Tactical Espionage Action...
_ _ _ _ ____
| \ / | ___ _| |_ __ _ | | / ___) ___ __ _ _ _
| V |/ -_\|_ _|/ _` || | | (__ |/ -_\/ _` || `_\
|_| |_|\___) |_| \____||_| \____|\___)\____||_|
___ _ _ ____
/ __| ___ | | _ __| | |__ )
\__ \/ _ \| || |/ _ | / /_ O
|___/\___/|_||_|\__,_| |____| O
___ _ _
/ __| _ _ | |__ ____ _| |_ __ _ _ __ ___ ___
\__ \| | || _ \(_ -<|_ _|/ _` || ` \/ __|/ -_\
|___/\___/|____//___/ |_| \____||_|__|\___|\___)
* * *
Metal Gear Solid 2: Substance for the Microsoft Xbox
An FAQ/Walkthrough by Michael Lemon (Dead Hero)
FAQ Version 1.0
Created on February 13, 2003
Released on March 25, 2003
E-mail: xxdeadheroxx[at]yahoo[dot]com
_______________________________________________________________________________
[TABLE OF CONTENTS]
I. Copyright
II. Introduction
III. Version History
IV. Story
V. Gameplay
-5.1 Basic controls
-5.2 Advanced Movements
-5.3 Basic Know-How
-5.4 Guard Know-How
-5.5 Various Gauges
VI. General Hints
VII. Walkthrough
-7.1 Tanker Chapter
-7.2 Plant Chapter
VIII. Boss Fights
-8.1 Olga Gurlukavich
-8.2 Fortune
-8.3 Fatman
-8.4 Harrier
-8.5 Vamp
-8.6 Metal Gear RAY
-8.7 Solidus Snake
IX. Secrets
X. Miscellaneous
-10.1 Weapons Listing
-10.2 Item Listing
-10.3 Quick Reference Charts
XI. Snake Tales
-11.1 A Wrongdoing
-11.2 Big Shell Evil
-11.3 Confidential Legacy
-11.4 Dead Man Whispers
-11.5 External Gazer
XII. FAQs
XIII. Credits
XIV. Contact Information
===============================================================================
- SECTION I. COPYRIGHT -
===============================================================================
This FAQ is Copyright 2003 Michael Lemon. All rights reserved.
This document is protected by International Copyright Law and may not be
re-transmitted in any form, in-part or in whole, at any time. This FAQ is for
private use only and may not be used otherwise, and by no means may it be sold
for profit. This FAQ is sole property of me, Michael Lemon, and is all my
intellectual property unless otherwise noted. At this time, the only legal
hosts for this FAQ are www.GameFAQs.com and www.IGN.com. Any other form of
media, including but not limited to websites, magazines, and periodicals are
strictly forbidden from hosting this FAQ in any form without prior written
approval from me. Any and all attempts at altering or stealing from this guide
are blatant violations of the copyright. All violators can be prosecuted. If
you know of any form of media who is hosting this guide illegally, please
contact me with the information. Note that all credits to the creation of the
guide can be found at the end of this FAQ, Section XIII.
===============================================================================
- SECTION II. INTRODUCTION -
===============================================================================
The international super-hit that is Metal Gear found it's fame with the advent
of Metal Gear Solid on the Playstation. The game revolutionized stealth based
espionage action like never before and sported one of the most elaborate and
creative storylines ever. With that fame, the sequel was able to gain a
steadfast want and anticipation for the release, which it found on the
Playstation 2 nearly a year ago. The game lived up to the hype and surpassed it
nearly in every way. Now, the release of Metal Gear Solid 2: Substance graces
the Xbox in the form the game was meant to take. Sporting over 500+ new
missions and the all new Snake Tales, MGS2S is at the pinnacle of gaming
greatness.
Welcome one and all to my MGS2S guide for the Xbox. Well, I decided to write
this guide because it had been on the request list for some time, and frankly
I was bored one day, so here I am. I did enjoy this game quite a bit, but I was
quite dissappointed at the lack of Snake throughout the game, as were many of
the gamers who played the original, Sons of Liberty. However, with this
version, you get the all new Snake Tales which are each like a mission in
themselves, but Snake still feels kind of...distant. Maybe it's just the fact
of playing the main game as a different character and not having Snake hit as
close to home as he had on the previous installment, MGS1. In any case, the
game turned out very pleasantly, and with the new added missions packed in,
this one little disc is crammed full of hours and hours of gameplay.
===============================================================================
- SECTION III. VERSION HISTORY -
===============================================================================
-------------------------------------------------------------------------------
CURRENT FAQ VERSION
-------------------------------------------------------------------------------
VERSION 1.0 -- February 13, 2003
Whew! Well, here it is, the very first version of my guide. This really took
alot longer than I had expected, as I had been really busy lately. As of now,
I have the guide completed. Yep, everything is done, basically. However, there
are no VR Missions to be found here. The missions are not vital to the
main game and I'm not really planning to add them. Anyways, start sending in
those reader contributions (read the contact info, first). Here it is, enjoy!
-------------------------------------------------------------------------------
PAST FAQ VERSIONS
-------------------------------------------------------------------------------
NONE!! This being the first version of the guide, obviously there are no past
versions availiable at this time. Stay tuned for any and all future revisions
of this guide.
===============================================================================
- SECTION IV. STORY -
===============================================================================
The Metal Gear franchise is one that is deeply rooted in the storyline, almost
to a fault. The story can often fall into deep techno-military dribble that can
give most any normal gamer a severe headache. However, if you can follow it,
the story is one of the richest and most thought provoking in video game
history. The following stories were taken directly from the Metal Gear Solid 2:
Substance Instruction Manuel.
The Outer Haven Uprising - Metal Gear (1987)
=------------------------------------------=
FOXHOUND agent Solid Snake infiltrates Outer Heaven, a fortress-nation deep in
the heart of South Africa, and destroys their prototype weapon Metal Gear, a
walking tank with nuclear capability. In the process, he discovers that the
leader of Outer Heaven is none other than Big Boss, the supreme commander of
FOXHOUND, and puts an end to his former comrade's twisted schemes.
The Zanzibar Land Disturbance - Metal Gear 2: Solid Snake (1990)
=--------------------------------------------------------------=
After surviving the Outer Heaven incident, Big Boss escapes to Zanzibar Land
and sets up an independent military regime with the hope of creating a world
of strife, the only kind of world a born soldier can truly enjoy. At the
request of FOXHOUND, Solid Snake infiltrates Zanzibar Land and again destroys
Metal Gear, which had been transferred to Zanzibar Land following the collapse
of Outer Heaven. He triumphs once again in a final, decisive battle with Big
Boss and ensures the downfall of Zanzibar Land.
The Shadow Moses Island Incident - Metal Gear Solid (1998)
=--------------------------------------------------------=
On Shadow Moses, a remote island off the coast of Alaska, FOXHOUND leads an
armed uprising and seizes the new Metal Gear REX in the single biggest act of
terrorism in history. At the request of the government, Col. Roy Campbell, the
former commander of FOXHOUND, summons Solid Snake out of retirement and sends
him to infiltrate Shadow Moses Island in one last solo covert operation.
Snake must penetrate deep into the heart of a nuclear weapons facility. Aiding
him in his mission are Dr. Hal Emmerich, aka Otacon, a former Metal Gear
developer; Meryl, Col. Campbell's niece; and a team of the top specialists in
each field, who communicate with Snake via the Codec. In the middle of his
battle against the members of FOXHOUND, Snake encounters a cyborg ninja, who
thirsts only for battle. This mysterious figure's true identity turns out to be
Grey Fox, Snake's former FOXHOUND comrade who defected to the enemy and fought
against Snake in Zanzibar Land. After destroying Metal Gear REX, Snake
confronts the head of the terrorist group, Liquid Snake. Each of the Snakes,
Liquid and Solid, carries the genes of the 20th century's greatest soldier, Big
Boss. With the support of the cyborg ninja, Solid Snake fights a decisive
battle with Liquid. After a long and protracted struggle, Snake finally defeats
Liquid and leaves the legacy of Shadow Moses Behind him.
Metal Gear Solid 2 - Tanker Chapter
=---------------------------------=
Following the incident on Shadow Moses Island, Metal Gear's top-secret
technology was leaked into the black market through the machinations of
Revolver Ocelot. As a result, countless variations of Metal Gear have sprung up
in every corner of the globe, making the weapon an increasingly common sight in
the armed forces of nuclear powers. In the midst of all this, Solid Snake, now
a member of the anit-Metal Gear group "Philanthropy" has learned that a new
prototype Metal Gear has been developed by the U.S. Marines and is being
transported in secret to an unknown destination. To find out more about this
prototype, Snake must infiltrate the transport as it makes its way down the
Hudson River disguised as a tanker. However, just as Snake is about to begin
his mission, the tanker is seized by a mysterious armed group.
Metal Gear Solid 2 - Plant Chapter
=--------------------------------=
The Big Shell is a huge offshore cleanup facility constructed off New York's
coast that serves as a symbol of environmental preservation and is now occupied
by a terrorist group calling themselves the "Sons of Liberty." The President,
who was on a tour to inspect the facility at the time, has been taken hostage,
and the Sons of Liberty have demanded a large sum of money from the government
in return for his release. If this demand is not met, they have threatened to
detonate a series of bombs placed around the Big Shell, releasing huge amounts
of chemical toxins into the sea and unleashing a massive environmental
disaster. Faced with an enprecedented state of crisis, the government has
called on the newly reformed FOXHOUND to handle the situation. FOXHOUND's
chosen agent, Raiden, must single-handedly infiltrate the "Big Shell" from
underwater and carry out a covert operation...
===============================================================================
- SECTION V. GAMEPLAY -
===============================================================================
-------------------------------------------------------------------------------
5.1 BASIC CONTROLS
-------------------------------------------------------------------------------
X Button------Use weapon, throw/choke when no weapon is equipped
A Button------Switch between standing and crouch/crawl position
Y Button------Action button (interacts with enviroment)
B Button------Punch/knock (when flattened against a wall)
Left Trigger------Select/equip items/peek (when in corner or first person view)
Right Trigger-----Select/equip items/peek (when in corner or first person view)
White Button------Zoom (locker)
Left Thumbstick------Control character/control view (first-person mode)
Right Thumbstick-----Change direction of camera (corner view)
Left Thumbstick (clicked)------First-person view
D-Pad------Control character
Back------Codec
Start-----Pause/map (tanker)
-------------------------------------------------------------------------------
5.2 ADVANCED MOVEMENTS
-------------------------------------------------------------------------------
Diving Somersault/Rolling
=-----------------------=
While running, press the A button to preform a diving somersault with Raiden
and a roll with Snake. The move is useful to get out of a guard's sight quickly
or to run from wall to wall, shadow to shadow, etc. Even better, any guard who
finds themselves in the path of either move will be knocked down and, if
previously hit, knocked out. The moves can not be preformed on steps as the
character will likely knock himself unconscience.
Flattening against a Wall
=-----------------------=
When near a wall or other flat surface, pressing up against it will cause your
character to flatten against it. This allows for limited visibility from guards
or other onlookers. While flattened, you can make noise by pressing the B
button. This will draw the attention of local guards who will come to
investigate. If near a corner, you can go into corner view by pressing out over
the corner. Utilizing the triggers (in the respective direction), the character
will peer out over the corner. With a weapon equipped, pressing the X button
makes him do a pop-out shot.
Hanging Mode
=----------=
When flattened against a railing that is waist high, pressing the Y button will
make you jump over the railing and hang. Hanging is useful for avoiding guards
on a narrow catwalk and is reliant upon the grip gauge. You can do pull-ups by
pulling the triggers together and can shimmy from side to side with the Left
Stick or the D-pad. Climb up by pressing Y or jump down by pressing A.
First-Person View Mode
=--------------------=
To enter first-person view mode, click the Left Stick. Since MGS2S doesn't
allow for a free swinging camera, this mode is imperative for scouting out the
area ahead. Also, with a weapon equipped, this mode allows for precision aiming
for pulling off the ever-reliant head shot and the oh-so-painful groin shot.
Leaning to the right and to the left can be done by utilizing the respective
triggers.
The Art of Unarmed Combat
=-----------------------=
Combat in MGS2S relys not only upon weapons and explosives. Hand to hand combat
is an integral part of the stealth factor to completing your mission. Striking
attacks can be strung together by pressing the B button. When up behind an
unsuspecting guard, you can choke him by pressing the X button when you are
unarmed. Once here, rapidly pressing X will cause you to break the guard's
neck. Or you can drag him by holding X and pressing a direction. In the same
light, pressing X can also allow you to throw a guard to the ground by holding
a direction while excecuting. Diving attacks can also be used to knock out
guards. Once a guard is down, he can be dragged by pressing and holding X while
unarmed.
Underwater Controls
=-----------------=
Surface: Left Thumbstick - Move
B Button - Dive underwater
Underwater: Left Thumbstick - Change Direction
Right Thumbstick - Quick Turn
B Button - Swim; fast-tap, slow-hold
A Button - Quick stop/stand on bottom
Y Button - Hold breath
Using the Lockers/Bathroom Stalls
=-------------------------------=
Lockers in the game are a great resource. Opening them can be done by pressing
Y in front of one (some are locked). Inside, you can find many goodies like
items, nice posters, or maybe nothing at all. Regardless, lockers are a great
place to hide from guards, despite the fact that your radar will be useless.
Also, you can hide bodies inside of lockers by opening them and dragging a body
inside. If you are in one, you can peer through the holes by pressing the White
button. This will make a noise, however, as will pressing the B button.
-------------------------------------------------------------------------------
5.3 BASIC KNOW-HOW
-------------------------------------------------------------------------------
Using the Radar
=-------------=
Yeah, that green thing in the corner is actually a very useful tool. The
display of the radar consists of a line-graphical represented version of the
room you're in, dots and cones. The radar will very according to the state of
alarm, or lack there of that you are currently under. Also, the radar cannot be
used in areas with strong harmonic resonance because it gets jammed easily.
Lockers and intrusion view will also cause the radar to disappear.
-Normal State: *Central dot represents you
*Green cone is your field of view
*Other dots represent enemy units (soldiers, cyphers, etc.)
*Blue cones represent enemy vision
*Yellow cone is a suspicous guard
*Red cone is an alerted guard
*Dot enclosed in a square is a guard radioing for backup
(MINE DETECTOR)*Yellow dots are mines, the cones their blast range
(UNDERWATER)*Blue circles are air pockets where you can surface and breathe
(SENSOR A)*Yellow area means a bomb in in the area
-Alerted Mode: *Player has been discovered and is being pursued by enemies
*Radar will not work
*Enters evasion mode when the bar drops
-Evasion Mode: *Player has evaded the enemy who is searching for him
*Radar will not work
*Enters caution mode when the bar drops
-Caution Mode: *Player has completely shaken all enemies
*Radar works as in Normal Mode
*Patrol routes are heavier and more precise
*Returns to Normal Mode when the bar drops
Interactive Environments
=----------------------=
The backgrounds in MGS2S are mostly interactive. This means that fire
extinguishers can be shot to shoot foam, steam pipes the same, and lights can
be shot out. If near a laser system, you can shoot a fire extinguisher to spray
foam, revealing the beams. Or how about a bag of flour to explode, revealing
the beams just as well. Patrolling guards are susceptible to being burnt by
steam pipes, provided you shoot them at the right time. Cameras can be shot out
and will stop functioning. Lockers can be destroyed. Watermelons, bottles,
glass, and magazine racks will all fly during heavy gunfights. The sky is the
limit, if you can think it, try it. It just might work.
Footprints
=--------=
When stepping in a substance such as water, footprints will be left behind on
the ground. The effect can cause guards to catch notice of your path and follow
it to you. Footprints will go away after some time, as you will also stop
leaving them after you dry. Running around in circles in a room is the best way
to rid yourself of leaving these.
Bleeding
=------=
After getting wounded a fair bit, you health gauge will turn orange and will
gradually decrease. This is due to the fact that you have been messed up pretty
badly and are now bleeding. Loss of blood is causing your loss of life. Even
worse, you are leaving a blood trail on the ground behind you as you move.
This, like footprints, can cause a guard to take notice of you. He can follow
your blood trail right to you. To reverse the effects of bleeding, you must use
a bandage to patch yourself up. Also you could use a ration to bump your health
up and take you out of the bleeding stage.
Catching a Cold
=-------------=
If exposed to the elements for too long (i.e., you were out on the tanker too
long) it is possible for Snake to catch a cold. Your mother always warned you.
Colds will cause Snake to sneeze, and sneezing will catch a guards attention.
Obviously, you will have no great deal of luck when you have a cold. Odds are
you won't realize you have one until you are sneaking up on that heavily armed
guard, ready to snap his neck when...ACHOOOO!!! The guard turns around and
shoots you dead all because you didn't listen you your mother. Anyways, the
effects of a cold can be countered by using medicine.
-------------------------------------------------------------------------------
5.4 GUARD KNOW-HOW
-------------------------------------------------------------------------------
Status Symbols
=------------=
At various points during the game, you will encounter guards who are in a
different status than usual. To represent this, various symbols will appear
over the head of the soldier. For instance, a guard who is sleeping will have
"Zzz" over his head. A guard who is curious will have a "?" over his head. If
you are discovered, a "!" will appear over the guard's head. Guards who have
been recently knocked out will have "***" (stars) above their head. As the
enemy regains conscience, the stars will bump away one by one. After the last,
the guard will come to and get up.
Hold-Ups
=------=
With a weapon drawn, you can hold up an enemy by aiming at them when near. Hold
down the X button to keep the enemy held up. Here, you can do as you will with
the helpless guard. Notice that if the guard sees you without your weapon out,
he will attack you. Also, he will attack you if you stop aiming at him for any
amount of time. While in a hold up, aiming at the soldier's face or groin can
cause him to shake and beg for his life. That is, unless he is stubborn and
needs shot before he will shake.
Dog Tags
=------=
Dog tags can be taken from the many soldiers you encounter during the course of
the game. To get them, you must first hold up the enemy. Now, you must run
around to the front of them (if necessary) and aim at their face or groin. If
they have a tag, you will see it shine. While aiming at the guard's face or
groin, he should start to shake and his tag will pop out. Some guards will
require a little more motivation to give up their tag. To get these, you must
shoot the guard in the arm, leg, hand, etc. with a real round, not a
tranquilizer. Now aim at his face or groin and he should cough it up.
So, now that you know how to get the tags, why do you want them? Not only are
they collectible (go on, trade them with your friends), but they unlock the
many secrets to MGS2S. By collecting enough tags, you can unlock items that
will give you infinite ammunition, stealth, etc. that can be used in the main
game to help you torture those poor, pathetic guards. Each difficulty has a
different set of tags to be collected in both the tanker and plant chapters.
-------------------------------------------------------------------------------
5.5 VARIOUS GAUGES
-------------------------------------------------------------------------------
Life Gauge
=--------=
The life gauge represents the amount of health you currently have. Upon taking
damage, the life gauge will drop. If the bar completely depletes, then you will
die. At a low state of health, the bar may turn orange and start to drop. This
is due to the fact that your character is wounded and bleeding to death. To
replenish some of the health guage, you must use a ration.
Boss Life/Stun Gauge
=------------------=
The boss life/stun gauge appears only during boss fights. The top bar is for
the health and the bottom blue bar is the stun gauge. Using a live round weapon
like handguns, machineguns, etc. will cause the boss to lose health. If the
health guage reaches zero, the boss is defeated. The stun gauge is depleted
when you hit the boss with a non-lethal attack like punching or tranquilizer
darts. When it completely runs out, the boss is defeated.
Grip Gauge
=--------=
The grip gauge is present only during hanging mode. The gauge will constantly
drop as you hang and, when it runs out, you will fall. How often you hang will
represent in how fast the gauge drops. Doing pull-ups in hanging mode (pull
both triggers) will build up your grip. Doing one hundred pull-ups will
increase the level of the grip gauge, which will max out at level three.
Obviously, the higher level on your grip gauge represents how slowly the gauge
will run out.
Oxygen Gauge
=----------=
The oxygen gauge is displayed when you are underwater. This represents how long
your character can hold their breath before the start to drown. When they do
start to drown, the life gauge will start to drop. The gauge can only be
refilled by surfacing and taking in air. However, pressing Y can cause the
gauge to drop slower than normal.
Partner Life Gauge
=----------------=
When traveling with a companion, they will have their own seperate life gauge
displayed underneath yours. Their life gauge works just like yours in the fact
that it depletes with the occurance of an attack. If your partner's life gauge
runs out, the game will end as if your life gauge had just run out.
===============================================================================
- SECTION VI. GENERAL HINTS -
===============================================================================
* Snake and Raiden have pinpoint accuracy. If the laser on your weapon is
pointed at something, then you will hit that something directly in the spot
where the laser is, no matter how far away you are.
* Always answer your codec. If the call flashes in red, you will automatically
answer it, but if it flashes in green, then you have the option of answering.
Do so, because whoever is calling you will often have vital information about
your current situations, like warning you of explosives ahead.
* Save your game often. The game does give you continues, but in the end those
will lower your score. However, saves will too, but still. Saving is key.
* Even though the guards are fairly intelligent, they have the worst hearing
ever. Running by a guard is as easy as crossing a room without a guard. The
only instance when a guard will hear your footsteps is when you run over a
noisy metal plate on the ground of something of the like.
* When facing a guard head on, you can easily choke them by punching them once
and then hitting the grab button. The punch will stun them allowing you to
apply the choke. From here, you can snap their necks.
* When bleeding, you can return yourself to a normal state by crouching and
staying motionless. Your health will gradually return until you are out of
the bleeding phase. This is very important when you are out of bandage or
rations.
===============================================================================
- SECTION VII. WALKTHROUGH -
===============================================================================
The walkthrough following is based on the Normal mode of the game. Playing the
game on any other difficulty level will result in dissimilarities between your
game and this guide. Bumping up the difficulty will result in more guards and
cameras, etc., and decreasing the level will do the opposite.
During the course of the walkthrough, I will have to give directions. I will do
so by referring to real directions, north, south, east, and west. Easy enough,
eh? The directions will always refer to the on-screen view. For example, if I
say to head north on the tanker, you want to head straight up the screen. You
don't want to head towards the front of the ship, or anything else like that.
So remember, directions refer to on-screen display.
When entering a room for the first time, I will detail all the weapons and
items in that room that are availiable to you at this time. So, if all the
items are currently availiable to you, I will say so. However, you may not get
to take all the items at this time, mainly because you will be full or do not
have the current weapon. If we ever backtrack to said room, I will not detail
the item a second time. Now, if the item is behind a locked door and you don't
have the right keycard, I will not detail it the first time through. I will the
second time, however.
As always, this walkthrough does contain spoilers. Meaning, parts of this
guide, when read, can spoil a part in the game for you by letting you in on
what is going to happen next, or something of that sort. I trust you don't care
about this because, after all, you are reading a walkthrough. What do you
expect?
<<<<<<<<<<<<<<<<<<
7.1 TANKER CHAPTER
>>>>>>>>>>>>>>>>>>
/|\____________________________________________________________________________
|-| AFT DECK
\|/
ITEMS: Bandage, Chaff Grenade, Pentezemin, Ration
ENEMIES: 3 Soldiers
Welcome aboard the Discovery, Solid Snake. Listen to the briefing and a minor
gameplay rundown from Otacon. If you decide to skip the scenes, Snake will
retain one more tranquilizer round that he would have shot at the wall. During
the conversation, an armed terrorist group will come aboard and take over the
ship, killing the marines patrolling the deck and tossing them overboard. When
you finally gain control of Snake, run to the right and go to the back of the
ship. Near the right wall, you can find some PENTEZEMIN. Now run back,
underneath the guard above. The first set of stairs leads to a small platform
with some boxes blocking the way. If you hop the boxes, you can get some CHAFF
GRENADES.
Now, you want to head to the left side of the tanker. There is a guard
patrolling over here, so be careful. Flatten yourself against the wall and go
under the stairs to get some BANDAGE. Now, you can get the tags from this guard
fairly easily. You can wait until he turns around and walks the other way and
then sneak up on him, or you can climb up the steps and jump over the railing
to get around back of him. Now, run to the back of the left side to find a
RATION near the left railing. Head back to the hatch at the base of the steps
and enter.
/|\____________________________________________________________________________
|-| DECK-A, CREW'S QUARTER, PORT
\|/
ITEMS: M9 Bullet x15, Ration
ENEMIES: 1 Soldier
When you enter the crew's quarter, you are obviously drenched in water. Run
around or hit A repeatedly to shake the water from you. You will still leave
footprints for a while, and you are standing in a puddle. Up to the left is a
hatch. Try to open it and Snake will pull the handle clean off. Since this way
is inaccessable, head down the hallway to the right of the door. When you reach
the end, enter the sliding door on the north wall. In here, you will see a
bunch of lockers of which contain a RATION, M9 BULLETS x15, and two nice girlie
posters. Patrolling the eastern hallway is one inept guard who will not give up
his tags to the M9. Knock him out and proceed to the next room.
/|\____________________________________________________________________________
|-| DECK-A, CREW'S LOUNGE, STARBOARD
\|/
ITEMS: M9 Bullets x15, Stun Grenades, USP Bullets x15
ENEMIES: 3 Soldiers
When you enter this area, Snake will immediately run to the wall and scout out
the patrolling guards in the next room. There are only two in this room, the
third is down the steps on the other side along with the USP BULLETS x15.
First, go down the steps across from you and get the STUN GRENADES. The guards
in the next room can be held up for their tags, or you can sneak past them. If
you stick up the first guard when he walks out from the glass, the second won't
see you. Behind the counter you can find M9 BULLETS x15. Anyways, your
destination is up the main stairs and through the door on the east side.
/|\____________________________________________________________________________
|-| DECK-B, CREW'S QUARTER, STARBOARD
\|/
ITEMS: Ration, USP Bullets x15
ENEMIES: 2 Soldiers
Walk to the north end of this hallway and Snake will notice a guard's shadow on
the ground. Here, you can rush around the corner, hold up the guard, and take
him out. Now, heading around to the south end of this long corridor, you will
find the second guard. He can be held up easily when he walks away from you. In
the locker you can get USP BULLETS x15. Around the corner, on the east side,
you can find a RATION in a corner of a wall. You must now head back to the west
hallway. Head up and enter the room to the west and go up the stairs.
/|\____________________________________________________________________________
|-| DECK-C, CREW'S QUARTER, PORT
\|/
ITEMS: Chaff Grenades, Ration
ENEMIES: 1 Surveillance Camera
As you reach the top of the stairs, Snake will dash to the wall and peer out,
discovering a surveillance camera on the wall ahead. To pass it, flatten
yourself against the north wall and make your way to the end of the hallway. In
the locker ahead, you can find some CHAFF GRENADES. Continuing forward, you
will come to a dead end. However, there is a small, open shaft near the base of
the north wall that contains a RATION. Grab that and head back near the locker.
Go up the stairs.
/|\____________________________________________________________________________
|-| DECK-D, CREW'S QUARTER
\|/
ITEMS: Box 1, M9 Bullet x15
ENEMIES: 2 soldiers, 1 Surveillance Camera
Coming to the top of the steps, a guard will walk off into the next room. Good,
that's one less you have to deal with. Anyway, head to the east hall and into
the pantry room to the north. Take the M9 BULLETS x15 and BOX 1 from the rear
of this room. Now, head back out and start to go south slowly. Your codec will
go off, so answer it. Otacon will warn you of the Semtex on the walls, which
could easily blow the ship out of the water. Wait for the guard to come into
view and tranquilize him. Now, crawl under the beams to avoid setting off the
explosives. To the right, you will find a staircase leading up. Take it.
/|\____________________________________________________________________________
|-| DECK-E, THE BRIDGE
\|/ BOSS FIGHT, OLGA GURLUKAVICH
ITEMS: M9 Bullets x15, Ration, Thermal Goggles, USP, USP Bullets x15, Wet Box
ENEMIES: Olga Gurlukavich, 1 Soldier
A cut-scene will initiate when you ascend the stairs. Snake will notice a
Kasatka outside and then check for the destination of the Discovery. When he
does, Otacon will call him. During their conversation, Snake will hear a noise
and terminate the transmission. Out the window, Snake notices a soldier. Now,
you gain control. Head out the hatch on the west side of the room.
Outside, you will trigger yet another cut-scene. In this, Olga will be talking
to her father who demands that Olga leaves the tanker. However, reluctant Olga
wishes to stay and fight, despite her being pregnant. After the conversation,
Snake jumps in and holds Olga up with a hearty 'FREEZE!!' Upon this encounter,
Olga complies and tosses her gun overboard. However, Snake tells her to toss
her knife as well, and, as she is going to do so, she shoots at Snake with the
knife. However, good old Snake dodges the shot like a champion and, with the
drop of a blade, the battle begins.
The first thing to know when fighting Olga is that you cannot kill her,
obviously, because you sport only the M9 tranquilizer gun. So, you are going to
have to settle for knocking her out. That being, however, as she is shooting at
you with live rounds. Olga carries a light equipped USP that shoots live rounds
that do good damage. She also throws grenades. Remember that shooting Olga in
the head will result in a much greater loss in the stun gauge than shooting her
in any other part of the body.
Olga will always shoot in the direction she last saw you for any amount of
time. Say she saw you behind the massive row of crates on the right. She will
continue to fire in that area. If you stay out of sight long enough, without
shooting her, she will eventually enter a state of curiousness in which a "?"
will appear above her head and she will begin frantically searching for you.
However, shooting her will obviously alert her to your position and she will
fire accordingly.
Also, during the fight, there will be two random occurances of the environment
getting in your way. The first is the spotlight, which Olga can shine at you
and make it near impossible to see her. The next is the tarp, in which she will
shoot and make it fly up as she hides behind it. The thing about the tarp is
that Olga's aim seems to improve while behind it. So, be careful of these two
obstacles.
As the fight starts, Olga will start to ramble on about things that you don't
really care about. To avoid her and get a good shot off, crawl on the ground
over behind the structure on the west. You can use this for cover as Olga is
still firing away at where she thinks you are. Always aim for the head when you
have her like this. Also, when you get a chance, shoot out the spotlight as
soon as possible to prevent future complications. Run across to the other side
again and follow the same routine to get shots off on Olga.
Eventually, Olga will retreat and shoot out one of the straps on the tarp so
she can hide behind it. When she does, she gains accuracy and can hit you
whenever you step into view. Crawl over to the structure on the left and hide
behind it. Now, lean out to the right and aim at the white strap on the tarp.
Shoot it to make it fly away. If at any point you need it, there are M9 BULLETS
x15 in the opening to the north. Repeat the pattern until Olga's stun meter
completely depletes.
Now that you have knocked Olga unconscience, you can pick up her body and shake
her to get her dog tags. Snake will also have taken her USP. Back by where you
fought you can find a RATION. Now head to the east and run past the staircase.
When the guard comes out, dart him and head onto the platform to get the WET
BOX. Now head back and go up the stairs you passed. Climb the ladder all the
way to the top to get the THERMAL GOGGLES. Now, head back down and go inside
the tanker where the guard came out.
Once in, you are still drenched in water and will leave footprints. Shake the
water from you. It is a good idea to do a couple laps in this room so you will
stop leaving footprints behind. Also, now that you have the USP you can go back
and get the tags from any guard who wouldn't give them to you with the M9. With
the USP, however, you will make alot of noise when you shoot so make sure there
are no other guards in the area. When you're ready, head down the stairs.
/|\____________________________________________________________________________
|-| DECK-D, CREW'S QUARTER
\|/
ITEMS: Ration, USP Bullets x15
ENEMIES: 2 Soldiers, 1 Surveillance Camera
Immediately when you come down the stairs, equip BOX 1 and run into the room on
the west. Stay by the front of the table until the guard walks through the room
and into the section of the room you just came out from. When the other guard
starts walking away, tranquilize him. You can get some USP Bullets x15 in the
view of the camera. Now, head back behind the counter and snag the RATION. Head
out the northeastern door and go down the steps.
/|\____________________________________________________________________________
|-| DECK-C, CREW'S QUARTER, PORT
\|/
ITEMS: N/A
ENEMIES: 1 Soldier, 1 Surveillance Camera
When you come down the steps, run quickly to the west end of the hall. Here,
you can wait proned to fire with your M9 until the guard comes into view. He
can be easily held up by positioning yourself on the north end of the doorway.
He will walk through and not look to his left right away. This is the perfect
opportunity to hold him up. Or you could simply hide in the vent at the base of
the north wall. When he walks away, simply dart him. Whatever works best for
you.
In any instance, you must now make it back to the staircase. In the last
stretch of hallway before the stairs, there is a surveillance camera pointed
out into the hallway. To avoid it, flatten yourself against the north wall and
make your way across until you are completely out of the cameras sight. Or, now
that you have your USP, you can simply shoot the camera. This will cause the
camera to spark and flutter out so it will stop working. When you're past, head
down the stairs.
/|\____________________________________________________________________________
|-| DECK-B, CREW'S QUARTER, STARBOARD
\|/
ITEMS: N/A
ENEMIES: 2 Soldiers
This room has nothing of significance for right now, since you already passed
through it once. Take the northern route to get to the door on the eastern
hallway. Watch out for the guard. When he turns to walk back down the hallway,
line up a head shot with the M9 and dart him. Now, you are free to make your
way across the hall and back through the door on the western wall of the east
hallway.
/|\____________________________________________________________________________
|-| DECK-A, CREW'S LOUNGE, STARBOARD
\|/
ITEMS: N/A
ENEMIES: 2 Soldiers
Upon entering the crew's lounge, wait for the patrolling guard in front of the
stairs to pass. When he does, run out and dart him with the M9. The second
guard in the lounge is sleeping down the stairs on the west side of the room.
However, the door near him does not open so don't bother going that way.
Instead, head to the east of the room and go down the flight of stairs here.
Now, head through the door.
/|\____________________________________________________________________________
|-| ENGINE ROOM, STARBOARD
\|/
ITEMS: Grenades, Ration, 3 USP Bullets x15
ENEMIES: 7 Soldiers
Yes, the engine room is very heavily guarded. In any case, take a walk forward
and Snake will notice a shadow on the wall in the form of Raven from Metal Gear
Solid 1 fame. Walking around the corner will reveal that the Raven shadow is
mearly a toy. This toy, however, will shoot BB's at you if you shoot him.
Pretty neat. Anyway, the first locker here has a concealed dead body that will
fall out when you open it. To the rear of this room, you can find some USP
BULLETS x15. Now, take out your M9 and prepare to go through the door on the
west wall.
When you do, there will be a guard looking out over the railing who is
completely oblivious to you. So, dart the hapless fool and he just might fall
over the railing to his death (which is a really cool sight). Head south and
descend the stairs. The second guard is patrolling the catwalk to the west of
you. Hide in the corner at the base of the stairs. When he walks back, you can
either run out and dart him or you can run to the railing to the south. Either
way, you need to get to the railing to the south.
Once here, hop over the railing and hang. Jump down and wait for the guard
behind the piller to look the other way and then run to the corner to the
north. Now, wait for him to look away again and then run out and dart him in
the head. To the west is a small set of stairs leading to a catwalk. Head north
on this to find a RATION. Now, go back to the south and go up the small steps.
Head forward on the catwalk to the east and then retreat back down the stairs.
A guard patrolling the walkway will come over on his patrol. Run up and dart
him, and then follow the walkway all the way around until you come to the
western branch of the path that heads south. Directly to the north, there is a
box of USP BULLETS x15.
Now head back down to the south of the path. You will reach a giant structure
with a crawl-space underneath of it. Head around the back of this to find a box
of GRENADES. Now, there is a guard up top looking down the flight of steps on
his route. Wait until he is away from the steps and then run up them and hide
in the cubby hole on the first platform. When he returns, wait for him to part
again and then dart him. Head into the room to the west.
Walking forward in here, you will notice a guard coming out of the room behind
you. Wait in the room until he goes out to the main engine room. Follow and
dart him when you receive the opportunity. Now, head back in and start to go
for the door to the north. Otacon will chime in and warn you of the laser beams
connected to some Semtex. He notifies you of the green-lighted control panels
that are keeping the Semtex active. To get to the next door, you are going to
have to destroy these panels.
So, equip your THERMAL GOGGLES and take a look at the laser grid to get an idea
of what you're up against. Now, unequip them and look slightly ahead on the
east wall. This is the first control panel. You may have to lean out to the
left to be able to hit it. Do so and shoot the panel with your USP. Now, go
back and hop on the structure directly behind you. Ontop, it has some USP
BULLETS x15 for you to take. Now, look forward and just above a packet of
explosives you can see the second control panel. Shoot it and hop down. Turn
back on your THERMAL GOGGLES and see to where you can now walk to. Unequip them
and move into the hall, careful not to proceed too far. Now, on the west wall,
you can find the third and final control panel. Lean to the right and shoot it
out. Now head through the door.
/|\____________________________________________________________________________
|-| DECK-2, PORT
\|/
ITEMS: 4 USP Bullets x15
ENEMIES: 3 Soldiers
Verrazano Bridge checkpoint passes. Well, for all those who are paying
attention, that was the rendez-vous point for Snake to meet Otacon. So, that
plan is shot down. Run down the hall until you reach the opening to your right
with a body on the ground. Inside, you can find a box of USP BULLETS x15. Now,
go out and run forward to the next one, which has a guard patrolling outside of
it. Hide against the north wall until he passes and then run out and to the end
of the hall.
Here, there is a guard patrolling back and forth, so stay back. When he comes
into view, dart him. Or, you could wait for him to turn around and start
walking away, which leaves you a good opportunity to hold him up. You can find
another box of USP BULLETS x15 here as well. Now, go down the east hallway and
find another box of USP BULLETS x15. In the last compartment before the door,
there is a guard who is nodding off and making a report. You can either, dart
him, hold him up, or time your movements to run by him when he closes his eyes.
Near the door, you can find the last box of USP BULLETS x15. Enter the door.
/|\____________________________________________________________________________
|-| DECK-2, STARBOARD
\|/
ITEMS: Ration, 2 USP Bullets x15
ENEMIES: 8 Soldiers
I would suggest that you save your game here. Things are about to get real
hairy, real fast. Take out your USP and start down the hall. Collect the first
box of USP BULLETS x15 near the turning of the hallway to the south if
necessary. When you reach the first opening to the west, enter it. Take the
RATION and the second box of USP BULLETS x15 hiding behind the pipes on the
north wall. Hopefully, you are maxed out on RATIONS and USP BULLETS. Go out and
continue down the hall until you enter a cut-scene.
A heavily armed group of soldiers has just entered the Deck-2, starboard
section of the tanker to secure the entryway and exit to the tanker holds.
Their main purpose is to protect Gurlukovich's exit. Snake, hiding behind a
crate overhears the entire conversation. However, a guard is slowly walking
down the hallway near the crate Snake is hiding behind. In a matter of seconds,
the soldier spots Snake and bullets start to fly.
You start out the fight safely behind a crate. The soldiers you are up against,
eight in all, attack in waves. You start out facing three. Upon disposing them,
two more soldiers will rush forward to fire upon you. If you kill them, a group
of three will advance right up beside you and fire at you. They are all armed
with their machine guns. However, if the fight drags on for a long period of
time, they will start to throw grenades at you. Be ready.
When the fight starts, move up and flatten yourself against the crate. Pop-out
shots from here work well, but waste alot of ammo. You can try this, but
eventually you are going to need to stand up behind the crate and enter
first-person view to take them out easier. Do so, and start shooting the
closest soldier to you. Head shots are good, but not necessary. Whenever the
guards jump out and start shooting, you can duck behind the crate again if
you're not fast enough to kill them. Also, watch out for the steam pipes above
you because they can be shot out.
Killing the first set of soldiers will now force the back two to start firing
upon you. Hold your position and shoot at them in first-person view. They are
fairly inaccuarate from such a long range, but they will start to shoot at the
lights above you (if the previous group didn't already do so). Take them out to
trigger the last three soldiers to rush your position. Be fast here, and take
them out as they are coming. Otherwise, they will walk right up to you and
start firing.
Now that you have cleared this little tussle, you are greeted with another
cut-scene as you move into the tanker holds. It seems that there is one guard
left who you didn't kill in the shootout, but he is a coward and lets you pass,
even shutting the door behind you (Snake is not aware of his presence). After
the door is closed, Revolver Ocelot comes in and shoots the cowardly soldier in
the head.
/|\____________________________________________________________________________
|-| HOLD NO. 1
\|/
ITEMS: M9 Bullets x15
ENEMIES: Marines
You have now entered the cargo holds, where Metal Gear RAY is supposedly being
housed for transport. In the third hold, the general is giving a speech to his
men, who are watching on projector in the first two holds. After Otacon
finishes explaining the process of data-transfer, you have seven minutes to
reach the third cargo hold, take the pictures of Metal Gear, and transfer them
to Otacon via the small workstation in that hold.
Climb down the first two ladders to reach the ground floor of the first hold.
Looking out, you will see a mass group of marines affixed on the screen ahead,
which is the general giving his speech. Near the front of the group, you can
find a marine with no pants on, kind of noticable. You have no chance of
fighting these guys, if you kill one the game will end. However, you can
tranquilize them as necessary.
Sneak around the back of them until you see the projector. Entering the path of
the light will project a shadow of your head onto the screen, causing every
marine in the room to spot you. So, crawl under the beam, careful not to run
into the soldier standing near the projector. Sneak to the west until you come
to the path leading north, which has a distinct metal plate on the ground. Dart
the soldier standing near the plate. You will see a ladder to the west, which
leads to a box of M9 BULLETS x15. Notice the hatch on the ground. If you open
this up, you can crawl through a vent shaft that will lead you to the door on
on the northeast corner of the room. This way is unnecessary, however.
If you choose not to go this way, then you will have to go straight ahead,
which is the quicker way. The metal plate near the ladder will cause noise upon
walking over it, so either crawl or preform a diving roll to clear it. Follow
this path up, until you reach the second plate, which can be dodged in the same
manner. The door to hold no. 2 is straight ahead.
/|\____________________________________________________________________________
|-| HOLD NO. 2
\|/
ITEMS: N/A
ENEMIES: Marines
As you enter cargo hold no. 2, Snake will view the duel projectors in the back
of the room. These will periodicall change the viewing screen from the right to
the left, dictating which way the marines will look. There are two ways you can
go about this hold. The first is the direct method. Sneak over to the
projectors and crawl past both of them. When you stand up on the east side,
switch the projector so the view is on the left screen. Now, heading to the
east you will find another path leading north, with a metal plate. Crawl over
this and follow the route to another plate. Crawl over this. The door to the
third hold is located behind the structure ahead of you, head around it to the
right to discover it.
The second way to get through this part of the holds is an indirect route
through the vent shaft. This method is slower because you are crawling the
entire time, but it leaves you at less of a risk of being spotted. The shafts
are located at the southwest and southeast parts of the hold. Crawling through,
a soldier will drop his clip down through the grating. When he does, you need
to stay back inside the shaft until he gives up looking for it. Making your way
to the end will lead you to the door to the third hold.
/|\____________________________________________________________________________
|-| HOLD NO. 3
\|/
ITEMS: N/A
ENEMIES: The General, Marines
You have now entered the third cargo hold, the housing of Metal Gear RAY during
the transport. This is also the section of the tanker where the general is
giving his speech. During his speech, he will eventually start to tell the
marines to stretch. Doing so, you need to hide while they are because it is
easy for them to spot you. Even more dangerous, if time is winding down around
three minutes or so, the general will start to yell warning of intruders. This
will cause every marine to turn his attention to the direction the general
called. Note that they are not looking for you, they are just preparing in case
that could happen. Make sure you're out of sight when this happens.
Now that you are in this hold, you must get the pictures. Run, staying west, to
the northern most part of the hold. You should be behind the stage from which
the general is speaking from. Looking up on Metal Gear, you will see the
marines logo, so take the picture. Now, head back to the southwest part of the
hold and line up a shot. There will be a pipe in the way of the picture, but it
does not matter. Now, get a shot of the front, and front-right. The station for
data-transfer is right beside the place where you got the front-right photo
(southeast corner). Transfer the data and break out the popcorn to watch the
ending movie for the tanker chapter.
<<<<<<<<<<<<<<<<<
7.2 Plant Chapter
>>>>>>>>>>>>>>>>>
And just go ahead and continue eating that popcorn as the opening to the Plant
Chapter will roll. You may want to get another bowl, too, because we got lots
more cinemas to go. =/
You are now introduced to an operative referred to at this point as Snake.
After the tanker disaster of two years ago that legendary mercenary Solid Snake
was killed in, a massive off-shore cleanup facility called the "Big Shell" was
opened. Now, it seems that terrorists have overtaken the facility and are
threatening to destroy it with explosives planted in key structural points. If
this happens, it would lead to the worst environmental disaster ever. To top
this all off, the President of the United States was touring the facility that
day and has been taken hostage.
Entering the facility via underwater passing of the fence, Snake comes to
surface and climbs the ladder. He immediately uses the codec to contact his
command, Colonel Roy Campbell. During their briefing, Campbell will change
Snake's codename to Raiden, and designates that throughout the rest of the
mission.
/|\____________________________________________________________________________
|-| STRUT A, DEEP SEA DOCK
\|/
ITEMS: 2 Rations
ENEMIES: 2 Soldiers
Upfront, this part of the game is frustrating, and not for the reason you might
think. The difficulty is fine, but for some reason or another, the Colonel
feels the need to call you every three seconds or so and explain the most
simple tasks in painstaking detail (Ok Raiden, here's how to walk...). You've
just finished the tanker chapter, so why Konami decided to give you a mid-game
tutorial is beyond me, especially when the controls for the characters are
exactly the same. And why would you send an operative who doesn't know how to
open a hatch, or even swim?
Alright, if you ever get a chance to control your character, your first job is
to log into the node in this area. If you want, jump back into the water to get
a swimming lesson now, which is more convienient then getting it later. You
will find a ventilation shaft to the right of the small stairs that is infested
with bugs. Crawl down through them and head to the east. Take the RATION at the
end and go back. Up the stairs is a row of lockers. Open them to reveal a
second RATION.
To the east of the lockers is the hatch. When you go to open it, listen up. You
will here, and will see upon opening it, a guard being taken out. Move up into
the room and through the next sliding door. You will get a feint view of the
second intruder, decked out in a grey sneaking suit, with a bandana and a
mullet...sounds like the legendary Solid Snake, eh? Move into the room when you
get a chance and head for the northeast corner. Here you will find the node.
Log into it and enter in your information.
Now, Campbell will call again and you will be introduced to your mission
analyst, Rose. It turns out that Rose is actually Jack's (Raiden) girlfriend.
Interesting. Now, when it comes back to the game, you will notice that the
enemy guards are regaining conscienceness. Run back out to where you started.
On your way, Campbell will call, telling you what you already know, again. Wait
here until the caution state depletes.
Head back to the elevator room. Open to door to see where the guards are. When
you get a chance, run into the structure in the middle of the room. Wait here
until the guard to the west patrols down and walks towards the door. When he
does, you have a clear run to the elevator. Take it. On the ride up, Raiden
will take off his mask and reveal his face.
/|\____________________________________________________________________________
|-| STRUT A, ROOF
\|/
ITEMS: Bandage, M9 Bullets x15
ENEMIES: N/A
Listen to the call from Campbell. When you get control, head forward and hop
onto the crate to get the BANDAGE. Notice the seagulls here, don't slip on
their excrement. To the southwest you can find some M9 BULLETS x15. To the
northwest you will find a caged in area. When you near it, Campbell will call
and inform you of the hole in the bottom. Crawl through and receive another
call. When you're able, head through the door.
/|\____________________________________________________________________________
|-| STRUT A, PUMP ROOM
\|/
ITEMS: Ration, SOCOM Bullets x15
ENEMIES: 1 Soldier
When you descend the stairs, Raiden will take control and jump out to the next
wall. Locating the node, he will contact the Colonel who will tell you how to
make noise. Knock on the wall to distract the guard. When he comes, run the
other way and go back to the node. Now log in to get the radar. Knock on the
wall here to distract the gaurd again, and run the opposite way back. In the
lockers to the west you can find a box of SOCOM BULLETS x15, and to the east
you can find a RATION. Your destination is the door on the northwest side.
/|\____________________________________________________________________________
|-| AB CONNECTING BRIDGE
\|/
ITEMS: N/A
ENEMIES: 2 Soldiers
When you enter this area, Campbell will call you and explain the hanging mode.
Don't just skip this conversation because it has some important, mission
related information tacted onto the end. Anyways, when you gain control, run
out to the west pathway and hang over the edge. Shimmy across the way and wait
for the guard down here to walk back to the south. When he does, you are free
to climb up and head into the next strut.
/|\____________________________________________________________________________
|-| STRUT B, TRANSFORMER ROOM
\|/
ITEMS: M9 Bullets x15, Ration, SOCOM, 2 SOCOM Bullets x12
ENEMIES: N/A
As you make your way into the transformer room, a cut-scene will initiate. This
one is long, but fairly entertaining. It seems that the entire SEAL team was
wiped out by one man, a member of Dead Cell, Vamp. However, during the
slaughter, you meet up with a supposed member of the team, Pliskin, who bears
a striking resemblance to the legendary Solid Snake. Further more, during a
scene, a bug scatters off of Pliskins pant leg (remember the vent shaft at the
beginning? Hmm...) Anyways, Vamp was driven off by a call he'd received. Upon
talking, Pliskin will equip you with the SOCOM pistol. When the game returns to
you, walk to the area near Pliskin to find the node. You can get a box of SOCOM
BULLETS x12 here, too. Up the stairs and to the back, near the railing of the
upper part, you can find a box of M9 BULLETS x15. Head out the door on the
north end to see a row of lockers. Inside, you can find a RATION and a box of
SOCOM BULLETS x12. Head out the door to the left of the lockers.
/|\____________________________________________________________________________
|-| BC CONNECTING BRIDGE
\|/
ITEMS: Chaff Grenade
ENEMIES: N/A
On the bridge, another scene shows the SEAL Bravo team trying to take out the
Dead Cell member called Fortune, referred to as Queen by Vamp. Well, there ammo
does no good and appears to change coarse in front of her. When the backup
arrives, a grenade is shot at Fortune, but does not explode. The men form and
start to slowly walk towards her. Upon doing so, Fortune lifts up the giant ray
gun she is currently holding. In a flash of light and explosion, the bridge is
gone. SEALS go flying, one left hanging on a falling peice of bridge at
Fortune's feet. The Bravo's have been wiped out. When you get control, head out
onto the wrecked bridge to get some CHAFF GRENADES. Now head to the other side
and enter the door.
/|\____________________________________________________________________________
|-| STRUT C, DINING HALL
\|/
ITEMS: Card 1, Coolant, M9 Bullets x15, Pentezemin, Sensor A, SOCOM Bullets x12
ENEMIES: 2 Soldiers
On either side of the dining hall near the entrance, you will find bathrooms.
Entering the west side bathroom, you can find a box of SOCOM BULLETS x12. The
bathroom on the east side contains a PENTEZEMIN and a box of M9 BULLETS x15.
Go out and head down the hall. The first door is locked, so turn the corner.
When you do, Raiden takes over and you get to watch another cut-scene.
Raiden busts in the room and holds up a man who seems to pose no threat, and
has a cane with him. The man is Peter Stillman, the bomb disposal guy from the
Bravo team. Raiden continues to hold the man at gunpoint until Plisken enters
and tells Raiden to put the gun away. The men get to talking and Stillman
informs them that a man named Fatman has planted C4 around the Plant.
Raiden, unconfident of his abilities, is startled to hear that Stillman needs
the two to help disarm the C4's. However, Stillman has come prepared with a
COOLANT SPRAY that he gives to both Raiden and Pliskin. When used, the spray
will freeze the bomb rendering it useless for 24 hours. He also passes on
SENSOR A to both men, which will cause a yellowish-green area to illuminate on
your radar whenever you are near an active C4. To bypass the security lockouts,
Stillman will give Raiden CARD 1 and a level 3 card to Pliskin.
Stillman goes on to demonstrate how each component works. After he does,
Pliskin decides that he will handle the C4's on Shell 2, leaving the bombs on
Shell 1 to Raiden. Pliskin will head off, leaving some parting words that makes
Stillman realize he is no SEAL.
When you get control of Raiden, follow Pliskin out the way he went to get a
cool little show. Back inside, knocking on the door to the pantry will cause
Stillman to yell at you. Funny. Anyways, head through this room into the next
room to the west. There is a guard in here, but you can make it to the node
just fine. Now, log in and head back into the room with Stillman. Exit back
into the hallway and make your way back to the bathrooms. There is a guard
around here so hide behind the planter until he comes out. You want to enter
the bathroom on the east.
Sensor A will reveal a bomb scent in the area. Searching around, you will find
it attatched to the ceiling over the first stall, you can see it in the mirror.
Spray the bomb down and Stillman will call. The placement of the bombs thus far
seems odd to Stillman, who is uneasy of the whole situation. Anyways, when you
get control again, head back out to the bridge.
/|\____________________________________________________________________________
|-| BC CONNECTING BRIDGE
\|/
ITEMS: N/A
ENEMIES: Cypher
On the bridge, you need to cross back to Strut B. However, you will notice a
flying robot dealy that has a coned shaped field of vision. This is a cypher,
as you may remember from the tanker chapter. Anyways, this guy can spot you
just as easily as a patrolling guard. Wait for it to dip under the bridge and
then run across and into the next strut.
/|\____________________________________________________________________________
|-| STRUT B, TRANSFORMER ROOM
\|/
ITEMS: N/A
ENEMIES: 2 Soldiers
Sensor A will immediately pick up the scent of a C4 charge. Moving towards the
door across from the lockers, you will start to actually hear the bomb pulsing.
Enter the room, weary of the patrolling guard, and turn to Raiden's right. The
cover there can be closed, which you need to do. This will reveal the bomb on
the wall. Spray it down until it is completely frozen and exit this room.
Looking down the hall, you should see a patrolling guard. Sneak up behind him
and snap his neck. Exit to the bridge.
/|\____________________________________________________________________________
|-| AB CONNECTING BRIDGE
\|/
ITEMS: N/A
ENEMIES: 2 Soldiers
Two soldiers patrol each side of this bridge, with noisy plates on the
walkways. To pass by safely, use the hanging mode again on either side of the
bridge. Shimmy to the other side and come up when the guard is at the other
end. Head into the next strut.
/|\____________________________________________________________________________
|-| STRUT A, PUMP ROOM
\|/
ITEMS: Bandage, Box 1, Chaff Grenade
ENEMIES: 3 Soldiers, 1 Surveillance Camera
You now have access to the previously locked room in here, the actual pump room
itself. First, however, head up the stairs on the east side (watching out for
the guard) and head out onto the roof. There is a guard out here, but you can
get a box of CHAFF GRENADES right by the door. Head back downstairs and enter
the door right across from the steps.
In here, there is a guard patrolling around the room and a surveillance camera
in the northwest corner. Dart the guard and head to the southeast of the room.
Climb up the small flight of steps and then crawl under the pipe. Continue
crawling under the pipes going to the east until you cross a red pipe. Beyond
this you can find some BANDAGE. Now, you have to crawl under the red pipe,
however going with it (crawling the direction it is running). When you make
your way to the end, you will find the C4. Spray it down and crawl out of this
structure.
Instead of leaving right away, head to the southwest corner and climb the
steps. Don't crawl under the pipe in front of you, instead crawl under the pipe
to the east of you. Coming out, climb over the structure and jump down to get
BOX 1. Now head out of here. Back in the main room, head out the door to the
northeast.
/|\____________________________________________________________________________
|-| FA CONNECTING BRIDGE
\|/
ITEMS: N/A
ENEMIES: 1 Cypher, 1 Soldier
Coming out onto the bridge, you will notice a cypher flying towards you and a
soldier at the far end. Stay inside until the cypher falls out of view. Now,
sprint to the far end and you should run undetected right by the guard. Head
into the warehouse.
/|\____________________________________________________________________________
|-| STRUT F, WAREHOUSE
\|/
ITEMS: Book, Box 2, M9, 4 M9 Bullets x15, Mine Detector, Pentezemin, 2 Ration,
3 SOCOM Bullets x12, SOCOM SUPPRESSOR
ENEMIES: 3 Soldiers
Entering the warehouse, hide against the north wall and wait for the guard to
turn around. Run across to the east wall and take the RATION in the corner. Now
go in the room here. Take the M9 and two boxes of M9 BULLETS x15. Now go out
and wait against the wall. Another guard will come by and check down the hall.
When he passes, run up and snap his neck. To the east, you can find a box of
SOCOM BULLETS x12.
Head around to the west of the railing on the top floor. Hang over the edge and
look down. You should be above an enclosed box area. Drop down on it and jump
into it to find the bomb. Disable it. When the guard patrolling here walks out
and to the east, jump out and run to the south. Enter the room on the west.
Inside, you will find the node. Take BOX 2 and the RATION from the locker. Also
take the PENTEZEMIN from the other lockers. Now, on the wall near BOX 2, you
will find a vent shaft. Crawl through to find the SOCOM SUPPRESSOR and a box of
SOCOM BULLETS x12. Jump over the boxes and take the MINE DETECTOR. Under the
stand is a box of M9 BULLETS x15.
When the guard turns, run out and hide behind the boxes. Ontop of the crates,
you can find a BOOK, M9 BULLETS x15, and SOCOM BULLETS x12 (some you need to
drop from above to get). Head to the wall on the east. Here, you can flatten
yourself and pass by the boxes. Now, when you get a chance, run up the stairs
and out the door there.
/|\____________________________________________________________________________
|-| EF CONNECTING BRIDGE
\|/
ITEMS: N/A
ENEMIES: 1 Soldier
When you come out onto the bridge, Raiden will take control and notice a guard
walking up the stairs. Take out your M9 and shoot him. You will know you hit
him because of the "!" that appears above his head. Wait for him to pass out.
Now head forward and you will be contacted. A person calling themself
'Deepthroat' and 'Mr. X' warning you of claymore mines, hmm..., familiar. Take
out your mine detector and crawl over all the mines to pick them up. Now, get
up and head inside.
/|\____________________________________________________________________________
|-| STRUT E, PARCEL ROOM, 1F
\|/
ITEMS: Box 5, M4 Bullets, Ration
ENEMIES: 2 Soldiers
Entering the parcel room will cause Rose to call you. After the conversation,
head out to the southwest corner of the room. Make your way north from here to
see the guard reporting. When you get a chance, run to the northwest corner.
When he either stretches or turns around, run across to the node in the
northeast corner. Heading south, you can find BOX 5 on the belt. Head up the
stairs to the east and out the door. (A RATION can be found in the basement
inside a vent shaft).
/|\____________________________________________________________________________
|-| STRUT E, HELIPORT
\|/
ITEMS: Claymore
ENEMIES: 3 Soldiers
Head forward to initiate a cut-scene. Olga Gurlukovich is here and is talking
of spotting a ninja. She will also say that she spotted someone hiding under a
cardboard box in Shell 2. When the scene ends, head up the stairs. There are
two guards patrolling here, so carefully make your way back to the harrier.
Head around it and look at the north side of it. Stand near the wing and drop
down into a crawl. You will see the bomb near the wheel. Spray it down and you
will get a call from Stillman. Listen to him and then head back off the
heliport when you can. To the left you can find a guard and a box of CLAYMORES.
Enter back into the parcel room.
/|\____________________________________________________________________________
|-| STRUT E, PARCEL ROOM, 1F
\|/
ITEMS: N/A
ENEMIES: 2 Soldiers
Nothing too important in here. Your goal is the door in the northwest corner.
To easily avoid the guards, run back out onto the EF connecting bridge and
reenter. This will reset the patrol routes of the two guards. Now, run back and
exit through the door at the northwest corner.
/|\____________________________________________________________________________
|-| DE CONNECTING BRIDGE
\|/
ITEMS: N/A
ENEMIES: 2 Soldiers
When you come out onto the bridge, you will see a guard looking out above you.
He has a broad sight range that sways back and forth. Across the bridge, you
will see another patrolling guard. When the soldier above you looks left, run
out to the other side. Don't go through the door up here, however. Run down the
steps and shoot the guard with the M9 if necessary. Enter the door down here,
instead.
/|\____________________________________________________________________________
|-| STRUT D, SEDIMENT POOL
\|/
ITEMS: Ration, SOCOM Bullets x12
ENEMIES: 3 Soldiers
Sitting on the wall to the right you will find the node for this area. Head
over and log in. Now, head around the bottom of this area, careful of the
watchful guards above, until you are past the staircase. Here, flip over the
side and hang until the guard walking your way passes. Now, flip up and
continue down the walkway. You will see the green area strong here, and the
middle area is near a grating. Open the lid to the grating at your feet to
reveal the C4 in this strut. Spray it down.
Now, head back towards the steps. Dart any guards that you see up top to help
you pass easily. Avoid the guard on your platform by hanging. When you can,
head upstairs. In the middle section, you can find a ration. Head to the
southwest corner to find the door to the bridge. Behind the railing you will
find some SOCOM BULLETS x12. Now enter the door.
/|\____________________________________________________________________________
|-| CD CONNECTING BRIDGE
\|/
ITEMS: N/A
ENEMIES: 1 Soldier, 1 Surveillance Camera
As soon as you enter the area, Raiden will take a look at the surveillance
camera overhead. Stand under it so it doesn't see you, but don't go near the
opening to the door as the guard outside might see you. When he turns around,
run out and dart him with the M9. Now you can pass the bridge safely. Head into
the next strut.
/|\____________________________________________________________________________
|-| STRUT C, DINING HALL
\|/
ITEMS: SENSOR B
ENEMIES: N/A
Run inside the strut and through the door to the right of the hallway (to the
pantry where you left Stillman). Inside, the door will be open and you will see
SENSOR B. Grab it and take the call that come. Stillman is still confused about
his invisible bomb when Pliskin calls. It seems Pliskin has one bomb left to
freeze. While Stillman is continuing to check out the bomb, Pliskin finds and
sprays the last bomb. Upon doing so, he actually activated the trigger for
Stillman's bomb.
Well, Stillman has his hands full with his bomb, so he informs Raiden to hurry
to the bottom of Strut A and defuse the bomb there. A duel collapse of the
struts would severely challenge the structural integrety of the Big Shell, and
would almost guarantee the place would sink. You, however, have a big advantage
over Stillman. You have 400 seconds, Stillman has less. So, head out to Strut A
via the BC Connecting bridge. On this bridge, simply shoot or chaff the cypher.
Coming into Strut B, dart the guard walking down the hallway right across from
the door and continue out onto the AB Connecting bridge. Use the hanging mode
to pass and avoid the guard in Strut A. Head to the rooftop.
/|\____________________________________________________________________________
|-| STRUT A, ROOF
\|/
ITEMS: N/A
ENEMIES: N/A
Here, head out and onto the elevator. Upon the ride, Stillman will call for a
final time. The tricks Fatman is using were not taught to him by Stillman, and
Peter finally realizes that Fatman has surpassed him. No matter what time you
have left, Peter only has about 30 seconds. Stillman tells Pliskin to get away
from Strut H as fast as he can, and for Raiden to keep his distance. It is up
to you, now, to diffuse the bomb and save the Big Shell. As the conversation
ends, the bomb blows and Stillman is no more. All connections between Stillman
and Pliskin have been severed, so you will not be able to contact them.
/|\____________________________________________________________________________
|-| STRUT A, DEEP SEA DOCK
\|/ BOSS FIGHT, FORTUNE
ITEMS: RATION, 2 SOCOM Bullets x12
ENEMIES: Fortune
As you reach the bottom of the elevator, you will notice that the guard patrol
is no more. Also there is an abundance of items about for you, including a
RATION and 2 SOCUM BULLETS x12. Head into the pool room and you should start to
hear the sensor beep, provided you have it equipped. Go down the small stairs
near the bug infestation and flip over the railing (your feet will be hanging
in the water). Shimmy across the fence and flip up. Now, the beeping is getting
intense. Near you is a small flight of stairs overlooking the pool. Climb up
and crouch down. Now take out the spray to reveal the bomb placed underneath
the suspended submarine. Spray it down and take the call from the Colonel.
The bomb threat for the moment has been disposed of. The explosion in Strut H
turned out not to be enough to take out the Big Shell, or even to unbalance the
structure. The strut is completely destroyed, however. Also the core of Shell 2
is severely flooding. No worries as to the toxins, also, as they are not
leaking. Seems their containment shaft has been blocked, so there is no need to
concern yourself with that problem. You need to carry on with the main mission
objective, rescue the President. Head to the top of Strut A.
Coming out to the hallway, you will receive another call from Campbell. The
terrorists have responded to the bomb neutralization by killing a hostage. They
took him up onto the roof of one of the struts and shot him in the head, which
was picked up clearly by the command. They say they will kill one every hour.
Still, your mission objective remains the same with the priority on the
President. You need to continue to the top of Strut A.
As you come out into the main room, you will be entered into a cut-scene.
Fortune is expecting someone down here as she comes down the elevator. Someone
who killed her father. As she talks, she will take aim and shoot the corner at
which you are hiding behind. This is when she realizes that you are not who she
expected. However, she feels that a battle with you could be interesting, so
she proceeds. Fortune is looking for her demise, she wishes to have a death to
call her own, and she wants you to give it to her, even if it means killing you
in the process.
The main thing to know about Fortune is that you can't hit her. It's
impossible. The bullets seem to dodge her by any means necessary. So, if you
can't hit her, then how are you supposed to beat her? Well, you don't, really.
This is more of an endurance match. How long can you hang with her, or
something like that. As you recall with the SEALS, they couldn't hit her, and
neither can you.
Fortune wields a giant rail gun (think Vulcan Raven with a laser). The gun does
incredible damage, often destroying scenery and your cover. Wooden crates don't
stand a chance, forklifts will be knocked over, and everything in it's way will
be pretty much destroyed. A direct hit from her gun will take about half of
your health away, so keep those rations equipped or don't get hit. The only
cover that is utterly safe from her shots are metal crates. These, however, do
also provide another problem.
As you are fighting, barrels of oil are spilling all around you. These are
concentrated towards the large metal crates which provide you with the best
cover. If Fortune shoots in the area, it is very likely that the oil will
ignite and set you ablaze if you are near it. As the fight continues, the fire
may go out, or it may spread.
When the fight starts, try and shoot her with the SOCOM. This is the gun you
will want to use the entire fight. Stay near the back of the room and shoot her
whenever you have the chance. Avoid hiding behind the wooden crates and stay
close to the metal ones, watching closely for fire. Every "hit" you score on
her comes in the form of a scene showing the bullet dodging her. She will
eventually destroy the forklift and all the scenery around you except for the
large metal crates. As the fire spreads, you must be extra cautious.
Thankfully, if you look you can see her laser sighting aiming, so avoiding it
is not too hard. Using the cartwheel flip is best when dodging her shots.
Eventually, you will receive a call from Colonel Campbell. Fatman has placed
another bomb, this time on the heliport. He asked for you, personally. It
appears that his intentions differ from the rest of Dead Cell. He may actually
blow the place up. He also didn't say what type of bomb he placed, he just said
there was a bomb. You now have 400 seconds to make it to the heliport and
freeze the bomb. But what about Fortune?
Another cut-scene will trigger when the call ends. Vamp will walk in and inform
Fortune of the recent doings of Fatman. Now, Fortune will say she will handle
it and Vamp will take over with you. As she walks away, Raiden pops out and
with a scream shoots at Fortune. The bullets dodge her, like normal, but one
dodges right into the forehead of Vamp, who was standing next to her. As
Fortune sees this, she catches him and breaks out into tears. This leaves the
opportunity for Raiden to sneak by into the elevator, which he does. However,
as he is leaving, Vamp's eyes open and he comes back to life, proclaiming that
he cannot die twice.
/|\____________________________________________________________________________
|-| STRUT A, ROOF
\|/
ITEMS: N/A
ENEMIES: N/A
You now have 400 seconds to get to the heliport and dispose of the bomb there,
thanks again in part to Fatman. Don't be to quick on the roof here, though, as
there are newly planted claymore mines near the entrance. Crawl over them and
enter the room. You need to get to Strut E, so you will be taking the FA
Connecting bridge route here. In Strut A, you will find a soldier at the bottom
of the stairs who can be disposed of, and another who is patrolling the other
side who can be avoided. The guard on the FA Connecting bridge can be easily
avoided, just wait for him to go down the stairs then run across. In Strut F,
dart all the guards on the top level and make your way to the door in back. On
the bridge, run across before the guard gets up to the top. Now, you're in the
parcel room. Head to the stairs on the east side and go up.
/|\____________________________________________________________________________
|-| STRUT E, HELIPORT
\|/ BOSS FIGHT, FATMAN
ITEMS: B.D.U., Card 2, Cell Phone, SOCOM Bullets x12
ENEMIES: Fatman
Head up the stairs here and take the SOCOM Bullets x12. Head straight back and,
with SENSOR A equipped, you will see the area of the bomb. In fact, it's laid
out nicely in plain view for you to see. Spray it down and take out your SOCOM.
It appears it's time to start the party, as Fatman will now make his entrance.
Fatman talks of playing a game with Raiden, he plants a bomb, and you diffuse
it before it blows. Not a fun game, really. As the two talk, Raiden comments on
the ransom demand to which Fatman doesn't know anything about. Anyways, Fatman
is doing this simply to become famous, he believes he will go down in history
as the man who beat Peter Stillman. When he's done talking, it's time to fight.
Fatman is a big, fat...uh, man, on roller skates. Not a likely combination, and
is proven by Fatman's constant falling down. He wears a giant blast suit that
is very thick. This means that you have no chance at penetrating it with a
bullet. The armor Fatman wears does not limit his mobility, either. Fatman is
very fast on his skates, making for a tricky shot at times.
As he skates around, Fatman will start to plant bombs if he gets a chance. The
bombs all have a timer which is displayed on the screen along with the number
of bombs planted. All of the bombs he plants are SENSOR A bombs, so don't worry
about locating them. Most all of them will be on the side of a structure, with
the occasional one that is thrown under or planted ontop of the structure.
If the bombs blow, you lose. During the fight, Fatman will eventually pull out
a small, handheld, sub-machine gun. At the beginning of the fight, the only
damage he will inflict upon you is by running into you and knocking you down.
Damaging him is another story. Due to his blast suit, you cannot damage him
directly in the body. By shooting him, however, you can knock him down. When he
falls down, he must be shot in the head to cause damage. The easiest way to
knock him down is to shoot him in the skates. He will fall in one shot (it's
easier than it sounds). If you're quick, when he's down you can shoot him
twice. To do this, shoot him once before he starts to get up and once after he
starts to get up.
When the fight starts, there are already two bombs planted. Don't worry about
them for the moment. Instead, turn to Fatman and shoot him in the skates. When
he falls, run up and shoot him twice in the head. Now turn on your sensor and
go spray the bombs. When Fatman comes around again, if he didn't plant anymore
bombs, shoot him in the skates and twice in the head. It is possible to trap
him if he takes out his gun by punching him down again. Do this and shoot him
twice again in the head. He is not really too deadly even with the gun, because
he can be trapped as such. Diffuse his bombs as necessary and continue to knock
him down until his health depletes.
When this does, another cut-scene is initiated. Fatman is left dying in the
middle of the heliport. He pulls up and pushes a button activating the biggest
bomb in the entire place. As he dies, you are left to find it. It is not too
hard, and is a little obvious where the bomb is located. Unequip your weapon
and drag Fatman's body away from that spot. Doing so will reveal the bomb. When
you drop him, take Stillman's dog tag. Now spray down the bomb.
The Colonel will call and congratulate you on taking care of the situation. He
orders you to continue on with the rescue of the President. During the
conversation, you will receive another call from Pliskin. Seems that he was
knocked out from the explosion. Pliskin will report the status of Shell 2,
which is a mess. The harrier here is out, which Raiden passes along to Pliskin.
The two decide that the only way to extract the hostages is by helicopter, and
they wouldn't stand up for long against a harrier. In any case, you have to get
to the President. Head out and towards the steps to initiate another cut-scene.
Here, you will meet the elusive Mr. X, who poses a striking resemblance to Grey
Fox of MGS1 fame. Upon talking to him, you will be notified of the supposed
location of the hostages. A man named Ames is the only known person who knows
the location of the President. However, nobody knows what Ames looks like. The
solution is to listen to the hearbeats of the hostages with a microphone, as
Ames has a pacemaker. They are supposedly located in the Shell 1 core.
Also during the conversation, you will be let in on a few more secrets. It
seems that the terrorists have their hands on a nuke. Even worse is that they
have to code to activate it, which was brought in by the SEALS. The thing is,
the terrorists didn't bring the nuke, it was already there. Why is this? Well,
it appears the the Big Shell is the farthest thing from a cleanup facility
there is, and it's just a coverup housing for the new Metal Gear that is housed
there!
After a call from Campbell to confirm the story, which doesn't happen, you have
now got to get yourself an AK-74u to go with the B.D.U. that was given to you.
You also would have received a CELL PHONE and CARD 2. Head out and by way of
the EF Connecting bridge over to Strut F.
/|\____________________________________________________________________________
|-| STRUT F, WAREHOUSE
\|/
ITEMS: AK-74u, 3 AK-74u Bullets x30, 4 C4, M4, 2 M4 Bullets x30, PSG1 Bullets
x20, SOCOM Bullets x12
ENEMIES: 3 Soldiers
Inside the warehouse, there are three new rooms you can access. The first is on
the top floor, to the notheast. Inside, you will find 4 boxes of C4. The next
room is to the south and down the hall running west. Inside, there is a laser
grid that must be disabled. Shoot the green control box ontop of the locker to
the west. Now you can take the M4 and the M4 Bullets x30. In the vent shaft you
can find some PSG1 BULLETS x20. Now head down to the bottom level, cautious of
guards.
Enter the room on the north wall. Inside, you will find a cache of weapons and
ammo. You can get your hands on an AK-74u, 3 boxes of AK-74u BULLETS, another
box of M4 BULLETS x30, and SOCOM BULLETS x12. After taking the AK-74u, you will
get a call from Pliskin, just reiterating the whole uniform, weapon thing. So,
when the guards clear, run up and head out onto the bridge.
/|\____________________________________________________________________________
|-| EF CONNECTING BRIDGE
\|/
ITEMS: AK-74u Bullets x30
ENEMIES: 1 Gun Cypher, 1 Soldier
On the bridge, the soldier will be walking up to his lookout post, so run onto
the bridge leading to the core before he gets there. On this bridge, there are
floor traps that will drop you into the water below if you slow down. Just run
across and take the AK-74u BULLETS x30. A gun cypher is floating your way, so
don't spend too much time on the bridge. Head into the core.
/|\____________________________________________________________________________
|-| SHELL 1 CORE, 1F
\|/
ITEMS: Chaff Grenades, M9 Bullets x15
ENEMIES: 3 Soldiers, 3 Surveillance Cameras
Entering the core will prompt a call from Rose. She has finally dug up the
information you sought for about Solid Snake (he should have asked back during
the first save). Seems that the body was found and positively identified,
although one arm was missing. As the facts are laid out, Campbell cuts in and
tells you to get on with the mission. Dawn the B.D.U. and equip the AK-74u and
you will have no trouble whatsoever walking around here. A few things to
remember, though. Any odd movements, i.e. flipping, laying on the ground, etc.,
will be noticed by the guards and will cause them to look at you (however they
won't discover you like this). Bumping into a guard, on the other hand, will
knock you out of uniform and make them alerted to your presence. Other things
like punching a guard will wield the same effect.
In any case, make you way into the core, past a camera, and out into the hall.
Two guards patrol here, so don't run into them. Make your way south and past
another camera, heading into the door to the west. Inside, you will find some
CHAFF GRENADES and a box of M9 BULLETS x15 in a locker. The node is also
located inside here, so go ahead and log in to that. Head out the door on the
opposite side and make your way up the hall, past another guard. You will find
the elevator at the north of this room. Make sure you are properly dressed
before hitting the switch, as a camera will look you over. Head in and go down
to B2.
/|\____________________________________________________________________________
|-| SHELL 1 CORE, B2 COMPUTER ROOM
\|/
ITEMS: AK-74u Bullets x30, 5 Books, Box 4, Directional Microphone, M4 Bullets
x30, M9 Bullets x15, Ration, SOCOM Bullets x12
ENEMIES: 4 Soldiers
Head out of the elevator and go through the east doorway and down the stairs.
Go into the hallway and find the RATION. Go across the to the western hallway
and follow it down to the row of lockers. Inside, you can find some M4 BULLETS
x30 and some SOCOM BULLETS x12. Ontop of the locker, which you can get by
punching the last locker, are 5 BOOKS. Now go over and head into the main
computer room, which is crowded by guards. Be sure not to bump into one. To the
back you can find the node. Log in and take BOX 4 and some AK-74u BULLETS x30
behind the node. In the northwest corner of this room is the DIRECTIONAL
MICROPHONE, grab it and take the call from Campbell. Now head out and up the
eastern hallway. Inside the first locker you can find some M9 BULLETS x15. Now
make your way back to the elevator.
/|\____________________________________________________________________________
|-| SHELL 1 CORE, B1
\|/
ITEMS: Bandage, Card 3, Ration, SOCOM Bullets x12, Stun Grenades
ENEMIES: 4 Soldiers
As you come off the elevator, Raiden will notice a guard using the retinal
scanner. When you gain control, head to the east room and log into the node.
Inside the locker is another RATION for you to take. In the next open room down
the hall you will find a row of lockers, inside which contains some SOCOM
BULLETS x12 and some STUN GRENADES. Now, you have to force a guard to open the
hostage room door for you. Head into the hall to find the guard out here alone
in patrol. When he turns his back to you, unequip your AK-74u and grab him.
Drag him to the scanner and put his face to it to open it. You will now enter
the hostage room.
There is a lone guard inside here, with hostages all tied up and littering the
floor around the perimeter and interior. Campbell will call you and dish out
some details about the consequences of using the mic and how you must not alert
the guards, making sure the hostage you call out to is Ames, etc. Listen up and
take notice. In any case, you must navigate the room to find Ames. When you mic
him, there will be an extra 'ping' in his heartbeat signifying his pacemaker
(normally, Ames is located alone in the southwest corner of this room). If you
walk across the hostages' feet, they may trip you which could alert the gaurd,
so be careful. When you find Ames, a cut-scene will trigger.
Here, you will find out the reason why the terrorists supposedly cannot touch
the President. The case that was taken is of no use to the terrorists in that
condition, it must be activated by the President himself. Not only that, but
the key actually reads the signs of the person using it, and if one is off,
then it will refuse the code. In other words, the code must be entered by the
President's own free will. After the codec call, Otacon and Snake will walk
near and start talking, to which you get to eavesdrop with the mic.
Before this conversation begins, there is an extremely funny little scene going
on during the talk. When they first start talking, if you point the mic to the
left a ways, you will hear a man talking. In fact, this man is on the toilet,
and having a hard time. This man is actually our old friend Johnny Sasaki of
MGS1 fame. For veterans of that game, he will make a few references to the game
and whatnot, but it's generally just for laughs.
After the conversation, you will talk to Ames again. The password input is
complete, and the reconfirmation is coming. However, you learn now that the
President must be cooperating with the terrorists. Furthermore, you also are
informed that the nuclear strike was the initial goal all along. However,
instead of a direct strike, they aim for a high-altitude detonation which would
render all electronic equiptment in the area useless, which would cause a
severe panic. The talk is now interrupted by Ocelot, who is making his way
towards you. Searching Ames' pocket, you will find CARD 3. You have ten seconds
to equip your AK-74u.
During this next scene, Ocelot will talk to Ames and make it known that he
knows who Ames is and why he is here. However, Ames will suddenly die of what
seems to be a heart attack. After the death, Ocelot will grow suspicious of
you, and will surround you with men and demask you. To the rescue now, comes
the cyborg ninja, who supplies you with an escape path.
When you come out of the hostage room, the guards are on tightened security
(caution mode). After the call from Campbell, where it is decided that you
still need to go after the President, run up behind the guard patrolling in
front of the elevator and dart him with the M9. Take the elevator up to the
first floor.
/|\____________________________________________________________________________
|-| SHELL 1 CORE, 1F
\|/
ITEMS: M9 Bullets x15, SOCOM Bullets x12
ENEMIES: 3 Soldiers, 3 Surveillance Cameras
As you come to the top floor, the patrols are still in caution mode, with the
attack team out and patrolling. Wait here in the elevator until the caution
mode is depleted and normal mode returns. Now, head out of the elevator and
shoot the camera on the east side with the SOCOM. Dart the guard patrolling
under the camera and the guard patrolling down the hall. Run down and head to
the hallway leading to the exit. Shoot the camera here with the SOCOM. Take the
M9 BULLETS x15 and the SOCOM BULLETS x12 and exit to the bridge. Now,
immediately run across the bridge and take it south to Strut F.
/|\____________________________________________________________________________
|-| STRUT F, WAREHOUSE
\|/
ITEMS: PSG1, 2 PSG1 Bullets x20, RGB6, 2 RGB6 Bullets x6
ENEMIES: 3 Soldiers
Now that you have a new card, you can access the last rooms in the warehouse.
Both rooms are on the top floor. The first is in the northwest corner, which,
inside you will find the RGB6 and 2 boxes of RGB6 BULLETS x6. The next room is
in the hallway to the southeast. Inside here, you will find the PSG1 and 2
boxes of PSG1 BULLETS x20. If you recall the conversation between Ocelot and
Snake, you will remember that there is Semtex on the Shell 1-2 Connecting
bridge. You will need this to destroy them. Now, you need to head to Strut D
via the EF Connecting bridge. Head through the parcel room and avoid the guards
to get to the DE Connecting bridge. Wait for the guard above you to look to one
direction and then run across to the other side. Enter from the top door. In
the sediment pool, dart the two guards up top and exit to the Shell 1-2
Connecting bridge.
/|\____________________________________________________________________________
|-| SHELL 1-2 CONNECTING BRIDGE
\|/ BOSS FIGHT, HARRIER
ITEMS: AK-74u Suppressor, 2 PSG1 Bullets x20, Ration, Stinger
ENEMIES: Harrier, 2 Soldiers
When you come out onto the bridge, you will get a call from Pliskin. He informs
you of the IR sensors in place on the bridge. There are a total of ten control
units that need to be destroyed before the beams deactivate. When you get
control of Raiden, turn around and look above your head. The first control unit
is there and can be taken out with the SOCOM. Out near the bottom of the steps,
you can find two more control panels. The forth is located out on the big
pillar straight across from you. Now, the fifth is across the bridge, on the
wall to the right. You should use the PSG1 for the remaining controls. The
sixth control is to the left of this one, across the doorway. Now, the seventh
is to the right of the previous one (fifth) and down, actually lower than the
bridge. You will see a group of birds surrounding it. The eighth is on the
bridge, near the far side on the left. It is placed near the explosives, so you
need position to hit it. Another charge is located behind the flag waving up to
the left. Finally, the last charge is actually located ontop of a cypher flying
above the bridge. Shoot it out and the sensors should deactivate.
When you walk down the stairs, you will receive another call from Pliskin. Good
news this time, he found a ride in the form of an enemy helicopter. Now the
hostages can be evacuated, but it will take two trips. He says he is heading
towards you now, and introduces you to his pilot, Otacon. Well, you're not the
only one who recognizes the name, Raiden does too and checks his suspicions
with the Colonel, who again has nothing to offer. In any case, they are on the
way, and get there just in time to see Solid Snake standing across the bridge
from Raiden. Upon telling Raiden he is Solid Snake, Pliskin gets upset and
starts shooting, shouting he is not Solid Snake. The man refers to Pliskin as
brother numerous times. Could it be...is Pliskin THE Solid Snake?
Well, after a few grenades get launched, the man calling himself Snake gets
knocked off the railing...landing right on the harrier. This is bad news for
the chopper. Pliskin, realizing the situation, throws you down the STINGER
MISSILE LAUNCHER. You have no other choice but to shoot down the harrier.
The harrier fight is a very interesting one at that. It is not overly hard, so
long as you are stocked up on rations. You also have Pliskin helping you during
the fight, for which he will throw you items when you need them, like extra
rations and missles. He will also deal with the harrier if it has you pinned
down with machine gun fire. Pliskin will stop helping you, however, if you
shoot at the chopper with the missile launcher (not very smart). You also have
limited movement range being trapped on the bridge. Not only that, but the
harrier can destroy parts of the bridge cutting down your movement range even
more.
The harrier enjoys the widest attack range in the entire game, offering a
diverse number of attacks to try and destroy you with. The jet wields all the
normal weapons you would expect a harrier to have, and they even get a little
creative with the punishment methods they dish out. You can be damaged by the
harrier flying by you at high speeds, which will cause you to flip and fall.
The jet will launch missiles at the bridge you are on. Also equipped on the jet
is a high caliber machine gun which does heavy damage. Creative is the way in
which they will actually burn you with the propulsion system of the jet, by
aiming it down over you and hovering. They will also launch a barrage of
flurried missiles which will tear the bridge to pieces at times. Alot of these
attacks are nearly immpossible to dodge, like the missile flurry.
When the fight starts, shoot the harrier as many times as you can. This is
about all you can do throughout the fight, is launch missiles whenever you see
the opportunity. When the jet flys around and circles the bridge closely is a
good time to shoot. When the harrier flys out far and comes over the bridge
really fast, you can get a shot off when it is coming towards you. Look out and
you will see a flash of light where the jet is. Shoot at that and you will hit
the jet. Make sure to keep your rations equipped at all times. When the harrier
goes to burn you by hovering, run down the stairs, aim up and shoot as many
missiles into the body of the jet as you can. When they try to launch the
flurry of missiles, you will almost always get hit so just hold your ground and
launch at them. If they use the machine gun, launch before they get into
position and then hide behind the pillar. Shoot whenever possible, and if
you're there for too long, Pliskin will get the harrier off of you. As the
fight progresses, the bridge will be destroyed. Continue launching missiles and
the harrier will eventually fall.
When it does, you will get a call from Pliskin...ah, forget it, you get a call
from SOLID SNAKE! Yes, it is official, he is the real Solid Snake. Anyways, the
two get to talking about why they are fighting and whatnot. After, Raiden gets
a call from Campbell, who seems upset about the recent discovery of Snake. In
any case, the call ends on a very abrupt and sour note.
Now you are thrown onto a burning and destroyed connecting bridge. To the left
is the staircase, which is blocked by fire. All flames can be put out with the
COOLANT, so take that out and clear yourself a passage. Now, the stairs here
are not stable, so don't take to long getting the RATION at the bottom. Run
back up before it falls. Go back to where you started and walk to the end of
the slightly elevated platform. Look out and down to see another platform.
Well, if done correctly, you can run and jump down to the platform. If your
timing is right you will make it, if not you will fall into the water. If you
want to take the safer way, you can shimmy and drop onto the pipe to the right.
Across on the next walkway, you can find 2 boxes of PSG1 BULLETS x20. Behind
the flames near the back wall, you can find the AK-74u SUPPRESSOR. Now, climb
up on the walkway to the east. This path is easy to fall off of, so be careful.
You do need to run, though, because the floor panels will start to break away.
When you make it to the end, flip over the railing. Use first-person view to
look at where you are going to land. When you drop down, two soldiers will come
out onto the upper bridge. Take out your PSG1 and shoot them, or else you risk
being spotted. Head down the walkway to find the bridge is pretty messed up.
The first hole can be jumped. When you approach the second, you must flip over
the railing and shimmy across. Now, flip up and head up the ladder.
/|\____________________________________________________________________________
|-| STRUT L, PERIMETER
\|/
ITEMS: AK-74u Bullets x30, Chaff Grenades, PSG1 Bullets x20, Ration, SOCOM
Bullets x12
ENEMIES: 4 Gun Cyphers, 2 Soldiers
Walk down the path to find the perimeter has some open windows. Well, inside
the windows are guards, starting around the third window, there is a guard
there and one following. Wait for the first guard to turn and then run across
to the end of the walkway, you will avoid the second guard. You will find
yourself near a very long hole. Flatten yourself against the wall and shimmy
out, ducking under the structuer and continuing to the end. Now, around the
corner, you will be introduced to a very odd situation. A guard above you seems
to be stuck at his post while having to use the bathroom extrememly bad. Well,
being the problem solver he is, he unzips and does his dirty buisness right
down on the catwalk that you are walking on. Yep, the guard is taking a leak
right where you need to walk. Well, you have a few options here. One, you can
grit it out and run right through his, uh...barrier. Two, you can flatten
yourself against the wall and try to creep by it. Or third, you can simply wait
it out. I leave the choice in your hands.
When you pass him, flip over the railing and drop down. Pick up the AK-74u
BULLETS x30 and head down the walkway. You will find yourself near a staircase.
Run by it to the end of the walkway to find a RATION. Now go up the stairs to
the sound of a deadly hum. You guessed it, that hum is the sound of 4 gun
cyphers. These guys can be easily shot down, which is recommended. To the south
end of the bridge, you will find some SOCOM BULLETS x12 and to the north you
will find some PSG1 BULLETS x20 and some CHAFF GRENADES. Head down the bridge
leading to the core, flipping over the hole. Shimmy across on the railing, in
the hanging mode, to the other side to enter the core.
/|\____________________________________________________________________________
|-| SHELL 2 CORE, 1F AIR PURIFICATION ROOM
\|/
ITEMS: Chaff Grenades, 2 M4 Bullets x30, M9 Bullets x15, 2 Nikita Bullets x10,
SOCOM Bullets x12
ENEMIES: 2 Sentry Cameras
When you enter the room, you will be overtaken in command and Raiden will
notice Olga talking to someone on a cell phone. He will immediately go for his
mic to listen in on the conversation. It appears that you are outside of the
room where the President is being held, only the floor to the door is
electrified. You must destroy the circuit panel to the electric floors before
you can gain access to the room. After the conversation, you will gain back
control of Raiden.
Run down the small flight of stairs and hop up on the crate to get the SOCOM
BULLETS x12. Around the banister of the stairs are some NIKITA BULLETS x10.
Head forward to find a box of M9 BULLETS x15 near the stairs. Go up them and
get the RATION at the top. In the door to the east, there are two sentry
cameras and a box of NIKITA BULLETS x10. The opening to the west holds a box of
CHAFF GRENADES. Head down the hallway to find a lobby to the right. Inside, you
can find the node as well as a box of M4 BULLETS x30. Now go out to see the
elevator around the corner, to the end of the hall is another box of M4 BULLETS
x30. Now, call the elevator and take it to B1.
/|\____________________________________________________________________________
|-| SHELL 2 CORE, B1 FILTRATION CHAMBER NO. 1
\|/
ITEMS: Night Vision Goggles, Nikita
ENEMIES: N/A
Exiting the elevator, you can find the node to the east. Now, once you've
logged in you will notice bright blue circles on the map. These are places you
can come up for air at, which are very important as we're about to do a little
swimming. Head into the water and wade around the corner to get a call from the
Colonel. Here he will explain the on-surface control scheme for swimming. Now,
dive under and he will call back to explain the underwater controls.
Swim forward and take a right at the first opening. Heading in, there will be
another opening to the left. Take it and find the NIGHT VISION GOGGLES inside.
Now turn around and head the way you were going, down the hall. Turn left at
the end (surface if necessary) and continue down this way until you get to the
opening on the left. Swim through this and you'll see another opening to the
right, with a bomb floating near it. Swim under the bomb and to the end of the
small hallway to find the NIKITA. Now, turn around and swim back out of this
place. Take the elevator back up to 1F.
/|\____________________________________________________________________________
|-| SHELL 2 CORE, 1F AIR PURIFICATION ROOM
\|/
ITEMS: CARD 4, SOCOM Bullets x12
ENEMIES: 2 Sentry Cameras
Upon coming off the elevator, you must now take out the control panel from
inside the President's room. The trick to this part is to lure the President
out of the way before attempting to fire the missile into the room. Run to the
wall right across from you as you exit the elevator. Now, flatten yourself and
repeatedly knock on it. The President should hear you and come to see what the
sound was. When he gets near the wall, run through the lobby and down the hall
to the steps. Take them and hop ontop of the box. Now, equip the missile
launcher and aim at the vent shaft right across from you. Steer the missile to
the left, then right at the top of the incline, around the corner, left into
the President's room and then into the control panel. Head around and enter his
room.
During the lengthy conversation with the President, you will now learn of the
truth behind the country. A group of twelve men, dubbed the Patriots, actually
have absolute power and authority over all the political and other doings in
the country. Nobody knows who they really are, however, but they are the ones
who chose the President, and all of his policies. The President tried to help
the terrorists in hopes of obtaining the new Metal Gear to use as a bargaining
chip to weave his way into the ranks of the Patriots. Instead, he changed his
mind in order to prevent global chaos.
You will also learn of the terrorist's leader, a man titled Solidus Snake. The
third in the line of Snakes, decended from Big Boss and preceeded by Solid and
Liquid, Solidus was the last survivor of the project. In fact, Solidus's real
name is George Sears, ex-President George Sears. Solidus plans on challenging
the Patriots, and has arrived here after having hidden out from the Patriots
men, who were going to kill him. Now, he has his hands on a new type of Metal
Gear, even more advanced than the RAY units developed by the marines.
Arsenal Gear, the new type of Metal Gear, designed to keep the Patriots in
power by filtering the digital flow of information. Furthermore, the tank is
equipped with thousands of missiles, nuclear and otherwise. As the President
explains this, he mentions the only person who is able to stop Arsenal Gear
from becoming fully operational, Emma Emmerich. After a struggle, Ocelot shoots
the President. His last command to you as the President is issued, find Emma,
stop Arsenal Gear. With your new CARD 4, you will be able to get to Emma
through the flood.
Inside the room, you can find a box of SOCOM BULLETS x12. Head outside and take
the call from the Colonel. After the call, you will receive a second
transmission from Snake. It seems that he and Otacon knew about Arsenal Gear
the entire time. Now, you will get a lengthy rundown of what really happened on
the tanker. After the scene, you must get to Emma. Head around the hallway to
the elevator and take it to B1.
/|\____________________________________________________________________________
|-| SHELL 2 CORE, B1 FILTRATION CHAMBER NO. 1
\|/ BOSS FIGHT, VAMP
ITEMS: 2 Rations
ENEMIES: Vamp
Walk down the stairs into the water. Dive down and swim forward. Remember to
surface when you need to, as I will not tell you when. Turn right at the first
opening, swim to the end of this hall and turn left. Do surface here to get a
call from Otacon. It seems that Emma can't swim, and is afraid of water. In any
case, you have to deal with it because you need to get her out. Dive down and
swim forward down this hall and turn left at the first door. Inside, turn right
and go down this hall. Take the RATION and go left. At the dead end, turn right
and enter the hatch at the end. Hey, it's our old friend Peter Stillman.
Now, navigating this room can be tricky, but there is a path. When you swim in,
swim as high up as you can and go to the right. Swim through that opening and
turn a hard left. Swim to the opposite wall and then turn right to find a path
through. You can follow this all the way to the far wall. Now, follow the wall
right and swim down to find the door. Exit and find the RATION at the air hole
above you. Walk up the stairs to exit the flood.
When you enter the door, it's time to fight Vamp. That is, after a little
cut-scene. The fight with Vamp is located in a room that is not too nice to
you. First off, the pool in the middle is basically a death trap. Due to the
high oxygen concentration, trying to swim in this pool is downright impossible.
For Vamp, however, is another story. Vamp can swim just fine in the water. But
if you fall in, you'll die. The room is also fairly small, which leaves you
limited mobility to dodge Vamp's attacks. There are also many openings from the
water in which Vamp can surface from, making it hard to keep track of him if
you're constantly moving.
Vamp's attacks are very limited. In fact, for a later boss, Vamp's attacks are
kind of pathetic. Don't take him lightly, though, as he can get really hard
near the end of this battle. Vamp attacks with knifes. He will lie in wait in
the rafters above and throw a knife at you. After doing this a few times, he
will spin around and throw a barrage of knifes in succession. While Vamp is
doing these knife attacks, he will be glowing orange. While Vamp is glowing
like this, you cannot shoot him. Also, Vamp reads the your movements, so you
can't use the auto-aim feature or you will miss (use first-person mode). When
Vamp surfaces after swimming, he will run around the platform and cut you with
a knife. He is almost unavoidable here. Near the end of the fight, Vamp will
start to throw shadow bombs, which will render you unable to move until you are
attacked.
The best peice of advice to remember during the Vamp fight is to shoot out all
of the lights. This way, Vamp cannot use the shadow bombs to freeze you at the
end of the fight. Also, make sure you don't let Vamp start to run around when
he surfaces. You may as well count on getting hit if you do. When Vamp is
swimming, you can shoot him which will cause a mild decrease in health and a
large decrease in his oxygen. The best weapon to use when he is swimming are
grenades, which will basically drive him out of the water.
When the fight starts, pull out your NIKITA and shoot Vamp in the head. When he
is down swimming, shoot out all of the lights. Now, always wait at the southern
opening of the pool. When Vamp is swimming, you can shoot him to drive him up
faster. Keep a close eye on him, as he will surface on the opposite side of
you. When he starts going up, immediately pull out your NIKITA and shoot him.
This will cause him to fall back into the water. Now, he will jump out of the
water and to the rafters. Run around, either clockwise or counter-clockwise,
the pool. Doing so will cause Vamp to miss you with the knifes. When he throws
the rapid succession of knifes, pull out your SOCOM and aim at him. When he
stops glowing, put a bullet through his head. He will now jump down into the
pool, again. Wait at the south end and continue the process until Vamp is
defeated.
/|\____________________________________________________________________________
|-| SHELL 2 CORE, B1 FILTRATION CHAMBER NO. 2
\|/
ITEMS: Body Armor, Pentezemin, Thermal Goggles
ENEMIES: N/A
After the post-fight calls, head down the stairs and into the water. Now, swim
forward and turn right into the first hallway running that way. Now, swim to
the end. The last opening to the left contains the BODY ARMOR. The opening
right before this one is your destination. Head through and up the stairs.
Enter the room to find the node. Log in and take out your mic. Aim it at the
row of lockers to find a heartbeat in one, which is the locker Emma is hiding
inside. In the locker on the east wall, you can find the THERMAL GOGGLES.
Behind the stairs, you can find some PENTEZEMIN. Now, walk over and open the
locker to trigger a cut-scene.
After the long talk with Emma, you will have finally convinced her to take a
swim with you. She is going to be on your back for this ride, so keep an eye
on her seperate oxygen gauge, which is far smaller than yours. Swim around the
corner and down the hall to the right. At the end, take a left to get back to
the staircase leading back to the area where you fought Vamp. Head up and hold
Y to grab Emma's hand. Walk through the door.
/|\____________________________________________________________________________
|-| SHELL 2 CORE, B1 FILTRATION CHAMBER NO. 1
\|/
ITEMS: N/A
ENEMIES: N/A
Now that you've crossed the first flooded section, Raiden and Emma will sit
down and take a little break. Watch out for the mines in this room in the
southeast corner. Head around the opposite side and you will be fine. Your goal
is to head to the Strut L oilfence in order to get to the Shell 1 core. When
you walk Emma out to the next door, another cut-scene will trigger, in which
Emma will give you a long and detailed (mind-numbingly so) description on
Arsenal Gear. When she finally finishes, you will be in for another swim. This
one, however, is a little harder than the last.
Dive down and swim through the hatch into the room with the mass wreckage.
Here, swim to the right and up, heading through the hole. Now, follow this
back. When it dead ends, swim to the left and find an air whole. Surface to
allow Emma to breathe. Now, swim down and head through the upper hole in the
wreckage and swim through the hatch. Surface here, swimming past Stillman's
body. Dive under and head down the hall. Turn left and head through the first
opening on the right. Swim through this and go left, then out and to the right
in the next hall. Surface at the end and head to the right. Follow this to the
end and head left, up around the corner and up the steps. If you walk Emma near
the bugs, she will turn and walk away. You have to rid the bugs of the area
before you can move. Take out the coolant and spray them all away. If you call
the Colonel, he suggests knocking her out and dragging her through. Either way
works. Head up the elevator.
/|\____________________________________________________________________________
|-| SHELL 2 CORE, 1F AIR PURIFICATION ROOM
\|/
ITEMS: N/A
ENEMIES: 6 Soldiers, 2 Sentry Cameras
Leave Emma in the elevator and run out. When the guard turns his back in the
lobby room, run in and hold him up, disposing of him in any way you so choose.
Now, go back and get Emma from the elevator. Walk her down the outer hall and
leave her just beyond the eastern opening to the lobby room. Now, run down and
hold up the guard in the opening to the west. Dispose of him and head back for
Emma. Take and leave her at the end of the hall, past the steps. Shoot the
guard over the railing to the east. Now, head back towards the elevator, as a
guard should have just gotten off of it. Shoot him and head back. Take Emma
down the steps and leave her hidden behind the first wall. Run up and shoot the
next guard. Head up the stairs and shoot the last guard in this room. Go back
for Emma and take her outside.
/|\____________________________________________________________________________
|-| KL CONNECTING BRIDGE
\|/
ITEMS: Card 5, Chaff Grenades, PSG1 Bullets x20, Ration
ENEMIES: 2 Gun Cyphers, 1 Soldier
As soon as you enter this area, leave Emma by the doorway. Run across and take
the RATION, PSG1 BULLETS x20, and the CHAFF GRENADES. Look in first-person view
out the door. Shoot the cyphers when they float into sight. Now, run across the
bridge, which has been patched up. Wait on the steps and shoot the guard by
boosting yourself up (hold both triggers in first-person view). Now head back
and bring Emma back here. Head south on the bridge, which you will notice is
immediately blocked by fire. Take out the ever-useful coolant and douse the
flames, making the path open for you. Now, take Emma and head for the door. As
you near it, Raiden will remember that he doesn't have the right security card
to be able to open the door. However, Emma will hand him the CARD 5 that she
had been holding.
/|\____________________________________________________________________________
|-| STRUT L, SEWAGE TREATMENT FACILITY
\|/
ITEMS: SOCOM Bullets x12
ENEMIES: 2 Soldiers
Leave Emma by the door again and run to the opposite side of the hall, picking
up the SOCOM BULLETS x12. Now, peak around the corner with your M9 and shoot
the guard across the hall. The second guard should now be near the door, so
shoot the base of the railing to grab his attention. He will walk out into
view to check the sound. Put him down and take Emma across the walkway. Enter
the hatch and walk near the trapdoor to initiate another cut-scene. To get to
the oilfence, you must decend a pretty big ladder. Needless to say, Emma is
going to have a problem with this. Raiden will talk her into it and you will
both descend to the bottom.
/|\____________________________________________________________________________
|-| STRUT L, OILFENCE
\|/
ITEMS: PSG1 BULLETS x20
ENEMIES: Gun Cyphers, Soldiers
After you have made your way down the ladder, you will get a call from Snake.
It is decided that Emma will cross the shakey bridge alone, with you covering
her with sniper fire. To help even more, Snake will be making his way to Strut
E to help you out. Notice that you have unlimited PSG1 BULLETS x20 that will
keep respawning as you run low on ammo, located right on the platform. When
Emma jumps down on the bridge, take a pentezemin and equip your thermal goggles
and the PSG1. Look out over the bridge she is on and shoot all of the claymore
mines. After you do that, swing your view to the right until you see two more
claymore mines that need to be shot, on the third bridge. Focus you aim back on
Emma, watching over the column in front of her. Shoot the guards that enter
your vision, or else they will spot Emma.
For a laugh, when you have cleared the column of enemies and Emma is about to
climb up off of the bridge, take out your directional mic. Aim it at her to
hear her rant abit about why she is here, and whatnot. When she ducks behind
the column, she will start to talk about Raiden, and, in particular his hair.
When she is done talking, call her on the codec to reassure her that your hair
is real. Now that's done, you can get back to sniping.
Watch for the cyphers floating about now, as they can cause Emma troubles. Take
a look back at the first column to catch another guard coming from behind to
see Emma (he is on the second story, looking out he will see her). Shoot him
and focus on the second strut, killing any guards and cyphers you see. When
Emma reaches about half the way across, you will get a call from Snake, who is
now in position to help you (take a look up to the strut on the right to see
him). However, as it stands now, Snake will not fire. If you want him to help
you, call him back after the conversation. His range of fire will be limited to
your vision, meaning he can only shoot at what you are looking at. Keep
clearing the second column of guards and cyphers until Emma gets near the end
of the bridge. By this time, you should have killed all of the guards.
For even more laughs, take out the mic again and point it at Emma. When she
goes behind the column again, she will be stopped by a guard. But this is not
just any guard, this is Johnny Sasaki of MGS1 fame, and recently overheard
during the conversation with Ames. Anyway, he will let Emma go after giving her
some words to live by, and warn her to get out before the place blows...hehe.
Now, look over and put the mic on Snake. After a little bit, he will start to
mutter to himself. Pretty funny.
Back to work. Now, keep clearing the way from the cyphers for Emma to make her
way across to the last strut. Hopefully, you should have cleared this bridge of
the two claymores. If not, do it now. When Emma makes it near halfway, another
cut-scene will trigger. Out old pal Vamp will jump down from the bridge above
and grab Emma. Now, you have to take him out. Take a pentezemin and zoom in on
Vamp's head. When he moves Emma to the side, fire a three round burst into his
head. Do this a second time and Vamp should be history. Emma, on the other
hand, may be joining him as she was stabbed. Snake will abandon his sniping
position and sprint onto the bridge, taking out some cyphers on the way, to get
Emma and take her to the core.
/|\____________________________________________________________________________
|-| STRUT E, PARCEL ROOM, B1
\|/
ITEMS: Digital Camera, SOCOM Bullets x12, Stinger Bullets x10
ENEMIES: N/A
You now have 300 seconds to get to the core. Run through the hatch and out the
next door. Head through the door on the north wall to get the DIGITAL CAMERA
inside. Go out and up the stairs. To the north, under the belt machine, you can
find a box of STINGER BULLETS x10. Head to the southeast and out the door. On
the bridge, shoot down the cyphers. Now, run over and hang on the railing,
shimmying to the other side. Flip up and head through the door. In the core, to
the south, there are claymore mines, so be careful. Run to the north and into
the elevator.
/|\____________________________________________________________________________
|-| SHELL 1 CORE, B2 COMPUTER ROOM
\|/
ITEMS: N/A
ENEMIES: N/A
The cut-scene in the computer room is fairly long, and mainly relating to
Otacon and Emma. During the scene, Snake and Raiden will upload the virus that
Emma set up. Eventually, Emma will die (are you cheering? *sigh* :/). The
problem with the virus upload, however, is that the count stopped at 90% and
the connection was lost. In any case, Arsenal is going active and the
terrorists are about ready to break away the top portion of the Big Shell,
meaning you're about to sink. Now, you have got to get the hostages out, or
rather, Otacon has to get the hostages out. When he goes, it's time to get
inside Arsenal, as Snake calls out his friend, the ninja. It appears that Snake
has betrayed you, as the ninja knocks you cold with an electric current from
his blade.
/|\____________________________________________________________________________
|-| ARSENAL GEAR, STOMACH
\|/
ITEMS: N/A
ENEMIES: N/A
You will awaken in a tortue bed, in front of Solidus and Ocelot. You will get a
history lesson here, your own in fact, from Soldius. After that, Olga will come
in and Ocelot will leave. It seems that Olga was sent by the Patriots to help
you, and the Patriots are holding her baby. It's a, if you fail, her baby dies
kind of deal. Anyways, Snake only used you to gain access to Arsenal, he didn't
change sides on you. He is waiting for you in the hallway ahead with your gear,
as you are currently naked. In fact, your move list is severely hacked as
Raiden is busy censoring himself with his hands. This means no choking,
hanging, etc. It is also cold here, so don't stand around too long for risk of
catching a cold. When Olga leaves the room, you will be freed. Run out the door
across the room and log into the node. Go through the next door.
/|\____________________________________________________________________________
|-| ARSENAL GEAR, JEJUNUM
\|/
ITEMS: N/A
ENEMIES: 2 Surveillance Cameras, 6 Tengu Soldiers
As you come out, you will get a weird call from the Colonel. Carry on and run
behind the opposite block when the soldier turns. Knock on the wall to get his
attention, and run to the east side of the block and up the steps when he comes
to investigate. You will get another weird call from the Colonel, who will
continuously call you. Answer them all, they are pretty funny (or don't).
Anyways, run across the bridge and up near the camera. When the tengu comes
near, wait until he turns and then follow him back. When he walks down the
bridge, quickly run by him to the other end. Now, when the tengu across the
bridge, clears, and the camera looks the other way, run across the bridge and
hide to the right of the camera. Wait for the tengu to walk down the hallway,
then run to the wall past him and duck behind the small crate. When he turns,
run by him and through the door at the end.
/|\____________________________________________________________________________
|-| ARSENAL GEAR, ASCENDING COLON
\|/
ITEMS: High Frequency Blade, Ration
ENEMIES: N/A
When you enter this section, head south to find a RATION. If you notice your
radar, you will see a video of a woman (answering your codec will stop it). Now
run north and you will eventually get a call from Rose. She will admit that she
is actually a spy, and that she is pregnant. After the talk, Snake will appear
behind you, and will equip you with your gear. He will tell you of the supposed
twenty-five RAY units ahead, and will give you a gift from Olga, the HIGH
FREQUENCY BLADE. This will also alot you some time to practice, so do so. You
can also use this time to knock out Snake and shake him of his dog tag (he will
retaliate). When the session ends, it is time to move on to the next area. Keep
the body armor equipped for the rest of the game.
/|\____________________________________________________________________________
|-| ARSENAL GEAR, ILLEUM
\|/
ITEMS: N/A
ENEMIES: Tengu Soldiers
Now the real fun begins. As soon as you enter the area, you will get a call
from Otacon. Raiden will ask him to check into the Colonel's last transmission.
Now, you and Snake will be spotted by a cypher, alerting an army of tengu
soldiers. If you run low on ammo, Snake will throw you some, so don't worry.
Take out the first soldiers with your M4 and start making your way to the back.
After awhile, take out your blade and start hacking through the troops. With
the blade, keep holding down Y when you're not attacking (deflect bullets).
Keep killing the troops and you'll eventually get them all, reverting you from
the alerted state. Now, Otacon will call back. It seems that the origin of the
Colonel's signal is coming from inside Arsenal. In effect, you've been talking
to an AI. Make your way into the next section.
/|\____________________________________________________________________________
|-| ARSENAL GEAR, SIGMOID COLON
\|/ BOSS FIGHT, METAL GEAR RAY
ITEMS: Ration
ENEMIES: Metal Gear RAYS, Tengu Soldiers
The Colonel will call again, and Snake will tell you to ignore it. Take the
RATION and head out into the next area. Now, you will face another swarm of
tengu soldiers. Keep hacking them to pieces with your blade, and eventually you
will be caught off guard with a 'Fission Mailed' screen. This is just Arsenal's
AI reacting to the virus, so don't panic. Concentrate on the screen and keep
killing the troops. Take extra care to kill the tengus with the blades, as
Snake's bullets will be deflected by them. After a hearty little fight, you and
Snake will stand victorious in the center circle, only to be joined by Fortune.
Well, Snake will shove you on, demanding that he will take care of Fortune. In
any case, you're on your way up.
When you reach the summit, you will be in the middle of a platform listening to
Solidus talk to you. Soon, he will reveal himself, and proclaim that it is time
for you to die. Well, to acheive this feat, he has put together the army of
Metal Gear RAY units to put you down.
The Metal Gear RAY fight is not too difficult, as long as you can bear taking
on a hoarde of them at once. The units have a standard attack pattern, which is
not to difficult to predict. First, the RAYs have a shoulder machine gun, which
is fairly deadly but easy to aviod. They also shoot two kinds of heat-seeking
missiles. The first are launched straight up into the air, and will come down
ontop of you. These are represented by a radar type 'ping' sound that will
intensify as they close in on you. The second are standard missiles, launched
in twos, straight at you. The units also use a heat wave that they spray from
their beak. Also, a laser can be used on you if you are near the underside of
any unit. Besides all of this, the RAYs can also stomp on you, as well as land
on you when jumping into battle.
The fight takes place on a rounded platform, of which contains a RATION in the
middle and stinger missiles around the outside. The RAY units line up outside
the platform, and will eventually have one jump to the middle, ontop of the
platform with you. Constantly moving is a key factor to this fight, whether
it's for dodging the missiles or machine guns, or just for lining up a shot.
You want to stay to the outside of the platform. This prevents any RAY units
from landing on you during the fight. The RAY units will only be attacking in
groups of three; either all on the outside or two on the outside and one on the
inside.
Damage can be done to the units in two ways, both with the stinger missile
launcher. First, you can directly shoot the unit in the head. This is easily
distinguished as there are only three targeting reticules. The direct head shot
is quick to take away a little bit of health, but lacks any type of punch. The
second way is to shoot the unit in the knee first. This way, the RAY will fall
to it's knees and leave the head exposed. Now, immediately shoot the unit in
the head. This will take away a large portion of health, slightly over 25%. In
effect, this is also the most reliable attack since you won't run out of
missiles.
When the fight starts, immediately equip your STINGER and shoot the knee of the
RAY in front of you. Then take out it's head, and follow suit by shooting the
knee of the unit to the right. Shoot it's head and then the knee of the one on
the left. Follow this pattern until a RAY jumps into the middle. Now, retreat
to the outside of the platform and run around. Take a shot at the unit in the
middle whenever you can. You can also shoot the units on the outside, too. Try
not to stop running for any amount of time if they launch the first type of
missiles, sounded by a 'ping.' Keep firing away as you run around, taking out
the knee and then the head. If the unit in the middle fires the second type of
missile, run forward at a diagonal angle. When the missiles near, do a
cartwheel flip and they should miss you. Continue firing away. As the RAY units
fall, they will be reinforced by a seemingly endless armada. Don't get
discouraged and keep running and firing. Eventually, you will defeat the last
one, who will trigger a cut-scene.
Now, Olga will jump in as Raiden has all but given up. She informs you that
your vital signs are being transmitted to the Patriots. If you die, her child
dies. So, Solidus will appear and grab Olga, putting a bullet right through her
head. The RAY units behind him, however, will start to malfunction, thanks in
part to the virus you installed earlier. So, it's time to watch Solidus go to
work, as he will take out three units in a matter of seconds. After this,
Fortune will appear with Snake, whom she has captured.
After you save, you will be confronted by Solidus. He will start to squeeze
you, to which you must repeatedly tap the Y button to hold your breathe. Don't
let up on the button here, as the slightest amount of time away will cause a
great loss in air. When you get by this, he will toss you aside. Fortune, it
seems, was planning on hijacking Arsenal. Solidus was going to give it to her,
as his real objective was a list of names of the Patriots. Ocelot, on the other
hand, has double-crossed everyone. It seems that Fortune's so called 'luck' in
war is caused no more than by technology, a little gadget that Ocelot now
holds. Ocelot will take a RAY unit and launch a payload at all of the people
below, to which Fortune will show her real power and deflect the shots, one of
which, nips Snake in the cuffs. Ocelot, however, turns into Liquid because of
his arm. Liquid is taking the RAY, Snake manages to break his cuffs and leap
over the edge following the unit (Coolest. Scene. Ever.). Now, you are left
alone with Solidus, on Arsenal, which crashes into the shore.
/|\____________________________________________________________________________
|-| FEDERAL HALL
\|/ BOSS FIGHT, SOLIDUS
ITEMS: N/A
ENEMIES: Solidus
The two of you have now crashed at the Federal Hall building, the site where
Solidus was planning on declaring his new liberty. You will get a long, weird
call from Campbell. He will explain how the S3 plan was supposed to work, and
how they control the actions of the human race. The Colonel will actually
appear to be some sort of alien lifeform during this conversation, as will
Rose. To summerize, this whole operation was to recreate the Shadow Moses
incident. Think about it, if you've played MGS1. Dead Cell was there to
represent FOXHOUND. Ames and the President's death, and the FOXDIE virus. The
torture scene, not to mention Johnny (heh). Fatman stood as a test to see if
the simulation could be carried out. Now, it all comes to a head here, with
Solidus.
The fight with Solidus can be frustrating, especially if you're not primed on
using the blade. Soludus is one of the most unique characters ever to grace the
Metal Gear franchise. His attack patterns are somewhat crazy and abnormal, with
long as well as short ranges. First, he will use his mechanical arms to attack
you. He will do this by sweeping the ground twice, tripping you if in range.
The will also use them to grab you. If he acheives this, he will choke you (tap
Y to hold your breathe) and then slam you onto the ground. Solidus can also
fire missiles at you through his arms. Equipped with two blades, Solidus will
not hesitate to use these. He can attack in a few ways with the blades. He can
go for a combo, a stab, or he can preform a double overhand power slash. Also,
Solidus likes to counterattack you when in close with a roundhouse kick. Using
his arms again, he can grab and hoist himself upwards on the building, then
spring off and land on you. Finally, Solidus uses his turbo boost to spread a
trail of fire that can burn you on touch.
The fight takes place on the rooftop of the Federal Hall building. This area is
somewhat limited, so you must space and range yourself to allow distance to
escape Solidus' attacks. Also, the edge of the building does come into play. If
you near the edge, you can very well fall off. Most likely, however, Raiden
will turn and hang if this happens. To damage Solidus, you must counterattack
after his strikes, or else he will block your attacks with his blades. Putting
together a three hit combo after he attacks is the best way to drop his health
quickly. As Solidus' health drops below a certain point, he will cut away his
arms and become even harder. At this point, he will turbo across the roof more
often and faster, and will strike as he is in one of these turbos. He must
still be attacked in the same manner, however.
As the fight starts, wait for him to attack you. If he attacks with his arms,
run away from them. Wait until he comes back with his swords. Keep dodging his
arms, stabbing him if you can manage. When he attacks with his swords, run to
the side and put together a three hit combo (push the stick left, right, then
left or the other way). When he launches missiles at you, run to the side and
towards Solidus to avoid them easily. Keep counterattacking whenever he uses
his swords. The move where he tries to land on you can be counterattacked as
well, and should be. Eventually, he will cut off his mechanical arms and start
to speed across the roof. Use the cartwheel flip to jump away from him and
avoid the fire. When he comes to stab at you, dodge and counterattack him. He
will immediately speed away when he gets up, so stand clear. Repeatedly
counterattack and eventually you will defeat him. Solidus will fall off the
Federal Building to his death.
===============================================================================
- SECTION VIII. BOSS FIGHTS -
===============================================================================
----------------------------
--- 8.1 OLGA GURLUKAVICH ---
----------------------------
The first thing to know when fighting Olga is that you cannot kill her,
obviously, because you sport only the M9 tranquilizer gun. So, you are going to
have to settle for knocking her out. That being, however, as she is shooting at
you with live rounds. Olga carries a light equipped USP that shoots live rounds
that do good damage. She also throws grenades. Remember that shooting Olga in
the head will result in a much greater loss in the stun gauge than shooting her
in any other part of the body.
Olga will always shoot in the direction she last saw you for any amount of
time. Say she saw you behind the massive row of crates on the right. She will
continue to fire in that area. If you stay out of sight long enough, without
shooting her, she will eventually enter a state of curiousness in which a "?"
will appear above her head and she will begin frantically searching for you.
However, shooting her will obviously alert her to your position and she will
fire accordingly.
Also, during the fight, there will be two random occurances of the environment
getting in your way. The first is the spotlight, which Olga can shine at you
and make it near impossible to see her. The next is the tarp, in which she will
shoot and make it fly up as she hides behind it. The thing about the tarp is
that Olga's aim seems to improve while behind it. So, be careful of these two
obstacles.
As the fight starts, Olga will start to ramble on about things that you don't
really care about. To avoid her and get a good shot off, crawl on the ground
over behind the structure on the west. You can use this for cover as Olga is
still firing away at where she thinks you are. Always aim for the head when you
have her like this. Also, when you get a chance, shoot out the spotlight as
soon as possible to prevent future complications. Run across to the other side
again and follow the same routine to get shots off on Olga.
Eventually, Olga will retreat and shoot out one of the straps on the tarp so
she can hide behind it. When she does, she gains accuracy and can hit you
whenever you step into view. Crawl over to the structure on the left and hide
behind it. Now, lean out to the right and aim at the white strap on the tarp.
Shoot it to make it fly away. If at any point you need it, there are M9 BULLETS
x15 in the opening to the north. Repeat the pattern until Olga's stun meter
completely depletes.
-------------------
--- 8.2 FORTUNE ---
-------------------
The main thing to know about Fortune is that you can't hit her. It's
impossible. The bullets seem to dodge her by any means necessary. So, if you
can't hit her, then how are you supposed to beat her? Well, you don't, really.
This is more of an endurance match. How long can you hang with her, or
something like that. As you recall with the SEALS, they couldn't hit her, and
neither can you.
Fortune wields a giant rail gun (think Vulcan Raven with a laser). The gun does
incredible damage, often destroying scenery and your cover. Wooden crates don't
stand a chance, forklifts will be knocked over, and everything in it's way will
be pretty much destroyed. A direct hit from her gun will take about half of
your health away, so keep those rations equipped or don't get hit. The only
cover that is utterly safe from her shots are metal crates. These, however, do
also provide another problem.
As you are fighting, barrels of oil are spilling all around you. These are
concentrated towards the large metal crates which provide you with the best
cover. If Fortune shoots in the area, it is very likely that the oil will
ignite and set you ablaze if you are near it. As the fight continues, the fire
may go out, or it may spread.
When the fight starts, try and shoot her with the SOCOM. This is the gun you
will want to use the entire fight. Stay near the back of the room and shoot her
whenever you have the chance. Avoid hiding behind the wooden crates and stay
close to the metal ones, watching closely for fire. Every "hit" you score on
her comes in the form of a scene showing the bullet dodging her. She will
eventually destroy the forklift and all the scenery around you except for the
large metal crates. As the fire spreads, you must be extra cautious.
Thankfully, if you look you can see her laser sighting aiming, so avoiding it
is not too hard. Using the cartwheel flip is best when dodging her shots. The
fight will end when you receive a call from Campbell.
------------------
--- 8.3 FATMAN ---
------------------
Fatman is a big, fat...uh, man, on roller skates. Not a likely combination, and
is proven by Fatman's constant falling down. He wears a giant blast suit that
is very thick. This means that you have no chance at penetrating it with a
bullet. The armor Fatman wears does not limit his mobility, either. Fatman is
very fast on his skates, making for a tricky shot at times.
As he skates around, Fatman will start to plant bombs if he gets a chance. The
bombs all have a timer which is displayed on the screen along with the number
of bombs planted. All of the bombs he plants are SENSOR A bombs, so don't worry
about locating them. Most all of them will be on the side of a structure, with
the occasional one that is thrown under or planted ontop of the structure.
If the bombs blow, you lose. During the fight, Fatman will eventually pull out
a small, handheld, sub-machine gun. At the beginning of the fight, the only
damage he will inflict upon you is by running into you and knocking you down.
Damaging him is another story. Due to his blast suit, you cannot damage him
directly in the body. By shooting him, however, you can knock him down. When he
falls down, he must be shot in the head to cause damage. The easiest way to
knock him down is to shoot him in the skates. He will fall in one shot (it's
easier than it sounds). If you're quick, when he's down you can shoot him
twice. To do this, shoot him once before he starts to get up and once after he
starts to get up.
When the fight starts, there are already two bombs planted. Don't worry about
them for the moment. Instead, turn to Fatman and shoot him in the skates. When
he falls, run up and shoot him twice in the head. Now turn on your sensor and
go spray the bombs. When Fatman comes around again, if he didn't plant anymore
bombs, shoot him in the skates and twice in the head. It is possible to trap
him if he takes out his gun by punching him down again. Do this and shoot him
twice again in the head. He is not really too deadly even with the gun, because
he can be trapped as such. Diffuse his bombs as necessary and continue to knock
him down until his health depletes.
-------------------
--- 8.4 HARRIER ---
-------------------
The harrier fight is a very interesting one at that. It is not overly hard, so
long as you are stocked up on rations. You also have Pliskin helping you during
the fight, for which he will throw you items when you need them, like extra
rations and missles. He will also deal with the harrier if it has you pinned
down with machine gun fire. Pliskin will stop helping you, however, if you
shoot at the chopper with the missile launcher (not very smart). You also have
limited movement range being trapped on the bridge. Not only that, but the
harrier can destroy parts of the bridge cutting down your movement range even
more.
The harrier enjoys the widest attack range in the entire game, offering a
diverse number of attacks to try and destroy you with. The jet wields all the
normal weapons you would expect a harrier to have, and they even get a little
creative with the punishment methods they dish out. You can be damaged by the
harrier flying by you at high speeds, which will cause you to flip and fall.
The jet will launch missiles at the bridge you are on. Also equipped on the jet
is a high caliber machine gun which does heavy damage. Creative is the way in
which they will actually burn you with the propulsion system of the jet, by
aiming it down over you and hovering. They will also launch a barrage of
flurried missiles which will tear the bridge to pieces at times. Alot of these
attacks are nearly immpossible to dodge, like the missile flurry.
When the fight starts, shoot the harrier as many times as you can. This is
about all you can do throughout the fight, is launch missiles whenever you see
the opportunity. When the jet flys around and circles the bridge closely is a
good time to shoot. When the harrier flys out far and comes over the bridge
really fast, you can get a shot off when it is coming towards you. Look out and
you will see a flash of light where the jet is. Shoot at that and you will hit
the jet. Make sure to keep your rations equipped at all times. When the harrier
goes to burn you by hovering, run down the stairs, aim up and shoot as many
missiles into the body of the jet as you can. When they try to launch the
flurry of missiles, you will almost always get hit so just hold your ground and
launch at them. If they use the machine gun, launch before they get into
position and then hide behind the pillar. Shoot whenever possible, and if
you're there for too long, Pliskin will get the harrier off of you. As the
fight progresses, the bridge will be destroyed. Continue launching missiles and
the harrier will eventually fall.
----------------
--- 8.5 VAMP ---
----------------
When you enter the door, it's time to fight Vamp. That is, after a little
cut-scene. The fight with Vamp is located in a room that is not too nice to
you. First off, the pool in the middle is basically a death trap. Due to the
high oxygen concentration, trying to swim in this pool is downright impossible.
For Vamp, however, is another story. Vamp can swim just fine in the water. But
if you fall in, you'll die. The room is also fairly small, which leaves you
limited mobility to dodge Vamp's attacks. There are also many openings from the
water in which Vamp can surface from, making it hard to keep track of him if
you're constantly moving.
Vamp's attacks are very limited. In fact, for a later boss, Vamp's attacks are
kind of pathetic. Don't take him lightly, though, as he can get really hard
near the end of this battle. Vamp attacks with knifes. He will lie in wait in
the rafters above and throw a knife at you. After doing this a few times, he
will spin around and throw a barrage of knifes in succession. While Vamp is
doing these knife attacks, he will be glowing orange. While Vamp is glowing
like this, you cannot shoot him. Also, Vamp reads the your movements, so you
can't use the auto-aim feature or you will miss (use first-person mode). When
Vamp surfaces after swimming, he will run around the platform and cut you with
a knife. He is almost unavoidable here. Near the end of the fight, Vamp will
start to throw shadow bombs, which will render you unable to move until you are
attacked.
The best peice of advice to remember during the Vamp fight is to shoot out all
of the lights. This way, Vamp cannot use the shadow bombs to freeze you at the
end of the fight. Also, make sure you don't let Vamp start to run around when
he surfaces. You may as well count on getting hit if you do. When Vamp is
swimming, you can shoot him which will cause a mild decrease in health and a
large decrease in his oxygen. The best weapon to use when he is swimming are
grenades, which will basically drive him out of the water.
When the fight starts, pull out your NIKITA and shoot Vamp in the head. When he
is down swimming, shoot out all of the lights. Now, always wait at the southern
opening of the pool. When Vamp is swimming, you can shoot him to drive him up
faster. Keep a close eye on him, as he will surface on the opposite side of
you. When he starts going up, immediately pull out your NIKITA and shoot him.
This will cause him to fall back into the water. Now, he will jump out of the
water and to the rafters. Run around, either clockwise or counter-clockwise,
the pool. Doing so will cause Vamp to miss you with the knifes. When he throws
the rapid succession of knifes, pull out your SOCOM and aim at him. When he
stops glowing, put a bullet through his head. He will now jump down into the
pool, again. Wait at the south end and continue the process until Vamp is
defeated.
--------------------------
--- 8.6 METAL GEAR RAY ---
--------------------------
The Metal Gear RAY fight is not too difficult, as long as you can bear taking
on a hoarde of them at once. The units have a standard attack pattern, which is
not to difficult to predict. First, the RAYs have a shoulder machine gun, which
is fairly deadly but easy to aviod. They also shoot two kinds of heat-seeking
missiles. The first are launched straight up into the air, and will come down
ontop of you. These are represented by a radar type 'ping' sound that will
intensify as they close in on you. The second are standard missiles, launched
in twos, straight at you. The units also use a heat wave that they spray from
their beak. Also, a laser can be used on you if you are near the underside of
any unit. Besides all of this, the RAYs can also stomp on you, as well as land
on you when jumping into battle.
The fight takes place on a rounded platform, of which contains a RATION in the
middle and stinger missiles around the outside. The RAY units line up outside
the platform, and will eventually have one jump to the middle, ontop of the
platform with you. Constantly moving is a key factor to this fight, whether
it's for dodging the missiles or machine guns, or just for lining up a shot.
You want to stay to the outside of the platform. This prevents any RAY units
from landing on you during the fight. The RAY units will only be attacking in
groups of three; either all on the outside or two on the outside and one on the
inside.
Damage can be done to the units in two ways, both with the stinger missile
launcher. First, you can directly shoot the unit in the head. This is easily
distinguished as there are only three targeting reticules. The direct head shot
is quick to take away a little bit of health, but lacks any type of punch. The
second way is to shoot the unit in the knee first. This way, the RAY will fall
to it's knees and leave the head exposed. Now, immediately shoot the unit in
the head. This will take away a large portion of health, slightly over 25%. In
effect, this is also the most reliable attack since you won't run out of
missiles.
When the fight starts, immediately equip your STINGER and shoot the knee of the
RAY in front of you. Then take out it's head, and follow suit by shooting the
knee of the unit to the right. Shoot it's head and then the knee of the one on
the left. Follow this pattern until a RAY jumps into the middle. Now, retreat
to the outside of the platform and run around. Take a shot at the unit in the
middle whenever you can. You can also shoot the units on the outside, too. Try
not to stop running for any amount of time if they launch the first type of
missiles, sounded by a 'ping.' Keep firing away as you run around, taking out
the knee and then the head. If the unit in the middle fires the second type of
missile, run forward at a diagonal angle. When the missiles near, do a
cartwheel flip and they should miss you. Continue firing away. As the RAY units
fall, they will be reinforced by a seemingly endless armada. Don't get
discouraged and keep running and firing. Eventually, you will defeat the last
one, who will trigger a cut-scene.
-------------------
--- 8.7 SOLIDUS ---
-------------------
The fight with Solidus can be frustrating, especially if you're not primed on
using the blade. Soludus is one of the most unique characters ever to grace the
Metal Gear franchise. His attack patterns are somewhat crazy and abnormal, with
long as well as short ranges. First, he will use his mechanical arms to attack
you. He will do this by sweeping the ground twice, tripping you if in range.
The will also use them to grab you. If he acheives this, he will choke you (tap
Y to hold your breathe) and then slam you onto the ground. Solidus can also
fire missiles at you through his arms. Equipped with two blades, Solidus will
not hesitate to use these. He can attack in a few ways with the blades. He can
go for a combo, a stab, or he can preform a double overhand power slash. Also,
Solidus likes to counterattack you when in close with a roundhouse kick. Using
his arms again, he can grab and hoist himself upwards on the building, then
spring off and land on you. Finally, Solidus uses his turbo boost to spread a
trail of fire that can burn you on touch.
The fight takes place on the rooftop of the Federal Hall building. This area is
somewhat limited, so you must space and range yourself to allow distance to
escape Solidus' attacks. Also, the edge of the building does come into play. If
you near the edge, you can very well fall off. Most likely, however, Raiden
will turn and hang if this happens. To damage Solidus, you must counterattack
after his strikes, or else he will block your attacks with his blades. Putting
together a three hit combo after he attacks is the best way to drop his health
quickly. As Solidus' health drops below a certain point, he will cut away his
arms and become even harder. At this point, he will turbo across the roof more
often and faster, and will strike as he is in one of these turbos. He must
still be attacked in the same manner, however.
As the fight starts, wait for him to attack you. If he attacks with his arms,
run away from them. Wait until he comes back with his swords. Keep dodging his
arms, stabbing him if you can manage. When he attacks with his swords, run to
the side and put together a three hit combo (push the stick left, right, then
left or the other way). When he launches missiles at you, run to the side and
towards Solidus to avoid them easily. Keep counterattacking whenever he uses
his swords. The move where he tries to land on you can be counterattacked as
well, and should be. Eventually, he will cut off his mechanical arms and start
to speed across the roof. Use the cartwheel flip to jump away from him and
avoid the fire. When he comes to stab at you, dodge and counterattack him. He
will immediately speed away when he gets up, so stand clear. Repeatedly
counterattack and eventually you will defeat him. Solidus will fall off the
Federal Building to his death.
===============================================================================
- SECTION IX. SECRETS -
===============================================================================
----------------------------
--- Marine Without Pants ---
----------------------------
As you enter the first hold in the Tanker Chapter, there is a marine standing
near the front with no pants on. There are no special requirements to get this,
as he is always standing there. If you are having trouble locating him, he is
near the front of the room, in the middle, about the second row back. Go ahead,
take a picture and send it to Otacon (really, nothing happens if you do this).
-----------------------------
--- Marines Without Pants ---
-----------------------------
After you have completed the game, or a the chapter, at least once, you can
find this secret. In the third tanker hold, every marine in the room will be
without pants, except for Dolph. Oddly enough, however, during the following
cut-scene's, all the marines will still have their pants.
---------------------
--- The Projector ---
---------------------
In the second tanker hold, you will notice that there is a projector in the
rear of the room. You can use this to change the direction (screen) that the
marines will focus their attention upon. However, if you repeatedly press the
button to change the screen, a scene will begin. Snake will start to mess up
the picture, and eventually he will start to project pictures of women up on
the screen. It's funny, but you will get caught.
---------------------
--- Johnny Sasaki ---
---------------------
Our old friend and cell guard from Metal Gear Solid makes his triumphant debut
with the Sons of Liberty, as one of the funniest secrets you'll likely ever
hear (maybe not, though). During the scene with Ames, in which you have to mic
a conversation between Ocelot and Solidus, if you point the mic to the left
near the pillar, you will overhear Jonny on the toilet. Johnny can also be
found later in the game, at the Strut L Oilfence. As Emma walks behind the
second pillar, Johnny will hold her up. This conversation is very amusing, and
should not be missed.
----------------------
--- Tanker Secrets ---
----------------------
These are secrets specific to the Tanker Chapter of the game. To obtain these
secrets, you must collect the required number of dog tags. If you don't know
how, refer to the above sections. Upon collecting the tags, you must complete
the game and start a new game under the same file.
>>>>> INFINITE AMMO - BANDANA <<<<<
To get the infinite ammo bandana in the Tanker Chapter, you must collect 40 dog
tags and finish the game.
>>>>> STEALTH - CAMO <<<<<
To unlock the stealth camo in the Tanker Chapter, you must collect a total of
70 dog tags and finish the game.
---------------------
--- Plant Secrets ---
---------------------
>>>>> INFINITE AMMO - BROWN WIG <<<<<
To unlock the infinite ammo brown wig in the Plant Chapter, you must collect a
total of 80 dog tags and finish the game.
>>>>> STEALTH - CAMO <<<<<
To unlock the stealth camo in the Plant Chapter, you must collect a total of
120 dog tags and finish the game.
>>>>> INFINITE GRIP - ORANGE WIG <<<<<
To unlock the infinite grip orange wig for the Plant Chapter, you must collect
a total of 160 dog tags and finish the game.
>>>>> INFINITE OXYGEN - BLUE WIG <<<<<
To unlock the infinite oxygen blue wig for the Plant Chapter, you must collect
a total of 200 dog tags and finish the game.
----------------------------
--- Tanker-Plant Secrets ---
----------------------------
>>>>> DIGITAL CAMERA <<<<<
To unlock the digital camera for the Tanker-Plant Chapter, you must simply
finish the game on any difficulty setting.
>>>>> BOSS SURVIVAL <<<<<
To unlock the boss survival mode for the Tanker-Plant Chapter, you must simply
finish the game on any difficulty setting.
>>>>> CASTING THEATER <<<<<
To unlock the casting theater mode for the Tanker-Plant Chapter, you must
simply finish the game on any difficulty setting.
===============================================================================
- SECTION X. MISCELLANEOUS -
===============================================================================
-------------------------------------------------------------------------------
10.1 WEAPONS LISTING
-------------------------------------------------------------------------------
NAME......AK-74u
TYPE......Assault Rifle - Lethal
COMMAND...Press the X Button lightly to aim. Press hard for full automatic
firing.
USE.......The AK-74u is an enemy machine gun for guards patrolling in the core
of Shell 1. The gun is very reliable and carries the same clip
capacity as an M4. The gun is affixed with laser sighting to help
with accuracy. Coupled with the B.D.U., the AK-74u will complete your
disguise as an enemy and allow you to pass through the core safely.
The gun can also be equipped with a silencer, a feature that the M4
lacks, making the AK-74u even deadlier. To acheive maximum
effectiveness, use the gun to fire in bursts, instead of all out
fire.
FOUND.....Plant Chapter
*******************************************************************************
NAME......Book
TYPE......Distraction - Non-lethal
COMMAND...Press the X Button when equipped to lay it down.
USE.......The book is used to distract enemy soldiers. When you set the book
down and an enemy soldier takes notice of it, he will walk over to
investigate. He will then realize exactly what the book is and drop
down on his hands and knees with his focus locked onto the book. Now,
you are free to pass safely or kill him, as the book will completely
avert the guard's vision. The book is generally very reliable and a
good weapon to use against patrolling guards.
FOUND.....Plant Chapter
*******************************************************************************
NAME......C4
TYPE......Explosive - Lethal
COMMAND...Press the X Button while equipped to plant the explosive (C4 can also
be planted while flattened against a wall), and press the B Button to
detonate the explosive.
USE.......C4 is a hand-held plastic explosive with good attack power. The
charge is very effective against patrolling guards and grouped
soldiers. Be careful not to be in range of the blast when you
detonate the charge, or you will take damage from it. C4 can also be
used to clear the area of any bugs present.
FOUND.....Plant Chapter
*******************************************************************************
NAME......Chaff Grenade
TYPE......Distraction - Non-lethal
COMMAND...Press the X Button while equipped to pull the pin. Holding the button
in will determine how far you throw the grenade. Release X to throw.
USE.......Chaff Grenades are used to confuse all electronic devices in the area
by signal jamming them. In effect, all cyphers and surveillance
cameras will be unable to spot you if a chaff grenade is utilized.
The signal jamming area is signified by the snowlike particles
floating in the air. Cameras and cyphers will start to flip out and
look in all directions, but will not be able to spot you, or shoot
you. Notice also that you will not be able to use your radar when a
chaff grenade is used, and all soldiers will be uneffected by the
distortion field.
FOUND.....Random
*******************************************************************************
NAME......Claymore
TYPE......Explosive - Lethal
COMMAND...Press the X Button while equipped to set.
USE.......Claymores are explosive mines that will detonate upon someone
stepping in their range. When planted, the range of the mine is
similar to the cone shaped sight pattern of the guards. When the mine
is stepped on, it will explode, killing or severly damaging it's
victim. The claymore is not too reliable, but is good against
patrolling guards. However, as with all explosives, you will enter
alert mode upon it's detonation. Claymores are also good to lay at
the feet of an alerted guard. By doing this, it will detonate
instantly and kill that guard, leaving you unharmed.
FOUND.....Random
*******************************************************************************
NAME......Coolant Spray
TYPE......Bomb Disposal - Non-lethal
COMMAND...Press the X Button while equipped to start spraying.
USE.......The coolant spray is the most multi-purpose item in the game. It's
main funtion is to disarm bombs. By spraying down the bombs, you will
freeze the trigger of the explosive and render it useless. The spray
can also be used to chase away any bugs in the area by simply
spraying them. Even more helpful, the coolant will put out fire.
Spray the flame until it is completely extinguished and you can pass
safely. When a guard is sprayed, he will start to cough and choke,
leaving you an opportunity to take him out. If you have tranquilized
a guard and he is now sleeping, you can wake the guard by spraying
him in the face with the coolant.
FOUND.....Plant Chapter
*******************************************************************************
NAME......Directional Microphone
TYPE......Mic - Non-lethal
COMMAND...When equipped, the microphone will pick up any sound waves and
magnify them to you. Simply aim to hear.
USE.......The directional microphone is an eavesdropping device that is used to
overhear conversations. The mic can also be used to locate people, as
it will pick up the heartbeat and magnify it to you. The mic can be
used over long distances and through walls. It will also take and
script what is being said to onscreen text. If the text's size
decreases, the sound is fading. The opposite is true for a good
signal. The mic is very reliable and a necessity to complete your
mission.
FOUND.....Plant Chapter
*******************************************************************************
NAME......Hand Grendade
TYPE......Explosive - Lethal
COMMAND...Press the X Button to pull the pin and ready the grenade. Hold the
button to throw the grenade farther. Notice that with all grenades,
it will detonate in five seconds.
USE.......The hand thrown anti-personnel fragmentation grenade is a simple
explosive with a five second timer. The grenade is fairly unreliable
and takes some skill to actually be able to use it effectively. The
grenade can be thrown around corners, also. As with all explosives,
you will trigger an alerted status when using the grenade.
FOUND.....Random
*******************************************************************************
NAME......M4
TYPE......Assault Carbine - Lethal
COMMAND...Press the X Button lightly to aim. Press hard for full automatic
firing.
USE.......The M4 is an assault rifle similar to the AK-74u, however it cannot
be equipped with a silencer. It is most effective in taking out
guards in bursts instead of full automatic firing. The M4 is equipped
with a laser sighting mechanism to help improve aim. A very relaible
alternative to the AK-74u, the M4 has no other drawbacks other than
the silencer. The guns also carry the same clip capacity, thirty
rounds.
FOUND.....Plant Chapter
*******************************************************************************
NAME......M9
TYPE......Tranquilizer - Non-lethal
COMMAND...Press the X Button when equipped to aim. In first-person view, you
can aim more precise. Release X to fire.
USE.......The M9 is a silenced tranquilizer handgun. This weapon is extremely
useful and reliable, although you will have to reload after every
shot. Shooting a guard in the head or the groin will cause immediate
results from the sedative, but shooting a gaurd anywhere else will
cause a delay. The M9 cannot be used to shoot mechanical objects,
such as cameras or cyphers for obvious reasons.
FOUND.....Tanker/Plant Chapters
*******************************************************************************
NAME......Magazine
TYPE......Distraction - Non-lethal
COMMAND...Press the X Button while equipped to ready. Holding the button in
will determine how far you throw the magazine. Release X to throw.
USE.......The magazine is nothing more than an empty handgun clip. You will
gain one in your inventory every time you disperse a clip. The clip
is thrown just like a normal grenade. Due to the metal makeup of the
magazine, it will cause noise when thrown to distract or gain a
soldiers attention.
FOUND.....Random
*******************************************************************************
NAME......Nikita
TYPE......Missile Launcher - Lethal
COMMAND...Press the X Button while equipped to fire a missile. Steer the
missile with the stick or the D-pad.
USE.......The nikita is a remote controlled missile launcher that can be used
to destroy circuitry as well as enemies. The missile cannot rise or
fall on it's flight without the aid of a ramp, but the missile can be
guided left and right. The missile has a limited fuel capacity and
will explode when this depletes. The missile can also not be
controlled if their is present signal jamming. The nikita is overall
a fairly reliable weapon, though.
FOUND.....Plant Chapter
*******************************************************************************
NAME......PSG1 (PSG1-T)
TYPE......Sniper Rifle - PSG1/Lethal; PSG1-T/Non-lethal
COMMAND...Press the B Button to zoom in and the A Button to zoom out with the
gun equipped. Press X to fire.
USE.......The PSG1 is a long range, high powered sniper rifle. It is good for
taking out enemies, both soldiers and others, at a distance. It is
also very effective at taking out control panels from long range. The
PSG1-T is the tranquilizer version of the PSG1. It is used like the
M9, with all the same drawbacks except for it's long range. With
either rifle, your hand will shake when trying to aim. Crouching will
help remedy this, but taking a pentezemin will eliminate it for a
period of time.
FOUND.....Plant Chapter
*******************************************************************************
NAME......RGB6
TYPE......Explosive - Lethal
COMMAND...Press the X Button while equipped to aim. Hold in the button, release
to fire.
USE.......The RGB6 is a grenade launcher that will explode on contact. The gun
offers a more efficent way to use grenades other than the hand thrown
kind. The gun will alert guards in the area due to the explosion, so
be careful. The RGB6 has a capacity of 6 grenades at one time, and
must be reloaded frequently.
FOUND.....Plant Chapter
*******************************************************************************
NAME......SOCOM
TYPE......Handgun - Lethal
COMMAND...Press the X Button while equipped to aim. Hold in button, release to
fire. First-person view will add increased precision to aim.
USE.......The SOCOM is your all-purpose handgun. The gun is effective against
all types of guards, cameras, and cyphers. The gun is equipped with a
laser sighting mechanism that will help improve your aim. Further,
the SOCOM can be combined with the suppressor to make it an even more
effective weapon.
FOUND.....Plant Chapter
*******************************************************************************
NAME......Stinger Missile
TYPE......Missile Launcher - Lethal
COMMAND...Equip to enter first-person view. Lock onto a target and fire by
pressing X.
USE.......The stinger missile launcher is the weapon of choice when dealing
with enemies that are far larger than you, such as Metal Gears. The
gun itself is a portable SAM missile launcher with lock on
capabilities. By far the most reliable missile launcher in the game,
the stinger is the only weapon you can use to tackle some of the many
bosses in the game.
FOUND.....Plant Chapter
*******************************************************************************
NAME......Stun Grenade
TYPE......Stun - Non-lethal
COMMAND...Press the X Button while equipped to pull the pin. Holding the button
in will determine how far you throw the grenade. Release X to throw.
USE.......The stun grenade is another variation of the hand grenade. Working
like a chaff grenade against guards, the stun grenade is an effective
weapon. All guards in the view of the grenade will be instantly
knocked out due to the explosion. However, your screen will go white
and possibly make it hard to see. You will also enter alert mode.
However, stun grenades are one of the best ways to take out large
groups of guards quickly and efficiently.
FOUND.....Random
*******************************************************************************
NAME......USP
TYPE......Handgun - Lethal
COMMAND...Press the X Button while equipped to aim. Hold in button, release to
fire. First-person view will add increased precision to aim.
USE.......The light equipped USP is the all around handgun for the tanker
chapter. The gun is very similar to the SOCOM and can be muffled with
a silencer. The gun can take out all types of cameras and guards. The
USP is also standardly equipped with a laser sighting mechanism to
help improve aim.
FOUND.....Tanker Chapter
-------------------------------------------------------------------------------
10.2 ITEMS LISTING
-------------------------------------------------------------------------------
NAME......Anti-Personnel Sensor
TYPE......Sensor
COMMAND...The sensor is in use when equipped.
USE.......The anti-personnel sensor detects living things nearby and relays the
information back to you in the form of a vibration. The stronger the
vibration, the closer the enemy is to you. This sensor comes in handy
when you do not have access to your radar, for whatever reason.
FOUND.....Tanker/Plant Chapters
*******************************************************************************
NAME......Bandage
TYPE......First Aid
COMMAND...Open the menu and press A to use.
USE.......Bandage is used to stop the severe flow of blood from your body,
resulting in a drastic loss of life. As your health lowers it may
turn orange, resulting in bleeding. Your health will start to fall
until you die. Quickly counteract this with a bandage. Note that
kneeling motionless on the ground will produce the same results, just
slower.
FOUND.....Random
*******************************************************************************
NAME......B.D.U.
TYPE......Disguise
COMMAND...Select in the menu to dawn.
USE.......The B.D.U. is an enemy disguise that, when coupled with the AK-74u,
will grant you unopposed access to the Shell 1 core. The disguise
will only fool enemies in the core, however, as enemies outside the
core have different weapons and different outfits.
FOUND.....Plant Chapter
*******************************************************************************
NAME......Body Armor
TYPE......Protection
COMMAND...Select in the menu to dawn.
USE.......The body armor is a basic bulletproof vest that will reduce the
amount of damage taken when worn by one-half. The vest is very good
against the tengu soldiers, as most of them like to carry machine
guns. The vest is an amazing item, and should be worn immediately
when you receive it.
FOUND.....Plant Chapter
*******************************************************************************
NAME......Card #
TYPE......Miscellaneous
COMMAND...If the card is in your inventory, it is effective.
USE.......The PAN security cards are used to open the card level doors in the
game. They use the salts in your hands and other ways of detecting to
relay the message to the door so it can be opened. Cards are very
important throughout the game and will almost always be gained
through an important cut-scene.
FOUND.....Plant Chapter
*******************************************************************************
NAME......Cardboard Box
TYPE......Disguise
COMMAND...Equip in the menu to dawn.
USE.......There are many variations of the cardboard box. The box itself is put
over your head so that you are hiding underneath it. This will often
leave your presence unknown to guards. However, the cardboard box is
only effectively used in places that make sense, such as in a corner.
If the box you are under doesn't match the surroundings, meaning the
logo on the side, then you also risk being caught. However, boxes are
a good way to go unnoticed.
FOUND.....Plant Chapter
*******************************************************************************
NAME......Cell Phone
TYPE......General Aid
COMMAND...The phone is working so long as it is in your inventory.
USE.......The cell phone is actually pretty useless, unless you are really
struggling with a boss or something. The phone will relay messages to
you to help you out.
FOUND.....Plant Chapter
*******************************************************************************
NAME......Cigarettes
TYPE......Harmful
COMMAND...Equip in the menu to use.
USE.......Cigs are a good way to kill yourself. Seriously, that is actually
true, as cigs will take alot of you health away fairly quickly (think
bleeding). However, the smoke caused by the cigs will help in
detecting laser grids, provided you don't have the thermal goggles.
FOUND.....Tanker/Plant Chapters
*******************************************************************************
NAME......Digital Camera
TYPE......Camera
COMMAND...Equip to enter first-person view. Take pictures with X.
USE.......The digital camera is a way to take photos of your mission and save
them for later viewing. The camera is nothing important in the sense
of your mission, it is just there to save your memories.
FOUND.....Tanker/Plant Chapters
*******************************************************************************
NAME......Disk
TYPE......Miscellaneous
COMMAND...Will be carried in your inventory.
USE.......The disk contains a virus that can be used to stop Arsenal Gear. The
virus on the disk was modeled after FOXDIE and was created by
Otacon's little sister, Emma.
FOUND.....Plant Chapter
*******************************************************************************
NAME......Dog Tags
TYPE......Miscellaneous
COMMAND...Dog tags can only be viewed by how many you have in the menu. You can
view the names later, after loading the data in the viewer.
USE.......Dog tags are taken from guards when held up and are only there to be
collected. If you collect enough, however, you will start to unlock
some of the secrets. Dog tags are the only way to open up these
secrets, such as infinite ammo and stealth camo.
FOUND.....Random
*******************************************************************************
NAME......Medicine
TYPE......First Aid
COMMAND...Select in the menu and hit A to use.
USE.......Often times when your character is exposed to rain or cold weather,
he may catch a cold. In this case, your character will start to
sneeze, which is bad news for a sneaking mission. To instantly remedy
this, use the medicine.
FOUND.....Random
*******************************************************************************
NAME......Mine Detector
TYPE......Sensor
COMMAND...Equip in the menu to use.
USE.......The mine detector will relay a feed to your radar, showing any and
all claymore mines that may be hidden in the area. The feed will also
show the blast radius of the mine. However, the detector cannot be
used if the signal is being jammed.
FOUND.....Plant Chapter
*******************************************************************************
NAME......Night Vision Goggles
TYPE......Goggles
COMMAND...Equip in the menu to dawn.
USE.......When the night vision goggles are equipped, you will see everything
in an illuminated shade of green. The goggles work by magnifying and
intensifying the minimal amount of light in a darkened room. The
goggles should not be worn in any areas with light. However, when
there is little to no light availiable, the night vision goggles will
give you an advantage over most guards.
FOUND.....Plant Chapter
*******************************************************************************
NAME......Pentezemin
TYPE......First Aid
COMMAND...Select in the menu and press A to use.
USE.......Pentezemin shots are used in combination with sniping to temporarily
stop the trembling of hands. The shots last only a little amount of
time, so they should be used sparingly. However, these shots are the
best way for you to pull off that miracle shot.
FOUND.....Random
*******************************************************************************
NAME......Ration
TYPE......First Aid
COMMAND...Select in the menu and press A to use.
USE.......Standard military issue rations are a meal for all soldiers in the
field. However, they are actually used to regain lost health. Rations
are the only way to bring back some of your lost health. These can
also take you out of a bleeding state. If you simply equip them, they
will replenish your health upon your would-be death.
FOUND.....Random
*******************************************************************************
NAME......Scope
TYPE......Binoculars
COMMAND...Select in the menu to equip (will change to first-person view).
USE.......The scope is used to magnify images at a long distance. They do not
work well under low light situations for obvious reasons, but they
are standard issue equipment for your sneaking mission.
FOUND.....Tanker/Plant Chapter
*******************************************************************************
NAME......Sensor A
TYPE......Sensor
COMMAND...Select in the menu to use.
USE.......Sensor A is used to sniff out the scent of most C4 bombs. When this
happens, the sensor will transmit a signal feed to your radar. This
will display a large, yellow area on your screen, which will give you
some indication of the bomb's whereabouts. This gizmo is
indispensable to beating Fatman.
FOUND.....Plant Chapter
*******************************************************************************
NAME......Sensor B
TYPE......Sensor
COMMAND...Select in menu to use.
USE.......Sensor B is used to pick up the locatons of bombs with a masked scent
trail. Basically, this sensor will find the locations of all the
bombs that sensor A can not detect. This sensor, however, can only
transmit a sound beacon to you. As the sound gets stronger, the
closer you are getting to the bomb.
FOUND.....Plant Chapter
*******************************************************************************
NAME......Suppressor
TYPE......Silencer
COMMAND...Equip in menu alongside the weapon to which it will modify.
USE.......Suppressors can be used in conjunction with the SOCOM, USP, and the
AK-74u. These devices will muffle the blast of the gun, causing them
to be unhearable to other guards in the area. Suppressors are great
gadgets that really help out when trying to take out guards.
FOUND.....Plant Chapter
*******************************************************************************
NAME......Thermal Goggles
TYPE......Goggles
COMMAND...Equip in the menu to dawn.
USE.......Thermal goggles will recognize heat patterns in the air. They will
pick up and clearly depict any laser grids in the area. Also guards
stationed in low light can be picked up from a distance with these
goggles. These, like the night vision, can be used in connection with\
the sniper rifles to help with your aim.
FOUND.....Tanker/Plant Chapters
-------------------------------------------------------------------------------
10.3 QUICK REFERENCE CHARTS
-------------------------------------------------------------------------------
-----------------------------------------------------------------------------
| WEAPON CHART |
|-----------------------------------------------------------------------------|
| NAME | LOCATION | CARD # |
|-----------------------------------------------------------------------------|
|1. AK-74u | Strut F, Warehouse | 2 |
|2. C4 | Strut F, Warehouse | 2 |
|3. Coolant Spray | Strut C, Dining Hall | - |
|4. D.Mic | Shell 1 Core, B2 Computer Room | - |
|5. M4 | Strut F, Warehouse | 2 |
|6. M9 | Strut F, Warehouse | - |
|7. Nikita | Shell 2 Core, B2 Filtration Chamber No.1 | - |
|8. PSG1 | Strut F, Warehouse | 3 |
|10. RGB6 | Strut F, Warehouse | 3 |
|11. SOCOM | Strut B, Transformer Room | - |
|12. STINGER | Shell 1-2 Connecting Bridge | - |
|13. USP | Deck-E, The Bridge (Tanker) | - |
-----------------------------------------------------------------------------
-----------------------------------------------------------------------------
| ITEM CHART |
|-----------------------------------------------------------------------------|
| NAME | LOCATION | CARD # |
|-----------------------------------------------------------------------------|
|1. AK Suppressor | Shell 1-2 Connecting Bridge | - |
|2. B.D.U. | Strut E, Heliport | - |
|3. Body Armor | Shell 2 Core, B1 Filtration Chamber No.2 | - |
|4. Box 1 | Strut A, Pump Facility | 1 |
|5. Box 2 | Strut F, Warehouse | 1 |
|6. Box 3 | Strut E, Heliport | - |
|7. Box 4 | Shell 1 Core, B2 Computer Room | - |
|8. Box 5 | Strut E, Parcel Room | - |
|9. Cell Phone | Strut E, Heliport | - |
|10. Cigarettes | Strut B, Transformer Room | - |
|11. Digital Camera | Strut E, Parcel Room | 5 |
|12. Disk | Shell 2 Core, 1F Air Purification Room | - |
|13. Mine Detector | Strut E, Parcel Room | - |
|14. Night Vision | Shell 2 Core, B1 Filtration Chamber No.1 | - |
|15. Sensor A | Strut C, Dining Hall | - |
|16. Sensor B | Strut C, Dining Hall | - |
|17. SOCOM Suppressor | Strut F, Warehouse | 1 |
|18. Thermal Goggles | Shell 2 Core, B1 Filtration Chamber No.2 | - |
-----------------------------------------------------------------------------
===============================================================================
- SECTION XI. SNAKE TALES -
===============================================================================
The following is a comprehensive walkthrough for the Snake Tales part of the
game. The layout is a little different from the above walkthrough, mainly
because of the short time you are in each room, but the guide will help you
just the same. The same rules apply to this section as above, except I will not
go into detail about the story too much because it is relayed in on screen
text. I assume you can read it and figure out what's going on with the plot.
In any case, the Snake Tales are a bit different from the main game as well.
For one, which may drive you crazy, you don't have a radar. This can be quite
frustrating with the fixed camera and all. After you have beaten a Snake Tale,
you can go back and replay it. This time, however, you will be given an M9 at
the beginning. If you beat the boss with the M9 instead of killing him, you
will get a different ending.
-------------------------------------------------------------------------------
11.1 A WRONGDOING
-------------------------------------------------------------------------------
--- STRUT A, ROOF -----------------------------------------
There is a guard up here to the southwest. Don't worry about him too much. Run
and take the RATION from the crate and then head through the door on the
northwest, into the interior of the building.
--- STRUT A, PUMP FACILITY --------------------------------
Run down the steps immediately and turn the corner. Run out to catch yourself
in perfect sync with the guards as to not get caught. Sneak up quickly behind
the guard walking to the east and snap his neck. Now, run up to the north and
exit to the bridge.
--- FA CONNECTING BRIDGE ----------------------------------
Head to the wall and look out. There is a guard at the far end and two cyphers
above. Wait for the cyphers to come to the side of the bridge and then decend.
When they do, sprint across the bridge to the other side. You will have no
trouble with the guard as he will be down on the stairs, if you timed it right.
Head inside to Strut F.
--- STRUT F, WAREHOUSE ------------------------------------
There is a guard in the first room here, so don't even bother entering. The
guard in the hallway will be radioing, so don't take him out if you don't want
to deal with the reinforcements. When he turns, run across to the other side.
Enter the door here and crawl through the vent shaft to the southeast of the
room. Now, wait for the guard in the hallway (the one who's radioing) to turn
back. Run across to the other side. Turn north up the hall and enter the
northwest room to find Ames. He will equip you with a USP, CARD 1, SENSOR A,
and the COOLANT SPRAY. Head to the north through the hall and exit onto the
next bridge.
--- EF CONNECTING BRIDGE ----------------------------------
Okay, now you have a choice. You can either end this mission in a hurry and go
fight Fatman this instant, thus receiving the bad ending, or you can go save
the hostages and then fight Fatman to get the good ending. If you're going for
Fatman now, run up on the bridge and enter the Strut E parcel room. Don't worry
about alarms just run up to the northeast and up the steps. Head out and climb
the steps. Now refer to the Boss Fights section to see just how to dispose of
Fatman.
To get the good ending, follow the rest of this guide. Take the USP and shoot
down all three cyphers. Now, run to the west towards the core, making sure to
keep running as the bridge is breaking up below you. Head into the core.
--- SHELL 1 CORE, 1F --------------------------------------
Inside, your sensor will be going off. Don't worry about it, the guard is
holding position behind the wall to the south. Enter into the hallway and make
your way north. Flatten against the west wall and sneak under the camera. When
it looks behind you, and the next camera looks behind you as well, run out into
the next hall to the elevator. Take the elevator to B1.
--- SHELL 1 CORE, B1 --------------------------------------
Inside, immediately run down the south hall and into the hostage room to the
east. Unlike the game, you don't need a guard to open the door for you, as it
is generously unlocked. Now, you need the DIRECTIONAL MICROPHONE to locate
Jennifer. Head back to the elevator and take it back to the 1F.
--- SHELL 1 CORE, 1F --------------------------------------
Run out of the elevator and hide behind the wall to the west. When the
patrolling guard comes up, hold him up and then snap his neck. Run down the
hall and into the room on the west to take the USP BULLETS x15. Now, enter the
room at the end of the hall. Inside, take the BOOK from behind the crates and
then search the bottom row of lockers to find some CHAFF GRENADES and the
DIRECTIONAL MICROPHONE. Now run out the side you came in and head back to the
elevator. Take it to B1.
--- SHELL 1 CORE, B1 --------------------------------------
Immediately head to the assembly hall. Now, inside you are going to have to
watch the guards patrol pattern as not to get caught. To the southeast of the
room you can find some USP BULLETS x15 and to the northeast, under a table, a
RATION. Run around the hostages and mic the women. Jennifer is not one of the
old women, so disregard them. She is a younger woman who sits with her legs
sprawled on the floor oddly. There may be two or more of these character
models, so make sure you hear the 'pings' of the cell phone before calling out.
Jennifer will give you CARD 2 and tell you of the bomb in the core. Head to the
elevator and down to B2.
--- SHELL 1 CORE, B2 COMPUTER ROOM ------------------------
Run down the east side steps and hide behind the wall to see two guards. Wait
until one guard walks away down the hallway. When the next guard turns his
back, run out and hold him up. Now, snap his neck. Hide behind the wall on the
other side. When the second guard comes back, he will see the dead guard. When
he kneels beside him, run out and hold him up, snapping his neck as well. Now,
run down the west hall. At the end, you will find a guard. Knock on the wall to
get his attention and shoot him in the head when he comes around, his buddy
should not hear the shot. Now, run into the computer room and hide behind the
first wall. When the guard looks away, run up beside him and hold him up,
putting a bullet through his head is fine here. Now, sensor A shows a bomb in
the area. It is underneath the middle section of computer terminals, neat the
wall you were hiding behind. Freeze it and head back to the elevator, taking it
to the 1F.
--- SHELL 1 CORE, 1F --------------------------------------
Now, you have to go confront Fatman. Sneak out of the core by going to the
west. Now, kill the guard patrolling here in the same manner as before. Run
down the hall into the room at the end. Enter the room and run across to the
other door. Exit it and snap the guard's neck. Now, run to the exit. On the
bridge, shoot the cyphers and flatten against the south railing, following it
to the end. Now, head into the strut E parcel room to the north. There are
guards and cameras all over in here, so just charge through. Dive tackle the
soldier to the north and run up the steps, out the door. Now, head up these
steps to be confronted by Fatman. See the Boss Fights section to see how to
defeat Fatman.
-------------------------------------------------------------------------------
11.2 BIG SHELL EVIL
-------------------------------------------------------------------------------
--- STRUT E, HELIPORT -------------------------------------
Run to the west side of the platform and head south. When you reach the bottom,
head to the east and down the steps about half of the way. Now, look down to
see the guard. When he turns, run down and snap his neck. Now, head around the
platform and head into the door.
--- STRUT E, PARCEL ROOM ----------------------------------
Go down the stairs and wait against the wall around the corner. When the guard
comes over, hold him up and snap his neck. Now, run to the north and grab BOX 5
from the belt. Jump down and go around the corner, heading to the west. When
the guard turns, run across and through the door.
--- DE CONNECTING BRIDGE ----------------------------------
Now, run across the bridge behind the guard. When you catch up to him, snap his
neck. Continue across the bridge and into the next strut.
--- STRUT D, SEDIMENT POOL --------------------------------
In here, observe the guards patrol routes. When they disperse, run into the
middle and snag the RATION. Now, head to the west. Behind the steps are some
USP BULLETS x15. Climb the steps and head out the door.
--- CD CONNECTING BRIDGE ----------------------------------
Sneak under the camera and out onto the bridge. Hide behind the railing and
wait for the guard to turn. Run up and snap his neck. Now, cross over to the
next strut.
--- STRUT C, DINING HALL ----------------------------------
Inside the dining hall, run into the first door in the hall. You can find Emma
inside the pantry. Press Y to open it up. Now, you will be engaged in a big
gunfight. Crouch down, equip your RATIONS and enter first-person view. They
will be coming from the front and the side, so be careful. Shoot for the head,
taking out the front couple soldiers first. Now turn your attention to the ones
on the side. Kill them and wait for the second wave. Watch for guards who will
shoot through the window of the other room. As soon as you kill everyone, the
alert will fall and you will talk to Emma again. Head out into the next room.
Under the table is a RATION. Now, head out and down the hall. Enter the
restroom on the east. Inside the stalls, you can find some STUN GRENADES and
the M9. Now, head out and exit the door behind the planter.
--- BC CONNECTING BRIDGE ----------------------------------
Out here, there is a guard patrolling and a cypher flying above. When the
cypher drops below the bridge, the guard will turn. Shoot him in the head with
the M9 while he is walking away. Now, run down the bridge until you get to the
offshoot to the east. Go onto it and take the CHAFF GRENADES. Now, continue
down the bridge and enter the door to the next strut.
--- STRUT B, TRANSFORMER ROOM -----------------------------
Presently, there are no guards stationed in the transformer room. Head over to
the lockers beside the door and check them. Inside, you will find some USP
BULLETS x15 and a RATION. Head through the door and go down the steps. Now,
head over to the node on the opposite side. You can find another box of USP
BULLETS x15 near the node. Log in and get another cut-scene. You have now
tracked Emma to Strut F. Also, now there are guards patrolling the room. Head
up the stairs by the node and go down the hall inside the room. Exit the door
at the end and head back out to the bridge.
--- BC CONNECTING BRIDGE ----------------------------------
Shoot the guard with the M9 as he starts to walk away. Run across the bridge as
the cypher is below. Head into the next strut.
--- STRUT C, DINING HALL ----------------------------------
There are now guards in this strut, as well. Run down the hall across from the
planter and stop at the end, flattening against the wall. Now, equip your USP
and hold up the guard as he comes around the corner. Unequip your gun and snap
his neck. Now you can head down the rest of the hall and out onto the next
bridge.
--- CD CONNECTING BRIDGE ----------------------------------
Look out the doorway and shoot the gaurd in the head with the M9. Now, run
across the bridge and into the other side. Flatten yourself against the wall
to avoid the camera. Now, sneak under it and enter the next strut.
--- STRUT D, SEDIMENT POOL --------------------------------
Take out your M9 and dart both guards patrolling up here. Now, you can safely
pass over the upper section without being spotted. Head over to the east and
enter the door up the steps, onto the bridge.
--- DE CONNECTING BRIDGE ----------------------------------
Dart the guard in the head with the M9. Now, run across the bridge and enter
the next strut.
--- STRUT E, PARCEL ROOM ----------------------------------
When you enter the parcel room, hide behind the big peice of machinery near the
door. Now, peak around the corner and down the south hall to see a gaurd. Dart
him in the head with the M9. Now, wait for the guard behind the machine to turn
and run down the southern hall. Head to the east around the corner and out the
door at the end.
--- FE CONNECTING BRIDGE ----------------------------------
Here, you have three armed gun cyphers hovering about, and a guard walking up
the stairs above you. Use a CHAFF GRENADE to confuse the cyphers. Do not worry
about the guard above you, just run across the bridge. He won't call in backup,
and since the cyphers are jammed, you're in good shape. Take the CHAFF GRENADES
and enter the next strut.
--- STRUT F, WAREHOUSE ------------------------------------
Run into the room and immediately down the hall to the west. Now, head into the
first room to the west and take the USP BULLETS x15. Now, head out and run to
the south. Hide in the corner of the offshoot to the west. When the guard
clears, run out and down the south hallway, into the room on the west to get
some M9 BULLETS x15. Now, head out and hide against the north wall. When the
guard passes, run into the room across from you and take all of the STUN
GRENADES. Head through the vent shaft at the southeast corner and run into the
room across from you to find Emma.
Now, leave Emma in the room and come out. Dart the guard walking around the
outer area of the upper level. Take Emma and head up the north hallway, leaving
Emma in the first room. Now, go out and wait at the corner. When the guard
comes and turns around, run out and snap his neck. Head back for Emma and take
her around the corner and out the door.
--- FE CONNECTING BRIDGE ----------------------------------
Instead of using a chaff this time, you will have to be more forceful. Take out
your M9 and peer across the way, looking up at the guard coming up the steps.
Shoot him to knock him out. Now, take your USP and shoot down all of the
cyphers flying around. When you do, take Emma and walk her across the bridge
into the next strut.
--- STRUT E, PARCEL ROOM ----------------------------------
This is easily the most frustrating part of this tale, maybe even all of them.
You are trapped in the room with guards flowing in, and you have to guide Emma
out. Your first instinct will probably be to use some stun grenades to
eliminate the guards in a hurry, but this will knock Emma out as well. Trying
to drag Emma out of the room while being shot and having Snake positioned in a
fighting stance is fairly difficult. So, you are going to want to use your USP
for the mostpart here.
As soon as the battle begins, lay down a CLAYMORE mine. This will kill the
first guard walking around the corner. When he dies, lay down a second. Now,
take out your USP and shoot the guard around the corner in the head. Another
guard will walk near you and step on the mine. Grab Emma and walk out, to the
west. Try to leave her behind the first crate as you will be being shot at.
Shoot one of the guards in front of you in the head, and then turn around and
kill the two guards behind you. Now, turn and kill the last guard. Take Emma
and guide her quickly out the door, if you don't have her, you lose.
Anyways, now that you have beaten that part, you are taken to the shell 1-2
connecting bridge for the final battle. In this tale, you face off against the
harrier. For details on how to take the harrier down, see the Boss Fights
section.
-------------------------------------------------------------------------------
11.3 CONFIDENTIAL LEGACY
-------------------------------------------------------------------------------
--- AFT DECK ----------------------------------------------
Okay, you are on the tanker this time around. Head forward and snap the nearby
guard's neck. Now, head around the west side of the tanker and hide by the wall
near the staircase. Wait here until a gaurd walks out. Run over and snap his
neck. Now, head around this corner and head to the hatch at the base of the
steps. Open it up and head inside.
--- DECK-A, CREW'S QUARTER, PORT --------------------------
Once inside, you are going to have a cold. Also, you are going to be leaving
footprints. Okay, head to the east and run down behind the guard moving south.
Wait for him to get to the end and snap his neck, making sure his body is well
out into the next hallway. Enter the door into the locker room. Now, take the
MEDICINE and the RATION from the lockers. By this time, the next guard outside
should see the body or your footprints (which should lead to the body). If so,
run behind and snap his neck. If not, just wait for him to turn around in the
hall, run up and snap his neck. Head into the next room at the end of the hall.
--- DECK-A, CREW'S LOUNGE, STARBOARD ----------------------
Inside, there are three guards. Two are sitting on the steps and one is
patrolling the back area. Run inside and turn into the main room. Crouch and
hide by the bar. When the guard comes and goes into the bar, run out and snap
his neck. Now, take the AK-74U and head to the other side of the room. Grab the
three BOOKS. Now, head to the west and go down the steps to get a box of AK-74U
BULLETS x30. Head back upstairs and creep over to the staircase, heading up
beside the guard. Now, head into the door on the east.
--- DECK-B, CREW'S QUARTER, STARBOARD ---------------------
Now, there are two guards standing next to each other to the north. Wait for
them to go their respective ways, down each hall. Run up behind the guard who
went for the east hall and snap his neck. Now, wait here at the wall for the
guard to come by and turn again. When he does, run behind him and snap his neck
as well. Now, follow this hall to the west and into the open room. Take the
staircase up.
--- DECK-C, CREW'S QUARTER, PORT --------------------------
Now, look down the hallway to see a guard. Wait behind this wall until he comes
up and turns again. When he does, follow him out and snap his neck. Make sure
you do this before he crosses the next doorway. Why? Look up to see a
surveillance camera. Take out your USP and shoot it. Now, head up the stairs.
--- DECK-D, CREW'S QUARTER --------------------------------
Run around the staircase here and to the east. Head to the north and into the
pantry room here. Around the corner near the back is a guard who is sleeping.
Snap his neck and take BOX 1 and the MEDICINE that was near him. Head out and
head south. Now, crawl under the laser that is wired to the semtex. Once you've
cleared that, stand and run to the west and up the steps.
--- DECK-E, THE BRIDGE ------------------------------------
Gasp! A cut-scene, in a Snake Tale! Well, not much of one, really. In any case,
you have just met Meryl. Now, you're on your way back down. Snag the RATION and
head back down the steps.
--- DECK-D, CREW'S QUARTER --------------------------------
Head around to the east and crawl back under the laser grid. Now, run around
the corner and head back down the stairs.
--- DECK-C, CREW'S QUARTER, PORT --------------------------
As you come down the stairs, you will notice the guard has just passed you.
Good, now run behind him to the west and head down the stairs unconstested.
--- DECK-B, CREW'S QUARTER, STARBOARD ---------------------
All of the guards in your way except for one have been eliminated. Head around
the north corner and stop at the end. Peer around the corner to see the guard
as he patrols the eastern hall. When he turns, run by and into the door on the
west wall.
--- DECK-A, CREW'S LOUNGE, STARBOARD ----------------------
The guard's on the stairs have dispersed here, and you are left with two guards
now. Head down and to the west. Wait here until you can sneak up behind the
gaurd walking down this hall and snap his neck. Now, sneak over to the eastern
doorway, but don't enter. Wait for the guard to turn and then dispose of him.
Head down the now open stairway in the back and enter the room at the bottom.
--- ENGINE ROOM, STARBOARD --------------------------------
The engine room is jam packed full of guards. Head forward into the room and
take the PENTEZEMIN and the NIGHT VISION GOGGLES. Now, head back and through
the door ahead. Run south and flatten against the railing to sneak a peak at
the guard below. When he reaches the wall on the east, wait for him to turn.
When he does, run down the steps and up behind him, snapping his neck. Now,
head to the southern most part of this level. Wait for the guard below to turn
and then jump over the railing and drop down. Snap this guard's neck as well.
In the corner to the north, grab the PSG1.
Creep down the steps onto the platform. To the north, you can find a box of M9
BULLETS x15. Head south and around the corner. Stand in view at the base of the
staircase and wait. A guard across the way should take notice and come to
investigate. When he does, run down the steps and start banging on the wall.
When he hears this, run back around the corner and wait. When he turns to
retreat to his position, run up behind him and snap his neck.
Now, follow the bottom platform around to the other side. You should reach a
giant metal crate in the middle of the room. Crawl underneath it and take the
M9. Now, in the corner behind the steps is a box of PSG1 BULLETS x20. Head up
the steps and stop before you reach the top. Watch the guard, when he turns run
up and break his neck. Now, head up the stairs behind him and enter the next
room.
Inside, you can find the PSG1-T behind the open locker door. Don't go running
through for the hatch just yet, as there are explosives in place. Head into the
room near the pillars in the middle and look on top of the lockers to the
north. You will see the first control panel, shoot it out. Now, dawn the
THERMAL GOGGLES and take a look at the lasers. Walk forward and stop in front.
Look on the east wall and shoot out the panel. Head foward a bit more to find
the last control unit on the west wall behind a semtex charge. Shoot it and
head through the hatch.
--- DECK-2, PORT ------------------------------------------
No worries here, simply run through to the end, entering the hatch around the
hallway heading to the east.
--- DECK-2, STARBOARD -------------------------------------
Now, stock up on all the ammo you can grab in this area. As you progress
forward, you will enter another battle. This is the same battle you remember
from the main game in the Tanker Chapter, so...
You start out the fight safely behind a crate. The soldiers you are up against,
eight in all, attack in waves. You start out facing three. Upon disposing them,
two more soldiers will rush forward to fire upon you. If you kill them, a group
of three will advance right up beside you and fire at you. They are all armed
with their machine guns. However, if the fight drags on for a long period of
time, they will start to throw grenades at you. Be ready.
When the fight starts, move up and flatten yourself against the crate. Pop-out
shots from here work well, but waste alot of ammo. You can try this, but
eventually you are going to need to stand up behind the crate and enter
first-person view to take them out easier. Do so, and start shooting the
closest soldier to you. Head shots are good, but not necessary. Whenever the
guards jump out and start shooting, you can duck behind the crate again if
you're not fast enough to kill them. Also, watch out for the steam pipes above
you because they can be shot out.
Killing the first set of soldiers will now force the back two to start firing
upon you. Hold your position and shoot at them in first-person view. They are
fairly inaccuarate from such a long range, but they will start to shoot at the
lights above you (if the previous group didn't already do so). Take them out to
trigger the last three soldiers to rush your position. Be fast here, and take
them out as they are coming. Otherwise, they will walk right up to you and
start firing.
Okay, now that that little deal is over, you have another one to deal with.
However, this one can be really hard, downright impossible, if you make it. By
killing enemies here, you will cause them to respawn. But where are they going
to respond? At the end of course (obviously, they are not going to materialize
in front of you). So, you cannot hope to get to the end if you have enemies
respawning there. The easiest way to get through this part is to NOT KILL
ANYONE! Don't do it. Equip your RATIONS and charge through. Diving works well,
but you are likely to get kicked over by just about every guard you encounter.
However, once you get by them, you're home free. Open the hatch and head back
through the next area. Now, use the same tactics as before to make your way
back to Deck-E, The Bridge. Here, you will fight Meryl. Actually, this is
exactly the same as the Olga fight. See the Boss Fights section for details.
-------------------------------------------------------------------------------
11.5 DEAD MAN WHISPERS
-------------------------------------------------------------------------------
--- STRUT F, WAREHOUSE ------------------------------------
So, you start as Snake, in his Pliskin outfit, with an M4 with no ammo. Sneak
out and open the door, watching for the guard to pass. When he does, run out to
the stairs beside the door and climb them. Now, all of the doors up here are
locked, so don't bother messing around with them. Head around the upper level
to the back and exit the door on the west.
--- FA CONNECTING BRIDGE ----------------------------------
Run to the opening and peer out. You will see a gaurd on the far end who will
turn and walk down the steps. This is your chance to run across the bridge
unnoticed. Do so and enter the next strut.
--- STRUT A, PUMP ROOM ------------------------------------
Well, you don't really have to be stealthy here. Since you only have to get to
strut B, you can just tear through the next two sections without too much
hassle. Run around the cubicle going to the south and then come up the north
end and through the door to the bridge. The guard would have saw you and called
for an alert.
--- AB CONNECTING BRIDGE ----------------------------------
Sneak out here and flatten against the wall. There will be a guard right near
the doorway who will turn. When he does, snap his neck. Now, run across the
bridge. There is a guard near the next doorway. Simply take him out with a
dive. Now enter strut B.
--- STRUT B, TRANSFORMER ROOM -----------------------------
Lots of massacre here. Now you have to head out to strut D. There are no guards
in here, so don't worry. Head out the door up on the platform and check the
lockers for some USP BULLETS x15 and a RATION. Now, head out onto the bridge.
--- BC CONNECTING BRIDGE ----------------------------------
When you come out onto the bridge, take out your USP and shoot the guard
patrolling in the head. Now, turn your attention to the cypher and shoot it
down. Run across to the next strut.
--- STRUT C, DINING HALL ----------------------------------
Check the stalls in the bathrooms to find some USP BULLETS x15, BANDAGE, and
STUN GRENADES. Head out and down the hall. Flatten and wait against the wall
before stepping out. When the guard comes down and passes you, slip past and
follow the hall to the next door.
--- CD CONNECTING BRIDGE ----------------------------------
Here, you encounter one inept guard who likes to take a gander over the railing
time and again. Wait for him to near your side of the bridge. When he turns,
follow him out. Snap his neck and head into the next strut.
--- STRUT D, SEDIMENT POOL --------------------------------
In here, you are faced with three guards, two of which are patrolling near each
other. To get by here safely, you need to take out the guard in the middle. To
do this, you have to wait until that guard turns his back and walks away just
when the second guard up here passes him. This happens about their second or
third passing. Snap the gaurds neck, grab the RATION and head over and out the
door to the bridge.
--- DE CONNECTING BRIDGE ----------------------------------
Head over to the opening and watch the guard. When he veers off down the steps,
run across the bridge and into the next strut.
--- STRUT E, PARCEL ROOM ----------------------------------
When you enter this strut, hide behind the first machine. Look out down the
south hall to see a guard. The guard behind this machine will come over near
you and look at the wall. When he does, snap his neck (make sure the other
guard cannot see). Now, take out the USP and shoot the gaurd down the south
hall (loud machinery muffles the sound). Run down and go down the stairs,
entering the door at the back. Inside, take the RATION and enter the hatch to
the south.
--- STRUT L, SEWAGE TREATMENT FACILITY --------------------
Coming out, snap the neck of the first guard around the corner. Now, run up
behind the second guard and do the same to him. Head around the corner and out
onto the bridge.
--- KL CONNECTING BRIDGE ----------------------------------
Basically, just shoot everything out here. The guard across the bridge is your
first target. Take him out and then shoot down the cyphers that are flying
around. The second guard will eventually see the dead guard laying above, so
shoot him when he comes to investigate. Now, head over to the bridge leading to
the core. Look up to see a gaurd overlooking the bridge. Shoot him and advance,
taking the USP BULLETS x15 and the M4 BULLETS x30. Enter the core.
--- SHELL 2 CORE, 1F AIR PURIFICATION ROOM ----------------
Head around the left corner and down the stairs. Take any ammo you find,
including USP BULLETS x15. Head past the crate and up the next set of stairs.
Now, head into the opening on the west side of the hallway to find the NIKITA
and NIKITA BULLETS x10. If you follow the path around past the elevator, you
can find some more M4 BULLETS x30. Now, head back to the crate near the vent
shafts. Stand ontop and fire a missile. Guide it to the right, around the
corner to the left twice, then to the right out into a room, to the right into
the next vent, around the corner to the right into the room, and into the
circuit breaker. Now, head up the stairs and into the room. When you're done in
here, head back out and around to the elevator. Get on and take it down. Now,
you must fight Vamp. See the Boss Fights section for details on how to win.
-------------------------------------------------------------------------------
11.6 EXTERNAL GAZER
-------------------------------------------------------------------------------
--- AB CONNECTING BRIDGE ----------------------------------
This is by far the strangest tale of them all. First, you start out in the
present. Then you go to the past, leading up to where you are, followed by some
VR missions. Crazy stuff. Anyways, run around on the bridge here until you see
the monster. At this point, you will be taken to the past.
--- BOMB DISPOSAL -----------------------------------------
Okay, VR mission. Run out and tranquilize the guard below you. Now, head down
the stairs and around the corner to the next set. Halfway down, take out the
coolant and spray down the first bomb. Now, take the M9 and dart the guard
across from you. Head down and onto the next platform. Look up and dart the two
guards you see. Now, head up the stairs and to the second level. Run across the
platform and head up into the room at the top. In here, head back by the hatch.
The bomb is on the west wall. Spray it down.
--- ELIMINATE ALL -----------------------------------------
Head out and kill the first guard walking by. Now, look north and kill the
guard who walks out. Run out to the hall and get the attention of one of the
guards. Now, run back down the hall to get out of sight, turn and shoot him.
Head back up there and kill the second guard walking here. Head over, take the
ammo, and kill the three guards down the south hall. Now, run down and to the
room at the end. Hold up and kill the guard in the room. Head back and enter
the room dividing off of the last hallway.
--- CD CONNECTING BRIDGE ----------------------------------
Shoot the guard in the head here and head across the bridge into the neext
strut.
--- STRUT C, DINING HALL ----------------------------------
Head out and down the hall. Look down the southern hallway and shoot the guard
who walks by. Now, enter the door to the west. Climb under the first table to
get a RATION. Head down and search the bathrooms to find some CHAFF GRENADES
and M9 BULLETS x15. Head out to the bridge.
--- BC CONNECTING BRIDGE ----------------------------------
Wait a bit for the cypher to drop out of range. When it does, shoot the guard
in the head with a tranquilizer dart. Now, run quickly across the bridge into
the next strut.
--- STRUT B, TRANSFORMER ROOM -----------------------------
Inside, immediately take your M9 and shoot the guard walking away in the head.
Now, run down the hallway and out the door around the corner.
--- AB CONNECTING BRIDGE ----------------------------------
Now, with the music of a boss fight, you must only take a picture of the
monster. Run over and take the RATION, then stay ready with your camera on the
eastern portion of the bridge, overlooking the water. Watch the rippling water
and eventually Gurlugon will break the surface. Zoom in and click off a
picture.
After you get the picture, the bridge will flood with soldiers. Normally, this
is not a big deal, except that these are the attack team soldiers and you're
equipped with an M9. Your best bet here is to equip your RATIONS and the M9,
but wail away with punch-kick combos and diving attacks. This is more effective
than trying to rattle off headshots while being shot.
--- VR - GURLUGON -----------------------------------------
Right, now you have to fight the monster in a VR setting. Gurlugon is not a
tough fight at all, it's actually kind of easy. The monster attacks by shooting
a ringed wave that will render you unable to move, then follows up with an
explosive shot. These shots can destroy the surroundings, which are your cover,
so to speak, so be careful. That's it, Gurlagon's arsenal is very limited.
To damage the monster, you must first use the stinger missile launcher. This
will blow a section of him open and expose a target inside of him. Now, you
must use the PSG1 to destroy the target. When you destroy a target, the monster
will take damage. Destroy all of the targets and the monster will die. It's
just that easy.
To start out, run forward and collect all of the items you can, making sure to
get the STINGER, PSG1 and ammo, and PENTEZEMIN. Whenever the monster goes to
shoot his ringed attack, run to the side to dodge it. You will get the timing
of this attack very quickly. After he does, shoot the stinger at a target,
following with a shot and the PSG1 to destroy the target. Now, run back and get
the PSG1 BULLETS x20 and the PENTEZEMIN. Wait here until the monster shoots
again. When he does, follow up with your attack. Rinse and repeat.
--- SNEAKING MODE -----------------------------------------
Run up behind the first guard around the corner and snap his neck. Wait at the
corner behind you until the guard to the west turns around. When he does, run
up and snap his neck. Now, wait behind this corner. When the guard turns and
walks back down the hall, run across to the goal.
--- WEAPON - HANDGUN --------------------------------------
Not too much to say on this one. Shoot the targets, orange ones explode to
collect green ones and so one. One thing, though. Try to get a low score your
first time through. Why? Well, this mission, you have to best yourself three
times to pass. Low score first, then beat it, then beat that. No problem,
right?
--- ELIMINATE ALL -----------------------------------------
Run up and knock on the first wall there, then retreat to where you started.
When the soldier comes to investigate, run out beside him and snap his neck.
Now, look below and shoot the two guards down there. Now, creep to the north
on the noisy platform and shoot the guard across from you, as well as the guard
below you. Now head to the goal.
--- SNEAKING MODE -----------------------------------------
Run out across the bottom to the opposite side. Now, look back and shoot the
camera out. Head up the stairs and kill the gaurd walking back on the other
side of the crate. Look down and kill the gaurd below you. Shoot out the camera
near the staircase. Move forward and kill any other guards you spot below you.
When the path is clear, head to the goal.
--- BOMB DISPOSAL -----------------------------------------
You are now Raiden. Run out and hold up and shoot the guard. Head to the north
and into the room. Now, go to the northwest corner of the room and look up onto
the platform to find the bomb. Spray it and head out, down to the staircase.
Shoot the guard and head down the stairs. Run up behind the second guard and
shoot him. Now, head over and up the stairs. Shoot the gaurd who walks out of
the room near the crate and head over there. The bomb is on the crate. Spray it
down. When the mission ends, CHOOSE EXIT! Otherwise, you're stuck playing as
Raiden again. Now, you have two upcoming boss fights, between the Metal Gear
RAYs and then Solidus. See the Boss Fights section for details on defeating
these bosses.
===============================================================================
- SECTION XII. FAQS -
===============================================================================
Q: Is this game as good as MGS1?
A: No, at least not in my eyes. MGS1 was revolutionary. MGS2S was substandard,
at least compared to it's parent in that light. Is that to say that MGS2S is
not a fun game? No, the game is very fun. Should you buy it, of course.
However, MGS1 is a classic, it's one of my all time favorite games. I don't
feel that MGS2S reached that same plateau. But it still is fun, nontheless.
Q: So how excactly did the game transfer over from the PS2?
A: Well, the game is intact, with all the secrets, posters, and other little
things strewn about. The one thing about gameplay, however, is in the tanker
chapter when you're outside. The rain filters they used cause a bit of lag,
but it's acceptable. And then you have the Snake Tales and the 500+ VR
missions. I would say it's a good conversion.
Q: So, where exactly are the skateboarding missions?
A: My my, the skateboarding missions were dropped from the final version of the
game. Go buy Tony Hawk.
Q: WTF!? Why do I have to play as Raiden?
A: Ugh, I don't really know.
Q: Why can't I snap the super guard's neck?
A: Some guards have neck rolls, kind of like football players wear. These
prevent you from grabbing them, so just use your gun or something.
Q: Why can't I see my radar?
A: Well, if you're in the main game, log into a node. If you're in the Snake
Tales, then you don't have a radar. Get used to it.
===============================================================================
- SECTION XIII. CREDITS -
===============================================================================
This is the credits section of the guide, to which any and all people who
helped in any way to the creation of this guide will be recongnized. However,
this is the very first version of the guide, so there are not too many
contributors at the moment. But still, there are a few people:
CjayC -- <
http://www.gamefaqs.com/>
Thanks for creating GameFAQs, the ultimate gaming website. Thank you for
hosting my guide. You rule.
IGN -- <
http://www.IGN.com/>
The second and only other site in which I allow to host my guide. Thanks for
having a great site and as well for hosting my guide.
Konami
The respective creators of this game. Also, thanks for the Instruction Booklet
to which helped alot during the course of writing this guide.
Marc
Heh, my good friend Marc. Without him, I probably wouldn't even have ever
wrote this thing. I have to give alot of gameplay credits to him, he helped me
find a majority of the secrets, including all of the Johnny Sasaki tidbits. He
also was the one who pushed me to advance through the VR missions. Thanks man.
You, for reading this. Thanks.
===============================================================================
- SECTION XIV. CONTACT INFORMATION -
===============================================================================
Well, it's been fun, I guess. Actually, this guide was kind of grueling to
write, what with countless delays and everything. But it's done, it's here, and
I'm moving on. If you have the need to voice your opinion, have some questions,
comments, concerns, something to add, or whatever, you can drop me a line at:
<xxdeadheroxx[at]yahoo[dot]com>
However, I do have some requests before you go sending me whatever it is you're
going to send me. Please, don't send me questions that are answered in the
guide. Come on now, just read it. Don't send me anything that is not even
readable. If I can't read it without too much strain, I won't even bother
responding to it. I also will not respond to any mail without a subject. Please
put MGS2, or something so that I know that you're talking about Metal Gear
here in the subject. If you have a tip or other contribution that you would
like put in the guide, then send it to me and I will review it. If I choose to
put it in, I will notify you and give you credit in both the body of the work
and in the credits section. That's all I ask, it's not much.
*****IMPORTANT*****
I am truely sorry but for this guide I will not be accepting any mail regarding
the VR missions. If you ask for help with a certain mission, or whatever, you
will be deleted immediately. The reason for this is because the missions are to
better yourself at the game itself, so if I help you it really defeats the
purpose. Beyond that, I don't feel like going back and playing through the
mission you're on so that I can help you. Sorry.
*****IMPORTANT*****
You can find all of my past, present, and future work here:
<
http://www.gamefaqs.com/features/recognition/30448.html>
Please see GameFAQs for the most recent version of this guide.
-------------------------------------------------------------------------------
Thanks for reading!
Copyright 2003 Michael Lemon
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