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TABLE OF CONTENTS [MGS2_00]
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1. INTRODUCTION.................................................[MGS2_01]
2. UPDATES......................................................[MGS2_02]
3. FREQUENTLY ASKED QUESTIONS...................................[MGS2_03]
4. PROLOGUE.....................................................[MGS2_04]
5. CHARACTERS...................................................[MGS2_05]
6. WEAPONS AND EQUIPMENT........................................[MGS2_06]
7. PLAYING THE GAME.............................................[MGS2_07]
i. Menus...............................[ptg_01]
ii. Game Basics.........................[ptg_02]
iii. Combat Strategies...................[ptg_03]
iv. Radar...............................[ptg_04]
v. Codec...............................[ptg_05]
8. CONTROLS.....................................................[MGS2_08]
9. WALKTHROUGH..................................................[MGS2_09]
I. TANKER CHAPTER...................................[tan_00]
i. Reaching the Bridge.................[tan_01]
ii. Getting to the Holds................[tan_02]
iii. Cargo Holds.........................[tan_03]
II. PLANT CHAPTER....................................[pla_00]
i. Shell 1 Reconnaissance..............[pla_01]
ii. Bomb Disposal.......................[pla_02]
iii. Hostage Liberation..................[pla_03]
iv. Getting to Shell 2..................[pla_04]
v. Presidential Assistance.............[pla_05]
vi. The Computer Genius.................[pla_06]
vii. Arsenal Gear........................[pla_07]
viii. Federal Hall........................[pla_08]
BOSS FIGHTS:
i. Olga Gurlukovich....................[bos_01]
ii. Fortune.............................[bos_02]
iii. Fatman..............................[bos_03]
iv. Harrier.............................[bos_04]
v. Vamp................................[bos_05]
vi. Vamp 2..............................[bos_06]
vii. Metal Gear RAY Army.................[bos_07]
viii. Solidus Snake.......................[bos_08]
1. I N T R O D U C T I O N [MGS2_01]
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__________________________________________________________________________
Welcome to my FAQ/Walkthrough for Metal Gear Solid 2: Sons of Liberty, a
game I genuinely think is one of the all-time greats. It's taken me a
while to publish this document, but the walkthrough itself along with a
few other sections were complete in 2005, however it was a time when I was
starting more guides than finishing them and so it got put on the back
burner.
That is until five years later when I found it just sitting on an old hard
drive where it was of no use to anyone, which felt like such a waste. I
felt compelled to finally put together the final touches and submit it,
which I did. It lacked some sections I normally included in my other
guides but in hindsight I don't think they were really necessary anyway,
and I was just happy to finally get the guide out there.
Another 10 years after that while refreshing my Silent Hill guides, I
decided to return to this one for refinement. I never quite took the time
to fully edit this document before and so it was full of so many typos and
mistakes. So it was a much needed update, but it was about more than that.
As I've done with my other guides, the whole document has been heavily
edited or rewritten to be more concise, slimming down quite a bit as I
found better ways of getting the same message across with much less
writing. It seemed like a bad habit of mine to ramble a bit with long
paragraphs (after all I was a teenager when I first wrote it), whereas
I've now managed to reduce the full guide by about 100 KB (before adding
some new things) while keeping the content and spirit the same.
That said, being descriptive is my trademark and you'll find this to be
one of the more detailed guides out there for this game. Rather than just
listing off instructions one by one, my philosophy is more about ensuring
nothing is confusing or vague to the player, because I've experienced too
many guides in the past where authors glossed over things I wanted or
needed to know. And so I hope this translate to the end viewer and you get
all the information you need, while trying not to overload you at the same
time.
Consider using the section codes in the Table of Contents to navigate this
document most efficiently, and thanks for checking out my guide. Hopefully
it answers your every need.
2. U P D A T E S [MGS2_02]
__________________________________________________________________________
__________________________________________________________________________
[03/12/2020] - 259 KB [FINAL]
Refresh update, much needed to be frank. Entire document has been heavily
edited or rewritten. Every section and especially the walkthrough is much
more concise and user-friendly. I've also further segmented the
walkthrough with more sections, all with their own section codes for easy
navigation, and added the unlockables and secrets section. I also updated
the walkthrough to reflect differences on Extreme mode. This will be the
final update for good.
[05/07/2010] - 321 KB
First submission. This has been sitting on my hard drive for five years
unseen by anyone, so I decided to just put together the final touches and
finally submit it. This will likely be the only and final version.
3. F R E Q U E N T L Y A S K E D Q U E S T I O N S [MGS2_03]
__________________________________________________________________________
__________________________________________________________________________
Q: I'm stuck and I don't know what to do. Can you help me?
A: Utilize your Codec. Depending on your scenario, call Otacon or Campbell
(or someone else if available) and they'll surely help you.
Q: Is there a max grip level I can get? How long does it take to increase
grip level?
A: The max level is 3. It takes 100 pull-ups to increase the level,
meaning 200 are required for level 3. Note that dropping from one
railing to another is worth 10 pull-ups, but this is much riskier.
Q: Why do I keep coughing and sneezing?
A: You have a cold from being in the cold for too long. You'll just need
to stay inside in the Tanker Chapter, while aboard Arsenal Gear in the
Plant Chapter you can find Medicine to cure it.
Q: Is there any way to stop the sea lice from eating my rations?
A: Hold L2 and move the left analog stick back and forth while your
rations are selected.
Q: Where are the extra Shell 1 C4's located on Extreme?
A: Above the lower southeast entrance of Strut D Sediment Pool (underside
of above walkway), on a travelling box in Strut E Parcel Room (watch
the conveyor belt from the north to find it), and the southeast of
Strut A roof through the fence. Find them in the walkthrough for more
details.
Q: Where is the giant batch of C4 at the bottom of Strut A?
A: In the Deep Sea Dock, right underneath the sub hanging over the water.
Move to the close wall by the camera and freeze it from the edge where
there's no railing. On Extreme it'll instead be high up on the west
wall near the ladder to the water.
Q: Is there another purpose for Cardboard Boxes other than hiding?
A: Yes, they can be used for fast travel in combination with the conveyor
belt in Strut E Parcel Room (only in Plant Chapter). Each box will take
you to a different strut when equipped on the conveyor belt platform.
Refer to the walkthrough or item list for more details.
Q: I found a book on top of a locker, but how do I get it?
A: Punch the locker until it comes down. It's actually a few books.
Q: How many Semtex control units are on the Shell 1-2 connecting bridge?
A: Depends on your difficulty. As few as 5 on Very Easy, 10 on Normal, or
up to 14 on Extreme. View the walkthrough for all locations.
Q: What's going on with Campbell in Arsenal Gear?
A: Turn off the console right now. Turn off your computer while you're at
it. Stop asking me questions. Your mission is a failure.
Q: What am I supposed to do in the Ascending Colon of Arsenal Gear?
A: Just keep running back and forth while taking Codec calls. Snake will
arrive after the conversation with Rose.
Q: Is there any way to get Snake's dog tag?
A: Cartwheel him a few times in Arsenal Gear and he'll get knocked
unconscious. Pick him up and drop him, then they'll come loose.
4. P R O L O G U E [MGS2_04]
__________________________________________________________________________
__________________________________________________________________________
The year is 2009. Two years ago in New York City, a top secret Metal Gear
project was believed to be underway. Solid Snake infiltrated the USS
Discovery to discover the truth behind this project and produce
photographic evidence of Metal Gear. During this mission, a series of
events led to the sinking of the USS Discovery and the hijacking of Metal
Gear. The first part of the game reviews this mission.
Two years after the Tanker incident, a new FOXHOUND agent by the codename
of Raiden infiltrates the Big Shell, an offshore environmental containment
facility built to clean up the mess at the site.
During a visit by the President of the United States, the facility was
taken over by a group of terrorist known as dead Dead Cell but also
calling themselves "Sons of Liberty". The terrorists are holding the
President hostage and demand 30 billion dollars as ransom. If their
demands are not met, they threaten to destroy the facility with planted
explosives.
SEAL Team 10 has been dispatched in addition to Raiden, an independent
agent whose presence is known by no one except Colonel Roy Campbell, his
commanding officer and former CO of Solid Snake for the Shadow Moses
incident and in Zanzibar Land. Raiden's mission objectives are to rescue
the President and all hostages held in the facility.
5. C H A R A C T E R S [MGS2_05]
__________________________________________________________________________
__________________________________________________________________________
Solid Snake
___________
The man known as the living legend and son of "the greatest soldier that
ever lived", Big Boss. This is the man who is known for his extreme
capabilities, making a big name for himself on his first mission with
FOXHOUND. The legendary hero of Shadow Moses, Zanzibar Land and Outer
Heaven. Despite being in his thirties, Snake is still in the prime of his
career and hasn't lost an edge.
Otacon
______
Hal Emmerich, a survivor of Shadow Moses and a partner to Solid Snake. The
name Otacon is derived from the Otaku Anime Convention, an event that
occurs in Japan every year. Otacon is an engineer who created Metal Gear
REX, the machine Solid Snake destroyed on Shadow Moses Island. While
unaware of Metal Gear's true intentions during development, Otacon
cooperated to bring down his own creation and destroy the nuclear-equipped
walking battle tank. He continues to work as an intelligence and equipment
specialist for Solid Snake.
Sergei Gurlukovich
__________________
The head of the Gurlukovich soldiers aboard the USS Discovery in the
Hudson River, and a former leader of the old Soviet Army. Sergei was also
involved in the Shadow Moses incident and provided Liquid Snake with a
Hind D. Sergei has a daughter, Olga, who was also aboard the USS
Discovery.
Olga Gurlukovich
________________
Daughter of Sergei, Olga took part in the scuttling of the USS Discovery
and had an encounter with Solid Snake. Olga was brought up on the
battlefield; "conflict and victory" were her parents. Her father taught
her well and her experience and expertise are incredible.
Revolver Ocelot
_______________
Took a large role in the Shadow Moses incident and fought Solid Snake,
losing his right arm in the same fight thanks to a Cyborg Ninja, although
he has evidently found a replacement. Ocelot was an accomplice to Liquid
Snake back then but has grown even more cunning as a mastermind behind the
Tanker incident. Don't be fooled by his old age.
Raiden
______
Perhaps the true main character of the game. Raiden is an inexperienced
soldier in the field and the Big Shell operation is his first mission. In
the hands of Snake's former CO Colonel Campbell, his codename is initially
Snake but is then changed due to circumstances regarding the mission.
Raiden is a young green soldier, much like Solid Snake in Outer Heaven,
with capabilities of becoming a highly-experienced mercenary.
Roy Campbell
____________
Colonel Roy Campbell, former superior to Solid Snake. Campbell was the
head of not only the Shadow Moses Island mission but also Zanzibar Land,
where Solid Snake accomplished his objectives under his supervision. Now
Campbell is in charge of Raiden's mission in the Big Shell, supervising
the whole operation and keeping Raiden up to date with what he feels he
needs to know.
Rose
____
Raiden's girlfriend and also the mission analyst of the Big Shell mission.
Although Raiden doesn't always speak pleasantly to Rose and their
relationship has had rocky patches, they are both still very communicative
and receptive to each other.
Iroquois Pliskin
________________
A Navy SEAL who calls himself Iroquois Pliskin, Lieutenant Junior Grade,
although something about him is suspicious. Raiden meets up with him after
an alarming event with a man known as Vamp. Although Pliskin isn't
impressed with Raiden's boasting of his VR training, the SEAL takes him
under his wing and provides assistance during the mission. Pliskin also
provides Raiden with a SOCOM pistol and Cigarettes. Never know when you
might need them.
Peter Stillman
______________
A former member of the NYPD Bomb Squad and extremely experienced in his
old work. Stillman was called to the Big Shell despite his retirement
because Fatman, the man who set explosives around the Big Shell, was his
protege. Stillman is here to help stop the monster he created and provide
helpful tips and instruction regarding explosives via Codec.
Fortune
_______
A member of Dead Cell, known as both "Lady Luck" and "Fortune". Real name
is Helena Dolph Jackson, daughter of Marine Commandant Scott Dolph who was
killed in the Tanker incident, and husband of Colonel Reginald Jackson,
the former head of Dead Cell when it was an anti-terrorist group. Fortune
is known for her tremendous luck, and in the Big Shell bullets are seen
diverting around her. Even so, she believe her luck to be a curse and in
some ways wishes to be put out of her misery.
Vamp
____
A man with extremely quick reflexes and behavioural traits of a vampire,
hence the name "Vamp". He is also a member of Dead Cell with Fortune and
takes part in the terrorist plot aboard the Big Shell. Raiden first
confronts this Romanian freak in a near deadly encounter before receiving
assistance from Pliskin, who provides more information on his background.
Fatman
______
A madman bomber and the protege of Peter Stillman. Having been taught by
Stillman at a young age in the Navy, Fatman made an atomic bomb at the age
of 10. He is now a member of Dead Cell, having placed explosives around
the Big Shell to bring it down. Stillman works with Raiden to provide any
assistance he can in stopping the man who used to be like a son to him.
Solidus Snake
_____________
The third Snake of the "Les Enfants Terribles" project, and formerly the
President of the United States under the name of George Sears. In his time
as President, he was behind the Shadow Moses terrorist incident, having
sent Ocelot to oversee the operation. He was then forced to resign by the
Patriots and is now the leader of Dead Cell, the terrorist organization
behind the events on the Big Shell.
Emma Emmerich
_____________
The younger sister of Hal Emmerich, a computer genius known as "E.E." and
another member of the Emmerich family's unfortunate dark history. Her
brother Hal created Metal Gear REX, although unaware of its nuclear
capabilities. Hal's grandfather was part of the Manhattan Project,
creating the nuclear warhead during World War II, and his father was born
on August 5th, 1945. Competing with her brother who she always looked up
to, E.E. became the programmer of Arsenal Gear's AI. Similarly to Snake
and Otacon in Shadow Moses, Raiden needs her help to stop Arsenal Gear.
6. W E A P O N S A N D E Q U I P M E N T [MGS2_06]
__________________________________________________________________________
__________________________________________________________________________
_______
Weapons
_______
These mostly consist of firearms. Almost all come with lasers to assist
your aiming. Certain weapons can only be used in first person, while most
can be used in third as well. You can also run and fire with some as long
as you hold X. Access all weapons from the R2 menu.
M9
__
An M92F Beretta handgun converted to fit a silencer and fire tranquilizer
rounds, also equipped with a laser sight. The slide locks after each shot
so you'll have to cock the gun after firing each round. The M9 is a
non-lethal handgun intended for pure stealth by putting enemies to sleep,
and not suited for regular combat. Hold Square to aim the M9 and release
to shoot.
Where the tranquilizer lands on the target determines how fast it comes
into effect. The head, crotch and heart drop targets immediately upon
firing, while other areas like the stomach or legs may take some time for
it to set in. I suggest always going for the head for the easiest method.
USP
___
A .45 caliber USP pistol equipped with a tactical light. With no
suppressor available, this is a loud handgun that is sure to bring guards
to your position, so always think before you shoot. Hold Square to aim and
release to shoot. Note that you'll aim down its sights although it also
uses a laser. Be sure to use it when changing your aim up and down.
Always aim for the head for quick takedowns when going lethal. You'll also
be able to use it to take out explosive sensors, cameras and other
devices. This noisy handgun is only available in the Tanker chapter and is
only recommended for forced encounters and taking out equipment.
SOCOM
_____
A Special Operations Command Mk23 .45 caliber pistol equipped with a LAM
(laser aiming module). The SOCOM is perhaps a sister pistol to the USP
that looks and operates very much in the same way, however it has a muzzle
that can use a suppressor to make it effective for stealth. Hold Square to
aim down its sights and release to shoot. The SOCOM is exclusively in the
Plant chapter and is obtained near the beginning of the scenario.
M4
__
A carbine developed by the US Military and the son of the XM177. This
Model 4 assault rifle takes 5.56mm ammo and is equipped with a laser sight
on the left side of the barrel. Hold Square lightly to aim and press or
hold tightly to shoot. The M4 is very useful for eliminating multiple
sentries, particularly in heavy combat. Although it's fun to use, it's not
quite necessary or even suited for normal sneaking and does not have a
suppressor.
AKS-74u
_______
A shorter version of the AKS-74 complete with a foldable stock and a laser
sight. The AKS-74u takes 5.45mm ammo and provides the power of a rifle in
the form of a submachine gun, very convenient in close corridors. Hold
Square lightly to aim and press or hold tightly to shoot. Just like the
M4, the AKS-74u provides rapid fire and is very useful on tougher enemies
or in heavy combat situations. Its laser sight is helpful but the gun's
accuracy isn't great due to its shortened length. The M4 may be more
suited for longer range.
PSG1
____
A very expensive and accurate sniper rifle capable of shooting 7.62mm
rounds. The PSG1 is semi-automatic and holds a 20 round magazine, so
whatever you're shooting at very likely won't be happy. Unlike MGS1, you
do not need to be prone to use it, but you'll always enter its scope when
equipped. Use Circle to zoom in and X to zoom out. The buttons are
pressure-sensitive so you can zoom in or out at the desired speed. To fire
the PSG1, press Square. Always get your positioning and direction right
before equipping for best results. And use a Pentazemin to steady your
shaky aim.
PSG1-T
______
An exact copy of the PSG1 but converted to fire silenced non-lethal
tranquilizer rounds like the M9. Just as well, where you shoot an enemy
dictates how long it'll take to work. Head, heart or crotch areas provide
instant results by putting enemies to sleep. Unlike the lethal PSG1, the
PSG1-T holds 10 round magazines but is still semi-automatic and otherwise
works in the same manner.
RGB6
____
A six-round grenade launcher. Hold Square to aim, release to fire.
Grenades will explode on impact so exercise caution by where you fire.
Because of its bulkiness and tremendous recoil, you cannot move while
firing and you must stand still while reloading.
Nikita
______
A remote-controlled launcher that fires missiles propelled by fuel. Press
Square to fire a missile and enter the camera view of the missile. Guide
it by turning left and right with the left analog stick and look around
with the right analog stick. If no commands are given for a second or two,
it will speed up in a straight line until instructed to turn.
The Nikita is only really used in vents, so it is imperative that you stay
on top of missile control whenever it wants to speed up. The gauge at the
top left of the missile camera screen shows the amount of fuel left in the
missile. Once it starts to run out, the camera will shake and the missile
will explode. Otherwise the missile will explode once it hits its target.
Stinger
_______
A low-altitude surface-to-air missile launcher that can be carried by a
single person. The Stinger is a tremendously effective weapon for taking
out machines, but it can just as well be used on humans. Once it is
equipped you will enter the Stinger camera view where you can lock on to
targets.
To lock on to a target, place it in the center of the camera and you'll
see a green box that will turn red to the sound of beeping. Then press
Square to fire a locked-on missile at the target. You don't always have to
lock on to a target and can fire any time you want, but it's best to wait
for target lock for anything moving at a high rate of speed. If desired,
you can also hold R1 to view and fire it in standard first person view
without the targeting screen.
High Frequency Blade
____________________
Given to you late in the game, this awesome blade is very useful for
killing sentries and is quite powerful, but does have a bit of a learning
curve. Move the right analog stick up and down to perform a vertical
slice, or left and right for a horizontal slice. Move the right stick
around 360 degrees to perform a spinning sweep, or press the right stick
(R3) to thrust the blade forward.
Whenever you're being shot at you can hold L1 to deflect several bullets,
making it very handy for defense. Lastly, to switch the function of the
blade between lethal (red) and non-lethal (blue), press Square. Lethal
will kill enemies while non-lethal knocks them out.
__________
Explosives
__________
Grenade
_______
An M67 fragmentation grenade with a five second fuse. Hold Square to pull
the pin and release to throw. Instantly kills or seriously injures guards
within its blast radius, but can also be a danger to you if nearby or
especially if you hold one too long. Grenades are especially helpful when
getting rid of multiple guards in a small corridors, however they should
only really be used in Alert Mode.
Chaff Grenade
_____________
An electronic jamming grenade that scatters tiny metal fragments into the
air, disabling electronic devices for a brief period. Hold Square to pull
the pin and release to throw. Very effective for sneaking past cameras and
Cyphers without being seen, along with confusing lock-on missiles.
Stun Grenade
____________
A flashbang grenade providing a sudden explosion of extremely bright light
and a loud bang. Hold Square to pull the pin and release to throw. These
will knock guards unconscious when thrown in their face, but they can also
blind you for a brief moment if too close. Good for trying to escape from
guards already aware of your presence.
C4
__
A plastic explosive like clay that can be molded into any shape. C4 can
be exploded by a detonator or a gunshot (or another explosive). Can be
planted on floors, walls, or even guards' backs. Press Square to set and
Circle to detonate. You can set C4 on walls when you are pressed against
them and on floors when you are crawling. C4 is basically useless here
because there is no direct need for it. However, it can be very fun to
play with, especially by putting it on guards' backs. Have a blast.
Claymore
________
A stealth-equipped landmine, invisible to the naked eye. Claymore mines
explode once a human or object moves into its blast radius on its front
side. With the Mine Detector you can see Claymores and their blast
radiuses on your radar, or the mines through your Thermal Goggles.
Crawl over them to safely pick them up and press Square to place your own.
When planting, you can hold Square and move the left analog stick to
decide where you want it to face. Like C4, Claymores are basically useless
outside of having fun.
________________
Harmless Weapons
________________
These are all found in your R2 weapon menu but are instead used for other
purposes.
Coolant
_______
A portable spray-bottle of coolant, used to freeze C4 explosives. Once the
item is equipped you will enter first person view with the Coolant in
hand. Hold Square to spray the fluid. When you find C4 to freeze, spray at
it until you hear the distinctive ringing deactivation sound. The Coolant
can also put out fires and wake up sleeping guards. Aim down and spray at
them until they wake up. This is especially helpful for collecting dog
tags.
Directional Microphone
______________________
A portable microphone that magnifies sound from a far distance, wherever
aimed. Very useful for listening in on conversations and even works
through walls. Once equipped you will enter first person view with the
Microphone in your hand. Move left, right, up or down to find a source of
sound.
The more directly you aim at a target, the louder it will be. If the
target moves back and forth, you'll need to follow with the Microphone to
maintain max volume, which isn't always necessary. Get creative with where
you use it and you may discover some hilarious easter eggs.
Magazine
________
A magazine from a handgun that can be thrown as a distraction. Press
Square to throw when equipped, although it won't go very far. These are
pretty much useless since knocking is almost always the best distraction
method. But feel free to experiment with these clips.
Book
____
Not to be confused with the "Magazine", Books are traditional magazines
filled with photos of sexy ladies. Press Square to place one on the ground
and wait for a guard to see it. Guards absolutely love these things and
will stop whatever they're doing to drop to the ground and start
"reading".
When a guard is reading the articles, he will have no cone of vision and
will not notice you at all if you walk past, unless you make a noise or
hit him. The book will disappear after a while and the guard will continue
patrolling the area, but the pleasure he will never forget.
_____
Items
_____
All items are accessed from the L2 menu. Certain items can be equipped
just be selecting them and may be used automatically when needed, while
others can be used by also pressing Circle while hovering over them.
Ration
______
A standard-issue military ration. Used to recover health whenever needed.
Rations are found in many places including lockers and vents. To use, open
the item window and find the Rations on the list. While the item window is
open and Rations are selected, press Circle. Alternatively you can keep
them equipped and they'll be used automatically once your health drops to
zero.
Bandage
_______
An adhesive pad used to stop external bleeding. Press the Circle button
while selected in the item window to use. Bleeding not only drains your
health but also leaves blood traces on the ground which can give away your
position, so be sure to use Bandages whenever your health is in the
orange.
Pentazemin
__________
A pill used to calm your character and provide steadier aim. This allows
for less shaking in your scope when using a sniper rifle. The effect lasts
about a minute. While selected in the item window, press Circle to use.
Medicine
________
A type of cold/flu medicine used to cure sickness symptoms from staying in
a cold area for too long, specifically near the end of the game with
specific odd circumstances. In this location, your character may begin to
sneeze and give away their position. Hover over Medicine in the item menu
and press Circle to cure your sickness. Note you can get a cold in the
Tanker chapter but there is no Medicine there to use. It'll go away on its
own, but it just takes a little time.
Cigarettes
__________
Plain old Cigarettes except Snake and Raiden sure get creative with how
they use them. Equip when near IR sensors to blow smoke on the lasers so
they become visible, or use to steady your aim with the PSG1. But beware
that your health decreases fairly consistently while using.
PAN Card
________
A security card that provides access to doors corresponding to the level
of the card. Card Level 1 is obtained first, followed by 2 through 5 as
you progress. Whenever you move near a door of an appropriate security
level, it'll automatically open and close behind you once through. Unlike
MGS1, the card does not have to be equipped to work.
Cardboard Box
_____________
A box used to hide your character, most helpful in areas with other boxes
and crates. In the Tanker Chapter, a normal box and a wet box can be
found, while five are in the Plant Chapter, differing in design. It is
ideal to use a box that relates to the current area you are in for best
results. Equip from the item window whenever you think it will provide
sufficient cover or if you feel like fooling around. You can also run
while wearing the box, however this gives no tactical advantage
whatsoever.
Binoculars
__________
Binoculars with adjustable magnification, helpful for scouting areas from
a distance. Labeled as Scope in the item window. Equip from the item
window to enter the scope view, press Circle to zoom in and X to zoom out.
Press L2 to exit the scope view.
Thermal Goggles
_______________
Heat-sensing goggles, used to locate personnel and lethal objects in dark
areas in general, but can also be used perfectly fine in daylight. Equip
from the item window to wear, and hold R1 to see through the goggles in
first person.
Night Vision Goggles
____________________
Goggles used to see clearly in the dark via green light. There's isn't
really an area where Night Vision is fully necessary, and the Thermal
Goggles are usually more preferable. Equip from the item window, and hold
R1 to see through the goggles in first person.
Anti-Personnel Sensor
_____________________
A vibrating sensor that detects all living objects nearby. The harder the
vibration, the closer the enemy. Equip from the item window.
Sensor A
________
An ion-mobility spectrometer sensor used to detect C4's scent. When a
trace is found it'll display on your radar as a green/yellow cloud to
indicate the general location of the C4. The cloud will still appear
without the radar downloaded. Equip from the item window to use.
Sensor B
________
This sensor detects the detonator signal of the "odourless" C4 units in
the Big Shell and beeps in wavelength intervals when detected. Intervals
are very short when close and longer when farther away. Equip from the
item window to use.
Mine Detector
_____________
An electronic device that locates mines and displays their explosion
radiuses on your radar. Effective for finding stealth-equipped Claymores.
Equip from the item menu.
Field Uniform
_____________
Labeled as B.D.U. in your item window, equip to wear. The uniform is the
exact same as what the soldiers wear in the Shell 1 Core, although you
must also have the AKS-74u equipped to fool them. Don't bump into any
enemies or your tight disguise will come off.
Body Armor
__________
Lightweight armor that protects the user's chest and back area when worn.
Although it doesn't stop bullets and other firepower, it reduces the
damage taken by half. Equip from the item menu.
Camera
______
A digital camera (although not named so) used in the Tanker Chapter by
Snake, most specifically for taking pictures of Metal Gear. Equip from the
item window to enter the Camera's first person view. Press Circle to zoom
in, X to zoom out, and Square to take a photo. The Camera can also be used
to check a guard to see if you already have his dog tag. While looking at
a sentry through the Camera, press Triangle -- if a name appears by the
guard, you have his dog tag.
Digital Camera
______________
Just like the Camera, the Digital Camera can be used to take pictures of
whatever you want, however you can save them to your memory card. There is
no actual purpose for the Digital Camera other than for fun, but it's nice
to take pictures of funny moments and anything else. It can also be used
to check for dog tags.
Phone
_____
Acquired from a special contact, the Phone is used to send you various
email tips whenever necessary, including warnings of nearby claymore
mines, how to get past fires, or other helpful suggestions. Once your
Phone rings, equip it from the item menu to read the email.
Shaver
______
More of an easter egg item than anything, the Shaver is entirely optional
and found somewhat hidden at the start of the Plant chapter. If it is
acquired, Raiden will give it to Pliskin during their first meeting and
his facial hair will change accordingly later in the game.
MO Disk
_______
An optical disk containing a computer virus aimed to destroy GW. The virus
was derived from the FOXDIE program in Shadow Moses. After getting the
disk you must find Emma to properly use it.
SOCOM Suppressor
________________
A tube used to suppress the SOCOM Mk23 pistol. To permanently attach to
the gun, equip the Suppressor from the item window while the SOCOM is
equipped. The suppressor not only muffles the blast but also eliminates
the muzzle flash.
AKS-74u Suppressor
__________________
Meant for the AKS-74u assault rifle, this suppresses its gunshots and
eliminates the muzzle flash. Equip both the gun and the Suppressor to
attach it. Just like with the SOCOM, the Suppressor is fitted for good.
Dog Tags
________
Identification tags of the Gurlukovich soldiers. Dog tags can be collected
to unlock secret items in further runs. The number in the corner of the
item in the item window is the number of dog tags you currently have. To
get a guard's dog tag, sneak up from behind and perform a hold up by
aiming at him from close. Once his hands are raised, run around to his
front and train your aim on him again.
Aim at either his head or crotch to make him shake his booty, allowing his
dog tags to fall out. Some guards may act a little tough and not give it
up easily, but they can be shot in their arms or legs with a lethal weapon
to soften them up. Guards with dog tags display a telltale flash around
their neck area, but you can use the method with the Camera or Digital
Camera if far away by pressing Triangle in the Camera's view to see if a
name appears (if so, the tag has been collected).
7. P L A Y I N G T H E G A M E [MGS2_07]
__________________________________________________________________________
__________________________________________________________________________
After the "Press Start Button" screen is the main menu where you have the
following selections:
New Game Start a new game. If it's your first time you will have to play
the full Tanker/Plant scenario, but in future playthroughs you
can choose the Tanker or Plant separately (or right away in
Substance or HD versions).
Load Game Load a game already in progress from your memory card. Very
straightforward.
Options Go to the options menu, view and change certain options. See
what you can change under Options Menu below.
Special View the Special Menu to read Previous Story Transcripts, view
Photo Album and Dog Tag Viewer.
Options Menu
____________
Find all changeable options below. Note you can also access this menu by
logging into a node in the Plant chapter (although you won't be able to
change the Screen and Brightness Adjustment from a node).
OPTION SELECTIONS
Vibration On, Off
Radar Type 1, Type 2, Off
Blood On, Off
Sound Stereo, Monaural
Dolby Digital 5.1 On, Off
Caption On, Off
Own View Normal, Reverse
Item Window Group, Linear
Quick Change Unequip, Previous
Screen Adjustment X and Y coordinates
Brightness Adjustment Brightness level
Codec Menu
__________
Press Select during gameplay to bring up the Codec menu and call someone
for mission information or to save your game. Press left or right to
manually change frequencies and Circle to call. To call an already known
number, press X to move off the Frequency and press down to see a list all
contacts. Press Circle to call.
Weapon/Item Window
__________________
Holding L2 or R2 during gameplay will open the item and weapon menus
respectively. Scroll through them with the cursor and release L2 or R2 to
select the item hovered over. Note that scroll movement is inverted and
you can also scroll left and right through items/weapons in the same row.
To use items such as Rations, find them in the item window and press
Circle while highlighted. Note that a fast L2 or R2 tap will quickly equip
or unequip the last used item/weapon. A double R2 tap with a weapon
equipped will perform an instant tactical reload.
________________________________________________________________________
|02 // GAME BASICS [ptg_02]|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
This section explains the mechanics of the game and what you should know
in order to play comfortably.
________
Movement
________
Beyond walking and running, MGS2 makes use of several types of movement
such as crawling, hanging, sidestepping and more. Read the details of each
below.
Walking/Running
_______________
Always use common sense and carefully walk when near enemies or they may
hear your loud footsteps, particularly over loud flooring like grating
which enemies can hear from a distance.
Always observe enemy behaviour and transition from running to walking upon
entering their general area to avoid being caught. Make use of alcoves and
railings to take cover from enemies looking your way and sneak up on them
whenever they turn away.
On some bridges and walkways in the Plant scenario you will come up across
loose floor panels that will fall to the water below as you move over
them. In these cases, always run or you will likely fall to your death.
Rolling/Cartwheeling
____________________
Although each character has their own type roll move, both effectively
work the exact same. While running, press X to perform a roll with Snake
or a cartwheel as Raiden. This can be used to jump over gaps, such as on
the Shell 1-2 connecting bridge in the Plant, and to leap from crate to
crate. It is also effective for bumping enemies and potentially knocking
them out (or even pushing them into others), proving very helpful when
trying to escape from multiple enemies.
Crouching/Crawling
__________________
Press X to crouch at any time, while standing normally or against a wall.
Trying to move while crouched will initiate a crawl. To get back up, press
X to return to crouch stance and X again to stand.
Note that crawling allows you to enter ventilation systems, get under
infrared lasers, avoid and pick up Claymores, and so on. You can also use
most (but not all) weapons when prone.
Crouching is very helpful for when standing against a short wall to stay
out of sight. While crouched against a wall you can move left and right by
using the left analog stick or L2 and R2 buttons, and press Circle to
knock as a distraction. Sometimes you'll need to crouch under objects
blocking your path at full height or to stay out of sight from window
openings.
Climbing
________
Several obstacles can be climbed with a Triangle press, such as ladders
and crates. Move up and down ladders with the left stick, or move around
crates and other objects and roll to other locations if possible.
Sometimes you'll need to climb and roll across crates to reach certain
items.
Hanging
_______
Press Triangle to hop over a nearby railing and hang on from below. Move
left and right to shimmy across, passing any enemies above to sneak past
them as they can't see you while hanging like this. Note that you have a
grip meter that will steadily decrease, and you'll fall if it drains. You
can also drop manually with the X button and press Triangle to grab a
lower railing if present.
Note that you start at Grip Level 1 while hanging but this can be improved
to Levels 2 and 3 by performing pull-ups. Hold L2 and R2 to perform a
pull-up. 100 unlocks Grip Level 2 and another 100 unlocks the max of Level
3, which will give you more time to hang and shimmy around. This allows
you to reach certain areas you otherwise cannot, particularly in the
Tanker chapter. In general however it is most effective for passing
enemies from below without them noticing.
Swimming
________
The Plant Chapter contains a few segments with hallways full of water
that you'll have to swim through to progress, which can be quite
confusing to navigate. Therefore it's important to get a good grasp of the
controls and even practice at the beginning of the segment.
You'll normally float at the surface, but Circle submerges you into the
water. Use the left stick to navigate and press Circle to propel yourself
while underwater. Holding Circle provides slow movement, while tapping
quickly will speed you up. Pressing R3 will flip you around.
Always pay attention to your oxygen meter which will beep as it nears
zero. You will begin to lose health if it empties. Look for air pockets
as you travel to take a break and fill up on O2. These areas are marked on
your radar as blue circular clouds. You will also need to open hatch doors
while underwater. Swim up to them and rapidly tap Triangle to open them
most quickly.
Guiding
_______
Near the end of the Plant Chapter you'll have to guide Emma quite a
distance since she isn't in a state to walk. First unequip your weapon,
then hold Triangle when near her to make her hold your hand. Continue to
hold Triangle as you pull her along and only let go if you need to handle
something.
If you leave Emma for about 15 seconds, she'll sit down and rest. Just
hold Triangle again to get her back up, but it'll take a few extra
seconds. Always be sure to leave her in a safe position away from any
potential enemies or she may be attacked and killed, which will be Game
Over.
You will also have to navigate flooded corridors with Emma on your back.
This is where her small O2 gauge will come into play, requiring more trips
to air pockets along the way. If her O2 gauge depletes, her life gauge
will begin doing the same.
You will finish the segment supervising Emma as she crosses a long pontoon
bridge of the oil fence. Use your Thermal Goggles to spot and shoot
Claymores with your PSG1 and shoot any guards on the way (or use the
PSG1-T for guards). You'll also have to take out Cyphers and can make use
of Pliskin's help by calling him if needed.
Hiding
______
Always do your best to stay out of sight. Put your back to walls to see
around corners and wait for enemies to turn around before running through.
Look out for lockers and vents if you need a place to hide or slip through</pre><pre id="faqspan-2">
certain areas, especially when your presence is partly known. Be careful
while looking out of lockers with R1 as any harsh movements may be heard
by nearby enemies. Use R1 gently to stay quiet if you wish to see outside.
Sometimes hanging on railings can help you get by certain areas without
enemies spotting you -- even if they're on the same walkway you're hanging
from. In other areas make sure you're simply out of view. If it means
crawling on the ground, do it. Stay out of view as much as you can because
you are not quite equipped for full combat. And be sure to get creative
and playful by using a Cardboard Box to hide, cause why not?
Distractions
____________
The most basic form of distraction is a knock. Press against a wall and
press Circle to knock as many times as you wish. Any nearby enemies will
likely hear it and come to investigate, so leave while you have a chance.
Understand that enemies will never know what is causing the sound and
generally always go to check it out with a level of naivety, and so this
can be abused fairly often.
Another great distraction method is to shoot any fire extinguishers if
there are enemies nearby. Make sure you do this with a suppressed weapon
like the M9 or else you'll alert everyone to your presence. Empty
Magazines can also be thrown to get the attention of the enemy, although
they can't be thrown very far. Equip them and use Square (more tightly to
throw farthest) to throw, making use of first person view to increase
height.
Lastly and definitely the most interesting method of distraction is using
Books. These girly mags can be placed and grab total attention of any
nearby guard, who will joyously run up to it and plant himself on the
ground to get a little alone time with it. This allows you to easily sneak
past as they are entirely consumed by it. To use a Book, equip it in the
weapon menu, then press Square where you wish to place it.
_____________
Basic Actions
_____________
Basic actions include opening doors and hatches, calling elevators, and
using nodes. Other similar actions such as climbing ladders, hanging, et
cetera are all movement and are therefore explained in the Movement
section above. The basic actions initially mentioned are explained below.
Opening Doors/Hatches
_____________________
Most doors in Metal Gear Solid 2 open automatically, some requiring
specific level security cards, some not requiring anything. Just walk up
to the doors and they will open automatically unless you're missing the
right card.
You'll also come across watertight hatch doors in the Tanker and Plant.
Hold Triangle to slowly turn their valves and open them, or rapidly tap to
open more quickly.
Triangle will also open floor hatches in both chapters. You'll jump down
in them automatically if they are accessible, but some are only used for
searching purposes. Press Triangle to climb back out while near the entry
or exit point when applicable
Using Elevators
_______________
The first elevator you'll find is in the Plant, which operates
automatically upon entering (after waiting for it to arrive). Later
elevators however, require manual operation.
Press Triangle on the call button to call all other elevators. Then just
run inside and face the panel (bottom left from top view) to automatically
switch into first person view of the controls. Now use the D-pad and
Circle to choose your floor, or X to cancel.
Note that elevators may take a few seconds to arrive, but pressing the
call button again is a sneaky trick to get them to show up immediately.
Using Nodes
___________
In the Plant you must regularly login to nodes to download radar, at least
on Normal difficulty and above (or just the first node on Easy or below).
Until you do so in each area, your radar screen will be blank. Press
Triangle by a node to download radar and potentially change any options.
Select Exit or hit X when finished.
____________________
Miscellaneous Basics
____________________
Using Coolant
_____________
Once the Coolant Spray is acquired from Stillman in the Plant, it can only
be used in first person view by simply equipping it in the weapon menu.
Get close to your target, equip it and hold Square to spray.
The spray has multiple purposes, including disposing C4 bombs,
extinguishing fires, seeing infrared beams, and waking up unconscious
guards (ideal for dog tags).
Spray at C4 from within a few feet for about five seconds to hear the
distinct ringing of the detonator locking. Disposing of fires can be a bit
tricky but the most important thing is to spray at the base of the flames.
Spray each section of about one foot for a few seconds and move onto the
next. Once it tones down, keep spraying until it leaves only smoke and the
scorched floor, at which point you can stop and pass through unharmed.
Simply spray at infrared sensors to display their lasers so you can avoid
them. If the lowest one is over a foot off the ground then you can climb
underneath. There are other methods to display lasers (see below) but the
Coolant is fairly safe and simple.
Lastly, pull out the Coolant and spray a knocked out or sleeping guard's
face to wake him back up. It'll usually take 5-10 seconds, which is very
helpful for acquiring dog tags from any already dropped guards, rather
than waiting for them to awaken. Get ready to hold them up immediately
after they stand.
Infrared Sensors
________________
Every now and then you'll come across infrared sensor panels connected to
Semtex effectively blocking your way. If you move through them and their
invisible lasers, you'll have an extravagantly explosive death. So do pay
attention and note that there are various methods to deal with them, such
as finding another passage, crawling under them, or destroying their
control units.
In many locations you'll find a bag of flour or a fire extinguisher nearby
which can be shot to spread particles around and reveal the beams. The
Coolant Spray does the same thing when sprayed at the beams directly, as
does smoke from the Cigarettes (which also decrease your health). The
Thermal Goggles can also be worn to directly show you the beams without
any floating particles, but you may not have them.
If there's enough of a gap under the lasers, crouch down and crawl under
to get past if there's no other way around. Alternatively you can look for
the sensor's control unit and shoot it with a lethal weapon (M9
tranquilizer rounds do not work). It looks something like this:
___
Side View: |\ Front View: | . |
|_\ |___|
|__| |___|
It's a small box that narrows at the top like a pyramid. It also features
a blinking green light and will be located somewhere near the sensors.
Sometimes you may have to change your angle or stance to get a proper
view of the unit, which will often be somewhat obstructed. In one occasion
you'll have to get a little creative with your searching, including
finding a sensor on a flying Cypher.
Always shoot these objects with care because a missed shot could mean
hitting a piece of Semtex nearby. Also be careful not to alert nearby
guards with loud shots. Suppressed weapons are ideal, or take out guards
first.
Once the unit has been taken out, you'll see it spark and looked damaged
as its light turns off. You'll also hear a distinct sound of the sensor
panels powering down (although sometimes multiple units will be connected
to a sensor). At this point you can proceed, but understand these panels
often come one after the other, each with their own control units that all
must be taken out.
To shoot with a firearm, use the Square button. How you use Square varies
for certain weapons. For pistols, hold Square to aim your gun and release
it to fire. With rifles, hold Square lightly to aim your gun and push it
tightly to fire continuously. You can fire single shots or bursts if you
only hold Square tightly for the appropriate time. With missile launchers,
press Square to fire, and for grenade launchers hold Square to aim and
release to fire.
You can shoot regular firearms from any stance in either first or third
person. Each firearm, excluding missile and grenade launchers, has a laser
module to assist you. Ideally you'll almost always want to fire from first
person to pick your shots exactly, aiming for the head if you want to kill
(or tranquilize). When firing from third person you'll be hitting the
torso area which is generally less effective but can work okay in heavy
combat situations.
Grenade and missile launchers don't have lasers but the Stinger has its
own first person aiming view as well as a lock-on system. The Nikita has
its own missile camera view after you shoot a missile, and the RGB6
grenade launcher has no aiming aid at all for obvious reasons. Aim up or
down to modulate your distance accordingly.
Also note that you can shoot while running by holding X and holding or
pressing Square.
Jump-Out Shot
_____________
A new feature in MGS2 is the jump-out shot, useful when an enemy is around
a corner looking the other way, or in tense conditions with several
enemies. While standing against a wall (or any vertical flat surface) at a
corner, use L2 or R2 to adjust accordingly and also peak around the corner
if you wish (L2: left, R2: right).
From the corner, press Square to jump out and aim your weapon. Release
Square to shoot and automatically retreat back to the wall, or enter first
person and take your shot that way. To cancel your shot while aiming,
release Square, but you won't return back to the wall.
This tactic works wonders when fighting groups of enemies. Just find a
corner for cover and use the jump-out attack to fire at them at the right
moment, then go back to the wall for cover.
You can even throw Grenades around a corner in somewhat of a jump-out
fashion. Use the appropriate shoulder button to look around the corner and
push Square to pull the pin, then release to throw (cook it as long as
desired). After throwing the Grenade, retreat to the wall. Keep in mind
that you can pull the pin before you peek around the corner, but just be
sure not to blow yourself up.
______________
Sentry Subdual
______________
There are many methods of handling guards with non-lethal means while
maintaining a stealthy profile. Here we'll cover them all.
Hold Up
_______
To hold up a guard, sneak up behind him and aim your gun. If within a
couple feet, your character will say "Freeze!" and the solider will raise
their hands in the air. From here you can just shoot them with the M9 and
move on, or you can move to their front side to acquire their dog tag or
other items.
If you want their dog tag, release Square and run around to their front to
retrain your aim on them. Or instead you can keep Square held down and
hold X as well to let your character run while aiming, then reposition in
front. If you aim at their face or crotch in first person, they'll usually
start to show mercy and say something like, "Please don't!" At this point
they'll usually start shaking their booty and their dog tag will come
loose for you to grab.
Some guards will act tough in these moments and say something like, "If
you're going to shoot me, then shoot me." Heed their advice and shoot them
in the arm or leg (with a lethal weapon) and they won't sound so tough
anymore. After acquiring their dog tag, enemies may drop other items like
ammo with this method (which can also be obtained by picking up and
dropping their unconscious bodies, but not dog tags). Once you're happy,
shoot them with the M9 and hide their body or move on.
Note that guards' weapons always remain attached to their bodies via a
sling even when held up, meaning you'll need to be careful and not let
your guard down or they may try to pull something.
Choke
_____
To choke a guard, move right up from behind and hold Square to grab him.
Try to stand still or you may actually throw him to the ground instead.
Once a guard's in a chokehold, you can break his neck by rapidly pressing
Square (which counts as a kill), or drag them somewhere else to deal with
them. The latter is helpful if you want to slip away from another guard
who may spot you.
Take note that as you drag guards in this position you are twisting their
necks every once in a while and you can kill them if you move for too long
(by breaking their neck).
At a certain point in the Plant you will need to grab a conscious guard
and use him on a retinal scanner to gain access to a secure room. There
are a few other guards in the area so wait by the scanner for him to come
to you and grab him from behind and pull him to the scanner -- he needs
to be conscious. After using the guard, he'll fall unconscious and you'll
enter the room.
Throw
_____
Press Square while running at an enemy to throw him to the ground. This
can knock guards out on lower difficulties in one go, but otherwise will
usually take about three throws. Throwing guards can be incredibly useful
for getting past them right near exit doors to new areas, since they can't
call for backup in time.
Guards are generally pretty good at fighting back on repeated attempts and
may instead knock you to the ground and call for backup, so handle them
with care and try to stop them before they do. Roll into them while on the
radio to stop their call.
Punch/Kick
__________
The punch and kick system works in a pattern, with a double punch and a
finishing kick if you keep pressing Circle (Raiden does a double kick,
one with each leg). You can do the punch-punch-kick combo to knock a guard
to the ground once, or multiple times to knock him out. Just like with
throws this can be useful to handle enemies near exit doorways and leave
before they can react.
Roll/Cartwheel
______________
Press X while running to roll. This is very helpful for knocking down
guards, or knocking them out after a few rolls. It's especially helpful
for interrupting guards as they call for backup if you need to be quick.
If there are two or more guards in a line, it's possible to knock them
into each other and down like bowling pins. Just be careful they don't
smack you before you get them.
In both scenarios you will have Soliton Radar in the top right corner of
the screen. Radar provides you with a map of the current area including
obstacles and most importantly enemy locations and their fields of vision.
Paying attention to the vision cones is crucial to your success through
the game. If you ever enter a guard's cone of vision he will spot you and
try to call for backup. If spotted just outside his cone, or sometimes
from a fair distance, the guard will be suspicious and come to confirm
what he just saw.
This cone of vision comes in different colours that represent various
phases of how aware the guard is of your presence, such as:
BLUE The guard is completely unaware of your presence and is patrolling
as he normally would, unless in Caution Mode where the guard is
still unaware of your location but perhaps on a different route
while searching the area.
Normally the cone is bright blue, which means you are at the same
height as the guard. If the colour is more faint then the guard is
either above or below you, but still unaware of your presence.
YELLOW The guard has heard a noise or seen something he is suspicious of
and will usually investigate further. This includes hearing a
knock or another noise made by you, or moving close to his cone of
vision in front of him. The guard has not yet been alerted but is
suspicious, and will go back to normal after investigating.
RED The guard is aware of your presence and will try to call for
backup. He may shoot at or punch you for his own protection before
making the call, while others nearby may attack you as well. You
still have a chance to neutralize him before he finishes his call.
Your radar will be knocked offline once you enter the Alert phase,
but you can see the red cones when backup guards come to check on
a situation where a guard isn't responding over the radio. This
also occurs if you fire an unsuppressed gunshot near a guard,
whereby he'll call for backup and then check the situation.
NONE The guard is sleeping, stretching or distracted by a placed Book,
and thus has no cone of vision at the moment. He is not truly
aware of anything, let alone your presence. If you are quiet you
can sneak right past him. Books will keep guards distracted for a
fair period while stretching guards will take only a moment before
returning to normal, but both will hear any noises you make at any
time if nearby.
However be aware that sleepy guards are often falling in and out
of sleep and could suddenly awaken and spot you at any time if
inside their normal vision cone when it appears. They will also
awaken instantly if you make any noises near them. Don't
underestimate them.
Your radar will be knocked offline in Alert Mode with the standard Type 2
Radar, but there are other phases and modes where it won't be available.
Whenever offline or in a special phase, your radar will be accompanied or
replaced by a block that explains its status as discussed below.
NORMAL All clear, radar operating normally. All guards will be patrolling
their normal routes unless you've attracted their attention in
some form. This phase has no onscreen name.
CAUTION Guards are searching for you, often accompanied by backup guards.
Radar is fully operational but guards may be searching areas more
than they would normally. You will see the "Caution" meter
decreasing at a steady pace, ending the phase once it drains. When
it does, backup guards will leave and normal guards will return to
regular duties and routes.
ALERT Radar is offline as guards are fully aware of your presence and
have called for backup. They will shoot at you as backup guards
arrive on scene to do the same. You will remain in the Alert phase
until you can break line of sight from guards or are killed.
Breaking line of sight will upgrade you to Evasion status.
EVASION This comes after Alert Mode and is very similar with radar still
offline, but the difference is that guards do not know your exact
position. They will search for you as long as the phase is active
and you'll be downgraded back to Alert Mode if spotted. If you
stay out of sight until the meter drains, you will upgrade to
Caution Mode.
JAMMING Radar is offline. This occurs in areas with strong harmonic
resonance or if a Chaff Grenade has been thrown. In the latter
case it'll only last for a brief period and return to normal as
soon as the meter drains. Some areas will be stuck in Jamming Mode
as long as you're there.
*INTRUSION* This is a situational phase that occurs whenever inside a
locker, under a table, in a vent, etc. Your radar will be
offline in these circumstances until no longer obstructed.
Using Nodes
___________
In the Tanker Chapter you will have radar by default in every area,
however in each area of the Plant Chapter you will have to find and use
control panel units called nodes to download radar, unless playing on Easy
or Very Easy difficulty. These nodes look like small control panel
computers with large screens. You'll have a formal introduction to them
near the beginning of the Plant Chapter.
Upon using the first node in the Deep Sea Dock, you'll be prompted to
register your information as explained below. Note that even on Easy and
Very Easy you will have to login this one time to obtain radar for the
full scenario.
Name: Up to 16 characters. Use your own or have fun with it.
Sex: Male or Female.
Birthday: YYYY/MM/DD format.
Blood Type: A, B, AB, O, or ? if you're unsure.
Nationality: The country you were born in or have current citizenship in.
There's a long list to scroll through.
Once you're done with the registration, press OK at the bottom left of the
screen. I suggest using either your own info or having a little fun with
it rather than just mashing through it since it will become relevant at a
later point in a very cool way.
The Codec is an advanced communication device for people to talk
directly. It stimulates the small inner bones of your character's ear, so
only they'll be able to hear anything said over it.
Just like a radio, the Codec has frequency channels to reach various
contacts. Think of a phone number but with only five digits.
Use the D-pad to adjust the frequency left and right and press Circle or
up to call the selected number, although you'll be given any frequency you
need and already know in a list at the bottom of the Codec screen.
Press X to move off the cursor adjustment and press down to see your
current list of contacts. Select one and press Circle to call that
contact.
You'll regularly receive Codec calls over the game accompanied by an icon
at the middle of the screen and a ringing sound. Urgent calls will display
as a red icon and will be answered automatically, while optional calls
will display as a light green icon and can be answered by pressing Select,
but you don't have to take them.
Below is a list of all frequencies for both scenarios, although some will
not be available to you until a specific moment in the game, usually when
you're formally introduced. There are a few others you'll have a call or
two with but they won't remain as a long term contact.
Tanker
______
FREQUENCY CONTACT INFORMATION
141.12 Otacon Provides you with mission instruction, helpful
tips or info on specific people, equipment,
controls, and so on. Call Otacon if you're unsure
what to do.
140.96 Otacon Use this frequency to save your game and hear
Otacon's version of Mei Ling's Chinese proverbs.
Plant
_____
FREQUENCY CONTACT INFORMATION
140.85 Campbell Provides you with mission instruction, helpful
tips or info on specific people, equipment,
controls, and so on. Call Campbell if you're
unsure what to do.
140.96 Rose Use this frequency to save your game. Sometimes
after saving Rose will engage in a conversation
with Raiden about their relationship.
141.80 Pliskin After meeting up with the supposed Navy SEAL, he
will provide you with information on equipment and
Dead Cell. He may also help you with your mission
objectives.
140.25 Stillman The expert in charge of the bomb disposal in the
Big Shell, although only really meant to be a
supervisor. Contact Stillman to help you find C4
or learn more info regarding bombs or Fatman.
140.48 Mr. X You'll first be contacted by this unknown person
on the EF connecting bridge, warning you of
Claymores in the area. This strange mystery person
first goes by the name of Deepthroat and isn't
using burst transmission. Whenever you try to
contact Mr. X, they'll never respond.
141.52 Emma Provides information on GW and AI fairly late in
the game and only while she's accompanying you.
141.12 Otacon Late in the game, Otacon can provide Raiden with
with information on equipment and about Campbell.
8. C O N T R O L S [MGS2_08]
__________________________________________________________________________
__________________________________________________________________________
CONTROL FUNCTION
_______ ________
Circle Accept, Punch/Kick, Knock, Swim, Use item
X Cancel, Crouch/Stand, Roll (while running), Drop
down (while hanging), Skip cutscene, Advance to next
Codec line (text only)
Square Shoot/Use weapon, Chokehold/Throw/Drag enemy, Switch
blade function (HF Blade)
Triangle Climb, Hang, Grab ledge (after dropping), Open hatch
door, Call elevator, Use node/workstation, Guide
partner (hold), Skip Codec call
L1 Block bullets (with HF Blade)
R1 First person view (hold), Zoom in (cutscenes)
L2 Quick Equip/Unequip item, Sidestep left (against
wall), Shimmy left (while hanging), Look around
corner (against wall)
R2 Quick Equip/Unequip weapon, Sidestep right (against
wall), Shimmy right (while hanging), Look around
corner (against wall), Tactical reload (double tap)
Left Analog Stick Move character, Move menu cursor
Right Analog Stick Move camera angle (against wall), Swipe up/down/
left/right or 360 (with HF Blade)
R3 Thrust attack (with HF Blade)
D-Pad Move menu cursor, Move character, Adjust Codec
frequency
Start Pause game
Select Enter Codec menu
R1 + L2 Peak left (first person view)
R1 + R2 Peak right (first person view)
R1 + L2 + R2 Stand on tiptoes (first person view)
L2 + R2 Perform pull-up (while hanging)
Start + Select + Soft Reset
L1 + R1 + L2 + R2
9. W A L K T H R O U G H [MGS2_09]
__________________________________________________________________________
__________________________________________________________________________
This walkthrough was written while playing on Normal difficulty. Item
locations and enemy numbers and locations may slightly vary on other
difficulty levels.
Whenever I suggest to take out a guard, I always mean to do so by
non-lethal means, unless expressly stated otherwise. Note this is still
your decision but non-lethal is generally always preferable. It also makes
for a better ranking.
Note you can also hold up essentially any guard by approaching him from
behind and aiming your gun at him. Do this if you want to collect soldier
dog tags, an optional but fun exercise also tied to unlockables. Once held
up, move around to their front side and aim at their face to make them
drop their tag, although sometimes you may need to shoot them in the arm
or leg with a lethal weapon if they're acting tough. Tranquilize them and
move on once acquired.
[Note]: This walkthrough was primarily written for the PS2 versions, which
use Circle as an Accept button and X as Cancel. The later HD versions swap
these buttons, so keep this in mind when any relevant button instructions
are given.
________
/ \
/ LEGEND \
/____________\____________________________________________
| |
| __________________________________________________ |
| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ |
| I. N E W C H A P T E R |
| __________________________________________________ |
| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ |
| __________________________________________________ |
| |
| N E W L O C A T I O N |
| __________________________________________________ |
| |
| |
| Sub Area of Location |
| ____________________ |
| |
| ________________________________________________ |
| |01 // NEW OBJECTIVE | |
| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ |
| ___________________ |
| | NEW CODEC CONTACT | |
| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ |
| |
| ************************************************** |
| Boss Fight |
| ************************************************** |
| |
| -------------------------------------------------- |
| Semtex Control Unit/C4 Location |
| -------------------------------------------------- |
| |
| !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! |
| Metal Gear Photos |
| !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! |
| |
| ================================================== |
| Optional Fast Travel via Cardboard Box |
| ================================================== |
| |
|__________________________________________________________|
__________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
I. T A N K E R C H A P T E R [tan_00]
__________________________________________________________________________
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U S S D I S C O V E R Y
__________________________________________________________________________
________________________________________________________________________
|01 // GETTING TO THE BRIDGE [tan_01]|
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"The whole thing stank...but our noses had been
out in the cold too long."
After the opening and some words with a familiar friend, Snake will
familiarize himself with his new M9 tranquilizer which must be reloaded
after each shot since the slide locks. Note your CIGS steady your aim when
equipped but reduce your health quite quickly. You also have a CAMERA to
take photos with. Now let's get started.
Aft Deck
________
There are several items scattered around the rainy deck but to be frank,
they're not all worth getting and some are guarded by enemy soldiers. If
you really want them, check the main floor deck for a BANDAGE under the
stairs in the west, a RATION at the northwest and PENTAZEMIN at the
northeast, plus another BANDAGE at the northeast of the second floor.
Take note of the railings all around the deck, notably the grey gates --
these can be used to toss guards overboard. To dispose of guards this way,
drag a body over to one of the gates and Snake will open it up and throw
the guard into the water below. Frankly you shouldn't be here long enough
to worry about that anyway.
With your first objective to get inside, there are a few possibilities but
the most logical entry point is the west of the first floor past the lone
guard.
Run up to the wall by the west and wait against the wall for the guard
around the corner to come to the edge of the wall. When he turns around,
quickly dash behind him and hold him up by pointing your gun at him from
up close. Shoot him in the head and run to the door to the right.
Otacon will call you to explain the door controls. You can simply hold
Triangle to turn the handle and open it, or tap it quickly to open it
faster. Either way, head inside.
Deck-A, crew's quarters
_______________________
The north door won't open but give it a try if you want a laugh. Head the
other way and you may notice Snake leaving wet footprints on the ground.
Just be careful while your shoes are wet cause the guard nearby may see
them and track where you are.
Through the automated door ahead is a locker room. There's a RATION in the
first left locker and M9 BULLET X 15 in the last locker on your right
against the far wall, plus a sexy poster in the top left locker. Take a
photo of it with the Camera if you want a laugh for later, or jump in the
locker, close it and give the poster some smooches with R1. Then give
Otacon a call to see what he thinks about all this.
Move outside the room and against the small area of wall next to the right
door. Wait for the guard down the hall to come this way and then turn back
around. Now pop him in the head for a little beauty sleep. Head through
the door past him.
Deck-A, crew's lounge
_____________________
Snake will lean against the left wall to spot a guard. Take care of him
once he starts moving away from you. After that, you can wait in the
hall for the other guard to come out in front of you, then put him to
sleep.
Inside the lounge you can find M9 BULLET X 15 behind the bar and a RATION
by the plasma TV at the other end.
Down the stairs in the west is a sleepy guard with USP BULLET X 15 behind
him, however you'll need to get the USP first. Back over by the lounge,
move up the small stairs by the camera and through the right side door.
Deck-B, crew's quarters
_______________________
A little north Snake will notice a guard around the corner. You can take
him out from the side or as soon as he turns the other way. Or you can
just leave him be and head south.
In the southern part of the hall is another patrolling guard and a RATION
in a nearby corner. Make your way west (either north or south routes) and
up the stairs there.
Deck-C, crew's quarters
_______________________
Snake will notice a camera in the next hall. The only way past is to cling
to the wall and shimmy directly underneath it where it cannot see, as
shown on the radar.
On the other side in a locker by the stairs is some CHAFF.G (Chaff
Grenades), which can put cameras offline for a brief period. Over to the
east in a crawlspace is a RATION. Now head up the stairs by the locker.
Deck-D, crew's quarters
_______________________
A guard will pass through your screen into another room to the left. Now
head over to the right. Otacon will call you to explain the infrared
sensors and Semtex in this hall just to the south. You can shoot the fire
extinguisher nearby to see the laser beams. They don't go too low so you
can crawl safely underneath, but it's not really necessary and there's a
guard there anyway.
To the north is a food storage room with BOX 1 and M9 BULLET X 15 inside.
On your radar you can watch the guard rejoin the upper hall and eventually
leave down the stairs. Now head into the west dining room and take out the
guard inside.
Watch out for the camera in the room and don't be tempted by the USP
BULLET X 15 underneath it, as you don't even have the gun yet. More USP
BULLET X 15 and M9 BULLET X 15 can be found under the tables in the room,
as well a RATION behind the kitchen area counter.
You can slip past the camera if you hug the south wall, but the guard
through the door may see you depending on the timing. Therefore it may be
better to take him out from the other side of the lasers in the hall.
Then you can just crawl under the lasers to the lower hall as well.
Either way, climb the stairs in the lower hall to the bridge.
Deck-E, the bridge
__________________
After figuring out the ship's destination, Snake notices someone outside
on the deck. Ignore the USP BULLET X 15 at the right of the room for now
and exit through the west door to outside.
Navigational deck, port wing
____________________________
Snake meets a female soldier outside who wishes to play. You'll need to
take her out with your M9.
BOSS: OLGA GURLUKOVICH [bos_01]
**************************************************************************
Get your M9 ready and prepare to take down Olga bit by bit, since she
won't go down in one shot like regular enemies. You'll see she has a green
health bar and also a thin grey bar underneath that, which is her
non-lethal health bar. That's what you'll be draining as you take her
down with tranq rounds.
Take note of the M9 BULLET X 15 between the boxes ahead and a RATION in
the left corner of the area towards the camera.
Duck behind the low crates for cover and pop up every now and then to
shoot Olga in first person. Generally you'll want to do most of your
shooting from the opening between the high boxes, but you can sometimes
benefit from using the far left or right.
You can also make use of peeking: hold L2 to peek left, R2 to peek right,
and L2 and R2 to peek slightly upward in first person. You can also shoot
in third person but first gives you a bit more range and precision.
Olga often shoots while running around the battle area, so be quick to
cover when you're not ready to fire back. Olga has a few hiding places,
including the vertical block near the left of her area, from which she
will peek and shoot at you. When she peeks out (from its right), quickly
shoot her in the head and move somewhere else or duck down.
When Olga is on the right near the crates, either shoot her from the right
or the left. If you're at the right, she might not see you and you'll be
able to hit her more easily. Her other hiding spot is behind the shelves
near the back. There's a tarp tied over it which Olga will eventually
shoot to obstruct your view for a while, until later shooting it loose.
Soon after the cover flies off, Olga will use the searchlight behind her
to nearly blind you (it's very annoying). Whenever you move around to
different places, Olga will change the direction of the light to shine at
you and it's very hard to see in first person. What makes it worse is that
you can't even shoot it out on Normal difficulty or higher.
You can defeat Olga before she starts with the searchlight however, which
is very convenient to do. It's real hell with that light blinding you,
however you can try to work around it. You can see pretty well in third
person so locate Olga that way. Then enter first person and locate her
using your sense and what you saw in third person. It can be difficult,
but you'll have to deal with it.
You can also see Olga in first person when you're not looking directly at
the light -- locate her in your peripheral and then aim at her, thus
making you blind for the moment, and shoot where you think she is -- a
little guessing, but a human body isn't that small and this certainly
works. Throughout the fight, Olga may toss a few grenades your way as well
but they're simple enough to avoid once they land.
Once Olga's stamina meter is drained, the fight will end.
Snake yoinks Olga's USP pistol after defeating her. Just don't go Rambo
style with it, and understand it has no suppressor and is loud enough for
any nearby guards to hear. Lift up Olga's body and drop her if you want
her dog tag.
Grab the RATION off the ledge to the right and head off to the southeast.
Move up the stairs to the right and start climbing up the tower on the
higher platform. At the top of the tower you can find THERM.G (Thermal
Goggles). Head back down and continue east.
A guard will come out the door over to the right. Quickly put him to sleep
and investigate the slightly higher platform to the east to find a WET
BOX. This is helpful for hiding outside but kinda pointless since we're
done here. Head back inside through the door the guard came from.
________________________________________________________________________
|02 // REACHING THE CARGO HOLDS [tan_02]|
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"Everything's changed. This is not
going to be as simple as we thought."
Deck-E, the bridge
__________________
Now that you have the USP, you can collect all the USP ammo in previous
areas, starting with the USP BULLET X 15 here. Head back down the stairs.
Deck-D, crew's quarters
_______________________
Take out the guard in the west room (with the M9) and grab all the USP
ammo there -- USP BULLET X 15 under a table and another under the
surveillance camera. To avoid the camera, just wait for it to turn to the
right first, or throw a Chaff Grenade (you can also shoot it with the USP
but any nearby conscious guards will be alerted).
Check your radar and move to the upper hallway when the guard there isn't
looking, then run for the stairs and go down.
Deck-C, crew's quarters
_______________________
Just as you move down the stairs, a guard will pass in front of you. Enter
first person view and tranq the guard once he's past the view of the
surveillance camera so you don't raise suspicion. Once he's unconscious,
feel free to destroy the camera with your new USP, since no one else is
here to hear your shots, then move down the stairs past it.
Deck-B, crew's quarters
_______________________
Make your way east through either the north or south passage (drop the
guard in either spot), then pass through the door in the east hall.
Deck-A, crew's lounge
_____________________
Wait at the door and tranq the guard in the head as he walks by the
stairs. Now head to the stairs in the northeast and descend to find STUN.G
(Stun Grenades), then pass through the door.
Engine room
___________
STARBOARD ROOM (EAST):
Follow ahead to spot the menacing shadow of a familiar foe... Continue to
see someone played a trick on you. Climb the crates to get the USP BULLET
X 15 and check the left locker for a surprise.
MAIN ROOM:
Now head to the left door where you may encounter a guard who's stretching
on the other side. Stick him up and pop him in the head. Remember, always
M9 to not raise hell, especially since there's so many guards in here.
If you can see another guard on a railing far in front of you, put him to
sleep as well. Now you won't have to deal with him later. Head down the
path by the stairs and wait for the guard patrolling the area to head down
the path away from the camera. Then run down the stairs and put him out of
action.
Continue along the railings and run down the stairs to the north. You can
find M9 BULLET X 15 north of the stairs once down them. Just past the
stairs around a corner is a guard facing the other direction. Hold him up
and put him to sleep. You can dispose of the guards over here by moving to
the north and throwing them off the ledge by opening the gate there, but
that's not fully necessary.
Find the small section of stairs to the left and grab the RATION at the
north end of the narrow pathway. Then head back south and move around to
the west. Move up the stairs here, wondering what the guard up on the
ledge is up to. Hold up the guard and shoot him in the head to give him a
little rest. Then take out your Camera to see what the guard was looking
at on the very far wall past the railing. Ah, nice poster... Feel free to
take a photo of it for your pal Otacon later on.
Head back down and move north towards the guard patrolling the area. Take
him out and note the USP BULLET X 15 in the corner past him. Move south
down the narrow pathway to the stairs. There's a pack of GRENADES in the
southwest corner over here if you want it.
Run up the stairs here and you'll find USP BULLET X 15 if you check out
over to the right. Continue up the next set of stairs -- if you took out
the guard from the other side of the room before, he should still be
sleeping. If not, take him out while he's not looking. Follow the rest of
the path, through a door and into a room like the other side of this area.
PORT ROOM (WEST):
Move north and a guard will come through the south door, reporting that
he's fixed the door. You can now go through that door and get the USP
BULLET X 15 there if you like. You'd better take that guard out now or he
may interfere with you in a moment. Wait until he's done talking on the
radio as to not raise any suspicion.
Head upward into the room where you can find USP BULLET X 15 on one of the
large blocks. Also note the photos on the lockers here -- close the right
locker for a chuckle. Go ahead and take a photo of it for Otacon, who'll
appreciate a good laugh.
Looking ahead you'll notice some infrared sensors. Otacon will warn you if
you head near them. There's three separate sensors here, and if you shoot
the bag of flour at the back right you'll see you cannot crawl under this
time. Instead you'll have to find and take out their control units.
The control units are the "things with blinking green lights right next to
the explosives", as Otacon explains. The M9's knockout rounds will not
work, so you'll have to use the USP. Thing is, it's very loud so you will
absolutely want to take out all guards anywhere near this room or they
will make things difficult for you (guards in the east are fine, but just
outside the room must be clear). And if you don't have the USP yet,
backtrack and fight Olga up on the bridge.
There's three control units hooked up to Semtex here (or two on Easy and
Very Easy; skip the first one).
SEMTEX CONTROL UNITS (ENGINE ROOM, PORT)
--------------------------------------------------------------------------
1ST CONTROL UNIT:
Climb up the left large block to get a higher view. Look ahead in first
person to see the unit behind the Semtex. Hold L2 and R2 to get better
view on your tiptoes. Aim carefully with the USP and blast it. You'll hear
the sensors deactivate.
2ND CONTROL UNIT:
Jump down and move past the first sensors which are now offline. Crouch in
first person view and look a bit to the right -- there it is. Shoot it
out and move just past the second sensor panels.
3RD CONTROL UNIT:
Stay as far right as you can since you can barely see it. The control unit
is ahead and to the left, on top of the Semtex this time, somewhat hidden
by the left wall block. You won't be able to see its blinking green light,
but you should know what the units look like by now. Shoot it out and make
sure it's deactivated.
Once the last sensors are disengaged, open the door to advance.
Deck-2, port
____________
Dart ahead as you hear an announcement over the intercom. Grab the RATION
in the first right opening. There's USP BULLET X 15 by a dead worker in
the next opening.
You should finally notice a guard in the distance as you continue forward.
Take him out before getting too close, then continue all the way to the
corner ahead.
You'll hear some music playing and soon a head-bobbing guard with
headphones will show up from the right. Take him out once he stops and
note the USP BULLET X 15 by the left wall.
Head right to reach more USP BULLET X 15 by some pipes. Just ahead you'll
reach a sleepy guard falling in and out of sleep, saying "Nothing to
report" every now and then. It'll raise suspicion if you take him out and
hang around, since he won't be reporting, but there's no reason to stay
here any longer.
You can take him out or just run past him if sleeping, but watch for his
patterns since he may wake up. Past him is more USP BULLET X 15 by the end
door. Leave the area.
Deck-2, starboard
_________________
There's more USP BULLET X 15 near the door along with M9 BULLET X 15
behind the pipes -- lean against the wall and shimmy behind to reach it.
Towards the camera in the next opening is a RATION along with more USP
BULLET X 15 behind the pipes. Why all the USP ammo lately... Past that
opening, a cutscene will play.
Several guards are on watch to prevent access to the holds and they'll
somehow become aware of your presence, meaning you'll need to take them
on. You'll be in full Alert Mode so it's up to you to go lethal (USP) or
non-lethal (M9). M9 is a bit harder but more ideal if you care about your
ranking, while the USP will give you relatively easy time since the slide
doesn't lock after every shot.
Starting crouched behind a box, run ahead and hide behind the next box.</pre><pre id="faqspan-3">
Take note that if you try to run past this box, you'll be shot and thrown
to the ground, even if no guards are able to hit you -- think of it as an
invisible barrier that prevents further access.
Peek from behind the box and blast at any guards visible. For the guard
behind the box ahead, aim in first person and shoot him in the head. The
guards hiding behind the corners may roll out into the open -- try to
shoot them right when they stand up.
Eventually the guards will start taking out the lights to make it
harder for you to see (since they have Thermal Goggles), but it's no big
deal and you may have your own goggles (if you got them after Olga).
Once you drop the initial guards, a few more will come and rush your box.
If you're using the M9, run farther back to gain more distance, and make
use of any Stun Grenades you might have. After taking them all out, a
cutscene will play where Snake advances to the holds.
Otacon will give you a ring and brief you. You'll need to take four
photos of Metal Gear RAY during the commandant's speech, but first you'll
need to reach it in another hold.
Note the seven minute timer on your screen, which is how long until the
commandant finishes his speech. Also understand that with hundreds of
Marines on standby, anything stupid you do in these areas will spell Game
Over -- using the loud USP, throwing grenades, being spotted, etc. You
can use the M9 but don't get carried away here.
If you hang off the ledge at the top here and shimmy along the black rope
you can find M9 BULLET X 15 on the lower ledge, but that will require a
high grip level to reach (and you can reach it via another ladder anyway),
meaning you'll have to do many, many chin ups to be able to get there
(which takes time and may not be worth it).
You can also jump on the railing one floor down and shimmy along to
Snake's left and take a different route through these holds, but that will
also require a higher grip level. If you have the appropriate grip level
(or the desire to attain it), go for it, but this walkthrough describes
the simplest route which is moving down onto the main floor.
Once down all the ladders to the main floor, you'll notice the projector
and Marines aiming slightly to the right, so take the left route through
this floor -- you must duck and crawl under the projector light or you'll
be spotted. Don't worry about the Marine right beside the projector as
long as you crawl behind him.
In the back left corner is a hatch that you can open and use to advance
via a different route, but I suggest staying up top. If you want the M9
ammo mentioned earlier, you can climb the ladder here to get it.
Now you want to head north, but beware of the guard just ahead and the
noisy metallic grate by him. If you run over it, he'll be alerted and
you'll fail the mission. Be careful of these grates in all areas down
here. Walk quietly over it right beside the guard (he won't notice) and
pass through the door in the front left corner.
Hold No.2
_________
Once you near the projector you'll see a brief cutscene that explains how
things work here -- the two projectors will alternate every now and then
and the Marines will accordingly change from aiming left to right and
back. That means they will spot you if you're not careful here. Always
have a potential hiding spot in case, and beware that the commandant may
briefly stop his speech to encourage some stretching which can work
against you.
If you don't want to bother with the back and forth nonsense, you can
simply use the vents by opening the hatch to the left and climbing down
the ladder. But we'll continue here on the ground floor.
The left path is blocked by crates and a guard is patrolling there anyway,
so head to the right side, crawling under the projector's light. If the
guards are still looking this way, wait for them to change to the left.
Now slowly walk down the path over the grates and head through the door
behind the projector screen and large crates.
Hold No.3
_________
Metal Gear!? By the time you arrive in this hold, the commandant will
probably start his stretching session, at around four or so minutes left.
Quickly find a place to hide if so, since the Marines will be looking all
over, and wait for the speech to continue to advance. Also, don't be a
dummy and shoot the commandant with the M9 or it'll be Game Over.
Just to the right of the east entrance is the workstation Otacon
mentioned. Now it's time to get the photos -- you'll need one from the
front right, front, front left, and one of the "Marines" marking on its
sides. Note if you entered from the higher route you can take photos from
up there too.
METAL GEAR PHOTOS (HOLD NO.3)
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
FRONT RIGHT PHOTO:
You're already at the front-right of Metal Gear if you came in at the
east. Try to find the perfect spot at about a 45 degree angle. Behind or
in front of the large crate is ideal. Equip the Camera and get RAY in the
center of the photo for best results. If you hear a digital sound effect
or Snake says "Good" or "All right" after you take the picture, you're
good to go.
FRONT PHOTO:
Head around the cameraman platform to the back center of the room. Face
RAY, aim a bit up and make sure it's in the center of your frame. Good.
FRONT LEFT PHOTO:
Head around the next cameraman platform and position yourself between the
crate and the platform. Aim up and take your photo.
MARINE CORP MARKING PHOTO:
You can find this one in a few places, but the most ideal is on either
side of Metal Gear near the back of the room, high up on the thigh. The
left is probably best since the right side has a guard that patrols and
may get in the way, although you can tranq him anyway. Find the "MARINES"
marking on the thigh and don't zoom in too far if at all -- you want some
actual context to prove its on the machine, not just the wording alone.
Somewhat near the end of the commandant's speech, he'll suddenly throw a
false alarm alert -- he'll yell "Intruder to the right! Intruder to the
left!" out of nowhere and alert the guards temporarily. Hopefully you'll
be out of view when or if this happens...
Once you've got the photos, head back to the workstation at the front
right of Metal Gear and press Triangle to start it up. Otacon's app will
load and he'll go over your photos to see if they'll work. If you took any
other photos elsewhere he'll look at them too, and may have a laugh if you
found anything worthy. But if he doesn't like one of your Metal Gear
photos, you'll have to go back and try the angle again.
If the photos are all good, your mission is complete and a bunch of
cutscenes will play. This marks the end of the scenario.
__________________________________________________________________________
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II. P L A N T C H A P T E R [pla_00]
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T H E B I G S H E L L
__________________________________________________________________________
Things take a different turn and you'll hear the familiar voice of Colonel
Roy Campbell from MGS1, along with a new, unfamiliar voice of an agent
known as "Snake", whose codename is quickly changed to "Raiden" and will
be under your control.
Your mission objectives are to infiltrate the Big Shell (where you have
just arrived), safeguard the President and hostages, and disarm the
terrorists by any means necessary.
"The terrorists call themselves 'Sons of Liberty.'"
______________________________________
| NEW CODEC CONTACT: CAMPBELL: 140.85 |
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Strut A Deep Sea Dock
_____________________
Up the small stairs ahead in middle locker is a RATION, as well as another
RATION in the east against the wall, which can be reached either by using
the ventilation system by the stairs or crawling under the tank object in
the southeast.
You may also notice an item on the other side of the fence from your
initial position. Press Triangle to hang onto the ledge by the railing and
shimmy past the fence. Press Triangle again to climb up on that side and
get the SHAVER. This is not an essential item and only provides a longer
cutscene and small differences much later. On Easy and Very Easy, you can
also find the M9 here by the deep diving suit. On Normal and higher,
you'll have to do without it for now. Head back to the other side.
Open the hatch door past the stairs to find a soldier who was just beaten
up. Head down the hall to the next area after the Codec call.
Via Codec, the Colonel will tell you about a "node" you must login to for
radar in each area of the Big Shell (or just the one time on Easy or
below), starting with the one in the northeast here. Use it before the
knocked out sentries awaken.
Fill in your info to login. This will all become relevant later, so I
suggest using your own name or even having some fun with it. Exit the
node screen once the radar is downloaded and there'll be more cutscenes.
_________________________________________
| NEW CODEC CONTACT: ROSE (SAVE): 140.96 |
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Say hello to your girlfriend Rose, who'll take Mei Ling's role this time
as mission analyst to save your data. Not weird at all... As you wait for
the elevator, head back to the other side of the room and hide in the
alcove between the boxes as the guards begin to awaken.
They'll do a pathetic "search" so you'll be fine there. Once the elevator
arrives, wait until the left guard moves into the west hallway. Now take
the left path straight to the elevator, staying out of sight.
Strut A roof
____________
After another cutscene and Codec call, climb onto the crates just south to
get a BANDAGE. There's also M9 BULLET X 15 in the southwest, which will
only be of use to you if you have the M9 (you won't yet on Normal or
higher). There's also an item in the northeast you can't reach yet.
Have some fun by running and slipping on the bird poop up here, but then
make your way to the northwest fence where a bunch of seagulls are
hanging out. Duck and crawl through the low hole as Campbell keeps
instructing you like a child, and head through the door to inside.
Strut A Pump Room
_________________
Down the stairs, one guard informs the other he's heading to the roof on
the other side. Raiden will bust a move and Campbell will tell you about
knocking to reach the node in the corner. Press against the wall and hit
Circle to get his attention, then move around the other way he's not
going. Use the node to download radar and escape with the same method if
needed.
Once clear, there's SOCOM BULLET X 12 in a left locker (which you can't
take yet), plus a RATION in the far right locker on the other side.
Now it's time to move on to the next strut but you have two choices: B or
F. If you don't have the M9 yet, it's best to get it now in Strut F. Take
the east orange door to the FA connecting bridge. If you've got the M9,
skip ahead to the AB connecting bridge.
FA connecting bridge
____________________
Watching over this bridge is a UAV called a Cypher, which will trigger an
alert if it spots you. Pay attention to its vision cone and note you can
use a Chaff Grenade to jam it for a brief period, but you don't have one
yet.
If you want Chaff, there's a pack at the bottom of the bridge just
underneath you. Wait for the Cypher to move to the far side of the bridge,
then run out and down the nearby stairs. Grab the CHAFF.G against the left
wall.
You can keep going to strut F from down here, but it's better to enter on
the top floor. Use a Chaff if you need to, or just watch the Cypher's
patterns, and head inside Strut F from above.
Strut F warehouse
_________________
Quickly run to the east side of the hall and grab the RATION behind the
boxes near the wall. Move through the blank door (no number marking) and
grab the M9 and two boxes of M9 BULLET X 15 beside it.
You can check out the rest of the warehouse, but pretty much every door
requires a card you do not have and you'll be back here soon anyway. Now
with the M9, head back to the FA bridge from up top.
FA connecting bridge
____________________
Sneak past the Cypher again, using Chaff as needed, and enter Strut A.
Strut A Pump Room
_________________
Now that you have the M9, you can put the guard in here to sleep if it
helps you. Either way, head to the west side and through the orange door
there.
AB connecting bridge
____________________
Raiden notices two guards on either side of the bridge and Campbell gives
you the rundown on hanging, which is the easiest method to slip past here.
If you have the M9, just pop one or both and run past. If you wish to
sneak past, take the south path where the guard is on the other end and
will stay there for a bit. Wait a moment and grab onto the ledge to drop
down. Now shimmy past him as he comes this way, then climb up. Move slowly
on the noisy flooring and enter Strut B.
Strut B Transformer Room
________________________
Getting any Shadow Moses flashbacks yet? After all the stunning scenes,
Raiden meets a SEAL. His name is S... his name is... Pliskin. Iroquois
Pliskin. Lieutenant Junior Grade. Looks a little familiar though, doesn't
he? He'll give you his CIGS and SOCOM pistol. If you got the SHAVER in the
opening segment, Raiden will give it to him.
_____________________________________
| NEW CODEC CONTACT: PLISKIN: 141.80 |
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Call Pliskin if you want more info on Dead Cell or certain mission
objectives. Feel free to have a little fun with him sitting on the stairs,
but he'll be wise to your antics if you aim at him. Perhaps he could use a
little beauty sleep though...
Right beside the stairs are SOCOM BULLET X 12 and a node. Login to
download radar. There's also M9 BULLET X 15 on the upper ledge at the top
right corner of the screen and you may notice a beeping sound when you
stand near the north door in the room. Close the open door beside the
automatic door to spot a block of C4 on the wall. Remember for later.
Just north outside the room is a RATION in the middle locker and SOCOM
BULLET X 12 in the left locker. Leave through the northwest orange door to
the BC bridge.
BC connecting bridge
____________________
After the cutscene, the Colonel informs you of your new priority to meet
with the bomb disposal expert in Strut C. Run along the bridge, grabbing
the CHAFF.G near the end of what's left of the BC-Shell 1 connecting
bridge, and go through the door at the other end.
Strut C Dining Hall
___________________
Skip past the washrooms on either side since you'll visit them shortly.
Just head down the hall and around the corner to meet the bomb expert,
Peter Stillman, while Pliskin will join for the briefing.
______________________________________
| NEW CODEC CONTACT: STILLMAN: 141.25 |
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Strut C Dining Hall
___________________
Skip past the washrooms on either side since you'll visit them shortly.
Just head down the hall and around the corner to meet the bomb expert,
Peter Stillman, while Pliskin will join for the briefing.
Stillman will provide instructions on how to freeze C4's with a special
coolant spray to put them offline. You'll spot a green/yellow cloud on
your radar in each strut where one C4 is located. Pliskin will take care
of Shell 2, so Shell 1 is up to you (Struts A, B, C, D, E and F).
That means you have six C4's to find and freeze. Note that if playing on
Extreme difficulty, there will be three extra C4's to find between all the
struts, which will each be pointed out below.
You'll be handed the COOLANT, SENSOR A, and a LV.1 CARD for your quest. To
use the Coolant, equip it from the weapon menu to enter first person view,
then hold Square to spray. It can be used from several yards away, so you
won't always need to be at point blank range. Sensor A will help you
locate the bombs on your radar and the Level 1 Card will allow you to
access Level 1 areas.
Stillman locks himself in the pantry but you can have some fun and keep
knocking on the door. He'll start off friendly but will soon become
seriously agitated by your antics and it's hilarious to witness. "Stop
bothering me!"
Once done pestering Stillman, head over to the main dining room and enjoy
the nice scenery on the walls as you login to the node in the northwest.
Now time to look for bombs.
STRUT C BOMB (1 OF 6)
--------------------------------------------------------------------------
The cloud on your radar will guide you to the women's washroom on the east
side, near the entrance of the strut. Move right up to the counter by the
mirrors and you may hear the C4 pulsing. Equip the Coolant to enter first
person and look up to spot it, both in the mirror and up high on the roof.
Spray it until it freezes.
Raiden reports to Stillman, then it's time to find the rest. First,
PENTAZEMIN and M9 BULLET X 15 can be found in the stalls of this washroom.
Across the hall in the men's room is SOCOM BULLET X 12 and a nice poster
inside the left stall.
If you stick around Strut C for too long you'll be joined by guards. Leave
through the north exit to the CD connecting bridge.
CD connecting bridge
____________________
Take out the guard slowly walking towards you. If you decide to run across
the bridge on the lower level down the stairs, run and don't stop -- the
floorboards will fall below as you run across.
Up top, just as you enter the small hallway at the other end of the
bridge, Raiden will notice a camera on the wall. If you've taken out the
guard, blast it with your SOCOM (it may be best to take it out for later
cause you may forget about it); otherwise use Chaff or sneak under its
blind spot against the wall. Head inside Strut D.
Strut D Sediment Pool
_____________________
There's a few guards in here and it'll make things easier if you just take
them out, however the guard patrolling the lower level down the stairs
sends status reports over the radio. Let him be for now and take out the
others, cause the visibility is pretty open in here. You can also toss
the guards into the water by dragging them to grey gates along the
railing.
Start with the guard on the same walkway as you to the left, and you'll
probably want to get rid of the guard patrolling the center column area on
the upper level.
After, head down the short steps and turn back around to find SOCOM BULLET
X 12 in the corner below the door. Campbell will call to explain how to
open hatches if you stand near one (just press Triangle). Keep that in
mind as you search for C4.
When the guard downstairs is patrolling the east side of the lower level,
head down via the north stairs and be quick. You'll probably want to take
him out now, even though backup may come to look for him. It can help to
toss his body so he isn't awoken by the backup guards.
Use the node in the east to download the radar. Head over to the left side
of the stairs, getting the M9 BULLET X 15 behind the them.
STRUT D BOMB (2 OF 6)
--------------------------------------------------------------------------
You'll find the yellow cloud at the southwest of the area, right where a
hatch is located on the lower level. Open it up to find the beeping C4.
Freeze it with the Coolant.
EXTRA BOMB FOR EXTREME ONLY (1 OF 3)
--------------------------------------------------------------------------
Seeing a cloud in the southeast, stand by the southeast entrance on the
lower level (near the node) and look up. You'll find it on the underside
of the above walkway almost directly above the entrance door. Spray from
below to put it offline.
If you took out the status report guard and backup came, just stay out of
sight and wait for them to leave. Then run back upstairs when the other
guard down here (if active) heads over to the east.
Check out the center column area on the upper level to find a RATION in
the small alcove in the fence. There's PSG1 BULLET X 20 in the southeast
corner near the door but you don't have that gun yet. Move up the small
stairs nearby and exit through the orange door to the DE bridge.
DE connecting bridge
____________________
Raiden will move against the wall and spot a guard on Strut E looking down
at the bridge, with a considerably large cone of view. Don't let that
scare you and just take him out with the M9 and its laser sight.
Wait for the guard on the bridge to come up top and pop him too. At the
east end of the bridge on the lower level is STUN.G and SOCOM BULLET X 12.
Make your way to and through the door at the other end of the upper level.
Strut E Parcel Room
___________________
Note the volume of this distribution area and that guards won't be able to
hear you as well, but do behave yourself.
The guard on the other side of the conveyor belt in front of you may start
to stretch shortly. He's in charge of the status reports, but you can take
him out and just be quick.
Moving to the east of the northern portion of the room you'll find the
node -- download the radar. Just south of the node is BOX 5 on the
platform at this end of the conveyor belt. Farther south are stairs, but
there's more to do here. Check your radar to make sure the guard
patrolling the conveyor belt area near the stairs isn't looking at you.
Take him out by coming up behind him if you can, moving around the crates
near him.
EXTRA BOMB FOR EXTREME ONLY (2 OF 3)
--------------------------------------------------------------------------
This is where things get very creative. You'll notice the cloudy yellow
marking all over this room. There's also conveyor belts everywhere. Put
two and two together and you'll realize this C4 is on a box that's always
on the move.
For a good spot to find it, head to the northwest of the room and look in
first person to the conveyor belt just south, but first be sure to destroy
the camera just south so it doesn't spot you. Give it a while and wait
with your Coolant out and ready. Soon you'll see the C4 scroll by on a
large grey box. Start spraying and turn as it passes you. You should be
able to get it in one go, but if not just wait and try again.
At the south side of the boxes near the guard is M4 BULLET X 30, but you
don't have the M4 yet. At the north side of the boxes under the conveyor
belt is STUN.G. At the southwest area of the room are some stairs. If you
move down them you'll find the MINE.D (Mine Detector) next to some boxes
lying around. Make sure you get that since it will come in handy later.
Right beside the Mine Detector on the ground to the left is a vent with a
RATION inside.
FAST TRAVEL VIA CARDBOARD BOXES
==========================================================================
By now you may have noticed a platform near the south of the conveyor
belt, which you can actually climb on. If you equip a Cardboard Box and
wait on that platform, the belt will briefly stop and Raiden will step on,
allowing you to be shipped to a specific strut of Shell 1 depending on
which box you're using, similarly to the box/truck fast travel system in
MGS1.
At this point you may only have Box 5 (which is obtained in this very
room) but you'll acquire more as you go on. It's not necessary to ever use
this fast travel method, but go ahead and try it if you want to experiment
or get somewhere more quickly.
BOX DESTINATIONS:
Box 1: Strut C Dining Hall (dining room near tables)
Box 2: Strut B Transformer Room (northeast by lockers)
Box 3: Strut A Pump Room (west stairs/lockers in office area)
Box 4: Strut F warehouse (southeast corner of B1)
Box 5: Strut E Parcel Room (B1 Level 5 room)
If you use Box 5 right now you'll arrive on the inside of the Level 5 room
on B1 just below you, which is currently inaccessible. Step off to grab
the DG.CAMERA (Digital Camera) a little early, although you'll be able to
get it at a later point anyway. Either way, it's a non-essential secret
item.
If you use any other box and get shipped to another strut, return here to
continue searching Strut E.
Anyway, if you checked this area with Sensor A equipped, you'll find no
C4's in this area (except if playing on Extreme), however there is yet an
upper level to explore. Move up the east stairs and through the door up
there.
Strut E heliport
________________
A cutscene will play up the small stairs, followed by a Codec call with
Pliskin. Continue up to the roof where two guards patrol around several
large crates, making it easy to stay out of sight. Consider putting them
to sleep anyway.
Just west of the stairs is a shelf with a tarp blowing in the wind. On its
north side is BOX 3. North of that are several large crates, with STUN.G
on the far side of the southwest crate.
STRUT E BOMB (3 OF 6)
--------------------------------------------------------------------------
With Sensor A equipped, the yellow cloud is in the north by the Harrier
jet. Lie down and take a look underneath to find the C4 right by the rear
wheel under the wings. Freeze it with the Coolant. It may take a bit
longer from this distance but it'll freeze.
Done here, head back down the south stairs. You can continue west around
the corner to meet another guard who may be sleeping (if not, encourage
him with the M9). Just past him is a CLAYMORE. Now head back east to the
parcel room.
Strut E Parcel Room
___________________
Head down and quickly run along the east wall to the south so that the
guard doesn't see you. Exit through the southeast door.
EF connecting bridge
____________________
Run down the hall and onto the bridge to get a mysterious Codec call that
may be a little too familiar for MGS1 veterans. The mystery caller informs
you of stealth-equipped Claymore mines on this bridge.
Equip the Mine Detector if you got it from Strut E -- if not, go back and
get it since it's a helpful tool for now and later (it's down the stairs
in the southwest of the parcel room).
The Mine Detector will show you the location of each Claymore and its
blast direction. Crouch down and crawl over them to safely collect each
CLAYMORE (there's seven of them). You can also run around them carefully
but you'll want to clear them out of the way for later.
At the west of this bridge is a narrower bridge that leads to the Shell 1
core, but it's locked with Level 2 security. The floorboards will also
drop away if you attempt the trip. Just forget about it for now, but if
you do head over there, just hang on the railing or shimmy while pressed
against it to return.
Head south and enter Strut F.
Strut F warehouse
_________________
You may have already been here if you got the M9, but now we'll check the
rest (security level permitting). If you still don't have the M9
tranquilizer, check the southeast room on the upper floor.
Starting from the upper level entrance, head down the stairs to the east
to find the node. But before running into the lower floor, press against
the wall and crouch by the boxes by the railing. Make your move on the
guard down here when he's looking the other way.
Keep in mind that one of the guards upstairs will come down here every
once in a while to check on the situation (the one in charge of status
reports), so you'd better hide the guard down here if you drop him.
At the end of the stairs directly to the west is STUN.G and south of the
stairs on a box is SOCOM BULLET X 12. You may also notice other items on
stacked boxes in the area, but you can't get them from down here.
Head south to find a hallway and grab the CHAFF.G at the end. In the east
room here are some items on the other side of some obstacles, which you
can't reach from here. You can however duck down and get the M9 BULLET X
15 under the shelf to the right of the screen.
Enter the west room in the hall and use the node there. BOX 2 sits in the
corner while a RATION and PENTAZEMIN can be found in the lockers. There's
also a vent hole in the southwest, which you can crawl through to reach
the other side of the east room and claim the SCM.SUPR (SOCOM Suppressor)
and SOCOM BULLET X 12.
The Suppressor is a must, so don't skip it. To attach it (permanently),
equip the SOCOM from the weapon window and the Suppressor from the item
window.
Getting back to bomb duties, the cloud is at the west of the main room and
the C4 can actually be seen pulsing on the inside of a bunch of stacked
boxes on this floor, but out of reach from down here. You'll need to drop
down from above to access it.
If you didn't take out the guard that checks both floors, you can do so
now. But I recommend a better method -- take care of the other guard, the
one patrolling the east side up top, and try to hide his body. That way, a
status report won't be missed and more guards won't come. A good spot to
hide the body is just behind the box in the mideast of the upper level,
where SOCOM BULLET X 12 is located.
Now that only the status report guard is roaming around, you'll be able to
freely investigate up top whenever he's downstairs, or you can just take
him out and act quickly. Now let's freeze that C4...
STRUT F BOMB (4 OF 6)
--------------------------------------------------------------------------
The C4 of this strut is on the lower level but can only be accessed from
above. Grab a hold of the west railing and drop to the boxes below, then
freeze the C4 from inside the perimeter. Just make sure the status report
guard isn't looking or is instead moving downstairs or upstairs while you
hang and drop.
After the Codec conversation, climb up the dark grey box to the north and
then climb onto the east boxes and fall down onto the lower level floor.
Using the same railing method you can get the BOOK on the center stacked
boxes and the M9 BULLET X 15 on the southeast boxes.
For the Book, hang on the south railing, move to the right over the boxes
and drop down. Once on the crates with the Book, you can cartwheel off the
southeast corner to get to the M9 ammo boxes. Then you can fall back down
to the floor.
Now it's time to leave to the FA bridge in the southwest, preferably from
the upper level.
FA connecting bridge
____________________
The Cypher from before is still here but now also accompanied by a guard.
If you got the SOCOM Suppressor, go ahead and swat the fly (you'll want
the Suppressor so you can freely do things like this as you choose). If on
the lower level, the Cypher will move down there shortly.
After destroying the Cypher, you can run all the way to the other side of
the bridge. If the guard patrolling the stairs area might get in your way,
put him to sleep. Head inside Strut A.
Strut A Pump Room
_________________
A guard will be patrolling the office area just like before. Wait for him
to head to the left, then run by the opening. There's no bomb on your
radar here, so proceed to the next room along the south wall with your new
Level 1 Card.
The yellow cloud is at the center of all the large pipes in this area,
which is a little complicated to reach. But first take out the solo guard
patrolling this room to make things simple. Watch out for the camera near
the west wall if you head over there, or just shoot it out. Pick up the
SOCOM BULLET X 12 under it if desired. Now let's find that C4.
STRUT A BOMB (5 OF 6)
--------------------------------------------------------------------------
Head over the small set of stairs near the southeast. Crawl under the
first pipe and continue left under the next pipe. Crawl under the next
pipe to the big red pipe (there's a BANDAGE on the other side of it), then
take a left and crawl along and under the red pipe to find the beeping C4
in the open area to the south. Freeze it.
Raiden reports to Stillman and Pliskin provides an update of a new type of
C4 he found, but for now you have one regular one to go. Crawl back under
the red pipe, crawl all the way right under more pipes (it may look like
you can't continue but you can), then down and run back over the stairs to
escape the maze.
If interested in a cardboard box, go to the southwest stairs in the room.
Head over them and duck down to the right to crawl under the right pipe
just after the stairs. Stand up and climb over the block to reach the BOX
1. Climb and crawl back to exit, then leave the pump room from the
northeast.
Note that if you're playing on Extreme, you will find the last of the three
extra bombs on the roof of Strut A, so head up there now via the stairs if
so.
Otherwise, leave the strut through the northwest door, mindful of the
guard in the office if still active. Skip the next roof bit.
Strut A roof
____________
Be mindful of the guard up here or just take him out before searching.
EXTRA BOMB FOR EXTREME ONLY (3 OF 3)
--------------------------------------------------------------------------
With the yellow cloud in the southeast, head there and look south through
the fence. You'll see the C4 on the orange pillar on the other side, a few
feet away. Aim with the Coolant and freeze it.
Once done, make your way back down and continue to the AB bridge.
AB connecting bridge
____________________
Drop the guards with the M9 or use the hanging method to pass. Proceed to
Strut B.
Strut B Transformer Room
________________________
There's one guard in the hall around the corner and another in the large
east room. You can sneak around them accordingly, but dropping them can't
hurt anyway.
STRUT B BOMB (6 OF 6)
--------------------------------------------------------------------------
You may have noticed this one on the first trip here before meeting
Stillman. The yellow cloud guides you to the northwest corner of the east
room. Hearing a beep, close the transformer door (if you haven't yet) to
spot the C4. Freeze it.
After Raiden's report, Pete is convinced there's another sealed C4 in
large quantities like the one Pliskin found in Strut H. He thinks it must
be at the bottom of Strut A. He made a special sensor for you to detect it
in the pantry of Strut C, so head there now. Exit to the north bridge.
BC connecting bridge
____________________
There's a new Cypher here but you can destroy it with the SOCOM, or just
wait for it to descend. Take care of the guard as well if present. Proceed
to Strut C.
Strut C Dining Hall
___________________
Enter the kitchen around the corner up ahead and grab SENSOR B from the
now open pantry. You'll have a quick call with Stillman and Pliskin, who
freezes his last C4 which starts a timer on Peter's bomb and likely the
one that must be in Strut A.
Now that the baby C4's have been knocked offline, the big ones have
started counting down. You have 400 seconds to get to the bottom of Strut
A and freeze the C4 down there. Quickly exit back to the BC bridge.
BC connecting bridge
____________________
If you took care of the Cypher here before, you can just run straight
through; otherwise, it'll shortly investigate under the bridge and you can
advance to Strut B.
Strut B Transformer Room
________________________
Pop the guard in the hall and advance to the AB bridge at the end of the
hall.
AB connecting bridge
____________________
Just take out one of the guards here and proceed down that path to Strut
A.
Strut A Pump Room
_________________
The guard won't be looking as you enter, so dash down the short hall and
take the west stairs to the roof.
Strut A roof
____________
With the gates now open, there's a guard up here but you can easily reach
the elevator without him seeing. Take it down and Peter will call for an
update on the way.
Strut A Deep Sea Dock
_____________________
Equip Sensor B once you arrive on the main floor. Remember it beeps in
intervals, shorter the closer you are to the bomb, but there's no beacon
just yet.
With the room arranged a bit differently, there are two boxes of SOCOM
BULLET X 12 and a RATION by the boxes. Pass through the southwest door and
down the hall to the dock.
You'll hear the beacon start off just inside the room with Sensor B
equipped. Head down the short stairs and around to the south end of the
room on the other side of the water to hear the beacon speed up, and it'll
slow down if you head to the east or west walls.
STRUT A SCENTLESS BOMB
--------------------------------------------------------------------------
Head between the two railings in the south and duck while facing the
water. Enter first person and look up to spot the huge C4 on the underside
of the sub, then freeze it. You're a distance away so it may take a bit
longer to freeze but you'll reach it.
STRUT A SCENTLESS BOMB (EXTREME ONLY)
--------------------------------------------------------------------------
If playing on Extreme, the bomb will be located in a different spot.
Instead of under the sub, stand at the northwest corner of the water near
the ladder, facing south. In first person, look up and along the right
wall well above the grey shelf. Freeze the C4 high up on the beam.
Raiden will report to the Colonel that the bomb threat is now over. Head
back to the elevator room and Campbell will call you on the way. Proceed
ahead for a cutscene.
Fortune aka "Lady Luck" arrives via the elevator and is determined to give
you an electric spanking. The elevator leaves behind her, meaning there's
no quick escape. She requests you to kill her, but good luck with that...
If you paid any attention earlier, you really have no chance here. All
your bullets will divert past Fortune and she cannot be defeated.
Therefore this encounter is all about surviving and being on the
defensive.
This battle is unorganized chaos as Fortune will shoot up the entire room
regardless of your efforts to hide. She'll shoot the boxes, barrels,
forklift -- everything between you and her. Try your best to take cover
with any object you can find and be quick to find another one when it gets
trashed.
Stay away from the gas barrels, which will explode from Fortune's blasts
and leave you on fire. Not good... Other objects will also go flying once
they've been hit enough and may knock you to the floor if you're in the
wrong spot. So try to stay away from anything Fortune is shooting at.
While enduring this madness, note the two boxes of SOCOM BULLET X 12 at
the middle and right of the center area, plus a RATION to the left.
After some time, the elevator will beep and start making its way down.
Continue avoiding Fortune's blasts until it arrives. The only major
objects useful for hiding late in the fight will likely be the two large
crates towards the camera. Stay behind those (but not too close) and you
should be safe.
A little longer and Campbell will call to inform you about Fatman, who's
placed C4 on the heliport (Strut E) and is waiting for you with a 400
second timer. The battle with Fortune will then end in a cutscene.
After enduring the madness and an interesting turn of events, Raiden makes
his way back up the elevator in the cutscene.
Strut A roof
____________
Take note of the 400 second timer and get your ass moving to the roof of
Strut E. You can take either path (east or west) up here, but equip the
Mine Detector if you have it to see there are two CLAYMORE mines by each
of the two gates... Crawl over them to get safely past while collecting
them. Then proceed inside on either side.
Strut A Pump Room
_________________
On the west side there will be a guard stretching at the bottom of the
stairs. Take him out and be mindful of the guard on the east side of the
office area. Use the knocking method or just pop him and advance to the
FA bridge on the right side.
FA connecting bridge
____________________
A lone guard patrols from the other end. You can take him out asap, but
he'll move down to the lower level quickly enough anyway. Enter Strut F.
Strut F warehouse
_________________
Wait for the guard around the corner to turn, then take him out. Quickly
take the left path to avoid the guard on the right, and leave through the
north door.
EF connecting bridge
____________________
There won't be any fresh Claymores here but any you left will still
remain. There is a guard looking down from the heliport who will call for
backup if he spots you, but he won't look at the bridge for a while. Pass
through to Strut E.
Strut E Parcel Room
___________________
Take the left guard out or just dash quickly along the wall to reach the
stairs (he may come to investigate but you'll be gone). Head out to the
roof.
Strut E heliport
________________
Find the stairs up to the helipad, where you'll find SOCOM BULLET X 12 at
the top. There's also a live C4 on the helipad "H", which is what your
timer is tracking.
Pull out the Coolant and freeze it. Enjoy the cutscene and meet Fatman.
Yep, he's wearing a bomb suit and roller skates. You'll have to take him
down.
Fatman will start by kindly explaining things to you -- he'll plant a bomb
and you'll have to freeze it before the timer counts down and it explodes.
He'll only plant two in the early going, but then three as the fight
progresses. He's sure having fun with you...
First he'll have a batch of bombs already planted, but later he'll call
them out as he plants them and the timer will only start once all have
been placed, although you can freeze them as soon as they're planted. Keep
Sensor A equipped to locate the C4's on your radar like all the others so
far.
The first C4 is to the east on the small crates near the ledge, facing
you. The other C4 is to the west (south from where you start), on the
south side of the crate where radar cloud is. Freeze them asap and get in
some shots on Fatman before he plants more.
Freezing the C4's is key, but you still need to take down Fatman, so start
shooting him whenever he's near you if you have the time.
If going for a non-lethal kill, you'll want to punch, kick and roll Fatman
to down him and shoot him in the head with the M9, and shoot him in the
head whenever he stands still. Otherwise, turn to your SOCOM for a lethal
kill.
When shooting Fatman normally, you'll have to hit him four times in a row
with the SOCOM to knock him down (or punch/kick him), perhaps most ideal
from third person. Then he'll rise to his hands and knees and you'll see
stars over his head. Now shoot him in the noggin in first person and
you'll inflict a good chunk of damage. You can repeat this once he gets
up, but he'll get a little bit farther away each time.
When Fatman plants the second and later group of C4's, they'll all be in
random places. Just watch your radar (with Sensor A equipped) and look
everywhere. That means all sides of crates, on top or under, on large
crates, small crates, the shelves in the southwest and even gas barrels.
Remember the C4 doesn't have to be at the center of the cloud, but
anywhere inside it.
For some C4's, it may look like they're on a large crate from your radar,
but they might actually be on the small crates to the north, if they're
that close. Also, the C4's planted on the shelves in the southwest can be
very difficult to find. They'll always be planted underneath one of the
shelves on the left shelf itself.
After Fatman plants his C4's, he'll usually go back to the north of the
area and laugh at you. When he does this, quickly freeze the C4's, run to
him and perform the strategy above (shoot him down then shoot in the
head). Note that if you have lots of time and know where the last active
C4 is, you can switch your priorities and try to damage him before going
for the C4.
Sometimes after he gets up he'll act like a fool and do a little dance,
which lets you simply repeat the strategy. Note he'll hound and shoot at
you while you're freezing C4's -- to get him off your back, quickly pump
him four times to knock him down and move on.
Around the heliport you can find SOCOM BULLET X 12 in the northwest, M9
BULLET X 15 in the northeast, SOCOM BULLET X 12 in the east between the
crates, a RATION in the southeast, SOCOM BULLET X 12 in the southwest, and
STUN.G in the west between the crates.
After freezing several bombs and you're still at it, Fatman will stop
planting them for a while and you can focus purely on taking him down. He
can be hard to keep up with on his speedy roller skates, but use your
radar when he's not on the screen.
It can be a long or short fight depending on how efficient you are at
locating the C4's and getting in your shots at the same time. Remember
that the headshot after knocking him down is your most powerful attack
and will dwindle his health if repeated often.
Once Fatman's health bar is drained, he'll scream and the fight will end
in a cutscene, unless there are any activated bombs. If there are, quickly
freeze them and the fight will end.
On his way out of this world, Fatman activates "the biggest bomb in the
entire place", which he says is very close by. You'll have 1 minute and
40 seconds to find and freeze it.
With Sensor A equipped, there's a yellow cloud right over Fatman on your
radar. There's nothing on the crates near him... but what about
underneath him? Unequip your weapon and hold Square to pick up his massive
body. Pull him away from the crates and there it is...
Drop his body and Stillman's dog tags will come loose. Freeze the C4 with
the Coolant to officially end the bomb threat on the Big Shell.
"Solid Snake did die. But he's also here in the Shell.
Either he survived, or there are two of them..."
Strut E heliport
________________
Now it's time to rescue the President and the hostages. Pliskin informs
you that the other bomb crippled Strut H and that the President and
hostages must be in the Shell 1 Core.
Head to the stairs for another cutscene. Say hello to Mr. X, who clues
you to look for a Secret Service agent named Ames in the Shell 1 Core to
help locate the President. You're also told the hostages are in the B1
conference room of the Core.
The Ninja provides you with the LV.2 CARD, B.D.U. (Field Uniform), and a
PHONE. You'll need to use the B.D.U. to blend in with the other guards in
the Core, but you'll also need an AKS-74u to complete the disguise.
There's one is Strut F, so head there now. Leave the roof.
Strut E Parcel Room
___________________
Take the east past to the south, avoiding the guard if you're quick. Leave
to the EF bridge.
EF connecting bridge
____________________
Beware of the sentry Cyphers that will arrive shortly. Sprint to Strut F
and they won't be a factor.
Strut F warehouse
_________________
You may have an easier time if you leave the status report guard (who
checks both floors) alone here so backup doesn't come and get in your way.
Knocking him out can give you lots of freedom to act quickly and get these
items though, and the backup guards will not go downstairs so you can
always jump down there if needed.
There's a few new rooms to search here with your Level 2 PAN card. On the
upper level you can find four boxes of C4 in the northeast room (two on
the ground and two in the lockers).
The west room near the center contains an M4 assault rifle and M4 BULLET X
30, however they're on the other side of infrared sensors. You can shoot
out the control unit on the locker at the bottom left (with Suppressed
SOCOM), or just crawl under the lasers (shoot the fire extinguisher by the
door to see them). There's more M4 BULLET X 30 in the locker.
Head down to the lower level and take out the guard there. Hide his body
in the northwest or the south so the status report guard doesn't see him</pre><pre id="faqspan-4">
when he comes down. Now you can enter the north room here through either
door to find the AKS-74U (northeast corner), three boxes of AKS-74U BULLET
X 30, M4 BULLET X 30 and SOCOM BULLET X 12.
Now your disguise is complete -- just don't try to use it on the outer
struts since it's a completely different disguise and weapon that won't
fool anyone. Head back up the stairs and leave to the EF bridge.
EF connecting bridge
____________________
Test out your new toys on the Cyphers out here, then take a left onto the
narrow bridge. If you haven't stepped on this bridge yet, run and do not
stop since the floorboards will fall as you go, and you'll fall too if
you're too slow.
If you already knocked the floorboards down, grab the railing and shimmy
across to the other side. Or you can press against the railing and
sidestep your way slowly on the narrow bit of flooring on the edges.
Grab the AKS-74U BULLET X 30 bullet here and proceed inside the Shell 1
Core.
Shell 1 Core, 1F
________________
After the Codec call, equip the B.D.U. and AKS-74u. Keep them equipped at
all times here to blend in. If you don't have the gun out, you'll raise
suspicion and will be discovered once looked closely at by another
soldier; same if you roll, knock or mess around here.
If a soldier ever does request your attention, simply stand still and let
him look you over. You'll be fine as long as you've got the uniform and
gun out -- equip the gun quickly if not.
Don't worry about the surveillance cameras in here either; just move past
like you're just another soldier. Head up the stairs to the main hall, and
to find the node, take the south path and go through the door around the
corner. The node is at the northeast of this room, near some CHAFF.G on a
box.
M9 BULLET X 15 in the bottom locker on the left, and after breaking the
door down on the farthest locker you'll find M4 BULLET X 30.
Leave through the west door, pass the surveillance camera and find the
SOCOM BULLET X 12 by the inoperable door to the left. Continue up the hall
and around the corner to meet the elevator.
On the wall to the right of the elevator is a surveillance camera which
examines soldiers carefully when they call the elevator. With your B.D.U.
and AK equipped, call it. If you don't have the gun equipped, the alarm
will sound. If so, just run out of sight and hide, then try again.
Enter the elevator and head down to B2. You can go to B1 first but you'll
need the Mic and it's not found there.
You can take either path here but the east path has a RATION in an alcove
after a couple sets of stairs. There's a guard patrolling the hallway
outside of the computer room, plus three guards inside it.
Enter the open computer room from the south. Be very careful not to bump
any guards in here. Watch their movements so you know their paths. At the
northwest of the room is the D.MIC (Directional Microphone), so you can
head to B1 after getting it, or stick around for some items.
At the northeast of the room is BOX 4 and AKS-74U BULLET X 30, as well as
the node. There's also a BANDAGE under the central control panel, which
you can crawl under to get but only when none of the guards are looking.
One of the guards in here will be searching the internet for hot sexy
girls from time to time, which is funny to see but also distracts him if
you want to get the Bandage.
By now you're most likely aware of the parrot in the cage at the top of
the room, speaking rather random sentences. Be weary not to mess around
since the parrot is capable of ratting you out. You may hear him dropping
some hints though... "Top of locker, top of locker." In the west hall
you'll actually notice a Book on top of the left locker.
If you want it, you'll have to punch the locker's door a few times, but do
so carefully when the speedy perimeter guard isn't nearby or he'll spot
you. Once knocked down, five BOOKS can be collected from the floor.
You may be at full Book capacity now, so feel free to try them out in the
computer room (place them when guards aren't looking). You'd be doing the
one guard a favour so he doesn't have to search the internet for hot sexy
girls.
Lastly, there's SOCOM BULLET X 12 and M4 BULLET X 30 in the lockers by the
Books, plus find M9 BULLET X 15 in an east side locker. Now that you've
got the Mic from the computer room, return to the elevator and head to B1.
Shell 1 Core, B1
________________
OUTSIDE HALL:
Raiden notices a solider using a retinal scanner to grant him access to
the conference hall, where the hostages are being held. You'll need to get
in there too, but feel free to scope out the area first.
You'll find a RATION through the east door in one of the lockers, along
with the node. Use the hall to reach the west room and investigate the
lockers to find STUN.G and SOCOM BULLET X 12, plus M4 BULLET X 30 just
outside the room.
Now back to the scanner -- it won't work if you try using it since you
aren't registered. As Mr. X told you earlier, nothing but the real thing
will suffice. You will need a live soldier. Your first idea might be to
tranq a guard and pull him over but that won't do either -- he needs to
be fully-conscious.
Wait for the hallway-roaming guard to approach and he'll stop beside the
scanner. Move behind him, unequip your AK and grab him by the neck (hold
Square). Now pull him over to it and turn him around so that he faces it.
Raiden will process him through and drop him unconscious before slipping
inside. Job well done.
CONFERENCE ROOM:
Finally you have access to all the hostages. The Colonel will remind you
via Codec about Ames' pacemaker and go over how to use the Mic. Stand in
front of a hostage with it equipped, and if you hear a pacemaker press
Triangle for Raiden to inquire if they're Ames. Or aim the Mic around the
room and see if you can locate the pacemaker beep on another hostage.
On Easy or below, finding Ames should be tremendously easy because there's
only one male hostage in the entire room... quite the ladies' man. You'll
hear his pacemaker if you aim the Mic at him.
On Normal or above, there'll be a lot more males mixed with females but
Ames has a unique hairstyle and is always the same male character. When
the guard isn't looking, duck down and aim your Mic at the man to hear his
pacemaker, then press Triangle to confirm he's Ames. Just be mindful the
patrolling guard does not see you without your AK or messing around.
Ames will tell you the President is on 1F of the Shell 2 Core, and soon
you'll be able to use the Mic to listen in to a conversation with "Snake"
and Ocelot. For some laughs, turn the Mic to the left by the metal pillar
just past the door marked "Keep Out". It's Johnny Sasaki from MGS1! Oh
man... too funny.
Johnny's escapades will be over after his "There's no paper" line, so
switch back to the other convo where Olga will soon join in. This one is
much less interesting though...
Afterwards, Ames will hand you his LV.3 CARD and Ocelot will enter the
room. You'll have 10 seconds to pick up your AK to blend in and avoid a
Game Over.
Your mask will be removed in a cutscene and it'll be permanently gone,
rendering the uniform useless. With some help, Raiden manages to get back
up the stairs to the B1 hall and must pull together an escape plan.
BACK IN THE OUTSIDE HALL:
Over the radio, all guards will be briefed of your presence and the entire
Core will be in Caution Mode. Quickly run north around the corner and hold
up the guard. Pop him and call the elevator to return to 1F.
Shell 1 Core, 1F
________________
Stay in the elevator and watch your radar. If the Caution Mode is still
active there will be a backup guard just outside the elevator. If so, wait
for him to turn around and head back west, then run out of the elevator
and take him out from behind or he'll soon turn back.
On the east wall is a surveillance camera, plus another down that hall and
one more by the exit. Shoot them with your Suppressed SOCOM when guards
aren't looking at you, or use Chaff to slip past and handle the guards
with the M9. Start with one guard near the opening down the hall so the
other two nearby come in view, then drop them too.
If using Chaff, check your radar to make sure the guards in the east hall
aren't near you, then throw it. When it explodes, run out in the hall and
take out the guards ahead and try to escape while the Chaff is active.
Either way, neutralize the guards in the hall and head south. You'll see
the same camera from before watching the door area, with M4 BULLET X 30
and SOCOM BULLET X 12 under it. You can move along the wall down the
stairs to get the items past the camera when it's facing the left, but
it's easier to just shoot it out. Once done, leave the core through the
orange door.
It's very easy to enter Alert Mode here, but if you do, just sprint for
the exit.
________________________________________________________________________
|04 // GETTING TO SHELL 2 [pla_04]|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
"There are IR sensors in place on the connecting bridge between
Shells 1 and 2. If you break the beams, the Semtex will go off."
EF connecting bridge
____________________
The floor panels out here have been replaced, but beware that they'll
drop again as you run over the bridge. Cyphers will also arrive on scene
in a few moments, but if you sprint through the area you can avoid them
all.
If you wish to destroy the Cyphers, stick around and use your AK or M4.
You may also see a guard looking down from the heliport, whom you can
take out with the M9.
Remember your Level 3 PAN card and make your way south to Strut F to
collect some new stuff before heading to the Shell 1-2 bridge.
Strut F warehouse
_________________
Head around the left corner and drop the south guard when he stops at the
opening, then quickly hide him in the nearby room. The other guard up here
is the status report guard, so consider leaving him alone and just
avoiding him.
With your new card you can access the northwest room here and find the
RGB6 grenade launcher in the far corner and two boxes of RGB6 BULLET X 6.
There's also PGS1-T BULLET X 10 in the lower locker after beating down its
door, but you'll need the PGS1-T first.
With the status report guard likely downstairs now, enter the east room
near the center of this floor and grab the PSG1 sniper rifle and PSG1
BULLET X 20, plus more PSG1 BULLET X 20 inside the locker.
Crawl in the vent at the east of the room between the stacks of boxes to
find the PSG1-T, the tranquilizer sniper rifle. In the southwest warehouse
room you'll find SOCOM BULLET X 12 and three GRENADE boxes, plus PSG1-T
BULLET X 10 inside the locker.
Now you're done, so head back to the EF bridge to the north. The status
report guard may be back upstairs but you can drop him without worry since
you're leaving.
EF connecting bridge
____________________
All right, so now it's time to get to Shell 2 via Strut D. Head north
inside Strut E to start off.
Strut E Parcel Room
___________________
You can quickly run through the east side to the north which may get the
lower guard's attention, but he won't know what he saw anyway. Then either
drop the other guard or crawl past at the top of the room, then leave to
the DE bridge.
DE connecting bridge
____________________
There's two guards on the lower level of the bridge and another looking
down from Strut E. The best way is to stay up top and wait for the guy
above to switch his view from one side to the other, then run across and
you'll be fine. Enter Strut D, preferably from above.
Strut D Sediment Pool
_____________________
The door to Shell 2 is in the north, which you can easily reach without
any interaction in here. Quickly run up the small stairs and proceed
through it.
Pliskin will give you the bad news about all the Semtex on the bridge.
There's only two sensors but you'll need to take out a whole bunch of
control units spread around the entire area to disable them.
There's 10 units to find and destroy on Normal, up to a max of 14 on
Extreme or as few as 5 on Very Easy. If you don't see one where
described, don't worry about it.
Some are closer and easier to find, while for others you'll have to get
creative in your search and make use of your PSG1. Remember that the
control units are the green and white objects with green lights. Do not
shoot the Semtex units, which have their own flashing lights, or the
bridge will explode and you'll die. No pressure. Let's get started.
SEMTEX CONTROL UNITS (SHELL 1-2 CONNECTING BRIDGE)
--------------------------------------------------------------------------
CONTROL UNITS 1 & 2:
The first two units are on the floor by the left sensor panels. Move to
the right side of the stairs to shoot them most easily with the SOCOM.
CONTROL UNIT 3:
On the large orange pillar directly past the sensor panels. Use the
SOCOM.
CONTROL UNIT 4:
Now is where we start to get a little creative. Turn around and look up to
spot one on the door opening above you. Sneaky.
CONTROL UNIT 5:
At the back left corner of the center of the bridge. You can see it from
the top of the stairs or farther back from the railing. It's possible to
destroy it with the SOCOM, but the PSG1 (and perhaps a Pentazemin to
steady aim) is the safer bet if you're unsure.
CONTROL UNITS 6 & 7:
Left side and right side walls of the opening to Strut G. SOCOM still
works well at this range but the PSG1 is equally a good option.
CONTROL UNIT 8:
There's a bunch of seagulls hanging out under the right side wall by the
large "G" wall marking. Head to the right side before the stairs for the
best view. Zoom in with your PSG1 to see the control unit sitting on its
side, a bit obstructed by the birds. Shoot near them to clear them away,
or just be a cruel bastard about it.
CONTROL UNIT 9:
Far left of the Strut G opening is a red-striped "Sons of Liberty" flag
waving in the wind. Stand at the far right of the upper ledge and look at
it in your PSG1 scope for a moment. You'll soon see a control unit hidden
behind the flag only visible when the wind blows a certain way, or only
partially in other moments. Once you know where it is you can just shoot
through the flag, but confirm the panel is broken after.
CONTROL UNIT 10:
The most creative of them all. Noticed the Cypher patrolling above yet?
Take a good close look at it in your PGS1 scope. Sneaky son of a bitch...
You need to be extremely careful here and only hit the control unit above
its head or it'll send a command to explode all Semtex charges if you hit
it anywhere else. Definitely use a Pentazemin for this one. Wait for the
the Cypher to stop in one place and carefully take out the control unit.
CONTROL UNIT 11 (HARD/EXTREME ONLY):
Move carefully to the bottom of the stairs and turn around. Look to your
left to spot the unit stuck to the wall beside the stairs. Use the SOCOM.
CONTROL UNIT 12 (HARD/EXTREME ONLY):
Head to the top left of the balcony before the stairs and look down to the
lower level of the bridge. You'll find it by the large box near the
center.
CONTROL UNIT 13 (EXTREME ONLY):
Stand at the farthest left point of the balcony and look near the exact
same spot on the Strut G balcony across the bridge. You'll see it just
partially sticking out from the left edge balcony wall. You can use the
SOCOM if you're precise, but it's very small and perhaps easier to hit
with the PSG1, although a Pentazemin may be needed.
CONTROL UNIT 14 (EXTREME ONLY):
Fairly easy to spot, it's on a second Cypher patrolling above. Once again,
use a Pentazemin and shoot only the unit above its head with the PSG1. If
you hit any other part, the whole bridge will explode.
After destroying all control units (10 on Normal), you'll hear the sensor
panels deactivate in a brief scene. Now run down the stairs and Pliskin
will call you. He's headed your way in a Kasatka helicopter.
After a talk with the Colonel, you'll be greeted by the man who calls
himself "Solid Snake", but Pliskin arrives in his chopper and has
something to say about that.
Things will heat up as Vamp arrives in a Harrier to pick up Solidus Snake.
You'll need to destroy the Harrier and protect the Kasatka.
Before the fight, Pliskin, or shall I say Solid Snake, throws the STINGER
missile launcher down to you. Pick it up and the STINGER BULLET X 10 from
the bridge. Snake may also throw other items throughout the battle such as
RATIONS or more STINGER BULLET X 10, depending on how badly you need them.
This is actually a very similar fight to the Hind in MGS1. Equip the
Stinger to enter its first person target mode and track down the Harrier.
You'll see a small red arrow moving around your radar edges, which is the
location of the Harrier.
Point your character in the corresponding direction relative to that red
arrow before equipping the Stinger to make things easy for yourself. Then
hover the center target over the Harrier and shoot once the target is
outlined in red to the sound of a long beep.
You can almost always lock on to it, even if it's behind a building. But
if it's really far away you'll have to wait for it to come a little
closer. The Harrier will often circle the bridge, allowing you an easy
Stinger shot. Since the missiles move so fast they'll have no problem
catching up and hitting the Harrier when it's circling the bridge.
Also be mindful of the Kasatka in the battlefield, since it's possible to
friendly-fire at it. Aim strongly away from it to remove the lock if you
accidentally target it. Sometimes Snake may say "I'll take care of it"
and will shoot the Harrier with the chopper's machine gun, but this hardly
does anything.
The Harrier is close to impossible to hit without locking on at a far
distance, but it's a different story when close and hovering above you. In
these cases, just aim at the jet and keep firing to get in multiple shots.
Do be careful of its burners which can hurt you if close enough.
The Harrier will mostly attack with its dual machine guns to throw you to
the ground, either from a distance or while hovering. Great places for
cover are behind the pillar-like objects on the upper level and the large
blocks on the lower level -- press against them on the other side from
where the Harrier is shooting, and crouch if necessary.
One special attack is a super fast flyby which will slam you to the floor
if you don't protect against it. Whenever the Harrier disappears around
the far perimeter, run downstairs and take cover to prevent a hammering.
You may also be able to fire a missile at it just before it arrives to
cancel the attack, but the timing makes it difficult.
Halfway through the fight, the Harrier will fire several bombs that'll
rain down on you. When this happens, dash down the stairs at the west of
the bridge to avoid the explosions. The bombs will destroy the northern
part of the bridge, but this is beneficial in a way because you can get to
the lower level more easily on repeated attacks.
The Harrier will also begin firing individual lock-on missiles past
halfway, or several normal missiles in a row. Use Chaff Grenades to throw
off the missiles' targeting systems, or use your Stinger to target and
shoot down lock-on missiles before they reach you. When the Harrier hovers
and fires multiple missiles, run in a wide rectangular fashion around the
perimeter of the lower level (around both blocks) and you should be fine.
Just hang in there by getting in your locked-on missiles and carefully
evading attacks and the fight will end once the Harrier's health bar is
drained.
After some stunning cutscenes and a few Codec calls, it's time to find the
President. Rose says you should be able to reach the Shell 2 Core from
Strut L.
On the remains of the Shell 1-2 bridge, you can see a RATION on the left
stairs past some flames. If near the fire, your Phone will ring with an
email informing you to use the Coolant.
Equip it and spray the entire fire back and forth to put it out. If you
only spray one side, the fire will come back. Once it's just sparks and
smoke, you can move on and grab the Ration. But be careful since the
stairs are barely hanging on and will drop after enough time, or once you
leave them. Also be careful not to fall off any edges since there's no
railings to help you.
Seeing some PSG1 ammo on a lower platform ahead, you can actually
cartwheel across the gap to reach it but you'll need to be sure of your
timing and positioning. It's totally optional, but if you can pull it off
you'll be able to claim the PSG1 BULLET X 20 there, plus PSG1-T BULLET X
10 up the stairs and even an AK.SUPR (AKS-74u Suppressor) on the other
side of the fire ahead after putting it out. From there you can continue
to the right where the two paths merge.
The less risky method, although not without its own dangers, is hanging
onto the extended rail at the right side. Grab a hold from the orange
railing, then shimmy over and drop down to the large orange pipe (confirm
your alignment in first person). Grab the RATION just south and then head
north, but walk very carefully (or crawl) or you will slip and fall on the
bird poop ahead, plummeting to your death. Note you cannot reach the other
items via this route.
Strut G perimeter
_________________
Although unmarked, you are now on Strut G's perimeter. From either route,
climb up and continue to the right. The black floor panels here will drop
as you run, so do not stop until after the corner.
Grab a hold of the railing and drop down to the lower path, checking in
first person to ensure you're aligned with it.
LG connecting bridge
____________________
This area goes unmarked as well but it's certainly the LG bridge. Two
guards will emerge from Strut L to check on the situation from the
parallel bridge above you. You'll be spotted if you just run past, so drop
them with the M9.
Walk carefully here or you may easily fall to your death since there are
no railings in spots. To get past the first gap you can cartwheel over, or
press against the solid wall and shimmy past. The next one you'll need to
hang on the railing to get by. Then climb up the ladder.
Strut L perimeter
_________________
Try your very best to avoid an Alert here cause you'll be rather exposed
while Cyphers will come to attack, plus you'll miss a funny event. Note
there are windows along the path with two guards patrolling behind them.
You can press against the wall, duck and shimmy past, but at a certain
point the floor panels will fall and you'll be spotted if you just run. So
you'll want to take out the guards.
To do so, wait at the first side for the close guard to stop at the close
window. Shoot him in first person (peek if needed), then you can either
wait for the other guard to come and take him out or move a bit farther
and get it over with. Just don't move too far over until they're both
down.
With both guards down, run to the next corner as the panels fall behind
you. Then you'll need to press against the wall and shimmy over a thin
strip, then duck past an air vent.
Continue ahead to witness a guard who just can't hold it in anymore and
decides to piss onto the ledge you're on. If you wanted a golden shower,
well... you're in luck. The sound effects are quite realistic and your
controller even rumbles. Remember, if you want to experience this, wait
until you're completely out of an Alert phase (Alert, Evasion, Caution)
before advancing to this spot or the soldier won't come.
That was great... Once you're done having a giggle, continue and drop off
the railing to the next, lower bridge. Confirm your alignment in first
person before dropping.
KL connecting bridge
____________________
Again you won't be notified of the new area but it's the KL bridge.
There's AKS-74U BULLET X 30 right here, plus a RATION at the other end
past the stairs.
You'll hear a bunch of Cyphers but they're not quite in your way yet.
There's PSG1 BULLET X 20 and CHAFF.G by the inaccessible Strut K to the
north. Run south to the other end to find SOCOM BULLET X 12 by the doorway
to Strut L.
You don't have a Level 5 PAN card so you can't access Strut L yet. Now is
time to take out the four Cyphers guarding the bridge to the core. Chaff
can work too, but you'll want to be quick and the path is a little
complicated.
With the short stairs missing ahead, cartwheel over the gap. Then shimmy
along the railing to get past the next gap and enter the Shell 2 Core.
Shell 2 Core, 1F Air Purification Room
______________________________________
You'll start off in here with another D.Mic conversation involving Olga.
Then you'll have to deactivate the electrified floor to reach the
President -- Campbell informs you to look for a remote-controlled missile
launcher. All too familiar... If you call Snake he'll tell you he saw
something on B1, although most of that floor is probably flooded by now.
Just down the short stairs is some Nikita ammo you can't pick up yet and
SOCOM BULLET X 12 on the box, plus M9 BULLET X 15 at the bottom of the
west stairs and a RATION at the top. There's more Nikita ammo in the room
near the Ration but guarded by sentry cameras, which you may remember
from MGS1. They can be shot out with a lethal weapon.
In the next short hall is CHAFF.G while M4 BULLET X 30 and a node are in
the northwest. There's more M4 BULLET X 30 east of the elevator, plus you
may notice the cone on the radar, which is the President. Put your back
against the wall for a brief scene. You can even knock to get his
attention but there's nothing else to do. Use the elevator to reach B1.
Activate the node and take a look at the flooded floor down the stairs.
Jump straight in and paddle around the corner, then submerge and the
Colonel will inform you of the swimming controls. Note the blue circles on
your radar which represent air pockets at the top of the corridor. Now for
the task at hand.
DIRECTIONS FOR NIKITA (SONS OF LIBERTY VERSION):
-Swim straight to the end of the hall to find the NIKITA missile launcher
low by the floor
-(The N.V.G (Night Vision Goggles) can be found through the first doorway
and the next left doorway in the small room)
DIRECTIONS FOR NIKITA (SUBSTANCE AND HD VERSIONS):
-Take the first right through the doorway
-(The N.V.G (Night Vision Goggles) are in the small left room here)
-Turn left at the far wall and take the next left
-Avoid the mine and turn right into the doorway beside it
-The NIKITA missile launcher is straight ahead near the floor
Use your radar to return to the elevator in the north. Head up to 1F.
Shell 2 Core, 1F Air Purification Room
______________________________________
Now that you have the Nikita, you can use one of the vents in the area to
guide a missile inside the President's room and destroy the circuit board.
There's two vents in the southeast and one in the southwest room with
sentry cameras, the latter of which is probably the best spot. Destroy
the cameras with the SOCOM, then stand on the box and shoot your Nikita
missile to the north.
Guide the missile straight in the vent, turn right at the wall and it'll
descend and enter the President's room. Note the panel in the back left
corner and fly right into it.
Sometimes the President will duck or dive out of the way and others he'll
be an idiot and run right in your way. Do your best to keep the missile
slow upon entering the room (turn to prevent it from speeding up) to read
what the President is doing so you can avoid him.
If you use the southeast vents, you'll need to be crouched to access the
left vent or on the box to access the right vent. Remember there's NIKITA
BULLET X 10 by the southeast vents and more on the box in the southwest
room. If you fail with a few missiles from the southeast, you may receive
an email on your Phone telling you to use the southwest room, which is
most ideal.
Once the panel's been destroyed, head to the northeast and enter the room
past the de-electrified floor.
The President will tell you to find a computer expert named Emma Emmerich,
who must be somewhere on B1. He gives you a LV.4 CARD and MO DISK. After
all the scenes, there's SOCOM BULLET X 12 beside you.
If you want STINGER BULLET X 10, crawl into the vent on the south wall and
turn to the right. Leave the room for more Codec calls. Now head to the
elevator and descend to B1 to begin looking for Emma.
________________________________________________________________________
|06 // THE COMPUTER GENIUS [pla_06]|
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Jump back in the water and aim to reach the southwest. Follow the
directions listed below. Note a RATION will be in the same spot the
Nikita was in before, whether you got it at the south of the first hall
or deeper in. Snake and Otacon will give you a call at your first break
for air.
SWIMMING DIRECTIONS FROM THE STAIRS:
-Paddle around the corner, dive in and take the first right
-Turn left at the wall
-Pass under the air pocket (rise if you need air) and take the next left
-Take a right into the doorway where the mine is/was
-Take a left and then right to find two more mines
-Swim between the mines and rise up to the air pocket
-Dive back down and turn open the west side hatch door for a surprise
SWIMMING DIRECTIONS FROM THE FIRST HATCH DOOR:
-Swim up to the right over the first collapsed beam
-Take a hard left to the far wall and take a right over the next beam
-Swim up towards the roof to pass over the next beam
-(There's STINGER BULLET X 10 under the second air pocket to the right,
just swim under the beams)
-Take a right and head down along the wall
-Open the hatch door on the left and surface to the air pocket for a
RATION
-Dive back down and surface from the stairs to the north
Once out of the water, pass through the Level 4 door.
You'll be greeted by Vamp who wants to put you to the test. Remember his
point that the water in here will spell your death. Stay away from it and
be careful when cartwheeling.
As always, you have the choice to go non-lethal (M9, Stun Grenades,
punching/kicking) or lethal (SOCOM, M4, AK, RGB6, etc.). Either method is
fairly viable with the following strategy, but it'll become quite hard to
land hits with the slow M9 late in the battle, so lethal is certainly the
more practical method. The SOCOM is good for headshots if you have the
time, but the M4 is great for its rapid fire.
With Vamp standing on the water to start, shoot him in the head and he'll
go for a swim. Note you can always shoot him while he's swimming below,
but it's quite hard to keep up with him with manual aim -- hold L1 to
target lock when he's in the water. He'll soon launch out of the water
onto the upper railings. Shoot him again and prepare to dodge a throwing
knife.
Note that at various points Vamp will be glowing red. You won't be able to
hit him with bullets or tranquilizers when red, while if only glowing
slightly or not at all you can land your shots. Although as Snake may tell
you, lock-on aiming won't work here since he'll read your reactions
(except when in the water). You'll want to be working mostly in first
person view and be quick to act.
But whenever he's glowing red, either just run around and wait for his red
"shield" to fade away, or fire an RGB6 grenade or a Stinger missile at
him.
Around the room is a RATION, two boxes of M4 BULLET X 30, RGB6 BULLET X 6,
M9 BULLET X 15 and SOCOM BULLET X 12. These items may reappear during the
battle if you need them, but only if you vacate their spawning areas.
Vamp will most commonly throw blue-tinted knives your way, either solo or
a series of them. Simply run or cartwheel out of the way to avoid them. If
you let him get up close he'll try to slash you with his knife, but this
can generally be avoided by running the other way, or also cartwheeling
as well just as he lunges towards you. Thing is, he'll get much more
aggressive with this attack past half health. Use the same strategy to
avoid it but there's much less margin for error.
Whenever Vamp jumps in the water, always try to get in some shots, holding
L1 for target lock for best results (he can't dodge what he doesn't see
coming). If going lethal, use the rapid-fire of the M4 or AK to do some
good damage, or just get in your M9 shots if going non-lethal.
Often when Vamp surfaces from the water he'll be in a crouched stance and
you'll have a few moments to shoot him. This moment is gold for the
non-lethal method with the M9 -- pop him in the head quickly if you can,
or just take any piece of meat if you don't don't have the time. When on
the railings above, you'll either need to be quick to dodge his regular
knife throws, or just eat some damage to get your shots in here and there.
Once his health bar is almost drained, he'll become a lot more aggressive
with his close-quarter attacks, which will become even harder to dodge.
He'll also start throwing orange-tinted knives which will freeze you in
place for about 10 seconds.
He'll then throw blue knives at you while frozen, but there's a trick to
avoid them. Simply wait for the whirring sound of his throws and duck
down to avoid all the knives, which seems to work fairly consistently. Go
ahead and try to land in some first person shots as well while frozen, but
just be ready to duck at any moment.
If going lethal, you'll find the RGB6 and Stinger actually quite helpful
in this battle, especially towards the end as Vamp gets faster. RGB6 is
great when Vamp is on the lower walkway, while the Stinger works well
everywhere. Just lock on to him and fire. Even when he's underwater, fire
a missile at the water to burn up his O2, forcing him to surface (this
also reduces his non-lethal meter). Then fire another missile at him.
Once Vamp gets super aggressive towards the end, one or two Stinger
missiles should be enough to finish him. Sure, maybe it's a bit
overpowered for this fight, but hey, nobody's watching. If going
non-lethal, just be patient and capitalize when he's underwater and when
in the low stance after surfacing, but you'll need to be quick and
efficient.
After more scenes, head through the northeast door. Grab the RATION on the
other side and head down the hall to find... more water. Time to get wet
again, so dive in. This time you don't have radar yet so you'll have to
rely on your instincts or the following directions, but it's a much
shorter trek.
SWIMMING DIRECTIONS TO EMMA:
-Swim under the roof and through the doorway
-(AKS-74U BULLET X 30 is in the small room here, but avoid the mine)
-Continue right down the hall and swim under the mine
-(Through the back left doorway is B.ARMOR (Body Armor) by a mine, and
PSG1-T BULLET X 10 by two mines through the right doorway)
-Take a left (or right if you got the items) through the earlier doorway
-Pass under the mine and take a left
-Ascend up the stairs to the dry floor
Head through the door and use the node. You may notice a white dot on your
radar which is Emma hiding in a locker, but there are a few items to
collect first.
There's PENTAZEMIN by the stairs, a BOOK inside the bottom left locker
(deep inside out of view), C4 in the high left side locker, and THERM.G
(Thermal Goggles) deep in the bottom right locker.
Feel free to knock and scare the poor girl in the top center locker, then
open up and say hello.
__________________________________
| NEW CODEC CONTACT: EMMA: 141.52 |
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Since Emma can't swim, Raiden will convince her to hold onto his back as
he guides her to the next chamber. Note her O2 meter is much smaller than
yours, so always find an air pocket if she's low.
SWIMMING DIRECTIONS BACK TO VAMP ROOM:
-Take a right and swim under the mine
-Take a right at the wall
-Take a left at the end doorway and go up the stairs
Since Emma had some type of injection she can't walk on her own, so you'll
need to hold her hand and pull her along. To do so, unequip your weapon,
hold Triangle when near her and do not let go as you guide her.
Before advancing, consider calling Snake's frequency for a funny exchange
with Otacon. First Snake will tell you to take Emma to Strut L, but call
again to speak with Otacon, who goes on about the Big Shell being a cover
up, leading to a hilarious back and forth.
When ready, guide Emma into the next room for more scenes and calls. Note
there are three CLAYMORE mines on the left side of the area, which you may
be warned about with your Phone. Crawl to pick them up, or just pull Emma
along the right side and through the door.
Once in the water, prepare for the final trip back to the elevator.
SWIMMING DIRECTIONS BACK TO ELEVATOR HALL:
-Dive in and head through the left door
-Take a hard right and swim up
-Turn left at the corner and pass over the beams
-Now you can swim under the missing chunk of beam directly ahead, or swim
under the left and up over the right beam
-Swim through the door and take a break at the air pocket
-Dive back in and head through the north doorway
-Swim between the mines and take a left, then an immediate right
-Avoid the mine and take a left, then a right through the next doorway
-Emma will need a breather up the air pocket right here
-Dive back in and head through the right (east) doorway
-Take a left at the far wall and head up the stairs to finish
Good job, now you're done with the water. If you try to pull Emma to the
elevator though, she'll complain about the sea lice everywhere. You may
receive a Phone clue, but use the Coolant Spray to drive the bugs away. Or
you could take Campbell's advice and put her to sleep with the M9, then
drag her past and wake her up with the Coolant (or just keep dragging her
later)... Your call, I won't tell anyone.
Note the M4 BULLET X 30 past the elevator, then move back and pull Emma to
the elevator. If she's sitting down, just hold Triangle and wait for her.
Elevate to 1F.
Shell 2 Core, 1F Air Purification Room
______________________________________
Here you'll have company, starting with the soldier just southwest. Take
him out first with the M9, and note the AKS-74U BULLET X 30 right of the
elevator.
Be aware that if any guard finds Emma, he'll call for back up and begin to
shoot her, so always leave her in a safe spot out of trouble if possible.
And don't leave her by the elevator since a guard will arrive shortly from
another floor.
Take Emma south down the hall, claiming SOCOM BULLET X 12 at the northwest
on the way. With a guard in the next south hall near more SOCOM BULLET X
12, leave Emma and take him out.
Grab the PENTAZEMIN in the southwest corner, and once you near the stairs
you'll see a guard arrive from the elevator... even though B1 is flooded
and there wasn't anybody anywhere... Go back and take him out to remove
him from the equation.
There's two guards in the south area down the stairs. You can wait for the
first guard you see to come back towards you before taking him out, but
the other guard is facing the other way and sleeping anyway. Consider
holding him up if you want an easy dog tag.
From here there's just one more guard up the stairs in the next hall. Move
up the stairs, head downward and just wait from there, then drop him once
he shows his face.
With the area all clear, you can now head into the President's room past
the de-electrified floor to find a RATION, M9 BULLET X 15, PSG1 BULLET X
20 and AKS-74U BULLET X 30 sitting around, plus PSG1-T BULLET X 10 inside
the vent along the south wall.
Return to Emma and guide her all the way to the east exit, leaving with
her to the bridge.
KL connecting bridge
____________________
You'll hear more Cyphers out here. Leave Emma for a bit and get the
RATION, PSG1 BULLET X 20 and CHAFF.G. Use the SOCOM or PSG1 to destroy the
two Cyphers out here, then return for Emma.
Luckily the bridge has had some makeshift repairs. Once you move up the
ramp, look ahead and take out the guard to the left. You can find SOCOM
BULLET X 12 and M4 BULLET X 30 at both ends of the lower narrow bridge if
interested.
You'll get another Phone message if you approach the fire on the bridge,
but you should know what to do by now. Use the Coolant and spray all
around it until it's just sparks and smoke. Now take Emma to the south
where Raiden doesn't have the right clearance to access the door, but a
smug Emma hands you her LV.5 CARD to get inside.
Strut L Sewage Treatment Facility
_________________________________
Leave Emma by the door and look down the next hall to spot a guard at the
doorway. If you're quick you can drop him but otherwise he'll remain in
the other room and not come back. Note the SOCOM BULLET X 12 in this hall
and slowly advance on the west side of the hall to stay out of sight.
There are actually two guards in the south room -- one close to the
doorway (who you may have gotten already) and the other on the other side
of the railing. A simple method is to take out the far guard once he's
visible from the doorway, then wait for the close guard to turn away and
drop him too. But tread carefully since the flooring is noisy.
Alternatively you could toss a Stun Grenade in there if it seems tricky,
then rush and shoot them with the M9.
Now guide Emma south, open the hatch door and you'll find a floor hatch.
Raiden and Emma will descend to the oil fence.
Strut L Oil Fence
_________________
Down here, Raiden sends Emma across the narrow pontoon leading around to
Strut E, but you'll have to watch over her from here using your PSG1 (or
PSG1-T). You'll have to take out Cyphers, guards and Claymores along her
path. Note that the PSG1-T cannot destroy Cyphers or Claymores so you'll
have to switch back and forth if going non-lethal.
Take note that if you ever need the ammo, there will be boxes of PSG1
BULLET X 20 and PSG1-T BULLET X 10 on this level of your tower, but
they'll only appear if your ammo is low. Also make good use of your
Pentazemins to steady your aim. This is the last spot you'll really need
them, so go wild. Just save one for a special moment at the very end.
Snake warned you about Claymores, so equip your Thermal Goggles to see
five of them several meters ahead of Emma. Shoot them asap with the PSG1
or they will force her into the ocean and produce a Game Over. You may
also see how useful the goggles are to see guards and Cyphers, so consider
keeping them on.
Farther down Emma's path is a tower with guards patrolling around it on
both floors. Note they won't be able to see Emma if you can't see them,
but always take them out when in view, using the PSG1 or PSG1-T depending
on your intention of lethal or non-lethal.
If the guards do see her, they'll enter Alert Mode and more guards will
come to shoot her, at which point she'll entirely rely on you to get her
out of this mess. Her safety is completely in your hands and she's very
vulnerable especially when near towers, so always make sure they're clear
whenever she's close to them.
Guards may also appear suddenly when she's near each tower, so it's even
more important to prioritize on the tower she's nearest. Only when clear,
then take a brief look at the other towers. Past the first tower on Emma's
path you may notice a sentry Cypher looking over the next pontoon bridge.
Take it down, but more will come later too.
Another Cypher will appear around the middle pontoon bridge once Emma
steps on the first tower. Scout the next tower and take down any guards,
but also check the current tower since guards can still arrive now and
after Emma leaves the tower to shoot her from behind.
Once Emma reaches the middle of the second pontoon bridge, Snake will
call and inform you that he's reached his sniping position from Strut E.
Give him a call if you'd like his help -- although you can do it all on
your own and Raiden makes himself sound pathetic and useless during the
call, there's no harm in getting Snake's help for when it gets hairy. Note
he'll only shoot targets that are seen in your sights.
Make sure the second tower is clear for Emma's arrival, and you may notice
she takes a long time behind this tower. Take out the Directional Mic and
aim at the tower to hear from our pal Johnny again, who has a quick
exchange with Emma.
Clear any Cyphers in the whole area before Emma steps on the third pontoon
bridge -- by now you may notice they come from right above you before
heading for the pontoon bridges. With your Thermal Goggles, you'll notice
two Claymores near the center of this third bridge. Shoot them before she
gets close.
By the way, if you are going lethal here you can totally use the Stinger
to lock on to and explode Cyphers and guards. Just be careful of Emma and
also avoid locking onto birds, unless that's your thing.
A cutscene will play once Emma nears the middle of the third bridge. Our
buddy Vamp joins the party and grabs Emma by the neck, holding her hostage
with his knife. It's on you to save her.
Right away, decide whether to go lethal or non-lethal with the PSG1 or
PGS1-T. Zoom in closely on Vamp and try to get a clear shot at his head,
using a Pentazemin to steady your aim.
Vamp will continue to choke Emma and reduce her health the longer this
goes on, so try to be quick. If you have a clear path to his head and
steady aim, shoot him a bunch but be careful to avoid Emma's head right
under him. He may also hold her arm somewhat blocking his head. If so, you
can aim for the very tip of his head or just shoot him in the gut or legs.
Vamp has a small enough health bar and doesn't do a great job at blocking
his head so this is rather simple and only takes a few shots to end the
mini-battle, unless going non-lethal where you'll need to land a lot more
shots.
Remember that ammo for either PSG1 will appear on your platform if you're
low.
In the cutscene, Raiden makes his way up Strut E of Shell 1, finding
himself in a similar-looking room as Strut L.
Strut E Parcel Room
___________________
You now have 300 seconds to deliver the MO Disk to the B2 Computer Room in
the Shell 1 Core. Turn the handle to open the hatch door, note the SOCOM
BULLET X 12 on the other side of the room and move through the orange
door.
Spotting the Level 5 door, you can now enter and claim the DG.CAMERA
(Digital Camera), unless you already reached it via Cardboard Box travel
earlier. It's a non-essential secret item that can be used to take photos
and save them to your memory card.
Now head up the stairs where there's a guard listening his his headphones.
Unless you want to just run to the exit, take him out from a distance, and
check around the room to find M4 BULLET X 30 by boxes in the mid south and
STINGER BULLET X 10 under the conveyor belt in the north. Leave for the EF
bridge to the south.
EF connecting bridge
____________________
Take out the two Cyphers on the EF bridge, plus another watching over the
bridge to the Core in the west. There's no new Claymores here, but you can
find CHAFF.G by the door to Strut F, which won't open due to Otacon's
programming.
Now make your way over the bridge to the Core. Either hang on the edge or
press against the railing and shimmy to get past the missing floor panels,
then enter the Core.
Shell 1 Core, 1F
________________
Welcome back. The cameras are offline in here, but someone sneakily placed
three CLAYMORE mines just south in the main hall... son of a... You don't
need to head that way anyway, so just go north past the sea lice and use
the open elevator to reach B2.
Raiden arrives to deliver the MO DISK and some cutscenes play out. This is
the conclusion of the Big Shell, but we're not done with the scenario
quite yet.
A R S E N A L G E A R
__________________________________________________________________________
________________________________________________________________________
|07 // ARSENAL GEAR [pla_07]|
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"Amazing how you walk around like that."
Raiden awakens in an unfamiliar location that may look... oddly familiar
to MGS1 veterans. Getting any flashbacks? In an interactive cutscene
you'll be tasked with hitting Triangle at a rapid pace to survive Solidus'
torture.
Olga tells you that Snake has your stuff and soon lets you loose from your
torture bed, after a call with Rose keeping you company.
Arsenal Gear - Stomach
______________________
Once free, some strange thoughts might overcome you about just what Raiden
is covering... Try to behave yourself. Find the RATION under the computer
desk left of the torture bed and MEDICINE in the northeast locker. If you
stay naked for long enough in this cold environment, Raiden will get a</pre><pre id="faqspan-5">
cold and occasionally sneeze (alerting nearby guards), which is what the
Medicine will cure.
If you contact the Colonel he'll inform you that you won't be able to
hang, throw, or chokehold anyone in your current state (nobody needs to
see that), and that you'll take more damage without any protection.
Head through the northeast door and login to the node, which downloads
radar for the whole of Arsenal Gear. Then continue through the other door.
Arsenal Gear - Jejunum
______________________
Starting from here, you'll begin to receive extremely peculiar
transmissions from the Colonel, whether it's distorted sound, instructions
for unrelated missions, or messages with zero context. Something's up...
but I suggest taking all the calls for entertainment purposes.
You'll begin finding Arsenal Tengus in this area, who are Gurlukovich
soldiers with advanced equipment and capable of surveying their
surroundings much more comprehensively while also equipped with P90
submachine guns. If you're ever spotted, you'll almost immediately enter
Alert Mode. Your only option if so will be to run and hide, or simply run
for the final goal in the northeast of the upper level. Follow the
walkthrough closely for the safest route to avoid interaction.
There's a Tengu patrolling on the other side of the large boxes near the
start. Make no quick movements and just wait for the Tengu to turn around,
then dart to the east box and quickly continue up the nearby stairs or
you'll have to wait for another movement cycle to get past him.
If you do stay on the lower level, there's a RATION around the center of
the area near some boxes and MEDICINE in the northwest, but perhaps it's
best disregarding them and taking the safer upper route.
Turn your computer off right now. Cut the cord -- the mission is a
failure. Honestly though, you've been reading this walkthrough for a long
time now. Can't you just play the game yourself? You'll ruin your eyes
being so close to the screen. Stop it right now. You must continue your
m-mission. I need scissors! 61!
At the top of the stairs, don't run out just yet and instead wait against
the wall until the Tengu around the corner turns and heads north. Now run
left over the bridge to the other side. To the south is BOX 5 near the
railing. This Box works well in this environment, so use it if you wish
for more freedom than traditional hiding places.
Head north to reach a surveillance camera looking back and forth. You can
pass under its blind spot right against the wall (even with the Box
equipped), but first hide behind its pillar and observe the Tengu past it.
You'll notice the Tengu moves from the south to the north and stands on
the middle bridge facing east, then returns to the south and repeats. So
what you want to do is wait for him to come south, then follow him north
(under the camera). Wait behind him until he moves onto the bridge, then
continue past the bridge at least to the nose of the Metal Gear ahead to
stay out of sight.
From here you can continue to the next bridge and cross from there (upon
careful observation), but I recommend heading back and crossing over the
middle bridge once the Tengu there goes back south.
On the east side now, hide behind the box just shy of the north camera or
the camera's pillar itself, and observe the last Tengu's patterns. He
moves from this hall to the short northeast hall while facing the other
way, then returns. There's also a crate by the end wall just north. You
want to get behind that while he's in the other hall.
Wait for that Tengu to head into the far hall by the door, then run under
the camera (ideally when it looks south) to behind the far crate and
crouch.
Press against the wall while crouching to make sure you're not spotted.
Wait for the Tengu to return and look over here, then run to the east door
when he moves south. Job done.
Arsenal Gear - Ascending Colon
______________________________
In this long empty hall which has locked doors on either end, you'll
receive more optional calls from Campbell, but you'll actually have to
take a bunch to advance.
While taking calls, you'll find nothing to the north but there's a RATION
at the south end of the hall. After a few Codec calls you'll see a
Japanese woman show up on your radar... Alrighty. It'll go away if you
take a call, so just hold off if you want to see it, although it's not
very eventful.
After enough calls from Campbell, including some MGS1 flashbacks, Rose
will call you and a cutscene will follow where Snake finally shows up with
all your gear.
Snake informs you about the 25 Metal Gear RAYs aboard Arsenal Gear that
you may have to fight, and hands over the HF.BLADE (High Frequency Blade),
a gift from Olga. Snake gives you the rundown on how to use it and you'll
have some time to practice. Make sure you have a good understanding of it
because it will be your only weapon at a later point.
HF BLADE CONTROLS:
-Move the right stick up and down for a vertical slice
-Move the right stick left and right for a horizontal slice
-Move the right stick in a circle (360 degrees) for a spinning sweep
-Push in R3 for a forward thrust
-Hold L1 to hold the blade horizontally and try to deflect bullets
-Press Square while equipped to switch between lethal and non-lethal
(non-lethal knocks guards out while lethal kills them outright)
Consider switching to non-lethal (blue) and messing with Snake, although
beware he'll defend himself. If you can knock him out after a few downs,
you can drag him around and even get his dog tag after dropping him.
Your practice session will soon end, and Snake and Raiden will advance to
the next area.
Arsenal Gear - Illeum
_____________________
Otacon will check in and remain as a contact. Give him a call if you'd
like to know anything else.
____________________________________
| NEW CODEC CONTACT: OTACON: 141.12 |
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A Cypher soon spots Snake and Raiden, starting an Alert phase. This next
segment is all action-oriented and you'll have to handle an army of
Tengus. You can use the HF Blade if you like, which can be quite
effective, but you don't have to yet and you may be more comfortable with
firearms.
Note Snake has infinite ammo and will toss you M4 BULLET X 30 or SOCOM
BULLET X 12 whenever you need it while using those weapons, plus a RATION
if needed. Use the AK or anything else as you wish, but your ammo is
limited to what you have. That said, this is your last chance to use
pretty much everything barring the Stinger and HF Blade, so go wild.
If going with firearms, I suggest rolling primarily with the M4 as the
better assault rifle and relying on Snake's pickups. Make use of the
lock-on function by holding L1 while shooting, and hold X while hitting
or holding Square if you wish to run while shooting in third person. And
keep your Rations equipped at all times so you don't have to worry about
healing manually.
Just like before there's two levels here. Tengus will shoot at you from
both while some from above will jump down to join the party. Some have
P90s and some have Blades and will try to deflect your bullets. Keep
shooting them and eventually you'll get them.
Join Snake right off the top by either shooting or running up and using
your blade. When not swiping, always hold L1 with the Blade to potentially
deflect any bullets, or even block enemy melee attacks. With firearms, use
the crates for intermittent cover, unless you want to be super aggressive
and just go at them all. Clear the first group of Tengus and proceed
north. Many more will join you in quite an onslaught.
Take advantage of any enemies who are shooting Snake rather than you and
take them out, either by assault rifle fire or your HF Blade. Towards the
end of the area near the door you may find the Blade to be very useful
since the soldiers will be in close proximity, particularly the circle
sweep for multiple enemies. Just try to slice them before getting too
close or they'll punch or slice back.
Once all enemies are defeated, the north door will open. Otacon will
provide some info on Campbell and you'll both advance to the next room.
Arsenal Gear - Sigmoid Colon
____________________________
After the Codec call, grab the RATION and move into the large circular
room ahead for a cutscene at its center. A swarm of Tengus will join the
party for round two.
Use the same strategies as before and Snake will continue to provide M4
and SOCOM ammo along with RATIONS when needed, along with being a total
badass by killing so many Tengus on his own. Since it's already equipped
by default, consider trying out the SOCOM here if going lethal, if you
haven't yet. It's surprisingly effective.
More Tengus will keep jumping down from above as you and Snake take them
out on the floor. Swipe them from the tip of the HF Blade's range, or with
firearms use L1 for target lock and hold X while hitting Square to run and
shoot in third person.
Note that the HF Blade perhaps works even better here because the soldiers
are in very close proximity around the circular room, which has no
obstacles for protection while using firearms anyway. Find a common place
where the Tengus are landing and try to fight two or more at once,
utilizing the 360 attack every now and then.
Soon you'll see a "Fission Mailed" screen that may fool you for a moment,
but it's just the AI playing tricks on you and the fight will go on.
You'll have to endure the small screen for a bit and then it'll return to
normal.
The Fission Mailed screen will soon return again and the segment will
advance to a cutscene once you and Snake have killed around 50 Tengus,
even if Snake does most of the work (no need to be ashamed if so; he is a
legend after all).
A special guest will then arrive and Raiden will leave up the ladder, on
Snake's request. Badass.
Arsenal Gear - Rectum
_____________________
After the cutscene you'll be able to move around on a large empty platform
as Solidus fills you in on the S3 program.
More cutscenes will soon play and you'll have to fight an entire army of
Metal Gear RAYs... Good luck.
BOSS: METAL GEAR RAY ARMY [bos_07]
**************************************************************************
Pull yourself together and understand that this battle is all about speed
and efficiency. Stay on the move when not attacking and be sure to get in
your attacks quickly whenever there's a window between enemy attacks.
Always have your Rations equipped so you don't have to manually heal.
First things first, your only viable weapon here is the Stinger. You'll
notice each Metal Gear has three lock-on targets when using it -- the head
and both knees. If you call Otacon, he'll tell you to aim for the head
section as the weak point.
However the best move you can pull is to first shoot the knee to slump it
over, then immediately fire at its head for heavy damage. Knee shots don't
do any damage on their own, but it weakens their positioning so that a
follow up headshot does much more damage than a solo headshot would.
Repeat this with each RAY and you will cruise through the battle.
To start off you'll see three RAYs off the platform. Follow the above
strategy of knee then head with the Stinger on each one back and forth as
long as you have an open attack window. Do the first, the second, the
third, back to the first, and so on. Keep doing this as long as they're
not getting off missiles.
Soon one will jump on the platform and attack you head on, but other than
the possibility of being stomped if near its feet, things don't change too
much.
Do focus on eliminating the RAY on the platform primarily, especially
since it'll pose the biggest threat by performing machine gun attacks and
firing lock-on missiles horizontally from its knees (harder to avoid than
the ones that shoot up), but also still go for the perimeter RAYs after
getting in your shots on the center one.
Once you eliminate the RAY on the platform, it'll jump off and leave, only
to be replaced by another one on the perimeter, which will also be
replaced by another from the distance. Basically at all times there will
be three RAYs in the battlefield and you'll need to manage them all
together. Note you can destroy them before they jump on the platform but
they'll be replaced on the perimeter just as well.
The most common attack you'll see is a group of four lock-on missiles from
above, shot out of a RAY's back. You'll hear beeping in decreasing
intervals as the missiles near you. Just stay on the run in the same
direction and you should be able to avoid them no problem. Note you can
usually get in a shot or maybe two after missiles are launched and still
avoid them, but you won't be able to if you wait too long to start
running.
When a RAY is on the platform, it may fire missiles horizontally from its
knees after moving its feet around and then freezing. To dodge these, run
to the side and cartwheel just as they reach you and they'll fly past. The
cartwheel is important because it allows you to suddenly lunge out of the
fairly direct target path, but it must be timed right.
Another attack is the machine gun on RAY's arm, which will be telegraphed
by moving its arm in front before firing across the platform. This attack
can occur from on or off the platform, but is best avoided by running
towards the camera at an angle. Lastly there is also a light discharge
attack that emits from its mouth and is discharged generally in a straight
line across the platform below it. This attack is on the rarer side and
easy enough to avoid by running to the side.
Note that shooting a RAY in the knees always cancels any imminent attack
from that unit. This is especially effective for avoiding the horizontal
missile attack from even happening while a RAY is on the platform, but
also the machine gun attack (although less of a threat). If you see the
RAY lifting its feet up and down and about to freeze in place, or moving
its machine gun arm in front, try to get in a quick knee shot to cancel
it (then get in your headshot as well).
Otacon may also tell you to use Chaff Grenades to confuse the RAYs. You'll
notice their bodies start to shake, but it'll also throw their targeting
systems off. If you stay in the same place you'll probably be hit, but
missiles won't be able to track you if you run around while they're in the
air. Therefore with Chaff active, you can just run a few meters after
missiles are fired and be confident they won't hit you as you fire your
own missiles from a new location. This will help a lot to improve your
attack windows between RAY missiles.
Do your best to balance back and forth between all the RAYs to keep things
fairly even, especially since you won't be able to attack the same one for
a brief period after landing a headshot.
As the fight goes on, six boxes of STINGER BULLET X 10 will appear around
the platform, along with a RATION at the center. They may reappear as well
as you need them.
Once you get the rhythm you'll likely find this battle to be a thrill more
than a pain. It's all about getting efficient at the knee-headshots,
managing multiple RAYs at once, staying on the move, and making good use
of Chaff.
The battle will go on depending on your difficulty level. On Normal you'll
have to destroy six Metal Gear RAYs and it'll likely end after doing
enough damage to a seventh. On Hard you'll have to destroy 20, or 25 on
Extreme. Good luck!
A cutscene will roll after the fight and then you'll be asked if you'd
like to save. I highly recommend you do. Nope, that wasn't the final
battle and there's still a bit more to go.
Afterwards there will be another interactive cutscene where you'll have to
survive Solidus' torture, except this time it's a hell of a lot more
difficult. It can be really tough but ultimately it comes down to hitting
Triangle as quickly as possible. Find a position or method that works for
you.
After running out of oxygen, you'll still have your health to burn
through, which you're certainly bound to do anyway. Continue tapping
Triangle like crazy as your health dwindles and hope you survive.
Bravo if you manage. A few more epic cutscenes will roll, along with
Ocelot explaining the S3 program, in case you didn't recognize all the
striking similarities to MGS1 already... That's the end of the Arsenal
Gear segment.
N E W Y O R K C I T Y
__________________________________________________________________________
Welcome to the Big Apple.
________________________________________________________________________
|08 // FEDERAL HALL [pla_08]|
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"We're all born with an expiration date. No one lasts forever."
Federal Hall
____________
After more scenes with Solidus and an enlightening call from Campbell,
you'll find yourself on the roof of Federal Hall, ready to engage with
Solidus in the final battle.
You've lost all your weapons and most of your gear, but he's thrown you an
HF.BLADE, which you'll need to use to defeat him. If you've forgotten the
controls, check back up to the moment you first acquired the HF Blade for
a refresher.
FINAL BOSS: SOLIDUS SNAKE [bos_08]
**************************************************************************
Hope you got enough practice with the HF Blade because here's where it
really matters. Note you can choose to go lethal (red) or non-lethal
(blue) by pressing Square, changing the colour of the weapon's icon. It
should only be a concern if trying to go for a no kill run or just limit
kills though.
At the start, quickly run to Solidus and swipe him three times. If you can
land three hits in a row in this fight, it'll always knock him to the
ground. Once he gets up, he may streak across the ground with a trail of
fire behind him. If so, quickly cartwheel out of the way if you need to or
you'll set ablaze. If you do, perform cartwheels to extinguish yourself,
but it's not too damaging to your health anyway. Who would've thought...
Otherwise Solidus will often glow green and fire missiles at you from his
octopus arms. If so, just run sideways and you'll easily be able to dodge
them, or you can sometimes hold L1 and deflect them head on, but it's not
always so simple.
The only item in the area is a RATION in the initial top left (although
the camera can move around here). It won't reappear though so you'll need
to make do. You may notice you still have a few items as well, including
the Body Armor if you acquired it. Equip it to give yourself a bit of
protection.
Your most effective attacks with the Blade are the up, down and left,
right strikes. Performing anything else just takes too much time or
doesn't work as well, plus you can always land a combo of simple strikes
to knock Solidus down anyway.
Solidus may regularly block your attacks if you just try to run up and
swing, and you'll leave yourself vulnerable for a counter if you don't
escape quickly. If you swing and he blocks, quickly try to cartwheel out
of his range or he'll likely try to kick you. He leaves himself quite
exposed during and after a kick though, so try to cartwheel behind him and
get in some swings.
Keep in mind that you as well can block, and it's one of your best moves
in this fight. You can block most attacks, including blade strikes or even
kicks. But beyond that, a block will stagger Solidus and leave him open to
attack. Simply bait him to attack you while blocking and get your easy
hits immediately after. You can really abuse this technique and cruise
through the fight this way.
Another sly technique is to perform a cartwheel while running at Solidus
so that you land just past him. He'll avoid the cartwheel, leaving his
back open for attack -- swipe him a few times so he falls to the ground.
Sometimes after Solidus stands up, he'll try to smack you with one of his
mechanical arms. To avoid this, stay away from Solidus while he stands up.
Also be weary when he glows green when nearby since he may try to grab
and throw you with a mechanical arm.
In rare cases he may hold and choke you with a mechanical arm, requiring
you to repeatedly hit Triangle to keep your oxygen like in the previous
segments. You can also wiggle all buttons on the controller to escape the
attack and maybe even get in a surprise attack back. Otherwise, he'll
smack you on the ground to finish the attack.
Sometimes he'll use his arms to grab a hold of the building side nearby
and flip back onto the roof. Just avoid his landing spot to avoid damage,
which should be easy enough to do. Cartwheel away if you must.
Solidus also has a double blade strong swing, which is quite telegraphed
and great news if you can avoid it cause he'll be completely open to
attack for a moment. If you see the attack coming, run or cartwheel out of
range, then go right back to swipe him to the ground.
Once Solidus' health bar hits below half, he'll free his mechanical arms.
It may seem like a partial relief, but it'll really escalate the fight and
he'll now zoom back and forth while leaving fire trails everywhere. Of
course you want to avoid the fire but it can be hard to do anything about
it in some cases cause it happens so fast. Luckily fire damage isn't a big
deal either way, thanks to your sneaking suit.
Simply hold L1 to block any potential blade attack from Solidus as he
zooms over to you, then counter with your 1-2-3 combo once he staggers.
Do be weary he may go for a few swings sometimes, so wait until he
finishes before ending your block and attacking. He tends to do a few
strikes and then finish with a thrust, so go after him then. Another
method is to cartwheel as he reaches and attacks where you were, then
attack him from behind or the side while exposed.
Simply repeat the above strategies until Solidus' health bar is drained.
Then give your final farewell to the former US President.
After defeating Solidus, you've finished the game. Congratulations. Sit
back and enjoy the final cutscenes, including a little surprise that calls
back to your node info.
10. U N L O C K A B L E S A N D S E C R E T S [MGS2_10]
__________________________________________________________________________
__________________________________________________________________________
Digital Camera
______________
Normally Snake has a Camera in the Tanker chapter for photographing Metal
Gear, but this is a different camera for both scenarios that can be used
to take photos at your leisure and save them to your memory card. Beat the
game once and it can be found in your inventory. Raiden can also find it
inside the B1 Level 5 room of Strut E Parcel Room during the Plant
Chapter.
When equipped, press Circle to zoom in, X to zoom out and Square to take a
photo. Note the Digital Camera can be used to check if you've acquired a
guard's dog tag by aiming it at him and pressing Triangle. A name will
show up on the screen if you've collected it, or no name will show if you
haven't.
Dog Tags
________
Dog tags themselves are not unlockables but they are semi-secret items
that when collected in certain amounts will unlock various items, all
mentioned below. All regular guards in the game plus various other
characters hold an individual dog tag, and each difficulty level has its
own series of dog tags. Refer to the Dog Tag Viewer to see which ones you
have and do not have.
To collect a dog tag, approach a guard from behind and hold him up by
aiming your weapon. If close enough, he'll freeze in place. Now run around
to his front and aim at his face in first person. Most guards will drop
their dog tags at this moment, but others may act tough and need to be
shot in the arm, leg or other body part (with a lethal weapon) to convince
them to drop it.
Special dog tags can be acquired from notable characters while carried and
dropped when unconscious. Note that on regular guards you can see a silver
flash at their neck if they still have their dog tag. You can also use the
Camera or Digital Camera to verify if you've collected it, whether the
guard is conscious or unconscious, by aiming at them and pressing Triangle
-- if a name shows up, you've collected their dog tag.
Also be aware that you can spray unconscious guards with the Coolant in
the Plant chapter to wake them back up in a hurry if you accidentally shot
them with the M9 or knocked them out. As they begin to stand up, position
yourself behind them and get ready for the hold up as soon as they stand.
Otherwise, pick them up and drop them to speed the process up a bit,
particularly in the Tanker Chapter.
For unlocking the below items, you will need to have a certain amount of
total dog tags. That includes tags achieved on every difficulty and all
runs in your file together, rather than just the current run.
Bandana
_______
An abnormally long blue bandana that provides Snake with infinite ammo
when equipped, only available in the Tanker Chapter. Collect at least 46
dog tags in the chapter to unlock on your next run.
Stealth
_______
Available in both chapters, allows Snake and Raiden to cloak themselves in
stealth camo and stay out of enemy sight. Requires at least 76 dog tags to
unlock in the Tanker Chapter and at least 121 for the Plant Chapter.
Brown Wig
_________
A wig matching Raiden's hair style but with a dark brown colour. Provides
Raiden with infinite ammo when equipped, as the equivalent of Snake's
Bandana but for the Plant Chapter. Finish the Plant with at least 73 dog
tags to unlock it.
Orange Wig
__________
A wacky hair colour that gives Raiden an infinite grip gauge when worn in
the Plant Chapter, allowing him to hang anywhere as long as desired
without falling. Complete the Plant Chapter with at least 170 dog tags to
unlock.
Blue Wig
________
A wig of blue colour that offers Raiden an infinite O2 gauge in the Plant
Chapter when equipped, allowing him to stay underwater for as long as
desired without any consequence. Does not affect Emma's gauge, essentially
making it useless when escorting her. Complete the Plant Chapter with at
least 218 dog tags to unlock.
Shaver
______
Not an unlockable item but somewhat of a secret as it is placed a bit out
of normal reach. This item is found on the other side of the fence near
the water in Strut A Deep Sea Dock at the beginning of the Plant Chapter.
Hang onto the railing's edge, then shimmy across and climb to reach it.
Once acquired, Raiden will give it to Pliskin during their first meeting,
and he'll later be clean-shaven aboard Arsenal Gear as a result.
Grip Level
__________
Whenever you hang on any ledge you'll notice a grip gauge under your life
gauge that will slowly decrease. If it reaches zero, you will fall to your
death. You'll start at Grip Level 1 (blue), however you can upgrade to
Level 2 (orange) and Level 3 (grey) by performing 100 and 200 total
pull-ups respectively. Doing this will allow you to hang on ledges longer
as your gauge will decrease more slowly.
To perform a pull-up while hanging, hold L2 and R2 at the same time, until
your character has pulled their body to its highest position, then
release. This counts as one pull-up. Therefore it takes quite a while to
reach 100 and 200 by normal means.
Note that you can speed your way to the next Grip Level by dropping from
one railing to a lower one (only where possible to do so), counting as 10
pull-ups. To do this, press X to release from the higher ledge and
Triangle as you reach the lower ledge to grab it. This comes with the risk
of falling to your death if your timing is off. An ideal place for this is
the Engine Room aboard the Tanker and Strut D Sediment Pool in the Plant.
Once you reach 100 or equivalent pull-ups, you'll receive a Codec call
informing you of the upgrade, and the same for 100 more (200 total for max
of Level 3). There's no benefit to do any more than 200.
This is perhaps most useful in the Tanker Holds to take the alternate
upper route to Metal Gear, but can be done just as well in the Plant. It
is never something that is required of you and not particularly needed or
beneficial, unless you are a prolific hanger. But it's a fun little
mechanic to play around with.
Title Screen
____________
Normally the "Press Start Button" screen will feature a red profile of
Solid Snake. Upon beating the full game or the Plant Chapter, it'll turn
to a blue profile of Raiden. Leave it on idle to allow the game to reset
(you can skip the opening movie) for it to change back to Snake. Note you
can always press L2 during this screen to flash the screen white to the
sound of a gunshot or perhaps thunder, as much as you like. You can also
use the right stick to manipulate the subtle graphics and their colours.
11. I T E M L I S T [MGS2_11]
__________________________________________________________________________
__________________________________________________________________________
This section covers all weapons and items and their locations, except for
consumables that are found in many places. For more info on those, refer
to the Weapons and Equipment section.
TANKER
______
WEAPONS:
M9
USP
ITEMS:
Cardboard Box
Wet Box
Camera
Digital Camera
Cigarettes
Binoculars
Thermal Goggles
PLANT
_____
WEAPONS:
M9
SOCOM
M4
AKS-74u
PSG1
PSG1-T
RGB6
Nikita
Stinger
High Frequency Blade
ITEMS:
Coolant
Directional Microphone
Level 1 PAN Card
Level 2 PAN Card
Level 3 PAN Card
Level 4 PAN Card
Level 5 PAN Card
Field Uniform (B.D.U.)
MO Disk
Phone
Digital Camera
Body Armor
Cardboard Box 1
Cardboard Box 2
Cardboard Box 3
Cardboard Box 4
Cardboard Box 5
Shaver
Cigarettes
Binoculars
Thermal Goggles
Night Vision Goggles
AP Sensor
Sensor A
Sensor B
Mine Detector
SOCOM Suppressor
AK Suppressor
CONSUMABLES:
Ration
Bandage
Pentazemin
Medicine
Grenade
Stun Grenade
Chaff Grenade
C4
Claymore
Magazine
Book
Dog Tags
T A N K E R C H A P T E R
__________________________________________________________________________
W E A P O N S
__________________________________________________________________________
Name: M9
Location: Held from the beginning of the scenario.
Notes: An M92F Beretta handgun modified to fit a suppressor and fire
tranquilizer rounds, also equipped with a laser. The slide locks
after each shot, meaning it must be cocked again to continue fire.
The effect of the round varies depending on where shot. The head,
heart and crotch are the most effective areas that will put a guard
to sleep immediately when hit. Other areas may take a few seconds
or even longer to take effect.
Location: Procured from Olga after defeating her on the Navigational Deck.
Notes: An HK USP .45 caliber tactical pistol, equipped with an LAM (laser
aiming module) and an attached light. Powerful, but very loud. Only
use whenever no guards are nearby or you may cause an Alert. No
suppressor is available.
I T E M S
__________________________________________________________________________
Name: Cardboard Box
Location: In the storage room, Deck-D Crew's quarters.
Notes: Equip to hide. Useful amongst other boxes, crates or any suitable
place out of the way. If a guard is suspicious he will not hesitate
to lift up the box and find you.
Location: Carried by Snake at the beginning of the Tanker chapter.
Notes: Use to take photos of Metal Gear in the cargo holds. Press Circle
to zoom in, X to zoom out, and Square to take a photo. Use left and
right to change the target photo slot and potentially overwrite
past photos.
Location: Carried by Snake at the beginning of the Tanker chapter after
having beaten it once or more previously.
Notes: Use to take photos at your own leisure. Press Circle to zoom in, X
to zoom out, and Square to take a photo. Save them to your memory
card if desired.
Location: Held by Snake at the beginning of the Tanker chapter.
Notes: Equip to blow smoke on IR lasers to make them visible. Also helpful
for steadying aim. Snake loses health while equipped, so not ideal
for long periods.
Location: Unlocked after collecting at least 76 dog tags in the Tanker
Chapter. Will be in your starting inventory in your next run.
Notes: Camouflage that bends light in a certain manner that renders you
invisible. Very helpful for sneaking past guards without being
noticed. Does not work during boss fights or mini-battles.
P L A N T C H A P T E R
__________________________________________________________________________
W E A P O N S
__________________________________________________________________________
Name: M9
Location: Southeast storage room on 1F, Strut F warehouse (Normal or
higher). On Easy or lower, found in Strut A Deep Sea Dock at
the start -- hang on the railing by the water and shimmy to
climb on the other side of the fence.
Notes: An M92F Beretta handgun modified to fit a suppressor and fire
tranquilizer rounds, also equipped with a laser. The slide locks
after each shot, meaning it must be cocked again to continue fire.
The effect of the round varies depending on where shot. The head,
heart and crotch are the most effective areas that will put a guard
to sleep immediately when hit. Other areas may take a few seconds
or even longer to take effect.
Location: Handed to Raiden by Pliskin after the scenes in the Strut B
Transformer Room.
Notes: An HK SOCOM (Special Operations Command) Mark 23 .45 caliber
tactical pistol, equipped with an LAM (laser aiming module) and a
barrel thread that can fit a suppressor. Very similar to the USP in
almost every aspect. Attach the suppressor when found to use more
discreetly.
Location: West storage room at the center of 1F, Strut F warehouse.
Requires Level 2 PAN Card.
Notes: A Model 4 Advanced 1 (M4A1) 5.56mm carbine, standard issue of the
US Military and Navy SEALs. Equipped with a laser, accurate and an
effective rifle, widely trusted around the world.
Location: Large storage room at the north of B1, Strut F warehouse.
Requires Level 2 PAN Card.
Notes: A small version of the Automat Kalashnikov Model 74 (AKS-74), a
special-purpose 5.45mm assault rifle equipped with a laser and
foldable stock. Also fits a suppressor. The AKS-74u is a required
part of the disguise (along with B.D.U.) to sneak into the Shell 1
Core.
Location: East storage room at the center of 1F, Strut F warehouse.
Requires Level 3 PAN Card.
Notes: An HK PSG1 7.62mm semi-automatic sniper rifle, complete with a
scope and laser. Very accurate and powerful, but aim for the head
for best results. Also effective for eliminating IR sensor control
units and Cyphers from a distance.
Location: Inside the vent in the east storage room at the center of 1F,
Strut F warehouse. Requires Level 3 PAN Card.
Notes: An HK PSG1 semi-automatic sniper rifle modified to fire silenced
tranquilizer rounds. Very accurate and effective at far distances.
Although a shot in the heart or crotch will work just as well, aim
for the head for best results to drop soldiers immediately. Other
areas may take a few seconds before kicking in.
Location: Northwest storage room on 1F, Strut F warehouse. Requires Level
3 PAN Card.
Notes: A six-round semi-automatic grenade launcher. Launched grenades have
around the same power and blast radius as regular Grenades.
Generally can't shoot very far, especially with accuracy, and
therefore best at short to medium range.
Location: Submerged Shell 2 B1 Filtration Chamber No. 1, exact location
differing per version.
Sons of Liberty: Near the floor at the end of the first hall
from the stairs.
Substance/HD: From the stairs, take a right through the first
doorway, left at the wall, left through the
doorway, then right at the mine and through the
doorway where it'll be near the floor.
Notes: A missile launcher capable of guiding missiles remotely. Shoot a
missile to switch into the missile view and guide it wherever
desired. Missiles fly at a fairly slow pace at first but speed up
when not manipulated. Each guided missile runs on fuel and will
explode once empty, unless the target is hit first. Useful for
guiding missiles through vents.
Location: Thrown to Raiden by Pliskin on the Shell 1-2 connecting bridge
during the Harrier boss fight.
Notes: An FIM-92 Stinger infrared homing surface-to-air missile launcher.
Locks on to targets, man or machine. Very effective for taking down
large machines, including the Harrier and Metal Gears.
Location: Given to Raiden by Solid Snake in Arsenal Gear - Ascending
Colon.
Notes: Sword that can be used lethally or non-lethal by switching its
blade function with Square. Use the right stick accordingly to
swing up and down, left and right, or in a 360 to do a sweeping
spin, or press R3 to thrust forward. Hold L1 to block incoming
attacks or potentially deflect bullets.
I T E M S
__________________________________________________________________________
Name: Coolant
Location: Obtained from Stillman in Strut C Dining Hall.
Notes: Used primarily to freeze C4 found throughout the Plant, but also
required later to put out fires. Can also be used to wake up
unconscious guards. Can only be used in first person. Equip and
hold Square to spray once close to your target. It is equipped from
the weapon selection menu.
Location: Near the node in the Shell 1 Core, B2 Computer Room.
Notes: Point at a target to listen in to conversations or other sound,
even from long distances or through walls. Used automatically in
some cases although you'll have to aim it back and forth. It is
equipped from the weapon selection menu.
Location: Procured from the Ninja after beating Fatman, Strut E heliport.
Notes: The same uniform that the Shell 1 Core soldiers wear. Carrying an
AKS-74u while wearing this uniform will fool soldiers in the Core
into thinking you are one of them, as long as you behave. Uniform
will fall off if you bump into any enemies. Becomes useless once
its mask is lost.
Location: Inside B1 room of Strut E Parcel Room (requires Level 5 card)
after having previously beaten the game (Sons of Liberty).
Appears the first time in Substance and HD versions.
Notes: Use to take photos at your own leisure. Press Circle to zoom in, X
to zoom out, and Square to take a photo. Save them to your memory
card if desired.
Location: Near a mine in the submerged Shell 2 Core, B1 Filtration Chamber
No. 2. After the Vamp room, swim down the stairs, take a right
through the doorway and find it down the hall in the back left
room.
Location: On a platform in the pipe maze, Strut A Pump Room.
Notes: Equip to hide. Useful amongst other boxes, crates or any suitable
place out of the way. Can also be used on the conveyor belt
platform in Strut E Parcel Room to be transferred to Strut C Dining
Hall.
Location: Southwest room on 1F, Strut F warehouse. Requires Level 1 Card.
Notes: Equip to hide. Useful amongst other boxes, crates or any suitable
place out of the way. Can also be used on the conveyor belt
platform in Strut E Parcel Room to be transferred to Strut B
Transformer Room.
Location: Near the shelf on the roof, Strut E helipad.
Notes: Equip to hide. Useful amongst other boxes, crates or any suitable
place out of the way. Can also be used on the conveyor belt
platform in Strut E Parcel Room to be transferred to Strut A Pump
Room.
Location: Right by the node in the Shell 1 Core, B2 Computer Room.
Notes: Equip to hide. Useful amongst other boxes, crates or any suitable
place out of the way. Can also be used on the conveyor belt
platform in Strut E Parcel Room to be transferred to Strut F
warehouse.
Location: On the end platform of a conveyor belt near the node, Strut E
Parcel Room. Also found at the southwest corner of 2F in
Arsenal Gear - Jejunum.
Notes: Equip to hide. Useful amongst other boxes, crates or any suitable
place out of the way. Can also be used on the conveyor belt
platform in Strut E Parcel Room to be transferred to the Level 5 B1
room of the same strut, allowing for early access to the Camera.
Location: On the other side of the fence at the beginning of the Plant
chapter, Strut A Deep Sea Dock. Hang on the railing by the water
and shimmy across to get past the fence.
Notes: Raiden gives this to Pliskin upon meeting him in the Strut B
Transformer Room. Optional item, but if acquired it changes
Pliskin's facial hair to clean shaven later on.
Location: Acquired from Pliskin in the Strut B Transformer Room.
Notes: Equip to blow smoke on IR lasers to make them visible. Also helpful
for steadying aim. Raiden loses health while equipped, so not ideal
for long periods.
Location: Inside the small middle north room in the submerged Shell 2
Core, B1 Filtration Chamber No. 1. From the stairs, take the
first right and then left into the first doorway.
Notes: Allows you to see effectively in the dark and underwater. Not of
much use at any point.
Location: Acquired from Stillman in Strut C Dining Hall.
Notes: Detects C4's with Fatman's signature scent. Displays a yellow cloud
on your radar when a C4 is nearby. Search the entire area of the
cloud to locate it, not necessarily just the center.
Location: At the end of the B1 hall down the stairs from the main room,
Strut E Parcel Room.
Notes: Detects mines, including claymores and underwater mines, and
displays them on your radar. Claymores are shown with their coned
range of use. Crawl over claymores to pick them up safely.
Name: SOCOM Suppressor
</pre><pre id="faqspan-6">
Location: On the far side of the southeastern room on B1 of Strut F
Warehouse, blocked off by some boxes. You must reach it by
crawling through the vent in the southwest room.
Notes: Suppresses the SOCOM's volume and hides its muzzle flash. Equip the
Suppressor in the item window while the SOCOM is equipped to attach
it. Once attached, it cannot be removed.
Location: Behind a patch of fire along the alternate path of the Shell 1-2
connecting bridge. You must cartwheel over the gap from above,
then use the Coolant to put out the fire.
Notes: Suppresses the AKS-74u's volume and hides its muzzle flash. Equip
the Suppressor in the item window while the SOCOM is equipped to
attach it. Once attached, it cannot be removed.
Location: Unlocked after collecting at least 121 dog tags in the Plant
Chapter. Will be in your starting inventory in your next run.
Notes: Camouflage that bends light in a certain manner that renders you
invisible. Very helpful for sneaking past guards without being
noticed. Does not work during boss fights or mini-battles.
Notes: Use to stop bleeding and prevent blood tracks from being left
behind. Also slightly refills your life bar up to green status. The
same can be accomplished by crouching or lying prone for a few
seconds if you can spare the time. Press Circle to use from the
item window.
Location: Found occasionally, usually before or during sniping segments.
Notes: Anti-anxiety drug used to calm your nerves and steady your aim
while using the PSG1 or PSG1-T. Allows you to aim without the
screen shaking all over for a short period. Use while open in the
item window.
Location: Two can be found, only in the Plant Chapter and specifically
aboard Arsenal Gear. One is in the solo locker in the torture
room (Stomach). The other is on ground level at the northwest
end of Jejunum.
Notes: Cures cold/sickness symptoms if you remain naked in Arsenal Gear
for too long due to its cold temperature, such as sneezing that can
alert nearby guards. Press Circle to use from item window. Note
that Snake can get the same symptoms if outside for too long aboard
the Tanker, but there is no Medicine available. Instead his cold
will only go away over time.
Location: Found fairly often. In the Plant Chapter, can always be found in
the southwest upper level room in Strut F warehouse, which
requires a Level 3 Card.
Notes: M67 fragmentation grenade with a five second fuse. Press Square to
pull the pin and release to toss it, cooking as long as desired.
Helpful for handling multiple enemies in heavy combat.
Notes: Flashbang grenade that emits a sudden explosion of light and a loud
bang. Effective for stunning and knocking down guards, or even
knocking them out with successive grenades. Helpful for handling
multiple enemies by non-lethal means. Press Square to pull the pin
and release to toss.
Notes: Electronic jamming grenade that scatters tiny metal fragments into
the air and disables electronic devices for a brief period. Very
helpful for sneaking past cameras, Cyphers, and for confusing
targeting devices of machines. Press Square to pull the pin and
release to toss.
Location: Found only occasionally. In the Plant Chapter, can always be
found in the northeast room on the upper level of Strut F
warehouse, which requires a Level 2 Card.
Notes: Plastic explosive that can be planted and then detonated from a
distance. Can be planted on walls, floors, or even guards' backs.
Press Square to plant and Circle to detonate. There are no
instances where it's particularly useful as a weapon.
Location: Found in occasional frequency in the Plant only. Rarely in box
form and instead mostly already planted and invisible to the
naked eye, specifically on the EF connecting bridge but also
other locations.
Notes: Stealth-equipped land mines mostly used against you when you least
expect it. Already planted Claymores can be acquired by crawling
over them. Use the Mine Detector or Thermal Goggles to see where
they are. Although not very practical to use anywhere, hold Square
to prepare to plant one, positioning it with the left stick, and
release to set it in place.
Location: Acquired over time after emptying your handgun clips.
Notes: An empty handgun ammo clip that can be thrown as a distraction.
Throw it where you'd like a guard to go investigate. Not to be
confused with the "Book". Press Square to throw, or hold longer to
throw a farther distance.
Notes: A print magazine filled with photos of sexy ladies and interesting
"articles". Place on the floor near a patrolling guard to get his
attention. He will then approach the Book and get on his hands and
knees to look at it, completely distracting him and allowing you to
sneak past. Removes guards' entire vision cones, but do not bump
into them as you pass. Press Square to place on the floor, then
leave and watch for results.
Location: Every standard Gurlukovich soldier holds one, plus select key
characters. Not carried by backup soldiers during Alerts.
Notes: Not consumables per se but collectible tags that can unlock secret
items once specific amounts are acquired. To acquire normal tags,
hold up a guard from behind by aiming your gun at him. Then run
around to his front and aim at his face in first person. He'll
shake his booty and his dog tag will come loose for you to collect.
Sometimes you may need to shoot a guard in the arm or leg to soften
him up first. Certain special characters also hold dog tags,
acquired by picking up and dropping their bodies while unconscious.
12. C R E D I T S [MGS2_12]
__________________________________________________________________________
__________________________________________________________________________
- Thanks to Hideo Kojima and Konami for making one of the greatest games
of all-time.
- Thanks to Harry Gregson-Williams for creating a top quality soundtrack
and the best MGS theme of them all.
- Thanks to GameFAQs, IGN and all other sites for hosting this FAQ and
allowing it to reach as wide an audience as possible.
- Thanks to everyone who gives this FAQ a good rating. It is much
appreciated.
- Thanks to all users of this FAQ. I hope it continues to be helpful for
everyone who finds it.