supply useful items, like USP Bullets and Rations. Snake is not the only one that can be covered by the blanket of obscurity in the dark. Enemy sentries can also be hard to see in casual view. So equip the Thermal Goggles every now and then to check. You only have one guard to worry about here, since only one has been assigned to patrol this hallway. He shouldn't be too far from you now. Use the goggles to avoid any heart attacks from the alarming sound bit. This guard covers a fairly lengthy route. If you have listened to what I said earlier about knocking out the lights, then he won't spot you as easily. Stay in the shadows and go for the bite when he lets his guard down. At the end of the corridor is a head-banging guard styling headphones and listening to some hard rock. Deftones, maybe. ^^ Don't worry about blowing out the light bulb above him when he's around. He's too into the music to notice Snake (unless he moves in too closely). He'll also fake his status to the team on the other side of the radio. A surreptitious tag on the head with a tranquilizer is enough to dispatch him. Don't cause too much of a commotion since there's a guard ahead who's trying to get some beauty rest. --- DECK-2, STARBOARD -------------------------------------- Collect the goods--a [RATION] and several [USP BULLETS] in the annex. Snake won't get far before a cutscene takes over, which shows three fully armed Russian soldiers rush into the annex. After reporting to their superior, they begin to secure the area. The cutscene ends, leaving Snake to mangle three Russian ruffians...and any others who feel up to joining the heat. Use the boxes scattered around the battle ground as cover. Use the FPV (L2 + R2) for this fight. Don't stay in one place too long because the guards will have some grenades ready. Once you hear it clinking against the floor, leap out of the way! Dispatch them using the USP. If you run out of ammo, head to the back to find some readily available. Snake finishes the fight by eliminating the last of the squad. He goes to investigate the room behind the water-tight door. Snake enters the holds with full vigilance of his surroundings. A single Russian sentinel magically escapes his carnage and watches him from behind. As the soldier tries to seal him in, Ocelot appears behind him. Delighted, the soldier attempts to explain the situation, but gets cut off by a gunshot to the head. Looks like Ocelot has other plans in mind. Snake finds himself overlooking the audience hall, in which the Commandant is relaying his speech through a projection screen to a plethora of armed Marines. Otacon informs Snake that he must infiltrate three holds to get to the Metal Gear. He gives Snake an alternate method to transfer the photos once he has them. A time limit will be placed, and you now have seven minutes to infiltrate three holds, take pictures of Metal Gear RAY and upload them to Otacon. --- HOLD NO. 1 ---------------------------------------------- Your first goal now is to head to Hold No. 2 without bringing any attention to Snake. If he is spotted once, he gets taken into custody, earning an instant game over. A cool thing to note is that the "ending sequence" is different in each of the holds. Start by taking the two ladders down to the ground floor. Run along the back wall until you hit the projector's light. M9 the soldier on the other side before moving under the projection. Then crawl under the light. It's funny if you walk through it, though. Travel up the west wall. The ladder there leads up to a stash of [M9 BULLETS], but take the trip only if you really need them. Drop the guard and continue. Whenever Snake comes across a metal grate (white block on the floor), tip-toe across them. The clanks made by his heavy footsteps will alert the nearest Marine, setting off a huge chain reaction to the others. You could also do a roll-jump over the grates, but that's a little risky and needs perfect coordination. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ [SHORTCUT BETWEEN THE HOLDS] Information passed on by Patrick Mitcheltree In Hold No. 1, after crawling under the projector, there is a black hatch on the floor, which you can open and crawl into. It will lead right to Hold No. 2. The same goes for Hold No. 2--there is another floor hatch, which leads to Hold No. 3. When you arrive in the room, you'll find yourself under the Metal Gear prototype. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ --- HOLD NO. 2 ---------------------------------------------- Don't follow the west wall from here. Crawl under the projectors and follow the east wall. The twin projectors in this room switch on and off intermittently to each of the screens. Therefore, the watchful Marines' cones will move back and forth to catch up with the projections. Now of course, you won't find them doing that in real life...It would seem silly, no? You can foresee a projection transition when the lights dim. But don't panic when the projection screen switches, the Marines have slow reaction times. They won't react until 1 1/2 seconds after the transition. Scramble for cover before they do; walk along the east wall when the coast is clear. Remember to lightly walk over any metal grates. The door to Hold No. 3 is just behind the huge block. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ [MARINES ARE VOLATILE] Submitted by DRAGONMASTER118 If you press the action button while standing next to one of the projectors in Hold 2, Snake will switch the projectors, and the Marines will react instantaneously. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ --- HOLD NO. 3 --------------------------------------------- The Metal Gear prototype is suspended in this room; the actual speech is also held here. The real personage is giving his speech on the dais to a smaller group of Marines, crowded around the center of the room. Two cameramen on both sides film this important event. Everyone's attention is profoundly riveted by his powerful speech. So no one will notice an intruder snapping pictures of their pride. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ [USELESS TRIVIA] Submitted by Zurra and confirmation by Ruffin Bailey Scott Dolph, the Marine Commander, bears the same name as Konami's translator. I wonder if he's black... ^_^ Anyway, Scott Dolph is also among some missing classmates in a 1983 graduating class, and has his name in the Universal Soldier credits. Hmm... I'd go on about that one, but if you haven't beat the game already, dare I? ----- Just in case anyone was really wondering and you haven't already been emailed a zillion times about it, here's a link to his picture: http://gamespot.com/gamespot/features/video/btg_mgs2/p10_screen03.html /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ [ROCK YOUR BOXERZ] Submitted by James Anderson On the first screen in the bit where you have to photo RAY (the first time through the game) there is one soldier wearing no trousers. If you go up to the platform on the left you can get a good photo of him. When you upload this picture Otacon cracks up and tells you how cool it is: "This rules!" etc. Since he says something about "any classic moments" there may be other pictures he will comment on. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ Thanks to Patrick Carroll and Matthew The Marines are actually in their boxers the second time through the game, the timer has nothing to do with the trigger, but there are some interesting things about the timer and the marines: In Hold 3, the Commandant may say, "Man, this has been going on for a long while, let's rest for a bit, at ease." At this point, the timer will STOP, and the guards will start looking in different directions. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ There are two Marine guards posted on both sides of the room. The one on the right is secretly dozing off; he isn't trying too hard to hide his boredom. The other one is actually doing his job and well-aware of his surroundings. In the position which you regained control of Snake is perfect for the Front- Right angle pose Otacon wants of RAY. Whip out the camera and snap a picture. Don't zoom in too much; Otacon wants the whole enchilada. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ [USELESS TRIVIA] Be sure to have several replicates of the angle Otacon wants, just in case he trashes ones he doesn't like and sends Snake back to get more. Also, after capturing a picture, Snake may say things like "Good" and "Alright". This means that your photo will procure the best responses from Otacon. When he doesn't compliment your photo, you've got a problem. Overlap the picture and take it again. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ To get the Front Angle of RAY, work around the cameraman's podium next to you and stand behind the throng of patriotic Marines. There's a line that bisects the room on the floor. Stand on the line and take a picture of the smiling RAY for a perfect Front Angle. Moving on to the next shot: Front-left. Go around the left podium and stand in the middle between the back wall and the tall cargo. Whip out the camera and zoom out as much as you can. Try to fit most of RAY's body into the picture. It doesn't matter if the overhang is blocking the head somewhat. He will accept it if it's not focused too much on one particular spot. The final shot involves capturing the MARINE insignia, which is painted on the sides of RAY. Crawl behind the posted Marine soldier on the left side of the room and get closer. From the side, look up and search up and down for the insignia, which is the text Marine vertically painted white. Take a picture of the whole thing. It must be of clear quality or Otacon will send you back! /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ [TIP] Submitted by John Meheski If you take the shortcut through the holds and come up on the right side of RAY before going down the pole, look at RAY and pan up to see another MARINES insignia. Otacon will accept a photo from this angle as well. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ After acquiring all these shots requested by Otacon, you must take them to the device he pointed out to you in an earlier cutscene. This machine will transfer your pictures to Otacon's sprite for viewing. During the last 1 or 2 minutes of his speech, the Commandant will yell, "Intruder to the left!" and "Intruder to the right!" Stay composed and don't panic. He's only drilling his men should this sorta thing happen. But if you do happen to land right in the spot where all their eyes focalize on you, well...you have one helluva lucky rabbit's foot, or something. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ [USELESS TRIVIA] If time runs out and the 7 minutes are up, everyone in the room will not suddenly turn their heads at once and spot you. Instead, the Commandant will go on and crack a few jokes just 'cause he's a verbose fella. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ To get to the other side of the room, run through the underpass where the Commandant stands above you. The audience is much too captivated to notice Snake's bulging head, so take the chance now. Take care of the guard on the other end if you haven't already to avoid any conflicts. Then head down and press the Action button to patch into the system. Once they're successfully sent, Otacon will critique them. If they're nice in the eyes of super Otacon, good job, you've completed the mission. And you've just completed the first half of the game. The story...takes an interesting turn here. Watch the insanely long cinemas that ensue. Don't skip them. They explain much of the plot, as does any other cutscene. Sit through it; I don't feel like giving a synopsis here. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ [OTACON FUN] Thanks to Chad Kunsman, Matthew, and Adam Hulse. If you take a picture of the first Asian bikini girl with the camera and it ends up being uploaded to Otacon, he will comment on it and say "This isn't a picture of Metal Gear, but.....I think I'll be keeping this one anyways." Otacon Questions your Sexuality: - Take a picture of the Raven Doll - Take a picture of a "Manly" Poster (There are a couple) Otacon blushes, and makes a back-up... - Take a picture of Olga's crotch - Take a picture of a "Girly" Poster You could also take a picture of the Commandant while he gives his speech. What I did was take a zoomed-in picture of him while he was facing forward. He paces around so you have to time it right. You do it while you are in the Front-Ray position. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ ______ ______ /__/\__\_____________________________________________________________/__/\__\ |__ __| PLANT |__ __| \__\/__/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\__\/__/ The Big Shell they mentioned is an offshore decontamination facility built off the coast of the New York Hudson Bay to prevent ecological disaster due to the spilling of crude oil from the tanker two years ago. The Metal Gear on the U.S.S. Discovery had been retrieved by the notorious Ocelot, who caused the sinking of the ship in the first place. Now, a new mission is placed. Exactly six hours ago, intelligence say that a radical anti-terrorist group known as "Dead Cell" invaded the Big Shell and took over the compound. The president, James Johnson, who was on tour around the floating facility, quickly became involved in their insidious plan as a hostage. The group solicits 30 billion dollars from the government as ransom, or they will not guarantee his safety. If the demand is not met, the terrorists plan to demolish the Big Shell with the explosives planted around the focal points of the massive facility. If this happens, the explosion will release toxins into the water, resulting in an overload of hazardous dioxins that will ruin the ecosystem and turn the bay into a virulent goop for centuries. SEAL Team 10 has been called into operation to rescue the President. A solo effort from special forces unit FOXHOUND carries out a covert operation to infiltrate the Big Shell. The operative encroaches the Big Shell via the Deep Sea Research dock. Enter, Raiden. ============================================================================= ____________ | Part Three | ¯¯¯¯¯¯¯¯¯¯¯¯ You now play as a rookie operative from the reformed FORXHOUND. Ever since Snake left to form PHILANTHROPY with Otacon, FOXHOUND found a replacement for the legendary hero of Shadow Moses and honed him to refine his skills. Having went through 300 missions in VR training, he has had no real combat experience. The infiltration of the Big Shell will be his first. His name, Raiden. He will be your lovely game companion for the rest of the game. Live with it. Because of Raiden's lack of extensive knowledge about the real thing, Colonel Campbell will be his field expert through the Codec, calling him frequently to fill him in on appropriate actions. Most of the time, he can give useful information, but other times, it'll be like sitting through a late tutorial. Many of the things he'll go over will be stuff you already know about. Wait a minute! What happened to Snake?! They say he went down with the tanker two years ago (Why, Snake?! Why?!). Also, before we begin, the layout and terminology of the Big Shell is simple. The Big Shell is essentially comprised of two main cores: Shell One and Shell Two. Each shell core is compounded of 6 other hexagonal shapes called Struts. To move to each Strut, you must cross connecting bridges. But we will get to that later. Ok, let's begin. --- STRUT A, DEEP SEA DOCK ----------------------------------- Raiden emerges from the water and immediately radios the Colonel for mission status. Raiden paddles over to the ladder and hauls himself out of the water. For a redeeming note to many people, Raiden's actions and the corresponding buttons are the same as when you controlled Snake. Don't worry. Raiden is capable of imitating Snake's moves, except he has his own style. It's an age thing. From where you begin after getting out of the water, go around the pool to the right side, next to a gas canister. Dive into the water and listen to the Colonel's swimming lessons, if you don't know them already. A pair of [THERMAL GOGGLES] lies under the diving spot. It's difficult to see, but it's there. Get your feet wet some more and become acquainted with the underwater controls now. Head to the spot with the open ventilation filter and scuttling bugs, and hop over the railing. You should be hanging from it. Shimmy over to the bulky diving suits on the right; then climb up and grab the [SHAVER]. The Shaver isn't anything special you could use, but it will change things very, very slightly--the change is hardly noticeable. Marvel at the lovely cockroach and lice infestations on the walls and floors. Take a deep breath and climb into the small wind shaft. Make a right and go all the way, ignoring other intersections, since they lead nowhere. Crawl out and pick up the [RATION]. Another [RATION] is stored in the middle locker at the top. If you stay in places where the voracious sea lice are clustered, one may invade your Ration inventory and start feeding on it. When this happens, just hold L2 to open the item inventory and wiggle the left analog stick. The louse should fling out of your inventory in a really cutesy sort of way. If you don't get rid of it, it will eventually consume your entire food source. As Raiden turns the wheel on the vault door, you can hear an ongoing struggle on the other side of the door. The door swings open and Raiden ducks out of sight just in time to find a fallen Russian sentry regaining consciousness. Raiden uses his knowledge of firearms to identify his enemies' weapon artillery. Sick. Go on through the short corridor and into the next area. The masked rookie enters the room and finds the floor littered with soldiers, blacked-out on the ground. The elevator starts to go up, and just as it does, we catch a glimpse of Snake--Solid Snake! Weird! Raiden contacts the Colonel in the wake of this discovery. During this time, he introduces special terminals called Nodes. More about them in the Basics section of this guide, or you could listen to his rambling. Simply put, it works like Snake's radar from the Tanker, except it's much more of a hassle. ***Note: If you're aiming to keep your Alert count to a minimum, you can drag the unconscious bodies of the fallen guards back to the entrance point and stuff them in the lockers. Of course, they will return to the elevator room. They just take longer, giving you ample time to depart to the rooftop before they even figure out what had happened. Head to the Node on the otherside of the room and log in. Enter your codename and whatever information that applies. Afterwards, it takes you to the Option screen in which you can customize any settings to accommodate your new companion. After being drilled mercilessly by the Colonel again, the elevator button blinks, indicating that the elevator is on its way down. By the time Raiden runs past the guards, they will have started to resuscitate. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ [WEIRD STUFF] Jack and Rose?? What is this? A remake of Titanic?! Kojima, what in the blue hell are you thinking!?! Nothing really interesting. Move along, folks. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ Hide behind the scattered boxes on the right side, in the back. The guards never check there or the center alcove. Stay there until the guard closer to Raiden turns away, then scramble for the alcove. By now, the elevator should have finished its trip down. Take the chance to dash for it and ditch the guards without alerting them. On the elevator ride up, Raiden takes off his cumbersome mask and reveals his face (not that it's really hideous or anything). The Colonel and he have a little chit-chat about Solid Snake and the formation of the Big Shell. After the conversation, Raiden steps off the elevator and finds himself on the roof of Strut A on Shell One. --- STRUT A, PUMP FACILITY ----------------------------------- From now on, press START to bring up the map to locate where you are on the Big Shell. The Strut highlighted in orange is the current Strut you're on. Anyway, start by collecting the goods: a [CHAFF GRENADE] in the right cage and a [BANDAGE] stacked with the crates. There are some M9 Bullets in the back, but they are currently unusable. Look for a gash in the left set of fences and climb under it. The Colonel contacts you about it, but ignore him. He's getting really annoying, yes? By the time Raiden wiggles loose from the clawing wires of the fence, Colonel Campbell radios Raiden and informs him of SEAL's infiltration through Strut B (Dammit! Leave us alone!). /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ [USELESS TRIVIA] Careful! The bird crap by the outside railings is slippery. Run through them and the klutz, Raiden slips and falls on his back. Ouch. Furthermore, if he stays down long enough, he'll get doused by a bombardment of bird sh!t! Cool! Bird droppings can be found around the area. Occasionally, temperamental birds will try to bombard Raiden while he's just standing around. Most of the time, they miss and splat on the ground beside him. Also, look up in FPV for a while. A sea gull will take the hint and release a pile on the camera! Get rid of it by zooming out of FPV. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ --- STRUT A PUMP ROOM ---------------------------------------- Descend the stairs to the bottom to find two Russian guards laying out duties for each other. The other one leaves to the rooftop for his early shift. That leaves you with one other in the cubicle area. This guard pauses at each of the cubicle's entrances--west, east, and south. Each time he moves to the other side from his current position, he checks the south passage for any intruders. Simple stuff, except you don't have a weapon. But hey, no problem there either. This will be the last time Raiden helps point out a Node--you'll have to take care of that in the future. The Colonel hints at a little sly technique that will lure the guard away: Flatten against the wall and press the Punch button to knock on the wall. However, that's not necessary. This enemy sentry is easy to get by. As soon as the guard makes his trip to the opposite end and _after_ pausing briefly to look down, slip by and go to the Node. Download the map and get the radar in focus. Hide behind the board in the center. Wait until it's safe and give him the slip again. Should anything go wrong, there are lockers to hide in on both sides of the hallway. A [RATION] is hidden in the lockers on the right. Going up the stairs here lead back to the roof. Head through the passage on the right side of the cubicle to the first connecting bridge. --- FA CONNECTING BRIDGE ------------------------------------- To move to and from Struts, you must cross bridges suspended high above the ocean. Hovering camera mechanisms called Cyphers, or human sentinels usually govern the bridges to keep intruders from moving freely through the Struts. Taking care of guards is the same old, same old, but a Cypher is another story. Cyphers are equipped with weapons and are given the authorization to violently assault sighted enemies. Uh, that means you (cue dramatic bit). To effectively take out a Cypher, shoot it right in the lens with the Socom (which will be obtained later). But this is just for reference. Right now, you gotta cross the bridge to Strut F without corrupting the natural cycle. Colonel Campbell suggests deploying a Chaff Grenade, as shown in the Codec demonstration. However, that isn't quite necessary since we want to conserve precious Chaff for better things. When the Cypher is out of sight, head out and down the stairs to the right. Conveniently, there's a [CHAFF GRENADE] on the left end of the bottom stretch. Stay on the lower portion and walk it. The Cypher isn't able to detect your presence because of the huge pipes that are stretched along the side. Ascend the set of stairs on the other side and enter the top floor of Strut F. --- STRUT F, WAREHOUSE --------------------------------------- Inside the two-story warehouse, Raiden spots a guard that has just finished his rounds and is reporting to the main force. After the guard finishes his report, contact the Colonel repeatedly to learn more of the plot and about Solid Snake. Swing over to the other end of the hall to find a [RATION] behind a box. Head into the door on this side. Recover the [M9] from amid the boxes. Max out the ammo by collecting the two [M9 BULLETS] in the room. Backtrack to the pump room on Strut A via the FA connecting bridge. Back in Strut A, sneak by the guard and go through the door on the west hallway to AB Connecting Bridge. --- AB CONNECTING BRIDGE ------------------------------------- The left guard walks back and forth the single straightway on the bridge. The other one, on the right, remains in a stationary position, constantly moving his head to the left and right, looking for ominous signs of trouble. Disregard the hanging strategy the Colonel suggested for this task. Why not go the traditional way: drop a guard and trot across the bridge. Take out the M9 and aim it at the head of the right guard. He should fall without causing a ruckus. Then move out and scurry over to the slumbering soldier. Crawl the rest of the way just to be safe. When the other guard isn't facing your direction, stand up and scram. --- STRUT B, TRANSFORMER ROOM --------------------------------- Ingress further into Strut B for a cutscene to take over. The floors and walls are streaked with blood. Just around the corner, Raiden finds fallen comrades ripped to shreds and hears horrifying screams of terror emanate from the transformer room. A mysterious man in a dark trench coat is the one responsible for the revolting murders. It turns out he loves the blood of terror-stricken men. Raiden, being the big, beefy warrior tyke he is, stands up to him and invites a battle with the superhuman monster. Fortunately for Raiden, a single SEAL member saves his skin and shoos the blood-sucking freak away. The SEAL lieutenant who had just saved your ass now becomes an ally of yours through the Codec. Great, another Codec chatterbox. Only, the interesting thing is that he resembles Snake in every way. Well, we'll find out later. His name is Iroquois Pliskin. He has extensive knowledge about FOXHOUND and the VR program Raiden claims as his only pride and proof of his abilities. If you have the Shaver, Raiden will give this to Pliskin when the two exchange items. Pliskin gives you his pack of cigs and the [SOCOM] he picked up. Remember his frequency: 141.80. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ [USELESS TRIVIA] Thanks to Tim Ngai-Him Jang and David "D-M_R" Mårtensson. The name Snake uses as an alias on the Codec (Pliskin) is the name of the character (Snake Plissken) that Kurt Russell plays in "Escape from New York" (or L.A. if you'd like). /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ When you regain control of Raiden at the top of the stairs, Pliskin takes a short nap at the bottom. There are [SOCOM BULLETS] next to the stairs on the ground level. Beside it is a Node you can log into and download a map of the area. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ [USELESS TRIVIA] With the acquired guns, aim them at Pliskin to immediately wake him and alert him into pointing his own M4A1 at Raiden ("Think you could shoot that thing?"). Mash the punch button repeatedly or side flip by him and hit him. He'll call you a moron and discipline you. Don't do this too often since it does drain health from the life gauge. Start shooting Socom bullets at the guy and you will have incited a royal gunfight with the field expert! Duck out of sight to keep him from sucking your health with that automatic of his. After your assault on the poor guy, call the Colonel. He and Rose will scold you for turning against your own ally! /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ Take the [RATION] and [SOCOM BULLETS] from the lockers. Then head into the brown sliding door. --- BC CONNECTING BRIDGE --------------------------------------- Raiden walks in on an ongoing gun battle. Two helpless SEAL members try their best to nail a Dead Cell member standing at the end of the T-intersection bridge, but to no avail. The volley of bullets veer away from the woman and deflect elsewhere. People call her Fortune, a woman blessed with retentive luck to escape harm's way. The blood sucker from earlier makes an appearance on the bridge to retrieve the unconscious president. Several assault teams immediately enter the scene and attempt to subdue the Dead Cell members. With a moan of disappointment, Fortune revs up her massive weapon and points it at the approaching party. Seconds later, that portion of the bridge is blown right off the map, along with the flailing bodies of the helpless soldiers. In an instant, the entire Bravo team is wiped out. The Colonel fears that this failed operation to save the president will prod the terrorists into carrying out their plans. After the conversation with the Colonel, cross the bridge to Strut C and take the [CHAFF GRENADE] a soldier has left behind in his honor. ============================================================================= ___________ | Part Four | ¯¯¯¯¯¯¯¯¯¯¯ --- STRUT C, DINING HALL -------------------------------------- The doors here lead to restrooms. Men's room on the left; Women's room on the right. The men's room carries [SOCOM BULLETS] with a treat in the left stall. Also, if you punch the uh, door-less toilets, they'll flush. The blow dryer works too if Raiden is looking for a new hair-do (mmm, don't touch the hair, girl!). You can find a [PENTAZEMIN] and [M9 BULLETS] in the women's restroom. Jog up the hallway and enter the kitchen. A cutscene highlights a lone officer rummaging through the cupboards for something, but gets disrupted by Raiden's sudden appearance. The man insists that he isn't from NYPD or anything of the sort. Pliskin enters and orders Raiden to put the gun down. It turns out the man is Peter Stillman, from the NYPD Bomb Squad, who was brought in with the SEAL Bravo team. Stillman is THE bomb expert, who is well known for his skills. He came here to confront Fatman, his disciple. He taught Fatman everything he knew about explosives and in a sense, created him. Peter says that there was also an engineer who was with him before the skirmish, but he hasn't seen him since. Smells like Otacon. Being short of manpower, it's up to Raiden and Pliskin to defuse the bombs themselves. Peter suggests that the best way to deal with pulsing C4 bombs is to freeze its detonator. Peter equips Raiden with a [COOLANT SPRAY] and [SENSOR A], which is an Ion Mobility Spectrometer. As Pliskin puts it, it's a device used to sniff out C4 in the vicinity. It'll pick up Fatman's scent spectrum as a yellow-green cloud on the radar. You'll need to log into a Node first though. It just makes things easier. Stillman also gives Raiden the [LV1 CARD], which is a clearance card for all the security doors marked with Level 1. If you need additional help from the old-timer, his frequency is 140.25. Log into the Node in the dining hall. Now it's time to hunt down the first bomb in this Strut. Head back out to the hallway. Sensor A immediately picks up on Fatman's signature in the women's restroom. Go to the sink and look up. The C4 bomb is slowly ticking away in the light crevice. Use the spray and coat it with some coolant. After deactivating it, Raiden contacts Stillman to report his first C4 finding. Peter is worried that this may be a trap since Pliskin has also reported in locations of bombs that have not been planted in effective demolition points. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ [USELESS TRIVIA] At this time, contact Pliskin and he'll spill the beans on Dead Cell and also slide hints about reaching other potential locations of C4s. Also, another way to find a smaller, rough location of a bomb, is to listen for a loud beeping noise. If you could hear it, that means you're very, very close to the bomb. If the beeping tones down or disappears, you're not near it. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ [PLISKIN IS AWAKE] If you need additional help on finding C4, contact Pliskin while you're on different Struts to get hints on locations of the explosive in that specific Strut. Pliskin is a very useful source of info. Call him whenever you feel like it. He gives necessary and interesting information a lot of the time. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ Since the section beyond Strut C is a chore to get by at this point, it's best that we work counter-clockwise in disposing the bombs. That means we're going back to Strut B and working our way down the ladder...and eventually up again. Head back to the BC Connecting Bridge. A Cypher has been placed there to watch over the empty bridge. Either take it out with the Socom or toss a Chaff Grenade to jam its connections. Remember, you don't necessarily need to disarm the bombs in the order listed in the walkthrough. As long as you freeze a set number of C4s, the game will generate the "checkpoint sequences". --- STRUT B, TRANSFORMER ROOM --------------------------------- New guards have been placed to prevent further mishaps and make sure no one tries to meddle with their plans. One patrols the hallway outside the main room, and the other is circling the interior. Check the Sensor A. A C4 bomb has definitely been set here. But taking care of the guards is top priority. Both let up dog tags. The outside hallway guard is easy enough; same goes for the other one since both have long patrol routes that allow enough time and space to sneak up on them. Enter the slaughter house from the north door (the one you exited earlier). To the immediate left is an opened transformer board. The Sensor A indicates that the bomb is around here. Close the board to find the bomb safely tucked behind it. Who would have thought of that! Deactivate the explosive with the coolant and move to Strut A on the double. Peter thinks you're too slow! --- AB CONNECTING BRIDGE -------------------------------------- The once-stationary guard has been offered a new route to follow. Their brief pause on the endpoints are no longer so brief. If you feel up to it, you can skillfully accost them from behind and hold them under duress with the Socom. Just remember, if one starts to move, so does the other. --- STRUT A, PUMP FACILITY ------------------------------------ The box of [SOCOM BULLETS] from the locker is usable now since you have the Socom. Sneak past the guard in the cubicle and use the Lv1 Card to gain access into the pump room. A guard's patrol route is composed of circling the whole interior. When you enter, don't bump into him. Also, there's a small surveillance camera at the top left corner of the room. You could take care of that later. Follow the guard from behind and use the usual maneuver for his dog tag. Then head back to the first stairs on the right and start crawling through the convoluted pipe warrens. There's a [RATION] on the far left Raiden can reach with no trouble. After picking up the Ration, crawl back to the double red pipes. Follow it down by crawling down the crevice to a squared off area. The C4 bomb is here. Once it has been deactivated, navigate out of the maze and head to the stairs on the left. In the first square, crawl under the pipe to the right, hop over the obstacle and claim [BOX 1]. Shoot the surveillance camera and grab the [SOCOM BULLETS] that sit under it. Now you may leave the pump room and go to FA Connecting Bridge. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ [USELESS TRIVIA] Go to the roof of Strut A since it's the best area to do this. Notice the colony of sea gulls above? You can shoot them with your Socom or M9, and they have the same effect on the aves as they do on humans. As the sea gulls swoop in and alight on top of the fences, knock 'em dead. After killing about a dozen or so, the Colonel contacts you and thinks you're some sick, animal abuser. Rose and he will be disgusted at your morbid display of torture. It's hilarious! /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ --- FA CONNECTING BRIDGE -------------------------------------- The Cypher is still here, but don't try to shoot it out this time because there is a newly placed guard here on the lookout. He inspects the top and bottom portions of the bridge on the other end. When the Cypher starts to hover back to the other side, slide down the stairs and hide in the alcove before emerging. Make sure the guard is out of sight. Enter Strut F through the bottom entrance. --- STRUT F, WAREHOUSE ---------------------------------------- As soon as you enter the bottom level of the familiar warehouse, press up against the bottom right stack of boxes before the guard coming from the hallway spots you. Slip by him when he starts heading up, and head down the bottom passage he came from. Pick up the [CHAFF GRENADE] and enter the right sliding door. Collect the [MINE DETECTOR] and the [M9 BULLETS] under the shelf. Then head to the opposite door. The Node is here for upgrading the radar. Rummage through the lockers for a [RATION] and a [PENTAZEMIN]. Add the [BOX 2] along with the stock. Beat up on the locked locker to reveal a dirty [BOOK]. It's an adult magazine that can be used as bait to throw an enemy off guard. Now, look for an open shaft in the south wall in FPV. When you find it, get in a crawl position and inch along the vent to the end. When you worm out to an area barricaded by a fortress of boxes, harvest the goodies: A box of [SOCOM BULLETS] and the [SOCOM SUPRESSOR]. Attach it to the Socom right away. This will muffle the Socom's gunshots. Back in the main warehouse, reap the treasures around the bottom floor. There is a [STUN GRENADE] in the little niche at the top. Try not to knock out the guard that comes down the stairs. He needs to make a status report every minute or so. If he doesn't, an investigation team will be dispatched to eradicate the source of the problem. Another dirty [BOOK] can be obtained by dropping from the second floor to the crates. It's time to locate the bomb. The C4 particles show up on the left side of the room. It's on the lower level to be exact. However, a wall of towering boxes safeguard the bomb. You can reach it by dropping in from the second level, or if you're feeling a little adventurous, you can flip over to it from one of the other boxes nearby. That is a bit tricky, though. Quickly dispose of the bomb and travel to the EF Connecting bridge. If you've accidentally stunned the reporting guard before collecting all the goods and locating the bomb, simply re-enter the room. The timer for the status report will reset. --- EF CONNECTING BRIDGE ------------------------------------ Raiden watches as a guard ascends to the heliport to survey the bridge for encroachers. He can easily spot intruders on the bridge with his trusty binoculars. If you wait a while, he'll eventually take a break from his painful job. Or...If you feel uncomfortable about his being there, take out the Scope and make sure you know exactly where he is. Then equip the Socom, aim carefully and engage a head shot, or he'll call for back-up. Decommission him to safely cross the bridge. An enigmatic figure that calls himself "Deepthroat" contacts Raiden as soon as he moves onto the bridge and warns him of the Claymore mines planted around it. Raiden clearly questions his intention to help, but Mr. X doesn't like to be bombarded with questions. You know, this strangely reminds me of an episode of the Simpsons... As he suggests, use the Mine Detector to bring up seven dots on the radar. Notice that the mines have field cones, too. If Raiden moves into their forward cone, he will detonate the mine. However, crawl over them and Raiden picks up the Claymore mine! Do this to all to collect seven [CLAYMORES]. --- STRUT E, PARCEL ROOM, 1F --------------------------------- When Raiden enters, he arrives in a small alcove in the southeast corner of the room. Don't pop out yet, as there is a patrolling sentry nearby. If you think crawling behind the conveyor belts is a sly technique, think again. It quickly becomes a stupid idea as puzzled guards catch a glimpse of a moving figure in the shadows and come to investigate. There are two guards in this room. Each located on half sections of the room. The one in the north reports in every minute and a half or so. Put the guardsman near the entrance out of commission and hug the east wall up the room. The Node terminal is situated ahead, in the northeast corner. Sneak by the reporting guard and log in. From there, head to the side room to the right and ascend the stairs to the heliport. --- STRUT E, HELIPORT ----------------------------------------- Moving forward, Raiden stumbles across Olga Gurlukovich, who, luckily, is a bit preoccupied on the phone arguing with someone on the other line, presumably not her boyfriend. She cites the cyborg ninja that had helped you earlier. After the conversation, Raiden jumps out and attempts to hold Olga up. She has hair! More hair on her head! Olga, looking confident and unfazed, leaps into the air and drops below. Frustrated, Raiden reports to Pliskin for help. A box of [CLAYMORE] rests at the end of the rounded catwalk at the bottom. Go up the stairs to the heliport. There are 2 guards patrolling the entire heliport, 3 if you didn't snipe the one overlooking the bridge. The one that wraps around the Harrier plane suspended at the end has the longest route, so stealing his dog tag is easy. Pick up the [BOX 3] and [STUN GRENADE] around the heliport, gradually heading to the back toward the Harrier (jet). The C4 bomb planted in this strut is hiding under the Harrier. Walk around to the right wing and crawl under, as far as Raiden can squeeze his big butt in. Now that you're tucked under the wing, you can easily spot the blinking C4 on the rear brake gears. Immediately after neutralizing the bomb with the coolant, Stillman and Pliskin do a three-way calling. Pliskin reports that he has found a truckload of C4 packed at the bottom of Strut H. Stillman's intuition was correct. He had a feeling some insidious plan was in the air. Now he's confirmed his suspicions. Pliskin also mentions that these bombs were specially designed to shy away from the Sensor. As they say their best of wishes, the three men bomb squad sign off and continue with their mission. --- STRUT E, PARCEL ROOM ------------------------------------- Behind the reporting guard's "patrol route" is a conveyor belt with a [STUN GRENADE] underneath it. There are some [SOCOM BULLETS] stored under the shelves along the north wall. Also, don't forget to pick up the uber-cool ZOE box [BOX 5] to sport the awesomeness from the east end of the conveyor. If you descend the stairs in the southwest corner, you'll come to an area where they hold a ton of boxes labeled ZOE, just like yours! In addition, there is a [RATION] in a small crawling space near the left stack of ZOE boxes. Now leave the parcel room through the northwest door. --- DE CONNECTING BRIDGE ------------------------------------- There's a single patrolling soldier on the bridge. Hop down the stairs to find a [STUN GRENADE] and [SOCOM BULLETS] stuffed in the shadows on the lower portion of the bridge. Enter Strut D from the bottom level. --- STRUT D SEDIMENT POOL ------------------------------------ Conveniently, the local network decides to make things more serviceable by placing a node just at the entrance of the strut! Download the area map and get started. Three guards govern this waste room: two on the top level, and a third one on the lower level. Interestingly, if you nail a guard while he's leaning against a rail, he'll fall over and plunge to his demise in the waste water. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ [USELESS TRIVIA] Let the bodies hit the water! There's a disposal gate on the top floor on the bottom of the door to the Shell 1-2 Connecting bridge. Drag a body to the gate and Raiden dumps the corpse into the water below, where he'll make a big splash! /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ There's a [RATION] in the fence opening of the agitator. [SOCOM BULLETS] are at the end of the left side and [M9 BULLETS] sit under the staircase. Equip the Sensor A to uncover Fatman's highly active signature on the left side, under the CD connecting bridge entrance. Lift the maintenance hatch to find it. Deactivate the final "baby" C4 bomb. Stillman reminds you of the main threat--the bomb reigning the bottom of Strut A. Peter knew something like this might happen, so he's prepared a special Sensor that he's left behind in the pantry. He instructs you to go fetch it. --- CD CONNECTING BRIDGE ------------------------------------- Keep under the surveillance camera, but if it becomes an annoyance, blast it with the Socom. Then hide in the alcove as the single soldier inspects this end of the bridge. Once he starts to turn around and make his rounds to the other side, jump out and shoot him in the kneecaps. Then maybe take his dog tag. Be careful when walking on the bridge! The floor panels have some loose screws that need tightening. They will fall under Raiden, bringing him with them to the waters if he doesn't have the brains to keep moving! --- STRUT C DINING HALL -------------------------------------- Pick up the [SENSOR B] from the pantry Stillman locked himself in. Now that you're ready to find the motherlode, Peter suggests checking the bottom of Strut A. Pliskin interrupts and reports his status. He's about to deactivate the last C4. As he does, it suddenly dawns on Stillman that the big bombs were programmed to activate when all the "baby" C4s go offline. To think that you've survived the bomb threat...You now have 400 seconds to reach the main course, or you may find yourself up in smoke along with the flying fish. Head all the way to Strut A starting from the BC Connecting Bridge. Throw a Chaff to temporarily disable the Cypher. See how spare Chaffs are useful? In Strut B, the guards have magically regenerated! They've found replacements. Only worry about the outside hallway guard. Then just continue to Strut A via the AB Connecting Bridge. --- STRUT A ROOFTOP ------------------------------------------ The elevator has returned and has been waiting patiently. Quickly run to the platform without being seen. Move further back into the elevator and it'll descend to the depths below. On the way down, Stillman admits that Fatman has surpassed him in terms of techniques (I must admit that this is a pretty impressive setup). Following the massive destruction of Shell 2, Codec lines to Pliskin and Peter are severed. So no calls to or from them for a while. --- STRUT A DEEP SEA DOCK ------------------------------------ When Raiden arrives, you'll see that the room has undergone a make over and new items have been placed among the mast. Head down to the room where you've begun at the beginning of the Plant chapter. The bomb is located under the drooping submarine. Stand at the bottom edge of the pool side and neutralize the threat from afar. The bomb threat has abated. Your new mission is to save the president. Moving back through the hallway, the Colonel announces that the terrorists have killed a hostage in retaliation to your act of defusing their bombs. Starting now, they will eliminate a hostage every hour. Things are heating up and the weight of responsibility becomes increasingly heavier. The Colonel commands Raiden to quickly return to the rooftop of Strut A. The rookie complies and heads for the elevator, but is stopped in his tracks by a feminine figure who steps off first. She waves her enormous rail gun menacingly and bids Raiden to come. In this fight with Fortune, don't waste a bullet. Just keep rolling around and avoiding direct impacts from her shots. Eventually, the Colonel will end the battle and relay a message from Fatman. Looks like he's planted another bomb and asked for Raiden directly. Meanwhile, Fortune is still there tapping her foot impatiently. Raiden tries to find a way around her and resorts to the norm. The continuous bullets ricochet off Fortune and bounce towards Vamp, right in the forehead, where it will leave an ugly scar forever. Oh wait, he's dead. Fortune drops to the floor and mourns his death. Raiden takes the opportunity to slip by and ascends to the rooftop. Little does he know that Vamp is not killed. Can you say plot hole? Anyone know how someone can survive a bullet to the head? On the rooftop, carefully work your way around the newly planted mines at the entrances to the Strut A pump room. Now your new goal is to head to the Strut E Heliport to confront Fatman. Head to the FA Connecting Bridge and proceed from there. --- STRUT E HELIPORT ------------------------------------------ Another [CLAYMORE] claims the space at the end of the rounded catwalk to add to a growing collecting of mines you may never use. At the top of the stairs, pick up the [SOCOM BULLETS] you'll need. Raiden finds the bomb placed in the open. As soon as it is put out of commission, Fatman emerges. He preaches nonsense as he roller-skates around the heliport. He decides he wants to play a game. A game he would love to have Raiden involved in. See Boss Guide for strategies on how to give him a cheap liposuction. The sensor picks up the last bomb's scent spectrum in the area where Raiden and Fatman stand. It's actually hidden under the big lard. So drag him away and deactivate the thing. Then shake Fatman for a dog tag. He may also drop some Socom bullets to compensate for the waste of ammo you used on his face. Laugh and get fat! Or something... ============================================================================= ___________ | Part Five | ¯¯¯¯¯¯¯¯¯¯¯ Move to the bottom of the heliport and Mr. X makes his first appearance. He gives you the [B.D.U.] which cannot be used until you've found the missing piece to the disguise--the AKS-74u, a [CELL PHONE] for future notes, and the [LV2 CARD] for access to the Lv2 security doors. Besides giving these items, he also spells out how to find the president. You can find him through talking to Ames, a member of the secret service. He imparts many shocking secrets that will make Raiden a trifle unhappy about being the only one who was not properly informed. After Mr. X's departure, head to Strut F Warehouse to collect some new wares. Just remember NOT to use the disguise yet. Even after you've obtained the AK assault rifle. The guards inside and outside the shell core wear distinguishably different uniforms to determine which belong where. They'll see through your disguise easily! --- STRUT F WAREHOUSE ----------------------------------------- Begin on the top floor of the warehouse, at which a guard keeps watch in the rear hallway. A second enemy sentry will soon make his rounds to Raiden's current position. A third one isn't too far away either, but since he's hanging out on the bottom floor, we'll have to take him out first. As soon as Raiden enters this strut, head right to the stairs and take it to the bottom level. At this time, the lower patrolling soldier should be gawking at the east wall for a long time, giving Raiden the perfect opportunity to sneak into the Lv2 security room here. The cargo has been set up to be grounds for perfect hiding spots in case of an emergency. Collect the goodies around the room, including the important [AKS-74u], which now completes the enemy illusion. By now, the guard is probably standing outside the doorway, pacing back and forth. The second guard may have also made his trip down from the upper level, so stay low until they clear. When the extra guard heads back up the stairs and the original guard faces south, then east, quickly tranquilize him or give him a head shot. Then drag his body to the left Lv1 room and cram it in the locker for safekeeping. Head back up to the top floor and tend to the two guards there. Try not to knock out the sentry with the longest route since he needs to report in every minute or so. That and because he's easy to work around without going through too much trouble. On this floor, ransack the Lv2 rooms to find the [M4] assault rifle. However, be SURE to deactivate the C4 control unit BEFORE claiming the prize. Gather some [C4s] of your own and extra ammunition for your newly acquired weapons. --- EF CONNECTING BRIDGE ------------------------------------- A look-out guard has been sent to the heliport again since you've dispatched the last one. Carefully take him out again and utilize the M4 on the gun- mounted Cyphers. Then cross the bridge midway and head to the adjacent bridge on the left. This leads to the Shell 1 Core entrance. Don't forget to check for Cyphers BEFORE crossing this bridge. It's rigged to have the panels fall under Raiden. Once he starts running, RUN all the way home! Pick up the [AKS- 74u BULLETS] on your way to Shell One's entrance. --- SHELL 1 CORE, 1F ----------------------------------------- Now is a good time to put the B.D.U. to good use. Then have the AKS-74u slung across Raiden's back, and you're in good shape. Remember, don't do anything out of the ordinary to attract unwanted attention, ESPECIALLY Raiden's somersault move. Never, NEVER bump into guards either because when you do, the disguise magically un-equips itself and your cover is blown! Of course, you can always run around a corner and re-equip everything to fool them twice. Just keep the B.D.U. and AKS-74u equipped. This is your only ticket in. Notice the extremely tight security. It's a very good thing that ninja went through the trouble of fetching Raiden a pair of these suits. Two Russian soldiers walk up and down this corridor in a swing movement. Squeeze through the gaps and head down the passage to the left, entering the locker room. Here, Raiden finds a Node, with which he can use to pick up the latest issue of Area Maps of MGS2. Pick up the [CHAFF GRENADE] and search the lockers for [M9 BULLETS]. In the bottom row: [C4], [BOOK], and a [CLAYMORE]. Force open the locked locker by bashing it silly until it falls over for spare [M4 BULLETS]. Head out the door on the left and pocket the box of [SOCOM BULLETS] at the end of the left, short hallway. At the elevator, press the Triangle to call for the lift. The camera posted above will scan for correct personnel equipment. If you don't have the right stuff, the alarm will sound. Once the scan is done, Raiden will be allowed to enter the lift. Press the button to B2. --- SHELL 1 CORE, B2 COMPUTER ROOM ---------------------------- Head out the west door and follow the square corridor that eventually wraps back to the elevator. The single guard assigned to keep the corridor safe and snug occasionally runs laps around the compound. He does that just so Raiden could run into him and drop the guise. Don't let that happen 'cause we wanna keep things on the DL here. Look through the lockers on the east side for some [M4 BULLETS] and [SOCOM BULLETS]. Then batter the top most locker from your perspective to topple the stack of [BOOKS] from atop the lockers. Dirty magazine bliss! Enter the computer room from the southern end of the compound and stare in awe at the awesome posters! Three snazzy soldiers have been posted here. The computer room isn't exactly very spacious, so be careful not to bump into anyone when walking around. Eventually, Raiden reaches the small cubicle, which houses everyone's favorite local network. Take the [AKS-74u BULLETS] and [BOX 4] from the stash and squeeze between two goofy guards to the northwest corner, where the [DIRECTIONAL MICROPHONE] can be obtained. Look at the pretty birdy! Squawk! /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ [USELESS TRIVIA] Look at the pretty sights in the computer room: A Policenauts poster, an old Metal Gear poster and a Zone of the Enders poster are all plastered on the walls around the computer room. If you hear things like "BaBOOM!" or "Top of the locker! Squawk!", it's only that boisterous parrot in its cage. Put the purification water down. Your TV set is not possessed. Also, you can spray the parrot with the Coolant Spray since you can't kill it with bullets. Spray it long enough and it will call for back-up. Just be careful, though, when un-equipping your AKS. It'd be better that you try your best to knock out the guards with the M9, first. Another interesting thing to watch: The guard on the lower end moves from one computer to another. If you look over to what he's doing, you'll see he's looking at dirty pictures! Ahh, the poor blighter. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ If you need an additional [BANDAGE], you can find it lying under the center workstation. Leave the computer room unless you're having too much fun with the parrot. --- SHELL 1 CORE, B1 ------------------------------------------ Stepping off the elevator, Raiden peeks around the corner to find a guard gaining entry into the hostage room using the Retina scanner. There's no way to fool that thing with what Raiden has. Head into the room at the end of the short passage to find the Node terminal and a [RATION] stuffed inside the right locker. When Raiden leaves and starts heading down the central corridor he may notice only one guard on duty. That may be so, but don't take him down, dammit! There are really three guards in the sector. It's just that two of them are on a coffee break in the lounge room. And when the current patrolling guard returns to give a positive report, they switch roles in a constant pattern: The soldier that had just came back will move to his stationary position in the break room, and another soldier will emerge from the room to inspect the hall. Hey, look! It's the new generation of Charlie's Angels on the wall! Before doing anything else, pick up the [M4 BULLETS] near the lounge entrance and loot the lockers for [SOCOM BULLETS] and a [STUN GRENADE]. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ [USELESS TRIVIA] If you try to punch the lockers, the ruckus causes the closest guard to investigate the source of the banging. Stay still and he'll just shake it off and go back to his statue position. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ Now, it's time to speed to the next area: the hostage room. And the only thing that keeps you from doing so is the scanner. So how do we get by it without blowing the f-in' thing apart? Why, be resourceful. When a guard moves out to the hallway, strangle him and hold him "hostage". Then drag him to the scanner and face forward. Raiden then smacks his face into the scanner and all is well. Sounds cool, eh? So here's how we're gonna do this: From the left corner of the horizontal corridor, wait until a guard moves out to the hallway. At his first brief pause, which is on the west end of the hallway, un-equip the AKS. Then press and hold Square. If Raiden ends up flipping him over, quickly re-equip the AKS-74u and play it cool. The guard will call for back-up. Just stay out of the way during the clearing. --- THE HOSTAGE ROOM ----------------------------------------- At this point, the Colonel contacts Raiden to draw some boundaries on things he can do and cannot do in here. The only thing that should NEVER be done is to try to decommission the single sentry that circles the room. Yes, it would be much easier to go about your business, but if you lay one finger on him, Raiden gets busted. Also, don't keep the Directional Microphone equipped when the guard is around. But if he does happen to see Raiden without his AKS, quickly re-equip it and maintain your composure while he questions Raiden. Make a quick round around the outside edge of the room to collect a [RATION] and a [BANDAGE]. If you've already forgotten, you're here to find Ames, the president's right-hand man. So how the hell do you look for him? Well, how to locate him stems from the clue Raiden was given about his wearing a pacemaker. When Raiden points the D.M. at someone, you should be listening for a muffled beep that follows the person's heartbeat. When you think you've found Ames, press the Triangle button to confirm your suspicions. Some people are sleeping. Being tied up and blindfolded is sleep-inducing, I think. Perk them up with the Coolant Spray. There's one thing you should know before you hunt around for Ames: if the hostages are constantly squirming around and the guard notices it, he will suspect a potential hostile situation and request for back-up. This will bring the guard count to two. The number of guards will increase if you keep it up. It's better to work with as little terrorists as possible. It's common sense. If you want to find Ames yourself, then skip this paragraph. The events that follow are driven by the game. Now, Ames is tied to a table with some boxes facing the south wall at the southern end of the room. He's easy to find because he's a loner there! When Ames is found, a series of cutscenes will take over. Keep in mind that his location changes with every new game. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ [HELP WITH FINDING AMES] Thanks to CorranH96 Besides using the D. Mic to find Ames you can look at his hair. His hair goes down to his suit and is easy to see compared to other hostages. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ [WEIRD STUFF] Submitted by RedOktobah One time I went in, and Ames did not exist. I checked everybody in the room, and all they said was, "Mmmrrrpph!", "I'm not Ames", or "My name's Jennifer" Another time, I went in, and they were all Jennifer except for one. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ Ames spills the beans on stuff you would have never imagined. Witness the scenes for yourself. Later on, Raiden and Ames catch a glimpse of the Solid Snake impersonator and overhear his conversation with Ocelot. Adjust the D.M. so that it can pick up the conversation better. Ames gives Raiden the [LV3 CARD] and imparts his last thoughts. At this point Ocelot starts to approach Raiden. Now you have 10 seconds to re-equip the AKS-74u or Raiden will get caught and be fed to the grinding machine! Thankfully, the time doesn't elapse in the inventory screen, so you can find a rubber band to strap it down while you take a quick restroom break. After equipping the gun, don't attempt to escape. Just stay still. A cutscene ensues that highlights Ames' death and Raiden's unmasking. The cyborg ninja appears out of nowhere and deflects the bullets while Raiden makes an escape. When Raiden steps out to the B1 hallway, a general announcement orders all personnel to give the entire core a clean sweep. The disguise doesn't work anymore since Ocelot has the mask. Caution mode is in effect and all of the guards that were previously kicking back in the lounge room are in full force looking for Raiden. You can start collecting dog tags if you want. Begin by going up the vertical hallway. A guard in the adjacent passage is searching the room at the end. Tranquilize him and stuff him in the locker for safekeeping. If Raiden is caught and the cavalry is after him, hide in the locker and stay DOWN. The AI of the soldiers have increased significantly. Stay in the locker until the heat dies down. --- SHELL 1 CORE, 1F ---------------------------------------- If you've already made your way down to this level during Caution mode, you will soon find that this is suicide the hard way. Attack teams are all over the place. After everything has subsided, this is the best time to be on the move again. Exiting from the elevator, shoot the camera on the west corridor corner with the Socom to sever its signal. Then tranquilize the guard that pauses briefly under it. Peek around the corner and dispatch the last soldier in this hallway. The trip to the exit is all yours from here. ============================================================================= __________ | Part Six | ¯¯¯¯¯¯¯¯¯¯ Access to Shell 2 is now open for Raiden. However, as insinuated earlier, the bridge is rigged with a myriad of wired Semtex explosives set to destroy the entire place should anyone carelessly trip the sensors. To overcome this, Raiden needs precision shooting. And for that, he needs a sniper rifle. But he can do without, for your information. --- EF CONNECTING BRIDGE ------------------------------------- The Cyphers that were destroyed earlier have been repaired and are back online. Customary stuff: Whip out that M4 and from the Shell 1 Core entrance, shoot down any Cyphers in sight for an insured safe trip across the bridge. Head down the bridge back to Strut F to gather some new equipment. --- STRUT F WAREHOUSE ---------------------------------------- The Lv3 PAN Card Ames presented to Raiden gives him access to Lv3 security doors in the warehouse. First, find the [RGB6] grenade launcher and its rounds stowed in the first room on the left when Raiden enters the warehouse from the hallway. If you need to stock up on ammo, some are stashed in rooms Raiden had already looted. Then head down to the lower right room to enter the next Lv3 door and acquire the spunky [PSG-1] and some [PSG-1 BULLETS] to give it a kick start. From where Raiden picked up the PSG-1, crawl into the space on the east wall to find a shiny, new [PSG-1T] at the end. The PSG-1T is a tranquilizer rendition of the PSG-1. The first round of bullets for this can be found around the warehouse. You've gotten what you came for, but before you leave, check other rooms for additional ammunition for the firearms. There are [GRENADES] and [CLAYMORES] in the Lv3 room next to the FA Connecting Bridge entrance. The entrance to the Shell 1-2 Connecting Bridge is located in the Strut D Sediment Pool, right next to the disposal gate on the top floor. --- SHELL 1-2 CONNECTING BRIDGE -------------------------------- On the vast field of the Shell 1-2 Connecting Bridge, Pliskin contacts Raiden and warns him about the Semtex explosives set up around the bridge. Before rescuing the president, you must rescue yourself by disarming 10 control units for the C4--all arbitrarily placed around the bridge. Raiden helps you pinpoint the first one and which does he find? Why, the most plausible location for a control unit. When Raiden uses the sniper rifle, you'll find that he shakes uncontrollably. It will definitely off-throw your shot in this condition. Pop a Pentazemin to calm his nerves. The first 4 control units should be easy. Three of them are right in front of Raiden: One is attached to the agitator, and two of them are safely tucked next to ticking C4's on the ground to the left. The fourth one is planted at the top of the doorway entrance to Strut D. The remaining six are tricky to find. First, use the Scope to scout the rough locations and know exactly where they are to supplement my text-based locations. Ok, let's get the easiest ones. The first of the six to find is affixed on the hovering Cypher in the distance. Zoom in on blinking control box mounted on the very top of it. Be sure to hit the box only. Move to the right alcove to get a better view of the next one. Look directly out into the distance to find this set plastered to the east of the Strut G entrance. It's a structural outline of a Shell: Six surrounding C4s and a single control unit in the center. Carefully snipe the control box. Two down, four more to go. Then move to the left alcove and zoom in to the left of the Strut G entrance. There, Raiden finds the third bunch of the control units encompassed by several Semtex. After it's been put out of commission, look down to the bridge to find the next control unit snuggled on the left side, in the far corner. The second to the last control box is planted on the wall behind the flapping Sons of Liberty flag off the west side of Strut G's entrance. Wait a while for a gust of wind to waft the flag off to the side to reveal the control box situated behind it. You may not know whether you've hit it successfully or not, so just wait for another breeze. Or you could just wipe out the last control unit to find out. The last one is situated on a small ledge below the Strut G entrance, on the west wall. A flock of birds indicates its location. Aim and shoot the unit. If you end up assassinating a seagull instead, the warning should have driven the rest away, leaving an open shot. If all goes well, a cutscene will ensue. NOTE: For the Hard and Extreme locations of the control units, please see the next section entitled, Hard-Extreme Notes. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ [ADRENALINE'S CHALLENGE] Instead of using the PSG-1 to demolish all the control units, use the plain, old Socom. I've not gone insane. In fact, it's possible. I've done it myself. When you do, e-mail me. You don't get anything special in return. Pat yourself on the back. Hint: Read the Socom description I've provided in the weapons section. No cheating. :P /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ Moving to the bridge, Raiden receives a call from Pliskin. He's found a Kasatka chopper to escort the hostages with. Pliskin introduces Raiden to his pal, Otacon. Things finally start to unravel here. As the chopper closes in on the bridge, an impious figure emerges from the shadows. Pliskin tries unsuccessfully to shoot him with a volley of bullets, but Solidus is way too fast and sweeps through his assault with minimal effort, unscathed. Pliskin can't do much in his position, so he passes on the [STINGER] and a box of [STINGER MISSILES] to Raiden. Pliskin leaves Raiden to deal with the Harrier that rises. See Boss Guide for details. Following the battle, the downfall of the Harrier, and the return of Metal Gear RAY, Raiden finds much of the connecting bridge obliterated. Oh dear. How will we get to Shell Two now?? Oh, I know! I'll just read Adrenaline's FAQ. Her guide alone proves that humankind is worthy of going on. So anyway, approach the fire on the left to receive a page from the ninja. He advises using the Coolant Spray to extinguish the fires. After snuffing out the fire, quickly run down the stairs, grab the [RATION] and run back up before the stairs fall to the waters below. Hop over the yellow rail to the right and hang over the orange pipe extended underneath. Drop on it and carefully walk down the pipe to find a [RATION] at the south end. Then walk up the pipe until Raiden is directly aligned with the other half of the bridge on the left. Use the D-Pad for this. At the very edge of the pipe, somersault to the broken platform. Raiden should land on it, but if he's a little off balance, he may fall to his death. Take the goods here and put out the fire to acquire the [AKS-74u SUPPRESSOR], which is useless compared the Socom Suppressor. Jump across to the other catwalk. As soon as Raiden leaves the platform, a fire will break out behind him. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ [ALTERNATE WAY TO GET SUPPRESSOR] If you think the last method is a little dangerous and you just can't pull it off (or you have no f-ing clue what I'm talking about), fear not: there is a second way onto to the platform which holds your precious suppressor. Before flipping over the yellow rail to traverse the crumbled bridge, you may notice that a piece of the bridge is extended toward the platform on the opposite end. It might not be hanging directly over the platform, but it's positioned in such a way that if you time a sideflip correctly, you will be able to land on it, allowing you to claim the prize, as well as the few other goodies. Good luck, soldier. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ Follow the rounded catwalk to the end. Keep moving because the path will fall under Raiden. At the end, leap over the edge to land on the catwalk below. At this time, two sentinels are sent out to the bridge above to inspect the wreckage of the Shell 1-2 Connecting Bridge. Stay in the shadows and engage a headshot or two with the sniper rifle. Cross the catwalk by leaping over the first gap and shimmying across the next one. At the end is Strut L Perimeter. --- STRUT L PERIMETER ----------------------------------------- Luckily, the catwalk itself is devoid of enemy sentries, but two soldiers secure the insides, occasionally looking out the window to detect any signs of trouble. If they spot Raiden, even if he's standing near a window from afar, they'll call for Cyphers to take care of him. When this happens, simply go back to the ladder and lie low. Your first instincts tell you to side step under the window sills, but there is an extremely easier way to get by them without being lighted upon. All you really have to do is crawl under their noses the whole way, but with the analog stick geared at an acute angle. The floor panels have been outfitted with floor panels that fall under Raiden. By crawling as fast as possible, he can move over them before they drop. At the end where there seemingly is no path to walk on, flatten against the wall and sidestep carefully across. When you reach the ventilator, crouch and continue under it to the other side. Around the corner, a guard above is about to burst. He checks to see if the coast is clear and goes about his business. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ [USELESS TRIVIA] When nature calls, you'll have to respond. As the guard starts releasing the load on the path ahead, Raiden can stand under it and get doused with healthy urinals. Shoot at him to make him pause momentarily, frightened that he might have been caught, but he'll just give up and return to business. Naturally, after a minute or so, his bladder will be exhausted and he'll go back to his proper business. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ Drop down to the next catwalk below and grab the [AKS-74u BULLETS]. This catwalk leads to the KL Connecting Bridge. About a 1/4 way through the walkway, look over to the left and find a clear opening of part of the KL bridge. Wait until a Cypher looms into view and dispatch it to make the path less treacherous. Then ascend the stairs to the bridge. From the top of the stairs, look ahead to find a small army of gun-mounted Cyphers guarding the entrance to the Shell 2 Core. Its line of defense won't last long as Raiden blasts them into oblivion with the M4. Then move across the bridge and open Raiden's arms to a bag of goods on the bridge. --- SHELL 2 CORE, 1F AIR PURIFICATION ROOM --------------------- After watching Olga lift the switch to activate the electric floor panels, move down the stairs to the lower portion and stock up on [SOCOM BULLETS] found on the crates, and [M9 BULLETS] nestled beside the stairs ahead. The small passage to the left holds a [CHAFF GRENADE] at the end, and the room opposite it houses two gun-mounted surveillance cameras. Sever their frequencies with the silenced Socom since you have time now. The break room ahead features the Node and [M4 BULLETS]. More can be found in the alcove on the far right of the adjacent corridor. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ [USELESS TRIVIA] Press up against the east wall in the break room and the camera changes the angle to an overhead view of the break room and the room on the other side of the wall. The president is being held captive on the other side, pacing back and forth. Knock on the wall to draw his attention and he'll come to inspect the noise. Do it repeatedly and he'll tell you to "Knock it off!" This can also be done on the south wall of the outside corridor. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ --- SHELL 2 CORE, B1 INFILTRATION CHAMBER NO. 1 ----------------- A Node is just conveniently placed to the right of the elevator, with which Raiden can use to service and update his radar. Now, dip into the water. The ever-annoying Colonel radios in for last minute swimming lessons, hoping Raiden will soak in the information like a porous sponge. Once he's gotten his feet wet, duck into the water. The O2 Gauge appears under the life gauge; it represents the amount of air Raiden still has in his lungs. If it runs out, his life gauge will begin to deplete. When his meter empties, it's bye- bye for Raiden. Try again. Every now and then, there will be "rest points" indicated by a square of light lit upon the floor. When you see this, swim up to allow Raiden to recuperate his O2 gauge. It slowly fills. Finally, for the directions to get the Nikita, already! From the stairs, paddle forward and follow the straight, flooded corridor to the end, where Raiden bumps into and picks up the [NIKITA]. With it in hand, swim back to the stairs and return to 1F of the Shell 2 Core. --- SHELL 2 CORE, 1F AIR PURIFICATION ROOM --------------------- Lug the portable hip rocket launcher to the tiny storage room, where Raiden had taken out the two surveillance cameras. Look for the duct on the west side of the wall with the Thermal Goggles, if needed. Then fire a remote guided missile into the duct. At this point, you now control the missile. So pilot it through a few turns. The missile should reach the President's room shortly. There are many different paths to the room, so just turn practically anywhere. Remember, the target is NOT the President, so veer the missile to the left and to its rightful destination--navigate the missile to the blue control panels on the left, and the game will do the rest. Destroying the control panels deactivates the electric floor panels leading to the President's room. The entrance to the generator room is on the other side of the compound, north of the Shell 2 Core entryway. When Raiden meets with the President, not only does he grab his crotch (...), he also imparts shocking knowledge into Raiden's little pea brain about the Patriots and everything Raiden was never filled in about. Now, if I gave you a recap of the things he said, not only will it cause my brain to overload, it'll totally spoil the entire game for you. It gets a little confusing. After an immersing conversation with the guy, he gives you the [Lv4 PAN CARD] and a disc containing a virus to upload into the main computer--[MO DISK]. He prompts Raiden to kill him before the final confirmation of his vital signs is placed. Raiden refuses and incites a struggle. Before Raiden can resist, the President is shot by Ocelot. The Colonel claims that the nuclear air strike has been neutralized, but it seems that the terrorists have other plans to carry out. Like a servant doing several menial tasks, Raiden is ordered to find and save Emma, since she is the only one who knows how to use the disk and stop the Arsenal Gear. It's time to head back to the filtration chamber in B1 again. --- SHELL 2 CORE, B1 FILTRATION CHAMBER NO. 1 ------------------- This portion is going to be hard to explain in terms of directions. So, for the sake of sanity and easy comprehension, I will lay out a map for you. Are we on the same page, now? No? Great. Let's get started. _________________________ | | _______| # # |_______ | # [2] | |___ #__________________________# _| | |////////////////////////////| | | |////////////////////////////| | | |//////// EMPTY SPACE ///////| | LEGEND: | |////////////////////////////| | --------------------- | |________________________ ___|[E]| [S] – Starting Point ___| | | |___| [E] – To Chamber No. 2 | | ___ ## ___ | | [1] – Night Vision G. | |________| | | |____| | [2] - Ration | | | | | | [#] - Openings | |____________|##|________| | | # # | Hey, Adrenaline, thanks for the cruddy | | _____ | | map. It didn't help jack ****! | | | [1] | | | | |__________| |_______| | Well, I sure hope I helped George. It | | was the best I could do, so no | ____________________________| complaints. | | | |___ Crap map created by: Adrenaline (toiletrabbit(at)hotmail.com) | | | [S] | |_______| My text-based directions are not based on the map, so if I say "left", it is not from the map's perspective. Rather, it's your own, as if you were playing and listening attentively to my slur of directions. Here is my pathetic attempt at a text-based navigation: Starting from the stairs (Starting point), wiggle forward until the entryway to the right corridor comes up. Swim into that corridor and take a brief stop to pick up the styling [N.V.G.] from the small (left) passage. Then surf into the next corridor, where it leads up. Don't risk long swims. Take a breather at the air holes when you get the chance. Enter the adjacent corridor on the left. The next corridor to the right will loom into view shortly. Take the right corridor up. Follow it left and up. Open the water-tight door. A dead body will pop out to scare the out of you. The next area is comprised of crumbled debris, which act as blockades. Raiden must swim around to find an opening. Don't worry about running out of air. There are air holes for breaks. It's quite frustrating, but it's much easier with the Thermal Goggles. Take the stairs up at the end to the next chamber. The following room features a square-shaped walkway suspended over a kind of high-density liquid that can drag Raiden under and kill him if he's not careful. Vamp appears in hopes of retribution to that forehead wound Raiden gave him. See Boss Guide for details. --- SHELL 2 CORE, B1 FILTRATION CHAMBER NO. 2 ------------------- The second chamber is much smaller than the first, so a map isn't necessary. Littered throughout the flooded chamber are useful items, including the awesome [BODY ARMOR]. Hell, I'll just provide a map, so it'll save me some time to direct you with words that have failed me often. ____________________ __________ |////////////////////| |[3]| |/// LOCKER ROOM ////| | | LEGEND: |////////////////////# | | ------------------------ |____________________# | | [S] – Starting Point |[2] | [1] - Ration | _______________________ | [2] – AKS-74u Bullets | |_______________________|___| [3] – Body Armor | [1] | | |________________________##_|___| You're on a roll! [S] There you go again. Another useless, crap map at your disposal. Jerk. Once Raiden reaches the locker room, log into the Node nearby. Take the [PENTAZEMIN]. You'll need it later. And plenty of it. Many of the sliding lockers are stuck, but the ones that do open reveal a [BOOK] and [C4]. Oh, and that twit, Emma. When Raiden finds her, she'll rebuff Raiden's kindness in fear, thinking he must be one of "them". Raiden finally finds a way to persuade her that he is the good guy here to save her stubborn ass. Emma's legs have been injected with a strange chemical, numbing her legs. Thus, she isn't able to walk on her own. It's Ico time! Press the Triangle button to hold her hand and drag her with Raiden. They will move at a snail-like pace, and Raiden cannot equip any weapons while he's holding her. This makes Raiden completely vulnerable. So remember to place Emma at a safe place whenever Raiden needs to tend to the security. If either one of them is discovered, it's nap time! It's hard to escape with Emma dragging you down. When Raiden tows Emma into the filtration chamber, her fear of water takes over, cutting off all rational thought. If you've chatted with Otacon earlier, he should have already warned you about her hydrophobic disorder. Raiden suggests that Emma should listen to his heartbeat while they're underwater to kill time and to get her mind off the fact that she's holding her breath for a hella long time. Keep in mind that her life and O2 gauges are almost half the length of Raiden's, so breaks are definitely needed. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ [USELESS TRIVIA] At this point, contact Snake several times for an entertaining uh, convo or something. You learn more about the relationship between Otacon and Emma. Also, if you want to have some fun with Emma (Get your head partly out of the gutter!), knock her out with the M9 or punches. Then crawl directly over her and call Otacon. Take note that you're not harming Emma by strangling her or punching her, but if you snap her neck--well, that's another story. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ Swim through the second filtration chamber with no problems. When Raiden arrives in the room in which he fought Vamp, don't take Emma to the left side of the walkway, as newly planted Claymores are cluttered around that area. If you're the prick and Emma's life gets sucked down, allow her to sit down and rest. This way, her health slowly recovers. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ [USELESS TRIVIA] Contact Snake and Otacon to unravel more of the convoluted plot. Many of your questions could be answered by talking to them. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ The computer prodigy reveals that she was the one who wrote the virus to clog Arsenal's system. That probably explains her amazing ability to use it. Even you can't wipe that silly look off Raiden's face. Now, it's time to navigate through the first chamber, which proves to be a lot more difficult than the previous one. In the wreckage room, if Raiden hasn't obtained the PSG-1T yet, he can find it on the floor, under one of the air gates. Use the map I have provided above for assistance. Back at the elevator, if Raiden tries to lug Emma along with him through the sea of scuttling bugs (Hear that squishy sound? Yeah.), she'll scurry to a safe distance away from the sea lice and scream "Bugs!" Well what do we have here? A snobby, selfish brat suffering from hydrophobia and fears cute, little lice that cures athletes foot! Two methods, little time. Hard way: Use the Coolant to disperse every single group of clustered insects and clear the path for Princess Emma. Easy Way: Knock her lights out and haul her bumbling butt across the heap. Your choice. --- SHELL 2 CORE, 1F AIR PURIFICATION ROOM ---------------------- This part gets a little tricky. This is also the first time you have to work stealthily with Emma around, so it takes some careful strategic thought. Initially, there are only two sentries posted throughout the entire area. However, as Raiden leads Emma closer to the exit, new guards start to appear, sent to thwart their progress. So technically, a total of six guards are assigned to this sector. Placing Emma at a safe place for hiding while Raiden takes care of the dirty work is key to getting out alive. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ [USELESS TRIVIA] While it's a bit late to tell you this little tidbit, but what the hell: you don't HAVE to go into FPV to hold someone up. Hold the L1 button down and approach a guard with a gun equipped. Stay close and press the Square button. Raiden yells "Freeze!" and it works to the same effect. It just saves you about half a second, or even a whole second (Wow! Really?! A WHOLE second!). This technique is especially useful here. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ At the elevator, where the couple begins, bring Emma to the small alcove at the right of the elevator. Leave her there and head towards the break room, where you'll probably catch sight of an enemy cone on the radar. The guard is in the break room, taking long pauses at each entryway into the room. Lean against the wall at any entrance and wait until the soldier turns his back on Raiden. Then rush in and threaten for his dog tag. Knock him out with the M9. DO NOT leave his body there, especially if you've nailed him for good. Drag him to where Emma is and leave him there. If you haven't given him a headshot yet, now is a good time. Depending upon your situation, two guards can appear simultaneously, but that is very less likely. Move down the long corridor. Once Raiden has walked past the storage room on the right, a new guardsman is summoned and emerges from the elevator. Hide in the storage room and wait patiently as he follows his patrol route. When the guard starts to make his way back up the hallway, towards the elevator, jump out and torture him for the popular dog tags. Take him out and store his body in the storage room. The pile will stack up soon. Return to Emma and lead her into the break room. At this time, the guard on the lower, adjacent corridor will appear. He'll stare at the door with his back facing the outside hallway for an eternity. He's easily held up and dispatched. Remember to stow his body in the storage room for precautions. Pick up the [PENTAZEMIN] stashed in the left corner at the end of the long corridor. If you need extra [SOCOM BULLETS], they are stationed on the opposite end. Look over the wall on Raiden's tip-toes to find a guard below that walks toward Raiden's position, but stops far enough away that he won't be seen. Tranquilize him with the M9. The newly placed sentry on the other side won't be curious enough to investigate, but stay behind the wall anyway. Bring Emma to the staircase now and take care of the guard on the other side of the boxes that block Raiden from his view. With the two soldiers down, it's safe to lead Emma across the bottom. Before they reach the stairs to the other side, stop. Leggo of Emma's hands, flip to the crates and hide behind them. A new enemy cone magically appears as the physical form of its owner emerges from the passage to the exit. Take the chance to equip a weapon while he's still inspecting the place. Then wait until he turns his back and makes his way up the corridor. When he does, you know the drill. --- KL CONNECTING BRIDGE --------------------------------------- Collect the [RATION], [PSG-1 BULLETS] and the [CHAFF GRENADE] on the way out to the bridge. Go on, leaving Emma in the shelter, across the bridge. At the end of the bridge, hide against the low-hanging wall so that the camera can focus on Raiden and whatever's "behind him". Notice the patrolling guard. Wait until the guard ogles at the stairs to the lower catwalk, then surprise him. He's a little stubborn, so let a Socom bullet whiz by his body parts and he'll succumb to Raiden's arrest. Hunt for extra items on the catwalk below. A fire breaks out on the path to Strut L, so use the Coolant to extinguish the flames. BE SURE to take Emma with you to Strut L. The entrance to Strut L requires a Lv5 PAN Card to access. Enraged, Raiden clubs the door with his fists and curses. Seeing how pitiful he is, Emma suddenly remembers that she has a Lv5 card slung around her neck and gives it to Raiden. With the [Lv5 PAN CARD], enter Strut L. --- STRUT L SEWAGE TREATMENT FACILITY -------------------------- In this incredibly small facility, Raiden finds two enemy sentries patrolling back-to-back on a small, narrow catwalk in the shaft ahead. The one closest to the door never lets up on his watch for intruders emerging from the doorway. My strategy won't allow you to collect their dog tags, since it involves executing. You'll have to figure out how to reap their dog tags on your own (gasp!)! The rear watchman's patrol route seems to extend to the doorway on the other side. From the hallway, you can see enough of his body for a quick drop on the poor guy. Take out the M9 and tranquilize him. Don't kill him; it'll immediately alert the other guard. After he's down and dozing off, equip the Socom. Then storm into the room and pump rapid shots into the conscious guard relentlessly until he falls. Lead Emma into the room ahead and open the hatch on the floor to reveal a ladder. --- STRUT L OIL FENCE ------------------------------------------ Once Emma and Raiden have completed the long descent, it's time to evoke those sniping skills. I hope you have plenty of Pentazemins. Four, at the very least. Don't worry about being short of PSG-1 bullets, they will regenerate around the area for re-stocking. The oil fence is comprised of a series of pontoon bridges that are connected to columns. The number of guards are at its lowest, since a majority of them are boarding Arsenal Gear. The weaklings were left behind, and that includes Johnny. *wink* Since the narrow walkways don't look very sturdy, Raiden decides that Emma must make her way across on her own with his sniping back-up. Raiden sees her off as she climbs down the steps and balances her way across the thin path. Grab the [PSG-1 BULLETS] nearby. If you ever run out of ammo, they'll always be ready for ya. Take Snake's advice and equip the Thermal Goggles to better identify Claymores, enemy sentries and gun Cyphers. Pop a Pentazemin and get started. Use the pills _sparingly_. On the path Emma is currently taking, there are several Claymores set ahead. Blast them out of the way before she reaches them. For the sake of a later convenience, move the scope over a few columns and scout for two other Claymores. Dispatch those before you forget, which won't be a complete shocker. Then return your attention to Emma, who by now, should be nearing the first tower. Clear the path of sentries with quick kills in the head. After certain guards have been taken down, others will appear out of nowhere. If Emma is seen by the enemy, quickly dispose of them before the gun Cyphers swoop in. Alert and Caution mode will be negated when no more sentries are in sight. To effectively take out a Cypher in one shot, aim for the gun mounted at the tip of its "bottom". They will appear often so keep a sharp eye out. Continue to clear the path for Emma as needed. After Emma crosses the second path, Snake will be ready in his sniping position. For now, he'll stand by until Raiden calls him for help. If you call for his help, he will do most of the hard work. However, he may need help at times with trashing Cyphers quickly. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ [USELESS TRIVIA] You can find Snake lying on his belly on the last column. If you shoot him, he'll get pissed and retaliate with a shot of his own. It's pretty funny. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ When Emma nearly finishes off the last of her excursion to Strut E, a blood- thirsty vampire pays his last respects and holds the helpless child hostage. Snake won't be able to shoot from his position so Emma's life now sits on Raiden's shoulders. See Boss Guide for details. This should be easy, though. ============================================================================= ____________ | Part Seven | ¯¯¯¯¯¯¯¯¯¯¯¯ After Vamp's final demise, Snake goes out to retrieve Emma, who was wounded by Vamp. Knowing that her time is short, Snake urges Raiden to hurry to the Shell 1 Core Computer Room. When you regain control of Raiden, he is already in Strut E. Awesome! Open the valve on the door and head into the vertical shaft. There are some partially camouflaged [SOCOM BULLETS] on the other side of the semi-circle walkway. Now head into the parcel room. --- STRUT E PARCEL ROOM ----------------------------------------- Many of the parcel transport machines have stopped functioning, and one guard is left to do the work. However, he seems to be preoccupied with his angst rock. Wait by the stairs until he starts going north. Creep up from behind and motion for his respective dog tags. Before leaving, go into the Lv5 store room to pick up the [DIGITAL CAMERA], which can be used in the next game. Now exit from the southeast exit to the EF Connecting Bridge. --- EF CONNECTING BRIDGE ---------------------------------------- Three fast-propelling Cyphers circulate the bridge. They must be demolished before Raiden can cross to Shell One unerringly. The floor panels that have previously fallen under Raiden as he escaped Shell One from an earlier mission are missing, leaving huge gaps on the bridge. To get across this, flip over the railing and glide across. Hopefully, you've been training Raiden's muscles to maintain a firm grip long enough to make it across. If he needs to "refill" the Grip gauge, flip back to the not-so sturdy panels ahead. Once he lands, _immediately_ leap back over the railing because the squares will start to falter and drop to the ocean. Then just shimmy over the rest of the way. --- SHELL 1 CORE, 1F -------------------------------------------- The entire core has been abandoned so ditching guards won't be a problem. The southern part of the long corridor is rigged with Claymore mines set to blow in Raiden's direction. Run up through the huge swarm of sea lice. Don't spend any time bathing in that disgusting heap. Enter the elevator and a series of long cinematics will ensue. The plot begins to make some sense and the trio help answer a lot of questions you may have. Snake and Raiden leaves Otacon with the duty to evacuate the hostages as they descend to Arsenal Gear. Soon after, Snake reveals his true colors. The cyborg ninja makes a stunning appearance and unmasks himself. Quite shocking! When Raiden comes to, he finds himself in a torture chamber--nude and strapped down. Solidus performs a little cavity search and shoves his tentacles down Raiden's throat, in which you must rapidly mash the Triangle button to keep from choking to death. --- ARSENAL GEAR, STOMACH -------------------------------------- After being freed by an ally (The surprises just keep coming, don't they?), Raiden is now equipment-less. You'll have to control his jiggly white butt and rely on pure stealth techniques. Also, Raiden won't be able to choke or flip a guard over since his hands are a bit preoccupied. But taking guards head on isn't recommended since they've been re-equipped with advance gear and weapons. Amazingly, their defensive skills have also improved sharply, so it's _almost_ impossible to drop guards. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ [USELESS TRIVIA] Press Raiden's back against the torture bed and he'll re-adjust himself to feign captivity. In this view, a canned drink "censors" his nuts. No matter how hard you try, Hideo's got every angle covered. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ In his current condition and the refrigerated temperature of the Arsenal Gear, Raiden is likely to catch the flu bug if he stays in one place for too long. But to counteract the symptoms, a [MEDICINE] can be found in the locker. It's imperative to administer the pill after the first sneeze. The holding capacity for this is one. Well, the few things that Raiden hasn't been stripped of are his nanocommuni- cations device, the Codec and the feature to bring up the Solition Radar. After all, they're in his bloodstream. Anyway, the Node is in the room ahead. --- ARSENAL GEAR, JEJUNUM -------------------------------------- Raiden receives an urgent call from the Colonel. He begins to act a little awkward. From now on, if you re-enter this room and the one before it, the game will generate random names like "New York 52nd Street". Disregard it. The Arsenal's AI is starting to be scrambled by the virus. At this point, Campbell will also start to call Raiden every 10 seconds with...interesting stuff. They will begin to become unbearably annoying, although it's rather interesting to see what he has to say. The quotes can be found in the Chapter 4 Section, under Campbell Gibberish. The Stomach of Arsenal Gear has six total sentries posted on the lower and upper levels of the warehouse. Three on the top level and three more on the bottom that are stretched far apart from one another. Your goal is to reach the exit to the Ascending Colon, which is the top northeast door. The hangar holds six Metal Gear RAYs suspended from activity. Stare in awe at the size of the monsters if you wish. Hide behind the freight crate as the guard moves down to inspect the south wall. When he moves back north, sideflip to the box on the right. Stay behind it until the sentry stares west. Then ascend the stairs to the right. At the bottom of the second set of stairs, Raiden receives a strange call from Rose and Campbell. They tell you to turn the power off, but don't comply! When the guardsman starts moving north again, cross the walkway to the other side. Reclaim the [BOX 5], which is the ZOE box, from behind the stacked containers at the south end. Not that it'll do much. It may keep Raiden warm for a while. Move north until he stumbles across a surveillance camera and a patrolling sentry ahead. Watch the camera's cone move fully north and make sure the guard on the other side is making his way south. Sprint across the path again and up. There's a huge gap in the ground that you could drop in. After landing on the lower level, immediately crouch and lean against the low container behind you as the guard makes a sweep of the area. Start trekking north. Don't forget the holy [RATION] in front of the large block at the right. If you strain your eyes and look ahead, you can faintly make out an outline of a guard that makes an L-shaped patrol around the single crate ahead. Accost him slowly, moving from container to container and taking cover. When he's not looking, run toward the crate and lean against the front side. There's a [MEDICINE] in the left alcove, but if you already have one, don't bother. The stairs are situated on the left side ahead. When the guard turns his back to you, make a break for it and dash up the stairs. He may have seen something whiz by him, but he won't have the brains to investigate further. The door to the ascending colon is just on the other side, but unfortunately, a sentry has been placed there to ensure a difficult passing. Don't forget about the surveillance camera. Cross the path to the other side without being seen by the camera and hide behind the wall. Raiden can easily run under the camera, but the guard is another story. The only thing to do now is to get caught. As soon as the guard faces the north wall, run as fast as Raiden's wimpy legs can take him to the door at the right. The sentry may have caught him, but entering the Ascending Colon will offset Alert Mode. --- ARSENAL GEAR, ASCENDING COLON ------------------------------ Campbell's mysterious calls still continue to haunt you until you just feel the need to chuck the controller at the screen. However, the controller is best secured in your hand, with which you need to beat the game. So govern your temper. At the south end of the long stretch is a [RATION]. Run up and down the corridor and keep answering all of Campbell's calls. Eventually, Rose calls in. Raiden and she engage in a sentimental conversation, revealing the truth about their relationship. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ [USELESS TRIVIA] While Raiden waits for Snake to appear with his clothes, the radar will be overtaken by a video clip of a real-life Japanese model. If you answer a call it'll disappear. The e-mails I got about this were funny. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ Following the deep conversation with Rose, Snake finally gives Raiden the spooks. He motions his head to the long box behind him, which stores all of Raiden's belongings. After Raiden dresses himself and regains his Hunk-o- meter, Snake presents him with the [HIGH FREQUENCY BLADE], given to him by the ninja as a parting gift. Practice with it while you can 'cause you won't have a chance later on. When you're ready, move to the north end of the corridor. Everything Raiden has had before he was captured will still be in his inventory. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ [SNAKE'S DOG TAG] Right! The legend himself! First, knock him out cold using any old way. If he isn't down by the first assault, quickly get in a crawling position and crawl back. Snake gets angry and attacks Raiden, but by doing the above, he'll miss on every blow. Sometimes Snake may draw his Socom and incite a gun fight, which is one you may lose. Try to bonk his head until he drops. Then shake him down for Solid Snake's dog tag! He'll get a little grouchy when he awakes from the concussion. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ --- ARSENAL GEAR, ILLEUM --------------------------------------- Upon entering the field, a Cypher catches sight of the intruders and goes to warn the others. Alert mode immediately takes in effect in which the duo must slog through endless enemy lines until Raiden enters the door on the opposite end. Stick with Snake since he's a wicked shot and removes most of the weight off your shoulders. The sentries you'll face are well-equipped with their own variations of the Frequency Blade. Raiden can't afford to switch the blade to another weapon or vice versa, since the "cycle" for Raiden to sheath and unsheathe the blade takes forever. Remember, the enemies wielding the swords can also deflect a few bullets. If you're a gun person, the M4 is recommended here, or maybe even the Stinger. Otherwise, stick with the H.F.B. Once Raiden advances further into enemy lines, an invisible wall will keep him from retracing his steps. Don't worry. Snake will back you up! Stay behind a container and fight off any aggressive sentries that approach until the number of guards near the door dwindles down. --- ARSENAL GEAR, SIGMOID COLON --------------------------------- In the next chamber, it's the same old. A horde of fighters drop out of the ceiling and fill in those places of the fallen. Using the H.F.B. should be easier because of the enclosed space, but don't fall in Snake's line of fire. Again, watch out for the sword-wielders since they are capable of ripping you into shreds. Occasionally, a reproduction of the "Mission Failed" screen occurs, in which case you should keep your focus on the small display screen. After the onslaught of pure chaos finally abates, Fortune emerges to finish off Snake. Things get a little complicated. Snake urges Raiden to go on ahead while he deals with the damsel. Raiden hesitates and eventually, slowly backs out. Raiden ascends the ladder to a cool-looking level, where Solidus' voice will resound when you reach the center of the large, circular-shaped platform. While he gives his speech, you're given the chance to do whatever you want for a few minutes. Why not practice with the H.F.B. some more before you get caught off-guard? It'll be the only weapon you can use against Solidus. Afterwards, Solidus makes a dashing, final re-appearance, he summons 3 Metal Gear RAYs as worthy opponents. Bidding farewell and thanking Raiden for a job well done in advocating his plans, he deploys the RAYs. A difficult battle commences. See the Boss Guide to make these overgrown, metallic lizard freaks scrap metal. Following the battle, more cinematics ensue. Extremely long ones, at that. It's no wonder how engrossed you'll finally get after 15 hours of the game... --- FEDERAL HALL ----------------------------------------------- The final showdown with Solidus Snake. Take him down and Raiden will become the newborn legend. See Boss Guide for details. Then watch the insanely long ending (uh huh). Try not to allow your PS2 embark on a trip out the window. Congrats, and it's been fun holding your hand through this ****. Have a nice day and read the rest of the guide, punk. ______ ______ /__/\__\_____________________________________________________________/__/\__\ \__\/__/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\__\/__/ ____________________ | Hard-Extreme Notes | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ I am comfortably certain that many of the people who have beaten the game once will try their sweaty hand at Hard and Extreme mode. For this, I have accommodated this section to help give a small shove in the right direction. For an extremely detailed Extreme Mode walkthrough, Morph, from GameFAQs, has been way ahead of you. He's provided us and relieved us of our sanity from chucking frozen hot dogs at the screen, by writing an excellent coverage for Extreme. You can find it at GameFAQs (the same place where you found this). Remember, this section is not another walkthrough made exclusively to cover both difficulties, since most things are the same as Normal (except that there are the additions of enemies and obstacles). As the name implies, this section was designed to supply hints and other stuff to help smooth out the rough edges in these modes. Get it? Enough yappin', let's get started! ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= IMMEDIATE DIFFERENCES/NOTES ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= Metal Gear Solid 2 provides 5 different difficulties that are likely to suit your taste. The names given to them aren't there for nuthin. Very Easy to Normal mean what they imply. To determine their individual differences, anything that is listed below should be negated and pampered. Meaning if I say that there will be more enemies in Hard, there will be less in Easy. Um, well, ok. As for Hard and Extreme, you should take note of the handicaps that are established once you begin a new game with either. * The capacity for carrying items and ammunition is reduced. * The amount of enemies patrolling each area increases or decreases. Most of the time, it'll be the same and the changes aren't really dramatic. * The routes of certain guards will change--either extended or shortened. * Any damage done to your character is more excruciating. * Boss matches are insane (Extreme mode). * The amount of damage to take down a guard increases. Russian soldiers work- out too, you know. * Guards carry less items in harder modes. So it would take more "shaking" to relinquish items--conscious or otherwise. * In Extreme mode, Rations are NEVER found. They must be taken by force from enemy sentries only. So try to coerce guards to give up their stash when you get the chance. * Enemies and bosses take less damage from you. * The knock-out rounds have a shorter effect and take longer to take in effect. Confusing? It's not. * The same is applied when the guard is unconscious. He will wake up faster than usual. It's gotta be the Wheaties! * In harder modes--Extreme, especially--your character is more vulnerable to the flu bug and he may start sneezing without warning. So be careful! * The enemy sentries have a greater hearing range. Therefore, any noise that emanates from your direction causes them to investigate. * Their vision, although not hinted by the cones, can reach a much greater distance. * When held up, certain soldiers will attempt to reach for their weapons more often than not. * During Alert mode, it gets increasingly harder to get away from the Assault Team. * The Assault Team can sometimes be composed of 4 or more soldiers. * Assault Teams stick around longer before they return to their stations. * The intelligence of guards will increase in harder modes. Therefore, if you hide in rather overt places, they will find you. * In Extreme mode, certain items are not present in the areas they were in easier modes. ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= SHELL 1-2 CONNECTING BRIDGE ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= It seems that finding the control units on the bridge presents the biggest problem for players of all difficulties (well, Hard and Extreme, anyway), so I have created this to point out all the locations of these boxes. Giddyup! As a recap, here are the locations of the ones from Normal mode, just so it'd be easier for people who read the additions below. 01. On top of the doorway, directly above Raiden's initial position. 02. The central pump you were introduced to in the cinematic. 03. On the bottom left, snuggled right next to a bundle of Semtex. 04. Further up from No.4. 05. Nestled on the northwest corner of the bridge. Move to the right to see it clearly. 06. Behind the Sons of Liberty flag; wait until a breeze lifts the flag for a brief second to see it. Then estimate its location. 07. Mounted on top of the hovering Cypher at the opposite end of the Strut. It's moving up and down above the entrance to Strut G. 08. To the left of the Strut G doorway entrance. Closed off by surrounding Semtex explosives. 09. To the far right of the Strut G entrance. Encompassed by 6 other Semtex bombs. 10. Move to the left and peer down. There's a clustered colony of seagulls on a ledge. Fire a warning shot to reveal the last one. --- HARD MODE ------------------------ In Hard mode, there are 12 control boxes to be found, as opposed to the 10 you needed to deactivate in Normal. Judging from the great number of e-mails I have received about this, you can find all the others except the last one. 11. Move slightly down the stairs and face Strut D. Then peer down to the left (when facing Strut D) to find it snuggled next to a steam pipe. 12. Move to the right and stand on Raiden's tippy-toes (L2 + R2) and search under the lower portion of the central bridge. --- EXTREME MODE --------------------- It's odd, though, because I've been getting so much mail concerning the ones in Hard and none for Extreme. Ah, well. In Extreme, you're required to scout out 14 control units! Using the full list above, including the ones in Hard, you should find the first 12 with no problems. Now, for the remaining two... 13. Mounted on the second Cypher that appears in this mode. 14. On the flank of the left balcony of the Strut G entrance. You could only see the side of the control box. It's surrounded by 5 other Semtex bombs. Make sure you hit the right one! ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= HANDLING GUARDS ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= Guards become big bad tough guys that need to be taught a lesson. Your skills that were carried over from Normal are not enough to effectively take down these stubborn soldiers. For that, I have created this section that furnishes your infiltration tactics with slightly better ways to overthrow the guards in nearly impossible modes, or I hope so, anyway. --- HOLD-UPS ----------------------- A different approach to holding guards up is needed when it comes to the higher difficulty settings. The reason is that the guards are tuned to hearing even the slightest noise. So if you creep up from behind, with your footsteps thumping heavily, they'll surely hear you and catch you before you get to them. The best approach is to knock the guard unconscious first with the M9. As he falls into a deep slumber, pick him up and drop him several times to wake him faster. Or if you're in the Plant chapter and you have the Coolant Spray, spray him to dissipate the Z's or stars. As he regains consciousness, quickly stand behind him. Hold out your weapon and hold him at gun point. Be sure you're close enough to do this or your character won't yell out "Freeze!". If this fails, the old-running-from- behind routine works fairly well in most cases. Just be sure that the sentry turns away from you before you even try to peak around the corner. --- CLAIMING DOG TAGS -------------- As you know, the guards are pretty rowdy, so if they ever catch a glimpse of your backside, you'll be taking a brief floor nap afterwards. The point is to always keep your hostage at gunpoint. And to claim dog tags (or any items at all), you must get in front of the sentinel. Press and hold R1 so that you can run while aiming with the gun. It saves you about a second. From the held-up guard's backside, run directly through him to knock him off balance, then immediately turn back and hold him at gunpoint. From there, use the usual routine to shake the dog tags off him. Also, keep in mind that a guard's dog tag will be relinquished upon the first shake. However, it'll take as much as 10 shakes to force an item or ammo box from the bastard. --- VITAL AREAS -------------------- If you're going for a no-kill game on Extreme, it's imperative that you use the M9 for _everything_, including boss fights and the three "alert" sessions. Only, the tranquilizer takes a while for it to seize its victim with sleepiness. This results from shooting at non-essential areas, such as the back, leg, arm or abdomen. I believe the guards are also wearing bullet- proof vests, so a chest shot also causes delay. However, a clear shot in the head or neck renders guards useless instantly. I think the crotch area is also vulnerable to the anesthetic. ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= OTHER STUFF ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= This stuff will come into existence as long as I keep getting mail about the things you need to know. So feel free to e-mail me! --- EXTRA C4 BOMB LOCATIONS ------------------- In the Extreme difficulty, you are required to scourge more C4 bombs in certain struts, and some are even placed differently. STRUT A ROOFTOP Cleverly planted on the other side of the fence at the southeast area of the roof. Put the single guard to sleep and move towards the fence. Stick out the Coolant Spray and frost it with a thick coat. STRUT E PARCEL ROOM This room has been refurnished with a few surveillance cameras. As soon as you enter the room from the EF Connecting Bridge, you'll need to decommission the camera mounted on the perforated pillar-like thing before you can move anywhere else. There are four sentries on duty now. One is keeping watch of the southern portion of the room (your initial position). The other walks back and forth from the room to the stairs that lead to the heliport. The remaining two are huddled closely together at the far end, but one of them maintains a constant position. Anyway, this really shouldn't be too much of a problem since you've made it fairly far into the game already, although you will have a much easier time if you've lulled the guards to take a nap and dismantled the three cameras. Now, for the C4 explosive--it's attached to one of the parcels traveling on the conveyor belt. The first thing you want to do is re-enter the area to reset the parcel order in which they parade out of the conveyor. Stand in front of the yellow "parcel feeder", not too far from the DE Bridge and wait. The last parcel, I think, is the one that holds the C4 bomb. Just listen for beeping. STRUT D SEDIMENT POOL There are now 3 C4s inserted throughout the lower level of the sediment pool. You can skip searching the top level. Two of them are veiled by the metal latches. Lift them up to reveal the pulsing C4s. The third one is arbitrarily placed, but it has a high probability of being planted on the belly of the top walkway. Just search the bottom side of the upper level and you may find it. STRUT A DEEP SEA DOCK The final C4 in this area has relocated. It's not under the submarine now. It is found on the west wall, atop the storage shelf thing. Easy stuff. --- PRESIDENTIAL RESCUE ----------------------- Oddly, in Extreme, the President finds the time to snooze. If you blow up the panel before waking him, he will die, ending in a Mission Failure. Also, even if you manage to wake him up, he's prone to diving back to his usual resting spot. Here's a good way to draw his attention away and to rescue him safely. First, wake him up by blasting the wall next to his room. This will startle him. Now head to the break area wall, adjacent to the president's room and knock on the wall, several times. Plant a C4 charge there and quickly run to the vent and unleash a Nikita missile. As it reaches the room, detonate the charge and guide the Nikita to the panels. An alternative is to use the other vent located on the north wall at the bottom of the east stairs (the one near the Shell 2 Core entrance). You should see an open vent, which you could use to guide in a Nikita into. Using the same method, as explained above, plant a C4 charge on the wall to wake up the president. Climb onto the container and fire a Nikita. Destroy the two screens ahead. After the second, make an immediate left, then right. This is a pretty effective path into the President's room. --- ESCAPING THE TORTURE HOLD ----------------- In Hard and Extreme, the O2 gauge depletes much faster than it normally would in Normal! The worst thing that can happen is that Raiden dies faster. You'll need to find some way to mash the buttons quickly enough to survive Solidus' fatal tentacle hold. Here's a little trick I learned from my friend that I had watched her use in another game (Chrono Trigger). Remove your right hand (or whichever hand you're comfortable with) from the controller, so you could apply more pressure to this technique. The idea is to use one of your fingers to violently "shake" the button as quickly as you can, without getting caught between the button's "spring movement". Cold fingers should be warmed up. The motion is like when you're playing a guitar, except it's like sideways. It may be hard to understand, but do your best! If you are still having trouble, then find a turbo controller. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ [TIP] Submitted by Jeremy Emerson Hold the analog stick in either extreme left or extreme right. While doing that, tap the button fast, like normal. This decreases the rate of 02 depletion sooooooo significantly. Try it. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ --- CHAOS WITH SNAKE -------------------------- Assuming you have overcome the choke hold, you will soon find yourself in a really sticky situation with Snake. Right, the part at which endless Tengu soldiers try to bound at you while gun shots from all direction fly loose! This part is insanely intense if you're uninitiated or reckless. In Extreme, this isn't a hack-and-shoot-wildly situation. First of all, the soldiers who wield the blades are more proficient with handling them, and one swipe across the chest can get your health down to about an unseen amount. With Snake constantly charging in to spur the madness, it's your job to lag him and take the time to blow up the snipers and other soldiers from the top level. Before you rush in to join the carnage, put Snake to sleep and fire a few Stinger missiles towards the back and pick off any bodies at the top with the PSG-1. However, if you can, try to get Snake to advance farther, so that all the enemies focus more on him. This gives you more time to select your victims. There are what I'd like to call four "enemy waves". Each wave will be sent to thwart your progress as you inch along toward the exit. There are invisible lines that trigger these. The first three are fairly manageable, but as soon as you cross the last line, an invisible barrier will keep you from backtracking. It's a do or die situation. Here is also where the a myriad of soldiers pour in. Just storm in with the M4 and go buck wild! Try to stay away from the sword wielders and blast them to oblivion if they get close (or if you think you have enough time to whip out your blade and have a duel with them, that's fine too). They are your biggest threats. This should be much easier if you have the Brown Wig (which, by now, you should). Clear the doorway of the remaining soldiers with the Stinger if you'd like and be on your way. Just remember to stay low and behind the containers. Onto the battle arena! Boy, this is about as Extreme as it can get. It would be the most stupid thing to do to stand in the middle of the arena and try to fend off the rabid soldiers with your HF Blade, unless you have become habituated to using it and extremely tactful. Remember, the soldiers are coming in great numbers. They will send off wave after wave until all drop dead. Chances are, you'll get caught in everyone's line of fire. Stand in the narrow alcove in the north and stay there since enemy soldiers only land in the main arena and advance towards you--in which case you could blast them into submission before they get the chance to act. When Tengu soldiers start to accost you menacingly, fire a few stray bullets (which they can deflect) and punch and kick them as they get close. Don't even think about switching from a firearm to the HF Blade, or vice versa. It's way too risky! /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ [ALTERNATE STRATEGY] Submitted by THELocke (Justin) I used my Infinite Ammo Wig and PSG-1T. Yep, PSG-1T. Although it's a PAIN in the ass to aim with it for enemies up close, I discovered that it is impossible for the Sword Tengus to deflect. Maybe because the bullets are faster? I don't know. Also, it has a faster rate of fire than your M9, and has the obvious zoom that puts that lowly pistol to shame. I first knocked out Snake with the first bullet. It's not really necessary, and as I think about it right now, I really have no idea why I did it. I guess it's because I don't like looking out for someone whom I can't control. After all, if he dies, I die. And besides, it's easier without him getting in the way. In the first "wave", I could take out everyone I saw without Snake or Raiden getting hit once. So, that was pretty simple. Then, I move forward until the second wave starts. Snake wakes up, so I knock him back out again. From there, I move BACK until the Tengus can't hit me but I can hit them. Again, real easy. Repeat this for the third wave, and watch the Sword Tengus take a little nap after just one shot. Hehe. The last wave is a little harder. I ran to the left side to stand behind a column so that the Gun Tengus by the exit would be unable to hit me. Again, I knock out Snake. The only thing I have to look out for here is the Sword Tengus who drop right in front of me. There's probably about ten to twelve that come down, but with the rapid fire PSG-1T, you can miss a few shots and still be fine. After about ten or twelve of them come down, there won't be anymore, which is good. They were getting a little annoying. No more Tengus will come down if the bodies on the floor remain in perpetual sleep. Knock out Snake one last time with a bullet, and proceed to take out the last four remaining Tengus. They're really easy, and can't shoot for sh*t. So...no big deal. After that's done...this place is over. Believe me, if you don't want to kill anyone here and stay at zero kills, this is the strategy to do it. That crappy M9 and blind-ass Snake who can't hit sh*t with his USP will always pull you down. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ --- ITEM PLACEMENT ---------------------------- I couldn't see where else this section could be placed, so I decided this was the best place to fit it since it helps with the varying modes--Hard and Extreme, specifically--but I'll let it slide and add some extra notes to make the guide more useful to the Easy and Very Easy players. Item locations will change in Very Easy and Easy from Normal to Extreme. This section was designed to help you see the changes and aid those players who have not been able to find the items in the original precinct. The list also tabulates the same items that can be found at various areas if not acquired already. You'll notice it's not a lengthy list, but it will do. Name Location Difficulty Mode(s) ============================================================================= M9 Tranquilizer Strut A, Deep Sea Dock Very Easy, Easy Socom Suppressor Strut B, Transformer Room Very Easy AK Suppressor Strut F, Warehouse (Lv2 Door) Very Easy PSG-1T Strut F, Warehouse (Lv3 Door) Very Easy-Extreme PSG-1T Shell 2 Core, Filt. Chamber (No.1) Very Easy-Extreme Thermal Goggles Strut A, Deep Sea Dock Very Easy-Extreme Thermal Goggles Shell 1 Core, Hostage Room Very Easy-Extreme Thermal Goggles Shell 2 Core, Filt. Chamber (No.2) Very Easy-Extreme Thermal Goggles Strut L, Oil Fence Very Easy-Extreme |¯¯¯¯| 0000111.92899 |¯¯¯¯|-|¯¯¯¯|-|¯¯¯¯|-|¯¯¯¯| 0886660000113 |¯¯¯¯|-|¯¯¯¯| ¯¯¯¯ ¯¯¯¯ ¯¯¯¯ ¯¯¯¯ ¯¯¯¯ ¯¯¯¯ ¯¯¯¯ /// Chapter 3: Appendices /// _______________ | LOADING... | 00000000111999666 |¯¯¯¯|-|¯¯¯¯|-|¯¯¯¯| 983300111666 |¯¯¯¯| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯ ¯¯¯¯ ¯¯¯¯ ¯¯¯¯ ______ ______ /__/\__\_____________________________________________________________/__/\__\ \__\/__/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\__\/__/ ____________ | Boss Guide | ¯¯¯¯¯¯¯¯¯¯¯¯ Unlike many games where the character is patented with superhuman powers or abilities, MGS2 just presents you with hard-hitting weapons and that's all you're allowed to work with. Your character will bleed like normal humans, but will still manage to survive cutting knives and gunshots to an extent. So my point is that some bosses are hard, and I'm here to help. Hahahaha! Included in this Boss Guide are strategies that cover all the difficulties except Very Easy and Easy. Why? 'Cause you don't need 'em! And even if you do, the strategy for Normal will be sufficient enough to show those badasses who's boss. Also, I'm only one person. And knowing this, I will always have someone disagree with my strategies. Or maybe this person wants to add a few tips of their own to supplement the strategies posted here. If so, feel free to send tips of all kind to help lost souls. They will thank you for it, and I will credit you for the effort. NOTE: Not all Hard mode strategies are covered--only because you can read the Extreme one for more than ample help to beat them. ------------------------------- -- CHARACTER PROFILE NO. 1 -- ------------------------------- Name: Olga Gurlukovich Blood type: A Family: Colonel Gurlukovich Sex: Female Profession: Military soldier DOB: September 23 Weapon: USP Handgun First boss of the game. She's quite intimidating at first, but soon you will learn she can run and gun like the rest of the top terrorist figureheads! Throughout the fight, Olga will pause and talk about herself, although it's not exactly the best time for self-introductions. For the first part of the fight, position Snake behind the brown cargo box. Stay low and face her field in FPV mode. Then use the FPV Strafe techniques. If you make Snake scarce, she will lose sight of him and scout for him. In the meantime, surprise her and sink a headshot for major damage. The nomadic soldier never stays in one spot too long. She constantly migrates from one mast to another. Olga's a very good shot, so only stick your head out when she's reloading, or moving to another fort. After chopping off about half of her life, she'll move to the back and shoot the cords to release the tarp. This throws off her exact location. Shooting at her with the tarp up proves to be fruitless. He won't be able to get a clear shot of her, while she can still blast Snake with a shot or two. Also, watch out for her grenades. She yells out "Take this!" to indicate she's about to release a grenade. You can hear it clinking against the soaked floor. You will want to RUN when she does. When the tarp is up, either wait for the wind to pick it up and blow it away, or uncoil the strap yourself. If you still don't take her down after this, Olga thinks of more ways to impair Snake's vision, like shining the light in Snake's direction. Put it out by blasting the bulb. If you start to wear the ammo and Ration supply down, there are some extra stuff around the battle field. Unless you take too long to put her out of her misery, it won't be too much of a problem. Don't pay attention to her life gauge, it's a bit misleading. Worry more about Snake's. _________ \ \ \ HARD \ \________\ Olga is not too shockingly hard, although you will notice the immediate boost in her attack power and marksmanship. Basically, the tactics are the same, but I'll introduce you to a more efficient way to kill her, especially when she endeavors to use the surroundings to her advantage. As you know, on each side of your battle ground, there are a few stacks of crates. If you tend to use the right set as your main fort, take cover at the very right until the ship's side prohibits you to move any more to the right. From there, fire your shots at her. You will most likely inflict damage upon her. And the good thing is, she can't touch you! Well she can, but you are protected from 80% of her shots, thanks to the small crate fortress. When she tries to use her grenades to flush you out, most of them will land in the small alcove in front, so when it explodes, no damage will be done to you. The same thing can be done on the other side, with the single set of stacked boxes. Although you have no protection from her grenades, this is an excellent vantage point to inflict damage to Olga when she takes cover behind the tarp. Just remember to move out of the way when you hear her yell, "Take this!" ____________ \ \ \ EXTREME \ \___________\ With Extreme, this little lady is a whole different ball game. Unlike the previous modes, where her shots can go astray and often miss. Extreme mode emboldens her shots and grants her insanely accurate shooting skills. In other words, any shots fired at you will make contact if you stick your head out for too long. And amazingly, each bullet Snake receives will nearly kill him. Therefore, if he gets hit 2 or 3 times, he'll die before he can bleed to death. Same goes for the grenades she lobs at him, except it only takes one to blow his limbs off. Furthermore, the light bulb she'll shine in Snake's face to impair his vision in later stages becomes indestructible--you can't blast the lights out! Hideo ignored the illogical detail here. Extreme Olga is more nomadic than ever. She _never_ stays in one spot too long, so you must be proficient with your aiming. Olga has a constant pattern running in this fight. First, she will locate Snake's position and begin the almost never-ending line of bullets, followed by a grenade. She does this even when the tarp is up or when the light is deteriorating your accuracy. The first thing you need to do is make yourself scarce--don't peek unless you know you can get a clear shot. Doing this, Olga will have trouble discerning where your exact location is and start chucking grenades in every direction. Olga is more vulnerable when she is throwing grenades. This is the best time to release a quick shot! As soon as the tarp goes up, _never_ try to look for her in FPV. She'll kill you before you estimate her approximate location. Remember, her shots fly through the tarp with no hesitation. Also, never try to launch a few bullets at her when she, in turn, is peppering Snake with USP bullets. Pump a shot or two into her thick skull when she's preparing a grenade. Eventually, she'll resort to the blinding light! This is the hardest stage. You won't be able to see more than a few feet in front of you. And before you even find out where she is, she will have probably already popped you. Note that she will adjust the light to whichever direction you may move. You must take extremely risky shots, otherwise, the time will wear down and your PS2 will burn out. Even if you can't see her clearly, fire off a shot in the direction where she should be, or where you think she should be. Chances are, it will make contact. Patience is a virtue. If you fail, try again. It honestly took me 14 tries to shove a grenade up her hairy butt. Take that, Olga! ------------------------------- -- CHARACTER PROFILE NO. 2 -- ------------------------------- Name: Fortune (Helena Dolph Jackson) Blood type: Unknown DOB: Unknown Weapon: Gigantic Rail Gun Family: Scott Dolph (Father), Reginald Jackson (Husband) Profession: Dead Cell Leader Sex: Female This fight against Fortune just gives you a taste of her enormous rail gun. During this live-or-die situation, steer clear of Fortune's potent jolts of uh, bullets. Direct impacts cut Raiden's life by at least 25%. The room has been re-arranged with more boxes to act as shields against Fortune's constant blitzkrieg. Don't stay in one spot too long as she can deteriorate the barricades within minutes. Avoid any fires that break out and beware of any falling debris. If the raging flames start to lick at Raiden's body, roll wildly around to put it out. And remember, you don't need to waste a single bullet on her. _________________ \ \ \ HARD-EXTREME \ \________________\ Timing her shots play a much bigger role in these modes. And being careful about conserving the boxes for protection is absolutely necessary since she's tweaked the power of each jolt to maximum! The boxes arranged around the area are able to sustain less damage and are liable to break out in a fire, setting poor Raiden ablaze as well. Direct contact with her rail gun's blast will kill Raiden. Tune your ears to listening to the sounds of her massive railgun. The indications are obvious so use that to your advantage. Timing is crucial! Make sure you keep a move on since she can fire a couple shots in quick succession. As with the other modes, don't waste ammo. ------------------------------- -- CHARACTER PROFILE NO. 3 -- ------------------------------- Name: Fatman Blood type: Unknown DOB: Unknown Profession: Emperor of explosives Family: Unknown Weapon: Semtex, Automatic Sex: Male The wide expanse of the battle ground quickly becomes a disadvantage with the way Fatman plays this sick game. Equipped with roller-skates, Fatman rolls around the heliport taunting Raiden and sticking bombs at random places. If Raiden runs into Fatman while he's still moving, Raiden will get mowed down by the human steamroller. And if Raiden isn't able to find and deactivate all the bombs Fatman has set out for him, people will be seeing fireworks all the way from Manhattan. Do yourself a favor by equipping Sensor A. It will make life so much easier in ferreting out those C4s. Fatman begins the fight by setting a few bombs along the north crates. Use the Coolant to neutralize them. Each time he fits the heliport with some C4 explosives, a time limit is placed on you. If you don't find them within the allotted time...kabooooooom! In other words, do it quickly. Fatman may be clever at making explosives, but he's not too keen on hiding them. They are usually found in the open with the help of FPV. Sometimes, the roller-skating fatso will get shrewd and hide it under the freight crates. If you try to keep up with him, you'll have a better time finding the explosives. Although it's hard to stay behind him 'cause he can outrun you in a matter of seconds. While Raiden is busy disarming the bombs, Fatman will watch him with great interest. Once the bomb is deactivated, he will cap Raiden with a few rapid shots. You can dodge some of his bullets by rolling wildly around, until the gunfire stops. The good news is that Fatman isn't constantly keeping you busy with finding the explosives. He'll take breaks and stroll around the heliport in his skates. It is at this time that you should take the opportunity to equip the Socom and pump a few shells into his obese body. When you've dealt enough damage, he'll fall on his face and cower on the floor. As he gets up and faces Raiden, give him a head shot for extreme damage. If you manage to keep him down, you can cancel his plans to plant more bombs around the heliport. Another great chance to do him in is when you catch him occupied with the sea gulls. Yeah, he likes to feed them, too. A good way to catch Fatman off guard is to make Raiden appear before him less often. Fatman will start to look for Raiden. Then belly up to him from behind and let the gunshots fly loose. Following Fatman's grand finale, pick up his chunky mass to find the last bomb hidden under his layers. _________ \ \ \ HARD \ \________\ Not much has changed from Normal, other than the fact that he does more damage. If you want to have some fun, plant some Claymores around the direction he may skate towards to chop off a good chunk of his health. As he cowers on the floor and tries to recuperate, make him bleed in the head. This method is easier to manage in Hard than Extreme. ____________ \ \ \ EXTREME \ \___________\ Before disarming the bomb conspicuously placed in the middle of the area, I suggest you have an ample amount of Socom bullets at your disposal. Either that or you have the Brown Wig in your possession. If you've decided to subdue him without the aid of the radar, then good luck. It'll really drive you insane. As you begin the fight, he plants the first set of C4s, as he would normally and give you a set time limit to neutralize the bomb threat. The number of bombs he sets is completely at random. As soon as the last bomb is placed, a countdown commences (usually 20 seconds). Unlike the previous modes, where he will kindly wait for you to finish and then shoot, he just bombards you when he feels like it. It becomes increasingly harder to tend to the bombs with Fatman's maneuvers. Fatman also makes sure Raiden struggles with the last bomb by shooting and stalling him. At times, you may find Fatman hanging around one of the locations where he set a bomb, trying to defend it. You must find and defuse the bombs as fast as your skills permit! If you ever have trouble finding them, you can look for Fatman's roller-skate marks he often leaves behind. Where the trail stops or appears jumbled--search high and low for the explosive in that area. Successfully disarming these bombs is the real challenge of this fight. If you are very proficient with precision shooting, you can shoot at Fatman's skates to tip him over. Or, if Fatman stops in close range of Raiden, punches and kicks work too. Then as he struggles to his hands and knees, land a headshot for a significant amount of damage. Remember not to stay in one place too long as Fatman is more likely than not to hunt you down and pelt you with a volley of bullets. Never try to shoot him in FPV unless he is down or you're sure you can get a shot quickly enough to prevent retaliation. Always keep up with this mobile girth to neutralize the bomb threats with less trouble. If the timer doesn't start, don't bother going to the bomb to disarm it. Keep in mind the rough location of the bomb and chase after him. If you lose sight of the big guy, he might suddenly come from no where and plow through you. An effective way to slow Fatman down is to run, while blasting nonstop shots at him. Press and hold down L1 to allow Raiden to move while the trigger-finger goes to work. That's your basic strategy. There are Socom ammo boxes lying around the heliport; they regenerate too. This is only useful if you don't have infinite ammo. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ [ALTERNATE STRATEGY] Submitted by K. After he stops planting C4 all over the place and starts shooting at you, head towards the lower part of the Helipad. (Near the stairs that you entered from) Wait in the lower left and just stick your head every so often to lure him down there. (Pay attention to the path that he skates through) As soon as he's out of the way, run over and put a claymore mine in his skating path. Once he skates down again, it'll blow up and knock him down. Once he's knocked down, it's pretty to get in two or three head shots before he gets up. Rinse and repeat and there you go. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ ------------------------------- -- CHARACTER PROFILE NO. 4 -- ------------------------------- Thing: Harrier II Blood type: N/A DOB: N/A Profession: Airplane?? Family: N/A Weapon: Missiles, Sidewinders Sex: N/A First of all, let me say that if you have about 4 to 5 Rations, you will be fine. If not, I pray for thee. But if you don't want my prayers, good luck to you. If you don't want that either, then you're conceited. I'm only giving you my condolences before you make plans for a funeral for your PS2. Considering that a measly sprite boy is up against a massive machine in flight makes the odds of winning seem miniscule. Well, it isn't so much if you have the right artillery. As the fight begins, Pliskin, from the nearby Kasatka chopper, throws a Stinger Missile Launcher onto the bridge for freebies! Pick it up, and the Stinger missiles too, and give it a whirl! The Stinger finds the weak spot of the enemy for you, and when the missile is launched, it will automatically lock-on to its target! No more worries about missing! Also, Pliskin will be Raiden's life support by tossing aid items and more Stinger missiles when they run dry. At the start, the Harrier will prepare its first attack from afar in which it will suddenly tear through the bridge with incredible celerity. The streak will knock Raiden down and chop off a chunk of health. When the Harrier can't be seen, even in the distance, take shelter in the level below the bridge to avoid getting beaten down by the bolt of that attack again. Come to think of it, this attack is about the least devastating. Like any military fighter jet, the Harrier has missiles that comprise part of its arsenal. When it starts hovering beside the bridge, watch out! It's going to launch a volley of missiles your way! To avoid major damage from this assault, run down the stairs in the back to the lower level and take cover. If you were already there before the Harrier released its missiles, they will lock-on to Raiden. Its final attack consists of firing rapid shots from its sidewinders. If you are on the bridge, it'll be harder to dodge these, even when cart-wheeling. Again, take refuge in the lower level and duck behind the containers. Stay low! The only time Raiden is available for retaliation is during the brief pause before the Harrier fires its missiles or lets loose on its sidewinders. Hide behind the container and face the Harrier. Move the Stinger scope until the crosshairs turn red. Then fire. The missile will lock-on and eventually make contact with the target. You can squeeze in an extra missile at other times too, although it's a bit risky. Remember not to mistaken Pliskin's chopper for the enemy! If Raiden shoots it down, Snake will not only curse at him, but the extra help items will stop coming. ____________ \ \ \ EXTREME \ \___________\ Get this straight. One hit = instant 70% life bar gone. More hits = Need I say more? The Harrier isn't just friggin' hard, it's tremendously difficult, and even that doesn't really sum this up. Pliskin, as the altruist he is, will still toss Stinger missiles onto the bridge when you need 'em. He'll only give you one to start with, though. So try to conserve your precious ammunition! Don't expect any Rations. This is Extreme mode for goodness sake. As soon as the battle begins, target him quickly (preferably the pilot area), and launch as many missiles as you can get at this time. Each time he is close and gives no signs of attacking, greet him with a few Stinger missiles (although this occasion is rare). The hot air streak attack he does can easily be avoided by heading down the stairs. In fact, if you make it to the lower level or damage him before he fully executes it, you can offset the attack. If you're willing to sacrifice a little life, fire a missile or five at the Harrier while he rushes in to burn Raiden to a crisp. This inflicts a good amount of damage upon the Harrier. Another attack he uses includes a bombardment of bombs on the upper level. To avoid massive damage, quickly run to the lower level. He's also got some nifty homing missiles equipped. You'll know he's about unleash his homing missiles when he hovers in the air and taunts you. These converge on Raiden. You can avoid that attack by flipping away just at the right moment or taking shelter at the opposite side of which the Harrier is facing. Eventually, the Harrier will begin to hover next to the bridge on the east side. This ominous sign warns you of his straight-on missiles that can instantly kill the beefy warrior tyke. An inane, yet very effective way to defend against the close-range missiles is to bang Raiden's head on the stairs to knock him unconscious. Oddly, this makes him temporarily invulnerable. Once you spot an opportunity to target the Harrier, launch everything you have! If you don't think you can, leave it at just that. Raiden has to conserve his stamina and continue dodging attacks. This proves to be much more important than targeting the Harrier. At some point, Solidus will decide to unload his sidewinders (machine guns) on Raiden. He'll circle around, clipping everything in sight. Just keep moving from one spot to another as he adjusts his position to get a clearer view of Raiden. Solidus is more likely to use his "phase 1" missile attack in which they come from either the east and west. With this beefed up version of the Harrier, you may have to try over and over again before you can sink the plane. Hell to ranking! ------------------------------- -- CHARACTER PROFILE NO. 5 -- ------------------------------- Thing: Vamp Blood type: Unknown DOB: Unknown Profession: Blood-sucking knife specialist Family: Deceased Weapon: Hunting knives Sex: Male Vamp is a terrifying foe and a worthy adversary. Having seen him work back in the Transformer room, you should be worried about this battle. Luckily, he doesn't move half as swiftly as he did in Strut B. His attacks mostly involve knife-throwing, and close-range combat is inevitable (although it isn't very often). Throughout the fight, he will dive into high-density liquid in the chamber as a ritual to prepare for his next attack. The only weapon you need is the RGB6 Grenade Launcher and some spare Rations equipped. Aim the weapon in FPV for full effectiveness. Raise the point upwards just slightly to counterbalance the arc trajectory. Each time you hit him successfully, the force of the grenades will knock him back into the liquid. Remember NOT to follow him in! The perfect time Vamp is open for a shot is the instant he leaps out of the water. When he lands on the walkway, he will pause for a moment to catch his breath. I suggest you prepare yourself to blast his limbs off the second he surfaces. By repeatedly knocking him back into the liquid, you can disallow him to use any of his own attacks. However, mistakes happen and he's a fast little bugger. I'm sure you'll experience a few of his attacks at least once. Like I said before, his attacks consist of throwing knives at Raiden, which can be avoided easily. The knives will approach Raiden as tiny blue figures on the screen. They usually come in two or three at a time, but they are so clustered together, Raiden can leap to the side to dodge them all. At times, he will be moving along the walkway, pitching his knives at Raiden. Other times, he leaps into the air and whirls around with knives launching from various directions, all aimed at Raiden. His last attack involves pinning your shadow down (I have no idea how he does it, but then again, how did he survive that bullet to his head?), just about demobilizing you. During this time, you won't be able to move so freely and Vamp can attack you when desired. To avoid this, shoot out the four lights on the upper level. Now, nothing can cast your shadow. Additionally, this will negate his last and most deadly attack. ____________ \ \ \ EXTREME \ \___________\ There are two ways to beat him. If you really want to earn your status of being one of the best MGS2 players around, you'd want to use the hard way. The easy way consists of launching continuous Stinger missiles at the sucker 'til he dies. Easy, right? Now, for the hard way: As soon as the fight begins, plant a metal in his head. While Vamp is wiggling around in the liquid, plant two Claymores on the left and right sides of the vertical paths. It is imperative that you do this because as the fight drags on, Vamp will move much too fast for you to keep up and shoot. Make sure the Claymores face his initial direction. If he runs into one of the Claymores, this should do a major amount of damage. Good enough, anyway. Remember to keep replacing those Claymores when you get the chance. This fight is much easier if you have Raiden's secret item that credits you with infinite ammo. While he swims in the water, shoot him as much as possible with the M4, or your weapon of choice. This also does a fair amount of damage. If you want, you can also use the Stinger while he's in the water to instantly suck the O2 gauge out of him. Also, do yourself a favor by shooting out all the lights with the Socom. Standing near the doorway for the most part of the fight gives you the upper hand since you can see everything that goes on. If you find Vamp on the ground level with you, avoid his attacks as best as you can. A simple way would be to drop down and crawl backwards--this doesn't work for all his attacks, but it's quite efficient. It has officially been confirmed that by shooting the bullet wound on his head, you will double the damage dealt to him. Once he begins to hover above you, quickly run to the left southern rail and hang. This allows Raiden to be invincible until Vamp starts to accost him. Vamp will slash at you and force you to plunge into the liquid to your death. Give yourself ample time to hoist yourself from the hanging position and charge at Vamp, all before he comes too close. The very best way to deal with this predicament is to plant a C4 right in the precinct of the "hanging point." As Vamp gets nearer, let him have it in the face with a C4 explosion. If you've blown out the lights, there's no need to worry about his "pin-down" attack. There's a possible way to actually "deflect" his knives by peppering them with your assault rifle, but that is hard to do. May the devil's luck be with you. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ [ALTERNATE STRATEGY] Submitted by tarajis I would like to share my own strategy to kick his vampire's ass! At the start of the fight or whenever he's swimming, remember those Claymore mines you always carry around? Well, it's time to make them useful. Find yourself a nice corner with good camera angle so that you can see those knives when thrown at you and start putting mines at one side of Raiden and another at the other side of the walkway (but make sure you leave enough space to dodge incoming knives). When he emerges from the water and comes down the walkway, it will blow his ass back in the water. This can be helpful whenever he throws his knife at your shadow cuz he tends to come to Raiden to give him surgery, but with a mine between you and him... – you got the picture right! ^_^ Be warned cuz the knife can trigger the mines and you should also use the sensor to make sure you don't step on your own mines and also watch out for your own life gauge!! If you don't have anything to do while he's swimming around the pool, you can throw a hand grenade or 2 in the pool, and when timed right you hear him scream from pain. It will not hurt his life bar but his conscious bar but hell, it's fun hearing him scream and to pay him back for those knives! ^_^ /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ [TIPS] Submitted by dlp - When Vamp is swimming in the water, toss 1 or 2 (if you can time it correctly) hand grenades into the water. It doesn't matter where they land in the water, vamp will take some damage (concussion?). - While vamp is swimming, you can plant 1 or more C4 charges at the spot where he always comes out of the water. As soon as he comes out of the water and pauses on the catwalk, BOOM. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ ------------------------------- -- CHARACTER PROFILE NO. 5 -- ------------------------------- Thing: Vamp Blood type: Unknown DOB: Unknown Profession: Blood-sucking knife specialist Family: Deceased Weapon: Hunting knives Sex: Male You've heard that he survived a church explosion. You witnessed his pulsing heart even after Raiden shot him in the head. And after he's been wiped out back in Shell 2 Core, he comes back from dead for like what, the fourth time. What does it take to keep this guy down?! This time Vamp takes the cunning way out. He takes Emma captive and stabs her multiple times, wearing her life down. It makes this battle feel a little heavy. If you don't nail Vamp quickly enough, Emma will die, meriting an instant game over. And what's worse, you have only the PSG-1. Even zooming it out as far as possible doesn't give you a clear shot of Vamp's head. You'll just have to rely on your pure sniping skills. Pop a Pentazemin. If you don't have one, use the Cigarettes. It works to the same effect. Then aim carefully. Use your intuition to estimate the vantage point of Vamp's head. Then fire. If it hits, you should see Vamp's life deplete. Don't move the PSG-1 and keep firing until he finally goes down. _________________ \ \ \ HARD-EXTREME \ \________________\ This is the easiest boss battle you'll ever see in Extreme, or Hard. Peruse the strategy above for assistance. ------------------------------- -- CHARACTER PROFILE NO. 6 -- ------------------------------- Thing: Metal Gear RAYs Blood type: N/A DOB: N/A Profession: Gigantic metal lizard freaks Family: Other Metal Gear RAYs Weapon: Missiles, Homing missiles, automatics Sex: N/A And you thought the battle against the Harrier was insanity. Aw, don't be discouraged now. In fact, this fight is doggone fun! And thanks to the vast area, this battle isn't nearly as troublesome as the Harrier battle. Solidus deploys three Metal Gear RAYs onto the battle arena. But only one can stand on the platform at any one time, and the other two will stay at the border and occasionally send out missiles to toast Raiden. With each Metal Gear RAY destroyed, more will be dispatched. Destroy all the RAYs and different models of Metal Gears will be deployed. It's endless! When you're up against enormous robots like them, you're gonna need a hard- hitting, explosive weapon like the Stinger. The Stinger is the ONLY weapon to use in this battle! Don't leave home without it! Equip the Rations, too. The arena will sometimes provide spare Stinger missiles on the outside borders when you run low on them, and Rations in the center. However, Rations aren't relinquished too often. Use the R2 button to equip and un-equip the Stinger quickly, without going through the hassle of entering the inventory menu and slowly scrolling to the Stinger each time. As the battle begins, the Metal Gear RAYs will be unsure of what to do for _only_ a moment's time. Take this chance to deliver the first blow to the CENTER RAY. Aim the Stinger Missile at the head. Soon after the first attack, they will start to register and begin unleashing the missiles stored on their backs. These missiles will be launched into the air, and a beeping noise can be heard in the background. During this time, you should take the chance to get another missile in its face. Pay attention to the beeping while you're at it. When the beeping starts to go wild, RUN and cartwheel away! The RAYs are liable to use this attack often. So be careful! Once you've damaged the center RAY enough, it will start to ingress into the arena. Several new attacks are open to it. One of them involves opening its faceplate to shoot a straight particle beam at Raiden. It uses this attack only when Raiden is directly in front of it. Also, hit its head when the faceplate is open to ensure maximum damage. Another attack it's capable of is opening up a small compartment in its arm and then shooting multiple shots in a swift movement across the area. The next attack has the highest probability rate of damaging Raiden. NOTE: I have been made fully aware by what appears to be the entire internet that you can make the RAYs open their mouth by shooting them in the knees, which I already know and have mentioned in the Extreme part of the strategy. Thank you very much. When the Metal Gear RAY starts to crouch, as if to crap, two missiles will be ejected from its knees and lock-on to Raiden. If he starts moving before the missiles reach him, he is bound to get hit. Time it right and the second before it hits Raiden, cartwheel to the side. There's one more attack the RAY endeavors, which is when Raiden starts to approach the RAY and is under it. The RAY will stomp the ground, creating a tremor that will damage Raiden if he gets caught in it. Well, I've got everything you need to know covered, but you'll soon realize there's something missing. The Metal Gear army never ends! That's right. It won't end until after you trash a certain amount of RAYs that vary with each difficulty setting. If you're playing on Normal, you must defeat exactly 5 RAYs to scotch the battle (ending with RAY-A05E, or your personal order in which you picked them off). When that task is accomplished, the battle will end. The number of obliterated RAYs needed to end the battle vary with the difficulty settings. _________ \ \ \ HARD \ \________\ On Hard, Solidus deploys 12 Metal Gear RAYs to squash you, fearing that you may not have had enough fun the last time. See below for advice. I'm getting lazy. Heh. But it is kinda pointless to write a Hard AND an Extreme strategy when one could just take a gander at the Extreme strategy and click. It's for the sake of completism I tell you! ____________ \ \ \ EXTREME \ \___________\ It's ok, guys! You'll only have to deal with 20 Metal Gear RAYs! The only thing that's difficult about this battle is that--well, you have 20 RAYs to deal with and you'd have stay alive long enough to demolish every single one of them. Folks, I hope you have a LOT of time on your hands. First of all, keep a move on at ALL times! Never stay in place for too long, especially since the RAYs will frequently deploy the homing missile trio from their backs. The strategy is pretty much the same except you will drop on the floor much more quickly. It's insane. To ensure maximum damage every time, launch a missile towards the RAYs' knee area. When it hits, the metallic monster will kneel and screech in pain. Immediately after it stretches its mouth to that size, force a missile in there and make him eat it. Don't worry about expending your ammo--Stinger missiles will regenerate around the outside borders. However, the Ration will not! So you absolutely must avoid all potential hazardous points! This battle requires a LOT of patience and don't forget to be prudent. Play it safe and attack when you can. Don't force it or they will eat you for breakfast. Battling 20 RAYs can also get a little boring. It will make this battle somewhat easier if you have Raiden's infinite ammo wig. It would save you the trouble of going around, refilling ammunition. Dodge each attack, using the same methods you usually use. Try to squeeze in a spare shot shortly after leaping away from one of their attacks. If you can't, don't. And again, don't risk taking a shot when you're about to meet your impending doom (the missiles). Learning to aim fast is also key to winning this battle. Depending upon how you make it, this battle could be fun or it can lead to mental deficiencies. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ [TIP] Submitted by Wei Huang When you begin to fight the MG Ray's, throw a Chaff Grenade to reduce their accuracy (always throw them while you're getting rations of ammo). I don't think it'll work against missiles, but it does reduce their speed and gun fires. Also to dodge the more powerful version of the missiles (the ones that come straight at you with great speed), simply crouch to avoid them. The cart wheel takes greater risks. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ ------------------------------- -- CHARACTER PROFILE NO. 7 -- ------------------------------- Name: Solidus Snake (George Sears) Blood type: Unknown DOB: Unknown Profession: Big Boss impersonator, Former president of US Family: Liquid and Solid Snake Weapon: Tentacles, HF Blade Sex: Male The final showdown with Solidus. How does it feel? This super-soldier is no pushover, especially since he's the last boss. The third of the three super- soldiers created from the "Les Enfants Terrible" project. Translated as "The Terrible Children" (it's a cognate, duh). He comes equipped with the innate ability to beef himself up and use his tentacles as deadly weapons. The only weapon available for use is the HF Blade. I hope you've been practicing with it, chump. Contact Otacon frequently for some clues and strategies. The controls for the HF Blade can be found under the Weapons section. I should warn you that trying to stomach everything now would be minimally useful. First of all, you should learn to use the L1 button (Guard) often. Some of Solidus' attacks can be blocked, but some cannot, like his projectile attack. If you have the blade switched to the reverse side, switch it back to the sharp edge (Red Icon). Victory must be achieved through close-combat. Charge at Solidus while defending his attacks and give him a few nasty pokes. Don't underestimate him. Solidus is capable of defending like a pro fencer. And if you're caught off-guard, he will kick you away. Raiden's best chance at attacking Solidus is when Solidus is about to attack with his tentacles, indicated by an eerie glow of blue that surrounds him. Swipe him a few times to cancel the attack. His tentacles are capable of doing the choke-hold, from which you must wildly mash the buttons to pry loose, and whipping Raiden. At times, Solidus will also use his tentacles to shoot out jolts of energy at Raiden. Evade the potential damage by running in an angle and away. When Solidus leaps into the air, move as far away from him as possible, as he will plunge back to the ground and slash downward. This is another moment to counterattack. Once you've managed to chop off a certain amount of life, Solidus will detach his tentacles, becoming more devastating. He has a new move up his sleeve. Solidus will streak around the roof, setting his trail on fire. Then he will pause momentarily and charge toward Raiden with enough force to knock him off his feet. This attack is difficult to avoid, but possible. You must cartwheel out of the way at just the right moment. You can also avoid this by keeping Solidus busy with your continuous attempts to strike him. The fire streak attack can cause Raiden to be set ablaze if he gets caught in the fires that break out. When this happens, roll around to slowly put it out. The suit Raiden wears protects him slightly and slows down the burning, so the life deterioration isn't nearly as fast. If you need a Ration, there is one sitting in the upper-right corner of the roof. That's the only one you get so try to avoid damage as much as possible! ____________ \ \ \ EXTREME \ \___________\ Solidus will drive you up the wall, mainly because he takes a helluva lot of damage before he smacks dead on the roof. Do yourself a favor and equip the Body Armor if you have it. I really hope you do. Although the Body Armor doesn't help all that much, it helps cut the damage received just slightly. His attacks are pretty much the same, but as with the attacks of all other bosses, they are 10 times more damaging. If you know what's good for you, you should always keep your finger on the L1 button (block). As the fight begins, charge directly at him and fence him for a while. When he turns to kick you away, block it and furiously retaliate with downward and sideway slashes. If he feels the pain of each slash, he'll relent and stagger back. Don't try to keep slashing him! Somehow, he will be disgustingly invulnerable to the extra slashes. Be careful while blocking his sword slashes. If you let your guard down for even a nanosecond, he'll add a few extra nasty pokes. Notice that your life bar has not recovered from Solidus' tentacle hold from one of the movie sequences. This makes matters much worse as your chances of beating him with an iota of health is slim. Let him kick you away until you start bleeding. That way, you could run off and recuperate your health to a fourth of the life bar. Chances are that you don't have any Rations either. However, if you do, SAVE them for the second phase. When he starts firing the projectiles, run straight at him if they converge on you. If not, run at an angle and flip around until you lose them all. Each one can fatally injure you! If you time them right, you can dodge them. However, that isn't very reliable. The safest way is to just leap off the roof and hang from it. Doing this helps you escape the wrath of his missile attack. It's a real doozy. Remember, it's the Triangle button to pull yourself back up. Not the X. At times like this, you often forget who your mother is. The best counterattack opportunities are after he lands and composes himself from a downward slash, and whenever he tries to charge up his tentacle projectiles, or missiles, if you will. Use the little method explained above. Once Round 2 comes along and he unfastens his tentacles, you must always try to avoid his fire streak attack and double slash. Time the fire attack right, and flip at an angle. If you're lucky, you may end up behind him for a counterattack opportunity. Be patient and keep your sword up! If you die, try again. You learn more and more each time you die. Well, I did...Not saying that you should die on purpose, though. By all means, try your best and know that Raiden died for your benefit. ______ ______ /__/\__\_____________________________________________________________/__/\__\ \__\/__/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\__\/__/ __________ | Dog Tags | ¯¯¯¯¯¯¯¯¯¯ Dog tags?? What are these Dog tags you're blabbering about, Adrenaline? Don't give me that mumbo-jumbo! I know where you live! Collecting special items called dog tags has become a routine to many MGS2 players. Newbies and veterans alike. They unlock secret items that may or may not make the next game fun. However, the only reason I would bother to create a section entirely devoted to these military items is that you are liable to come to me for help that I would _hate_ to provide on a daily basis. You see, these stinkin' items will suck up most of your time and probably make up 60% of your playing time, if you even care to unlock _everything_ in MGS2. Hey, if you definitely have a lot of time on your hands and don't mind, it's even beneficial for you! Because of the varying degree of difficulties, aka playing modes, that allot a certain amount of guards to accommodate your ability to each area, some dog tags cannot be obtained. Why is this so? It's mainly due to the absence of certain guards that appear only in certain modes. In other words, blame the various difficulty modes. They prevent you from collecting all the dog tags in one go. Soooo, in order to do that (Aren't you getting tired of my repetition?) one must play through all modes to find every single piece, right down to the tags of important characters, of these problematic shards in the game. Now, we get to the good part. To reap a dog tag from a soldier, you must find a way to coerce them. That or shaking them down. But the chances of their dropping one is very slim. A majority of the guards will melt at the sight of a M9's being pointed at them, but there are certain "Mr. Toughies" that need serious convincing. You will encounter a handful of stubborn guards; when held up, they will resist arrest and even goad you to shoot them. In the end, you may probably just give up and execute them out of frustration. To convince them for good, you'll (preferably) need a more destructive weapon that kills (like the USP or Socom), then pump a single shell into a non- essential body part, like the knee or hand. Once you've wounded a part of their body, they'll know you mean business. Then proceed to aim at his head or package. Out of pure trepidation, they'll finally give up the dog tag. Bad tempers are hard to amend and when it goes off, a chance of collecting a dog tag may slip away. If you ever find yourself in a situation in which the guard that carries a dog tag dies--well, it's your loss. However, for a slumbering sentry, simply spray his head with the Coolant to dissipate the Z's more quickly. Do that, or pick him up and drop him several times. NOTE: There were some names that didn't fit in the spaces provided, so I've abbreviated certain middle and last names. I don't think it'll affect your game at all, so no worries. _________________________ / VERY EASY /***/ / ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ TANKER ******** ID# | Name | D.O.B. | Bld Type | Location =======|====================|========|==========|============================ 000 | Olga Gurlukovich | 0923 | A | Navigational Deck 001 | Ross E. Bowman | 0616 | B | Aft. Deck 002 | Abraham Carille | 0704 | ? | Aft. Deck 003 | Kaisser Ag Agnouche| 0120 | O | Aft. Deck 004 | Argnaud Delauney | 0430 | O | Navigational Deck, Wing 005 | Ryoji Makimura | 1206 | B | Deck-A, Crew's Quarters 006 | Kim K. Cristensen | 0928 | AB | Deck-B, Crew's Quarters 007 | Kevin S. Purvis | 1114 | B | Deck-A, Crew's Lounge 008 | Yasuhiro Miyamoto | 0225 | AB | Deck-A, Crew's Lounge 009 | Michael C. Anthony | 0307 | O | Deck-A, Crew's Lounge 010 | Carlos Garci Garcie| 1230 | A | Deck-D, Crew's Quarters 011 | Mineshi Kimura | 0618 | AB | Deck-D, Crew's Quarters 012 | Jonathan Hancock | 0228 | AB | Deck 2, Port 013 | Bryan T. Kershaw | 0304 | O | Deck 2, Port 014 | Michael Hurkmans | 1205 | B | Deck 2, Port 015 | Ken Ogasawara | 0630 | B | Engine Room 016 | Petro Kyrylenko | 0218 | ? | Engine Room 017 | Aaron F. Kopf | 0624 | AB | Engine Room 018 | James P. Fitzgibons| 0513 | ? | Engine Room 019 | Alexander Strigi | 0403 | A | Engine Room PLANT ******* ID# | Name | D.O.B. | Bld Type | Location =======|====================|========|==========|============================ 000 | Iroquois Pliskin | ???? | ? | Arsenal G., Ascending Colon 001 | Carlos I. Siu | 0325 | O | Strut A, Deep Sea Dock 002 | Clinton J. Heileman| 0324 | O | Strut A, Deep Sea Dock 003 | Mike J. Newman | 1213 | B | Strut A, Roof 004 | Rayyen A. Said | 0417 | AB | Strut A, Pump Room 005 | Shigeo Okajima | 0130 | A | Strut A, Pump Room 006 | Cord B. Smith | 0918 | O | AB Connecting Bridge 007 | Mario C. Lopez | 0816 | ? | AB Connecting Bridge 008 | Shuhei Tanaka | 0425 | O | Strut B, Transformer Room 009 | Momoko Kawai | 0327 | ? | Strut B, Transformer Room 010 | Kengo Iwata | 1129 | AB | BC Connecting Bridge 011 | Daniel Modol | 0624 | ? | Strut C, Dining Hall 012 | Noriyuki Katsumura | 0128 | O | Strut C, Dining Hall 013 | Tetsuro Sueyoshi | 0131 | O | CD Connecting Bridge 014 | Tony J. Ylaranta | 0420 | O | CD Connecting Bridge 015 | Paul R. Martin | 0611 | O | Strut D, Sediment Pool 016 | Leandro M. Cardoso | 0314 | ? | Strut D, Sediment Pool 017 | Al J. Josel | 0929 | A | DE Connecting Bridge 018 | Hyoko Hariyama | 1227 | A | DE Connecting Bridge 019 | Barna K. Olvedi | 1109 | AB | Strut E, Parcel Room 020 | Yuta Kunibe | 1205 | A | Strut E, Parcel Room 021 | Daniel C. Bell | 0620 | ? | Strut E, Heliport 022 | Yuki Miyata | 1011 | O | Strut E, Heliport 023 | Nadim Daban | 0829 | AB | Strut F, Warehouse 024 | Timothy J. Kane | 0809 | AB | Strut F, Warehouse 025 | Allen J. Chang | 0609 | B | FA Connecting Bridge 026 | Jean Luc Cougar | 0720 | A | Shell 1 Core, 1F 027 | Luis A. Fernandes | 0721 | AB | Shell 1 Core, 1F 028 | Yuta Kiguchi | 0813 | A | Shell 1 Core, 1F 029 | Masafumi Okuta | 0707 | B | Shell 1 Core, B1 030 | Matthew R. Bartz | 0925 | O | Shell 1 Core, B1 031 | Kunio Takabe | 0718 | A | Shell 1 Core, B1 032 | Joey Simkins | 0409 | AB | Shell 1 Core, B2 033 | Sue G. Westli | 0627 | A | Shell 1 Core, B2 034 | Sam M. Shrimpton | 0131 | O | Shell 1 Core, B2 035 | Norihiko Hibino | 0903 | O | Shell 1 Core, B2 036 | Erik R. Christy | 0308 | ? | KL Connecting Bridge 037 | Jason C. Patino | 0920 | O | Strut L, Sewage Facility 038 | Marten Van Der Zwan| 0107 | A | Strut L, Sewage Facility 039 | Motoyuki Toshioka | 0708 | B | Shell 2 Core, 1F 040 | Adrian Thien | 0524 | A | Shell 2 Core, 1F 041 | Yuki Higuchi | 0416 | A | Shell 2 Core, 1F 042 | Peter Stillman | 1116 | A | Strut E, Heliport ____________________ / EASY /***/ / ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ TANKER ******** ID# | Name | D.O.B. | Bld Type | Location =======|====================|========|==========|============================ 000 | Olga Gurlukovich | 0923 | A | Navigational Deck 001 | Nicholas M. Capone | 1217 | O | Aft. Deck 002 | Donal L. Gilliland | 1228 | O | Aft. Deck 003 | Joe T. Holdren | 0915 | AB | Aft. Deck 004 | Shaun P. Wilson | 0513 | O | Navigational Deck, Wing 005 | Jeff K. Hui | 1031 | B | Deck-A, Crew's Quarters 006 | Mark W. Brice | 0806 | O | Deck-B, Crew's Quarters 007 | Yukho Wong | 0123 | B | Deck-A, Crew's Lounge 008 | Anders E. Leiro | 1122 | ? | Deck-A, Crew's Lounge 009 | Strakfus Marcio | 0209 | O | Deck-A, Crew's Lounge 010 | Gavin S. Nash | 1206 | B | Deck-D, Crew's Quarters 011 | David S. Eastwick | 1108 | A | Deck-D, Crew's Quarters 012 | Kozaka Kh Henri | 0502 | ? | Deck 2, Port 013 | Marcin A Cieslinski| 0630 | A | Deck 2, Port 014 | Thomas P. Dohm | 0207 | AB | Deck 2, Port 015 | Enrique Camacho | 0513 | O | Engine Room 016 | Takashi Ohari | 0512 | A | Engine Room 017 | Max C. Wood | 0210 | ? | Engine Room 018 | John W. Flemming | 1123 | AB | Engine Room 019 | Edward B. Elston | 0108 | B | Engine Room 020 | Christopher D Dadah| 0303 | O | Engine Room PLANT ******* ID# | Name | D.O.B. | Bld Type | Location =======|====================|========|==========|============================ 000 | Meryl Silverburgh | ???? | A | Arsenal G., Ascending Colon 001 | Thomas G. Cardner | 0806 | A | Strut A, Deep Sea Dock 002 | Matthew R. Vogel | 0714 | AB | Strut A, Deep Sea Dock 003 | Megumi Nakaniihara | 0716 | A | Strut A, Rooftop 004 | Matthew A. Bullock | 0326 | O | Strut A, Pump Room 005 | Addam J. Drew | 0902 | B | Strut A, Pump Room 006 | Yusuke Takada | 0403 | ? | AB Connecting Bridge 007 | Miles D. Ashley | 0505 | ? | AB Connecting Bridge 008 | Mark E. Francis | 0326 | O | Strut B, Transformer Room 009 | Kazuki Muraoka | 0309 | O | Strut B, Transformer Room 010 | Tom A. Hutchinson | 0828 | ? | BC Connecting Bridge 011 | Corey E. Louden | 0211 | A | Strut C, Dining Hall 012 | Ian J. Andrews | 0605 | O | Strut C, Dining Hall 013 | Tim J. Veldboom | 1109 | ? | CD Connecting Bridge 014 | David C. R. | 0202 | B | CD Connecting Bridge 015 | Nicolas J Schreiber| 0608 | O | Strut D, Sediment Pool 016 | Achim Amaan | 0821 | A | Strut D, Sediment Pool 017 | Tommy Blunt | 0101 | O | Strut D, Sediment Pool 018 | Mariko Nakamura | 0109 | A | DE Connecting Bridge 019 | Emily Britt | 0819 | O | DE Connecting Bridge 020 | Daniel A. Longworth| 0613 | A | Strut E, Parcel Room 021 | Caroline M L Gibson| 0605 | ? | Strut E, Parcel Room 022 | Yuki Sawada | 0324 | B | Strut E, Heliport 023 | Daijiro Takeshima | 0206 | A | Strut E, Heliport 024 | Abigail G. Sanchez | 1017 | O | Strut F, Warehouse 025 | Evan A. Bail | 0213 | B | Strut F, Warehouse 026 | Juergen Jur G. | 0320 | A | Strut F, Warehouse 027 | Yuko Yano | 0106 | B | FA Connecting Bridge 028 | Rick Naylor | 0812 | O | Shell 1 Core, 1F 029 | Jeremy A. Davis | 0826 | ? | Shell 1 Core, 1F 030 | Zephan G Kirkpatrik| 1025 | ? | Shell 1 Core, 1F 031 | Kenneth Wong | 1220 | O | Shell 1 Core, B1 032 | Michael D. Craft | 0321 | A | Shell 1 Core, B1 033 | Stephen D. Haynes | 0502 | A | Shell 1 Core, B1 034 | Joshua A. Crandall | 0711 | AB | Shell 1 Core, B2 035 | Andrew J. Baker | 0316 | ? | Shell 1 Core, B2 036 | Andrew J. Walker | 1012 | ? | Shell 1 Core, B2 037 | Kazunobu Uehara | 0721 | B | Shell 1 Core, B2 038 | Thomas Szediak | 0522 | A | KL Connecting Bridge 039 | Shuichi Hata | 0627 | A | Strut L, Sewage Facility 040 | Frank A. Morales | 1117 | O | Strut L, Sewage Facility 041 | Lee P. French | 1025 | AB | Shell 2 Core, 1F 042 | Marcos A. Gomez | 1103 | ? | Shell 2 Core, 1F 043 | Scott K. Cleary | 0402 | A | Shell 2 Core, 1F 044 | Peter Stillman | 1116 | A | Strut E, Heliport ______________________ / NORMAL /***/ / ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ TANKER ******** ID# | Name | D.O.B. | Bld Type | Location =======|====================|========|==========|============================ 000 | Olga Gurlukovich | 0923 | A | Navigational Deck 001 | Kazuya Ikeno | 1025 | A | Aft. Deck 002 | Rodrigo Spinetti | 0918 | A | Aft. Deck 003 | Bryan D. Scheibe | 0331 | ? | Aft. Deck 004 | Ho Yeung Tsang | 0215 | AB | Navigational Deck, Wing 005 | Hirosuke Moritomo | 0829 | O | Deck-C, Crew's Quarters 006 | Frank Gther | 1109 | B | Deck-A, Crew's Quarters 007 | Marco G. Brunato | 0330 | ? | Deck-B, Crew's Quarters 008 | Jesus Bibian Jr. | 0116 | ? | Deck-B, Crew's Quarters 009 | Jordi C. Aldea | 0508 | ? | Deck-A, Crew's Lounge 010 | Sadaaki Kaneyoshi | 0517 | A | Deck-A, Crew's Lounge 011 | Anthony D Callaghan| 0407 | ? | Deck-A, Crew's Lounge 012 | Craig M. Weldon | 0426 | AB | Deck-D, Crew's Quarters 013 | Ulf T. Lundh | 0803 | B | Deck-D, Crew's Quarters 014 | Shinta Nojiri | 0408 | A | Deck-D, Crew's Quarters 015 | Jun Tanaka | 0812 | B | Deck 2, Port 016 | Bernard A. Reeves | 1221 | O | Deck 2, Port 017 | Evan M. Martin | 1120 | A | Deck 2, Port 018 | Bruno A. Montenegro| 1123 | B | Engine Room 019 | Almerindo Lemke | 0909 | A | Engine Room 020 | Satoshi Hirano | 0211 | A | Engine Room 021 | Justin C. Cumley | 0625 | O | Engine Room 022 | Kristian Lindin | 0930 | ? | Engine Room 023 | Mike Abe | 0602 | A | Engine Room 024 | Tatsuya Takada | 0731 | O | Engine Room PLANT ******* ID# | Name | D.O.B. | Bld Type | Location =======|====================|========|==========|============================ 000 | Solid Snake | ???? | ? | Arsenal G., Ascending Colon 001 | Christopher J. U. | 0908 | A | Strut A Rooftop 002 | Christophe L. L. | 0420 | O | Strut A, Pump Room 003 | Hurell F. Lyons | 0905 | O | Strut A, Pump Room 004 | Juntaro Saito | 0418 | O | AB Connecting Bridge 005 | So Toyota | 0707 | A | AB Connecting Bridge 006 | Robert J. Bryk | 1123 | ? | Strut B, Transformer Room 007 | Scott A. Morgan | 0210 | O | Strut B, Transformer Room 008 | George T. Joseph | 0717 | O | BC Connecting Bridge 009 | Vahe V. Varujan | 0611 | A | Strut C, Dining Hall 010 | Mark Mugendi | 0813 | A | Strut C, Dining Hall 011 | Irene C. Carvalho | 0405 | O | CD Connecting Bridge 012 | Jools Watsham | 0328 | O | CD Connecting Bridge 013 | Adam J. Schick | 0822 | ? | Strut D, Sediment Pool 014 | Takayoshi Ogawa | 1130 | O | Strut D, Sediment Pool 015 | Jamie A. Trumper | 1119 | ? | Strut D, Sediment Pool 016 | Sergio Carranza | 0205 | ? | DE Connecting Bridge 017 | Michiko Arai | 0930 | O | DE Connecting Bridge 018 | Takashi Mizutani | 0704 | B | Strut E, Parcel Room 019 | Christian Cr Renner| 1221 | O | Strut E, Parcel Room 020 | Andy B. Gilder | 0617 | ? | Strut E, Parcel Room 021 | Takashi Horikawa | 1212 | A | Strut E, Heliport 022 | Kevin T. Petty | 0504 | A | Strut E, Heliport 023 | Guilherme K. Saran | 0218 | ? | Strut E, Heliport 024 | Chen Yen Wen | 0916 | A | Strut F, Warehouse 025 | Caroline Frechette | 0115 | A | Strut F, Warehouse 026 | Rafael Estaregue | 1113 | B | Strut F, Warehouse 027 | Tomokazu Fukushima | 1228 | A | FA Connecting Bridge 028 | Monte S. Tate | 0915 | ? | Shell 1 Core, 1F 029 | Steph Hattenberger | 0617 | A | Shell 1 Core, 1F 030 | Jason B. Wray | 0530 | A | Shell 1 Core, 1F 031 | Matt T. Federspiel | 0112 | ? | Shell 1 Core, 1F 032 | Iiro Karvinen | 0713 | A | Shell 1 Core, B1 033 | Ray A. Holdren | 0922 | B | Shell 1 Core, B1 034 | Hiro Takada | 0414 | A | Shell 1 Core, B1 035 | Eric G. Macway | 0618 | O | Shell 1 Core, B2 036 | Ian J. Roberts | 1020 | O | Shell 1 Core, B2 037 | Alexandre Bertrand | 0707 | A | Shell 1 Core, B2 038 | Peter D. McCarthy | 0630 | ? | Shell 1 Core, B2 039 | Ichiro Kutome | 0908 | O | KL Connecting Bridge 040 | Yutaka Negishi | 0523 | B | Strut L, Sewage Facility 041 | Renata N. Csio | 0831 | ? | Strut L, Sewage Facility 042 | Tony J. Case | 0101 | O | Shell 2 Core, 1F 043 | Paul M. Blacketer | 0318 | O | Shell 2 Core, 1F 044 | DennisJ Krimpelbein| 0128 | ? | Shell 2 Core, 1F 045 | Stanley A. Garcia | 0612 | O | Shell 2 Core, 1F 046 | Charles P. Quivers | 0928 | B | Shell 2 Core, 1F 047 | Sevak N. Fair | 0323 | ? | Shell 2 Core, 1F 048 | Peter Stillman | 1116 | A | Strut E, Heliport ____________________ / HARD /***/ / ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ TANKER ******** ID# | Name | D.O.B. | Bld Type | Location =======|====================|========|==========|============================ 000 | Olga Gurlukovich | 0923 | A | Navigational Deck, Wing 001 | Markus A. Lindqvist| 0209 | ? | Aft. Deck 002 | Kenichi Takashima | 0103 | O | Aft. Deck 003 | Thiago S. Parra | 0801 | O | Aft. Deck 004 | Chris J. Matzdorf | 0819 | ? | Navigational Deck, Wing 005 | Adrian B Scholvinck| 0102 | A | Deck-C, Crew's Quarters 006 | Julius Jun | 0228 | B | Deck-A, Crew's Quarters 007 | Kazuki Nisimura | 0302 | A | Deck-B, Crew's Quarters 008 | Zhang Chao | 1030 | ? | Deck-B, Crew's Quarters 009 | Vishal Kapur | 1007 | O | Deck-A, Crew's Quarters 010 | Victor A. Cruz | 0107 | B | Deck-A, Crew's Lounge 011 | Larry D. Lionberger| 1021 | ? | Deck-A, Crew's Lounge 012 | Celeste D. Sauls | 0602 | O | Deck-D, Crew's Quarters 013 | Danielle E. Ford | 0714 | O | Deck-D, Crew's Quarters 014 | Jennifer A. Mauck | 0925 | O | Deck-D, Crew's Quarters 015 | Daniel A. Olsson | 0624 | O | Deck-D, Crew's Quarters 016 | Youssel Fassi-Fihri| 0817 | O | Deck 2, Port 017 | Sean P. Cullen | 0315 | ? | Deck 2, Port 018 | Lars Crama | 0525 | AB | Deck 2, Port 019 | David Chau | 1230 | B | Engine Room 020 | PhilippeA Mouritzen| 0102 | A | Engine Room 021 | Yoko Niiyama | 0315 | B | Engine Room 022 | John V. Teves | 0128 | B | Engine Room 023 | Christian Nordstr | 0726 | B | Engine Room 024 | Jonathan Murphy | 1230 | AB | Engine Room 025 | Yuji Korekado | 1222 | A | Engine Room PLANT ******* ID# | Name | D.O.B. | Bld Type | Location =======|====================|========|==========|============================ 000 | Liquid Snake | ???? | ? | Arsenal G., Ascending Colon 001 | Yamato Hagiwara | 0406 | O | Strut A, Rooftop 002 | Chris Walker | 0909 | ? | Strut A, Pump Room 003 | Brian D. Hagermann | 0704 | O | Strut A, Pump Room 004 | Makoto Sonoyama | 0821 | B | AB Connecting Bridge 005 | ChristophC Reinicke| 0906 | AB | AB Connecting Bridge 006 | Justin D. Ebersole | 0820 | ? | Strut B, Transformer Room 007 | William A Catacutan| 0120 | ? | Strut B, Transformer Room 008 | Natalie Yip | 1016 | O | BC Connecting Bridge 009 | Kelsy L. Clark | 0506 | ? | Strut C, Dining Hall 010 | Bjoern Hiede | 0412 | AB | Strut C, Dining Hall 011 | Daniel Y. Kato | 0705 | A | CD Connecting Bridge 012 | Alexandre RC Dantas| 0106 | O | CD Connecting Bridge 013 | Jason Enos | 0730 | ? | Strut D, Sediment Pool 014 | Josiah F. Thorne | 0715 | O | Strut D, Sediment Pool 015 | Yoshikazu Matsuhana| 0803 | O | Strut D, Sediment Pool 016 | Claudia Cd Diessner| 0408 | A | Strut D, Sediment Pool 017 | Gary K. Yong | 0309 | ? | DE Connecting Bridge 018 | Devon V. Tailor | 0804 | A | DE Connecting Bridge 019 | Chris Kramer | 1018 | A | Strut E, Parcel Room 020 | Ikuya Nakamura | 0205 | B | Strut E, Parcel Room 021 | Andreas Ebeler | 0323 | AB | Strut E, Parcel Room 022 | James N. Janovsky | 0504 | O | Strut E, Parcel Room 023 | Nathaniel Lord | 0604 | O | Strut E, Heliport 024 | Chris M. Flohr | 1001 | A | Strut E, Heliport 025 | Gary J. Davidson | 0712 | O | Strut E, Heliport 026 | Carlos Kiho | 1229 | O | Strut F, Warehouse 027 | Andrew N. Bartlett | 0406 | AB | Strut F, Warehouse 028 | Tim U. Chan | 0619 | ? | Strut F, Warehouse 029 | Futoshi Satou | 0721 | A | Strut F, Warehouse 030 | Shinpei Murakami | 1207 | A | FA Connecting Bridge 031 | David Lesslie | 0307 | O | Shell 1 Core, 1F 032 | Brian R. Strack | 0813 | B | Shell 1 Core, 1F 033 | Skip M. Murray | 1120 | A | Shell 1 Core, 1F 034 | Axel R. Zijderveld | 0929 | ? | Shell 1 Core, 1F 035 | Kamran Keenan | 0212 | ? | Shell 1 Core, B1 036 | Tomonori Morita | 0210 | A | Shell 1 Core, B1 037 | Julian Jd Dort | 1120 | A | Shell 1 Core, B1 038 | Steven Schmitt | 0918 | AB | Shell 1 Core, B2 039 | Michael O. Kress | 0703 | AB | Shell 1 Core, B2 040 | Stephane Tudela | 0408 | B | Shell 1 Core, B2 041 | Yoriko Shimizu | 0323 | O | Shell 1 Core, B2 042 | Yun-Ho Kim | 0322 | A | KL Connecting Bridge 043 | Jun Sukegawa | 1010 | AB | Strut L, Sewage Facility 044 | Joey P. Gonzales | 0105 | A | Strut L, Sewage Facility 045 | Christopher Heck | 1117 | ? | Shell 2 Core, 1F 046 | Martin Kukowka | 1211 | ? | Shell 2 Core, 1F 047 | Alex N. Martinez | 1223 | A | Shell 2 Core, 1F 048 | Chul Kwan | 0727 | A | Shell 2 Core, 1F 049 | Giovanni Cavalliere| 0913 | O | Shell 2 Core, 1F 050 | Gabriel F. Peres | 1125 | O | Shell 2 Core, 1F 051 | Peter Stillman | 1116 | A | Strut E, Heliport _______________________ / EXTREME /***/ / ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ TANKER ******** ID# | Name | D.O.B. | Bld Type | Location =======|====================|========|==========|============================ 000 | Olga Gurlukovich | 0923 | A | Navigational Deck, Wing 001 | Dave Cox | 0803 | O | Aft. Deck 002 | Pawel Majewski | 0208 | O | Aft. Deck 003 | Mathieu Trepanier | 0609 | B | Aft. Deck 004 | Cory A. Noll | 0406 | AB | Navigational Deck, Wing 005 | Joshua D. Casnocha | 0429 | ? | Deck-C, Crew's Quarters 006 | Louis K. Stevenson | 1031 | ? | Deck-A, Crew's Quarters 007 | Michael D. Rogers | 0818 | O | Deck-B, Crew's Quarters 008 | Gianluca Peruzzo | 1121 | O | Deck-B, Crew's Quarters 009 | Travis J. Lujan | 1230 | A | Deck-A, Crew's Lounge 010 | Brendan M. Randall | 1014 | B | Deck-A, Crew's Lounge 011 | Chris D. Bernd | 1029 | O | Deck-A, Crew's Lounge 012 | Chantelle M. Blair | 1224 | B | Deck-D, Crew's Quarters 013 | Eduard V. Fernandez| 1031 | A | Deck-D, Crew's Quarters 014 | Yoji Shinkawa | 1225 | AB | Deck-D, Crew's Quarters 015 | Niko Ionixx Horn | 0215 | B | Deck-D, Crew's Quarters 016 | Adnan Hadzic | 0403 | B | Deck 2, Port 017 | Shu Tajima | 0928 | O | Deck 2, Port 018 | Stuart J. Batchelar| 0307 | ? | Deck 2, Port 019 | Masataka Nishiyama | 0402 | O | Engine Room 020 | Michael M. Wong | 0307 | ? | Engine Room 021 | Manabu Nakamura | 0327 | A | Engine Room 022 | Simon P. Sargent | 0601 | A | Engine Room 023 | Yosuke Kamezaki | 1225 | O | Engine Room 024 | Clarke A. Baldwi | 0531 | O | Engine Room 025 | Hideki Sasaki | 1116 | AB | Engine Room PLANT ******* ID# | Name | D.O.B. | Bld Type | Location =======|====================|========|==========|============================ 000 | Hideo Kojima | 0824 | A | Arsenal G., Ascending Colon 001 | Takeshi Sato | 0731 | O | Strut A, Rooftop 002 | Shinji Yamashita | 0801 | B | Strut A, Pump Room 003 | Ryan T. Cronkright | 1119 | AB | Strut A, Pump Room 004 | Josef Karsch | 0813 | A | AB Connecting Bridge 005 | Emmanuel YL Passian| 1130 | O | AB Connecting Bridge 006 | Lee M. McCowan | 1027 | O | Strut B, Transformer Room 007 | Hiro Miyajima | 0510 | AB | Strut B, Transformer Room 008 | Drew J. Elmer | 0101 | ? | BC Connecting Bridge 009 | Toru Kawakami | 0330 | A | Strut C, Dining Hall 010 | Adam J. Sarpolis | 0205 | AB | Strut C, Dining Hall 011 | Jyunpei Hirano | 1207 | A | CD Connecting Bridge 012 | Kyle S. Carrigan | 1126 | A | CD Connecting Bridge 013 | Matt J Van Leeuwen | 0921 | AB | Strut D, Sediment Pool 014 | Matthew B. Boyett | 1104 | O | Strut D, Sediment Pool 015 | Collis R. Williams | 0910 | ? | Strut D, Sediment Pool 016 | Nobumitsu Tanaka | 0109 | B | Strut D, Sediment Pool 017 | Matthew C. Miller | 0712 | B | DE Connecting Bridge 018 | Alex C. Wilson | 0810 | ? | DE Connecting Bridge 019 | Yoshiyuki Koido | 1219 | A | Strut E, Parcel Room 020 | Tsunehiko Shibata | 0606 | B | Strut E, Parcel Room 021 | Ryan Sheffer | 0313 | O | Strut E, Parcel Room 022 | Carlos X. Luna | 1205 | A | Strut E, Parcel Room 023 | David A. Ginepri | 0717 | ? | Strut E, Parcel Room 024 | Emmanuel Phung | 0814 | O | Strut E, Heliport 025 | Micheal A. Hare | 1222 | O | Strut E, Heliport 026 | Alan J. Harries | 0615 | O | Strut E, Heliport 027 | Marco O. Scherrer | 0728 | AB | Strut F, Warehouse 028 | Edmond V. To | 0727 | O | Strut F, Warehouse 029 | Chevrinals Thomas | 0421 | O | Strut F, Warehouse 030 | Hiroshi Yokote | 0703 | A | Strut F, Warehouse 031 | Beri B. Pottsstam | 0103 | ? | Strut F, Warehouse 032 | Kenichiro Shigeno | 0110 | B | FA Connecting Bridge 033 | Kaori Yamada | 0808 | O | Shell 1 Core, 1F 034 | Ryan J. Crane | 0803 | O | Shell 1 Core, 1F 035 | Gareth J. Lewis | 0126 | O | Shell 1 Core, 1F 036 | Andreas R. Ramsauer| 1228 | O | Shell 1 Core, 1F 037 | Justin A. Cagle | 0614 | B | Shell 1 Core, B1 038 | Christopher S Korte| 0602 | B | Shell 1 Core, B1 039 | Mashiro Yoshinaga | 0410 | B | Shell 1 Core, B1 040 | Daisuke Nishimura | 0816 | A | Shell 1 Core, B2 041 | Viana S. Mauricette| 0128 | O | Shell 1 Core, B2 042 | Chen Yung Kok | 0429 | AB | Shell 1 Core, B2 043 | Anthony J. Barrit | 0524 | AB | Shell 1 Core, B2 044 | Kaori Yae | 0520 | A | KL Connecting Bridge 045 | Isao A. Sato | 0105 | B | Strut L, Sewage Facility 046 | Ryan J. Schettle | 0401 | A | Shell 2 Core, 1F 047 | Andy Lam | 1016 | ? | Shell 2 Core, 1F 048 | Hiroaki Yoshiike | 1013 | O | Shell 2 Core, 1F 049 | Cedric Krolikowski | 0314 | A | Shell 2 Core, 1F 050 | Sebastian J. Pitman| 0210 | ? | Shell 2 Core, 1F 051 | Mark A. Matuszewski| 0831 | AB | Shell 2 Core, 1F 052 | Xavier R. Garcia | 0306 | A | Shell 2 Core, 1F 053 | Peter Stillman | 1116 | A | Strut E, Heliport ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= SPECIAL CIRCUMSTANCES DOG TAGS =--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--== This section is associated with the full Dog Tag compilation listed above. There are some Dog Tags that take some doing to procure. So I have arranged this section to note these tags. Just a small note to clear up some confusion. From Very Easy to Easy, you can find the M9 in the area where you start (Plant Chapter). Therefore, you get to acquire the Dog Tags from the Deep Sea Dock guards. However, from Normal to Extreme, these Dog Tags are not available. Period. Understand? Très bien! The guard's ID No. will be listed, even though it's a different person with each difficulty mode. However, the guard undergoes the same pattern with each difficulty, so I will list the tag number from the earliest difficulty he appears in and add the exact area he patrols for higher difficulty reference. The difficulty settings on the right don't indicate that the guard is only available in that mode, rather, it tells you that that's the earliest he appears and corresponds to the given ID No. Here are a few tips you should know when collecting dog tags: * Always back track to areas you've visited after an event. Sometimes guards will be replaced or added to the area. * Never kill a dog tag holder. You'll never be able to procure dog tags from dead soldiers. * For guards who try to overthrow you when held up, make sure there are no conscious guards around when you plan to execute your hostage, unless you have an equipped silencer. This is especially true when dealing with the sentry in the pantry on the Tanker. --- Tanker ---------------------- [000] – Navigational Deck, Wing (Port) [All Modes] After Olga slumps on the floor when you defeat her, shake her down and she will drop her dog tag. I guess it's part of the spoils you get for winning the gun fight. [005] – Deck-C, Crew's Quarters (Hallway) [Normal] Appears after defeating Olga. As you descend the steps to Deck-C, he will pass right by you to the west corridor. Hide in a locker until he passes by again to the east corridor, where he will stay in place for a while. [009] – Deck-A, Crew's Lounge (Hallway) [Very Easy] This guard appears in the Deck-A, Crew's Lounge after defeating Olga on the Navigational Deck. He patrols the entire hallway. When you return later, 008 will take his place and begin a switch-off pattern with him. [011] – Deck-D, Crew's Quarters (Pantry) [Very Easy] This sentinel ascends to the Deck-D quarters from an area below just as you enter the pantry--a small storage room on the east side of Deck-D. Depending upon where you are, he could move in various ways before returning to his original station. If you want to collect his dog tag, first, you need to decommission the other guards and hide their bodies well. Then go to the southern end of the pantry. As you do, the drowsy guard will come in to take a nap. Stay where you are until he eventually dozes off at the other end of the food shelf. Take this chance to hold him up with USP, which can be obtained by defeating Olga. Shoot his leg to make him abandon that tough guy act. [019] – Engine Room, Port (Entrance) [Very Easy] He enters from the Deck-A, Crew's Lounge area shortly after you reach the north end of the short passage. Sometimes the guard will come and inspect the turbine area, however, other times, he'll get lazy and leave without so much of a sniff of the area. You can lure him to come by entering the locker nearby. When the guard turns and starts going back, step out and follow him to his brief pause. --- Plant ---------------------- [000] – Arsenal Gear, Ascending Colon (Snake) [All Modes] The first dog tag of Plant chapter is the last acquired dog tag of each game you play. Basically, you must take this tag from the legend himself! If you accidentally slice Snake up with the sharp edge of the HF Blade, he'll draw his Socom and fire at you. However, if you just use plain kicks and punches, he'll only try to punch you back, and chances are, you can knock him out cold by doing that. When Solid Snake is unconscious, shake his body down for the last dog tag. [004], [005] – AB Connecting Bridge [Normal] These two can only be convinced with the Socom in hand. For now, tranquilize them and come back when you have the Socom. [010] – BC Connecting Bridge [Very Easy] He appears only after you've beaten Fatman. [014] – CD Connecting Bridge [Very Easy] He appears only after you've beaten Fatman. [036] – KL Connecting Bridge (Walkway) [Very Easy] He appears immediately before reaching the adjacent walkway. Hide behind the low-hanging wall and wait there until he faces east at the stairs. He'll resist arrest unless you're holding a grenade launcher or the Stinger. Heh. Who's your daddy?? [047] – Shell 2 Core, 1F Air Purification Room [Normal] When you reach the southern end of the long hallway, this sentinel will step off the elevator and investigate the area. Hide Emma in the alcove on the right of the elevator until you clean up this guard. [041] – Shell 2 Core, 1F Air Purification Room (East Hallway) [Very Easy] He appears just before you leave the compound, when you bring Emma close to the exit. [042] – Strut E, Heliport [Very Easy] After you've defeated Fatman and disarmed the massive bomb under him, shake Fatman's lard to loosen this dog tag from his body. ______ ______ /__/\__\_____________________________________________________________/__/\__\ \__\/__/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\__\/__/ ______________ | Item Locator | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ This section and the one that succeeds it (Weapons Locator) is part of the comprehensiveness I promised with this guide. While it may not be the end-all information producer, it may help those troubled souls whose first instinct is to e-mail me with inane kiss-ass remarks, followed by a head-smacking question that can be found within the walkthrough. This list is to be used in conjunction with the walkthrough, if necessary. Items, by Adrenaline's school of thought, include key items (story-driven items) or just auxiliary items that help your characters complete missions with their limbs attached. Part "number" listings refer to the butchered sections of the walkthrough if you need help finding that specific item. I have included every location of every single item. Locations of the same item will be separated from the main list. If you have no real use for it, you could always use it as a checklist. Any opinions are welcome. Also, if I've missed any or have misleading information (which is very likely), contact me. Take note that not ALL items listed are mentioned in the walkthrough. ***NOTE: Certain items are repeated, but have different locations. The reason for this is that if you do not have the item in your inventory and you've missed it at its original location, it will relocate for your convenience. I have listed the various places you can find them. If there are any missing, please tell me. Quick terminology: Given = Given by a supporting character _________________________ / KEY ITEMS /***/ / ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Name Found in Chapter Part "#" ============================================================================= AP Sensor Default Tanker, Plant N/A ----------------------------------------------------------------------------- B.D.U. Strut E Heliport (Given) Plant Part Five Body Armor Shell 2 Core, B1 (No. 2) Plant Part Six Book Strut F Warehouse, B1 Plant Part Four Book Strut F Warehouse, B1 Plant Part Four Book Shell 1 Core, 1F Plant Part Five Book Shell 1 Core, B2 Computer Rm. Plant Part Five Book Shell 2 Core, B1 (No. 2) Plant Part Six Box Deck-D Crew's Quarters Tanker Part One Box 1 Strut A Pump Room Plant Part Four Box 2 Strut F Warehouse, B1 Plant Part Four Box 3 Strut E Heliport Plant Part Four Box 4 Shell 1 Core, B2 Computer Rm. Plant Part Five Box 5 Strut E Parcel Room Plant Part Four Box 5 [2] Arsenal Gear: Jejunum Plant Part Seven ----------------------------------------------------------------------------- Camera Default Tanker N/A Cell Phone Strut E Heliport (Given) Plant Part Five ----------------------------------------------------------------------------- Digital Camera Strut E Parcel Room Plant Part Seven Direct. Micro. Shell 1 Core, B2 Computer Rm. Plant Part Five ----------------------------------------------------------------------------- Lv1 PAN Card Strut C Dining Hall (Given) Plant Part Four Lv2 PAN Card Strut E Heliport (Given) Plant Part Five Lv3 PAN Card Shell 1 Core, B1 (Given) Plant Part Five Lv4 PAN Card Shell 2 Core, 1F (Given) Plant Part Six Lv5 PAN Card KL Connecting Bridge (Given) Plant Part Six ----------------------------------------------------------------------------- Mine Detector Strut F Warehouse, B1 Plant Part Four Mine Detector Strut E Parcel Room Plant Part Four MO Disk Shell 2 Core, 1F (Given) Plant Part Six ----------------------------------------------------------------------------- N.V. Goggles Shell 2 Core, B1 (No. 1) Plant Part Six ----------------------------------------------------------------------------- Scope Default Plant N/A Shaver Strut A Deep Sea Dock Plant Part Three Sensor A Strut C Dining Hall (Given) Plant Part Four Sensor B Strut C Dining Hall Plant Part Four ----------------------------------------------------------------------------- Thermal Goggles Navigational Deck Tanker Part One Thermal Goggles Strut A Deep Sea Dock Plant Part Three Thermal Goggles Shell 1 Core, B1 Plant Part Five Thermal Goggles Strut L Oil Fence Plant Part Six ----------------------------------------------------------------------------- Wet Box Navigational Deck Tanker Part One _______________________________ / SUPPORTING ITEMS /***/ / ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Name Found in Chapter Part "#" ============================================================================= Bandage Aft. Deck Tanker Part One Bandage Aft. Deck (2F) Tanker Part One Bandage Strut A Rooftop Plant Part Three Bandage Shell 1 Core, B2 Computer Rm. Plant Part Five ----------------------------------------------------------------------------- Medicine Arsenal Gear: Stomach Plant Part Seven Medicine Arsenal Gear: Jejunum Plant Part Seven ----------------------------------------------------------------------------- Pentazemin Aft. Deck Tanker Part One Pentazemin Strut C Dining Hall Plant Part Four Pentazemin Strut F Warehouse, 1F Plant Part Four Pentazemin Shell 2 Core, 1F Plant Part Six Pentazemin Shell 2 Core, B1 (No. 2) Plant Part Six ----------------------------------------------------------------------------- Ration Aft. Deck Tanker Part One Ration Deck-A Crew's Quarters Tanker Part One Ration Deck-B Crew's Quarters Tanker Part One Ration Deck-C Crew's Quarters Tanker Part One Ration Deck-D Crew's Quarters Tanker Part One Ration Deck-E The Bridge Tanker Part One Ration Engine Room, Starboard Tanker Part One Ration Deck-2 Port Tanker Part Two Ration Deck-2 Port Tanker Part Two Ration Strut A Deep Sea Dock Plant Part Three Ration Strut A Deep Sea Dock Plant Part Three Ration Strut A Deep Sea Dock Plant Part Three Ration Strut A Pump Facility Plant Part Three Ration Strut F Warehouse, 1F Plant Part Three Ration Strut B Transformer Room Plant Part Three Ration Strut C Dining Hall Plant Part Four Ration Strut A Pump Room Plant Part Four Ration Strut F Warehouse, B1 Plant Part Four Ration Strut E Parcel Room Plant Part Four Ration Strut D Sediment Pool Plant Part Four Ration Strut A Deep Sea Dock Plant Part Four Ration Shell 1 Core, B2 Computer Rm. Plant Part Five Ration Shell 1-2 Connecting Bridge Plant Part Six Ration Shell 1-2 Connecting Bridge Plant Part Six Ration Strut L Perimeter Plant Part Six Ration Shell 2 Core, 1F Plant Part Six Ration Shell 2 Core, B1 (No. 1) Plant Part Six Ration Shell 2 Core, B1 (No. 2) Plant Part Six Ration KL Connecting Bridge Plant Part Six Ration Arsenal Gear: Jejunum Plant Part Seven Ration Arsenal Gear: Ascending Colon Plant Part Seven Ration Arsenal Gear: Sigmoid Colon Plant Part Seven ______ ______ /__/\__\_____________________________________________________________/__/\__\ \__\/__/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\__\/__/ ________________ | Weapon Locator | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ This section is part of the comprehensiveness I promised. While it may not be the end-all information producer, it may help those troubled souls whose first instinct is to e-mail me with inane kiss-ass remarks, followed by a head-smacking question that can be found within the walkthrough. This list is to be used in conjunction with the walkthrough, if necessary. Weapons, here, include everything and all things destructive. Part "number" listings refer to the butchered sections of the walkthrough if you need help finding that specific weapon. I neither have the time nor desire to produce a massive list of all the individual ammunition locations of the weapons unless there is an unusually high demand for it. They are generally easy to come by, so don't come running to this section for help. If you have no real use for it, you could always use it as a checklist. Any opinions are welcome. Also, if I've missed any or have misleading information (which is very likely), contact me. Take note that not ALL weapons may be mentioned in the walkthrough. ________________________ / FIREARMS /***/ / ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Name Found in Chapter Part "#" ============================================================================= AKS-74u Automatic Strut F Warehouse, B1 Plant Part Five ----------------------------------------------------------------------------- High Frequency Blade ArsenalG.: Ascending Colon Plant Part Seven ----------------------------------------------------------------------------- M4 Semi-Automatic Strut F Warehouse, 1F Plant Part Five M9 Tranquilizer Gun Default Tanker Part One M9 Tranquilizer Gun Strut F Warehouse, 1F Plant Part Three ----------------------------------------------------------------------------- Nikita R.C. Shell 2 Core, B1 (No. 1) Plant Part Six ----------------------------------------------------------------------------- PSG1 Sniper Rifle Strut F Warehouse, 1F Plant Part Six PSG1-T Tra. Rifle Strut F Warehouse, 1F Plant Part Six ----------------------------------------------------------------------------- RGB6 Grenade Launcher Strut F Warehouse, 1F Plant Part Six ----------------------------------------------------------------------------- Socom Pistol Strut B Transformer Room Plant Part Three Stinger Missile Launcher Shell 1-2 Connect. Bridge Plant Part Six ----------------------------------------------------------------------------- USP Pistol Navigational Deck Tanker Part One _____________________ / OTHER /***/ / ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Name Found in Chapter Part "#" ============================================================================= AKS-74u Suppressor Shell 1-2 Connect. Bridge Plant Part Six ----------------------------------------------------------------------------- C4 Mine Strut F Warehouse, 1F Plant Part Five C4 Mine Shell 1 Core, 1F Plant Part Five C4 Mine Shell 2 Core, B1 (No. 2) Plant Part Six ----------------------------------------------------------------------------- Chaff Grenade Aft. Deck Tanker Part One Chaff Grenade Deck-C Crew's Quarters Tanker Part One Chaff Grenade Strut A Rooftop Plant Part Three Chaff Grenade FA Connecting Bridge Plant Part Three Chaff Grenade BC Connecting Bridge Plant Part Three Chaff Grenade Strut F Warehouse, B1 Plant Part Four Chaff Grenade Shell 1 Core, 1F Plant Part Five Chaff Grenade Strut L Perimeter Plant Part Six Chaff Grenade Shell 2 Core, 1F Plant Part Six Chaff Grenade KL Connecting Bridge Plant Part Six ----------------------------------------------------------------------------- Claymore EF Connecting Bridge Plant Part Four Claymore EF Connecting Bridge Plant Part Four Claymore EF Connecting Bridge Plant Part Four Claymore EF Connecting Bridge Plant Part Four Claymore EF Connecting Bridge Plant Part Four Claymore EF Connecting Bridge Plant Part Four Claymore EF Connecting Bridge Plant Part Four Claymore Strut E Heliport Plant Part Four Claymore Strut F Warehouse, 1F Plant Part Five Claymore Shell 1 Core, 1F Plant Part Five Claymore Strut F Warehouse, 1F Plant Part Six ----------------------------------------------------------------------------- Coolant Spray Strut C Dining Hall Plant Part Four ----------------------------------------------------------------------------- Grenades Engine Room, Starboard Tanker Part One Grenades Strut F Warehouse, 1F Plant Part Six ----------------------------------------------------------------------------- Socom Suppressor Strut F Warehouse, B1 Plant Part Four Stun Grenade Strut F Warehouse, B1 Plant Part Four Stun Grenade Strut E Parcel Room Plant Part Four Stun Grenade Strut E Heliport Plant Part Four Stun Grenade DE Connecting Bridge Plant Part Five Stun Grenade Shell 1 Core, B1 Plant Part Five ______ ______ /__/\__\_____________________________________________________________/__/\__\ \__\/__/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\__\/__/ ______________ | Node Locator | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ What's a Node? I honestly hope you didn't come to this section to find that out. Let me redirect you to the appropriate place to garner such information: Chapter 1, Game Basics. Alrighty, then? Okidokie. Fellow MGS2 player, I feel your frustration of not knowing where exactly skulking sentries may be. That feel of paranoia; that "Oh my god! A guard is going to see me!" feeling you can't shake off, and you just literally wait for the extremely alarming "alert" sound bit that can easily give you a trip to the hospital to take over. Sometimes, it can be fun, rolling around, leaning against corners and peering around to check the area. Then imagining you're the elite 007 carrying out an important mission while humming the Mission Impossible theme. (o_O) Ok, so I am really digressing from the main point of this section. Nodes come into play in the Plant chapter. As you probably know (otherwise, you wouldn't come here for help, genius), you need them to bring up the radar and display imaginary diagrams of enemy patrol routes of that area. This section was designed to become your safe-house for sanity-saving locations of these Nodes. How to read the list works exactly like the two "Locators" that preceded this. Place Where Part "#" ============================================================================= Strut A Deep Sea Dock Second room; northeastern corner Part Three Strut A Pump Room Northeast corner of cubicle Part Three Strut B Transformer Room Bottom level next to the south stairs Part Three Strut C Dining Hall Cafeteria; behind the glass panel Part Four Strut F Warehouse Bottom level; inside left Lv1 room Part Four Strut E Parcel Room Northeast corner of room Part Four Strut D Sediment Pool To the right of the room entrance Part Four Shell 1 Core, 1F Northeast corner of locker room Part Five Shell 1 Core, B2 Right small cubicle in computer room Part Five Shell 1 Core, B1 Right room from the elevator Part Five Shell 2 Core, 1F Break room on the other side Part Six Shell 2 Core, B1 (No. 1) Near elevator drop-off Part Six Arsenal Gear: Stomach In the room outside torture chamber Part Seven ______ ______ /__/\__\_____________________________________________________________/__/\__\ \__\/__/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\__\/__/ ___________________ | US-to-PAL Changes | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Since the release of the PAL version, I have been swamped with e-mails regarding the discrepancies between the two versions. I would like to also review the changes in the Japanese MGS2, but so far, I don't have a source for it and no one who owns it has bothered to share his wealth of information. Until someone is willing to contribute some additions found in the Japanese release, I can only afford to list the US-to-PAL changes (thus, the name of this section). This section gives us US version owners an insight to see what we are missing and how Hideo ripped us off (although they might hate me for this). But anyway, enough of my meaningless babble--I'm sure you're sick of it, but then again, you're used to it if you've been reading the entire guide. Ya know how I got my copy of MGS2? I don't either. It's been way too long. I don't even remember what I did yesterday. You know-- *gets shot in the head* As of now, these are the only differences I know of: - The most obvious one is that the PAL release includes a "Making of DVD" that chronicles biographies of the producers of Metal Gear Solid 2 and various commentaries on the game itself from Hideo and others. You can also view the artwork by Yoji Shinkawa, trailers and production notes. - The USP Suppressor can be found in the PAL and Japanese versions. However, according to a reliable source (despite the mixed e-mails regarding the conditions), you must complete the game at least once before it becomes available. It's kinda like a bonus. You'll find it on the second platform of the crow's nest, below the Thermal Goggles. - There are more dog tags. The extra dog tags are found within the Holds in the Tanker chapter. For this reason, the requirements to unlock specific special items have increased for PAL owners. Snake's Bandana requires about 50, and his Stealth is required to have 70 to 80 dog tags. For now, these are the only requirement changes I've encountered. - The instruction booklet is only 12 pages long, whereas the US manual is 48 pages long. Both have the instruction manga showing Snake's infiltration in a tutorial manner. Because of the absence of the "Making of DVD" in the US release, the manual is packed with all the information PAL owners could find by accessing it in their own bonus DVD. I think the Japanese think Americans are idiots or something. - When beginning a new game, a question will be asked and series of answers will be listed. The question asks whether the player has already finished a previous Metal Gear game (or something of similar nature). Depending upon your answer, you may either begin the game as Raiden in the Plant or Snake in the Tanker, and will be presented with the difficulty settings that are available to accommodate your skill level. - New to the PAL version is a new difficulty level called "European Extreme". The jump in difficulty from Extreme to this brand-spankin' new mode is enormous. According to a few people, they claim that it's even more challenging than Extreme, as one shot from Olga instantly kills poor Snake. Essentially it's a "Real-Life" mode. If you can see a guard, he can see you; if you can hear him, he can hear you. They instantly notice if a guard is missing. More importantly, you take realistic damage. A bullet in the chest will not kill you instantly, but I can guarantee you will bleed your ass to death. Likewise, a bullet in the head is your free ride to Hades. - Besides "Dog Tags", "Photo Album" and "Previous Story" in the Special menu, new options: "Casting Theater" and "Boss Survival Theater" can also be unlocked. Of course, these are only available in the Japanese and PAL games (life's not fair). Read below for more details on those. - After completing the game once, a new special option will be unlocked under the Specials menu called "Casting Theater". Konami and team are pushing the limits of Metal Gear Solid 2's highly evolved game engine. Basically, it allows you to swap characters in and out of certain sequences from a fairly lengthy cast of characters, including Snake from Metal Gear Solid. Besides the new body you've replaced the original character with, the voices and actions (even facial expressions) will remain the same. There's no real purpose behind it, except to make you choke with laughter and stain your boxers and underwear. There is a total of a eight scenes you can alter to suit your liking. Tons of thanks to Manwards for this: 1) "Stealth Snake from bridge to tanker." This is the opening sequence from the game, showing Snake leap from the George Washington Bridge and land on the Discovery tanker, ending when he crouches down to contact Otacon. This scene is also without credits, so the names of the crew members are not visible. You can choose to replace Snake in this scene with several other characters. This also indicates that Raiden does indeed wear a wig, as when he activates the stealth camo, his white locks are still visible while the rest of him is transparent. You can also recast Ocelot, for his brief appearance in the Kasatka. 2) "Snake watches soldiers landing on tanker." This is the scene where Snake enters the tanker's engine room, and looks out of the window to see enemy Kasatka's approaching and several guards dropping down. Not only can you replace Snake in this scene, but also the Guards. If you substitute "Guard" for "Raiden", for example, an army of Raiden's will storm the ship. Quite amusing. 3) "Olga meets Snake." Obviously, the scene just before the boss battle. We see Olga speak to her father, Sergei Gurlukovich, and then the ensuing "hold-up" of Olga by Snake. All three characters can be replaced in this scene. 4) "Ocelot steals RAY." This is the long scene where Ocelot, Gurlukovich and their men take Scott Dolph (the Marine commander) hostage, Ocelot turns on his men and then hijacks Metal Gear RAY. Snake, Ocelot, Dolph and Gurlukovich can all be recast as different characters. 5) "Vamp eliminates SEALs." This is the scene where Raiden discovers Vamp preying on SEAL Team 10. You can alter Raiden and Vamp, the SEALs, and Pliskin wearing a SEAL disguise. Whoever you replace Pliskin with, that character will still wear the headphones and mouthpiece. 6) "Fortune VS SEALs." This is the scene on the Shell 1-2 connecting bridge, where Raiden watches as a team of SEALs attempts to fire at Fortune, who obviously has no luck. Vamp then emerges and picks up President Johnson and the Black Case, and walks inside. Fortune then uses her rail gun to destroy the bridge (and the SEALs) and leaves. This is a great scene to play with due to the amount of characters. You can change Raiden, Vamp, Fortune and the SEALs. 7) "Solidus VS mass-produced RAYs." This is the one where Solidus attacks the malfunctioning RAY units. Disappointingly, you can only recast Solidus, even though Raiden is in the scene and Fortune and Snake appear at the end. 8) "Solidus VS Raiden: The Final Battle." The scene following the duel with Solidus. The pair face off, Raiden slashes Solidus, who then plummets from the top of the Federal Hall building. He reaches up to the statue of George Washington, and then Raiden delivers the final blow as the main theme plays. Solidus and Raiden can be recast in this scene. Finally, here is the full cast you can choose from: Solid Snake Raiden Revolver Ocelot Olga Gurlukovich Sergei Gurlukovich Fortune Vamp Cyborg Ninja Solidus Snake Scott Dolph Iroquois Pliskin (SEAL Team 10 Gear) Solid Snake (MGS1) Revolver Ocelot (MGS1) Soldiers (Russian Gear) Soldiers (SEAL Team 10) Soldier (Hi-Tech Gear) Office Worker (Male) Office Worker (Female) Lady (Middle Age) A note from Manwards: You're probably wondering about some of these, let me clarify. The MGS versions of Snake and Ocelot are just as the name suggests: the models from the prequel. Not to put down the previous game, but they look really basic when seen in the realistic, living world of MGS2. The textures in the faces in particular, with no discernible eyes (just black smudges) and pointy features. But hey, it was cutting edge in 1998 and I've yet to see a game on PSone come close. The Soldiers in hi-tech gear look like riot cops, with orange visors over their helmets. If you put them in the Vamp scene, it resembles something out of _Alien_. The Office Workers are just your average office workers, wearing working clothes and looking hilariously out-of-place in the extravagant action world of MGS2. The Lady of middle age is a fat Japanese woman wearing a blue dress. - Upon completion, another feature called "Boss Survival Theater" will become available, along with the movie edit option explained above. In this, you can choose to assume the role of either Raiden or Snake and battle all the bosses in the game (except Fortune), back to back. You may even set the difficulty level: Easy, Normal or Hard only. You are allowed only one life, meaning you must survive this with only one life bar. You begin with some ammo and equipment, which will be carried over to the next fight. And only on occasion will you be credited with a few Rations. This mode is basically like a "Survival Mode". Once it's been successfully completed, you will be awarded with a Clear Code. According to Manwards, it is very hard to fight the Harrier, Metal Gear RAYs and Solidus as Snake since he will be at a disadvantage in every possible way. Just a warning. - Once you've completed the game twice, both Snake and Raiden will don funky sunglasses (except during Codec conversations). - On the third playthrough, some characters wear glasses. Each time you beat the game, it will be switched (ie. no glasses, the next time will be glasses, then no glasses, etc.). In the Tanker chapter, Snake wears small, trendy dark glasses. Raiden wears larger orange glasses, and Pliskin wears sleek black shades. - It seems that Kojima toned down on the Easter Island statues a bit--in the NTSC-US version, anyway. There are 4 in the US version, but there is a grand total of 7 that can be found in the PAL. Here is the full list of the locations: * Strut D, Sediment Pool On agitator; on the lower portion of truss. * Strut E, Parcel Room Lv5 Clearance room. Hidden between the northern wall and some crates. Use ZOE box and Parcel travel secret. * Shell 1 Core, B2 Computer Room Under the southwest workstation, wedged in the corner. * Strut L, Perimeter At the first open window, look through it and to the left to find it. * Shell 2 Core, Air Purification In empty storage area, send a Nikita in the vent directly across from Raiden when he is standing on the boxes. Then make an immediate right and charge through the screen. It takes 3 shots. Now go left, right and then straight ahead, breaking the screens in the process. Send one more Nikita in and follow the trail to find the statue lying on its side. * Shell 2 Core, Filtration Chamber At the bottom of the rubble to the west of the second air pocket (the room where Stillman's body came from). * Shell 2 Core, Filtration Chamber Inside the right locker of Emma's hiding place. - The more or less secret Shaver item in the Plant chapter only appears in the Hard, Extreme and European Extreme difficulty levels. - On Hard mode, the odorless bomb is in a different location. It's now near the bulky diving suits, on the right side of the sub. Sometimes you may find yourself spraying for hours and still no luck in getting it offline. To deactivate it successfully is quite simple. Flip over the north rail and shimmy over to the diving suits (as if you were going to collect the Shaver item). Stand on the diving platform and use the coolant to freeze the bomb. I would like to close off this section with a few thanks. This section would not have been possible without the help of about a billion people for the USP Suppressor thing, Manwards, for contributing 80% of the information found here, Ben Wilkie for the additional 3 locations of the Easter Island statues, and Chris Parnell for some info on European Extreme. I'd also like to thank AstroBlue for allowing me to peek at his PAL Extras FAQ and freely lift some information from it. Check out his FAQs for Metal Gear Solid 2! Awesome stuff. |¯¯¯¯| 0000111.92899 |¯¯¯¯|-|¯¯¯¯|-|¯¯¯¯|-|¯¯¯¯| 0886660000113 |¯¯¯¯|-|¯¯¯¯| ¯¯¯¯ ¯¯¯¯ ¯¯¯¯ ¯¯¯¯ ¯¯¯¯ ¯¯¯¯ ¯¯¯¯ /// Chapter 4: Secrets & Easter-Eggs /// _______________ | LOADING... | 00000000111999666 |¯¯¯¯|-|¯¯¯¯|-|¯¯¯¯| 983300111666 |¯¯¯¯| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯ ¯¯¯¯ ¯¯¯¯ ¯¯¯¯ Reading the sections ahead means that you have agreed to not bang your head against the wall and send a mail slathered with curse words to the author for reading something that has totally ruined the experience of MGS2. The following sections were designed as requitals for a grueling experience with the game. The author _assumes_ that you've finished the game _at least_ once and therefore, know what all the hooey you are about to read is. Okkkaayy! ______ ______ /__/\__\_____________________________________________________________/__/\__\ \__\/__/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\__\/__/ ___________ | Secrets | ¯¯¯¯¯¯¯¯¯¯¯ The secrets section is finally open! Finally, eh? Those who have been waiting for this were probably fed up and figured these out on their own, or sought help from another guide. Most of the secrets are unlocked by infiltrating deep into the game and collecting as many as dog tags as possible. Yes, those things you once thought were merely bonus items to add to the fun are indeed key to getting these secret items. So, you'd better start collecting them! --- DIFFERENT FACE MUGS ----------------- When you return to the title screen after completing the game once, Raiden's blue face will replace Snake's. Complete the game again and Snake's red mug will return. From there, they will continue to switch off until you get so sick of the game, you won't pick it up anymore. --- NEW DIFFICULTY ---------------------- After completing the game once, a new difficulty will be unlocked. Extreme is now accessible when selecting your mode of play. As the meaning implies, it is recommended for proficient players only. For more information, please read Hard-Extreme Notes. --- EPISODE CHOICE ---------------------- In the beginning, you were allowed to select only the "Tanker-Plant" or the "Tanker" chapter. "Tanker-Plant" means you'll play through the entire game, from beginning to the end. Selecting and completing just the Tanker allows you to use the Digital Camera and to receive a ranking. Any games you complete are highlighted in red on your save file. When you complete the game (the whole thing) once, you will be given the choice to play either the "Tanker" or "Plant" chapter alone. You will be credited with the secret items that are available in their respective episodes. See Secret Items below for details on that. --- CLEAR CODE -------------------------- Every time you complete the game, a random pin number will be generated at the last screen. Jot it down and log in at www.konamijpn.com to see your ranking and overall performance of your entire game. To improve your statistics, refrain from using any continues and saves. I think the usage of Rations are counted towards this, but I'm not sure. --- SECRET STASH ------------------------ After collecting just about every dog tag in the game, you'll be given the URL to another website that features lots of cool download goodies. Do you want the URL? Even if I gave it to you, you'd still need the appropriate code to get in. Don't be a cheater! Wait, you already are, since you're looking here. Bahumbug! ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= SECRET ITEMS ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= Please note that the specified number of dog tags can be lower or over the preset--not by too much, however. If there are any glaring mistakes (like if I'm 50 dog tags off the original requirement), please let me know. I'm also well aware that the requirements to unlock these differ in the PAL version, since it has extra dog tags the US version never saw the light of. Anyway, if you're a PAL owner, and you're using this to help you attain the bonus items, then be prepared to discover that some of the presets are different from the ones listed below. NOTE: If you're having trouble unlocking these items, please read the F.A.Q. further down. ________________ / Digital Camera \ \________________/ Complete the game once and load the red save file. Then clear each episode individually to unlock the Digital Camera in each one. Afterwards, your character will begin with the Digital Camera in his inventory. Unlike the Camera, the Digital Camera allows you take pictures and create a Photo Album, accessible by selecting "Special" on the selection screen. The control scheme is the same as the Camera. You can capture photos and record them to your memory card. Each time you snap a picture, you'll be taken to a save screen, where you'll be asked whether you want to save the shot or dump it. The portable camera can also be used to ascertain which dog tags you still need to collect. Zoom in on the guard and press the Triangle button. If his name appears above his head in blue, then his tag has already been collected. And if the date matches his date of birth, it'll add an interesting note. _________ / Bandana \ \_________/ Available only in the Tanker episode for Mr. Solid Snake. After you've accumulated about 30 to 40 of the dog tags from the Tanker, this item will become available. The next game on the Tanker will have this item already in Snake's inventory. When he has it equipped, he will never run out of ammo. _________ / Stealth \ \_________/ This is a really awesome item and is worth all your effort. The laughs that can be induced from using it, the simplicity, the sheer coolness--it's all worth it. This can be obtained for each episode. That means you can use it for both the Tanker and the Plant. Stealth is awarded to Snake after collecting over 60 dog tags from the Tanker. Raiden receives this after you've amassed _over_ 120 tags from the Plant. The next time you play in either of the episodes after unlocking it, it will be in your character's inventory, ready for use. When equipped, you are transparent to everything and everybody. ___________ / Brown Wig \ \___________/ For Raiden's use only. They're wigs because Emma mentions that she thinks he's wearing a wig, and who knows--maybe he is! I mean, look at the back flapping up and down. It's like not even stuck to his head, but anyway...The Brown wig can be achieved by gathering about 80 dog tags from the Plant. The next time you play the Plant episode, this item will immediately be available when you begin. When equipped, it gives Raiden infinite ammo. Honestly, the wig is much more beneficial for Raiden than that trademark Bandana for Snake, only 'cause Raiden's got the big guns. Besides, Extreme mode won't be _that_ hard with this. ____________ / Orange Wig \ \____________/ Collect about 170 of the soldier's dog tags in the Plant to unlock the orange wig of doom! Start a new game from this save and it will be ready in Raiden's inventory when you start. With it slapped on to his head, he'll never have trouble hanging for an extended period of time. This stylish wig grants him a grip gauge that never depletes! Not really the most helpful, but for the sake of completism. __________ / Blue Wig \ \__________/ Whoa, Raiden wants to be a bad-ass punker dude. With the Blue wig, Raiden is supplied with infinite air when underwater. It's like scuba gear, except better. To earn this wig, you'll need practically all of the dog tags from both episodes. This isn't really useful unless you're underwater and you just love to caress the walls underwater. Well, actually, it does do a lot in Hard and Extreme mode, during those times when Solidus strangles Raiden until his eyeballs pop out of his sockets. ______ ______ /__/\__\_____________________________________________________________/__/\__\ \__\/__/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\__\/__/ ___________ | Fun Stuff | ¯¯¯¯¯¯¯¯¯¯¯ Surprisingly, Hideo found it in him to throw in a few dashes of humor to the game. You may not have noticed it in your game since you were too busy with the bikini chicks. I hope you have a free hand and can find the time to check these out. The entire chapter of this guide aims to ease the strain on your brain; you have been thinking too much, and it's time for a break (honestly, though, I was the one who really helped you through this mess). It is obvious that there are many ways to make you chortle 'til you choke, and what's listed here are only a few. Just sit back and relax. Enjoy the chaos. If you have anything to append, feel free to send it my way. Word up, Snake man. --- TITLE SCREEN NUANCE ----------- On the title screen, before you press start, you can press the L2 button for a lens flare frame and to sound a gunshot. Cool, eh? --- CODEC TRIVIA ------------------ While listening to any Codec conversation, press the R1 or R2 button to hear various responses to the current situation--you can hear their thoughts! R1 gives you a positive thought, while R2 presents negative thoughts. You can also move the Left and Right Analog sticks to move the faces around. Press them and it will zoom in on their faces. Although I think Campbell helps do that for you when he gets all nutty. Weird stuff, but cool. --- MELONS IN THE PANTRY ---------- In the pantry on Deck-D Crew's Quarters, after making sure that there are no guards, punch and kick the food on the food shelf. You'll end up squashing all the melons and tipping over a box of more melons! You can also smash the glass bottles and paint the floor crimson with them. Not really a big wowie, but it makes a cool sound. And if a guard sees the mess, he'll get perplexed and sometimes call for back-up! The assault team will surely be deeply puzzled about the sudden mess. There are many other things you could smash. Feel free to make a mess and the best thing is your mom can't scold you! --- FPV EXTRAS -------------------- Incite a gunfight with the friendly Russian soldiers. If you get killed while you're still in FPV, the camera will crack and shatter into a million pieces! After saving Emma in the Shell 2 Core, when you drag her to the elevator, you will encounter a sea of scuttling bugs. Set a C4 charge in the center and move away, but not too far. Detonate the C4 and watch the dazzling display in FPV. The explosion will turn the bugs into bite-size pieces and send them flying toward the camera. Splat! Kill a guard execution style while in FPV mode (and be sure you're up in his face). Blood will splatter on the camera lens and drip down. Mwaha! Besides that, you can look up in areas where there are sea gulls flying above. If you observe them long enough, the sea gulls will drop a lovely gift. --- BATH TIME FUN ----------------- In the underwater expeditions of the Shell 2 Core, Filtration Chamber No. 1, you will be able to see and find a rubber ducky and the Vulcan Raven action figure floating on the surfaces of certain air holes. The rubber ducky is located at the last air hole of the inside, west corridor. The Vulcan Raven figure can be found in the last area before the second filtration chamber. --- CONCUSSIONS ------------------- Do a roll or a flip (with Raiden) down a fairly long set of stairs. Your character will slam his head on the steps and fall flat. Ouch. I hope he's got some medical insurance. --- HOTTIE POSTERS ---------------- By now, you should have a general idea of what you can do with these posters, you perv. If not, read through the "Useless Trivia" in the walkthrough, or earlier parts. Reiteration is a sin. So anyway, I'll just list the locations of these posters I have found so far. Many of them are from memory, so if I have missed any, or if I was way off on some of them, notify me. * Black bikini – Deck-A, Crew's Quarters; locker * Red Lingerie – Deck-A, Crew's Quarters; locker * Tarzan's wife - Deck-A, Crew's Lounge; wall facing bar * Mooch Couple - Engine Room, Port; close both lockers * Mooch's backside - Engine Room, Port; on the back of the girl poster * Asian in White - Engine Room, Starboard; after heading down two sets of stairs, head to the very back and take out the camera. Now look to the left and the poster is on the wall, just under the walkway across from current position. * Leopard Skin - Engine Room; after bypassing some security, head up the long stairs to a patrolling guard, who stops at the south end. Take him out, then look at the south wall. Poster is plastered high on the wall. Use Camera. * Tattoo & stuff - Strut C, Dining Hall; men's bathroom * Aquamarine - Strut C, Dining Hall; cafeteria * B&W G-String - Strut C, Dining Hall; cafeteria * Charlie's Angels - Shell 1 Core, B1; in break room, on wall There could be many more, and there are even some ones in a postcard form. They are found in various lockers throughout the game. Why not devote one of your playthroughs to finding them all! --- QUIT LOUNGING AROUND! ---------- There are many neat things to do in the Deck-A, Crew's Lounge on the Tanker. In the lounge area is a large flat TV screen showing pictures of Metal Gear RAY. If you shoot the screen, the picture fades out from the bullet hole, just as you'd expect a LCD flat screen to do! There's also a bookshelf nearby you could mess with. You can systematically shoot the books and magazines off the shelves and watch the paper fly! Shoot them while they are on the floor, and they behave as you'd expect with paper shrapnel going everywhere. Also, the huge glass separator can be shattered by about 12 shots from the M9. This makes a great sound and leaves shards of glass all over the place. --- EASTER ISLAND STATUES ---------- Konami sure does have a habit of adding these bonus items to their games. In Metal Gear Solid 2, you can find four of these adorning various areas in the game. As far as I know, you can't do anything with them but wonder why Hideo gets a kick out of hiding these in the game. * Strut D, Sediment Pool - On agitator; on the lower portion of truss. * Shell 1 Core, B2 Computer Room – Under the southwest workstation, wedged in the corner. * Shell 2 Core, Air Purification - In empty storage area, send a Nikita in the vent across from Raiden when he is standing on the boxes. Then make an immediate right and blow through the screen. It takes 3 shots. Now go left, right and then straight ahead, breaking the screens in the process. Send one more Nikita in and follow the trail to find the statue. * Shell 2 Core, Filtration Chamber – Inside the right locker of Emma's hiding place. --- THE SECOND COMMANDANT ----------- During the Tanker chapter in Hold No.2, you may notice the twin projectors. Well, go up to it from the left side and press the action button. Snake will press the side button to turn the projector off. The other one will automatically kick in and resume where the last one had trailed off. And the Marines will act accordingly. Do this repeatedly and eventually, a Konami eyes model will come on the screen. During this time, you have no control over Snake. He will keep pressing the buttons until both screens are overtaken by beautiful girls. Watch the Marines! It's hilarious! However, you will get caught afterward. --- MARINE STUFF -------------------- This can be done in any of the holds, but you are less likely to be caught in Hold No.1 before it happens. After climbing down the last ladder, go behind the first container and stay near it. Then throw a Stun Grenade into the group. As it flies over to the clustered audience, it might swoosh by one of the Marines in the back. So quickly conceal yourself behind the container and watch the hilarity! Again, you'll get caught for doing this. --- MORE MARINE STUFF --------------- Just can't enough of them, eh? You can actually hold them up. It's not a real revelation or anything, but it's fun to mention. You could hold up the ones standing in the very back of the line or those standing over a grate (they can be held up when you are under them, although sometimes they may run off to inspect something "suspicious"). Also, in Hold No. 3, you can strike the Marines in the back with a punch-kick combo to knock them off balance and topple the others like dominos. Some of them will lose consciousness, but a few lucky ones may escape your wrath and catch you. All in all, just fun stuff to do. --- "HM, I FEEL LIKE I'M FORGETTING SOMETHING" -------- On your first playthrough, there is one Marine in Hold No.1 that is missing his trousers. He sticks out like a sore thumb. Take a picture of him and when you upload it to Otacon, he'll crack up and give you a thumbs up! --- FORGETFUL MARINES --------------- On your second playthrough (start a new game by loading the complete save file and selecting New Game), all the Marines in Hold No.3 will be in their lovely striped boxers. Nice uniform boxers, guys! Don't forget to capture the memories with a camera! --- TANKER HOLD SHORTCUTS ----------- In the southwest corner of Hold No.1, just at the bottom of the ladder to the M9 Bullets, there is a floor hatch. Lift it and climb in. You could crawl through the small shaft and find yourself underneath the Metal Gear RAY in Hold No.3. On your way, there is a Marine who accidentally drops his magazine clip. He'll peek in through the holes and fumble for it. After a while, he'll forget it. If you happen to be directly under while he looks for his lost item, you'll be seen and caught! --- SADISTS ------------------------- It's fun, so it should definitely go here. This is best used when you're in the Plant chapter with the Socom Suppressor attached. Find a lone guard patrolling an area and hold him up. Then proceed to shoot him in the arms and legs. His arm will go limp. This is a funny sight since he will have one arm raised as if he were saying "Yo, homie!". If his leg is injured, then he will hop on one foot. Shoot both legs, and the guard will fall back. He will remain conscious for a moment, then faint. Regardless of what you do, these strapping Russians can take only three shots before they "die". --- SLACKING OFF -------------------- It's an amazement to see the guard's reactions when you do certain things. Try dragging a sleeping guard to an area where another active sentry will stumble onto him. You must do this without being detected. Then watch from an opportunist angle. When the sentry arrives and sees his comrade sleeping on the job, he will either kick the slumbering guard awake or give him a few guts in the eye or stomach. One guard isn't nearly as funny as when you form a cumulative pile of two to four guards. --- FATMAN FUN ---------------------- During the fight with Fatman, follow him around. When he pauses momentarily, watch him in FPV. He'll be playing with the seagulls that land on his collar. Some of them will peck at his head. "Hello, anything there?" Also, if you have managed to floor a seagull either from the sky or a rail, Fatman will trip over it. You can also trip him by shooting his skates. Fatman's girth is really interesting. If you bump into him while he's still, the collision makes a cute rebound sound. --- PARCEL TRANSPORT ---------------- Hop onto a conveyor belt with any box equipped to be transported to different areas of the Big Shell. In order to get on the conveyor belt, you must equip a box and wait patiently on the loading platform until it shudders to a stop and the light turns blue, indicating that you may get on. The Zone of the Enders box takes you to the room at the bottom of the stairs, where the Digital Camera is stashed. Normally, you would need a Lv5 security card to enter that room. Depending upon which box you use, you'll be taken to various parts of the facility. Experiment! --- HE FEELS ITCHY ------------------ In the Shell 1 Core B2 Computer Room, notice the guard moving back and forth on the lower half of the room? Well, follow him closely, but not close enough to bump into him, and watch what he is doing. He is moving from one active computer to another. If you look over his shoulder, you'll find that he is gawking at pictures of hot models! --- BATTLE DRESS UNIFORM QUIRKS ----- When you are given the B.D.U. in the Plant chapter, there are many ways to make you giggle like a silly Japanese school girl. First, try to alert other guards by doing things that are unorthodox to them. They'll come to question you; just stay where you are and they'll give up. Next, try summoning Alert Mode without being seen by anyone (like entering the elevator without part of your uniform or firing a random weapon). If you want, you can equip the B.D.U. before a cinema. When it kicks in, Raiden will still have it on. Whee! --- JOHNNY SASAKI RETURNS ----------- During the part where Raiden controls the Directional Microphone to eavesdrop on a conversation between Ocelot and Solidus, move the D.Mic toward the left. You can hear him in the bathroom, having a pretty rough time. Apparently, there's a second encounter with the poor chap. When you reach the Strut L Oil Fence and embark on the sniping mission to help Emma cross it safely, you can eavesdrop on her with the Directional Microphone. Once Emma reaches the second pillar, point your D.Mic at her again. You'll hear Sasaki- san's voice yell "Freeze!". He and Emma will engage in a conversation. Eventually, the benevolent lad will let her go. Pretty funny. Thanks to the few people who have sent this to me. --- HOSTAGE STUFF ------------------- One of the hostages is a female named Jennifer with her legs spread slightly open. If you knock her out, you could get in a crawl position and peek like the sick perverted bastard you are. If Raiden still cannot find Ames after going through many hostages, he will become a little disgruntled and scare the hostages. Also, if you run through an aisle with the hostages' legs stretched out, they can trip Raiden. You could also try to make them piss on themselves by going to the wrong people. Some will get so freaked, they will let it out. If you're feeling frustrated, release the pent-up steam on some hostages. Go up to one and do a punch-kick combo. Shortly after your unusual shift in behavior, the Colonel and Rose will contact you and chew you out. If you try to contact Rose on the save line, she even won't let you save! --- TOTAL SHOCKER ------------------- In the Shell 2 Core 1F sector, equip any box and run through the electric floor before you destroy the generators. Try not to wince from watching poor Raiden get "tortured". You will lose the box afterwards though, since it gets incinerated by the electrical discharge. --- EMMA'S THOUGHTS ----------------- While Emma is making her excursion across the oil fence, wait until she gets to the first column. As she wraps around it and is situated behind the column, point the D.Mic towards her. She will talk about Raiden--how he's a totally weird guy. Then she comments his hair. As soon as she's done talking to herself, ring her up on the Codec. Raiden puts her at ease, telling her that his hair is real. Whew. --- WISTFUL MANHOOD ----------------- In the Arsenal Gear, where Raiden was captured and strapped to the torture bed, get caught and lead the guards back into the torture room. Lean up against the bed and Raiden will feign captivity. When the guard sees him, he will comment his manhood. --- VAMP IS ALIVE...AGAIN?! --------- According to Manwards, you can see Vamp during the ending sequence. You can see him for one to two seconds tops, but it's certainly him. During the demo in which Raiden looks at his dog tags (containing your name) and throws them away, Vamp will be standing in the distance behind them, next to a yellow taxi cab. It helps to zoom in with the R1 button. The camera will soon move and Snake will block the view of him, so hurry. He's only seen this one time, I believe. Again, thanks to Manwards. --- LITTLE DETAILS ------------------ There are certain details that go unnoticed to the casual gamer. Hideo has been giving some serious attention to detail. Here are a few things to prove this: * When you shoot the ice tray on top of the bar in the Tanker and it falls on the floor, the ice cubes will eventually melt. * If you watch the smoke billowing out of the ships stacks, you can see which direction the wind is blowing. The wind also affects the direction in which the rain is pouring. If you look in the opposite direction of the rain, the rain drops lessen. * Outside the discovery, if you watch the background (New York), you can see that it's actually moving! * Spray mirrors with the Coolant Spray and they will frost over. * In the Arsenal Gear, Ascending Colon with Snake, stand up right in front of him and go into FPV. He will fog up the lens. * When you toss a grenade into the water, the water erupts and ripples as a result of the explosion. I know there are way more, but it seems even more are covered throughout the walkthrough listed under "Useless Trivia". Check them out before you come e- mailing me with stuff I've already mentioned. Also, there are certain things I don't care about, especially the thing where you can move the camera around during cut scenes. Thanks. ______ ______ /__/\__\_____________________________________________________________/__/\__\ \__\/__/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\__\/__/ ____________________ | Campbell Gibberish | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Campbell gibberish has nothing to do with the game play. Rather, it's just a stress reliever to lift the tension off your sullen face. I've found Campbell's psycho blabbering hilarious, and I've had a few requests for doing this section, so here it is. Looks like Colonel Campbell sniffed too much glue when Raiden was held captive in the torture chamber. Not really maintaining his role as a field advisor, he becomes the comic relief, cracking out RANDOM things and calling so frequently you just want to cry out in distress. The explanation to this is that Emma's partially uploaded virus is starting to affect the Arsenal AI and scrambling messages through the Codec. In fact, the Colonel you knew was never a real person. He is a manifestation of the GW program that's part of Arsenal Gear. Although the virus wasn't uploaded completely, it still managed to have some kind of effect on the entire AI. Colonel Campbell, being part of Arsenal's AI, became infected with the virus and started to trip out. (In my theory, but I'm only human. Any add-ons are welcome.) The manipulation system malfunctioned and Campbell only knew to blurt out extremely random things. And here they are. Any that I've missed can be sent to me. Before we begin with the fun quotes, Matthew has something to share about the AI program that had gone berserk! He says: "A friend of mine believes this is (along with the cryptic call from the Crazy Colonel telling you to turn off your console and explaining that you've been playing for a long time) is GW's way of protecting itself from "you" (the player), it's a little bit of a psychological warfare. By telling you to turn off your console, it may lead you to think there is a trick to this level (like the Psycho Mantis trick). I almost did it the first time I saw it. Also, the Fission Mailed screen might make you turn off the game if you've been playing for a long time and seem to die for no reason." Colin Moriarty (another GameFAQs contributor and a good friend) wants me to mention that it was during a phone conversation with him that I first discovered Campbell's weird hallucinations and crazy talk. I don't know; he just wanted his recognition in my awesome FAQ! Heheheheheh. NOTE: The small notes that follow some of the quotes were contributed by AstroBlue that tell where some of the quotes originated from. Campbell: "Raiden, turn the game console off right now!" Raiden: "What did you say?" Campbell: "The mission is a failure! Cut the power right now!" Raiden: "What's wrong with you?" Campbell: "Don't worry, it's a game! It's a game just like usual." Rose: "You'll ruin your eyes playing so close to the TV." Raiden: "What are you talking about!?" /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ [USELESS TRIVIA] Submitted by Francesco Poli The final bad guy of the original MSX Metal Gear was, as you should know, Big Boss... he was also the one giving you orders. Until a certain point: then he started giving you misleading and/or stupid advice - just like Crazy Campbell later in the game! One of Big Boss's gibberish talks actually told you to shut off your game console, just like the quote above. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ "Raiden something happened to me last Thursday when I was driving home. I had a couple of miles to go -- I looked up and saw a glowing orange object in the sky, to the east! It was moving very irregularly...suddenly there was intense light all around me -- and when I came to, I was home. What do you think happened to me?" "Variety level 13 -- Rescue Maryl, the return of Genola." -- from Metal Gear Solid - The VR Missions (PSX) "...Infiltrate... ...the enemy fortress... ...Outer Heaven! ...Destroy... ...The final weapon... ...Metal Gear!" "Kawanishi-Noseguchi, Kinunobebashi, Takiyama, Uguisunomori, Tsuzumigataki, Tada, Hirano, Ichinotoriim Uneno, Yamashita, Sasabe, Kofudai, Tokiwadai, Myoukenguchi." "Honestly, though, you have played the game for a long time. Don't you have anything else to do with your time?" "An Anemone or Clematic Plant's juice can cause a rash. When pruning them it's a good idea to wear gloves." "I hear it's amazing when the gamouse purple stuffed worm in flap-jaw space with the tuning fork does a raw blink on Hara-kiri Rock. I need scissors! 61!" "Actually, there is something I have been meaning to tell you but I just couldn't...I think you should know, though. On Saturday morning last week, I saw a guy leave Rosemary's room. How should I put it, it was like they were..."intimate". I'm sorry. Sorry to bring this up during the mission, but..." "President Baker should be somewhere to the south of where you blasted through the wall. Hurry and save him before the terrorists discover his code." -- Metal Gear Solid (PSX) "Actually, I am in really bad shape financially. I pay money to my ex-wife as part of our divorce settlement, among other bills. I just had no choice but to make you pay for lunch the other day. I'm really sorry." "Your mission is to infiltrate the fortress Galuada, rescue the hostages and neutralize Metal Gear before its assembly is complete." -- Metal Gear - Ghost Babel (GBC) "I was a North American Fall Webworm in my past life. Those were the good old days...What were you in your former life?" "You got a PSG-1? You can use that against Sniper Wolf. Hurry up and save Meryl!" -- Metal Gear Solid (PSX) "Even my patience has its limits. I just can't leave this thing up to you any longer. I'll do the fighting! You can just go home!" "I noticed this a while back, but you have far too many Game Overs. Sorry to be blunt, but you really stink at this game." "You seem to get a real thrill out of slaughtering the enemy. Are you frustrated about something?" "Snake, you're all alone and surrounded by bad guys. Try to be careful and avoid getting into a fight whenever you can." "You enjoy all the killing!" "You wouldn't be trying to give yourself a bogus score by using some ingenious trick would you? That's just about as low as anyone could possibly stoop! I can't believe you sometimes..." (Note: If you get this quote, then all your weapons will be reloaded with full ammo when Snake gives them back to you) "Variety Level 7, Shoot down the space invaders! Training will have to be postponed if we are invaded by ufos." -- Metal Gear Solid - The VR Missions (PSX) "Snake, There's a fork in the conveyor belt. The machine is automatically sorting cargo according to some system. Take a good look at the device." -- Metal Gear - Ghost Babel (GBC) "Communitcator Entertainment Program Idea Spy 2.5 Episode 1. New York. Here in the city where dreams come true and desires rule, something is being brought, sold and thrown away, even as we speak. But behind the scenes of business as usual, the nefarious J.E. (Junker Expensive) Corporation lines its already bloated coffers with profits from worthless products. As j.E. swindles yet another innocent into purchasing high-priced junk, the FBI mobilizes a top secret task force to stop the menace. Now, the city's best kept secret spy is out there, briefed and ready to protect people from J.E., the catalouge of conspiracy... Just call him, 2.5." -- Snatcher (lotsa platforms) "Snake, Like Shakespeare said, "Noughts had, all's spent, where our desire is got without content." Basiclly, it means your desire can get you into trouble if you're not careful. That goes for items too. Don't get greedy or you may be sorry. Be careful, Snake." -- Mei Ling, Metal Gear Solid (PSX) "Weapon mode Socom Level 1. Destroy all targets to reach the goal! Number of targets: 3." -- Metal Gear Solid - The VR Missions (PSX) "I say again. Your duty is to infiltrate Zanzibar Land and seize Kio Marf, an abducted Czechoslovakian biologist." -- Metal Gear 2: Solid Snake (MSX) "ZZ...zz..." "Snake, they've input both detonation codes. The only way to stop the launch is to use the card key to reinput the codes." -- Metal Gear Solid (PSX) "That reminds me, I saw Gubayama the other day in Shibomnigee. He said to give you his best." "Snake, Take the power plant out. Set C4 explosives on four key points to destroy the structure. Snake, destroy the power plant's main turbine. It's located in the B1 floor of the plant. Break into the B1 floor." -- Metal Gear - Ghost Babel (GBC) "Munch, Munch...Um? Raiden? I'm eating right now. Get back to me later.... Munch, munch..." "La-li-lu-le-lo! La-li-lu-le-lo!! La-li-lu-le-lo!!!" "I'm not home right now. Please leave a message after the beep. BEEP" "Mind the gap." "Big Boss here...Eenter the track on the bridge to the right...over." "I can't believe the person who committed those sick acts in the women's bathroom made it this far." ______ ______ /__/\__\_____________________________________________________________/__/\__\ \__\/__/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\__\/__/ _____________ | Song Lyrics | ¯¯¯¯¯¯¯¯¯¯¯¯¯ "CAN'T SAY GOODBYE TO YESTERDAY" Vocals by: Carla White Produced by: Rika Muranaka I stare at the stars and the sky up above And think "What am I made of?" Am I full of sorrow? Am I hurt and pained? Or am I filled...with love? I walk by myself on the streets below And ask every child I know, Do you think tomorrow will bring sun or rain? Which one of these will show? I can't say good-bye to yesterday, my friend, I keep holding on 'till the end Out of the darkness there is no other way Than the light leading to yesterday It's there that I'll find In a peace not warm And dreams that I let slip away I'll find the joyfulness I'm looking for Way back in yesterday Why can't each of us in the world ever see, The best things in life are free Little sounds of laughter or one hug, a smile A kiss from you to me I fall to my knees I cry and I cry Love, do not pass me by Happy ever after, please stay for a while Make time refuse to fly I can't say good-bye to yesterday, my friend 'Cause I know how good it has been Face it forever, here I stand, come what may In the old in the new yesterday It's there that I'll find In a peace not warm And dreams that I let slip away I'll find the joyfulness I'm looking for Way back in yesterday |¯¯¯¯| 0000111.92899 |¯¯¯¯|-|¯¯¯¯|-|¯¯¯¯|-|¯¯¯¯| 0886660000113 |¯¯¯¯|-|¯¯¯¯| ¯¯¯¯ ¯¯¯¯ ¯¯¯¯ ¯¯¯¯ ¯¯¯¯ ¯¯¯¯ ¯¯¯¯ /// Chapter 5: Outro /// _______________ | LOADING... | 00000000111999666 |¯¯¯¯|-|¯¯¯¯|-|¯¯¯¯| 983300111666 |¯¯¯¯| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯ ¯¯¯¯ ¯¯¯¯ ¯¯¯¯ ______ ______ /__/\__\_____________________________________________________________/__/\__\ \__\/__/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\__\/__/ ____________________________ | Frequently Asked Questions | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ----------------------------------------------------------------------------- Q: I get weird gibberish at the end of my game. What do I do with it? A: That's your clear code. Write it down and log into the official Konami Website at http://www.konamijpn.com. ----------------------------------------------------------------------------- Q: Where's the last bomb? You know, the big motherlode! A: I am very disappointed to find this as a FAQ even when it's in the damned walkthrough! *BLEEP*! It's on the underbelly of the submarine at the bottom of Strut A, aka Strut A Deep Research Dock. ----------------------------------------------------------------------------- Q: I know you say that the bomb is at the bottom of Strut A. However, there is one problem: the elevator is not there! I've frozen all the bombs too! What the heck have I missed? A: It's best that you go and double check, making sure that you nailed every single bomb. For some reason (maybe it's a bug or something), the game will sometimes move on as if you've disarmed all the bombs. If the elevator is not there after you've collected the Sensor B from the pantry, then something is definitely wrong. Scale each Strut again and make sure all the C4s are nice and frosty. ----------------------------------------------------------------------------- Q: Where's the USP?! In the Demo, you could find it in a locker, but it's not there now! It'll make Olga a cinch if only I can get my perverted hands on it... A: Needless to say, you won't be getting it until AFTER you beat Olga. So sorry, yank! ----------------------------------------------------------------------------- Q: You know at the credits, Mei Ling's name is there! Is there any way I can get her to get it on with, er, I mean just get her? A: Thanks to about a billion people. It seems that you'll hear her voice when she interrupts and corrects one of Otacon's proverbs. You'd have to save a helluva lot of times on the Tanker, though. I tried this, but after awhile I got impatient and said, "Screw this!" The moral of this story: be patient. Or something. And also, it appears she wasn't there just for that reason. Joe Lappin cares to expound this: "It's because she was quoted by the crazy Colonel when he goes nuts when Raiden is all naked. He says some of her wise words that she gave to Snake in the previous game, her voice and all. In fact, they're listed in the Colonel quotes section of your FAQ. So that's why, they used her voice so she had to be credited again. You'll also notice that they credit the original Metal Gear footage that was used during the Colonel's "Infiltrate.....Outer Heaven......" quote. ----------------------------------------------------------------------------- Q: I am naked and the Colonel is hounding me with scary advice! Help! What do I do?!!!?! A: First of all, you can stop e-mailing me. Second, check the friggin' walk- through! Start in the section with Arsenal Gear and you can take over from there. ----------------------------------------------------------------------------- Q: Do you know how to take Dog Tags from guards? I've tried everything. A: Well, obviously, you haven't tried everything, liar. You need to hold them up and point to essential areas to compel them to give up their beloved Dog Tags. For Hold-Ups, see the Basics section for help. Sometimes guards may even resist arrest. When this happens, you'll need to whip out the "bigger" weapons to persuade them. ----------------------------------------------------------------------------- Q: Oh my ****in' goddess! The damn sea lice is chewing up my Rations! They won't go away! Help! Help! I want my Rations and my mommy! A: Rations are yummy. So good that even them buggers want a piece of it. Well, here's the thing to get rid of 'em: hold onto L2, then wiggle the analog stick to shake them off your goods! ----------------------------------------------------------------------------- Q: How do I get the Books from atop the locker in the B2 Computer Room? A: Punch the locker until it falls to topple the books over. Didn't I mention this in the walkthrough? ----------------------------------------------------------------------------- Q: What is the maximum level Grip Gauge I can get? A: Level 3. ----------------------------------------------------------------------------- Q: How many pull-ups do I need to do to get there? A: Well, it takes 100 pull-ups to move up one level. Therefore it'll take you 200 pull-ups to get from Level 1 to Level 3. Simple, yes? ----------------------------------------------------------------------------- Q: Ok, I've done the specified number of pull-ups you wrote in your FAQ and even over the requirement, yet my grip gauge won't increase a level! What are you trying to pull?! A: You probably aren't doing them right. You must correctly do them to raise the gauge level. When I say correctly, I mean your character must pull himself all the way up until he stops in a "locked position" that lasts for a second. He will automatically lower himself back down afterward. Doing this equals one pull-up. Do another 99 in this manner, and you will achieve your glorious Level 2 grip gauge!! If you want to increase your level more quickly, then go to either the eastern end of the Engine room in the Tanker chapter or Strut D in the Plant chapter. Here you will attempt a dare-devil technique. At the top level, hang over the rail and press X to drop down. While your character descends, press the Triangle button to quickly grab on to the bottom rail. This requires exact timing. If you mess up, you may send your character to his death. Do 10 of these and your gauge will move up one level. Have fun. ----------------------------------------------------------------------------- Q: Is there any way into the other Struts on the Shell 2? Please tell me! A: No, there isn't. Most of the Shell 2 has already been reduced to nothing. Either that or they've been inundated. Anyway, they're inaccessible and there is no way to get in any of them no matter how many controllers you break or how much you complain, K? I love you too. ----------------------------------------------------------------------------- Q: Is it possible to get the suppressor for the USP on the Tanker? A: You can, but NOT in the US VERSION. I repeat, NOT in the US version. Why? I haven't the slightest clue. I have heard that this is available in the Japanese and PAL versions of the game. I haven't played them myself, but we can only make a plausible surmise from the number of people that claimed to have gotten the USP Suppressor in the Japanese and PAL versions. PAL owners, see US-to-PAL Changes for details. ----------------------------------------------------------------------------- Q: I'm trapped in the Ascending Colon! What do I do? A: First, you should stand still and ignore all of the Colonel's pestering messages; don't answer them. Soon, your radar screen will be overtaken by a video clip of a Konami Eyes model. After the video clip ends, answer the Colonel's strange calls now until Rose contacts you. Once you're suited up again, move up the screen until a cinema kicks in. ----------------------------------------------------------------------------- Q: Is there any way I can save Emma? Like to achieve an alternate ending? A: You cannot save Emma in any way, shape or form. Her death, I believe, played an important role in the plot's development. How? I have no idea, but I stand firm for what I believe in. :) However, there are several ways to achieve a makeshift alternate ending. By which I mean, you can force an alternate ending that has no correlation to the plot advancement whatsoever besides the occurrence of your own death. For this, you should confer with the GameFAQs Metal Gear Solid 2 message board for details. ----------------------------------------------------------------------------- Q: I'm not getting the bonus items you've mentioned in the guide even when I've collected over the requirement! All I get at the end of my game is the Digital Camera. What am I doing wrong? A: First of all, a few conditions must be met before you can attempt to partake on your conquest to conquer MGS2. BONUS items are meant to be acquired AFTER you have beaten the game at least once. Thus, the name "bonus". Once you've completed the game once, save your progress. This file becomes red at the file load screen. Load it and you will be prompted to select a new game with the choices of playing the Tanker, Plant or Tanker-Plant. In order to unlock the items, you must play each chapter individually and collect the dog tags in the various difficulties by re-loading the same file. Otherwise, it will not work and all your efforts will go to waste. Remember that you must complete the chapter to save your dog tags. If you collect the specified number or all and just turn your game off, your data will be lost. You can view all the dog tags you've collected so far in the "Dog Tags" option under "Special". ----------------------------------------------------------------------------- Q: I heard you can get Solid Snake's dog tag? Is this true? If so, how can I obtain it? A: 'Tis true. Once you've reunited with Snake in the Ascending Colon, whack him a few times with the blunt edge 'til he's out cold. Once he's on the ground, taking a short nap, drag him around like an old rag and shake him down for his dog tag. The name will be different for the other modes, though. The Solid Snake one can be obtained only in Normal. ----------------------------------------------------------------------------- Q: I saw a commercial for MGS2 and also saw Snake fighting against Fortune in the Plant chapter! What's the deal? A: I see. I'll give you my entire stash for no less than $10,000,000. Hm, so whaddya say? Oh, not that kinda deal? For the Americans, my theory is that the commercial you saw is just a gimmick to persuade you to buy the game (which it succeeded in doing), since Konami knows that most MGS lovers are hardcore Snake fans. They were sure fans wouldn't be too happy to see ol' wimpy boy Raiden. I think this holds true for any MGS2 commercial. From my knowledge (unless a few dozen people step in to correct me), it's impossible to play as Snake when fighting against Fortune. Not even in the Boss Survival Mode present in the PAL and Japanese versions of the game. Like I said, Konami knows you all very well. =) ----------------------------------------------------------------------------- ______ ______ /__/\__\_____________________________________________________________/__/\__\ \__\/__/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\__\/__/ ____________ | Legal Junk | ¯¯¯¯¯¯¯¯¯¯¯¯ The unofficial Metal Gear Solid 2 strategy guide was created on November 15, 2001. © 2001-2003 AdrenalineSL. All rights reserved. All rights reserved including the right of reproduction in whole and in part in any form. Playstation 2 and Playstation 2 logos are registered trademarks of Sony, Inc. Metal Gear Solid 2 is a registered trademark of Konami, Inc. The author of this document is in no way affiliated with Sony Entertainment of America. You may not place this document on your website or reproduce it in any way without the author's consent. This Metal Gear Solid 2 FAQ/Walkthrough was written by AdrenalineSL who holds all copyright for this document, in whole and in part. This guide may be used for private and personal use only. You may not permit anyone under any patents to reproduce it, in part or in whole, or use it for profitable purposes. All content within this file is owned and created by Stephanie Lee. Should you attempt any infringement of these terms under the false belief that you are safe from international copyright law, it must be said that you are a moron. You may download the file through a web browser onto a single computer for your personal, non-commercial use only. You may not permit anyone else to modify the file or use it for any commercial purpose, display, performance, sale or rental. It absolutely cannot be decompiled, disassembled, modified, or create derivative works based on the documentation in whole or in part. Do not remove any copyrights. DISCLAIMER: Metal Gear Solid 2, the Metal Gear Solid 2 logo, and all related characters are copyright and property of Konami, Inc. ***************************************************************************** Webmasters- If you want to use this guide, just ask for permission. To make this known, here is a list of the official or authorized carriers of this FAQ: GameFAQs Neoseeker Happy Puppy GameShark Game Winners IGN FAQs Gaming Online All other sites are FAQ stealers that do not respect copyrighted works! And if I do grant permission, I reserve the right to ask that it be removed for any reason! I also sincerely urge you to keep ALL my FAQs UPDATED! UPDATED! UPDATED! Outdated versions of FAQs are the devil! Are we clear on both terms here? Great. Sources -------- Some parts of the guide could not have been made possible without the help of the following sources: - The instruction manual for leading me to delve into much of the basics and other information. - Animelyrics.com for the lyrics to the MGS2 ending theme. - DEngel for his Dog Tag FAQ, which I looked at to attain the secret items in my game and for the approximate number of dog tags needed to unlock each. Kudos. - Morph for his Extreme FAQs, which I used to beat my game. He also allowed me to apply some of his strategies to my own. - AstroBlue's PAL Extras FAQ for tidbits of information I used in the US-to- PAL Changes section. Credits, Plugs and Extra Junk ------------------------------ - Thanks to AstroBlue for modifying my pathetic MGS2 art and for submitting some extra stuff for the Campbell Gibberish section! - ATadeo for indirectly helping me with my FAQs and for getting them on the net in the first place. - CJayC for practically dominating the internet gaming society. Sort of. And having the patience to reply to all my whiny e-mails, as well as host all of my crap-ass work on his awesome site. - My gaming bud, David, for all the Very Easy and Easy Dog tags! - All the loyal readers who e-mailed me saying that they enjoy my FAQs! - Don't forget the guy who gave me this game for free! Much love and hugs! - Anyone else who wants to be thanked! –You could be here!- Contributor Credits -------------------- Thanks to the readers of this FAQ who have taken some time to e-mail me with corrections, tips, hints and suggestions; the guide is immensely improved by their efforts. The people that are listed here are not particularly more special than the other contributors listed throughout the FAQ, but they have sent me small tidbits of information that I've incorporated into my own info. Credit due to them is found here. Here they are, in no particular order (other than the order in which I added them): - Kenshiro (Ehren) for the additional info. on "Reading the Radar". - Ferretguy316 for adding another cause for your character's sneezing. - Snakerboy01 for the cigarette tidbit about its use as a substitute for the diazepam and pentazemin and the infrared sensor thing with Thermal Goggles. - Jiggly112588 for also noting that the cigarettes can be used to make the infrared sensors visible. - Cliff Harpole for confirming the "boing" sound in the lockers. - The Gamer for Fire for the tip about drying off faster by pressing X. - EH_REMRAF for giving a complex description of the Pentazemin that I used in the Item section. - HiFi14 for the tip about hiding in the appropriate boxes in "Hiding" of the Infiltration Logic section. - Rigil Paix for some Campbell quotes I missed in the section. Also, for the very first transmission by Campbell and Rose. - Oscar Parsons, Rob "Teirlap" Knight and Chad Wilson for being the first of many to correct the BDU acronym. - Matthew for various clarifications and add-ons, especially the one about a certain "Fission Mailed" screen found in the Campbell Gibberish section. - Kildread2 for the proper use of Pentazemin. - DRAGONMASTER118 for the tidbit that you could roll jump over grates in the Tanker chapter. - M.Carlson for pointing out a little thing I goofed up on with the Socom and USP weapon descriptions. - Kevin Presa for the tidbit about waking hostages up with the Coolant Spray. - Adrian Sandoval for about the remaining 50% of the Campbell quotes I missed Silly me. Thanks a bunch! - KiT Dizon for the correct terminology of the Socom "touchdown pole" I put my dibs on. - StealthPhantom03 for the tidbit about spraying the parrot in the B2 room of the Shell 1 Core with the Coolant. - FATE797 for the hiding-from-a-box-to-a-choking-position tip found under the Cardboard Box description. - Kasera and Zack Turner for correcting the misinformation about the Codec buttons and for telling me the nature of their use. If that made sense... - FrGoth for a fun stuff tidbit I used. - SilverChild, Xavier, tarajis, OrochiSabin, and ScanlonGaidin for telling me Vamp's third attack. - ScanlonGaidin also told me some of the Fun Stuff in the game that I used in that section. - Rich Culver for one of Campbell's missing quotes. - Biohazard for sending me a Campbell quote I missed. - Chris Ryan for informing me about a Fun Stuff thing I used. - Rod Jenkins for correcting a subtle error I had made. - Steve Hailey for the "Total Shocker" thing in Fun Stuff. - Ian for the tidbit about making hostages piss themselves. - Boyle Ke for correcting some subtle mistakes I made in the walkthrough. - Bryan Hodgson and some others for the fun thing about blowing up bugs. - Andy L and Damion Graff for information on the second Johnny Sasaki run-in. - Muse for clarifying something in the RAY Boss Strategy. - RaGeDoNe for the additional Hostage "Fun Stuff". - Eternal for correcting a small error regarding Pliskin's weapon. - Manwards for contributing a whole bunch information for the US-to-PAL Changes section. If it weren't for him, it would have lacked detail. - Jamie Bathgate for a few poster locations. - KingJames5 for the derivative of the Shakespeare quote in the Campbell Gibberish section. - Rich Williams (SoftGLOW) for the "Quit Lounging Around" contribution in the Fun Stuff section. - Daniel and Amanda Davis for notifying me that a contributor's information was false. - Some other people for pointing out items I neglected to list like the Cell Phone and Shaver. - Thanks to a number of people who told about getting the RAYs to open their mouths. - Major thanks to the huge number of people who sent me the Mei Ling thing. I can't list all your names here, but I appreciate it! - Numerous others who sent tidbits of information. Sorry, I lost track of you people. Sorry...o_o _____________________________________________________________________________ ************* CLOSING STATEMENT ************** _____________________________________________________________________________ Another day, another complete project. This one took a lot out of me, so I'd appreciate it if you thieves wouldn't try to screw me over and tag yourself with a felony. I consider this guide to be just as good as it can get. It could be better, but if there's anything more that I could add, it would just waste space and lag old browsers. What I have done to make this guide was all that I could give, and I have no desire to work on this anymore. If you still need help, please consult another guide. I've worked hard and long on this. It has become so sleek, it plays like a symphony. I am very pleased with how I was able to hold out and mold this guide into a fairly comprehensive piece of work. I'd really like to thank all those who've e-mailed me with encouraging words and even those who bothered to send me greeting cards with broken, profanity- ridden English. It actually shows how much you care just going through all that trouble to send me something. How touching. Well, anyway, don't wanna keep you here any longer. Time is money. You can now return to your regularly scheduled FAQ. 'Til the next project, see you space cowboys and cowgirls. "In Japan, rape is like a handshake." ~AdrenalineSL Shameless plug--Other FAQs by yours truly: http://www.gamefaqs.com/features/recognition/8212.html ============================================================================= MUCHAS GRACIAS!! ============================================================================= /^ ^^ /// / // ^ ^ /O%G%/t( ///// O(@@ 6@e /RG(t////~t%K^/ //^/ DeFtones @#(((^ ^//~6K%^^^^ R@G%/~ //(CK@ @@B6((~/ ^^^~/~t%@ @@R6((~((/%/~(/CO@ / @@GC%GtC~/~((tte@@^ /@QGCCtCCt%tCCQQR@@/^^/ RBC%tCCGGC/GCeR@@@///// (#O((%%CGG#KKR@BB@et/~// et(/tt(K@@#K#eGGOQet//// C~/(((OB#OGC%6eGGKGGC(/// ^^ % /(OKeC%tCC6C6666OG%~// / / ^(t/~%G6(tC%(%tC%%C6%%/////// ^ ^%/(%KCC(((%((/(/(~// //^//~// C/%R@(t(/^ ^^ / / /// ^/^(t#@(((/^ !~AdrenALiNe~! ^%%@@(~/~/^ ^ ^//^// / /(//////// ^ / / R~%G^C~Gt~/^ ^ // ////// / ^^^///////G/ ~/ ///^ /// ^//^/// / / /^ / ^//// /// _Adrenaline_ Deftones 1995 ------------------------------------ The Unofficial Metal Gear Solid 2 Strategy Guide Copyright © 2001-2003 Stephanie Lee November 2001