Metal Gear Solid 2: Sons of Liberty
Shadow Mode walkthrough
By NinjaRyu
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01. Table of Contents
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01. Table of Contents
02. Introduction
03. Tips
04. Tanker - Normal
05. Plant - Normal
06. Bosses
07. Thanks
08. Version History
09. Contact Info
10. Copyright
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02. Introduction
========================================================================
So what is this guide about, you ask? This is for the player who felt
that Metal Gear Solid 2: Sons of Liberty was, while not totally
unchallenging, less focused on the stealth aspect of the series than its
predecessor. This will cover a method of beating MGS2 with absolute
minimal guard interaction. That means absolutely no use of the
tranquilizer gun or holdups, no tapping on walls, basically avoiding any
nonessential interaction with guards. This is, to me, what stealth
should be like, sneaking in and out of a hostile without drawing your gun
for anything but fixed and boss battles, using only your wits to get
through it.
You might get frustrated, you might decide it is impossible, and if you
suceed you won't get a shiny medal to show off to your friends. You will
however, have experienced "Tactical Espionage Action" as I feel it was
meant to be, and get that sense of self-pride that comes from committing
yourself to something others may call impossible and accomplishing it.
Just rest assured that it is possible and it is not as difficult as it
sounds, I just hope you're patient.
This mode is of course completely optional. I chose to play without the
use of chaff or even walltaps, without radar, and without killing any
bosses, but you don't have to. If you want to kill Fatman, go right
ahead, and if you'd rather use chaff to get past a difficult room full of
cyphers, that's your choice. I'll try to keep spoilers to a minimum, but
the names of boss fights are still going to give a few things away. I
also might not be _exact_ in every thing, like tell you "wait until you
see this event" it may not be exact, and the patrols can be slightly
skewed between one another but it should be pretty easy to recognize what
I'm talking about.
Anyway, this is my first public FAQ so I'm open to comments on it.
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03. Tips for Survival
========================================================================
-Be patient! If you try to run through the game as quickly as possible,
not only will you not get to enjoy it as much, you're sure to be spotted
eventually. Pace yourself, observe enemy patterns from afar, play like
you are really in the game not just an outside observer.
-LISTEN! Lacking radar and the ability to move around in first person
sound is your best way of knowing where things are. It is your ally, it
will let you know who is behind a corner, what they are doing, etc.
-The AP sensor can be of great use as well, especially when an enemy is
above you, use it when possible.
-If you're going for rank, never continue. If you are spotted, die and
exit, then reload. Not only do continues count against, but every single
time you get spotted, die, then continue, those alerts count against you.
Every action you did between your last load and that continue is counted
toward your final rank.
-I won't tell you to get every item in the game. Some of them are
unnecessary, some out of the way, and others I just don't feel like
explaining here. Ammo should be plentiful, but if you are in a somewhat
safe room you can try for it. If you've beaten the game before you
should know how much ammo you need for the bosses, and usually extra is
provided for you.
-I'll probably be accused of hand-holding for an advanced-level guide but
that's just how I am. Unfortunately this doesn't really work all the
time, I can give you the strategy which worked for me, and I'll probably
do it in far too many words, but sometimes I just can't convey what must
be done. Watch the patterns and formulate a plan. As I think Snake said
in MGS: "Figuring things out for yourself is the only real freedom any of
us has."
-Play it your way. Do whatever you want to, try playing the game how you
envision it. Kojima and his team did a great job of leaving the game
open ended, so don't feel constrained to play how anyone tells you. This
guide is just the way I most enjoy playing the game, if you want to use
chaff, radar, etc go ahead, the important thing is to enjoy the game.
-Save 2 Books (mmm, FHM...) until toward the end, as I've yet to find a
way to beat one room without them.
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04. Tanker - Normal
========================================================================
Remember that this is for normal difficulty. Some rooms on hard and
extreme may be identical, but there are rooms where there are extra
guards or the patrol routes will change. Eventually I may make a guide
for Hard, but for now this will have to do.
4.01 Aft Deck
-------------
You start out on the south deck (for future reference, up on the radar is
north), with 3 guards in the vicinity. On Normal you can take either the
upper right or lower left door, but since the lower left is the only one
available in later difficulties I take that one. Head northeast quickly
and climb the stairs. Look forward and to the right until the guard
walks away then hop over the box, grab the chaff, and hop over the
railing (triangle). If you want to see a funny scene stay down here and
go northeast. Grab the pentazemin against the north wall, call Otacon
with it equipped, then take it and repeat. Head back to the stairs near
the railing. Stay under the ledge where you can see the guard above you
and wait until he turns to walk away. Climb halfway up the stairs and
press against the wall until he returns to the point closer to you, then
run up, past him, and hide behind the large obstacle near the north
stairs. Use corner view (don't go to far to the right) until you see him
stand near the door then turn around. Enter this door if you want the
shortcut, otherwise wait around.
Keep an eye on the upper ledge as well, there is a guard who walks around
the whole area. He will probably be on his approach so wait, using the
right analog stick to watch the upper ledge from corner view, until he
comes near then leaves. When both he and the other guard are walking
away from you head up the stairs and shadow the upper guard, but not too
close as he stops often. When you get to the center you can either
continue to tail him or wait until he returns, hang off the ledge, then
hop up and continue west. If you're tailing him wait until he gets as
far north as he goes then hop over the rail (be careful doing this
because some sections are blocked, and the guard below may see you in
others. When you are on the mid ledge stand near the door and look south,
past the railing of the stairs until you see a guard walking away from
you, then quickly head down the stairs. Either open the door immediately
or head northwest if you want a ration. Then wait until the guard is
heading north again and enter the door you passed.
4.02 Deck-A, Crew's Quarters
----------------------------
Try to open the northwest door for a bit of humor. Check the locker room
to the south for a ration, an M9 clip and two very nice posters. Make
sure you aren't leaving tracks by running around a bit. Now press
against the southeast corner wall just outside the locker room and wait
until the guard approaches, but don't lean or you can get spotted. When
he heads north follow him until there is a gap in the wall, just past the
red cylinders. Hold right in here until the guard passes then run north
through the sliding door.
4.03 Deck-A, Crew's Lounge
--------------------------
Don't worry about getting items here yet, there will be a much better
opportunity later. Watch the guard to the west from the corner, and
equip the AP sensor to sense a second guard to the north. Eventually you
will see the north guard come into view, then turn and leave. Either go
for the stairs now (you might hear a "who's there"), or wait until the
south guard approaches and leaves again, then run up the stairs and enter
the east door.
4.04 Deck-B, Crew's Quarters
----------------------------
Go into the corridor to the northeast to find M9 bullets concealed behind
the stairs, then head south of where you entered. If your feet are wet
walk around a bit until they are dry before proceeding. To the south,
find a ration in the dark alcove, then carefully head to the corner near
the southern hall and press against it. Wait until the guard starts
walking away and come around the corner into another alcove with a locker.
It contains USP ammo but you can't pick it up yet, so press against the
north wall or the locker (the guard won't see you) until he passes to the
east. The moment he passes run west, then north and take the stairs in
the northwest room.
4.05 Deck-C, Crew's Quarters
----------------------------
Press against the north wall and slide past the camera, grab the chaff
from the locker if you want it, and head upstairs.
4.06 Deck-D, Crew's Quarters
----------------------------
If you haven't saved yet, bravo, but do it now because this room can be
difficult at first. The room to the west has both M9 and USP bullets,
neither of which will be in short supply so don't bother unless you
really want to. I'll outline a strategy for getting it on the return
trip later. Head west and move south slightly to hear about the tripwire.
You can get a box and M9 ammo from the room to the west, but if you do be
careful because a third guard will approach from the stairs you came up,
be very careful leaving the room. Press against the southern wall of the
north corridor and watch the guard on the other side of the lasers. When
he leaves duck and crawl under the laser, then when you are a safe bit
past them press against the west wall and slide north as far as you can
(Snake won't slide into the tripwires). Again wait for the guard to head
west and shadow him until you can enter the stairwell to the north.
Don't follow too close as he stops to face north at the stairs. You can
also go straight for them after crossing the tripwires if you are feeling
bold.
4.07 Deck-E, The Bridge
-----------------------
Nothing to do here so head through the western door.
***BOSS BATTLE*** Olga - See 6.1 of Bosses section for strategy
----------------------
4.08 Navigational Deck, Wing
----------------------------
Shake down Olga if you want her dogtags, then head east. Climb up the
stairs in the middle then hop on the ladder and proceed to the top to get
the thermal goggles. Go back down and enter either hatch, avoiding the
guard if he shows up.
4.09 Deck-E, The Bridge
-----------------------
Grab the USP ammo then head downstairs.
4.10 Deck-D, Crew's Quarters
----------------------------
I recommend saving again. You'll notice the southern guard is gone, but
he has simply moved to the north corridor. If you want the ammo in the
room to the west check the next paragraph, or you are playing with no
wall taps, proceed to the next section. Otherwise, press against the
corner near the lasers and tap the wall. The guard will come running,
but he takes the long way while you crawl under the lasers and proceed to
the stairs.
To take the other route, press against the wall and move left until the
door opens and the angle changes so you can see a good portion of the
room. This guard moves in a modified figure 8 once you've entered the
room. Step into the room if you've never been in here to see the
cutscene, then duck back out as a third guard may show up. Go back to
the corner and watch until the center guard heads south between the
tables, then enter the room, staying near the southern wall. If you want
the ammo under the camera watch for it to hit the extreme right and grab
it, then quickly get under the closest table for M9 bullets. From there
watch, facing north, until the guard passes heading to the right. Crawl
out and go under the left table for USP bullets, then turn around to
again face north. When the guard passes to either side (he'll pass
heading west first) crawl out, stand up, and enter the kitchen area.
Quickly grab the ration then get back under either table. Again wait, I
prefer when he goes all the way from west to east, then get out and
shadow him to the door. Quickly listen with the AP sensor for the guard
on the other side to head away from you, then go through the door, north,
and downstairs.
4.11 Deck-C, Crew's Quarters
----------------------------
There's a guard here in addition to the camera, but he won't be much
trouble. There's a ration to the far east in a vent but you probably
won't need it. Go stand near or hide in the locker until the guard
passes, heading east, then go west, press against the wall under the
camera, and head downstairs.
4.12 Deck-B, Crew's Quarters
----------------------------
Go south and press against the corner until the guard walks away. Shadow
him to the locker, then press against the north or east walls until he
turns. Open the locker if you want the ammo, but be quick about getting
around that corner before he turns back around. Head north and enter the
sliding door to Deck-A.
4.13 Deck-A, Crew's Lounge
--------------------------
There is now just one guard and he patrols the full width of the room.
When he goes to either side run past him and go to that side of the north
area to get rations, M9 bullets, etc. Watch for him to head the other
way, then go to that side as well. Head east then down the stairs when
it's clear. Grab stun grenades and enter the door.
4.14 Engine Room
----------------
There's a surprise in the leftmost locker, and USP ammo on a box. For a
little fun fire a gun (the M9 if you don't want an alert) at or towards
the doll. Peek around the corner near the door to see the tired guard,
he won't be much trouble. Stand near the top of the stairs and either
look down, or stay in third person until you see the lower guard moving
north, then go downstairs and head southeast. Hang over the rail and
drop down, then crawl under the box. Near the west edge and facing north,
look and lean until you see the upper guard move away. Get up and go
stand against the north pillar, but don't press. Once again wait for
upper guard to move away, and when you see the one near you's light
facing to the right head down the short stairs then south. There's a
ration all the way to the north if you want it, but beware the guards.
Head to the southwest corner and press against the panel with the sign on
it. Now you can use the right analog stick to see a guard directly above
you. He's not a threat as he never (in my experience) looks north, so
watch the other guard up and to the left. When he moves north head up
the stairs. Keep an eye on the guard to your left, move when he's moving
north or south, until you can cross a bridge to the left, then proceed
south. If you want the hand grenades downstairs to the south go for them
when the mid-level guard isn't looking. East of the stairs leading to
the highest platform, stand near the corner until you get a view of the
upper guard (or use the AP sensor) and when he's heading north move up
the first flight of stairs to the dark alcove. Wait until he is facing
this area and turns, then begin to shadow him. Either hang over the rail
or press up against the wall behind him (bonus cool points) as he comes
back south, then enter the door.
Head north and a second guard will enter. Hide in a locker until he
finishes patrol. Stand on the box with the ammo, aim and stretch up
(l2+r2) to spot the first target on a ledge. Shoot it, then move forward
past the first set of lasers, aim at the next box and fire. Now duck and
crawl, look/aim north and shoot the green light.
4.15 Deck-2, Port
-----------------
Equip the thermal goggles if you've got them to help see the enemy.
There is a ration in the first side room, two boxes of USP bullets (one
on the body) in the second. Progress toward the 3rd and an enemy will
approach, you can retreat back south if you want. For a somewhat funny
scene run to the third room quickly and press against the left wall near
a pipe, then just wait. Once the guard is past you, head north until
near the end you are under a light that blinks from time to time. Wait
until you see the guard to the north, then shadow him east and press
against the wall near a fire extinguisher. When he passes you again head
east 5 rooms to find a sleeping guard. Wait until he has just fallen
back asleep, watch for the guard you snuck past a moment ago to turn
around, and carefully head past the sleeper to the hatch.
4.16 Deck-2, Starboard
----------------------
Head south, picking up what ammo/rations you need, until a
*FIXED BATTLE* starts. These are cases where you can't avoid combat, so
if you're going for no kills pull out the M9. Stun grenades are ok but
it's tough to angle them around the box, and you can't throw them over.
I suggest equipping the thermal goggles to help aim, and ducking behind
cover alot. If they chunk a grenade either run up or down to avoid it,
but return to the box further from the enemies when you can. After
you've stopped the first wave, a group of 3 will run straight at you.
You can either try to take them on in close combat, drop a stun and hope
it goes off in time, or hit them each with the M9 as they come at you.
Watch the cutscenes that occur.
4.17 Hold No.1
--------------
Head down the ladders then west, crawling under the projector. At the
southwest corner there is a hatch you can open and drop into if you
choose. This way is straightforward, but I prefer the overland route to
save time. Walk north, treading carefully behind the guard as you cross
the metal grating. Do the same for the next grating, and don't start
running too soon.
4.18 Hold No.2
--------------
Head east. For a spot of fun, hit the button to either side of the
projectors. This is useful for shifting which way the guards look. If
you continue to press it a somewhat funny cutscene ensues. When they are
looking left, head up, walk across the grating, and hug the northeast
wall until you find the door.
4.19 Hold No.3
--------------
Now it's time to take the pictures. This is pretty easy but stay on your
toes as they will likely do some stretching or other such things which
can get you spotted. These do not take away from the time limit, however,
so just stay out of the way. Take a shot from the front-left, center,
and right. Try to get the whole thing in the frame, and don't worry
about the obstruction in the front-left shot, it won't matter much. If
Snake says "alright" the pic was just that, if he says "good" you've got
a great shot. You can even climb up on the ledges with the cameramen if
you want to, but it's not necessary nor recommended. For the last shot
go to the east wall. Carefully sneak past the guard as you head north,
and keep going until you hit a wall. Look right and take a picture of
the logo, again try to get the entire thing in the shot to get a good
rating. Once this is done go back around to the southeast corner and hit
triangle at the computer. Otacon will rate each pic (I'm not sure if
this has any effect on ranking, but I try to get the best anyway) and
then a ton of cutscenes will commence, bringing an end to the Tanker
chapter, congratulations. I got a rank of Pigeon, guess that means I was
treading softly, I've been unable to find a rank chart for MGS2, as the
MGS one no longer applies.
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05. Plant - Normal
========================================================================
Once again, this guide is for Normal difficulty. There are several rooms
toward the end where extra guards are added on Hard, so don't rely on
being able to clear Hard using this guide.
5.1 Strut A Deep Sea Dock
-------------------------
Learn about "Snake" and notice the parallels between this and the first
Metal Gear Solid's opening. Some of the dialog is even the same, with
Big Shell in place of Shadow Moses island. There are some various items
scattered about, including the bonus "shaver" available by hanging over
the rail and inching to the right to the enclosed area. Getting this
will trigger an extra scene later. Head north and trigger a few
cutscenes. Grab the ration off the western box if you want, then hit up
the node and enter your info. While the guards wake up head southeast
and hide behind the box near the corner. Wait until caution ends. You
can do this a number of ways beforehand but this will make things easier.
In caution mode the second guard will leave the room from time to time.
While he is gone check on the other guard and move north when he is not
looking.
5.2 Strut A Roof
----------------
Get the bandage from the box then climb through the fence to the
northwest. Careful not to slip on the bird shit. Didn't Raiden look
much cooler with that mask on?
5.3 Strut A Pump Room
---------------------
The lone guard is easy to avoid, use third person view to keep an eye on
him and move when he's looking away. Hit the node to the north first if
you are playing with radar enabled. Then head northwest toward Strut B.
5.4 AB Connecting Bridge
------------------------
Learn about the poorly-named Hanging mode, then observe the enemy. This
first time in the room only one guard will move, later both will be
active but then it gets easier. Go ahead and move northwest, walking
along the grate, until about halfway across the bridge, then hop over the
rail (press triangle) and move left as the guard walks past. Hop back up
and continue to Strut B.
5.5 Strut B Transformer Room
----------------------------
Proceed to get more deja vu from MGS and meet Pliskin. If you picked up
the razor you'll give it to him for the SOCOM, either way you now have a
gun. Try pointing it at Pliskin(141.80). Pick up the ammo around while
this room is safe then proceed to the next door.
5.6 BC Connecting Bridge
------------------------
Grab the chaff if you want, then proceed to Strut C
5.7 Strut C Dining Hall
-----------------------
Search the bathrooms for some ammo and pentazemin. Call the Colonel and
Rose will eventually wonder why you're in the woman's bathroom. Head
north to meet Stillman(140.25) and get the coolant. There are no guards
here on Normal so head back to the women's bathroom, the bomb is above
the sink on the right. Exit to the south.
5.8 BC Connecting Bridge
------------------------
There's a cypher here now, but nothing difficult. Wait until he drops
below the bridge then cross
5.9 Strut B Transformer Room
----------------------------
There are two guards here now. Use the AP sensor at first and approach
the nearby door. Press against it near the boxes and peek. If the guard
is walking south go ahead and enter. Close the panel near you to find
the bomb and disarm it, then head south until you are near another door.
Press against the wall south of the door, equipped with the AP sensor,
and wait until you hear the guard walk away then swing around the corner
and head for Strut A. If you take too long the other guard may spot you
so make a circle around the room to avoid him.
5.10 AB Connecting Bridge
-------------------------
When one guard is walking away the other will be approaching, so be quick.
You want to shadow one of the guards a short way, hang over the rail,
then hop back up on the other side of him. Note that you can roll over
these short metallic sections to save time. You will be through here
again so memorize the easy pattern.
5.11 Strut A Pump Room
----------------------
Head to the door along the south wall. In here there is a guard and a
camera. Tail the guard to the southeast corner then go over the stairs,
under the piping, and west. When you get to the red pipe crawl south
underneath it to find the bomb. Head back to the stairs and if you want
a box follow the guard west to find it. You can also go around the
camera to the northwest for socom ammo. When you are done here head back
to the main room and northeast.
5.12 FA Connecting Bridge
-------------------------
One cypher and one guard, pretty easy actually. When the cypher drops
below bridge head down the first set of stairs for chaff, or wait. When
he heads the other way along the bridge trail a fair distance behind him
until about halfway. When the cypher drops again move until you can be
sure the guard is on the lower bridge then cross into the next strut
5.13 Strut F Warehouse
----------------------
You will be here many times, and without the ability to knock out a guard
it can be a pain in the ass. Wait for the guard to turn around before
entering the east room to grab the M9 and ammo. Wait at the corner he
went down for another guard to show up and then leave. Head north then
west and wait. Watch the guard on the upper level with you from the west
side. When he finishes messing around and heads back south, go north and
enter the next door. Immediately come back into Strut F to reset the
guard patterns. This saves time in the long run.
Wait a second, then head east and downstairs. Weave through the eastern
boxes, heading south. At the furthest box south in the middle use corner
view until the guard heads north, then go south and enter the east room
to grab the mine detector. Immediately return to the middle, grab chaff
at the south if you want, and enter the west room. The lockers contain
Pentazemin, a ration and a Book (hit the locked locker until the door
falls off). South of the cardboard box is a vent which leads to a socom
suppressor, which we don't want. Press against the north wall near the
door with the AP sensor. When you hear the signal fade the guard should
be moving north. Go out, head northeast, and be careful not to get
spotted should the guard turn your way. Press against the eastmost wall
and slide behind some boxes, then look to your right. Eventually a guard
will come down the stairs and miraculously not see you, so head up the
stairs. Press against the wall and look down the corridor toward the
center of the room. You should see the other guard all the way across
the center, so go to the middle-west wall. Look down below to ensure one
guard is heading for the stairs and the other is looking away, then hang
over the railing and drop down.
Freeze the bomb and hop up one level on the boxes, then duck. Use third
person to track the lower guard and first to check the upper levels.
When all the guards are to the south hop up and run to the stairs.
Should you hear a "huh?" go press against the eastern wall behind those
boxes until the coast is clear, then take the upstairs north door out.
5.14 EF Connecting Bridge
-------------------------
There is a lone guard here (for now). Wait in corner view and watch him,
he goes up the stairs, looks around with binoculars, then eventually
yawns and heads downstairs for a bit. When you see him yawn move on
ahead. Equip the mine detector when told to and crawl over them all to
pick them up. If you are quick you can get all the mines and escape to
the northern exit before the guard returns. If not, press against an
obstacle and look with the right analog stick until you see him walk down
the stairs. Enter Strut E.
5.15 Strut E Parcel Room
------------------------
This room is easier than it first looks. There are only 2 guards here
and 1 is half asleep. From the corner use the right stick to watch the
guard. When he heads north move the same direction and hide behind a big
yellow machine, but don't press so you can get the better view of the
area. When the guard moves either south or west go into the corridor to
the east, and upstairs.
5.16 Strut E Heliport
---------------------
For a bit of fun head down the stairs and west. Press against the wall
and slide by this guard at extremely close range for some claymore mines.
The nature of this room can make it frustrating, as it's tough to keep
track of the guards. Use first person often and hide under the boxes to
watch their feet. Near the top of the stairs wait until you see a guard
heading east near you, then head for the boxes to the southwest. Wait
here until you see both guards head west, and run north. Get to the
harrier, run around the northern wing, duck down and defuse the bomb,
then get some bad news. You should see a guard as you are heading south
again. If you follow a weaving pattern through the center you can get
behind the guard to the west for a couple items, but nothing essential.
Head downstairs and reenter Strut E.
5.17 Strut E Parcel Room
------------------------
Back downstairs, check the corner until the guards moves south or west,
the go along this wall to the northeast corner. Press against the
machine near the tired guard for a great view of the area, and grab the
box east of him if you want. When the south guard is away and the north
one is sleeping run northwest to the door
5.18 DE Connecting Bridge
-------------------------
There is a guard directly above the passageway to the outside. Use the
AP sensor to hear him, and wait until he leaves before heading across the
bridge. Cross when the other guard is on the lower bridge. You want to
be up top, but there is some ammo near Strut E on the bottom bridge if
you want it. Enter Strut D through the top door.
5.19 Strut D Sediment Pool
--------------------------
Argh, I hate this room. Fortunately I've memorized the timing now. Go a
bit north of the door where you can get a good view of the northeast edge
of the center platform, then duck. When you see the guard in the center
come near you then turn and head north, move along the wall until you are
standing on a panel, and duck. Look until the upper northern guard
begins walking north then run to the stairs to the north and duck behind
the railing. After a bit the lower guard will be moving west and the
guard near you will again move north. Shadow him and descend the
staircase, to the first angle change. Watch for the next guard to finish
his report, then hang over the railing while he passes. Head south to
the last panel for the bomb, defuse it, then head back north. Wait and
watch for the lower guard to make his report by the stairs, then hang
over the railing again as he passes. Keep an eye on the north guard, the
moment he begins to head east follow underneath (but not ahead of) him,
up the stairs, and through the western door.
5.20 CD Connecting Bridge
-------------------------
Beware the camera, and listen carefully with the AP sensor to hear a
guard barely approach. When he leaves, walk under the camera, out when
it's not looking, then downstairs. Sections of the bridge will fall so
keep running, and wait until the upper guard is walking away from this
end to go back up and enter the dining hall.
5.21 Strut C Dining Hall
------------------------
Grab Sensor B from the freezer, this sets off a timed sequence.
Immediately head south through the door.
5.22 BC Connecting Bridge
-------------------------
Wait for the cypher to drop, then run across.
5.23 Strut B Transformer Room
-----------------------------
Repeat the last procedure, peek into the door from the right, tail the
guard, use the AP sensor south of the door until the other guard moves
away, then continue.
5.24 AB Connecting Bridge
-------------------------
Run to the south end, walk over the grating, hop over, slide right,
run/roll, exit.
5.25 Strut A Pump Room
-----------------------------
Head upstairs.
5.26 Strut A Roof
-----------------
The guard is busy to the south so head straight for the elevator.
5.27 Strut A Deep Sea Dock
--------------------------
The bomb is under the sub near where you came in. When you head back
north Fortune shows up.
***BOSS BATTLE*** Fortune
-------------------------
You can't kill her so hide, I prefer to stay behind a box until she
demolishes the top, duck until she's close to getting me, then switch to
another location. The fight will end itself after awhile. Another timed
sequence begins.
5.28 Strut A Roof
-----------------
Grab the claymores near the doors on either side, then head down through
the eastern door.
5.29 Strut A Pump Room
----------------------
The patrols have changed, there is now one guard all the way to the west
and another to the northeast, When the east one is heading north move
around to the middle. Wait for him to move south and look that way, then
edge past him to the door (you will be very close to him).
5.30 FA Connecting Bridge
-------------------------
Cross above the guard when he goes below.
5.31 Strut F Warehouse
----------------------
Wait for the guard to make his report, get behind the small boxes. When
the next guard shows up and turns away, run around to the west and shadow
the first guard you saw to the exit.
5.32 EF Connecting Bridge
-------------------------
Just the guard at the heliport again. If you're short on time run
straight for Strut E and you won't be spotted.
5.33 Strut E Parcel Room
------------------------
Watch for the nearby guard to walk north, then hide behind the yellow
machine, when he walks south or west head east to the stairs.
5.34 Strut E Heliport
---------------------
Defuse the bomb in the middle to start
***BOSS BATTLE*** Fatman See 6.2 of Bosses section for strategy
------------------------
Move his body to find the bomb, then head back to the parcel room.
5.35 Strut E Parcel Room
------------------------
Go down and watch the guard until he starts moving west, then break for
the southern door. Now back to the longer descriptions. From here on
out the rooms are going to, for the most part, get progressively more
difficult. Be prepared for frustation, keep patient, memorize the
patterns, and save often.
5.36 EF Connecting Bridge
-------------------------
Note that, if you ever have trouble with this room, running from your
starting position to any exit is safe provided you start moving as soon
as possible. I prefer not to do this, however, as it does break the
atmosphere of the game for a moment.
This room will tax your patience, especially later, so learn the patterns
now. There will be 3 cyphers in addition to the heliport guard. To the
west there are two, one to the north and one to the south, they are
Cypher N and S, respectively. There is another to the east of the center
platform, deemed Cypher E. Only move in the center when the heliport
guard is away. There are two safe spots, from the center near the
obstacles, press against the north or south walls, ducking, as far to the
west as you can go. As long as you don't come off the wall you will be
completely safe. Always try for the south one, that way you can use
first person while pressed against the wall to watch his patrol from
safety.
Cypher N and S follow a predictable pattern. They make a long sweep
along the bridge to the Shell 1 core, stop at the corner facing
north/south, then turn to face east, make a patrol north/south and repeat.
Do not move when a cypher is near your safe spot and facing east, because
you will get spotted. Learn to recognize the sound of a cypher's camera
turning, often they will stop moving but keep the camera facing you for a
moment, and you will need to go as soon as it turns.
Don't head for the center right away if you're waiting for the cyphers,
as the correlation between them will be difficult if you do. Equip the
AP sensor and press against the east corner near the outside. You cannot
hear the guard at the top, but you can hear him as he goes up or down the
stairs. From the start, you will first hear him go up. When you hear
him head down again, watch Cypher N to the right. He will eventually
move near the bridge to the core then turn his camera south, that's your
cue to run to the northwest safe spot and wait. The guard will be
approaching too soon for your to get to the southwest spot, so wait until
Cypher N cycles past you, then wait for his camera to turn. Check on the
guard to ensure he is gone, check Cypher E to the south to make sure he's
either facing west or moved to the east, then head for the southwest safe
spot. Wait around, watching Cypher S. The second time you see him head
to the west, N and the guard should both be heading away from you as well.
Come off the wall and watch to the east until Cypher E passes by you to
the north, then break for Strut F.
5.37 Strut F Warehouse
----------------------
You'll be back here shortly so for now just worry about the AKS. Wait a
moment so a guard will move, then head downstairs, left, and immediately
enter the room. collect the AKS and whatever ammo you want, then press
against the southeast wall of this room near the door you came in through.
Wait in first person until you hear a guard come downstairs, with the AP
sensor if you so choose. Momentarily move outside, around the boxes
which should shield you from his view, and back upstairs and out.
5.38 EF Connecting Bridge
-------------------------
Back again, and it's not even close to the last time. Read the section
two rooms previous to learn the nicknames used here. Wait near the start
for the cyphers to show up, observing the guard and cyphers from the
corner. Soon the guard will yawn and head downstairs, as Cypher N stops
near the corner to the west. Move forward some until he turns and heads
north, then run for the bridge. As soon as you pass the railing press
against it to the north, wait a moment for the panel to fall, then hang
over the edge and begin sliding to the west. You should be able to hear
Cypher S pass by, if not look to the east periodically until Cypher N
stops at the corner again. Hop up and run to the west, you can press or
hang if you want but it's quicker just to run.
5.39 Shell 1 Core, 1F
---------------------
Equip the B.D.U. and AKS-74u. It is possible to beat this room without
them, but since you'll be doing that later just go with the story for now.
Don't touch a guard and don't roll around or you'll be spotted. Grab a
book and some ammo from the locker room to the south, then head for the
elevator to the north and descend to B2.
5.40 Shell 1 Core, B2 Computer Room
-----------------------------------
You could probably beat this without the disguise but I'm not crazy
enough to try it. Head south, there's some ammo in lockers to either
side. On the western lockers there is a stash of magazines, best way to
get them is to first open the southern locker, then perform a spinkick
while nobody is looking. Head into the room, being careful not to touch
any guards. Press against the computers to let them pass, then grab the
box and ammo to the northeast and the directional mic to the northwest.
Head back to the elevator and go to B1.
5.41 Shell 1 Core, B1
---------------------
Check the various lockers if you want, then wait near the elevator. When
the lone guard approaches, get behind him, quickly unequip the AK, then
press square without pressing a direction to choke hold him. Drag him
over to the scanner and twist until he is facing it to open the door.
5.42 Shell 1 Core, B1 Hall
--------------------------
First off head west to grab a bandage from the south corner and the
thermal goggles from behind the podium. The goggles will prove helpful
later. The safest places to check the heartbeats are either behind the
wooden wall to the east or lying prone to the north of south of the stage,
just slowly sweep the walls in these areas until you hear an electric hum
and periodic beeps. Get near him, hit triangle, cutscenes, story, etc,
then you see a timer. Equip the AKS/BDU and don't move, do nothing other
than look around until the timer runs out.
5.43 Shell 1 Core, B1
---------------------
Find a safe spot ASAP, it's very easy to get spotted here, and your
chances of getting through 1F in caution are slim at best. Run west to
the boxes, press and duck against them. A guard will come _very_ close
to your position but his inability to turn left (this will show up again
later) will prevent him from seeing you. You could just hide further
north but where's the fun in that? Shadow the guard, sticking south/west
of his stop points to keep out of view, until you can hide in a locker.
Do so until the caution runs out. When the coast is clear head out to
the corner and watch for the guard near the elevator, moving to the next
corner and checking again before proceeding, the guard might be asleep so
be cautious.
5.44 Shell 1 Core, 1F
---------------------
As long as caution mode is over this is easy, if not wait right where you
started in the elevator until caution ends and you see 2-4 heavily armed
guards leave the area. Move out and go west, peeking around the corner.
Watch both the patrolling guard and the far end of the hallway for a
second, go sometime after the far guard shows up or just as. This is
going to require extremely precise timing, but is a great way to show off
your psycho stealth skills. When the nearby guard begins walking away
immediately shadow him, and I mean high noon shadow, right on his ass.
When you approach the camera press against the wall and keep sliding
until you are directly behind the guard and under the camera. When the
guard turns to move south, wait for the camera to move then head west
into the hallway. Wait and watch from there until the camera again turns
away and the guard has moved north, and quickly head south into the
locker room. Hide behind the partition to the northeast.
When the guard shows up wait for him to move west past the opening, then
head through the east door and stand near the corner. This looks much
harder than it is. Unless both guards are heading north together, the
west one still close to your position, turn back and hide in a locker
until the guard you snuck past once again heads west. When both guards
are moving away from your position simply walk underneath the camera's
blind spot (don't press against the corner) and into the east hallway,
then walk along the north wall to the exit. If you're quick this should
be easier than the western half of the room was.
5.45 EF connecting bridge
-------------------------
You should know Cypher N, S, and E, and the north/southwest corners of
the main platforms are safe spots from the long EF connecting bridge
section (5.36). You can still run through this room but I suggest
against it, you need to know the timing. Wait where you started, looking
out, until you see Cypher N show up and eventually move east. Keep a
fair distance behind him, holding off then running 1/3 the way across the
bridge without overtaking him, then press against the north railing, wait
for the panel to fall, and hang over the edge. Begin moving east as
Cypher S passes your position, and look west periodically for Cypher N to
turn his camera and head north, then hop up and head to the southwest
safe spot, ducking. Wait here for Cypher S to cycle past twice, on the
second pass double check the heliport guard and Cypher E, then head for
Strut F to the south.
5.46 Strut F Warehouse
----------------------
Time for the mother load. Make good use of the AP sensor or your ears
here, as leaving the rooms through these sliding doors can be difficult.
After a moment head downstairs and either head into the room you got the
AKS from, or behind the boxes against the east wall and wait to see/hear
a guard come down the stairs. Run past him and upstairs. Check the
corner before heading south down the corridor and go west, to the second
room on your right. This can be tricky. If you have the SOCOM
suppressor go ahead and equip it, then shoot the control box. If you
don't want to use one, wait until the upper guard is at the opposite
corner and the two lower guards are that way as well, then hurry into the
room, making sure the door closes. Stand near the locker, aim and
stretch up then fire, hopefully you won't have alerted anyone. Grab the
M4 and the plentiful ammo, double check the hall with the AP sensor, then
head for the small alcove to the west of this room. After a guard makes
his report and both head north, go to the room due east of your location.
Grab the PSG-1 and two boxes of ammo, plus the PSG-1T from the vent on
the east wall.
Again check the outside with the AP sensor before leaving, then head
southwest for grenades if you want them, plus extra PSG-1T ammo. When
the reporting guard is heading north or is downstairs head for the
northwest room for the RGB6 and more PSG-1T ammo in a locked locker.
Make sure the coast is clear as best you can, I suggest waiting for the
reporting guard to pass by the door and head south, then either leave or
hit up the northeast room for some C4 and claymores.
5.47 EF Connecting Bridge
-------------------------
This is the last time you'll have to deal with this area in its current
configuration. Wait at the corner until you see Cypher E and S approach,
when S begins heading west toward the core, the guard should be coming
down the stairs so go for the southwest safe point. Wait here for Cypher
S to pass twice, observe Cypher N until he heads west, then run for Strut
E.
5.48 Strut E Parcel Room
------------------------
Wait for the closer guard to move north, then run along the conveyer to
the west. When he heads east, you head north to the second machine down
from the north wall and wait until the north guard is sleeping or making
a report to run for the door.
5.49 DE Connecting Bridge
-------------------------
The guards below shouldn't be any trouble, but don't forget the one
directly above the doorway. Because guards are deaf on normal, use the
AP sensor (or radar if you're using it) until he moves away then run
across the bridge to the Strut D upper entrance.
5.50 Strut D Sediment Pool
--------------------------
You have very little distance to cover this time around, thankfully.
Move north a little to get a good view of the center, then duck. When
the guard turns away move north and stand near a panel, watching the
upper north guard until he moves away, then just head for the north door.
5.51 Shell 1-2 Connecting Bridge
--------------------------------
Shoot the control unit directly in front of you, the two at the bottom of
the stairs, and the one behind you. There are 2 near the north doorway,
one on the northwest corner of the platform, one behind the flag to the
west, one to the east near some seagulls, and the final one on a cypher
above. I suggest using a pentazemin for the cypher, as smoking drops
your health and doesn't seem to help much.
*BOSS BATTLE* Harrier See Bosses section for strategy
---------------------
5.52 Shell 1-2 Connecting Bridge - LG Connecting Bridge
-------------------------------------------------------
It would probably be a good idea to save for this one. Grab the ration
from the flimsy bridge very quickly if you need it, I suggest not
bothering. Hang over the edge, drop to the orange pipe and proceed. If
you really want the AKS-74u suppressor you can flip over the gap to the
ledge, but it's frustrating to get it then die later and have to try
again. Head up the ramp and proceed when the floor falls out from under
you, then hop down. While the guards talk run over, hop the hole, and
stop around the gap in the railing. Duck and press against the north
wall. Keep your eye mainly on the western guard, and move only when he
is not looking. The guards tend to turn around near the same time so if
you can't see the western guard watch the other one. Wait until the
eastern one is near the doorway. When both are turned hop over the
railing and move. If you are in an open spot and one approaches you
should probably move, but if partially shielded by a wall or floor panel
stop until they are looking away. Hop over and crawl to the ladder.
5.53 Strut L Perimeter - KL connecting bridge
---------------------------------------------
Crawl under the windows, when the ledge starts to fall either keep
crawling or back up and hang over the railing when nobody is looking,
move past the two loose sections, and hop back up to the right of the
second guard. Do it while he's moving to the left so he won't see you at
an angle. Press and inch along, ducking when needed to proceed. Tap the
wall/run quickly/hang over the rail to avoid the piss, or stand in it and
call some people on the codec. Drop down, get the ammo if you want, and
head north. There are more chaff grenades to the north.
If you have something against chaff grenades (I understand) or just want
the hard way (again, I understand) head to the south when the coast is
clear for the best observation post. This looks difficult because there
are 4 cyphers in a very small area, one you can't simply run through, and
their patrols seem somewhat erratic. This is further complicated because,
due to the preceding parts of this section, I cannot know exactly how </pre><pre id="faqspan-2">
long you have been here and can't tell you to go on the second rotation
or anything. Fortunately 3 of the 4 follow fairly simple paths with poor
coverage of the area you will be in.
Take out the scope if you want a close-up view of what each cypher is
looking at. This does involve some amount of luck because you can't
watch them while you're traversing the bridge. The only two cyphers you
really need to be worried about are the ones to the north. When you can,
get to the southern of the intersections, and press against the north
wall so you can see all the cyphers. Watch until the northeast cypher is
out of the way. If the northwest cypher is near the core, or if he is
moving toward or away from you at an angle, stay put. If he is moving
away from near you, or moving parallel to the bridge towrad you, go ahead
and move out. Basically you have to have ample time to get past the
northwest cypher before he turns to move toward your position parallel to
the bridge.
Once on the bridge, the first option is to flip over both gaps, crawling
after the second. If you're confident in your roll skills try it out,
otherwise do this. Flip over the first gap, then at the next press
against or hang over the north railing and move west. If you are
flattened against the rail go ahead and duck as well, but I suggest
hanging because you are somewhat safe from the southern cyphers, and you
can use first person view to see the northwestern cypher to your right,
or do a pullup and look at the other two. Hop up as soon as you can,
immediately crouch and crawl toward the solid wall sections. Once you
get between them you should be safe. You can't see the southern cyphers
so continue to crawl until you are around the corner inside the shell 2
core.
5.54 Shell 2 Core, 1F Air Purification Room
-------------------------------------------
Listen to the conversation, tracing the wall with your directional
microphone as she moves around. When you regain control head west, this
room is free of guards, just avoid the southwest room's gun turrets.
Head to the elevator along the northern wall.
5.55 Shell 2 Core, B1 Filtration Chamber No. 1
----------------------------------------------
Again, no guards. Hit up the node, then enter the water and the colonel
will reiterate the swimming controls. Head straight south to find the
Nikita. Go ahead and head back to the elevator now, you'll be back here
5.56 Shell 2 Core, 1F Air Purification Room
-------------------------------------------
No guards here, but a few ways you can go about this. The easiest is the
southwest room with the guns, but to get atop the box you need to either
use chaff or shoot out the cameras, neither of which suit this guide.
Head to the southmost wall and hop up on the smaller box. Equip the
Nikita and fire into the vent. Head right, left, left, then right. In
the power room don't hit the man, spin in a tight circle should he fall
over (shouldn't happen on normal) and hit the generator as far from him
as possible. Enter the room to the northeast, watch a fair portion of
the story unfold, then head back to the elevator.
5.57 Shell 2 Core, B1 Filtration Chamber No. 1
----------------------------------------------
Head back into the water and take the first right. At the end of the
first corridor on the left there are Night Vision Goggles, but they are
pretty much useless compared to the thermal ones. Go ahead and stop for
air above you, and learn of a complication. Head south and take that
first left. See the mine, don't touch, carefully move past and take the
right, holding circle to kick slowly and move about less in the water, go
to the left and right again. Get underneath then angle yourself to swim
between the mines and then through to the next room and stop for air. Go
back down and open the watertight door. BOO! This next room is somewhat
complicated to describe so just weave your way around until you get to
the door on the opposite wall from where you came in. Go through and
head right, _do not_ go up for air here.
***BOSS BATTLE*** Vamp - See Bosses section for strategy.
----------------------
Head into the water and take the right, head east (I think) to the end,
then take a left and get the body armor. There is other various ammo
around too, including PSG-1T ammo across from the armor near two mines.
Head through the middle left passagway and up the stairs. In the various
lockers you'll find two packs of C4, an issue of FHM, and one very scared
little girl. Raiden plays hero and you get to manuever past those mines
with cargo in tow.
One thing to remember is that her legs tend to flail up when you tap swim,
so try to swim over the mines or hold the button to go streamline and
swim very carefully under them. Hold her hand through the next two rooms
(and I thought escorting Sherry through Resident Evil 2 was annoying)
until you find more water, and she reveals more of the story. Head into
the water and go through the door, stop for air at the first or second
location,depending on how fast you swim, then advance to through the door
to the next breather. Now angle any direction but north (trust me) and
dive down, then turn to face the passage with the mine in it. _Slowly_
swim over the mine, then kick past the next. Go left, right, dodge the
mine, left, right and go for air as she will be needing it. Then it's
just head north when you can and you're home free, almost.
Now you've got the bugs to deal with. I use this opportunity to torture
the poor girl. You can put her in a chokehold and drag her through,
tranquilize or otherwise knock her out and pull her through, etc. Try
knocking her out, lying atop her body then giving otacon (through
pliskin) a call. Anyway, if you're feeling nice use the coolant and move
upstairs.
5.58 Shell 2 Core, 1F Air Purification Room
-------------------------------------------
Drag her out of the elevator and wait until the first guard you see if
heading away from you then pull her around the corner. Wait until he is
facing east again, then pull her down the corridor, staying against the
western wall, until you are out of view of the previous guard. Now you
might see the guard up ahead, take advantage of his inability to turn to
the left (watch him, it's true) and proceed with the girl southward, hide
her behind in the corner past the stack of boxes you crossed. If you
didn't see the guard don't worry, happens sometimes. Now the fun part,
watch in first person until you see a guard facing you from downstairs,
and wait until he turns/is about to turn. Wait until the guard you just
passed goes back into the short hallway, don't worry you have a fair time
budget, then move her downstairs into another corner.
Now you do not have a fair time budget, hehe. Peek around the corner and
observe. Just before the guard turns start moving toward him, and shadow
him until you can go around the boxes. Don't wait or the guard off the
elevator is going to nail you. OK now you're behind the boxes and from
overhead you see the guard you just shadowed, and probably another one to
your right. Wait until he has turned south (don't wait long, the lower
one will eventually see) and break for the stairs with the girl. Head
south of the boxes so as not to be caught by the guard you just passed
and wait for the one near the exit to head north, peek over the railing
(l2+r2 in first person) to ensure the closer guard is facing away, and
head quickly for the exit. Whew, not many more like this.
5.59 KL connecting bridge
-------------------------
Most difficult room thus far? Not even close, only two cyphers remain,
and there's only one guard (thankfully) on normal. No acrobatics are
required either, just lugging around one very cumbersome girl. First
things first, leave the girl, this room is going to need some preparation
before you get her through. When the cypher which comes close to you
approaches and drops down, run about 3/4 the way across the bridge and
check the other one. There's a section of solid wall between a railing
and some wire, duck there. Don't go straight for the flames yet as the
patrol routes have just changed. Wait until the closer cypher swings
back, comes up, and goes a little past you to the left again. The other
cypher should be facing away from you, he may drop down a little bit, and
the guard will be facing south. Either wait for the guard to turn or
just run for it, he probably won't see. Spray the coolant just as fast
as you can, open up a path wide enough to run/edge/roll through, I
suggest the one to the west. If you catch fire just roll a few times to
put it out, you don't have time to be thorough.
Whenever the eastern cypher is facing away from you go for the fire, but
NOT when he is furthest north, as he will soon turn toward the bridge and
come south again. Once it's out go south and wait again, when you see
the one to the west drop below the bridge wait for any opening in the
east and run back to your helper. Stand her up and walk a little ways
out on the bridge, you are trying to find the point exactly where the
western cypher drops down to get the best head start. It's right around
where the last and panel of solid wall meets the one to the left of it.
Now duck and observe. You are waiting for a specific scene. Just as the
close cypher drops below the bridge, if you see the far one either raise
up or move directly away from you, start moving. If he was going up,
don't move too fast or you'll overtake him, if he was moving away then
push just as fast as you can, never stopping to look, and go straight for
that door.
5.60 Strut L Sewage Treatment Facility
--------------------------------------
The impossible room. To put it simply, if there is a way to beat this
without using two books or knocking out the guards, I have no clue how to
do it, the walkway is too narrow to edge past the guards with the girl.
So I lied about this being totally possible to my specifications. My
patience goes a long way and I seriously thought Kojima considered this
insane style of play as a possibility, at least on normal difficulty, but
this room seems to be impassable without some sort of distraction.
I suggest first hiding her in the lower-left corner, then placing a book
a bit north of the upper-right edge of the dark grey walkway. Tap the
wall or let him catch a glimpse of you to attract guard #1. Once he is
occupied, place another book south of him and let the second guard just
barely see you so he will come to look. Don't tap the wall here or #1
will spot you. With them both occupied, sneak by. I'll file this one
under "indirect interference" and since I can't find any other real
purpose for the books, may as well put them to some use. If you don't
have two books I guess you're just SOL, there's always the tranquilizer.
5.61 Strut L Oil Fence
----------------------
*FIXED BATTLE* I'm counting this as a fixed battle, so shooting people is
ok. I still prefer to do it without killing via the PSG-1T, but this is
more difficult as it has only a 5 round clip and you have to make 3-4
shots in a short period of time to avoid an alert. There is infinite
ammo for either gun on the platform, but it only shows up when you run
below a single clip, and you have to be right atop it or exit the scope
to pick it up. First things first, get in a nice open area, the PSG-1T
reload is near the top, and give yourself room to swing your legs. Equip
the thermal goggles (you did get them, right?) and shoot the claymores on
the closest path. If you are quick swing right and shoot two more on the
furthest one, then come back. Pull out the PSG-1T and be ready to pop a
pentazemin. Go ahead and shoot the guard on the top and to the right if
you want, but try to hold off for awhile, then monitor the top left. I
suggest using the thermal goggles during this. The moment you see a head
shoot it, and immediately pan down and take out the next two guards. Use
this lull in activity to take out the mines two bridges to the right,
before that pentazemin wears off. They are hard to hit at this distance.
Wait for the girl to pass around the tower and begin taking out the
cyphers along her next path. Also monitor the tower she just passed for
one more guard coming from the top-left. Keep a lookout for
reenforcements for the cyphers you took out. As she approaches the next
tower, take out the lower-right guard, then watch the upper-left. Ensure
you have a full clip by tapping r2 twice, then pop a pentazemin to be
ready. You will have to be very quick here, take out the 3 guards who
show up. It is also difficult to make the tiny movements necessary to
hit the head on the analog sticks, use the d-pad instead or go for the
heart. Also lead them by a little bit if they are moving. And be ever
vigilant for the returning cyphers. Again as she rounds the tower an
extra will show up top-left, so take him out.
If you haven't already taken out the next series of mines do it quickly
before the pentazemin runs out, there should be 2 on normal, then watch
carefully for cyphers until something happens...
***BOSS BATTLE*** Vamp 2
------------------------
I'm putting this here because it's so short/easy, just pop a pentazemin,
take aim with the rifle of your choice and fire away whenever the coast
is clear. Try not to do it just before he pulls her head back though, or
the travel time of the bullet could cause you to hit her. A few shots
and he's down. After some talk you'll be at the bottom of Strut E.
5.62 Strut E Parcel Room
------------------------
Easy, there is only one guard left here and he's listening to headphones.
While still down below head through the north lv.5 door if this is you
haven't in a previous game. Then go upstairs and quickly grab any
various ammo you might have left lying around if you want, but be quick
about it. Head through the southern door.
5.63 EF Connecting Bridge
-------------------------
This room is going to require precise timing and good ears, but it is not
so difficult. Only the 3 cyphers remain, Cypher E, S, and N designating
the direction they are in. This is the last room stealth will be a
problem in. Wait until Cypher E (the one floating near the door) move
south, then shadow him a little bit toward the center and watch Cypher S
(to your right, other side of the bridge). When he begins moving to the
right run to the bridge, down the stairs and press/duck against the north
panel.
You should have caught a glimpse of Cypher N to the north, wait until you
hear him stop and then hear his camera turn (it's a distinct sound to
your right, hope you've got stereo) and then cross to the southern panel
and duck/press again. Repeat the procedure for Cypher S. This will be
more difficult because you will hear two close sounds from the right, go
after the second, louder one. If you need help with the timing watch
from afar, but either do this seperately then reload your game or don't
do it long. When you hear Cypher S's camera turn, immediately stand,
press against either railing and begin to inch sideways. The moment you
hit the solid panelling run over it to the left, this will give you the
few extra seconds lead you need to stay ahead of Cypher N. On the last
panel press against the railing or you'll fall (I know I did), and
continue moving to the left. When you reach solid panels again run and
flip over the small gap in the bridge. You are home free,
congratulations.
5.64 Shell 1 Core
-----------------
Someone deactivated the cameras for you, so this room is easy. If you
want the ammo to the south (and don't want a heart attack) I suggest you
equip the mine detector first. If you've got spare time, go to the field
of bugs to the northeast. Toss a grenade or fire an RGB6 round into them
while looking forward in first person view for something funny. Go to
the elevator and many, many things will happen.
5.65 AG - Stomach
-----------------
Because Raiden has decided to go au naturale, grab the cold medicine from
the locker on your way out.
5.66 AG - Jejunum
-----------------
This area was meant to be completed with stealth, so compared to the rest
of the game it's absolute pie. First off move to the corner of the
nearby box. When the guard comes close to you then turns around head to
the right and up until you hit the stairs. Press against the railing
near the top of the stairs and peek around the corner until the guard
heads north, then go across the bridge. Grab the box if you want, then
head north, hugging the left wall until you can press up near a camera.
Use both corner view and first person to watch the 2 nearby guards and
the camera, when the north guard walks away, the camera is turning that
way, and the guard on the other side of the catwalks is to the south
again cross the bridge. Press against the north face of the column until
the south guard walks away again.
Drop through the hole ahead, you shouldn't be spotted by the guard
slightly to the south as you run around the box and grab a ration. Watch
the next guard and move around the box to its northeast corner. When the
guard approaches then turns around, shadow him and swing around him to
the north, heading for the western stairs. Watch from first person view
here until the guard is walking away from the camera and it is turning to
the north and move underneath it, then to the north. Hide behind the box
near the wall, ducking, and watch the guard. As soon as he looks or
moves to the south, run east to the exit.
5.67 AG - Ascending Colon
-------------------------
Go check all 3 doors, then wait around, answering the codec as it rings.
You might get a video of some Japanese model so watch that if you want.
Eventually a different person will call, and after some talk you will get
the H.F. Blade. To use this without killing anyone tap Square while it
is equipped, a blue icon indicates the safe sword. Beware that pressing
R3 will perform a stab, which will kill even with the blue blade, so
avoid that if you don't want to kill. After a little practice head north
to enter the next area.
5.68 AG - Ileum
---------------
*FIXED BATTLE* The idea for this strategy came from Morph.'s excellent
Extreme Mode FAQ. You can go about this a few ways. One is to run
around, guns blazing or sword slashing, taking a fair number of hits with
it. The alternative is safer, and much easier to avoid kills with. This
will cover only the latter.
First thing, knock out Snake with the M9. Do it when he's closer to the
boxes north of you, if you move too far from him he will wake up right
away. Then equip the thermal goggles and hide behind one of the pillars
on the sides. Using the M9 take out the upper guards by ducking/leaning.
Then either lean or duck/stand behind the box to get the rest, their
pattern is very simple. Use the PSG1-T if you run out of M9 ammo (but
save a few shots for Snake). When they are all gone move forward until
you see a second set of two boxes protruding from columns toward the
middle, when you cross these Wave 2 starts.
Again knock out Snake, and if you see some sword users appear press
against the railing with your own blue blade. Knock them out as they
come toward you (should be two of them), pressing against the railing
while you wait. Once the swordsmen stop coming use the M9 to take out
the gunmen, then again move to a similar set of boxes for Wave 3. Knock
out Snake, take out gunmen, move up, etc. On Wave 4 (last one) there are
a lot of swordsmen, and they come in pairs, so pick a side and wait them
out. You might need to take two out before tranquilizing Snake. When it
appears none are left, use tranquilizers once again to knock the guards
out. Be sure to get the one on the stairs off to the left. Now enter
the northern door.
5.69 AG - Colon
---------------
*FIXED BATTLE* Now you will see why you kept knocking Snake out. Heal if
you're low and grab the ration. Again there are a few ways you can do
this. There is a (somewhat) safe spot up against the ladder to north
where you can shoot enemies as they drop, take out the gunmen for Snake
as he has no trouble with the swordsmen. My favorite strategy is to just
use the H.F. Blade. Block a lot, trying to face the same direction Snake
is or toward the nearest enemy. Two slashes (horizontal then vertical
seems to work nicely) should take out any guard. Focus on the gunmen as
they are the biggest danger to Snake, and you can see the swordsmen
before they can hit you. If your health drops to caution and you have
less than full rations Snake should toss one to you. After a great many
guards something will happen.
5.70 AG - Rectum
----------------
***BOSS BATTLE*** Metal Gear Ray - See Bosses section for strategy
--------------------------------
5.71 Federal Hall
-----------------
***BOSS BATTLE*** Solidus - See Bosses section for strategy
-------------------------
========================================================================
06. Bosses
========================================================================
6.1 Olga
--------
Hmm, not much to say. You will win this battle through trickery, so when
she is not looking your way roll to the other side, then line up a shot
out of her field of vision and hit the head. If you want to think ahead
shoot the ropes holding the tarp and the spotlight when you have a chance.
If she throws a grenade at your position, she knows where you are so get
out of the way and again try to trick her. Use first person aiming,
learn to lean, and keep her confused. This should be an easy fight.
6.2 Fatman
----------
First off equip Sensor A, and the M9 or SOCOM depending on whether you
want the kill or not. If Fatman stops moving and you have time run up
and punch him to knock him over, then shoot him in the head. Otherwise,
any time you have a clear moment plant a claymore. He's wearing a
protective suit, so the claymores won't hurt him much. I suggest
planting them near the center of the boxes facing inward, and eventually
he should hit one. When he does, run up and shoot him again. Keep
replacing the claymores (I keep 2 in the center) and disarming the bombs
as they come up and this should be a snap.
6.3 Harrier
-----------
Make full use of the cover available to you. If he fires the machine
guns hide around whatever obstacles are nearby. When he hovers beside
the platform run upstairs or down and take as many shots at him as you
can before the missiles can be reaimed. If you need to drop from above
to below hang over the railing in the center instead of running down the
stairs. Also hang over the railing to avoid a hit from the big missile
attack around midway. If he machine guns and rotates around a cylinder
try to get down below and keep on your toes until Pliskin bails you out.
When he flies off into the horizon keep an eye out for the glimmer, fire
at it then hide. This can be difficult without radar, scan quickly and
keep on the move. Also try not to fire from the lower level as wires and
such can cause the missiles to go off in your face. This fight shouldn't
cost you more than a ration or two.
6.4 Vamp
--------
If you want to do this with tranquilizers, good luck. First take the
shot at his head. When you have spare time shoot out the lights or he
can use them to freeze you and get a free hit. In early rounds you have
two chances to get headshots, when he first comes up onto the platform
you are on, and after he does the long spin on the upper railings. In
the second half when he throws multiple knives from the railing and
chases you, hit him when he jumps on the platform with you, then do some
back-forth running plus a roll when he gets close to avoid the slash. He
isn't that hard up until the last shot or two. When he jumps around all
over and doesn't go back into the water, there's only one good way I've
found to beat him, pick a side and hold L1 and triangle, this will
activate autoaim. After you dodge a barrage of knives, enter first
person and it should aim for you, and track his movements rather well.
If he throws knives at you, duck them. Wait until he is about to throw
from the railings, then when the knives launch, duck and fire. It won't
do much damage, but the alternative is to try for a headshot, which is
liable to take you forever. If you need it there is an extra ration
available by hanging off the railing to the north.
6.5 Metal Gear Ray
------------------
Depending on the difficulty you fight up to 20 of these beasts. On
normal you only need to worry about one, RAY-RO5E, the fifth you will see.
First off, equip the stinger and the body armor, and make sure your
health is full. Aim for a leg, and when you hit it immediately aim for
the mouth and fire to do major damage. Right off do it to another Ray as
well. Then run around, when you hear the beeping that is missiles
locking on, but they won't hit if you are moving. When one of the Rays
stops to fire the machine gun either hit the mouth or do the leg/mouth
hit if you think you have time. After enough damage one will get on the
platform with you.
Stick near the one on the platform, but always keep moving. If you are
near enough the others won't fire at you, but too near you will get
stomped. Watch out for the two hip-launched missiles as they hurt very
bad. Try to stay near the front of him until he fires a laser, which you
can roll away from. Assuming it missed, immediately turn and fire at a
leg, then the face. Repeat until he dies, 1 headshot and 3 leg/head hits
should take him down. Once his life is gone try to combo one of the Rays
off to the side if no missiles are locked on you. Then the next will hop
on the platform. As soon as RAY-RO5E (or whatever target you need,
depending on difficulty) shows up try for him but DO NOT kill him until
he is on the platform with you. When you take out the designated Ray the
battle will end. Watch Solidus kick some serious ass and be ready for
the final battle.
6.6 Solidus
-----------
If you're going for no kills use the blue blade. This fight is really
not hard, nothing like the Solid/Liquid duel at the end of Metal Gear
Solid. There is a simple way to do it, get up close and hit him. When
he blocks, stop and block until he kicks or a block stuns him, then slash
a bit. He'll then charge so avoid the flames or roll to put them out,
run sideways to avoid missiles and again hit, block, then hit again.
When he discards the tentacles he becomes much easier as you can now
block his charge. If you fail to block the 3 fire charges just face him
when he pauses and block the final one, then get your free hits.
Otherwise use much the same strategy as before, being careful to keep
blocking until he's stunned, and he'll be done for very soon. Watch the
ending, hear the pathetic ending theme (after MGS's theme I was expecting
the best) and congratulate yourself.
========================================================================
07. Thanks
========================================================================
-Hideo Kojima and the MGS2 staff for realizing that not everyone liked
the idea of a tranquilizer gun, and making the game possible to beat
without one. I have to respect someone who can make a game as open ended
as System Shock 2, Deus Ex, etc.
-Konami for supporting a dreamer like Hideo Kojima.
-Morph. and his excellent Extreme Mode Walkthrough for excellent boss
strategies which helped me survive my foray into Hard and Extreme
difficulties.
-No thanks to whatever suit decided that it was more important to put the
US version out two weeks early than to give it all the features of the
international versions.
========================================================================
08. Version History
========================================================================
0.1 2002/01/13
-Did initial run of the game to ensure it was possible
-Created the file, did a couple rooms.
0.2 2002/01/15
-Tweaked some room room strategies near the end.
-Found the one room that breaks my criteria (slightly)
-Started over at the Tanker, began really writing the guide.
0.3 2002/01/18
-Wrote the tanker section
-Added the numbering to the rooms so people can find their way around the
guide easier. If you are searching for a chapter use "#. " or the two-
digit number.
0.4 2002/01/21
-Finished up the plant section, shortened some of the lengthier
descriptions later in the game, namely EF connecting bridge.
-Various other changes, making preperations for public release.
1.0 2002/01/22
-Made a few changes, added various sections
-Prepped for release
-Submitted to gamefaqs
========================================================================
09. Contact Info
========================================================================
You may contact me at
[email protected], please prefix any email about this
faq with MGS2 FAQ: so I will catch it. If you want to submit an
alternate strategy that's fine, but I'm not obligated to put every
submission in the guide. You can tell me of typos if you really want to,
but don't you have better things to do (like playing MGS2)?
========================================================================
10. Copyright
========================================================================
It's unfortunate that I should have to mention this, but this document is
my original work, any unauthorized reproduction in whole or in part is a
crime. This document is legally copyrighted Devin King 2002. Copyright
infringement is a crime punishable by up to ten years in prison and/or up
to a $500,000 fine. If you find this FAQ mirrored anywhere but
www.gamefaqs.com let me know.