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T A C T I C A L E S P I O N A G E A C T I O N
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S O N S O F L I B E R T Y
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PAL version FAQ
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Version 1.0 - 30 June 2002
by sjx <
[email protected]>
v1.0 - FAQ complete, licensed more freely. All dog tags listed.
This will probably be the last version, unless there are any
corrections to make.
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Contents
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0. Legal
1. Contact information
2. The PAL package
3. New game
3.1. Chapters
3.2. 1st time questions
3.3. Difficulty levels
3.4. Other game options
4. Tanker
4.1. Tanker Dog Tags
4.1.1. [VE] - Very Easy
4.1.2. [EZ] - Easy
4.1.3. [NM] - Normal
4.1.4. [HD] - Hard
4.1.5. [EX] - Extreme
5. Plant
5.1. Plant Dog Tags
5.1.1. [VE] - Very Easy
5.1.2. [EZ] - Easy
5.1.3. [NM] - Normal
5.1.4. [HD] - Hard
5.1.5. [EX] - Extreme
6. Special extras
7. Advanced tips
A. General stuff
B. Credits
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0. Legal
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This document is copyright (c) 2002 sjx.
You may print this document (which is around 50 pages in length) providing
the printed copies are not distributed.
You may distribute this document by electronic means providing:
1. No charge is made for the distribution of or access to this document.
2. This document is unmodified and appears in it's entirety.
For example, you may host this document on a public for-profit website
supported by advertisements but you may not host this document in an area
of a site which requires paid registration to access. I would appreciate
it if you attempt to keep it up to date with the copy posted to the site
GameFAQs.com, which will always be the latest version (as this is the copy
I will update myself).
Note that although I believe the information contained in this document
to be correct, I cannot be held responsible for it's accuracy, completeness
or relevancy. Use this document at your own risk.
If you wish to use the information contained in this document in another
document, translate (into another language or format) or otherwise
modify or update this document, or otherwise perform an action not
permitted under this license, email me to discuss permission.
All trademarks & characters referenced herein belong to their respective
owners. METAL GEAR SOLID(R) 2: Sons of Liberty(tm) is a trademark of Konami
Computer Entertainment Japan, Inc. This guide is not endorsed, sponsored,
approved or licensed by anyone.
______________________________________________________________________________
1. Contact information
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You may email me regarding this FAQ at
[email protected]. Please put
"MGS2" or something to that effect in the Subject: line.
Do:
- Check to see your question hasn't already been answered by someone else.
- Feel free to correct inaccuracies in this FAQ.
Do NOT:
- Ask a question that has already been answered fully in this or any
other MGS2 FAQ.
- Send large attachments or executable attachments by email.
- Send unsolicited commercial email (spam) or chain mail (forwards). (This
will typically result in your ISP deleting your account.)
- Ask a question about the Japanese or American versions. This FAQ is
solely dedicated to the European version, although the Japanese version
is apparently fairly similar it is NOT the same (no European Extreme for
a start), and the American version has several large differences.
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2. The PAL package
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Name: Metal Gear Solid 2: Sons of Liberty
Code: SLES-50383
Format: PlayStation 2 (PAL) on DVD-ROM
Rated: 15
Price: £44.99 (at time of release)
- I bought my copy of Metal Gear Solid 2 on the day of release (naturally)
in the UK.
- Apparently, some of the extras I got (the metal box and the pack of cards)
were limited edition, but the game box and everything inside it is
identical to what is on sale now.
In the package:
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- One metal (tin? Aluminium?) outer box (to fit around the DVD-size box)
with the MGS2 logo embossed on it. The metal box was apparently limited
edition, you might not have it.
- The DVD-format box, standard PlayStation 2 issue (although the plastic is
translucent white instead of the usual matt black).
- One (fairly thin) printed manual.
Well, I say manual, it's only got about two pages of manual proper and
the rest is an "instruction manga" - an educational and informative
comic strip.
According to the contents page, "A more detailed and comprehensive
manual can be found on the bonus DVD", which brings me neatly to...
- One bonus DVD video disc - The Making of Metal Gear Solid 2: Sons of
Liberty. (This is the disc without the black PlayStation 2 band on the
label, in case you get confused - the discs do look quite similar.)
The bonus disc contains the following segments:
The Making of Metal Gear Solid 2
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A "making of" documentary including interviews with Hideo Kojima
and other members of the team. (Contains heavy spoilers.)
Metal Gear Solid 2 Instruction Manual
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The full instruction manual, in four different languages. It's
earlier than the PAL version, as it doesn't mention any of the
PAL extras. All things considered I'd have preferred this in
printed form, as it's a little hard to navigate this menu of
the DVD, especially with the PS2's drivers. It's also not that
easy to read unless you are using a nice clear display device
like an RGB monitor or something (which, happily, I am).
The Final Hours of Metal Gear Solid 2: Sons of Liberty
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An article from Gamespot.com by Geoff Keighley, about the night of
September 28, 2001 when the MGS2 production team were finishing the
US version of MGS2 (which was, unusually, released first, before the
Japanese version). One of the few articles about the game, thanks
to the "submerge" tactic that left the team concentrating on
finishing the game instead of PR.
Artwork Gallery
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A short slideshow of concept artwork accompanied by some of the music
from the game.
MGS Trailers
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A collection of the various MGS2 trailers, as well as a couple of the
MGS1 trailers (one of which was included - at much lower quality,
obviously - in MGS:Special Missions, which by the way doesn't work
unmodified on the PS2 at all thanks to the bogus disc check routine).
Konami Trailers/TV Spots
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TV ads and trailers for a few other Konami games (Silent Hill 2, Pro
Evolution Soccer, Shadow of Memories, Zone of the Enders).
Biographies
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Short biographies and, um, game-ographies of the six key members of
the MGS2 development team.
Credits
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The names of the people involved in making the bonus DVD.
- One MGS2 game disc (SLES-50383, PS2 DVD PAL) - this is of course the
real meat of the package.
- One pack of Metal Gear Solid 2 playing cards. These are apparently
limited edition as well.
They've got the MGS2 logo on the backs, and character art on the picture
cards - Snake's the Ace, the Jack's pretty obvious, Fortune's the Queen,
and Vamp's the King. All the other card faces are normal. A nice touch,
but if you didn't get them, it's probably not worth making any special
effort hunting them down.
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3. New Game
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First of all - after you clear the game, in order to accumulate dog tags and
thus bonus items, start the game by loading your most recent red "Cleared"
save (Tanker Cleared, or Plant Cleared), NOT with the New Game option.
If you just use the new game option instead of loading your clear save, even
if you don't select 1st time, you won't be able to accumulate dog tags from
different difficulty levels, which you need to do to unlock anything, or use
special items. (The printed manual, sparse though it is, actually mentions
this: bottom of page 2.)
After you load your clear save, or (if it's your first time) start a new
game, you'll be able to select your options.
3.1. Chapters
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Metal Gear Solid 2 is a game of two distinct "chapters":
- Tanker, which stars Solid Snake, and
- Plant, which features Snake, but not in quite the way you'd expect.
Tanker's a lot shorter than Plant.
After you finish the game for the first time, you can directly choose to play
either Tanker-Plant which is the whole run - Tanker followed by Plant, or
just the Tanker or Plant chapter on it's own.
3.2. 1st time questions
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If it's your 1st time playing the game, you're asked a question to determine
what chapter and difficulty level would be a good starting point for you.
There's a little explanatory dialogue:
"Please select your action level."
"In this game, Metal Gear Solid is referred to as the 'previous game'."
"The term 'cleared' means 'having seen the ending'."
The answer you give affects what chapter you start with, and what difficulty
levels you can select initially.
(By the way, Extreme and European Extreme won't appear until you've finished
the game for the first time - see 3.3 below. They appear here because they
do appear, even under this option, after you've finished the game.)
I've cleared the previous game multiple times, so bring on the action!
- Tanker-Plant: Normal, Hard, Extreme or European Extreme.
I managed to clear the previous game, but action isn't my strong point!
- Tanker-Plant: Very Easy, Easy or Normal.
I didn't clear the previous game myself, but I watched everything!
- Tanker-Plant: Very Easy, Easy, Normal, Hard, Extreme, European Extreme.
I didn't clear the previous game and action isn't my strong point!
- Plant only: Very Easy, Easy, Normal.
I didn't clear the previous game, but bring on the action!
- Plant only: Normal, Hard, Extreme or European Extreme.
So basically, newcomers to the Metal Gear Solid series start with the Plant
chapter, and veterans start with the Tanker chapter. (This makes a lot of
sense if you think about it.)
By the way - the credits appear over whichever opening cutscene you start
with, and a small amount of the dialogue seems to change (if you start
your first game in the Plant, for example, the Colonel mentions something
about it being your first sneaking mission); the effect isn't very great
though.
3.3. Difficulty levels
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There are six difficulty levels in the PAL version of the game.
[VE] - Very Easy
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This really is very easy. Boss battles are a cinch, bullets barely
graze you, weapons, equipment and ammunition is handed to you on a
plate, the guards (except the Tengus) really aren't that bright or
tough (although a surprising number of them are "tough guys").
Just about everything the game could make easy is made a lot
easier, and except for AG-Jejunum (which is always a little hairy
and - for me - reminiscent of Special Missions' NG Selection mode
in that suddenly the soldiers appear to have remembered to put
their contact lenses in) it's a cakewalk, really.
Dead guards tend to respawn quickly at this difficulty level.
As long as you pay attention, you should be able to clear the
Plant chapter without hair-tearing frustration even if you're a
total beginner at this kind of game.
[EZ] - Easy
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It's quite a bit more difficult than Very Easy, in fact. This is
a reasonable starting point for a newcomer who doesn't throw
tantrums if they lose, or doesn't mind using continues.
Boss battles are noticeably harder than VE but not really that
hard until late in the game.
Oddly, there are a lot fewer "tough guy" guards in this mode than
in Very Easy. I'm not sure why that is; maybe because you don't
get suppressors handed to you quite so obviously.
Also dead guards tend to respawn rapidly.
[NM] - Normal
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About the strength of MGS1's normal mode - that is, actually quite
hard for a newcomer. Boss battles, especially the later ones, are
fairly tough. If you cleared the original MGS at normal, though,
this is the one you should go for.
Guards aren't quite as thick as before. Just watch yourself, don't
expect to make a perfect run first time around, and - on your first
game - save fairly often and you'll be fine.
[HD] - Hard
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Suddenly, the game isn't playing nice anymore. Quite a bit harder
than normal mode, particularly the bosses, equipment is noticeably
harder to come by, and the guards should not be underestimated.
Not really first-game material unless you're good at MGS1 and like
a challenge.
Dead guards will not (usually) respawn quickly.
[EX] - Extreme
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This difficulty level is only unlocked once you've completed the
game.
Getting shot really hurts. Equipment is scarce and your ration
supplies will have to come from the guards, not just found lying
around. In fact, only a few of the guards even have rations and
you can only carry 2.
You really want to be as stealthy as you can in this mode, but
that's not easy because the guards, for the most part, are on the
ball.
Thanks in part to your miniscule life bar, and the fact that the
bosses are apparently superhuman, boss battles are really, really
hard. Check out Morph's Extreme Mode Boss FAQ at GameFAQs.com for
suggested strategies. You'll need strategies, believe me, because
if you don't have strategies the rations will not act as enough of
a safety net to save your bacon. The RAY fight is a particular
nightmare which had me stuck for a week.
Dead guards do not usually respawn quickly. That's good, because
in this mode, once really is enough.
[EE] - European Extreme
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This difficulty level is only unlocked once you've completed the
game.
This new difficulty level is (obviously) new for the European
release. Think about that for a moment... too difficult for even
the Japanese gamers?
Yes, European Extreme disproves the myth that nobody makes games
difficult enough to challenge the real hardcore gamers anymore.
Make no mistake, your techniques will need to be perfect to clear
this mode. Think of these difficulty levels as a circus act like
the high wire. It's not impossible, but it's not that far from
impossible - definitely an impressive feat that requires skill,
dexterity, undivided attention, highly tuned techniques and a lot
of practice... and sheer sanity demands you should work *with* a
safety net (Extreme) before you try it without a safety net
(European Extreme).
Let me give you an idea what you're in for. Three or four flesh
wounds and you're dog meat. Speaking of dog meat, there are no
rations. Anywhere. At all. The guards have no items, no dog tags,
and (almost) no fear. The only life refills you get are after
boss battles, and the boss battles are one-shot-and-you're-dead
affairs where you will need to turn in a perfect performance to
stay alive.
The guards are worryingly intelligent, organised and professional
(I guess this is where that 30% of processor time devoted to AI
went) and the slightest clue can make them suspicious. The box
trick is really not recommended. The M9 is slow to kick in and
quick to wear off. While the dead guards may not respawn very
often, dealing with them once is more than enough.
And just when you think you're being a shadow, a silent stealthy
infiltration machine, you'll sneeze. (Yes, at this level even
your nose is your enemy.)
It's not impossible, but it may seem that way at first. I'm
getting better and I can put up a decent fight now, whereas before
I finished Extreme this level walked all over me.
If you can finish this mode without using any special items
(Bandana, Stealth or the 3 wigs), you have my healthy respect.
3.4. Other game options
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After you select your difficulty level, you select what type of Soliton radar
you would like. (This doesn't affect in-game bonuses, although it is recorded
in your clear code and reportedly affects your rank on the Konami website.)
- Radar Type 1
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This type of radar also appears during Intrusion View. (Presumably, it's
more resistant to strong harmonic resonance than the old models.)
I actually prefer Type 2, even if there don't seem to be any advantages
(in the game) to using a worse radar.
- Radar Type 2
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The default. As in the previous game, the radar is disabled during
Intrusion View - when in a locker or crawling under or through something.
- Radar Off
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For those who think radar's for wimps. Of course, it helps if you have an
idea what's coming, so it's not really a first game thing, but it's not
crippling because of how useful first-person view has become. Just keep
a sharp eye out!
Some of the bosses are a fair bit harder without your radar though (I'm
talking Fatman here).
Finally, if you selected Hard, Extreme or European Extreme as your difficulty
level, you're given one last option:
- Not Game Over if Discovered
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As normal - if you get seen and a guard radios for backup, you're in deep
trouble but you might be able to throw the guards off. (Don't count on
doing this in Extreme or European Extreme, because the attack team in
those modes are well armed and very dangerous.)
- Game Over if Discovered
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Pure stealth. If you're seen, it's all over.
Not quite the handicap it suggests, especially in Extreme and European
Extreme, because in those modes the assault and search team is no joke,
and you might not be able to throw them off anyway, so it saves you the
trouble of resetting. Also helpful if you're going for a good rank on
the Konami website, because it forces you to adhere to a no-alerts rule.
This one's up to your tastes, really.
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4. Tanker
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You can get some special (bonus) items on the Tanker chapter after finishing
the game.
As you collect dog tags from the Tanker on each difficulty level in successive
playthroughs, you can unlock bonus items to use on the Tanker. The total is
cumulative of all difficulty levels and is separate from the Plant total.
The items you earn by collecting dog tags on the Tanker are:
- Bandana
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You will be awarded the Bandana after completing the Tanker chapter with
a total of 46 dog tags collected from the Tanker accumulated through all
your games on different difficulty levels. That's 30% of all the dog tags
on the Tanker.
Solid Snake's "Limitless" bandana will give you infinite ammunition
when worn, although please take note that reloading is still necessary.
- Stealth
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You will receive the Stealth camo after completing the Tanker chapter
with a total of 76 dog tags collected from the Tanker accumulated through
all your games on different difficulty levels. That's 50% (half) of all
the dog tags on the Tanker.
While you have your stealth camouflage selected, you are mostly
invisible.
The optic camouflage isn't perfect: the contours of your body may
cause the background to visibly ripple, a slight greenish tinge to
the mimicked background may also be visible and some secondary items
like guns, ammunition and bandanas may appear visible from your
point of view. You may also cast a slight shadow, but apparently not
enough for anyone to notice. These visual artefacts could be
considered an advantage, as otherwise you would find it troublesome
to judge your location and movements.
The stealth camouflage system only affects the visible spectrum; your
body heat would be visible to someone using infra-red (thermal)
goggles, and you will still break an infra-red beam if you cross it.
You will not normally be seen by any enemy soldier or Marine, or any
CCTV camera, although Olga can still see you (she presumably has
sharper eyes than most).
You can hold someone up while in stealth, as they can hear you when
you tell them to freeze. However, to get any items (including dog
tags), you will need to de-equip the stealth, as they need to be
able to see you pointing your gun at their head or crotch to react.
Some actions (like tampering with the projectors, or shooting the
Marine commandant) may still blow your cover.
Snake's stealth camo has been a little overused in the two years since
Shadow Moses, especially given it's a delicate piece of equipment. It
may cut out (become deselected) if you barge into an enemy soldier or
if an enemy soldier kicks you down.
After clearing the game, you may start with:
- DG Camera
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Allows you to take photographs and save them to the memory card (39 KB
each). Controls are like the normal Camera - but don't confuse the two.
After clearing the game, you can find:
- USP Suppressor
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After you clear the game, you'll be able to find a suppressor for the USP
handgun on the second floor of the crow's nest (one floor below the
thermal goggles), to the right of where you just defeated Olga.
Go down and around the back of the bridge, up the metal stairs, and climb
the ladder (use triangle to get on and off the ladder, up to ascend, down
to descend).
Remember, you won't be able to find this on your first game, but it's
worth hunting down for your subsequent games, as it makes dealing with
tough guys in the tanker mission much easier.
There's no dog tag requirement for this item, but on the other hand you
have to fetch it, rather than starting with it.
4.1. Tanker Dog Tags
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There are a total of 152 dog tags on the Tanker, spread over five
difficulty levels (European Extreme does not have any dog tags).
The dog tag lists are quite different to those of the US version - notably
some of the Marines in the cargo holds possess dog tags.
Tanker dog-tag collecting tips
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- Don't ever kill anyone who has a dog tag until you have it.
- If you Game Over while on a purely tag-collecting run, use a continue.
That way you keep all the tags you already collected, even if they were
from after you saved, and even the same room in which you died. So if you
get discovered after getting one guy's tag, don't feel bad about using a
continue.
- If you can (and this door is only open on Very Easy, Easy and Normal) I
recommend entering by the hatch on the first floor to the right, which
takes you straight to Deck-B, crew's quarters. You can come back and
get the tags from Deck-A (not forgetting any tough guys) on your way
back through to the engine room. This is not only more efficient, it
means less backtracking and holding up of tough guys while you only
have the M9.
Tough Guys
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ID numbers marked with an exclamation mark (!) are "tough guys" who will
resist a hold-up with lines such as "Are you going to shoot me?" (yes)
and "What are you...?" (the person who just shot you in the arm, now gimme
yer tag).
- You need to shoot them in a non-vital area (arm works for me) with a real
gun (USP, not M9) to get them to cooperate. This does mean you *need* the
USP to be able to get the dog tags of "tough guys", so you may need to
backtrack on certain difficulty levels.
- You may be able to scare them with a warning shot, according to Konami,
but I have not been able to get this to work (maybe because I use the
USP suppressor?). In any case, an arm shot is easier.
- Tough guys may try to go for their gun or kick you down if you give them
an opening, so don't take your sight off them for too long.
- Don't try to shoot them if you have no ammo (if they hear the "click",
they will attack).
The Cargo Holds and the Infamous Marine Tags
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- The Marines' tags are probably the hardest to get anywhere, so you
should probably do them last, after you get the Stealth on the Tanker
chapter. Believe me, some of them are impossible without it. I recommend
you reserve some runs of the Tanker chapter purely for tag collecting.
It'll give you good practice, too.
- You must not be discovered while in the holds. This can make hold-ups
a delicate affair, as you can imagine. If any Marine other than the
one you're holding up sees you, you're done for.
- While in the holds, if you don't have the Stealth equipped, if the
Commandant mentions anything about anti-Metal Gear terrorists (i.e.,
you), hide. He might decide to have a little unannounced drill exercise,
which could very easily cause you to be spotted. Also be careful if
anything about neck stretches is mentioned, as this can also cause you
to be seen.
- You are not permitted to kill any Marine. Doing so will result in a Game
Over, so stick with the M9 while in the holds.
- Avoid using grenades of any kind while in the holds. They aren't useful
anyway.
- Don't play with the projectors in Hold No.2 too much - the scene is
funny, but you get discovered.
- There are numerous routes through the cargo holds, but the useful ones
are described here:
Ground Right
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This route is the simplest. The only things you have to worry about
are A) getting seen, and B) noisy floors (which a roll in the right
places will cure, or creeping, or crawling).
Just proceed north, sticking roughly to the right hand side and
staying out of sight. No detailed instructions needed here.
There will always be one dog tag on each difficulty level you can't
get with this route. See the Aerial Right, as that's the only
"correct" route.
Ground Left
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Essentially the same as Ground Right, except that you will find that
your way is blocked on the left, so you'll have to take the right-
hand door into Hold No.3. There are no advantages to taking this
route and I don't recommend it.
Underground
¯¯¯¯¯¯¯¯¯¯¯
A particularly sneaky route, which I quite like. Unfortunately you
still can't get that pesky extra tag, but it might be worthwhile as
an alternative if (for example) you're out of rations and very low
on health, and couldn't possibly have enough grip to go the distance
of the Aerial Right route.
There are hatches in the floors of the cargo holds which lead to air
ducts you can crawl through.
- There's one hatch to the south-west of Hold No.1, and one at the
other end (at the north-east) of that duct. That duct only gets
you through Hold No.1, but at least you'll be out of sight. After
you emerge, head north around the boxes and into the door to enter
Hold No.2 by the Ground Right door.
- The next hatch is at the south-east of Hold No.2 (where you come
in from the Ground Right door).
There's another hatch into that duct on the other side; the south
west. Either is good, as the two sides join up to the north, and
the combined duct goes directly into the lower level of Hold No.3,
right underneath RAY.
- If you crawl through the ducts in Hold No.2, watch out for the
soldier who drops a clip into the grating. He'll look for it for
a moment, and if he sees you, you're in trouble.
Aerial Right
¯¯¯¯¯¯¯¯¯¯¯¯
This route is the "correct" one - if you carefully watch some of the
FMVs that occur in the Plant chapter, you'll notice that the scene
when Snake sees Metal Gear exactly match the one here.
I definitely recommend this route over the others if you're collecting
dog tags, because on each difficulty level there's one Marine that
will only appear if you take this route.
The trouble with the Aerial routes is you need a good grip. That means
being at full health (use a ration if you're not), or being at grip
level 2 or higher (you get there by doing 100 pullups, which you don't
have time to do in the holds, so you'd have had to do it earlier, like
in the engine room or aft deck or something).
- Hold No.1: Go down to the ground floor and collect any tags on the
ground floor first.
- Go up the right-hand ladder so you're one floor above the ground.
- Ensure you are either at full health (for difficulty levels less
than Hard?) or have grip level 2 or greater (which you should have
done beforehand, as you don't have time in the holds).
- Hang over the railing and shimmy north. You can shimmy past the
walls on this floor, and keep going until you reach the north end
of the hold. There may be a guard waiting for you here.
- Proceed north to Hold No.2, and go through that hold in the same
way (shimmy north).
- In Hold No.3, watch the "Metal Gear?!" scene. Do not skip it, and
do not save yet. There should be a guard in front of you. Get his
tag, because he's conditional and if you saved, exited or entered
by any other route he would not be here. After you get his tag,
you might want to save.
- You may want to take a few snapshots of RAY from the good vantage
point of these railings.
- Head to the ground floor - there's a pole on the right hand side
you can slide down to get there.
- The guard sleeping by the console usually has a tag. Refer to the
specific instructions for your difficulty level from here onwards.
- If there are tags in Hold No.2, I advise you to hang around in Hold
No.3, taking the requisite snapshots of RAY until the timer runs
out. This is because if you're in Hold No.3 when the timer runs
out, you'll get a time extend ("I'm on a roll here! Let's go on a
little bit longer.").
- After you've got 3 minutes on the clock again, only then head south
through the right-hand door to Hold No.2 to collect 'em all, and
head back into Hold No.3 and to the console hopefully before time
runs out.
Aerial Left
¯¯¯¯¯¯¯¯¯¯¯
Exactly the same as Aerial Right, except you go over to the left
balcony instead of the right one. Not recommended, because the extra
conditional guard will not appear if you enter from the left.
4.1.1. [VE] ________________________________ Very Easy - Tanker Dog Tags (PAL)
______________________________________________________________________________
ID | Name | DOB | BT | Location
¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
000 | Olga Gurlukovich | 0923 | A | Navigational deck, wing [1]
001 | Ross E Bowman | 0616 | B | Aft deck
002 | Abraham Carrillo | 0704 | ? | Aft deck
003 | Kaissar Ag Agnouche | 0120 | O | Aft deck
004 | Arnaud Delaunay | 0430 | O | Navigational deck, wing
!005 | Ryoji Makimura | 1206 | B | Deck-A, crew's quarters [2]
006 | Kumi Sato | 0513 | B | Deck-B, crew's quarters
007 | Kevin S Purvis | 1114 | B | Deck-A, crew's lounge
008 | Yasuhiro Miyamoto | 0225 | AB | Deck-A, crew's lounge
009 | Michael C Anthony | 0307 | O | Deck-A, crew's lounge
010 | Carlos Garci Garcie | 1230 | A | Deck-D, crew's quarters
!011 | Mineshi Kimura | 0618 | AB | Deck-D, crew's quarters [3]
012 | Jonathan Hancock | 0228 | AB | Deck 2, port
013 | Bryn T Kershaw | 0304 | O | Deck 2, port
014 | Michael Hurkmans | 1205 | B | Deck 2, port
015 | Ken Ogasawara | 0630 | B | Engine room
016 | Petro Kyrylenko | 0218 | ? | Engine room
017 | Aaron F Kopf | 0624 | AB | Engine room
018 | James P Fitzgibbons | 0513 | ? | Engine room [4]
019 | Alexander Strigl | 0403 | A | Engine room
020 | Dave Cox | 0803 | O | Hold No.1 [5]
021 | Cory A Noll | 0406 | AB | Hold No.1 [6]
022 | Andreas Ebeler | 0323 | AB | Hold No.3 [7]
023 | Gary J Davidson | 0712 | O | Hold No.3 [8]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Notes
¯¯¯¯¯
[1] Just shake down Olga after she takes a nap and you'll get her tag. Easy.
[2] Ryoji's a tough guy. Tranquilisers don't scare him, you'll need a real
live gun, so don't bother trying to get his dog tag until you have one.
[3] Mineshi is the guard who comes up the stairs when you go into the pantry.
If you exit the pantry, he'll go back downstairs - don't let him get
away. You can wait for him to enter the pantry, but holding him up once
he's inside could be tricky. He's also a tough guy, so you'll need the
USP to get his tag.
[4] James is a sitting duck, with his back to the door. Hold him up, get his
tag (you'll need to barge past him to get in front), then barge back
behind him again and either shoot him in the head or silently lower your
gun and punch-punch-kick him. He'll fall over the railings - on top of
Petro (knocking Petro out). This can be useful, because Petro can be
tricky to sneak up on otherwise.
[5] First go down to the ground to get Cory's tag, and when you have that,
go back up one floor on the right. Ensure you're at full health (or
at grip level 2 or greater if you like, but full health is easier) -
if you're at less than full health and on grip level 1, you won't make
it... because you're going to hang over the railings on the gantry one
floor below the top (the first floor, not the ground floor) and shimmy
along the holds (push up).
You'll be able to keep your grip and hang on the whole way, and you'll
see a guard patrolling the gantry you want to land on. That's Dave. You
probably don't have much grip left, so be quick and either hit Triangle
and spring up into him, knocking him down so you can freeze him when he
gets up, or alternatively, spring up behind him and freeze him there
(risky, stealth recommended). Remember - don't use the USP on any of the
Marines, you're not allowed to kill them. Use the M9 to get these tags.
Just continue north after this, through Hold No.2, hanging over the side
as you did in No.1, and head north again into Hold No.3 to see Metal
Gear. (This is where you're supposed to see Metal Gear I think, because
the footage matches that of a later FMV... I discovered this route
thanks to that footage clue.) - Go on to [7].
[6] Cory is standing on the left of the projector in Hold No.1. I M9'ed him
then carefully used a chokehold to drag him to the left, where I held him
up, but in retrospect I think that holding him up on the spot might be
slightly safer.
[7] Andreas only appears if you enter Hold No.3 on the first floor on the
right, which is why you should closely follow the instructions in [5].
You'll have no trouble spotting him if he's here, because he's right in
front of you, watching the Commandant and easy to hold up. You might
want to get a couple of good shots of RAY, then slide down the pole to
meet [8].
Note that this guard's appearance is conditional and he will NOT appear
after you've saved in Hold 3 - get him before you save!
[8] Gary is the half-asleep Marine at the right-hand control console on the
ground floor. It's probably better to M9 him where he stands then drag
him into the shadows and wait for him to wake up rather than freeze him
where he stands (where it can be quite difficult to get his tag without
getting seen by him). Don't worry about the time, the Commandant will
ramble on a bit once you're in Hold No.3.
4.1.2. [EZ] _____________________________________ Easy - Tanker Dog Tags (PAL)
______________________________________________________________________________
ID | Name | DOB | BT | Location
¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
000 | Olga Gurlukovich | 0923 | A | Navigational deck, wing [1]
001 | Nicholas M Capone | 1217 | O | Aft deck
002 | Donal L Gilliland | 1228 | O | Aft deck
003 | Joe T Holdren | 0915 | AB | Aft deck
004 | Shaun P Wilson | 0513 | O | Navigational deck, wing
005 | Jeff K Hui | 1031 | B | Deck-A, crew's quarters
!006 | Nobuyoshi Nishimura | 0218 | A | Deck-B, crew's quarters
!007 | Tomomi Kato | 0101 | AB | Deck-A, crew's lounge [2]
008 | Anders E Leiro | 1122 | ? | Deck-A, crew's lounge [3]
009 | Skraktus Mercio | 0209 | O | Deck-A, crew's lounge
010 | Gavin S Nash | 1206 | B | Deck-D, crew's quarters
011 | David S Eastwick | 1108 | A | Deck-D, crew's quarters [4]
012 | Kozaka Kh Henri | 0502 | ? | Deck-2, port
013 | Gackt | 0704 | AAA| Deck-2, port [5]
014 | Thomas P Dohm | 0207 | AB | Deck-2, port [6]
015 | Enrique Camacho | 0513 | O | Engine room
016 | Takashi Ohari | 0512 | A | Engine room
017 | Max C Wood | 0210 | ? | Engine room
018 | John W Fleming | 1123 | AB | Engine room
019 | Edward B Elston | 0108 | B | Engine room [7]
020 | Christopher D Dadah | 0303 | O | Engine room [8]
021 | Rodrigo Spinetti | 0918 | A | Hold No.1 [9]
022 | Frank Gther | 1109 | B | Hold No.1 [A]
023 | James N Janovsky | 0504 | O | Hold No.3 [B]
024 | Abigail G Sanchez | 1017 | O | Hold No.3 [C]
025 | Rafeal Estaregue | 1113 | B | Hold No.3 [D]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Notes
¯¯¯¯¯
I'd recommend you take the east door straight into Deck-B and go around the
south to face Olga as quickly as possible, and get the USP suppressor while
you're at it (see above). That way, you can nail the tough guys on your way
back without going very far out of your way.
[1] Just shake down Olga after she takes a nap and you'll get her tag. Easy.
[2] Tomomi's a tough guy, and he only appears when you enter from Deck-A,
crew's quarters. He's the one sitting down on the stairs, tapping his
feet. You'll need the USP to shoot him in the arm to get him to give up
his dogtag, so it would be advisable to M9 him if you don't have that.
He won't appear immediately when you come back, but if you detour through
the south door, he will.
[3] This guy is the mosquito magnet down by the west stairs.
[4] Dave only comes upstairs when you enter the pantry, and since he's lazy,
you'll need to be quick to catch him before he slopes off downstairs
again. That is, unless you collect the cardboard box while he's on his
way, in which case he'll enter the pantry for a bit of a nap. (What's
wrong with these people? Didn't they get any sleep on the way over?)
[5] Gackt. According to Konami, he's a Japanese musician, which is news to
me, but does at least explain the, er, unique blood type. (Isn't AAA a
type of battery?)
He's the 2nd guard in the dark corridor, the one with the personal
stereo, bopping his head to the beat.
Don't trigger the hidden cutscene (peeking around the third alcove's
corner at the first guard, knocking the pipe over) - if you trigger
that, Gackt won't be carrying his dog tag until you exit and re-enter
this corridor. (That is probably part of the easter egg, making it
harder to obtain his "secret" tag. Either that, or an annoying bug.)
[6] The first time you go in here, Tom is half-asleep. He's not really
reporting in, he's just sleeptalking, and it's easy to hold him up while
he's taking a brief second's nap.
[7] Ed only shows up the first time, but he's right in front of the door,
facing away from it, so he's a cinch to hold up. In fact, if you pop back
around his back after he's handed his tag over, and blow him away with
the USP with a nice clean shot from the back, his corpse will fall over
the railings on top of Takashi, knocking him out, which is a much easier
way to hold up Takashi and leaves only Enrique over at this end of the
engine room (and you can M9 him for afterwards).
[8] Chris only shows up once - he's the guy that repairs the entranceway on
the port side of the engine room. Just hold him up as soon as he's
finished his report (not before, it'll be suspicious if he's cut off mid-
transmission).
[9] One floor above the ground floor on the right hand side of Hold No.1.
You should probably do this one *after* Frank Gther [A], who is much
harder and may take so much time you need to get caught and use a
continue to be sure you have enough time to tag everyone else and finish
correctly.
Be sure you're at full health (or you extended your grip level to 2
by doing pullups in, say, the engine room). You will have enough grip
if you're at full health, even at level 1, but don't hang around.
Hang over the side and shimmy north, and there you'll find Rodrigo,
probably walking north ready to tag. (Do remember to hit Triangle and
*not* Cross.) Go north when you've finished tagging him, through Hold 2.
[A] Welcome to the trickiest tag in the game. You see that Marine who left
his combat pants in the wash? The one who really stands out in those
stripey boxers? That's Frank Gther and he's carrying dog tag 022.
OK, so how in the heck are you going to get his tag? It's not easy, and
there are two distinct tactics. One I devised myself, which uses the
Stealth camouflage, and one contributed by oneiros, which doesn't need
Stealth and works almost every time. Which tactic you use is up to you,
but I'd recommend oneiros's tactic as being a little easier.
Marine Sleepover Tactic
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Contributed by oneiros, tested, named and edited by sjx. Thanks a
bunch.
The only real risks to this tactic are getting in front of Frank
safely (the big risk, which requires skill and a bit of practice),
forgetting to tranq someone (which the radar helps to avoid) or
taking way too long so that the Marines start to wake up (if you
do this properly, they should all still be asleep when you grab
the tag).
- A full M9 (61 bullets) is very useful as lots of ammunition is
required for this tactic, so be sure to grab an M9 refill from
hold-ups or shakedowns of the soldiers in Deck-2, port.
- Tranquilise all the guards that can see Frank and the Marine
standing in front of Frank. The radar is particularly useful for
this, but it's probably easier and safer to just tranq the whole
damn lot of them in a nice, orderly fashion:
- First, stand on the lower balcony (not the floor you came
in on, but one floor down). Looking over the balcony you
should be able to tranq the leftmost five columns of Marines,
the guy at the far left, and the one at the back of the hold
by the projector.
- Second, climb down the ladder and climb up on the box at the
back of the two remaining columns (to the right of the
projector) and put the rest of the Marines to sleep -
including Frank (the boxer-less one) and the guy standing
immediately in front of Frank (whom we shall, for the sake
of easy reference, name Bob).
If you're both quick and accurate it'll take 53 darts and
about three minutes (giving you a countdown time of around 4
minutes), leaving plenty of time to deal with Frank and Bob.
- Sneak round to the front of the hold, tranquilising any
conscious Marines you may have missed (check the radar), ensure
Frank and Bob are tranquilised, and stand right in front of
Frank's slumbering mate Bob.
- Press Square to put Bob in a chokehold and drag him out of
the way. He'll struggle a bit, so you may need to press
Square a couple more times, but don't break his neck or
it's game over Snaaaake! Once you let go of Bob, immediately
whip out your M9 to hold him up, and just M9 him in the back
of the head (it's not him we're after, he's just in the way).
- Now it's time to deal with Frank himself. Stand in front of
Frank, put him into a chokehold (which, as you may have
noticed, wakes him up as it did with Bob) and drag him into
the free space at the front of the hold; if you haven't
knocked out all the marines, be very careful you don't stray
into someone's field of view. Remember, don't snap his neck.
- Let go of Frank, immediately equip your M9 and hold him up.
- You need to move round in front of him. This requires some
delicate stick work, because L1 autotarget doesn't work on
the Marines (presumably 'cos they're not actually enemies
as such) so be quick so that he doesn't raise the alarm.
This is really the trickiest bit. Holding L1 still allows
you to run with the gun held, and as long as you don't
keep the gun off him for more than a quarter second or put
the gun down, you'll be okay - around the front of him,
with his arms up. The lack of lock on means you'll need to
aim in the right direction yourself; move in front of him
and spin round really quickly before he raises the alarm.
- A quick boogie and that elusive dogtag's lying on the
floor, so tranq Frank and pick it up. Result!
- Once you've picked up the tag, you've probably used so much
time that you couldn't finish in time, so just get yourself
caught and use a continue (don't exit!); you'll start again,
resetting and timer and restoring your ammo, but that well-
earned dogtag of Frank's is yours for the keeping. Don't
forget Rodrigo [9] on the right upper balcony.
So, in summary, the Marine Sleepover tactic goes like this:
- Tranq five left rows, back and left guard from first floor
balcony.
- Tranq all the rest from on top of box to right of projector.
</pre><pre id="faqspan-2">
- Sneak to front, tranq'ing any you missed.
- Chokehold Marine in front of Frank ("Bob"), drag out of way
to the front, hold up and just re-tranq.
- Chokehold Frank, drag to the front, hold up, move around front
and quickly re-target, boogie, tranq and grab tag.
- Get caught and use a continue to replenish time and ammo and
keep the tag.
- Celebrate.
Good luck!
Stealth/Domino Tactic (requires Stealth)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
This is my older tactic. It's harder to pull off, very risky and
it needs the Stealth, but it has the advantage of being hilarious.
- You *need* the Stealth camo. You absolutely cannot do this without
it.
- Equip the Stealth and punch-punch-kick the Marines in the general
area of the marine you want to tag so they fall over (and domino-
effect ones nearby).
- Don't let anyone touch you, stranglehold anyone, shoot anyone,
throw any stun or hand grenade, or de-equip the Stealth, or
you'll be found.
- When a load of Marines are flat on their faces, and the guy you
want to tag is knocked out (stars over his head), try to drag him
well out of sight - around the front, left then back worked for
me. Remember - drag, not stranglehold.
- He will wake up at some point. If you're not ready for him to do
so, knock him out again.
- His friends will get curious when they see a body being dragged
by thin air. Knock them out if their investigations take them too
close.
- When you're well out of sight, wait for him to wake up and be
pointing your M9 at him ready to freeze him for when he does.
- Freeze him, de-Stealth, point your M9 at his head, let him do the
Dog Tag Boogie, give him the M9 right in the chops and finally get
his coveted dog tag.
- Cheer, then realise you only have about 4 minutes left and will
probably have to use a continue. If you get caught or screw up,
don't quit, continue. That way you get to keep tags you've already
got, remember? Also remember the time-extend bonuses in Hold 3,
and don't forget to tag Rodrigo [9] after you continue.
[B] Head into Hold No.3 on the right by the aerial route (after Frank [A]
if you haven't already, then shimmy north past Rodrigo [9] remembering
to tag him, then shimmy north through Hold 2, then north into Hold 3)
and this guard will be waiting near you.
Note that this guard's appearance is conditional and he will NOT appear
after you've saved in Hold 3 - get him before you save!
[C] In Hold No.3, on the right hand side at the control panel near where you
emerge if you take the underground route, and where you get if you slide
down the pole from the aerial route. He dozes off a lot, but don't get
too careless.
[D] In Hold No.3. Viewed from the front, the fifth Marine from the left (or
the fourth Marine from the left, when viewed from the back, whichever
way you want to look at it). He's in the front row.
On the bright side, there are few enough Marines in here to tranquillise
them all and chokehold Rafeal over to the left (be sure to have the M9
ready as soon as he recovers from the chokehold animation, and *don't*
break his neck). Obviously, Stealth helps.
4.1.3. [NM] ___________________________________ Normal - Tanker Dog Tags (PAL)
______________________________________________________________________________
ID | Name | DOB | BT | Location
¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
000 | Olga Gurlukovich | 0923 | A | Navigational deck, wing [1]
001 | Kazuya Ikeno | 1025 | A | Aft deck
002 | Kim K Christensen | 0928 | AB | Aft deck
003 | Larry D Lionberger | 1021 | ? | Aft deck
004 | Chul Kwon | 0727 | A | Navigational deck, wing
005 | Hirosuke Moritomo | 0829 | O | Deck-C, crew's quarters [2]
!006 | Hoshiko Kamata | 0423 | A | Deck-A, crew's quarters [3]
007 | Marco G Brunato | 0330 | ? | Deck-B, crew's quarters
008 | Jesus Bibian Jr | 0116 | ? | Deck-B, crew's quarters
009 | Jordi C Aldea | 0508 | ? | Deck-A, crew's lounge
!010 | Sadaaki Kanayoshi | 0517 | A | Deck-A, crew's lounge [4]
011 | Anthony D Callaghan | 0407 | ? | Deck-A, crew's lounge
012 | Craig M Weldon | 0426 | AB | Deck-D, crew's quarters
!013 | Daizo Shikama | 1229 | B | Deck-D, crew's quarters [5]
!014 | Shinta Nojiri | 0408 | A | Deck-D, crew's quarters [6]
015 | Jun Tanaka | 0812 | B | Deck 2, port
016 | Bernard A Reeves | 1221 | O | Deck 2, port
017 | Evan M Martin | 0909 | A | Deck 2, port
018 | Bruno A Montenegro | 1123 | B | Engine room
019 | Almerindo Lemke | 0909 | A | Engine room
!020 | Satoshi Hirano | 0211 | A | Engine room
021 | Justin C Cumley | 0625 | O | Engine room
022 | Kristian Lindin | 0930 | ? | Engine room
023 | Mika Abe | 0602 | A | Engine room [7]
024 | Tatsuya Takada | 0731 | O | Engine room [8]
025 | Pawel Majewski | 0208 | O | Hold No.1 [9]
026 | Mark W Bruce | 0806 | O | Hold No.1 [A]
027 | Youssef Fassi-Fihri | 0817 | O | Hold No.1 [B]
028 | Christian Nordstr | 0726 | B | Hold No.2 [C]
029 | Hiro Miyajima | 0510 | AB | Hold No.2 [D]
030 | Nathaniel Lord | 0604 | O | Hold No.3 [E]
031 | Carlos Kiho | 1229 | O | Hold No.3 [F]
032 | Tim U Chan | 0619 | ? | Hold No.3 [G]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Notes
¯¯¯¯¯
[1] Just shake down Olga after she takes a nap and you'll get her tag. Easy.
[2] Hirosuke only appears after you fight Olga. Taking the camera out first
would be a smart idea. Shoot it with the USP (in the demo, you could
use the M9 if you were a really good shot and hit the lens, but not
in the final game).
[3] A tough guy this early on? You'll need the USP to get his tag. Don't
forget to detour back to Deck-A, crew's quarters, starboard to get his
tag after you get the USP!
[4] This guy is the mosquito magnet down by the west stairs. He's a tough
guy, so you'll need the USP. By the way, I never noticed this before,
but if you get rations from this guy, the mozzies become attracted to
the rations instead. Neat. In fact, if you pick up the ration they
get attracted to, one of the persistent things follows you even if
you leave the room.
[5] Yet another tough guy, new to this difficulty. He patrols the kitchen
(or galley if you will).
[6] He only comes upstairs when you enter the pantry, and since he's lazy,
you'll need to be quick to catch him before he slopes off downstairs
again. Be careful - he's a tough guy. You'll need the USP.
[7] Mika only shows up the first time you visit the engine room, but he's
right in front of the door with his back to it so he's a sitting duck.
Don't forget to go back behind him and blast him over the railings to
knock out his buddy, Almerindo. (Don't forget to M9 his other buddy,
Bruno, on the floor below, and get down to Almerindo before he regains
consciousness.)
[8] Tatsuya only appears once, right after he fixes the door on the port
side. Hold him up right after he finishes his radio report.
[9] One floor above the ground, on the right. Ensure you have full health
or grip level 2 or greater. Hang over the side, shimmy all the way
north, and you'll see Pawel. Either wait (not long) until he goes north
(watch your grip!) or flip into him, it's your call.
[A] The Marine keeping watch on the ground floor by the projector is Mark.
He's pretty easy to tag, especially if you have Stealth.
[B] The Marine keeping watch on the left of the ground floor, facing right
is Youssef. He's easy.
[C] Christian is the Marine in Hold No.2, ground floor, keeping watch from
the left. Beware, for he occasionally looks behind him. Stealth is
recommended here.
[D] Hiro is the Marine in Hold No.2, ground floor, keeping watch on the
right of the projector. He's easier when the projector is facing right,
and of course easier after you have Stealth (which - take a tip from
the Predator - you really should have before going Marine-hunting).
[E] Nathaniel will only appear the first time you enter Hold No.3, and only
if you entered Hold No.3 on the right-hand aerial route.
Note that this guard's appearance is conditional and he will NOT appear
after you've saved in Hold 3 - get him before you save!
[F] The Marine sleeping at the console to the right of Ray, where you emerge
from the underground route and where you slide down the pole from the
aerial route. Easy, because he naps a lot.
[G] The Marine on watch on the ground, to the left. Easy as pie.
4.1.4. [HD] _____________________________________ Hard - Tanker Dog Tags (PAL)
______________________________________________________________________________
ID | Name | DOB | BT | Location
¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
000 | Olga Gurlukovich | 0923 | A | Navigational deck, wing [1]
001 | Markus A Lindqvist | 0209 | ? | Aft deck
002 | Kenichi Takeshima | 0103 | O | Aft deck
003 | Thiago S Parra | 0801 | O | Aft deck
004 | Chris J Matzdorf | 0819 | ? | Navigational deck, wing
005 | Adriaan B Scholvinck | 0102 | A | Deck-C, crew's quarters [2]
006 | Julius Jun | 0228 | B | Deck-A, crew's quarters
007 | Kazuki Nisimura | 0302 | A | Deck-B, crew's quarters
008 | Zhang Chao | 1030 | ? | Deck-B, crew's quarters
009 | Vishal Kapur | 1007 | O | Deck-A, crew's lounge
010 | Victor A Cruz | 0107 | B | Deck-A, crew's lounge
!011 | Toshio Noguchi | 0301 | O | Deck-A, crew's lounge [3]
012 | Celeste D Sauls | 0602 | O | Deck-D, crew's quarters
013 | Danielle E Ford | 0714 | O | Deck-D, crew's quarters
014 | Jennifer A Mauck | 0925 | O | Deck-D, crew's quarters
015 | Daniel A Olsson | 0624 | O | Deck-D, crew's quarters [4]
016 | Achim Amann | 0821 | A | Deck 2, port
017 | Sean P Cullen | 0315 | ? | Deck 2, port
018 | Tommy Blunt | 0101 | O | Deck 2, port
019 | David Chau | 1230 | B | Engine room
020 | Philippe Ah Mouritzen | 0102 | A | Engine room
021 | Yoko Niiyama | 0315 | B | Engine room
022 | John V Teves | 0128 | B | Engine room
!023 | Shintaro Naka | 0330 | O | Engine room
!024 | Natsuyo Tanaka | 0814 | A | Engine room [5]
!025 | Yuji Korekado | 1222 | A | Engine room [6]
026 | Bryan D Scheibe | 0331 | ? | Hold No.1 [7]
027 | Yukho Wong | 0123 | B | Hold No.1 [8]
028 | Lars Crama | 0525 | AB | Hold No.1 [9]
029 | Jonathan Murphy | 1230 | AB | Hold No.2 [A]
030 | Gary K Yong | 0309 | ? | Hold No.2 [B]
031 | Yuki Miyata | 1011 | O | Hold No.3 [C]
032 | Evan A Ball | 0213 | B | Hold No.3 [D]
033 | Jason A Wray | 0530 | A | Hold No.3 [E]
034 | Andrew J Baker | 0316 | ? | Hold No.3 [F]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Notes
¯¯¯¯¯
[1] Just shake down Olga after she takes a nap and you'll get her tag. Easy.
[2] Appears only after you fight Olga. M9 him first, then take out the
camera, then do the wake-up-and-hold-up routine.
[3] Toshio is a tough guy, you'll need the USP. He's the one that goes
east to west, not the one that patrols behind the big window near the
TV and bar.
[4] One-time guard that comes up the stairs when you enter the pantry. Be
very careful, you must wait until the guard turns around before M9'ing
him.
[5] One-time guard right next to the entrance door, he's also a tough guy.
It's easier to shoot him over the railing where he'll land on Philippe,
but remember Phil won't stay knocked out for long so get a move on,
M9 David Chau on the floor below and go and hold up Phil.
[6] One-time guard - the one that repairs the port door. He's also a tough
guy. After you get his tag (and presumably take him out) I'd detour
through the entrance he just repaired to save, if I were you, because
I'd just gathered these seven dog tags with great care only to be a
klutz by shooting the Semtex by mistake - a frustration I hope I can
help _you_ to avoid. :)
[7] Bryan is on the balcony accessible via the Aerial Right route (on 1st
floor right, Hold 1, hang over and shimmy north). Ideally you should
get [8] and [9] first, then get Bryan, then proceed north as directed
in the Aerial Right notes above these lists.
[8] Yukho is the Marine looking out from the left of Hold No.1, nearer the
back.
[9] Lars is the other Marine looking out from the left, nearer the front
door. Be careful about where the group is looking.
[A] Jonathan is the Marine patrolling the left front area of Hold No.2.
Be very careful of which way the group is facing.
[B] Gary is the Marine patrolling the right front area of Hold No.2. Be
extremely careful of which way the group is facing.
[C] Yuki will only appear the first time you enter Hold No.3, and only
if you entered Hold No.3 on the right-hand aerial route.
Note that this guard's appearance is conditional and he will NOT appear
after you've saved in Hold 3 - get him before you save!
[D] Evan is the Marine at RAY's console on the right, near the pole. He's
sleepy and easy to hold up, but be careful of being seen. You can't
afford to get complacent, especially at these difficulty levels.
[E] Jason is the Marine keeping watch on the left. He's pretty easy to tag.
[F] Andrew is patrolling the right-hand area of Hold No.3. A little caution
may be required; watch his patrol. He's not that hard if you wait for
the right moment.
4.1.5. [EX] __________________________________ Extreme - Tanker Dog Tags (PAL)
______________________________________________________________________________
ID | Name | DOB | BT | Location
¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
000 | Olga Gurlukovich | 0923 | A | Navigational deck, wing [1]
!001 | Sanae Shintani | 1221 | A | Aft deck [2]
!002 | Aki Hitachi | 1024 | O | Aft deck [3]
003 | Mathieu Trepanier | 0609 | B | Aft deck
!004 | Yoshinori Onodera | 0909 | A | Navigational deck, wing [4]
005 | Joshua D Casnocha | 0429 | ? | Deck-C, crew's quarters [5]
006 | Louis K Stevenson | 1031 | ? | Deck-A, crew's quarters
007 | Michael D Rogers | 0818 | O | Deck-B, crew's quarters
008 | Gianluca Peruzzo | 1121 | O | Deck-B, crew's quarters
009 | Travis J Lujan | 1230 | A | Deck-A, crew's lounge
010 | Brendan M Randall | 1014 | B | Deck-A, crew's lounge [6]
011 | Chris D Bernd | 1029 | O | Deck-A, crew's lounge
012 | Chantelle M Blair | 1224 | B | Deck-D, crew's quarters
013 | Eduard V Fernandez | 1031 | A | Deck-D, crew's quarters
!014 | Yoji Shinkawa | 1225 | AB | Deck-D, crew's quarters [7]
015 | Niko Ionixx Horn | 0215 | B | Deck-D, crew's quarters [8]
016 | Adnan Hadsic | 0403 | B | Deck 2, port
017 | Shu Tajima | 0928 | O | Deck 2, port
018 | Stuart J Batchelar | 0307 | ? | Deck 2, port
019 | Masataka Nishiyama | 0402 | O | Engine room
020 | Michael M Wong | 0307 | ? | Engine room
021 | Manabu Nakamura | 0327 | A | Engine room
022 | Simon P Sargent | 0601 | A | Engine room
023 | Yosuke Kamezaki | 1225 | O | Engine room
024 | Clarke A Baldwi | 0531 | O | Engine room [9]
025 | Hideki Sasaki | 1116 | AB | Engine room [A]
026 | Ho Yeung Tsang | 0215 | AB | Hold No.1 [B]
027 | Ulf T Lundh | 0803 | B | Hold No.1 [C]
028 | Christopher J Uzdanovich | 0908 | A | Hold No.2 [D]
029 | Alex C Wilson | 0810 | ? | Hold No.2 [E]
030 | Michael A Hare | 1222 | O | Hold No.3 [F]
031 | Andrew N Bartlett | 0406 | AB | Hold No.3 [G]
032 | Iiro Karvinen | 0713 | A | Hold No.3 [H]
033 | Marcin A Cieslinski | 0630 | A | Hold No.3 [I]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Notes
¯¯¯¯¯
[1] Just shake down Olga after she takes a nap and you'll get her tag. Easy,
except Olga's not such a pushover anymore. Two hits and you're dead, so
what you need to do is immediately lie down facing the crack between the
boxes. A question mark will appear over her head and a (very) short cut-
scene will appear.
The best way to take her out is to keep lying down, carefully strafing
left and right as necessary. Get in a good face shot first, and be
absolutely certain to hit her before she throws her grenades, because
if she gets into the position to let loose the tarpaulin or light on
you, you're in deep trouble.
[2] You'll need to come back for Sanae, because he's a tough guy. He's the
one that patrols on the left.
[3] You'll need to come back for Aki, because he's a tough guy. He's the
one that patrols on the right.
[4] A tough guy, but fortunately you've just got the USP. Just tranquillise
him and nip into the right-hand door to get the ammo, then come back
out and do him properly. Incidentally, getting the USP suppressor would
be a very smart idea.
[5] Joshua only appears in this corridor after you've battled Olga.
[6] Mosquito guy. Careful, because on this difficulty level he likes to
patrols the area at the top of the stairs as well. By the way, he's
carrying Rations. (The flies will follow you if you snarf them, but
that's the least of your worries.)
[7] Yoji is a tough guy. Better wait until you come back through here after
getting the USP.
[8] Niko only comes up the stairs when you enter the pantry.
[9] Clarke only appears once, but since he's the sitting duck with his back
turned to the door you enter from, that shouldn't be a problem for you.
[A] Hideki is the one-time guard that fixes the entranceway on the port.
He's also a tough guy. Wait until he finishes his transmission or the
enemy will get suspicious.
[B] This is the guard on the right balcony, which can only be accessed by
shimmying north from the first floor right - but be very careful. This
being Extreme, you may have taken damage during the preceding fight,
and you might not have any rations if you were careless. You *need* to
be at full health (or have already attained grip level 2 or greater by
doing pullups in, say, the engine room) to be able to make it across.
Use any and every ration you can, then give it a go.
He will move north just after you reach his balcony, which is your cue
to hit Triangle and get back over the rails before you fall. Holding
him up, comparatively, is a cinch. Don't forget to go north and
continue along the Aerial Right route.
[C] Ulf is the Marine walking around and patrolling on the ground floor of
Hold No.1. He typically sticks to the front and left of the room.
[D] Chris is the Marine patrolling towards the left of Hold No.2. It's a
good idea to wait until everyone is facing the right projector screen
before holding him up. Be careful of his route, too, as it takes him
around the boxes patrolling.
[E] Alex is the Marine patrolling towards the front right of Hold No.2. It's
probably best to wait until everyone is facing the left projector screen
before holding him up.
[F] He will only appear the first time you enter Hold No.3, and only
if you entered Hold No.3 on the right-hand aerial route. (Actually, I'm
not absolutely sure about that - I could *see* him if I entered using
the ground route, but you can't get to him then so that isn't much use.)
Note that this guard's appearance is conditional and he will NOT appear
after you've saved in Hold 3 - get him before you save!
This was the last tag I collected on the Tanker. I'm now at 100%!
[G] Andrew guards - get this - the terminal from which you're supposed to
send the pictures. His route takes him all the way up to the RAY
terminal and the pole, so watch it.
[H] Iiro is the Marine on the left of Hold No.3. Not too difficult.
[I] Marcin is the Marine who patrols the platform underneath the Commandant,
in front of the other Marines. His patrol does, however, take him to the
left (near Iiro). This is your chance.
______________________________________________________________________________
5. Plant
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
As you collect dog tags from the Plant on each difficulty level in successive
playthroughs, you can unlock bonus items. The total is cumulative of all
difficulty levels and is separate from the Tanker total.
The following special items are available for the Plant chapter by
collecting dog tags from the Plant and completing the game:
- Wig [Brown] (also called SP.WIG and Infinity Wig)
¯¯¯¯¯¯¯¯¯¯¯
Collect 73 dog tags from the Plant chapter (30% of the total available)
and complete the game to be awarded the Wig [Brown], also called the
Infinity Wig.
While you wear the Infinity Wig, you will have infinite ammunition,
although you still need to reload if your clip becomes empty.
- Stealth
¯¯¯¯¯¯¯
Collect 121 dog tags from the Plant chapter (50% of the total available)
and complete the game to be awarded the stealth camouflage.
While you have the stealth camo equipped you will be invisible to
guards, cameras and Cyphers, despite the fact that your hair is still
clearly visible (see? Even the stealth camo unit thinks it's a wig!).
Remember, you will still trip an IR sensor if you break the beam.
- Wig [Orange] (also called WIG B and Orange Wig)
¯¯¯¯¯¯¯¯¯¯¯¯
Collect 170 dog tags from the Plant chapter (70% of the total available)
and complete the game to be awarded the Wig [Brown], also called the
Orange Wig (or unofficially the Grip Wig).
While you wear Wig B (the orange wig), you'll have infinite grip; your
grip gauge will not decrease. Note that you can't equip or deequip items
once you're in Hanging mode - be sure to have it equipped before entering
Hanging mode to notice the effects.
It's not too useful as I can't really think of any area in the Plant
where you'd need a lot of grip. It'd be more useful in the Tanker holds,
but that's life.
- Wig [Blue] (also called WIG A and Blue Wig)
¯¯¯¯¯¯¯¯¯¯
Collect 218 dog tags from the Plant chapter (90% of the total available)
and complete the game to be awarded the Wig [Blue], also called the
Blue Wig (or unofficially the O2 Wig or Oxygen Wig).
While you wear Wig A (the blue wig), you'll have infinite oxygen; your
O2 gauge will not decrease. This obviously has only one real practical
use and that's for the underwater section in the Shell 2 core, B1.
There is also a hidden item which falls more under the "easter egg" than
the "useful" category, but I'll mention it nevertheless.
- Shaver - Hard, Extreme and European Extreme difficulty levels only
¯¯¯¯¯¯
You can acquire a Shaver at the beginning of the Plant chapter in Hard,
Extreme and European Extreme by hanging over the railing and shimmying
right to get into the enclosed area.
This causes a minor change in the scene in Strut B, and a minor change
to one of the character models later on (I won't spoil it).
This item is not present in Very Easy, Easy and Normal difficulty
levels.
5.1. Plant Dog Tags
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
There are a total of 242 dog tags in the Plant, spread over five difficulty
levels (European Extreme does not have dog tags). All are listed here.
For formatting reasons, some overly descriptive room names are shortened
(but only slightly, and their location is unique and obvious).
Tough Guys
¯¯¯¯¯¯¯¯¯¯
As with the Tanker lists, ID numbers marked with an exclamation mark (!) are
"tough guys" who will resist a hold-up. To get them to cooperate, you need
to demonstrate how serious you are, and you may need to backtrack if you
don't have the means to scare them when you meet them.
- You can shoot them in a non-vital area (arm works for me) with a real gun
(not the M9 or PSG1-T). That works well.
- I prefer the SOCOM for hold-ups thanks to the M4's and AKS-74u's controls.
SOCOM, M9 and Nikita have press to aim, release quick to fire, release
slow to drop - with automatics you press lightly to aim and press hard to
fire, so it's easier to mess up and shoot them dead by accident.
- You may be able to scare them with a warning shot, according to Konami,
but I have not been able to get this to work (maybe because I use the
USP suppressor?). In any case, an arm shot is easier.
- You can also scare them witless by simply pointing a more intimidating
weapon at them - the RGB6, the Nikita or (ideally) the Stinger.
- Don't take your sight off them for too long.
- Don't try to shoot them if you have no ammo (if they hear the "click",
they will attack).
Plant Dog Tag Collecting Tips
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- While defusing C4's I suggest your route goes anticlockwise, thus:
C -> B -> A -> F -> E -> D, defusing all C4s as you go, then just head
to C, collecting the Sensor B from the pantry and triggering the timer,
then to B then A, then upstairs then down the lift.
You can actually collect Sensor B after Stillman leaves the pantry,
after you have only one strut left, but doing it that way, the timer
will start while leaving the last strut you did instead of in Strut C.
The only advantage to this might be if you left Strut C for last, and
collected Sensor B from it then defused that bomb, then ran: BC bridge
-> B -> AB bridge -> A -> upstairs -> down the lift.
- Get all the tags from Shell 1 (except the last Strut E tag) before going
to Shell 2, because when you get back to Shell 1 you are on a timer and
shouldn't really hang around too long; just get the last Strut E tag then
and go to your destination, after which you can't return to the Big Shell.
After Fatman, I recommend going E -> F -> A -> B -> C -> D -> DE bridge
-> D -> Shell 2 to ensure you mop up the post-Fatman guards (don't forget
to raid the Strut F warehouse again on your way through).
- The tags in Shell 2 can only be collected while on your way back to Shell
1. Get them while they're hot, because you can't come back.
- Act fast on entering Strut L. Read ahead before you get there because if
you hang around and wait for the guards to get into their usual position,
getting those tags is a real pain. This applies to all difficulty levels.
- Don't forget about the tags on Snake and Fatman.
- Remember, when you use a continue, you keep all tags you already got, even
if they were after you saved or right before you died. Don't feel bad
about using continues on dog tag runs if it means you don't have to do
another holdup. (If you want to go for rank runs, do that after the dog
tags so you'll have the advantage of knowing the game inside out.)
5.1.1. [VE] _________________________________ Very Easy - Plant Dog Tags (PAL)
______________________________________________________________________________
ID | Name | DOB | BT | Location
¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
000 | Iroquois Pliskin | ??? | ? | AG - Ascending Colon [1]
001 | Hiro Takada | 0414 | A | Strut A Deep Sea Dock
002 | Clinton J Heileman Jr | 0324 | O | Strut A Deep Sea Dock
003 | Mike J Newman | 1213 | B | Strut A roof [2]
004 | Rayyan A Said | 0417 | AB | Strut A Pump Room
!005 | Shigeo Okajima | 0130 | A | Strut A Pump Room
006 | Cord B Smith | 0918 | O | AB connecting bridge
007 | Mario C Lopez | 0816 | ? | AB connecting bridge [3]
!008 | Shuhei Tanaka | 0425 | O | Strut B Transformer Room
009 | Momoko Kawai | 0327 | ? | Strut B Transformer Room
010 | Kengo Iwata | 1129 | AB | BC connecting bridge
011 | Daniel Modol | 0624 | ? | Strut C Dining Hall
!012 | Noriyuki Katsumura | 0128 | O | Strut C Dining Hall
013 | Tetsuro Sueyoshi | 0131 | O | CD connecting bridge
014 | Tony J Ylaranta | 0420 | O | CD connecting bridge
015 | Paul R Martin | 0611 | O | Strut D Sediment Pool
016 | Leandro M Cardoso | 0314 | ? | Strut D Sediment Pool
017 | Al J Josef | 0929 | A | DE connecting bridge
!018 | Kyoko Hariyama | 1227 | A | DE connecting bridge
019 | Barna K Olvedi | 1109 | AB | Strut E Parcel Room
!020 | Yuta Kunibe | 1205 | A | Strut E Parcel Room [4]
021 | Daniel C Bell | 0620 | ? | Strut E heliport
022 | Takahiro Omori | 0419 | O | Strut E heliport
023 | Nadim Daban | 0829 | AB | Strut F warehouse
024 | Timothy J Kane | 0809 | AB | Strut F warehouse
025 | Allen J Chang | 0609 | B | FA connecting bridge
026 | Jean Luc Cougar | 0720 | A | Shell 1 core, 1F
027 | Luis A Fernandes | 0721 | AB | Shell 1 core, 1F
028 | Yuta Kiguchi | 0813 | A | Shell 1 core, 1F
!029 | Masafumi Okuta | 0707 | B | Shell 1 core, B1
030 | Matthew R Bartz | 0925 | O | Shell 1 core, B1
!031 | Kunio Takabe | 0718 | A | Shell 1 core, B1
032 | Joey Simkins | 0409 | AB | Shell 1 core, B2
033 | Sve G Westli | 0627 | A | Shell 1 core, B2
034 | Sam M Shrimpton | 0131 | O | Shell 1 core, B2
!035 | Norihiko Hibino | 0903 | O | Shell 1 core, B2
036 | Erik R Christy | 0308 | ? | KL connecting bridge
037 | Jason C Patino | 0920 | O | Strut L Sewage Facility
038 | Maarten Van Der Zwan | 0107 | A | Strut L Sewage Facility
!039 | Motoyuki Yoshioka | 0708 | B | Shell 2 core, 1F
040 | Adrian Thien | 0524 | A | Shell 2 core, 1F
041 | Yuki Higuchi | 0416 | A | Shell 2 core, 1F
042 | Peter Stillman | 1116 | A | Strut E heliport
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Notes
¯¯¯¯¯
[1] When you get to practice with the sword, knock out Snake with two punch-
punch-kick combos (easier than knocking him out with the _back_ of the
blade) and shake him down for Pliskin's dogtag. (You can also get it from
him in the quiet spot after the ensuing battles, by M9'ing him and so on.)
[2] Mike (you saw him talk with Rayyan) patrols the roof after you've been
to the pump room. Just head back upstairs and tag him.
[3] The second guard on the AB connecting bridge only appears the very first
time you cross the bridge, so be sure to get him (and the other while
you're at it).
[4] He appears after the oil fence sniping mission.
5.1.2. [EZ] ______________________________________ Easy - Plant Dog Tags (PAL)
______________________________________________________________________________
ID | Name | DOB | BT | Location
¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
000 | Meryl Silverburgh | ??? | A | AG - Ascending Colon [1]
001 | Thomas G Cardner | 0806 | A | Strut A Deep Sea Dock
002 | Matthew R Vogel | 0714 | AB | Strut A Deep Sea Dock
003 | Megumi Nakaniihara | 0716 | A | Strut A roof [2]
004 | Matthew A Bullock | 0326 | O | Strut A Pump Room
005 | Addam J Drew | 0902 | B | Strut A Pump Room
006 | Yusuke Takada | 0403 | ? | AB connecting bridge
007 | Miles D Ashley | 0505 | ? | AB connecting bridge [3]
008 | Mark E Francis | 0326 | O | Strut B Transformer Room
!009 | Kazuki Muraoka | 0309 | O | Strut B Transformer Room
010 | Tom A Hutchinson | 0828 | ? | BC connecting bridge [4]
011 | Corey E Louden | 0211 | A | Strut C Dining Hall
012 | Ian J Andrews | 0605 | O | Strut C Dining Hall
013 | Tim J Veldboom | 1109 | ? | CD connecting bridge
014 | David C Ratanaseangsuang | 0202 | B | CD connecting bridge
!015 | Shiro Mukaide | 0813 | O | Strut D Sediment Pool
!016 | Rie Nishiki | 0923 | AB | Strut D Sediment Pool
017 | Mariko Nakamura | 0109 | A | DE connecting bridge
018 | Emily Britt | 0819 | O | DE connecting bridge
019 | Daniel A Longworth | 0613 | A | Strut E Parcel Room
020 | Caroline M L Gibson | 0605 | ? | Strut E Parcel Room [5]
021 | Yuki Sawada | 0324 | B | Strut E heliport
022 | Daijiro Takeshima | 0206 | A | Strut E heliport
023 | Masatoshi Uehara | 0611 | O | Strut F warehouse
!024 | Ikki Sakakibara | 0813 | A | Strut F warehouse
025 | Juergen Jur Goessnitzer | 0320 | A | Strut F warehouse
!026 | Yuko Yano | 0106 | B | FA connecting bridge
027 | Rick Naylor | 0812 | O | Shell 1 core, 1F
028 | Jeremy A Davis | 0826 | ? | Shell 1 core, 1F
029 | Zephan G Kirkpatrick | 1025 | ? | Shell 1 core, 1F
030 | Kenneth Wong | 1220 | O | Shell 1 core, B1
031 | Michael D Craft | 0321 | A | Shell 1 core, B1
032 | Stephen D Haynes | 0502 | A | Shell 1 core, B1
033 | Joshua A Crandall | 0711 | AB | Shell 1 core, B2
034 | Hiroyuki Inoue | 1201 | AB | Shell 1 core, B2
035 | Andrew J Walker | 1012 | ? | Shell 1 core, B2
!036 | Kazunobu Uehara | 0721 | B | Shell 1 core, B2
037 | Thomas Szedlak | 0522 | A | KL connecting bridge [6]
038 | Shuichi Hata | 0627 | O | Strut L Sewage Facility
039 | Frank A Morales | 1117 | A | Strut L Sewage Facility [7]
040 | Lee P French | 1025 | AB | Shell 2 core, 1F [8]
041 | Marcos A Gomez | 1103 | ? | Shell 2 core, 1F [9]
042 | Scott K Cleary | 0402 | A | Shell 2 core, 1F [A]
043 | Peter Stillman | 1116 | A | Strut E heliport [B]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Notes
¯¯¯¯¯
[1] When you get to practice with the sword, knock out Snake with two punch-
punch-kick combos (easier than knocking him out with the _back_ of the
blade) and shake him down for Meryl's dogtag. (You can also get it from
him in the quiet spot after the ensuing battles, by M9'ing him and so on.)
As for why Snake is carrying Meryl's dogtag, that's probably none of our
business.
[2] Megumi will head to patrol the roof only after you first descend the
stairs in Strut A to see him talking with Matthew.
[3] This second guard on the AB connecting bridge is a one-timer - that is,
he will appear only once, the first time you enter the AB connecting
bridge, so be sure to get him then! Fortunately, you have the M9 already.
[4] Careful of this guy, he's one of my least favourite kinds of guards; a
"reporter".
[5] He (?) appears after the oil fence sniping mission. He has a personal
stereo. He may appear in the LV 5 room down the stairs (where you can
find the DG Camera) if you don't have the camera, or he may appear up
on the first floor where Daniel was before. Remember, you're timed
and you can't come back once you reach your destination (but the time
limit isn't too bad).
[6] While you're guiding Emma. He patrols the bridge and appears when you
step onto the second repaired section.
[7] A tip for tagging with the Strut L Sewage Treatment Facility: Don't
waste time, tranquillise this guard right away and M9 the other guard
afterwards. Once they get into formation it's hard to get into a good
hold-up position, but when you get into this room, this guy is out of
his normal route, and that's your chance. Use the corner view jump
out shot and give him a dart in the head or torso, and release Square
to hide back around the corner. After dealing with him, M9 the other
guy across the way from here to be safe.
[8] While you're guiding Emma. He patrols the room with the node.
[9] While you're guiding Emma. He patrols the south corridor.
[A] While you're guiding Emma. He patrols the exit onto the KL bridge, and
only appears when you guide Emma near to the exit.
[B] After fighting Fatman, shake him down for Stillman's tag.
5.1.3. [NM] ____________________________________ Normal - Plant Dog Tags (PAL)
______________________________________________________________________________
ID | Name | DOB | BT | Location
¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
000 | Solid Snake | ??? | ? | AG - Ascending Colon [1]
!001 | Sotaro Tojima | 0708 | A | Strut A roof [2]
002 | Christophe L Lallemand | 0420 | O | Strut A Pump Room [3]
003 | Hurell F Lyons | 0905 | O | Strut A Pump Room [4]
!004 | Juntaro Saito | 0418 | O | AB connecting bridge [5]
!005 | So Toyota | 0707 | A | AB connecting bridge [6]
006 | Robert J Bryk | 1123 | ? | Strut B Transformer Room
007 | Scott J Morgan | 0210 | O | Strut B Transformer Room
008 | George T Joseph | 0717 | O | BC connecting bridge [7]
009 | Vahe V Varujan | 0611 | A | Strut C Dining Hall
010 | Mark Mugendi | 0813 | A | Strut C Dining Hall
011 | Irene C Carvalho | 0405 | O | CD connecting bridge
012 | Jools Watsham | 0328 | O | CD connecting bridge
013 | Adam J Schick | 0822 | ? | Strut D Sediment Pool
014 | Takayoshi Ogawa | 1130 | O | Strut D Sediment Pool
015 | Jamie A Trumper | 1119 | ? | Strut D Sediment Pool [8]
016 | Sergio Carranza | 0205 | ? | DE connecting bridge
017 | Michiko Arai | 0930 | O | DE connecting bridge
!018 | Takashi Mizutani | 0704 | B | Strut E Parcel Room [9]
019 | Christian Cr Renner | 1221 | O | Strut E Parcel Room
020 | Andy B Gilder | 0617 | ? | Strut E Parcel Room [A]
021 | Takashi Horikawa | 1212 | A | Strut E heliport
022 | Kevin T Petty | 0504 | A | Strut E heliport
023 | Guilherme K Saran | 0218 | ? | Strut E heliport
024 | Chen Yen Wen | 0916 | A | Strut F warehouse [B]
025 | Caroline Frechette | 0115 | A | Strut F warehouse
!026 | Daisuke Mogi | 0319 | A | Strut F warehouse
!027 | Tomokazu Fukushima | 1228 | A | FA connecting bridge [C]
028 | Monte S Tate | 0915 | ? | Shell 1 core, 1F
029 | Stephanie Hattenberger | 0617 | A | Shell 1 core, 1F
!030 | Koichi Nakano | 0225 | O | Shell 1 core, 1F
031 | Matt T Federspiel | 0112 | ? | Shell 1 core, 1F
!032 | Sachiko Hara | 0423 | A | Shell 1 core, B1
033 | Ray A Holdren | 0922 | B | Shell 1 core, B1
034 | Carlos I Siu | 0325 | O | Shell 1 core, B1
035 | Eric G Macway | 0618 | O | Shell 1 core, B2
036 | Ian J Roberts | 1020 | O | Shell 1 core, B2
037 | Alexandre Bertrand | 0707 | A | Shell 1 core, B2
038 | Peter D McCarthy | 0630 | ? | Shell 1 core, B2
!039 | Ichiro Kutome | 0908 | O | KL connecting bridge
040 | Renata N Csio | 0523 | B | Strut L Sewage Facility
!041 | Yutaka Negishi | 0831 | ? | Strut L Sewage Facility
042 | Tony J Case | 0101 | O | Shell 2 core, 1F
043 | Sevak N Fair | 0318 | O | Shell 2 core, 1F [D]
044 | Paul M Blacketer | 0128 | ? | Shell 2 core, 1F [E]
045 | Charles P Quivers | 0612 | O | Shell 2 core, 1F [F]
046 | Stanley A Garcia | 0928 | B | Shell 2 core, 1F [G]
047 | Dennis J Krimpelbein | 0323 | ? | Shell 2 core, 1F [H]
048 | Peter Stillman | 1116 | A | Strut E heliport [I]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Notes
¯¯¯¯¯
[1] When you get to practice with the sword, knock out Snake with two punch-
punch-kick combos (easier than knocking him out with the _back_ of the
blade) and shake him down for his dogtag. (You can also get it from him
in the quiet spot after the ensuing battles, by M9'ing him and so on.)
[2] He patrols the roof after you descend the stairs to the main part of
Strut A. You'll need a proper weapon (the SOCOM) to get his dogtag,
though, because he's a tough guy, so leave him for a short while.
[3] Christophe isn't much of a threat, but it wouldn't be a bad idea to go
and get the M9 right now, the first time you get into Strut A Pump Room:
- Distract or evade the guard and visit the node.
- Go up the right stairs and out of the door.
- Collect the Chaff grenades (just 2 to a box, don't waste them).
- Head back downstairs, evade the guard again, head through the
right downstairs door to the FA connecting bridge.
- There's a Cypher; the Colonel will call you about it. Jam it
with one chaff grenade, or (if you're feeling hotshot) evade
it's line of sight somehow.
- Either way, head across to the top door in the Strut F warehouse.
- The M9 is in the (unlocked) room across from where you enter. The
"reporter" isn't much of a threat, but I'd wait for later to tag
him if I were you, since there's no radar as you can't get to the
node. Head back the way you came.
- Don't forget the Cypher on the way back across the bridge.
- Once you get in, feel free to hold up Chris, he'll probably be the
first tag you bag on Normal. Then head to the AB connecting bridge
as directed. (Don't bother going upstairs yet, he's a tough guy.)
[4] Hurell patrols the main (south) part of the pump room after you meet
Stillman. Don't forget the camera!
[5] This guard appears every time on the AB connecting bridge, but he's a
tough guy and therefore troublesome the first time. See below.
[6] This other guard on the AB connecting bridge is also a tough guy.
Unlike in [EZ] and [VE], he will appear every time, not just once.
This is fortunate since he's a tough guy so you'll need the SOCOM to
get his tag, and that's on the other side of the bridge.
I recommend tranquillising him and his comrade, then going through to
Strut B, getting the SOCOM after the cutscene, and coming back here
to get these tags (one at a time, remember you don't have a silencer
for the SOCOM yet).
Alternatively you could go on through to C and head back anticlockwise
through B and A on your C4-defusing mission. Don't forget the tough
guy on the roof (note [2]).
[7] George, who only appears after you fight Fatman, is a reporter. Watch
out for the Cypher, take it out first. There's really nowhere to hide
his body, so it's probably best to just leg it before the search team
actually gets sent, or tranquillise him.
[8] Jamie is a reporter, but not a tough guy. The search team will come down
the stairs, but not very far, so just drag him all the way to the left
or right and you'll be well out of sight for when they get there.
[9] Takashi is not only a tough guy, he's a reporter. Deal with Christian
first, and when you go for Takashi, tranquillise him, drag him downstairs
and when the search team come, they will give up and leave. Then wake
him and tag him with the usual tough guy technique.
[A] Andy appears in Strut E after the oil fence sniping mission. He patrols
the ground floor and is wearing a personal stereo.
[B] Chen is a reporter. He's easiest to deal with by M9'ing him after a radio
report while he's downstairs, then dragging him into a LV 1 side room
until the search team (all four of them) give up (when they get to the
B1 floor).
[C] Appears only after you talk to Stillman. Watch out for the Cypher and
beware as Tomokazu is a tough guy.
[D] Sevak comes down the elevator when you pass the threshold of the south
steps or enter the gun camera room. Be sure to hide Emma off to the
right first so he doesn't see her.
[E] Paul is pretty close to his comrade Charles. Watch yourself and try to
separate them. A book distraction tactic works beautifully - be careful
as if Charles sees you tranq'ing Paul, he'll try to call in Caution mode
(although that's nothing a well-timed Chaff Grenade couldn't prevent).
[F] After Paul is neutralised, Charles is a sitting duck. Just wait for him
to fall asleep, creep round behind him and - well, you've got the rhythm
by now. :)
[G] Stan walks through the west door and patrols around there only after you
bring Emma past the entrance to the small room with the node in it.
[H] Dennis only patrols the east door after you bring Emma past the south
Nikita ducts.
[I] Shake down Fatman's body for Stillman's tag.
5.1.4. [HD] ______________________________________ Hard - Plant Dog Tags (PAL)
______________________________________________________________________________
ID | Name | DOB | BT | Location
¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
000 | Liquid Snake | ??? | ? | AG - Ascending Colon [1]
001 | Yamato Hagiwara | 0406 | O | Strut A roof [2]
002 | Chris Walker | 0909 | ? | Strut A Pump Room [3]
003 | Brian D Hagermann | 0704 | O | Strut A Pump Room [4]
!004 | Makoto Sonoyama | 0821 | B | AB connecting bridge [5]
005 | Christoph C Reinecke | 0906 | AB | AB connecting bridge
006 | Justin D Ebersole | 0820 | ? | Strut B Transformer Room [6]
007 | William A Catacutan | 0120 | ? | Strut B Transformer Room [7]
008 | Natalie Yip | 1016 | O | BC connecting bridge [8]
009 | Kelsy L Clark | 0506 | ? | Strut C Dining Hall
010 | Bjoern Heide | 0412 | AB | Strut C Dining Hall
011 | Daniel Y Kato | 0705 | A | CD connecting bridge [9]
012 | Alexandre Reis Cunha Dantas | 0106 | O | CD connecting bridge [A]
013 | Jason Enos | 0730 | ? | Strut D Sediment Pool
014 | Josiah F Thorne | 0715 | O | Strut D Sediment Pool
!015 | Yoshikazu Matsuhana | 0803 | O | Strut D Sediment Pool [B]
016 | Claudia Cd Diessner | 0408 | A | Strut D Sediment Pool
!017 | Hiroyuki Tsuchida | 0830 | O | DE connecting bridge [C]
018 | Devan V Taylor | 0804 | A | DE connecting bridge [D]
019 | Chris Kramer | 1018 | A | Strut E Parcel Room [E]
!020 | Ikuya Nakamura | 0205 | B | Strut E Parcel Room
!021 | Takaaki Kitamura | 1008 | A | Strut E Parcel Room
!022 | Ryoko Yoshimura | 0902 | A | Strut E Parcel Room [F]
!023 | Yoshiteru Kobayashi | 0617 | O | Strut E heliport [G]
024 | Chris M Flohr | 1001 | A | Strut E heliport
025 | Nicholas J Schreiber | 0608 | O | Strut E heliport
!026 | Kenichiro Kano | 0117 | O | Strut F warehouse [H]
!027 | Hiroki Satoyoshi | 0509 | O | Strut F warehouse [I]</pre><pre id="faqspan-3">
!028 | Shuyo Murata | 1230 | B | Strut F warehouse [J]
029 | Futoshi Satou | 0721 | A | Strut F warehouse [K]
!030 | Shinpei Murakami | 1207 | A | FA connecting bridge [L]
031 | David A Lesslie | 0307 | O | Shell 1 core, 1F
032 | Brian R Strack | 0813 | B | Shell 1 core, 1F
033 | Skip M Murray | 1120 | A | Shell 1 core, 1F
034 | Axel R Zijderveld | 0929 | ? | Shell 1 core, 1F
035 | Kamran Keenan | 0212 | ? | Shell 1 core, B1
!036 | Tomonori Morita | 0210 | A | Shell 1 core, B1 [M]
037 | Julian Jd Dort | 1120 | A | Shell 1 core, B1
038 | Steven Schmitt | 0918 | AB | Shell 1 core, B2
039 | Michael O Kress | 0703 | AB | Shell 1 core, B2
040 | Stephane Tudela | 0408 | B | Shell 1 core, B2
!041 | Yoriko Shimizu | 0323 | O | Shell 1 core, B2
042 | Yun-Ho Kim | 0322 | A | KL connecting bridge [N]
043 | Jun Sakegawa | 1010 | AB | Strut L Sewage Facility
044 | Joey P Gonzales | 0105 | A | Strut L Sewage Facility [O]
045 | Christopher Heck | 1117 | ? | Shell 2 core, 1F [P]
046 | Martin Kukowka | 1211 | ? | Shell 2 core, 1F [Q]
047 | Alex N Martinez | 1223 | A | Shell 2 core, 1F [R]
!048 | Satoru Kobayashi | 0316 | A | Shell 2 core, 1F [S]
049 | Giovanni Cavalliere | 0913 | O | Shell 2 core, 1F
050 | Gabriel Freitas Peres | 1125 | O | Shell 2 core, 1F [T]
051 | Peter Stillman | 1116 | A | Strut E heliport [U]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Notes
¯¯¯¯¯
[1] When you get to practice with the sword, knock out Snake with two punch-
punch-kick combos (easier than knocking him out with the _back_ of the
blade) and shake him down for Liquid's tag. (You can also get it from
him in the quiet spot after the ensuing battles, by M9'ing him and so on.)
[2] Yamato only patrols the roof after the short cutscene when you enter the
Strut A Pump Room.
[3] Chris is pretty easy, but if it's your first time here you ought to go
and get the M9 right now, the first time you get into Strut A Pump Room:
- Distract or evade the guard and visit the node.
- Go up the right stairs and out of the door.
- Collect the Chaff grenades (just 2 to a box, don't waste them).
- Head back downstairs, evade the guard again, head through the
right downstairs door to the FA connecting bridge.
- There's a Cypher; the Colonel will call you about it. Jam it
with one chaff grenade, or (if you're feeling hotshot) evade
it's line of sight somehow.
- Either way, head across to the top door in the Strut F warehouse.
- The M9 is in the (unlocked) room across from where you enter. The
"reporter" isn't much of a threat, but I'd wait for later to tag
him if I were you, since there's no radar as you can't get to the
node. Head back the way you came.
- Don't forget the Cypher on the way back across the bridge.
- By all means hold up Chris and his buddy on the roof, Yamato, when
you get back - they aren't tough guys. Head to the AB connecting
bridge like you're supposed to when you're done.
[4] Brian patrols the actual Pump Room after you talk to Stillman. Note that
there's also another bomb on the roof of Strut A, by the way.
[5] Makoto - the one towards the bottom of the screen - is a tough guy. The
other guard on the bridge (Christoph) isn't. So tag Christoph on your way
through, and tranquillise this guard if you want. Come back here on the C4
defusing mission, ideally.
[6] Justin also appears after you talk to Stillman.
[7] William also appears after you talk to Stillman. He doesn't patrol the
corridor, the cameras take care of that...
[8] Natalie appears to guard the BC bridge (along with a Cypher) after you
beat Fatman.
[9] If you head to the CD connecting bridge right after Stillman's speech,
you'll see someone under a cardboard box and Daniel will be knocked out.
Not only can this provide the opportunity for some fun CODEC dialogue,
it also provides a good opportunity to get Daniel's tag.
[A] Alexandre appears after you beat Fatman. He patrols the D end of the
CD connecting bridge and boasts the longest name of any dog tag (to my
current knowledge, but I'd be surprised if there were longer - and
dismayed, because as it is the tables only just fit ;)).
[B] Yoshikazu is not only a tough guy, but a reporter. He patrols the bottom
section of Strut D. Good luck in there.
[C] Hiroyuki is the tough guy guard that patrols the D end of the connecting
bridge.
[D] Devan patrols the E end of the B1 floor of the DE connecting bridge
after you beat Fatman.
[E] Chris might look like the easiest guard in here because he isn't a tough
guy, but that assumption would be incorrect - he's a reporter.
Strut E is full of 3 guards and cameras. Take out the cameras first, use
the SOCOM combined with the suppressor that you find in Strut F B1 by
entering the left-hand LV 1 door and crawling through the duct to the
other side. If you're going to take out the guards in Strut E, including
the reporter, take note that the search team will come in from the roof,
and the best place to hide the bodies is probably down the stairs to the
left. Do it one at a time to be safer.
[F] You have limited time - 240 seconds on this difficulty level, so I'll be
brief - Ryoko is a tough guy, is wearing a personal stereo, and patrols
the ground floor of Strut E. Tag him then move it - just one (special)
tag - [1] - left to go after this one.
[G] Yoshiteru is the tough guy guard that looks down on the DE connecting
bridge from the gantry below the Strut E roof.
[H] This guard is a tough guy. He patrols the north end of Strut F 1F, and
his patrol route also takes him down to the north end of B1. This guard
is also a reporter!
[I] This guard is also a tough guy. He patrols Strut F 1F.
[J] This guard is a tough guy. He patrols the main part of Strut F B1.
[K] Futoshi is the sleepy guard at the south end of Strut F B1.
[L] Shinpei guards the FA bridge after you fight Fortune.
[M] Tomonori is the tough guy staring at the drinks machine.
[N] Note the 2 Cyphers guarding the bridge first. He will appear while you
take Emma back to Shell 1. Leave her by the door, take out the 2 Cyphers
and head to deal with this guard. He'll appear when you step onto the
second repaired part of the bridge. Don't forget to put the fire out
before you go and get Emma. (By the way - if you used the AK or something
to take out the Cyphers, don't forget the control difference and kill
him by accident, which is what I did, scatterbrain that I am.)
Don't forget to be well on your toes for the next room...
[O] Go and hold up Joey immediately upon entering the Strut L Sewage
Treatment Facility. I mean NOW, stop reading this.
If you dawdle and let the guards get into position covering each other,
you're in for major trouble as Joey covers his buddy Jun and vice versa,
and it becomes hard to get into a position where you can draw one away
long enough to safely hold them up or choke-drag them to a safer place -
did I mention you don't even get a radar for this? Go! Go now! Beat him
to it! An M9-and-drag approach works best.
[P] Chris is the first guard you encounter while taking Emma back through the
Shell 2 core. He patrols the room with the node.
[Q] Martin patrols the south section. He's pretty easy if you sling in a
distraction, but be careful of alerting his buddy Giovanni (who other
than that is too easy to warrant a note of his own).
[R] Alex only patrols the east door after you bring Emma past the south
Nikita ducts.
[S] Satoru walks through the west door and patrols around there only after
you bring Emma past the entrance to the small room with the node in it.
He's a tough guy, but by now you've got enough weaponry to make a tough
guy wet himself, so you should have no problem.
[T] Gabriel comes down the elevator after you pass the threshold of the south
steps or enter the gun camera room. Be sure to hide Emma over to the far
right so he doesn't see her.
[U] Shake down Fatman's body for Stillman's tag.
5.1.5. [EX] ___________________________________ Extreme - Plant Dog Tags (PAL)
______________________________________________________________________________
ID | Name | DOB | BT | Location
¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
000 | Hideo Kojima | 0824 | A | AG - Ascending Colon [1]
001 | Takeshi Sato | 0731 | O | Strut A roof [2]
!002 | Shinji Yamashita | 0801 | B | Strut A Pump Room [3]
003 | Ryan T Cronkright | 1119 | AB | Strut A Pump Room [4]
004 | Josef Karsch | 0813 | A | AB connecting bridge
005 | Emmanuel Y L Passian | 1130 | O | AB connecting bridge [5]
006 | Lee M Mccowen | 1027 | O | Strut B Transformer Room
!007 | Hironobu Matsui | 0114 | O | Strut B Transformer Room
008 | Drew J Elmer | 0101 | ? | BC connecting bridge [6]
!009 | Toru Kawakami | 0330 | A | Strut C Dining Hall [7]
010 | Adam J Sarpolis | 0205 | AB | Strut C Dining Hall
011 | Jyunpei Hirano | 1207 | A | CD connecting bridge [8]
012 | Kyle S Carrigan | 1126 | A | CD connecting bridge [9]
013 | Matt J Van Leeuwen | 0921 | AB | Strut D Sediment Pool [A]
014 | Matthew B Boyett | 1104 | O | Strut D Sediment Pool [B]
015 | Collis R Williams | 0910 | ? | Strut D Sediment Pool [C]
!016 | Nobumitsu Tanaka | 0109 | B | Strut D Sediment Pool [D]
017 | Matthew C Miller | 0712 | B | DE connecting bridge
!018 | Masashi Watanabe | 1130 | A | DE connecting bridge [E]
!019 | Yoshiyuki Koido | 1219 | A | Strut E Parcel Room [F]
!020 | Tsunehiko Shibata | 0606 | B | Strut E Parcel Room [G]
021 | Ryan C Sheffer | 0313 | O | Strut E Parcel Room [H]
022 | Carlos X Luna | 1205 | A | Strut E Parcel Room [I]
023 | David A Ginepri | 0717 | ? | Strut E Parcel Room [J]
024 | Emmanuel Phung | 0814 | O | Strut E heliport
!025 | Ryosaku Ueno | 0429 | AB | Strut E heliport [K]
026 | Alan J Harries | 0615 | O | Strut E heliport
027 | Marco O Scherrer | 0728 | AB | Strut F warehouse [L]
028 | Edmond V To | 0727 | O | Strut F warehouse [M]
029 | Chevrinais Thomas | 0421 | O | Strut F warehouse [N]
030 | Hiroshi Yokote | 0703 | A | Strut F warehouse [O]
031 | Berl B Pottstam | 0103 | ? | Strut F warehouse [P]
!032 | Kenichiro Shigeno | 0110 | B | FA connecting bridge [Q]
033 | Kaori Yamada | 0808 | O | Shell 1 core, 1F
034 | Ryan J Crane | 0803 | O | Shell 1 core, 1F
035 | Gareth J Lewis | 0126 | O | Shell 1 core, 1F
036 | Andreas R Ramsauer | 1228 | O | Shell 1 core, 1F
037 | Justin A Cagle | 0614 | B | Shell 1 core, B1
038 | Christopher S Korte | 0602 | B | Shell 1 core, B1
!039 | Masahiro Yoshinaga | 0410 | B | Shell 1 core, B1 [R]
040 | Daisuke Nishimura | 0816 | A | Shell 1 core, B2
041 | Viana Siles Mauricette | 0128 | O | Shell 1 core, B2
042 | Chen Yung Kok | 0429 | AB | Shell 1 core, B2 [S]
043 | Anthony J Barritt | 0524 | AB | Shell 1 core, B2
044 | Kaori Yae | 0520 | A | KL connecting bridge [T]
045 | Isao A Sato | 0105 | B | Strut L Sewage Facility
046 | Ryan J Schettle | 0401 | A | Strut L Sewage Facility [U]
047 | Andy Lam | 1016 | ? | Shell 2 core, 1F [V]
!048 | Hiroaki Yoshiike | 1013 | O | Shell 2 core, 1F [W]
049 | Cedric Krolikowski | 0314 | A | Shell 2 core, 1F [X]
050 | Sebastian J Pitman | 0210 | ? | Shell 2 core, 1F [Y]
051 | Mark A Matuszewski | 0831 | AB | Shell 2 core, 1F [Z]
052 | Xavier R Garcia | 0306 | A | Shell 2 core, 1F [%]
053 | Peter Stillman | 1116 | A | Strut E heliport [$]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Notes
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[1] Snake has this tag. To get it, you need to knock him out. The easiest
place, all things considered, to do that is in the quiet spot after the
oncoming battles, by tranquillising him with the M9. You could also knock
him out in the Ascending Colon, but the risk there is that his returning
punch hurts quite a bit and you'll need all the health you can get for
the battles. In any case, once he's unconscious, shake him down for the
director's own dog tag, which if you've been playing the difficulty
levels in order should be the very last tag of all... now all (!) you
have to do is finish the game! Good luck with the RAYs, you'll need it!
By the way, the optimal technique I've found for AG - Ileum in Extreme
is as follows:
Initial
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Run to left, hide behind post, M9 Snake. Equip Infinite Wig and the
Stingers. To take out the guards on the top floor, lock onto them and
aim high towards the middle of the room (not where they are). You'll
find that the Stinger's curve allows them to track the targets very
efficiently and you may need a few but you should be able to take
them out. As for the ground dwellers, use the Nikita. Retranquilise
Snake if he wakes up.
Point 1
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You can see the "points", they're fat grey lines on the floor. The
first one doesn't do anything, each subsequent one respawns guards.
Head to the right-hand hiding point (you'll work it out, behind the
big box) M9 Snake and whip out the blade, using horizontal slashes
to kill the 3 swordsmen as they stupidly come around the corner.
Be sure to hide well in the corner or they'll try jumping.
After that, use a Nikita and pre-detonate (by de-equipping) when
the Nikita is between the two middle ground guards. Now it's just
two on high to use Stingers on.
Point 2
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Three on high, four on ground. Hide to the right and M9 Snake right
away. Be sure to keep him asleep. Now just use Nikitas to take out
the ones on the ground, and Stinger curves as before to take out
the others. You may find that the one to the right is more easily
targeted from the left - in this case make sure he's the last one
and make sure his firing burst has just finished before crossing.
Point 3
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Use the M4 or AKS-74u, whichever you prefer (I used the M4). Don't
M9 Snake this time - just psychotically run straight into the fray,
heading for behind the left-hand box at the end - flip over there
to knock down the guard standing there and aim right for the other
guard at the back. Go into First Person and prepare first to deal
with the guard you just knocked down, then a whole load of others.
Here at least you have a good hiding place. Aim at the feet in
case they're swordsmen. Snake should take care of the snipers for
you - only poke your nose out if there haven't been any more
from the ceiling for a while and he seems to be having trouble
with the swordsmen. It's really not that difficult. After the
Alert starts to go down, you know you've cleared it, so M9
Snake one last time and shake him down for the last dogtag.
[2] Takeshi patrols the roof after the short cutscene when you enter the
Strut A Pump Room.
[3] Shinji is a tough guy, so you won't be able to get his tag until after
you visit Strut B, but if it's your first time here you ought to go and
get the M9 the first time you get into Strut A Pump Room anyway:
- Distract or evade the guard and visit the node.
- Go up the right stairs and out of the door.
- Collect the Chaff grenades (just 2 to a box, don't waste them).
- Head back downstairs, evade the guard again, head through the
right downstairs door to the FA connecting bridge.
- There's a Cypher; the Colonel will call you about it. Jam it
with one chaff grenade, or (if you're feeling hotshot) evade
it's line of sight somehow. Don't forget about the guard on the
lower floor (Kenichiro) - he's a tough guy!
- Either way, head across to the top door in the Strut F warehouse.
- The M9 is in the (unlocked) room across from where you enter. The
"reporter" isn't much of a threat, but I'd wait for later to tag
him if I were you, since there's no radar as you can't get to the
node. Head back the way you came.
- Don't forget the Cypher on the way back across the bridge.
- If you like, you could go upstairs and hold up Takeshi, but he can
wait for later, while you're bomb-sweeping. Head to the AB
connecting bridge like you're supposed to when you're done.
[4] Ryan patrols the south (main) part of the Pump Room after you meet
Stillman. He isn't tough, but don't forget about the camera.
[5] Emmanuel is carrying a ration. It'll take an aeon of shaking to get it
from him though.
[6] Drew patrols the BC bridge along with a Cypher after you defeat Fatman.
[7] Toru is the tough guy guard that patrols the kitchen of Strut C. The
Strut C guards won't be there the first time you're here, but they will
be when you come back here. If you don't have a suppressor, don't forget
to M9 the other guard (Adam) first otherwise he'll hear the shot!
[8] Jyunpei is the guard on the CD bridge. If you head here right after the
talk with Stillman, you'll see someone under a cardboard box and Jyunpei
will be KO'ed - that's your best opportunity to tag him. Additionally,
when you head back into Strut C, the guards will be there.
[9] After you defeat Fatman, Kyle will be patrolling the D end of the CD
bridge. His patrols take him downstairs as well - be careful of the
collapsing floors (but use them to your advantage, for disposal).
[A] Matt J is the guard on the left of Strut D 1F. He patrols up to the
middle part as well. He's not that difficult but again, be very careful
of the reporter seeing you. Dump his body into the water when you're
done.
[B] Matthew patrols the middle of Strut D 1F. Take him out correctly and
you could even arrange so that he falls over the railing, helpfully
getting rid of his body for you - but be careful of the reporter seeing
you do it! Alternatively just dump his body using a gate.
[C] Strut D is not easy. It's easier if you enter on B1 from the DE bridge,
as that way you're right next to the node the first time, but look out
for Collis!
Collis is the guard who makes this area the, er, difficult area it is,
and that's because he's a reporter. Tag him and take him out on the
right of B1 (near the node) last, after you've taken out *and* dumped
the bodies of all the other guards in this area. Dump his body into
the sediment pool to join his comrades using the nearby gate before
the search team come.
The search team of about 3 will probably come in from the top of the
CD bridge, down the stairs and around all the way to the node. They
may take another route though, and there may be more of them. Just
stay a long way out of the way. If in doubt, go all the way to the
left and hide under a box and don't move until they leave.
Only defuse the bombs after the search team already came, gave up and
left. The bombs are under the north B1 hatch, west B1 hatch and
underneath the steps leading up to the door for the Shell 1-2
connecting bridge to the north.
[D] Nobumitsu is a tough guy. He patrols the right of Strut D 1F. This puts
him in the right place to dump using the gate right by his patrol route.
Be aware that nearby soldiers (notably the reporter) will hear him
hitting the water, and will investigate but find nothing.
[E] Masashi is the tough guy that patrols the E end of the lower part of
the DE bridge. He only appears after you defeat Fatman.
[F] Yoshiyuki is the most difficult in here. He's a reporter *and* a tough
guy. Make certain that he doesn't see you and that any bodies - keeping
Tsunehiko in mind here - have been dumped where the search team can't
find them, down the stairs to the left (the search team come in from
the roof most of the time, although sometimes they come from the DE
bridge).
Sleeping guards who haven't ever been shot with a real gun are okay,
but post-tag tough guys and dead bodies are right out. At this level,
you may find even pools of blood make the search team suspicious.
Obviously, wait until he's finished his next report as you might need
all the time you can get. Handle it right and by the time anyone's
worrying about him being late checking in, you're already swatting him
awake to tag him.
Then just M9 this guard as you did with Tsunehiko, and drag him down
the left stairs to hold him up. The search team might kick the non-
tough guys awake, but they won't find Yoshi.
After you've finally got all them cleared, dealing with the C4 on a
moving box should be a cinch, right?
Don't forget you can buy a little time with the lateness of a status
report by exiting then re-entering. That restarts the timer, but you
still need to be careful.
[G] Tsunehiko is the tough guy on watch towards the south. He's not too much
trouble as long as you're very careful. You can't leave him just
tranquillised after you've scared him though as he'll report in that he
was attacked. So of all the guards, him and the reporter are the only
ones you have to hide. I recommend the M9 for the rest, as finding a
sleeping guard normally will not alarm the search team but finding a
dead guard definitely will. Dealing with his body isn't that easy as
you have to make sure 4 doesn't see you.
After you've done the two non-tough guys in this room, M9 this guy and
wait until the reporter has just finished reporting (when he slumps a
bit at the end of the putting-his-radio-back animation) and M9 him.
Drag this guy around where the reporter patrols, through, south, and
down the stairs to the left, and hold him up using your normal tough
guy tactics. Take him out when you've finished. Providing the other
guards are only tranquillised, the search team won't raise too much of
a racket.
[H] Strut E is absolutely crawling with guards this time, and there are
cameras too. Ryan goes up the stairs to the heliport, it's best to tag
him after he comes back from there or is going to there.
[I] Carlos is the guy on watch by the north camera, a bit to the right. A
distraction technique might work well here.
[J] This guard patrols Strut E with his personal stereo after you get back
from Shell 2. Don't waste too much time, because you only have 180
seconds to get to the Shell 1 elevator and that'll take you just less
than a minute if you're fast, maybe one-and-a-half or two if you're
not. (Use a Chaff grenade on the connecting bridge to evade the Cyphers
if you don't want to or can't use Stealth.)
[K] Ryosaki is the tough guy on the roof of Strut E. He patrols the north
area, particularly behind the Harrier.
[L] Marco patrols 1F and will occasionally come down to B1, especially if he
sees something, but the critical part is that he's a reporter. Handle
with care. The search team is 4 strong, and they will enter 1F south
and search until 1F north. Dragging him down the stairs ought to be
sufficient to make them unable to locate the AWOL soldier. Good luck.
[M] Edmond patrols the north of 1F and will sometimes come down to B1.
[N] Chevrinais patrols the south of B1. You can prise a ration from him if
you only tranquillise him and shake his body three or four times...
but be CAREFUL. Don't do it out in the open. There's little point
scrambling for rations as you can only hold 2 of them anyway.
[O] Hiroshi isn't tough, but since he's in Strut F he's still a problem. At
this level, Strut F needs a certain amount of delicacy. Leave Strut F
until after you have talked to Stillman, and get to the node and the
suppressor (through the tunnel in the node room) as soon as you can.
I recommend the use of tranq-and-drag techniques here, and be careful of
doing anything out in the open - be prepared to tranq any guards who
spot what you're doing, even if you're using the Stealth camo.
Hiroshi patrols the north of B1.
[P] You need the LV 2 security card to meet Berl. He is guarding the AKS-74u
in the LV 2 room to the north of B1 of the Strut F warehouse.
[Q] Kenichiro is a tough guy. Don't forget the Cypher.
[R] Masahiro is the guard on Shell 1 Core, B1 staring at the FHM poster on
the wall of the room on the left.
[S] Chen Yung Kok - he's not that difficult, but as well being in possession
of a vaguely amusing name, he's also in possession of a Ration - more or
less the last ration you'll be able to scrape up if my game is anything
to go by (certainly he's the last ration-bearer I found). Take advantage
of this rare opportunity.
[T] Watch it. Not only are there two Cyphers here, there's a guard with
binoculars on the roof of the strut you're on. The guard you're after,
though - Kaori - enters the scene when you touch the second repaired
part of the bridge. He patrols the lower section and he'll be coming up
the upper section. Look out, because he's paying a lot of attention and
his route is not easy to creep up on except when he's far north, facing
north. Best to M9 him from a distance, wake him, tag him and blow him
away. Then it's time to Coolant the fire and drag Emma down to Strut L,
where a potentially nasty situation awaits you if you don't deal with
it straight away...
[U] The instant you get into Strut L, go and M9 the guard facing the other
way in the corridor, and then M9 the other guard. If you leave them to
get in position... well, just don't, okay? Tag them one at a time from
the tranquillised position.
[V] Watch yourself, this area is much more difficult than on other levels.
I suggest you read ahead here otherwise you could come a cropper.
I also suggest you deal with the guards in the order: Andy, Hiroaki,
Mark, Sebastian, Xavier, Cedric.
Andy is the first guard you meet while guiding Emma. His patrol takes
him much further than on previous difficulty levels - not just in the
node room but also around that whole section - the west corridor as
well. Take him out first, then drag his body into the node room.
Leave Emma *in* the elevator. Don't hide her to the right yet. This is
because the doors won't close (so Xavier can't come) until she's out
of there. After dealing with Andy, go and deal with Mark and Hiroaki
in the south corridor.
[W] Hiroaki guards the south section. He mostly faces north, and he's a
little to the west of Mark. He's a tough guy, and he's well covered
by his buddy. Use whatever tricks work for you. Be careful that Mark
can get suspicious if his buddy falls asleep suddenly, but if your
M9 sniping is good, you should have that problem solved by simply
putting Mark to sleep too and tagging them both by pistolwhipping
them awake one at a time. Kill them afterwards, it's just not worth
risking them waking up. After you've dealt with both of them, Sebastian
is the next on the list. See below.
[X] Cedric patrols the east corridor after you bring Emma through the south
corridor. He really ought to be the last guard you see in here. Just
hide Emma in the obvious shadows near the steps, flip across while he
isn't looking, and hold him up as he goes to patrol the now defused
electrified floor. Piece of cake. Now just escort Her Whininess out to
the KL bridge, and Cypher city.
[Y] Sebastian patrols the west corridor after you take Emma past the edge of
the entrance to the node room. He is the fourth guard you should deal
with in here. You *need* to deal with him before Xavier - if they double
team you, Emma's in real trouble.
He isn't that hard as long as you creep up on him well. Don't let him
see Emma. Most importantly, after Emma is out of the elevator, don't
go down the south stairs until you've dealt with Sebastian. After you've
tagged him, hide Emma in the node room - *NOT* to the right of the lift.
Xavier is next on the tagging list.
[Z] Mark is easy to tag, as long as you can get Hiroaki away from him (or
vice versa). See Hiroaki's notes below. Both guard the south corridor,
looking out for each other and staying close together. You may find
Mark easier to M9 first, but Hiroaki will try to wake him. This warning
also goes the other way around, though, so it's up to you and your M9
sniping. Kill them afterwards, it's just not worth risking them waking
up. After you've dealt with both of them, Sebastian is the next on the
list. See above.
[%] Xavier will come down the elevator after you pass the threshold of the
south stairs as long as Emma isn't in the lift. You'll see a little
scene where he enters. Be extremely careful because his route immediately
takes him to the right, where you might well have hidden Emma if you were
as careless as you could get away with on previous difficulty levels. To
avoid him seeing her, hide her and the body of Andy (and Sebastian) over
to the *left* as directed (ideally hide Emma in the node room and have
the bodies littering the west corridor).
After that, creeping up on Xavier as he travels right into the dead end
is a piece of cake, but believe me it's a different story if you hid
Emma to the right (he *will* see her before you can get back).
Now that you've got five tagless bodies littering the floor, there's only
Cedric left in here (see above).
[$] Shake down Fatman's body for Stillman's tag.
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6. Special extras
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Basic Actions
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A simple tutorial with short video clips demonstrating some of the fly
moves you can use.
Previous Story
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Describes the events that took place in Metal Gear Solid 1, at
considerable length. Left and right flip pages - hit hard to flip ten
pages at a time. There are three files, which may only be read in order:
The New York Mirror (10 pages)
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A book review of "In the Darkness of Shadow Moses: The Unofficial
Truth".
The Shocking Conspiracy Behind Shadow Moses (129 pages)
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A wonderful piece of literary trash, no doubt trying to piggyback on
the success of the book below.
In the Darkness of Shadow Moses: The Unofficial Truth (324 pages)
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Nastasha Romanenko wrote a book about the incident on Shadow Moses,
and here it is. All of it. Interesting to note that even in the
end credits, this book is credited to "Nastasha Romanenko". Ha.
Photo Album
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Allows you to view, name and colour correct the photographs you've
taken with the DG Camera.
I assume it also allows you to exorcise them, if you pick up a "ghost",
as there is the same blank space there was in the previous game. I know
of the existence of at least one ghost, thanks to Konami: on the Tanker
chapter, in the holds, take a photo of the starboard (right) screen
from the projector position and there's a 1/3 chance that a ghost image
of Hideo Kojima will appear. (Anyone found any other ghosts in MGS2?)
Then again, I've actually triggered the ghost with the Camera, but
haven't been able to trigger it with the DG Camera, so I'm not sure...
Dog Tag Viewer
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This option is your friend. It will load a save and provide you with a
list of all the details of the dog tags you've collected so far. It's
the source of all the details in my lists, of course - compare the
gaps in your lists with my own to figure out how far along you are, in
case you lose track of who you haven't "tagged" yet. (Try to be
systematic!)
Casting Theater (not in US version, only after you complete the game)
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Take eight dramatic polygon demos from throughout the game, and add
an option that lets you change the models in them. Want to see wig-boy
landing on the Tanker? Or Rose junking some Metal Gears, or fighting
Fortune on Federal Hall? Or reverse the fortunes of the Federal Hall
swordfight? Definitely a few good interesting scenes in here. Would
have been even better if they've have had the opportunity to record
the lines for each character, too, as it's even weirder to see Solidus'
voice coming from Rose's mouth. (On the other hand, maybe that works
in it's favour.)
Boss Survival (not in US version, only after you complete the game)
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A mini-game that allows you to fight consecutively against the major
bosses from the game: Olga, Fatman, the Harrier, Vamp, Metal Gear RAY,
and Solidus. Difficulty levels are Easy, Normal and Hard, and you can
choose whom you fight as.
All-Dog-Tags
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Available on the Konami website. When you complete the game after
collecting all dog tags, you'll be given the URL for this area, which is
http://www.konamijpn.com/mgs2/alldogtags/ - you'll need your ID, password,
and the clear code you were given with all the dog tags to get in to this
special area of the site which has sounds, desktop icons and wallpapers
available for download. The sounds deserve a special mention.
No, I won't give you my code. That'd spoil it. But all the dog tags are
listed here, so you do have the information necessary to get your own
code - if you've got the gaming skills, that is...
______________________________________________________________________________
7. Advanced tips
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These are just some of the techniques I've developed. They might not work for
you, or they might not suit your gameplay style.
Advanced hold-up techniques
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There are three separate stages to a holdup, which I have named the
Freeze, the Boogie and the Drop.
Freeze
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First of all, you need to get them to freeze.
- To Freeze a soldier, simply point your gun at him at close range.
- You can do the Freeze anywhere within range, even while using
stealth camo. You need to be quite close, and they must not see
you before you freeze them (which is why freezing them from the
back is the preferred option if you don't have or use Stealth).
- You can Freeze while using stealth camo, and doing so from the front
makes it easier to do the Boogie.
- You don't need to be in first-person view to Freeze, but I find it
usually helps.
- After you Freeze them, you usually need to keep your gun trained on
them afterwards otherwise they could make a move. This goes double
for tough guys.
- You can see if they have a dog tag after you Freeze them, as a
little twinkle of light appears around the base of their neck
area.
- If a soldier wakes up after being tranquillised or knocked out and
you have your gun pointed at him when the waking-up animation
finishes, you'll freeze him. This is the most convenient way to
perform the Freeze, usually. See the techniques below for faster
ways to wake them up.
This also applies to a few other animations, like the animation
at the end of a chokehold, so you can chokehold someone, drag them
to a more secluded area, release them and *immediately* aim a gun
at them and successfully hold them up.
Boogie
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What to do with them once they've frozen? Get them to boogie, of
course.
- To elicit the Boogie, you first need to be in front of them and
visible.
- How to get in front of them is your problem, but to move, you
need to go out of first-person by releasing R1, and may find it
useful to use the L1 run-while-aiming and auto-aim move (auto-
aim does not work on Marines).
- If there isn't room to get in front of them, try barging right
through them, forcing them back. Holding L1 comes very strongly
recommended here, and pay attention to where you aim as if you
don't keep your gun trained on them, you could be in trouble.
- Go into first-person view by holding R1, ensuring you're aiming
your gun at them constantly (by holding Square for most weapons,
or holding Square lightly for automatics).
- If you are using Stealth, you'll need to disable it for the next
step, so you'd better already have ensured you're not in sight of
another guard.
- Point your gun at their head or crotch and they will usually do
the Dog Tag Boogie, shaking out some items. If they have a dog
tag, that will be given up first. You can do this more than once.
Once they gasp, you can re-Stealth again (you don't have to wait
for the boogie animation to finish) if you like.
- If they are a tough guy (marked with ! in the lists), merely
pointing your gun at them won't scare them.
- Using a firearm (i.e., NOT the M9), hit them in a non-vital
area. The arm works best for me, as does the kneecap. Avoid
the head and chest areas. After they've been hit, point the
gun at their head or crotch again, and they'll cooperate.
- Alternatively, point a really intimidating weapon at them if
you have one - Nikita, RGB6 or Stinger. They'll get the
message, but the problem there is the Drop, which is not
easy with such weapons.
Drop
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What to do after you've raided them for all they're worth? That's your
decision, but some choices are clearly better than others.
- Just letting them go is humane, and a *really* bad idea.
- Tranquilising them is a good idea - note if any guard finds another
sleeping guard, they will investigate and kick them until they wake
up. This is actually a good method of distraction and can work to
your advantage if you freeze a lone investigating guard before he
administers the boot to his sleeping comrade.
When the guard wakes up after being tranquillised, by the way, they
won't remember that you held them up, so don't worry about them
calling their mates.
- Shooting them dead works too, of course, as long as you're sure you
got them to give up their tag. Of course, the problems of the blood
splatter, the blood stain if the body isn't dragged immediately,
and the actual body are yours and yours alone, but if you're
planning to take out the other guards anyway, the body can be useful
as a momentary diversion.
- It's possible to punch-punch-kick them, but they'll get up in a
minute, and when a guard gets up after being floored, or wakes up
after being knocked out, they like to raise the alarm or Caution.
Waking up guards
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A simple way to collect dog tags is to tranquillise a guard, then simply
get in front of where he will wake up, fairly close, and wake him up in
some way, and be pointing a gun at him when he gets up from the floor.
You'll "freeze" him on the spot, and already be at the front of him ready
to target his head (or crotch, but head is easier to aim for).
This works best if the guard falls asleep face up. If he falls asleep
face down, you might want to take the opportunity to sabotage his exposed
radio (assuming he isn't a reporter).
There are four ways to wake up guards that I know of. Three of these are
practical for dog tag collecting.
Wait
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Obviously this takes a while, but this varies very considerably
depending on the difficulty level you're playing at. It could take
ages on Very Easy, but on Extreme or European Extreme barely twenty
to thirty seconds might pass before the guard awakens.
Spray
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Once you have the coolant spray in the Plant chapter, you can spray
the guards with it while they're asleep. They will shiver in their
sleep, and they will wake up about twice as fast as normal.
Thump
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By far the quickest way to rouse a dozing guard is to hit him. Hard
to do at first, but easy once you get the hang of it.
Those Z's will be swatted away _very_ rapidly with this technique,
so stay sharp and get ready for when he wakes up. He becomes active
again when he finishes the animation for him getting up off the
floor, and you need to have your gun aimed at him at that moment.
The technique is slightly different for the two chapters thanks to
the different animations.
For the Tanker
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Drag the sleepyhead by his legs (not his arms), up to a wall, then
turn away from the wall and release. His head will be propped up
against the wall. If you get a little closer and look down, you
should be able to hit him when you punch (you'll see his arms
shake slightly - you should be connecting with his head, though
you won't hear a noise).
I say "his" -- some of the dog tags have girl's names, but all the
guards in the game undoubtedly sound male. The only female in the
Gurlukovich unit is Olga, and the only female in Dead Cell is
Fortune.
Use rapid single punches, not a combo.
For the Plant
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Just stand over his sleeping body, which preferably should be face
up, between his legs, and look as far down as you can. Then swipe
at him with Circle - make single swipes ideally. If you're doing it
right, you ought to be able to see his arms shake slightly - you
should be connecting with his head, though you won't hear a noise.
This works a bit better if you have a handgun equipped.
In the plant, you don't need to have his head propped up against
anything. When you look down, the top of his head should be about
level with the green line underneath the room name in the Big Shell
pause map, and the point at which his legs meet should be slightly
higher than the bottom green line on that map.
(Sounds awkward to check, but you'll get the hang of it quickly.)
The fourth way, for the interested, is simply to let another guard
(either a patrolling guard or a search or attack team member) see a
sleeping guard, at which point he will go over and attempt to rouse his
dozy comrade with a swift boot to the head. Not very practical for dog
tag collecting, but funny to watch (especially if the guard won't wake
up, and other guards join in).
Worth being aware of too, in case you accidentally leave a tranquillised
or unconscious guard on another guard's patrol route.
Reporters
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If there's nothing to report, why do you insist on telling all your mates
about it every 60 seconds or so? Eh? Eh?
This section is based on experiment and conjecture. Any other useful
strategies would be appreciated.
A "reporter", as I call them, is a guard that checks in with status
reports to control regularly.
The enemy will send a search team to investigate if the report is late:
1. "Why are you late with your status report?" - about 20 seconds left.
2. "What's going on? Respond!" - about 15 seconds left.
3. "Communications with <wherever> have ceased. Carry out an investigation
immediately." - around 10 seconds or so, imminent arrival of team.
After this third line, the search team will get moving and will arrive
fairly shortly.
- If you interrupt a radio transmission already in progress (by, for
example, killing, KO'ing or tranquillising the guard making the
transmission, shooting his radio, or detonating a chaff grenade),
the dialogue will jump straight to the second ("What's going on?")
line, giving you less time (15 seconds or so) to prepare for the
arrival of the search team.
To avoid this, strike either while they're still reaching for the
radio, or (if the message is benign, such as a normal "nothing
here" status report) wait until they've put the radio back (their
stance will change a bit when the transmission is complete).
Lateness is measured by a timer. Imagine there's a countdown timer
somewhere in the background (because there very probably is) that's
ticking away the time until the search team arrive. The lines (see
above) start to be delivered when the time is about to run out, which
is usually a little after the report was supposed to have been delivered.
- The timer is full or nearly full upon entering the room. Thus a
useful emergency way to reset the timer, which could be used if you
are within running distance of an exit when the enemy starts to
deliver line 1, is to exit the area and re-enter. Remember, this is
a temporary measure only - if you have nothing else resetting the
timer, you could be in trouble.
- A successful report resets that timer to full.
- When the search team leave, the timer is reset to full.
If you shoot out a reporter's radio, when he tries to use it the next
time, he'll shake it, realise it doesn't work, and move out of the room
to get a new radio, so this isn't a long-term tactic.
The key to dealing with reporters safely is to understand the behaviour
of the search team, and on the basis of careful experimental observation,
some of which has been a great deal of fun, here is what I think is more
or less the logic the search team has whirring in their heads.
- Search team finds you -> Alert. (Obviously.)
- Search team is attacked -> Alert. (Unless you're *really* quick, like
Ocelot-style quick, and manage to headshot them all before any of
them notice.)
- Search team finds a corpse -> Caution, dead soldiers replaced.
- Search team finds an unconscious guard -> puts the boot in.
- Guard has not been injured -> "It was nothing, all clear".
Search team may leave if there is no-one else to check.
- Guard has been injured -> "I'm under enemy fire!", Caution.
- Search team finds a book -> one search team member distracted per
book. (No-one ever shares a book, note that books also time out.)
- Search team finds suspicious debris (e.g., food on floor, broken
glass, etc) -> "signs of enemy activity", Caution.
- Search team passes a box -> nothing (they won't spot it).
- Search team actually hits a box -> Alert (they'll boot, and then
lift the box, revealing you underneath... oops).
- Search team sees a box move -> Alert, they aren't *that* stupid.
- Search team is unable to find anything -> "Unable to find the AWOL
soldier. Nothing else to report", search team will leave, timer is
reset. Team may give up for good in some circumstances.
Therefore the optimal ways of dealing with a reporter are either:-
- Don't hurt anyone, just tranquillise everyone if possible, which
won't raise too much hell when the search team arrive, or;
- Tranquilise the reporter and drag him out of the way (where the
search team don't search, which is room-specific), and wait for
them to give up and leave.
Other, less stealthy techniques, like using Claymores or sniping
the search team when they get there, may be effective for those who
like to raise a ruckus, but this is what works for me.
The search team usually consists of four (4) guards armed with shotguns
and body armour. Fighting them head on, especially at close range, is
not recommended, but sneaky tactics like C4, Claymores and even Nikitas
may be effective for you if you really need to. Play it right, and you
will never have to fight a search team.
The Metal Gear RAY fight
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To be honest, I find this one of the easiest boss fights in the game -</pre><pre id="faqspan-4">
once you manage to lure the first RAY onto the platform, that is. Stay
pretty close, in front of it - not within stomping distance, but to lure
it into using it's mouth ray (well, hydrocutter if you want to be
accurate) - which only cuts in a straight line. So just run (or flip) to
the side, and let fly a Stinger straight into RAY's kisser. The other
two aren't usually a threat, as all they ever do is machine gun you,
occasionally, or launch the missiles (which _are_ a threat, be careful).
In later difficulty levels, you have to wipe out a _lot_ of RAYs, and
with the supplies available you might not be able to make too many
(or any!) mistakes.
If you shoot them in the knee, they'll scream - leaving their mouth
wide open for a head shot. This also halts some of their attacks (like
the machine gun attack). This tactic works better on Hard, because it
can start to become difficult to dodge the hydrocutter - plus there's
that really, really annoying rocket attack it didn't seem to have
before. (I advise flipping forward to avoid that one.)
Extreme is basically the same except you have 20 to get through and
if you get hit by, say, the missiles, you're dead. It's not actually
hard, it's just a long fight with plenty of opportunities to mess up
and no mercy if you do. Keep trying and you'll nail it - eventually.
Just stay patient and don't take chances. Solidus is easier than RAY.
Harrier at Extreme
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One little tip that may save your bacon. When the Harrier does it's
close range rockets-from-the-side attack (the one where the view
changes), be on the bottom near the stairs, use a box (it may seem
comical but it works) and run left on the downstairs level, then right,
then towards you (out of the screen) and up the stairs a bit, and back
down if the rockets come towards the top.
If you do that exactly, the rockets attack is actually the one you want
to see, because after it, the Harrier hangs around at the top, a sitting
duck for several Stingers for a few seconds. Don't be worried about
dragging the fight on too long. See Morph's Extreme Boss FAQ at GameFAQs
for more strategies, and keep trying!
The box is also chillingly handy for Fortune if you run to the right at
the start, put the box on then run to the back and keep running left and
right (she'll just miss you every time).
Solidus
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Easy, even at Extreme, compared to RAY. Use the L1 guard to block his
attacks, use horizontal/vertical slash combos to attack when he's reeling
from the force of his failed attack combos, just get out of the way of
his unblockable overhand double-sword slash and flip out of the way of
his jetpack charges after he loses the tentacles.
One more thing: You're given the BDU for a reason. If you get set on fire
by his jetpack trails, don't roll - equip and de-equip the BDU to put the
fire out even quicker.
Lockers
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By appointment to the Emmerich siblings, lockers - providing concealment,
storage, and affordable overnight accommodation, in the Tanker and the
Plant.
- A sleeping guard in a locker will not wake up. (Useful, but it's a
shame - that could have been a really funny scene.)
- Locked lockers can be bashed to open them, but you have to bash them
correctly.
If you hit them with bare bands, the locker door will (most often)
fall inwards, and if that happens, your chances of opening the locker
are nil.
On the other hand, if you have the AK equipped and use slow (three-
quarter second to a second) single punches to dislodge the door, the
door will fall off it's hinges and collapse outwards (flattening you
if you don't get out of the way), allowing you access to the possible
goodies inside. (This does of course make some noise, so watch it.)
Stairs
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In the Plant chapter, you'll find you can flip straight down over 10
stairs (a normal flight of stairs). You can flip up 6 steps, or just
after you climb the fourth step.
In the Tanker chapter, rolls and stairwells do not mix as well.
Reloading during First-Person view
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If you need to do a Tactical Reload while fighting in first-person view,
perhaps because you're using a weapon with a horrifically long reload
animation (i.e., any of them, if at an awkward moment), you might be
able to.
This only works with handguns and rifles. It doesn't seem to work with
the M9.
While not holding the weapon button, but still in first-person view,
tapping the R2 button twice in rapid succession will still perform a
Tactical Reload. I find this less irksome than going out of first-person
and back again.
The timing can be a little irksome, but you'll find as long as you wait
for that extra split second after releasing Square until you can't see
your hands anymore, it works like a charm.
Note that there's still no way to run in first-person.
______________________________________________________________________________
A. General stuff
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Just a few pointers that may or may not be useful.
Digital 5.1
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Keep this option OFF unless you actually have a 5.1 decoder attached to
your PS2, otherwise you'll find some scenes don't have any sound (the
sound is going out of the optical port instead and you don't have
anything connected there).
Soft reset
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This little convention is found in quite a few games, and it's useful
if you realise you've messed up badly and want to start over from your
last save.
Holding all four shoulder buttons (that is, R1+R2+L1+L2), START and SELECT
during the game for a couple of seconds performs a "soft reset" and brings
you back to the title screen. Note that this resets the options, by the
way - screen position, item window preferences, etc. in the same way that
properly resetting the console does.
(Why doesn't the game save your screen position? Especially seeing as it's
around 10 pixels higher than the canonical (PS2 browser) screen position?)
By the way, occasionally the game crashes if you do this. (You can tell
it's crashed, the analog light of the controller goes out and stays out.
In fact, now that I look, the blue LED on the console goes out too.
Weird.) I guess that's why there's nothing about it in the manual. It's
hardly a big loss though as you were resetting anyway, so you can just
reset the console.
Save games
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Metal Gear Solid 2 saved games are 79 KB each, and DG Camera shots are
just 39 KB each (using what looks like the same JPEG-like technology the
MGS1 camera uses, just at a higher resolution), so don't worry about
running out of space as there's room for about 100 MGS2 saves on one 8MB
memory card.
Trousers and Glasses
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On odd playthroughs of the Tanker chapter, (the first game is 00), the
Marines will be in their underwear.
On even playthroughs of the game (not including the first game, so the
first of these would be your third game), Snake, Raiden and Pliskin will
be wearing sunglasses. (Raiden's sunglasses really don't suit him.)
Right stick tricks
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You can rotate the Big Shell map you get on pause with the right stick.
You can also change the colours of the background of the menu with the
right stick, much like you could with the D-pad and/or left stick in
the previous game.
AG Glitches
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If you ever find yourself with an impossible 271 dog tags and a level
10 ("Security Card Level *") card, don't panic. It's just a plot-related
easter egg, like the one with the room names changing for AG-Stomach.
______________________________________________________________________________
B. Credits
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Thanks to:
- CjayC and his famous website, where this FAQ can be found:
http://www.gamefaqs.com/
- Konami Computer Entertainment Japan and their excellent official website:
http://www.konamijpn.com/
Especially good is the secrets section, which is where I gleaned several
really useful tips including the actual number of dog tags required for
each bonus item. Thanks!
This is also where clear codes, Boss Survival codes and All Dog Tags codes
are returned. You'll need to register, but it's free and painless.
- Massive thanks to oneiros, who contributed a stealth-free and tested Frank
Gther tagging strategy that works.
- Daniel (FecalLord) Engel, author of the US Dog Tags FAQ. None of his data
has been used (as it isn't relevant to the PAL version), but it has been
useful to compare and contrast.
- Morph, writer of the Extreme mode and Extreme Boss FAQs, a good starting
point for strategies that worked for me and a little reference point when
things got really tricky.
- Peter McQuilkin, for telling me how many dog tags that are needed for
the special items in the Tanker chapter before Konami did.
______________________________________________________________________________
"I hear it's amazing when the famous purple stuffed worm in
flap-jaw space with the tuning fork does a raw blink on Hara-kiri Rock.
I need scissors! 61!" -- Colonel, Metal Gear Solid 2
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯[transmission ends]