-- Fission Mailed --
__ __ _ _ _____ _____ _ _ _
| \/ | | | | | / ____| / ____| | (_) | |
| \ / | ___| |_ __ _| | | | __ ___ __ _ _ __ | (___ ___ | |_ __| |
| |\/| |/ _ \ __/ _` | | | | |_ |/ _ \/ _` | '__| \___ \ / _ \| | |/ _` |
| | | | __/ || (_| | | | |__| | __/ (_| | | ____) | (_) | | | (_| |
|_| |_|\___|\__\__,_|_| \_____|\___|\__,_|_| |_____/ \___/|_|_|\__,_|
______
(_____ \
____) )
/ ____/
| (_____
|_______)
Metal Gear Solid 2: Substance -- FAQ/Walkthrough
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Written by : El Greco
Created : March 2, 2003
Version : 3.00
Updated : January 3, 2007
E-mail : REMOVED
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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--- WHAT'S NEW? ---
---------------------
I completely overhauled the Sons of Liberty walkthrough and reformatted some
parts of the guide.
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| CONTACT INFORMATION |
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If you have any questions, comments, suggestions, or contributions to
make then you can e-mail me at the address provided below. I will only
accept questions, comments, suggestions, and contributions if they
abide by the guidelines outlined below. I do not think that I am
asking much by doing that, but if you do have a problem with that then
I ask you just not send me anything at all.
E-MAIL : REMOVED
SUBJECT LINE : Metal Gear Solid 2: Substance
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01) Contents
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- Navigating the Guide -
To find the place in the walkthrough that you would like to use you can use
your internet browser's Search function. All you have to do is highlight the
section you would like to go to (e.g. "5.1 Controls" for the Controls
section), press CTRL+C, CTRL+F (this will bring up the Search function), and
then press CTRL+V and ENTER. This should immediately bring you to the desired
section.
6.1 : Covers gameplay from the entire Tanker Chapter
6.2 : Covers gameplay from the beginning of the Plant Chapter to the entrance
of Strut C, before meeting Stillman.
6.3 : Covers gameplay from the point when Raiden meets up with Stillman in
Strut C to the end of the Fatman battle.
6.4 : Covers gameplay from the beginning of the search for Ames to the exit of
the hall in Shell 1 Core.
6.5 : Covers gameplay from the beginning of the journey to Shell 2 to rescue
the President until the point at which all of the cut-scenes with the
President have been completed.
6.6 : Covers gameplay from the start of your quest to rescue Emma to the end
of the events in the Big Shell.
6.7 : Covers gameplay inside Arsenal Gear and Lower Manhattan.
_______________________________________________________
01) Contents
02) Introduction
03) Previous Story
04) Characters
05) Game Overview
5.1 Controls
5.2 Basic Actions
5.3 In-Game Information
5.4 Other Things
5.5 Substance Features
06) Sons of Liberty
6.1 Tanker Chapter
6.2 Infiltration
6.3 Bomb Disposal
6.4 Contacting Ames
6.5 Presidential Rescue
6.6 Emma and the Virus
6.7 Arsenal Gear
07) Missions
7.1 Raiden
7.2 Ninja Raiden
7.3 Raiden X
7.4 Snake
7.5 Pliskin
7.6 Tuxedo Snake
7.7 MGS1 Snake
08) Snake Tales
8.1 A Wrongdoing
8.2 Big Shell Evil
8.3 Confidential Legacy
8.4 Dead Man Whispers
8.5 External Gazer
09) Appendices
9.1 Weapons
9.2 Items
9.3 Special Items
9.4 Dog Tags
9.5 Bosses
9.6 Skateboarding
9.7 Quote Book
9.8 Frequently Asked Questions
9.9 Plot Summary
9.10 Easter Eggs, Secrets, Fun Stuff
10) Conclusion
10.1 Contact Information
10.2 Credits
10.3 Conclusion
10.4 Legal Notice
10.5 Version History
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02) Introduction
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Metal Gear Solid 2: Substance is basically the expansion of Metal Gear Solid
2: Sons of Liberty. It features the original game of MGS2 plus a whole
shitload of extras piled on top of it. Included in the game besides the
original game is about 500 VR/Alternative missons, 5 Snake Tales, a Casting
Theatre (see "Features"), a feature called Boss Survival (see "Features"), and
a new difficulty level caled European-Extreme. There are a few more minor
extras such as new 2-5 second cinematics in new places, some altered dialogue,
and crappy little skateboarding mini-game that really isn't worth your time,
unless of course you enjoy skateboarding games.
This is my first FAQ. I will provide the details necessary for completing the
game. This FAQ only covers one way to do things, there are lots of other ways
to beat this game, and I have just written what I felt was the best and
easiest way to go about things.
This will cover the "Sons of Liberty" game, the VR missions (except weapon
mode which is very straight forward), Alternate Missions, Snake Tales, Dog
Tags, and Bosses. This is intended for the completion of the game, nothing
more than that. Occasionally I will throw in some fun things to do, or some
alternative strategies.
You do not always have to go by the guide that I have written. If you prefer
to go another route or do a little exploring then by all means, do so. The
game play was made very open ended so have fun sometimes. You don't have to
tranquilize the guards all the time, choke them, punch them, kill them, and
flip them if you want to. However, be careful, if you are caught, you will
have to fight your way out. So, tread softly.
If you are having trouble with this game go to the Missions part of this game.
The VR/Alternative Missions will definitely help your game play, and they are
a good source of fun. The SPECIAL menu contains a "Basic Moves" section so
refer to this if you see anything that appears unfamiliar in this guide.
Feel free to contact me if you have questions about the game, want to suggest
some strategies for a part in the game, or wish to point out any errors that I
have made in the FAQ. If you submit a strategy I will be glad to put in my
guide and I will give you credit. I hope this is helpful.
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03) Previous Story
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* Metal Gear - The Outer Heaven Uprising
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The year is 1995. Deep in South Africa, 200km north of Garzburg, Outer Heaven-
an armed fortress nation, established by the legendary mercenary. He was
feared in combat by both his friends and foes as a hero and a lunatic. The
"Western" nations have found that a weapon of mas destruction capable of
rewritting war history is under development at Outer Heaven. They have called
upon the high-tech special forces unit FOX-HOUND to take care of the
situation. In response to this order, Big Boss, the commander-in-chief of
FOX-HOUND, sent Gray Fox, the man with the code name "Fox" which is given to
the best member of the unit "Operation intrude N313"
After a few days, his last message being "Metal Gear..." Gray Fox was missing
in action. Taking the situation seriously, the top men of the "West" again
called for FOX-HOUND. Big Boss selected Solid Snake, who had recently joined
FOX-HOUND, as the agent and entrusted everything to him.
Successfully making a solo infiltration to Outer Heaven, Snake got in touch
with local resistance members Schneider, Diane and Jennifer. With their
co-operation, Snake suceeded in rescueing Gray Fox. Gray Fox laid out the
terrifying facts about "Metal Gear" Metal Gear was the development name of a
nuclear warhead-equiped two-legged walking tank. It can walk through over the
toughtest terrains that would stop normal tanks. It can conduct local warfare
by itself with unique weapons like its vulcan-cannon and anti-tank missiles.
It was indeed a new type of weapon that can conduct a nuclear attack against
any place on the face of the Earth from any l and surface...
With Metal Gear, Outer Heaven was trying to establish its military superiority
over the entire world. In order to destroy Metal Gear, Snake rescued Metal
Gear's chief engineer Dr. Pettrovich and his daughter, Elen, who was taken
hostage to force her father to continue with his development. Snake hears from
Dr. Pettrovich how to destroy Metal Gear.
However, as Snake approached the heart of Outer Heaven and Metal Gear, well
designed traps are set all around Snake- as if his actions are being leaked
to the enemy...
In the midst of the escalating battle, the leader of the resistance,
Schneider, fell into the hands of the enemy, and Snake himself was injured
through the deadly battles with Outer Heaven's best mercenaries. But Snakes
indomitable spirit lead him to the 100th floor basement of the secret base
where Metal Gear was developed. Evading the powerful defense system that wipes
out all intruders, Snake ultimately succeeded in destroying Metal Gear.
Snake tried to escape from Outer Heaven upon completing the mission. However,
during the escape he was comfronted by one man- FOX-HOUND's commander-in-chief
Big Boss. Big Boss laughed at the astounded Snake and told him the truth
behind his mission. While serving as commander-in-chief of FOX-HOUND Big Boss
also ran a mercenary dispatch company utilizing his connections and capitals
from his own years as a merc. He was planning on to build this company a
larger military establishment, and he built Outer Heaven as its base. His
purpose for sending the rookie Snake was to cause information confusion
amongst the west. However, Big Boss miscalculated. He never thought Solid
Snake would make it this far...
Having lost Metal Gear, Big Boss activated the self-destruct system of the
underground base. While the countdown to destruction continued, his screamed
echoed in the emptiness
"YOU HAVE GONE TO FAR. TOO FAR!!!"
On the 100th floor basement, the battle between the 2 men commenced- free of
idealogy and politics. The armed fortress nation Outer Heaven collapsed. The
impenetrabe fortress made from the best military technology and occupied by
the toughest mercenaries burned in flames. Behind him, the flames reached
skyward, as Outer Heaven fell leaving Solid Snake all alone...
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* Metal Gear 2: Solid Snake - The Zanzibar Land Disturbance
------------------------------------------------------------------------------
1999, the world was facing an energy crisis. It was obvious that the petroleum
would run out faster than what was expected. However, the development of an
alternative energy resource is far from completion. The price of petroleum has
skyrocketed and the world economy in confusion. The 21st century was expected
to be one of chaos. One mans invention changed the entire situation. A Czech
genius and biologist, Dr. Kio Marv, invented OILIX, a microorganism that
refines petroleum to product a highly purified form of petroleum. The world
was filled with hope upon the discovery of this messiah to solve the energy
crisis, but at the same time the world entered a time of tension regarding
this new algae.
Just when the whole worlds attention was drawn to OILIX and Dr. Marv, he was
abducted by someone and disapeared. Nations begun investigations immediatly
anda name soon appeared...'Zanzibar Land'...
Zanzibar Land was a democraticmilitary regime that suddently appeared in
central Asia in 1997. When their uprising took place, the CIS Army, formed
around Russia, sent in a suppressive unit immediatly. Zanzibar Land resisted
by gathering a band of Mercenaries from nations around the world and
fortifying most of its land. As a result, the CIS Army was repeatedly
defeated, and Zanzibar Land declared its independence. Due to the active role
mercenaries played, this war was called the 'Mercenaries War' and Zanzibar
Land was referred to as an armed fortress nation. A military nation with a
group of strong mercenaries, surrounded by a tough fortress.
According to the latest information, Zanzibar suppoedly was armed
with Nuclear Weapons. The whole scenario was crystal clear. By obtaining OILIX
in addition to nuclear weapons, Zanzibar Land was trying to establishits
economoic and military superiority over the entire world. Concerned about the
situation, the United States of America ordered Roy Campbell,
Commander-in-Chief of high tech special forces unit FOX-HOUND, to rescue Dr.
Marv. Campbell was a former member of FOX-HOUND. He brought back Solid Snake,
the man who single handedly brought down the armed fortress nation of Outer
Heaven 4 years ago, and asked Snake to bring back Dr. Marv and OILIX.
Successfully infiltrating Zanzibar Land and with help from CIA
angent Horry and others, Snake was able to go deep into the fortress and meet
again with Dr. Pettrovich, the chief engineer of Metal Gear from Outer Heaven.
He too was abducted to Zanzibar Land and forced to develop another Metal Gear.
He told to surprised Snake an even more shocking fact. Big Boss, the man Snake
had defeated at Outer Heaven, turned out to be the General Commander of
Zanzibar Land.
Snake rescued Dr. Pettrovich in co-operation with Natasha, Dr. Marv's guard
and former Czech International Secret Police agent, and then headed for the
confinement facility deep in the fortress to save Dr. Marv. When Pettrovich
and Natasha crossed the narrow suspension bridge over the deep valley, a
missile blew the bridge away. Natasha flew into the air because of the
explosion. While unable to do anything to save Natasha, Snake started hearing
a well-known voice "Hey Snake, we're good buddies. I can let you go. Just
leave this place at once!" Gray Fox. Snake saw Gray Fox controlling Metal
Gear. The best soldier in FOX-HOUND who, after the fall of Outer Heaven,
disappeared as if he followed BigBoss. Losing Natasha infront of his eyes and
letting Pettrovich get taken away, Snake screamed "Fox! I will not give up!"
After a series of deadly battles with mercenaries, Snake finally made it to
Dr. Marv's confinement facility. However, he arrived to late. He saw Dr.
Marv's corpse and Pettrovich, who could do nothing but just stand there.
Pettrovich told Snake that Dr. Marv could not withstand the repeated tortures
because of heart problems. Snake then recieved an emergency call from Horry.
The information she supplied was very shocking. Pettrovich had been
voluntarily visiting Zanzibar Land to develop Metal Gear. The abduction of Dr.
Marv was conducted under the the directions of Pettrovich himself. After the
truth came out, Pettrovich attacked Snake, but Snake easily put an end to him
and obtained the structual plan of OILIX.
While trying to escape, Snake was confronted by Metal Gear again, controlled
by Gray Fox. The tremendous battle took place in the underground base. Snake
finally succeeded in destroying Metal Gear. However, Gray Fox did not submit
and challened Snake to the final battle. In the midst of a minefield, Snake
and Fox fought without any weapons. A fist-to-fist duel involving no hatred or
murderous intent. During that moment of purity the 2 were bound by forces
transcending words and emotions. Snake won the tough but pure battle against
Gray Fox. However, there was still someone else. Snake had to fight Big Boss.
Just like 4 years ago at Outer Heaven Big Boss was waiting for Snake. "One
who has experienced the tension of battle can never leave the battlefield.
I'm the one giving you something to live for, and that is war" Snake was
infuriated at the arrogant Big Boss "There is only one battle I have to fight.
To free myself from you, to shatter the nightmare...Big Boss, I will kill
you!"
With the structual plan of Oilix, Snake and Horry escaped from Zanzibar Land
on a rescue helicopter. Snake once again saved the world. However, there was
no smile on his face. Big Boss's last words kept ringing in his head "Whoever
wins, out battle does not end. There loser is freed from the battlefield, the
winner must remain there and the survivor must live his life as the warrior
until he dies" Snake then disappeared into the whitelands of Alaska...alone...
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* The Shadow Moses Incident
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* Courtesy of Grant Gordon (futuresuperstar)
- Author of "Metal Gear Sold: Dawn of the Concealed"
Several years had passed since the legendary Solid Snake had killed
Big Boss, the greatest soldier in the world, at Zanzibar Land. On
Snake's last mission, he had infiltrated an enemy fortress and put
down a threat posed by Big Boss and his band of rogue soldiers. Snake
also destroyed Metal Gear, a walking bipedal tank, which eliminated
the threat that Big Boss proposed. Following his successful mission
and eerie new innovation that Big Boss was potentially his own father,
Snake retired to Alaska.
Several years later in 2005, while asleep at his home, Snake heard a
noise coming from outside his cabin. Snake quietly made his way to
the window and looked outside. In the darkness, he could see several
heavily armed soldiers advancing on his cabin. Snake got his gun from
a cupboard and was prepared to take out the intruders. However, the
soldiers had Snake surrounded and forced him to surrender. He was
then taken away by the soldiers to an Ohio Class Submarine, the USS
Discovery. Snake was at that time strip searched and confined in a
small room.
After several minutes of waiting in the cold room, the door finally
opened and in walked a man from his past, Roy Campbell. Campbell
informed Snake of the situation they were in. FOXHOUND, Snake's former
unit, along with members of the Next Generation Special Forces unit,
had seized control of a nuclear disposal facility on Shadow Moses
Island. They had taken hostages and demanded the remains of Big Boss,
or else they would launch a nuclear weapon. Snake was reluctant to go
back into battle, but after much persuasion, as well as Campbell
showing him the leader of FOXHOUND, a man known as Liquid Snake who
had the same codename as Solid Snake, he agreed to take the mission.
Snake infiltrated Shadow Moses Island and began his mission. Soon
after the start of the operation, Snake discovered that a new model of
Metal Gear was secretly in development on the base. Also, something
was apparently amidst. Snake attempted to rescue the high profile
hostages on the island, ArmsTech President, Kenneth Baker, and DARPA
Chief, Donald Anderson. However, both times the men died from an
apparent heart attack. Snake then located Metal Gear's chief
engineer, Hal Emmerich. However, Emmerich was being attacked by a
cyborg ninja, who Snake had seen in an earlier battle. Snake and the
Ninja commenced in battle in the labs with Snake managing to defeat
the fearsome opponent. During the battle, the ninja seemed as if he
knew Snake from somewhere. After the battle, the Ninja gave a large
hint as to who he was before running off. Shocked, Snake informed
Campbell that the Ninja was none other than Grey Fox, an old war buddy
of Snake's, and Dr. Naomi Hunter, assistant to Snake's mission,
commented that Dr. Clark, her predecessor, might have had something to
do with it. However, Fox had died back in Zanzibar, Snake's previous
mission, and Clark had died in a lab incident years before. Campbell
said that it was impossible for the ninja to be Grey Fox, but Snake
was convinced. He then returned to the mission and located Emmerich,
who told Snake a bit about Metal Gear and its location in an
Underground Base several miles to the north. Snake also met Roy
Campbell's niece, Meryl Silverburgh, who was stationed at the facility
before its takeover. At this point, Snake began to fall for Meryl,
and Meryl felt the same way about Snake. Meryl gave Snake a PAL card
which could stop Metal Gear's launch by overriding the detonation code
sequence, but there was only one card when three cards were needed.
Meryl and Snake traveled toward Metal Gear's location, but were
separated when Meryl was injured by gunfire from FOXHOUND's sniper,
Sniper Wolf. Meryl was captured and soon Snake himself was captured
and confined as well.
Snake was then submitted to grueling torture from Liquid's right-hand
man, Revolver Ocelot. Ocelot told Snake if he submitted to the
torture, then Meryl would be killed. Snake suffered through the
severe torture and eventually escaped with help from Otacon (Hal
Emmerich's alternative name). Snake continued on his mission and
eventually made his way to Metal Gear's underground base. However,
during his time there were several disturbing twists that took place.
Master McDonnell Miller, a previous mission analyst for Snake at
Zanzibar who was also assigned to this mission, informed Snake that
Naomi Hunter, another member of Snake's support who was in charge of
monitoring Snake's vital signs, was actually a traitor, possibly
working for the enemy. Miller dug around some more and found of a new
assassination weapon, which Snake may have been injected with. The
weapon targets only specific victims and kills them in a manner, which
simulates a heart attack. This weapon, called FoxDie, was uncovered
as the reason for the ArmsTech President and the DARPA chief's deaths.
Colonel Campbell found out about this and placed Naomi under arrest
after finding she was sending coded transmissions to the base.
Later on, Naomi managed to get away from Campbell and the others and
contacted Snake. Naomi told Snake that she was actually Frank
Jaeger's (Grey Fox) adopted sister. Snake was shocked at discovering
this. She then confirmed that she had injected Snake with the FoxDie
virus, but it was not her decision, it was part of the mission. Naomi
was then placed back under arrest before she could explain more.
Snake demanded to know what was going on but Campbell was
unresponsive. Snake then continued to Metal Gear's chamber. There he
found the secret to deactivating Metal Gear. Apparently the PAL card
he had acted as all three keys and Snake needed to warm and cool the
keys in order to change them into the desired key. Snake did so and
activated all three keys. However, instead of deactivating Metal
Gear, the walking battle tank was actually activated due to Snake's
actions. It seemed Snake had been set-up all along. He then got a
call from Miller. He told Snake that he had been useful as a pawn and
his purpose was now over. He then revealed himself to be none other
than ... Snake's brother, Liquid Snake. Campbell informed Snake that
Master Miller had been found dead in his home, and that Liquid had
assumed his identity for the mission. Apparently, the DARPA chief had
died prior to Snake contacting him, and the man that Snake tried to
free was actually a terrorist member in disguise who was further
assuring Snake that the only way to disarm Metal Gear was to use the
PAL keys, but he simply wanted Snake to input the keys to activate
Metal Gear. The keys acted as a reversible action. If the code for
the nuclear weapon had been inputted, the keys would disengage Metal
Gear. If the code had not been inputted, it would activate Metal
Gear. Liquid explained how Snake was used to activate Metal Gear for
them, because the terrorists hadn't been able to figure out the launch
code ... so they turned to using Snake. It's also explained that
FoxDie killed the terrorist, not the DARPA chief, which is why he died
when Snake attempted to rescue him after telling him that he had to
disengage Metal Gear.
Snake rushed out of the control room after Liquid and confronted him
in front of Metal Gear. The two talked a bit about Liquid's
intentions, and Snake learned that he was indeed a clone of Big Boss,
his supposed father, and Liquid was the second clone. Snake retained
all of the recessive soldier genes while Liquid had received all of
the dominant ones. However, Liquid believed the reverse, thinking
that he had been the recessive clone. Before Snake could react,
Liquid jumped into Metal Gear's cockpit and activated the monstrous
weapon. To his horror, Snake watched as Metal Gear sprung to life.
Just as in the past, Snake battled Metal Gear.
As Snake began to fall to the enormous death machine, Liquid attempted
to crush him under Metal Gear's weight. Just before he had the
chance, Grey Fox reappeared and saved Snake at the last moment. The
two had one last conversation and for his last act as Snake's friend
he destroyed the Radome, Metal Gear REX's (the codename for Metal
Gear) radar. Fox was soon after killed for a final time by Metal
Gear. Snake was consumed with rage for the death of his friend and
finished off Metal Gear with a final missile into the vehicle's
cockpit. Metal Gear exploded in a brilliant light. The force of the
explosion sent Snake flying into a nearby wall, knocking him
unconscious. Before he went under, Snake heard what sounded like
footsteps nearing him.
When Snake came to, he found himself tied up on top of the wreckage of
Metal Gear with Liquid Snake standing in wait in front of him. Liquid
and Snake chatted for a bit. Liquid told him that they didn't have
long before the end. Snake asked if he meant FoxDie, but Liquid told
him that he was referring to a missile attack which the Pentagon had
issued. Snake contacted the Colonel who confirmed Liquid's story.
Campbell told Snake that he would help him out, to repay him for all
the lies. He said he would issue an order to stop the launch which
would disrupt the chain of command and give him time to escape. This
plan would not unfold however, as Campbell was placed under arrest by
the Secretary of Defense, Jim Houseman, who had orchestrated the Metal
Gear project and was trying to cover up the incident. Houseman said
they had a lot of catching up to do and broke contact, but not after
informing Snake that the entire purpose of the mission was for Snake
to spread FoxDie to all of the terrorists to kill them. Then Snake
would die, and the government would steal Metal Gear instead of
destroying it. Metal Gear, having been destroyed, was of little use
to the government now, so they decided to nuke the place to cover up
any evidence of what really happened there.
Liquid then showed Snake a little surprise of his. Behind him, Meryl
was laying unconscious.
Next to her was a small nuclear bomb with a timer. Liquid said she
would be the sacrifice for their final battle. He then untied Snake
and prepared for the fight. Liquid activated the timer and so the
battle begun. Snake and Liquid began a battle, filled with hate for
each other and what they represented. The battle ended with Liquid
being knocked from the top of Metal Gear to his apparent death. Snake
then deactivated the nuke and untied Meryl who was thankfully still
alive. The two conversed a bit before Snake got a call from Otacon.
He said he would stay behind and open a path for the two of them to
escape. Snake thanked him, and he and Meryl descended from Metal Gear
and started off to their escape.
Meryl and Snake jumped into a nearby jeep and rushed toward the exit
of the facility, gunning down any guards along the way. However,
their escape would not go unhindered, as Liquid Snake, who was somehow
still alive, chased after the two. The two rushed toward the exit and
the chase ended with a crash just at the end of the tunnel. Snake and
Meryl were alright, however they were both trapped under the jeep.
Though, the same was not true for Liquid, who stumbled forward, fueled
only by his hate for Snake. Liquid raised his gun and trained its
sights on the two. Before he could fire, Liquid was attacked by the
FoxDie virus and collapsed to the ground dead.
The two freed themselves from underneath the wreckage. The Colonel
contacted Snake and told him the bombing had been called off, as the
Secretary of Defense was acting alone, and the entire incident was his
doing. He then informed him that that there was a snowmobile nearby
which could take them to Fox Island where an evacuation chopper
awaited. Naomi then spoke with Snake, telling him that she didn't
know when or if FoxDie would kill Snake. He would later find out that
Naomi had programmed the virus to strike at a random time. Meryl and
Snake then departed from Shadow Moses and disappeared into the Alaskan
wilderness.
After the operation, Meryl and Snake most likely had a relationship.
Snake was then contacted by Otacon, who survived the Shadow Moses
incident. Otacon told Snake of how Ocelot, the sole terrorist
survivor, had sold Metal Gear's data on the black market and many
countries would now develop their own versions of Metal Gear. Otacon
told Snake that he could make a difference and convinced him to join
him in forming a new group, Philanthropy, an anti-Metal Gear
organization officially recognized by the United Nations. For the
next two years or so, Otacon and Snake destroyed dozens of rogue Metal
Gears, with nothing significant taking place.
------------------------------------------------------------------------------
* Tanker Chapter
------------------------------------------------------------------------------
Following the Shadow Moses incident Ocelot leaked the top-secret
specifications for Metal Gear to the public, via the black market. Now every
group, state, and dot-com has their own version of Metal Gear, Metal Gear is
no longer a secret weapon. It has become one of the most common and
effective weapons on the battlefield of the day. Our hero, Solid Snake,
recieves intelligence that the United States Marine Corps is planning to test
out their new version of Metal Gear. Snake, having spent all of his days as
a mercenary working on eliminating Metal Gear, decides that he has to find out
more on this new Metal Gear. Witht he help of his new accomplice, Otacon
(aka Hal Emmerich, a scientist from Shadow Moses), he infiltrates the
transport for the new Metal Gear. The transport has been disguised as an oil
tanker descending the Hudson River, on its way out to sea. Snake must
discover the purpose behind this new incarnation of Metal Gear and if
necessary he must destroy it.
------------------------------------------------------------------------------
* Plant Chapter
------------------------------------------------------------------------------
Following the terrorist incident aboard an oil tanker in the Lower New York
Harbour, the government has established an offshore clean-up facility
designated as the "Big Shell". The purpose of the Big Shell is to clean up
the spilled oil from the incident two years ago and restore stability to the
local ecosystem. Now, terrorists have seized the Big Shell and captured 30
hostages and the President of the United States, who was taking an inspection
tour that day. The terrorists are demading that the government pay them the
sum of $30 billion or else they will blow the Big Shell out of the water. The
newly reformed FOXHOUND has chosen their newest recruit, Raiden, to attempt a
rescue mission. Raiden must rescue the President and the other hostages and
disarm the terrorists by any means necessary. Raiden must also disarm the
numerous C4 bombs that the terrorists have placed around the Big Shell.
Raiden successfully infiltrates the Deep Sea Dock of the Big Shell and begins
his first actual mission.
*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~
04) Characters
*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~
------------------------------------------------------------------------------
* Solid Snake
------------------------------------------------------------------------------
The legendary hero who has thrice saved the world from the menace of Metal
Gear in the past, Solid Snake is an infiltration expert who always completes
his mission no matter how difficult the odds. Originally a member of
FOXHOUND, now a member of the NGO Philanthropy, an anti-Metal Gear group.
------------------------------------------------------------------------------
* Raiden
------------------------------------------------------------------------------
A member of the special forces unit FOX-HOUND, Raiden has no experience in
real-life combat situations, but his skills as a soldier have been honed to
the highest levels through VR simulation training. The infiltration of the
Big Shell is his first actual mission.
*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~
05) Game Overview
*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~=
S T E A L T H G A M E
infiltrate and avoid detection
STEAL
vt.{stole stolen} to perform an action in a silent, secretive manner.
vi. to proceed secretively, to sneak to move silently.
n. stealth the act of moving silently and secretly.
Metal Gear Solid 2: Substance is a tactical espionage game.
The player must single-handedly infiltrate a facility under enemy control and
carry out a covert operation.
If an enemy soldier spots the player, the soldier will call his comrades and
attack. Since the player doesn't stand much of a chance when vastly
outnumbered in battle, unnecessary conflict should be avoided whenever possible.
Metal Gear Solid 2: Substance is composed of the original game, Metal Gear
Solid 2: Sons of Liberty, a Missions pack featuring new stages to play, five
additional playable stories called Snake Tales and a special skateboarding
mode.
------------------------------------------------------------------------------
* 5.1 Controls
------------------------------------------------------------------------------
======================
== BASIC CONTROLS ==
======================
X.............................Crouch
Square........................Shoot
Circle........................Punch
Triangle......................Action Button
R1............................First Person View (FPV)
R2............................Bring up weapons menu
L1............................Auto-Aim
L2............................Bring up Item Menu
Start.........................Pause game (Big Shell-Map)
Select........................Activate Codec
=========================
== EXTENDED CONTROLS ==
=========================
| -crouch
X | -crawl
| -roll
--------------------|-------------------------------------------
| -fire weapons
SQUARE | -choking guards
| -flip guards
| -jump out shot
--------------------|-------------------------------------------
| -hand to hand combat
CIRCLE | -knock on wall
| -confirmation button
--------------------|-------------------------------------------
| -hanging mode
TRIANGLE | -Action Button
|
--------------------|-------------------------------------------
|
R1 | -First Person View mode
|
--------------------|-------------------------------------------
| -activate weapons menu
R2 | -tactical reload
|
--------------------|-------------------------------------------
|
R3 | -control HF Blade
|
--------------------|-------------------------------------------
| -HF Blade-block
L1 | -auto-aim
|
--------------------|-------------------------------------------
|
L2 | -activate items menu
|
--------------------|-------------------------------------------
|
L3 | -move character
|
--------------------|-------------------------------------------
|
START | -pause game
|
--------------------|-------------------------------------------
| -activate codec
SELECT | -deactivate codec
|
------------------------------------------------------------------------------
* 5.2 Basic Actions
------------------------------------------------------------------------------
------------------------
First Person View Attack
------------------------
This allows you to attack enemies while in the first person view. This makes
shooting at enemies far away a lot easier. You can shoot handguns, assault
rifles, use the HF Blade, and use fist attacks with the first person view.
-----
Throw
-----
When you are rushing through an area or running through a group of guards and
you have run out of ammo you can flip a guard by pressing the weapon button
while moving and without a weapon equipped. This will cause your character to
grab the guard around the waist and toss him over his shoulder. On the easier
difficulties this will knock out a guard.
-----------
Corner View
-----------
Flatten yourself against the wall near a corner to enter Corner View. This
will allow you to see things that are behind the corner without exposing
yourself to the enemy.
----------------
Climb Up Objects
----------------
Press the action button in front of any waist high object to climb on top of
it.
------------
Roll Forward
------------
Press X while running to do a forward flip or a diving somersault. This will
allow you to clear certain gaps, or move over metal grating quickly without
making a lot of noise.
----------------
Dragging Enemies
----------------
To grab an enemy around the neck walk up to him and stop. Then unequip your
weapon if you have one equipped and press the weapon button. This will enable
you to maneuver enemies to another area that is more secluded for purposes such
as getting his Dog Tag. While he is in this chokehold he will squirm to try
and get out of your grip. You can make him stop for a moment if you quickly
tap the weapon button again.
-------
Hanging
-------
Stand facing any waist high railing and press the action button to hop over the
railing. When your character is hanging he will not be spotted by enemy
sentries unless he is hanging right above them. You can shimmy in either
direction while hanging on a ledge. Use the right analog stick, the
directional pad, or the L2 and R2 buttons to move.
-------------
Cardboard Box
-------------
Ah, yes. The famous cardboard box gag from MGS. You can equip any box in your
inventory and your character will duck inside it. This will fool enemy
sentries unless they see you move or they see you get into it. You can also
alert their suspicion by using the box near boxes that are not of the same type
for example using the box used for storing oranges in a pile of boxes that
house electronic supplies.
You can also move around in a cardboard box. This is useful for dodging enemy
fire, is a kind of ducked run. You can press the R1 button to press your
face up against the small opening that serves as a handle to see what is going
on outside the box. You can press the L2 and R2 buttons to look in either
direction.
---------
Chokehold
---------
Without your weapon equipped come up behind a guard and press the weapon button.
Your character will now grab him around the neck to temporarily immobilize him.
Once he is in the choke hold you can either snap his neck, knock him out, or
leave him. To snap his neck rapidly press the weapon button to snap his neck,
you will hear a quite distinct, and disturbingly pleasing, "SNAP!" If you
prefer not to take his life you can press the weapon button about 9 or ten
times to cause him to lose consciousness.
------------------
Peek Around Corner
------------------
When in corner view use the shoulder buttons L2 and R2 to peek around the
corner to get a better view of the area. You can use the right analog stick
now to move the camera around to see more detail.
-------------
Step Sideways
-------------
While in FPV you can use the shoulder buttons L2 and R2 to strafe or step
sideways in either direction. This will allow you hide he hind corners and
step out quickly to shoot in the First Person.
-------------
Knock On Wall
-------------
While leaning up against a wall push Circle to knock on the wall with your fist
or your gun. This will alert the guard and cause him to come and investigate.
This will provide you with an open opportunity to sneak past him if you have
utilized this correctly.
--------------
Rolling Attack
--------------
To knock over a guard quickly or a group of guards run up to him and push X to
make your character to a flip or a roll. This will knock him over for a moment
and he will remain on the ground for a second, this will allow you to escape or
attack him while he is recovering.
----
Book
----
This is basically a porn magazine that can be laid on the ground to
conveniently distract a guard. Lay the Book on the in or near the guards
patrol route so that it will catch his attention. He will stop his patrol and
start browsing through it. This will allow you to sneak past unnoticed.
------------
Quick Change
------------
To quickly unequip a weapon or quickly equip it press the R2 button for the
weapons and the L2 button for the items. Quickly unequipping and then
equipping will automatically reload your gun.
-------------
Jump Out Shot
-------------
While in corner view press the weapon button to have your character jump out
quickly and shoot and then quickly hide back behind the corner. You can use
this during several boss battles and this is very useful for shootouts with
attack teams. You can use this to get in a quick shot at a guard with the M9,
as long as you get a hit you can wait until the drugs take effect. And, there
is no risk of him seeing you after you shoot him. You can throw grenade type
weapons while peeking around the corner.
-------
Hold-Up
-------
This is how you get dog tags and items such as rations and bandages from guards
Sneak up behind a guard with a handgun equipped and press the weapon button.
If you did this correctly your character will say "Freeze!". The guard will
put up his arms and now he is under your control. Press L1 to keep a bead on
him while you move around to the front. Now you can go into FPV and wave your
gun at his head or his groin, this will cause him to panic and he will now
start to drop items for you, such as ammo, bandages, and dog tags. When you
are done you can dispatch him with the SOCOM or USP, or if you're in a friendly
mood the M9.
Occasionally you will run into a guard that does not want to give up his dog
tag. He will say something like, "If you're going to shoot then shoot." Now
you get to torture him. Pump a round into a limb with your SOCOM or USP, or
you can fire a bullet past his head (with a lethal weapon). Now, this will
frighten him and he will now give up items for you.
On an additional note, do not unequip your weapon in front of a guard that has
not been properly "disposed of". he will pull out his AK and attack you, then
he will run away and call in reinforcements. Also, do not stand in front of
him for too long without your gun pointed at him or he will do the same thing
as a mentioned before. One more thing, if you try to hold up and Arsenal Tengu
or an attack team guard they will mock surrender and then attack you very
suddenly.
------------
Aim and Move
------------
Press down L1 which is the lock on button to shoot while moving. Useful for
escaping attack teams while at the same time killing them.
--------------
Shake Out Item
--------------
When an enemy is knocked out or killed then you can pick up the body by
pressing the weapon button and your character will pick him up. You can lift
and drop the body several times to obtain items and ammunition. You can also
drag the body into a locker to hide it by picking up the body and dragging it
somewhere. On the tanker on the Aft Deck there are two gates that you can use
to dump bodies out of. Look for an enclosed white lined box on by the edge of
the ship. Simply drag the body into the box and Snake will open the gate and
dump him into the water.
By shaking an enemy in this manner you can also wake them up faster. This is
mainly useful in the Tanker where you have tranquilized a guard, or knocked him
out in some way, and you did not get his dog tag. In the Plant you will have
the coolant which does the same thing just a lot faster.
-------------
Destroy Radio
-------------
With any gun you can shoot a guards radio and this will permanently disable it
and he will no longer be able to communicate via radio. When a guard has
discovered you can shoot his radio while he is making the report or before
he does, giving you more time to get away. You can only do this in FPV.
-----------------
Fire Extinguisher
-----------------
When you see a fire extinguisher on the wall you can shoot it with any gun to
puncture it. This will cause its contents to spill out. This can be used to
temporarily blind enemies or expose those damned IR beams. Beware though.
Your character will sneeze sometimes after this is done.
---------------------
Dealing with IR beams
---------------------
The most common way to deal with these is to equip the Thermal Goggles and take
a look in FPV at the location where they are. The beams will appear as faint
lines stretching in between the two terminals where the beams ocme out of.
Another way is to equip the Cigarettes, Snake or Raiden will start to smoke
them and the smoke produced by he cigarette will slowly reveal the IR Beams.
After they are unequipped the smoke will eventually disperse and the beams will
be invisible once again. The last way you can see them is to find a fire
extinguisher or a bag of flour that is near the beams and sire a shot into it.
The contents of the fire extinguisher or the bag will explode and saturate the
air, the beams will then become visible and stay visible for a long time after
the air clears. If you are close enough to the fire extinguisher or other
source when the air becomes saturated your character will begin to sneeze at
random moments, this can cause certain problems when you are trying to sneak
past some guards, so use this carefully.
----------------
Climbing ladders
----------------
On a rare occasion in the game you will be forced or have the option to climb
a ladder. To climb onto it simply push the action button while in front of it
and your character will climb onto it. Omnce at the top your character will
climb off.
---------------
Using elevators
---------------
There are only two elevators in this game that you will be required to
operate. To call up an elevator or to open the doors stand in front of the
control panel of the elevator and push the action button.
----------------
Using the camera
----------------
The main objective during the Tanker chapter is to take 4 pictures of Metal
Gear RAY. One each from the front-right, front-left, and center. You also
need a close-up of the 'Marines' marking on the side of RAY. To take a picture
equip the Camera through the Items menu and aim at the target. Zoom in with
the CIRCLE button and out with the X button. To snap a photo press SQUARE.
The faint green lines represent the border of the picture, get your photo in
between those lines.
----------------
Sending the data
----------------
After you take the four pictures of Metal Gear RAY you will need to transmit
the photos to Otacon. The workstation that will be used to transmit the photos
is in the south east corner of the hold (3) where Metal Gear is housed. Go up
to the workstation and push the TRIANGLE button to access the workstation.
From there Otacon's special software will take over to confirm the quality of
the photos.
-------------------------------
Finding and disarming the bombs
-------------------------------
During the Plant chapter one of your objectives will be to find and disarm at
least six bombs that Fatman has placed around the Big Shell. Equip Sensor A
and go through each strut. When you see yellow stuff on the radar that means
that the bomb is within that area. The yellow stuff is the visual
representation of the odor molecules given off by "Fatman's signature smell"
that is on each C4 bomb. When the bomb is neutralized the yellow stuff will
slowly fade away.
To disarm the bomb, after you have found it, equip the coolant spray that
Stillman gave you and aim at the bomb. Press SQUARE to spray the coolant on
the bomb. The spray will freeze the detonator and the bomb will now be unable
to explode.
------------
Guiding Emma
------------
Near the end of the Plant chapter you will have to guide Emma across Shell 2
to the Oil Fence at Strut L. Unequip any weapon (items do not matter) that you
have and press the TRIANGLE button to have her hold your hand. You will have
to wait for her to get up if she has decided to sit down. When she is holding
on you will now be able to move around but only at a slow walk. Make sure that
the area is clear of enemies before guiding her anywhere, she is significantly
weaker than you and she will die quite soon if attacked.
-------------------
Holding your breath
-------------------
At two points in the game Raiden will be choked by another character and you
will have to hold his breath for him. To do this press the TRIANGLE button
repeatedly to hold it, otherwise it will be forced out of your lungs. The
Oxygen gauge represents how much oxygen is in his lungs. When it reaches zero
his life bar will begin to decrease. Now you have to press the TRIANGLE button
to regain life. When the life bar reaches zero you will die and it will be
game over.
-------------------------------------------------------------------------------
* 5.3 In-Game Information
-------------------------------------------------------------------------------
=============
== RADAR ==
=============
NORMAL MODE
Central dot- Player character.
Green cone- character's FOV while in FPV.
Dots and Cones- Represents enemy units and their FOV, includes: soldiers,
cameras, cyphers.
Normal- Blue
Suspicious- Yellow
Caution Mode/After discovering character- Red
WHILE UNDERWATER
Blue areas- indicate the presence of breathing points, air pockets.
WHEN SENSOR A IS EQUIPPED
Yellow areas- indicate that a bomb has been placed in this area. Unless the
map has been downloaded from a node only the yellow areas will appear on the
radar.
WHEN THE MINE DETECTOR IS EQUIPPED
Yellow Dots and Cones- Yellow dots indicate the positions of mines. Entering
the yellow cone-shaped area while standing will cause the mine to explode.
===================
== RADAR MODES ==
===================
Normal Mode : This is the default state, when the player has not been
discovered by enemy soldiers or surveillance cameras. While in
normal mode, enemy soldiers will follow set patrol routes.
While on patrol enemies will use their eyes and ears to check
for anything unusual on their patrol route. Some soldiers
might stand guard in a single spot, while others might fall
asleep on duty. When a soldier in normal mode hears a noise or
spot something suspicious , such as footprints or bloodstains,
he will leave his patrol route and search the surrounding area.
If he finds nothing out of the ordinary he will return to his
patrol route. Creating a noise to distract an enemy is an
essential technique to master.
Alert Mode : The radar cannot be displayed. Occurs when the player is
discovered by an enemy soldier, camera, or cypher. You will
enter Evasion Mode when the gauge has reached zero.
Evasion Mode : The radar cannot be displayed. Occurs during a clearing or
when the enemy is searching the area for Snake/Raiden. You
will enter Caution mode after the gauge reaches zero.
Caution Mode : Occurs when enemy soldiers are more vigilant than usual in
their patrols. You will enter Normal Mode when the gauge is
down to zero.
Radar Jammed : Radar cannot be displayed when the radar signal is being
jammed. Also, any equipment containing electronic components
such as surveillance camera's and remote operated missiles will
not function properly. Furthermore, enemy soldiers will not be
able to use their radios to call for backup.
====================
== NODE LOCATOR ==
====================
Nodes are computer terminals that have a link-up with your radar. When you
access them there will be a small loading screen while it loads the data to
your radar network, and then it will show a screen in which you can change
various options. You may recognize this menu, it is the Options menu that
appears on the main menu of the game. The nodes also act as in game settings
changers. So , if there is a particular cutscene that you wish to view
without blood you can access one of these before it happens and then proceed
onwards. Or, if there is a battle where you know that you will be doing a lot
of item/weapon changing you can change the "Quick change" option to previous
item so that it toggles between two items and you do not have to scroll
through the menu's every time you need something.
Now this is, obviously, just a list of the nodes and their locations. I have
indicated for each node where it is and in which part it first appears. This
is just in case you are having trouble finding the nodes, which is unlikely,
but then again I'm here to help you with just about everything about the game.
Also, you don't have to look through the guide to find it, instead you can
just come here for quick reference.
In very easy you will not have to access the nodes, the radar is there
no matter what, except when you are caught or it is jammed. I guess that they
just assumed that if you play on Very Easy you suck at the game. On all the
other difficulties you must access them in order to get the radar and locate
all of your enemies before you run around a corner right into one of them. You
don't have to have radar of course, if you prefer the old fashioned sneaking
around style, peeking around corners, using distractions and such.
PLACE LOCATION PART
-------------------------------------------------------------------------------
Strut A, Deep Sea Dock To the right of the elevator Two
Strut A, Pump Room Behind the desk, below the TV's Two
Strut B, Transformer Room By the stairs where Pliskin is Two
Strut C, Dining Hall Next to kitchen behind glass Two
Strut D, Sediment Pool Lower level, by door to bridge Two
Strut E, Parcel Room Northeast corner of middle level Two
Strut F, Warehouse Bottom floor, southwest room Two
Shell 1 Core, 1F Locker room in the south Three
Shell 1 Core, B1 Locker room to right of elevator Three
Shell 1 Core, B2 Northeast part of computer room Three
Shell 2 Core, 1F Rest area in the northwest Four
Shell 2 Core, B1 To the right of elevator Four
Shell 2 Core, F Chamber 2 In the locker room, top of stairs Five
Arsenal Gear, Stomach Small room leading to Jejunum Six
===================
== GAME SCREEN ==
===================
Life Gauge : Appears in top-left. If the life gauge drops to zero the
game ends. When there is little life left the character
will begin to bleed, at which point the gauge will turn
orange. Crouch to stop bleeding.
Radar : Appears in top-right. Displays the position of enemy
soldiers and their FOV, and the players surroundings.
Weapon Equipped : Appears in bottom-right. Displays the weapon that is
currently equipped. Not displayed if there is no weapon
equipped.
Item Equipped : Appears in the lower-left. Displays the current item
equipped. Not displayed if there is no weapon equipped.
Visual representation of game screen
______________________________________________________________
/ \
| Life Bar Radar |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| Item Weapon |
| |
| Equipped Equipped |
| |
\______________________________________________________________/
==============
== GUAGES ==
==============
Boss Life Gauge : This is the gauge that appears as a blue/green tinted bar
above the bosses name. When the gauge reaches zero the
boss battle will end.
Boss Stun Gauge : When a boss is hit with a tranquilizer or punching attack
this bar will decrease, when this reaches zero the battle
will end. This appears directly below his/her life
gauge.
Grip Gauge : While in hanging mode this will appear. Appears below
character's life bar. When this gauge reaches zero your
character will lose grip and fall. You can increase the
duration of hanging by doing 100 pull-ups, or 10
hang-drops. There are 3 levels of grip. Level 1 is a
blue bar, Level 2 is an orange bar, and Level 3 is a
white/gray bar.
Oxygen Gauge : When underwater this bar shows the amount of air left in
the character's lungs. When the gauge reaches zero the
life bar will begin to decrease gradually. The rate at
which the oxygen gauge decreases can be slowed by
pressing the action button.
Partner Life Gauge : When working with a partner in certain circumstances
this will appear. When the gauge reaches zero the
character will die and that will result in a game over.
Just as if you had died.
=========================
== READING THE ENEMY ==
=========================
Several marks will appear over a soldiers head to help you know what their
current state is.
Sleeping : Sometimes you will come across a guard that has been dozing off
on duty. You will see blue Z's circling over his head. They
will also appear when you have tranquilized a guard. The more
Z's a guard has over his head the longer he will stay asleep.
Unconscious : When you have knocked out an enemy with your fists he will lie
on the ground with yellow start circling around his head. The
more stars there are the longer it will be until he comes
around.
Suspicious : When a guard has heard or seen something that has alerted his
suspicion a big "?" will appear over his head. This appears
when he has seen something just out of his vision cone or heard
a noise such as a magazine being thrown or you knocking on the
wall.
Discovery : When a guard has discovered your character a big "!" will appear
over their head. This also appears when a guard has discovered
dead body or an unconscious comrade.
-------------------------------------------------------------------------------
* 5.4 Other Things
-------------------------------------------------------------------------------
=============
== CODEC ==
=============
Radio-like device that uses nanomachines within the character to transmit
signals. All action is paused when using the codec. Useful for contacting
other characters for helpful information.
To use the codec first adjust the frequency with he directional pad or the
right analog stick. You can also chose a recipient of a codec call by pressing
the right analog stick down or down on the directional pad. This will display
a list of all the known contacts on your codec. Press the circle button to
make the call or push up on the analog stick or the directional pad. You can
exit the codec by pushing select again or pressing X after the call.
You can advance the conversation with several buttons. Press Triangle, X, or
Circle to stop the conversation and then press Triangle again to automatically
fast forward to the end. Press Square to fast forward through the conversation
or X to go one line at a time.
=========================
== CODEC FREQUENCIES ==
=========================
_____________________________________________
Tanker Chapter
Otacon : 141.12, will provide you with information about your gear and
strategies for different situations.
Otacon-Save : 141.96, will save your data and afterwards you will get to hear
a Chinese proverb that could help you in some way.
_____________________________________________
Plant Chapter
Colonel : 140.85, will provide you with information about your mission
objectives and controls.
Rose : 140.96***, will save your data and nag you about certain
things.
Mr. X : 140.48**, mysterious figure who calls Raiden to warn him about
certain things.
Stillman : 140.25, will give you information about bomb disposal and
possible locations for bombs.
Pliskin/Snake : 141.80, will give you information about people, weapons, and
items.
Ames : 141.72*, gives you information about Metal Gear and explains
certain small details that can be confusing.
Pres. Johnson : 141.32*, tells you about the Patriots and Arsenal Gear, warns
you about Solidus's plans. Instructs you to find Emma
Emmerich.
Emma : 141.52, talks about computer programming and the virus that
she designed.
Olga : 140.48*, reveals her identity and true purpose
Otacon : 141.12, gives you fighting tips and informs you about a certain
character's true identity.
* this person is only available during cut-scenes, you cannot call them.
** this person cannot be contacted, he/she will contact you when he/she
wishes to.
*** this person is EXTREMELY annoying.
______________________________________________
Crazy Codec
During a codec conversation you can use the analog sticks to move the pictures
of the characters around. Push the sticks in to zoom in. Push R1 and R2 to
hear your characters thoughts. This can be quite funny at times.
===============
== LOCKERS ==
===============
You probably heard about Metal Gear Solid 2's famous locker stuffing method.
Lockers are useful for stuffing (mmmm...stuffing) guards into lockers. If you
want to keep other guards from finding out about guards that you riddled with
bullets you can hide them, conveniently, in a locker. Pick them up by pressing
SQUARE without a weapon equipped. Drag them into a nearby open (duh!) locker.
Lockers will almost always contain an item or ammo.
You can kick and punch the doors off of the lockers if you feel in the mood, or
find that one is locked. The hinges will break and the door will fall onto
your character if you haven't moved out of the way. Don't worry this won't
reduce your health. Shooting at the hinges also works.
If you are a pinch for a good hiding spot (i.e. search and destroy teams are on
your ass), look for a nearby locker. You will most often be safe in a locker
because guards will rarely search them. Pressing L2 and R2 will allow you to
look out both sides of the lockers vent. Use R1 to lean up against the vent
and look out. However, do not do this quickly when a search team is in the
area or a guard is patrolling nearby, your character will bang his head on the
vent alerting any nearby guards.
If you need a good laugh you can enter the locker room on Deck-A of the tanker.
Open the locker and look at the girly poster on the inside in FPV. Call Otacon
and see what happens. If you get a message from Otacon about the correct
utilization of lockers then you may be standing too close or too far.
======================
== CATCHING COLDS ==
======================
Your character can catch a cold due to prolonged exposure to cold or being
drenched in water, staying out in the rain to long. When your character has a
cold he will sneeze periodically and unexpectedly. This may alert nearby
guards. Which is always bad. To combat this your character must find
Medicine. This is located in a locker in Deck-B, Crew's Quarters in the Tanker
on European-Extreme, or in the Plant Chapter in Arsenal Gear, Stomach in a
locker in the small side room that leads to Arsenal Gear, Jejunum.
========================
== DIFFICULTY MODES ==
========================
Very Easy : Guards are quite stupid and weak in this difficulty and
bosses are almost instant takedowns. Do NOT let me catch
you playing this, unless you are trying to get dog tags!
(makes a mean face, "grrrr")
Easy : Guards are marginally intelligenter, wait a minute...crap!
Anyway, the name speaks for itself.
Normal : Guards are fairly intelligent; bosses take about as much
damage as they do to you. Guards can't hear very well or
see for that matter. There is a good scattering of guards
throughout the levels.
Hard : Harder than normal, get it? (starts laughing at himself...
aokay that was lame). "Game over if discovered" option is
now available for all difficulties higher than this, shows
you how hard the going can get. You have a small chance of
making it out of a shootout alive if you get caught.
Extreme : If you can finish this difficulty without making a hole in
your wall then good job. Bosses are 2 hit kills, if you
are caught. Guards see about twice as far as in normal and
can hear very well. "Game over if discovered" option is
available.
European Extreme : (curses wildly)! Guards see almost by human standards,
have amazingly good hearing, and bosses are one hit kill.
You better have your stealth skills down pat, or else you
are in for a good deal of game over screens, and maybe a
few broken controllers. As the game manual says, "for the
truly possessed". "Game over if discovered" option is
available.
All difficulty levels will become available after completing the main game
once. That means BOTH chapters.
The difficulty levels differ in these ways,
- The amount of damage done to you by falls
- duration of grip meter
- eyesight of guards
- hearing ability of guards
- intelligence of guards
- length of evasion mode/alert mode
- thoroughness of clearings
- damage done by bosses/guards
- damage you do to bosses/guards
- amount of C4 bombs in the Plant Chapter
- amount of time guards stay knocked out/tranquilized
- number of assault team members
- accuracy of guards
- how much rain/cold exposure for your character to catch a cold
- availability of items and ammo
- amount of shaking when sniping
- number of "Tough Guys" in each level
- number of Dog Tags in each level
- tranquilizer effect time
- health restored using a Ration
============================
== PRESSURE SENSITIVITY ==
============================
The Dual shock Analog Controllers have pressure sensitive buttons, and MGS2
uses this feature to the utmost.
When you have your gun drawn and you do not want to fire the gun and waste a
bullet, slowly take your finger off of the weapon button and Snake/Raiden will
put the gun down without firing. Also, with the assault rifle, when you
lightly press the weapon button the gun will be drawn but the gun will not
fire, when you press down fully, then the gun will fire.
While in FPV the shoulder buttons that allow you to strafe and peek will move
your character more depending on how hard you push down on the shoulder
buttons. This is very useful for gun duels such as the Olga battle.
I'm not sure if this counts but the analog sticks can control how fast you move
your character. If you slightly push on the stick your character will slowly
walk. When you push it to full tilt the character will break into a quick run.
======================
== SAVING LOADING ==
======================
To save during the SOL game press SELECT to bring up the codec. Use the saved
frequencies to contact the right person for saving, Tanker-Otacon, Plant-Rose.
Press CIRCLE on the save option, choose which memory card, and choose the file
that you want to save in.
To save the missions, go to the bottom of the screen where it says SAVE and
press the CIRCLE button. Select which memory card, and choose the file you
want to save in.
To load the SOL game, go to LOAD GAME on the main menu, select a memory card,
and choose the file you want to load.
To load the missions, go to MISSIONS in the main menu, choose which memory
card, and choose the file you want to load.
When you save in a certain area, when you load it you will have the same
equipment, ammo, and items as when you entered. If you want to keep what you
have gathered in a room then exit the area and then renter and then save.
To save in the Snake Tales you have to press the SELECT button during the time
the narration text is up on the screen. Then just follow normal saving
procedure. Outside of this there is no other way to save in the Snake Tales
besides after you complete it.
-------------------------------------------------------------------------------
* 5.5 Substance Features
-------------------------------------------------------------------------------
=====================
== BOSS SURVIVAL ==
=====================
This feature allows you to play 8 consecutive boss battles. You will be able
to play as either Raiden or Snake. Some differences will occur when playing,
such as when battling Solidus as Snake you will only be able to use your fists,
since Snake can't use a sword. You will be able to choose three difficulty
levels. Easy, Normal, and Hard.
The battles are...
- Olga
- Tanker Soldiers
- Fatman
- Harrier
- Vamp
- Arsenal Tengus
- Metal Gear RAY
- Solidus
=======================
== CASTING THEATRE ==
=======================
This cool feature lets you change the skin on the character models in 8
cutscenes. The voices will stay the same but it is still hilarious to watch
Rose take out 3 Metal Gear RAYs with a P90. The cutscenes that are available
are...
1. Snake infiltrates tanker
2. Snake watches the soldiers descend from the Kasatka
3. Snake sticks up Olga
4. Ocelot steals MG RAY
5. Vamp vs. SEALS
6. Fortune vs. SEALS
7. Solidus vs. mass produced Metal Gear RAYs
8. Solidus vs. Raiden (the final battle)
======================
== PREVIOUS STORY ==
======================
You can read several documents pertaining to the Shadow Moses incident. They
will give you a great idea of what happened there if you haven't played Metal
Gear Solid. When you finish one the next one will appear. the order they
appear in is,
THE NEW YORK MIRROR
- Book review of Nastasha Romenenko's book "In the Darkness of Shadow Moses".
Is a short overview of the book.
THE SHOCKING CONSPIRACY BEHIND SHADOW MOSES
- Documentary by a news reporter about his adventures into Shadow Moses. "It's
just a tuna".
IN THE DARKNESS OF SHADOW MOSES
- Book detailing Nastasha Romenenko's experiences during the Shadow Moses
incident. Explains quite thoroughly the plot of Metal Gear Solid.
=====================
== BASIC ACTIONS ==
=====================
This demonstrates several actions that can be used during the game.
B E G I N N E R
- First Person View Attack
- Throw
- Corner View
- Climb Up Objects
- Roll Forward
- Dragging Enemies
- Hanging
- Open/Close Locker
I N T E R M E D I A T E
- Cardboard Box
- Chokehold
- Peek Around Corner
- Step Sideways
- Knock On Wall
- Rolling Attack
- Book
- Quick Change
A D V A N C E D
- Jump Out Shot
- Hold-Up
- Aim and Move
- Shake Out item
- Destroy Radio
- Fire Extinguisher
Most of these are explained in the Basic Moves section.
====================
== OPTIONS MENU ==
====================
Vibration
---------
Toggle the vibration function in Dual shock 2 Analog Controller on or off.
Radar
-----
Choose between the three radar modes.
Blood
-----
Toggle blood appearance on and off.
Sound
-----
Choose between stereo and monaural sound.
Dolby Digital 5.1
-----------------
If you have surround sound on your TV you can activate this option so that some
cut-scenes will be shown with surround sound. Pretty sweet.
Caption
-------
Toggle the captions that appear during cut-scenes and during the game on or off.
Own-view
--------
If you prefer you can reverse the controller directions from the default
directions.
Item window
-----------
Have your Items and Weapons appear in linear form as in MGS or in groupings,
which was the preset option in MGS2
Quick change
------------
When you do a quick change you can now have it unequip the item or switch with
the last equipped one.
Screen adjustment
-----------------
Adjust the game screen so that it is centered in your TV screen.
Brightness adjustment
---------------------
Adjust the brightness of the game.
All of these options can be changed during gameplay by accessing a node during
the Plant chapter.
*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~
06) Sons of Liberty
*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~
This guide assumes that you are playing on the Normal difficulty level with
Radar 1. In this walkthrough I will provide for you all of the necessary
information related to each and every area. I won't be telling you to pick
up ammo and stuff like that, I'm sure you capable of handling that yourself...
but then again... I have been wrong about stuff like that before.
The story thus far.....
Following the Shadow Moses incident Ocelot leaked the top-secret
specifications for Metal Gear to the public, via the black market. Now every
group, state, and dot-com has their own version of Metal Gear, Metal Gear is
no longer a secret weapon. It has become one of the most common and
effective weapons on the battlefield of the day. Our hero, Solid Snake,
receives intelligence that the United States Marine Corps is planning to test
out their new version of Metal Gear. Snake, having spent all of his days as
a mercenary working on eliminating Metal Gear, decides that he has to find out
more on this new Metal Gear. With he help of his new accomplice, Otacon
(aka Hal Emmerich, a scientist from Shadow Moses), he infiltrates the
transport for the new Metal Gear. The transport has been disguised as an oil
tanker descending the Hudson River, on its way out to sea. Snake must
discover the purpose behind this new incarnation of Metal Gear and if
necessary he must destroy it.
------------------------------------------------------------------------------
6.1 The Tanker
------------------------------------------------------------------------------
----------------------------------------------------------------------
** Aft Deck **
----------------------------------------------------------------------
ITEMS WEAPON
Camera M9
Binoculars Chaff Grenades
Cigarettes
Scope
AP Sensor
Pentazemin
Ration
Bandages
o-o---------------------------------------------------o-o
As you have probably figured out by now, this is where the gameplay starts.
The first thing you want to do is take notice of a few basic facts that will
come into play in this area. First, it's raining. This means several things.
One, Snake can catch a cold if he stays out too long. The length of time for
this varies between difficulty levels so stay on your toes. Second, the rain
will camouflage some of the noises that would otherwise alert nearby guards.
This means you can be a little more careless with no further consequences.
Third, once you go inside you will track water around in your footsteps.
We'll deal with that last point later.
On either side of this area on the bottom level is a white box. If you want
to you can knock out a guard and drag his body into this box. This will
trigger a scene where Snake opens the gate and tosses the body into the river.
This is useful for disposing of unsightly bodies and effectively covers up all
evidence of your passing through the area. Should the area be put on Alert
Mode, the bodies will not be discovered.
By now, I imagine you're wondering if I'm going to explain how to get through
this area. Indeed, that's what I'm going to do right now. The first thing
you want to do is head northeast. There is a guard patrolling up ahead at the
top of a flight of stairs. Mosey on over there and halt midway up the stairs.
The camera gives you a good view of the guard so wait until he is facing away
from you until you make your move.
Once that guard has been taken care of, move up the next flight of stairs
and onto the topmost level. This upper balcony has a single guard who patrols
the perimeter of it. I suggest that you keep an eye on the radar and watch
for where he is coming. You can hold him up as he is about to turn north
towards your position. Dispose of him as you see fit.
Now follow this balcony until you come to the opposite set of stairs on the
west side. Head down and press up against the wall at the top of the stairs.
Keep an eye on this guard. If you want to hold him up, wait until he heads
south and then run up behind him. If you want to head directly into the next
area just wait until he moves away from the stairs then descend and open up
the door using the action button (Otacon will call and inform you of how to do
this).
There are four doors total in this area:
(1) Port level 1 : Opens into Deck A, crew's quarters
(2) Port level 2 : Locked
(3) Starboard level 1 : Locked
(4) Starboard level 2 : Opens into Deck B, crew's quarters
If, by chance, you chose to enter on the Starboard level 2 door then pick up
the walkthrough at Deck B, crew's quarters.
----------------------------------------------------------------------
** Deck A, crew's quarters **
----------------------------------------------------------------------
ITEMS WEAPON
Ration M9 (ammo)
o-o---------------------------------------------------o-o
This area is shaped roughly like a U with a small locker room centered at the
bottom of the U. This locker room contains a few doodads that you might
enjoy. A close inspection of the corridor will reveal pipes lining the
ceiling and extending through the floor. You can exploit these pipes by
shooting them to release their contents (steam) and thus distracting the
area's guard. Doing this is entirely optional.
This area's guard patrols on the east side so for now worry about the fact
that you just came in from the rain. Snake may or may not have a cold. If he
does he'll be sneezing occasionally. The downside of Snake sneezing (and
pretty much the only side) is that he'll probably wind up sneezing as you're
approaching a guard, promptly giving you away. Beware of this possibility.
Additionally, you'll want to shake the rain off of Snake by tapping the X
button a few times. By doing this, Snake will leave fewer wet footsteps that
could give you away.
Now you'll want to head south through the corridor since the door closest
to you is broken (try to open it for a laugh). If you want to, head into the
locker room but otherwise keep your focus on the guard in the eastern part of
the corridor. He patrols north-south so stay hidden until he turns north then
knock him out and pass through the door in the north.
* RANDOM TRIVIA *
Find the girly poster on the locker in the northwest of the locker room. Open
the locker and look at the poster in First Person View. Now call Otacon and
Snake will be playing with his....appendage.
----------------------------------------------------------------------
** Deck A, crew's lounge **
----------------------------------------------------------------------
ITEMS WEAPON
Ration M9 (ammo)
USP (ammo)
Stun Grenades
o-o---------------------------------------------------o-o
This area is constructed as follows. A main hall with two rooms abutting
the east and west ends (each containing a staircase, the west staircase has a
sleeping guard at the bottom), the main room contains a stairway in the south
and a lounge in the north with a bar, tables, a magazine rack, and a small
lounge area. This area contains a few neat odds and ends that I will go over
later.
For now you can focus on the guard that Snake peeked at in that short
cutscene. You have a few options here. First, you can watch the two guards
until their patrols allow you an opening to pass through. Your goal is the
staircase in the center of the main room. If you don't want to sneak past,
your best bet is to simply use jump-out shots when the time is appropriate to
knock the guards out. Either way, make your way to the staircase and enter
the door on the right; the door on the left is broken.
* RANDOM TRIVIA *
This room contains quite a few neat things to play around with:
The mini bar; it can provide you with plenty of cover during a shootout.
Another neat thing is the bottles. You can shoot these bottles and watch
their contents spill out all over the place. You can also punch and kick the
bottles to your heart’s content. This has little practical use aside from a
potential guard distraction if you shoot the bottles while he's near the bar.
Talk about detail! In FPV look at the mini-bar itself and you should see an
ice bucket on the counter. Shoot it so that its contents spill out, ice. Now,
look at the ice for a while and eventually you will see it melt. Also, the
larger pieces of ice will take longer to melt than the smaller ones. Not many
games have that kind of detail programmed into them (for good reason
probably).
On the west side of this room there is a small TV screen showing views of the
new Metal Gear prototype. If you shoot it will go blank. A small preview for
what you'll be seeing up close later on.
When you shoot the magazines on the magazine rack they will explode in a
shower of paper shreds. You can continue doing this until the pieces are too
small to shoot. Shooting these magazines will also attract the attention of
the guards nearby. If you utilize this appropriately you can create an
opening to slip through.
Try firing a bullet through the plants in the room and the leaves will shake a
little bit. They shake more if you shoot the stems.
When you fire bullets into the glass in the middle of the room it will make a
small crack in the glass. Fire about 15 shots into the glass and it will
completely shatter, showering shards of glass all over the floor.
The guard at the bottom of the stairs in the west has flies circling his head,
if you stay there for a moment the flies will suddenly become attracted to
you, the flies can alert guards to your presence so be careful.
----------------------------------------------------------------------
** Deck-B, crew's quarters **
----------------------------------------------------------------------
ITEMS WEAPON
Ration M9 (ammo)
USP (ammo)
o-o---------------------------------------------------o-o
A rough description of this area would be a square. You start on the east
side near the middle. You can go either north or south. The small area to
the east of your starting point contains a staircase to nowhere and a hatch
that leads back onto the aft deck. Going south is the easier of the two
options (in my opinion) presented to you. Immediately head south and pause as
you are about to turn the corner into the east-west portion of the hallway.
There is a single guard here. I suggest proceeding one of two ways. (1) When
he turns his back to you, sneak up to him and do your deed. (2)Wait until he
turns away then run to the little niche by the locker and press up against it.
When he passes you again run west and then keep going through the hallway
until you are able to turn into the next stairwell. Head up the stairs on the
west side of the area to the next floor.
Please note that if you go north the lights will cast revealing shadows on the
ground. You'll have to take this into account when approaching the guard that
patrols the northern part of the area. It's also harder to sneak past this
guy, you have to hold him up or knock him out in order to make it through to
the other side.
----------------------------------------------------------------------
** Deck-C, crew's quarters **
----------------------------------------------------------------------
ITEMS WEAPON
none Chaff Grenades
o-o---------------------------------------------------o-o
Watch the cut-scene and the Codec call from Otacon. Take note of their
discussion and think of how you are going to get past the camera. This area
is just a long corridor with two staircases on either side, with the east one
blocked by crates. There is a staircase in the middle that goes to Deck D.
The only security precautions in this hallway for now is the security camera
mounted on the wall, near the ceiling. There are no guards here at the moment
but there will be later on in the game, when you come back through here.
All you have to do is watch the camera and sidestep under and past it when you
won't be in its field of vision. If you picked up Chaff grenades earlier you
can use those here as well.
----------------------------------------------------------------------
** Deck-D, crew's quarters **
----------------------------------------------------------------------
ITEMS WEAPON
Box 1 M9 (ammo)
Ration USP (ammo)
o-o---------------------------------------------------o-o
This is the most difficult part of the game as of yet. Deck D has a kitchen
in the west, a pantry in the east, and a staircase going up to Deck E in the
south. There is a hallway that extends from the kitchen to the pantry and
wraps around the staircase to the other entryway to the kitchen. The kitchen
is accessed by two sliding doors, one by the staircase that you came up and
the other to the south of it, by the staircase to Deck E. The kitchen is
monitored by a surveillance camera and two guards, they will patrol in
between the tables in a circular pattern (you can watch on the radar to see
what I mean). In the food pantry there is currently no guard but that will
change eventually. The security camera, for now, cannot be destroyed. You
can use either a Chaff grenade or stealth to work around it.
The guard that patrols the northern corridor mainly patrols back and forth
(he will venture into the kitchen eventually he is the second guard). In the
southern corridor, where the stairs are, a single guard patrols east west.
Your main worry in this area is the hallway that connects the north and south
halls. If you look closely you will see two vertical, black strips on the
wall. Do you know what they are? Well, if you get close enough to them
Otacon will call Snake and explain it to him. Before you do so, I suggest
knocking out the two guards in these hallways to keep your worries to a
minimum.
Otacon tells you that there are infrared beams wired to SEMTEX. Break the
beams and you'll be seeing that delightful game over screen. Use either the
Cigarettes or the fire extinguisher to reveal the beams. Look near the
bottom, no beams. You can crawl past this obstacle. Once you are past the
beams, head up the stairs to the bridge.
If you enter the pantry in the eastern part of the area this will trigger a
guard coming into the pantry. Stay in the back once you enter the pantry and
wait for him to enter. He'll doze off shortly after entering the room so you
shouldn't have much trouble getting by him.
* RANDOM TRIVIA *
If you shoot the pans hanging from the ceiling in the kitchen they make
little noises. If you experiment enough you may be able to create a little
tune.
The pantry may be of some enjoyment. The boxes there contain an amount of
fruit and there are some bags of flour. Shooting these items will break them
apart and such. I've always found it fun to have a gunfight in this room
once I get the USP.
----------------------------------------------------------------------
** Deck-E, the bridge **
----------------------------------------------------------------------
ITEMS WEAPON
none USP (ammo)
o-o---------------------------------------------------o-o
This is the bridge, where all of the ships controls are. Right now there are
only a few things of note, the hatch on the left side and a Ration right next
to it. You'll have to use the hatch on the right because the hatch on the
right has been disabled for now. Head outside through the hatch.
----------------------------------------------------------------------
** Navigational Deck **
----------------------------------------------------------------------
ITEMS WEAPON
none M9 (ammo)
Chaff Grenades
o-o---------------------------------------------------o-o
-- Boss Battle - Olga Gurlukovich --
Olga can be a difficult boss if you don't know what to do. At the start
shoot out the tarp strings and the spotlight, this will make things easier
later. Olga will spray bullets at you with her USP and occasionally throw a
grenade. The prime time to get a shot off are when she is preparing to throw
a grenade, or when she is reloading. An easy way to predict when she will
need to reload is to count her shots, when she gets to 15 she will have to
reload.
After shooting out the light and the tarp go to the right side, behind the
boxes. I suggest that you get into first person mode to shoot and use the
strafing buttons. When you see her peek out from behind the crate to shoot,
try to get a shot off. You will see her stand up to throw a grenade, when she
does this is a good time to get a head shot in to take away a large chunk of
her stun bar. You know when she is going to throw a grenade when you hear her
say, "Take this!" Do not try to shoot when she is behind the storage shelves
it can be a hard shot, and you will usually end up just wasting ammo.
If she does get behind the tarp, on the right, there is a little space between
the boxes that you are hiding behind. Lie down there and aim through there.
You should be able to shoot her from there. Also you can wait for the tarp to
flap out from in front of here so that you can see where she is and then get a
shot off in that location. If you don't feel like going the hard way then I
suggest shooting the ropes that are holding it to the rack and it will fly off
and be of no more trouble. Doing this will prevent a lot of frustration.
If she shines the light at you, you should be able to knock out the spotlight
by hitting it with an M9 bullet. If you can't do that crouch down by the low
row of boxes and peek up quickly you should be able to see her briefly before
the light distorts your view. She should be almost directly in front of you so
if you miss by a little you should see an exclamation point where she is, aim
at that spot.
The are also a few ways to distract or confuse Olga. The first is to knock on
the boxes. This will attract her attention to that spot and you can move
somewhere else to try and get a shot off before she notices you. You can also
let her catch a glimpse of you in one spot then you can crawl to the other
side of the area and try to shoot her from there before she realizes where
you are.
----------------------------------------------------------------------
** Navigational Deck, wing **
----------------------------------------------------------------------
ITEMS WEAPON
Ration none
Thermal Goggles
Wet Box
o-o---------------------------------------------------o-o
Now you have a USP handgun, this is your first lethal weapon in the game. Now
you can have at least a fighting chance against any attack teams that you run
across. Heed Otacon's warning, the USP makes A LOT of noise. Use it only in
very secluded places or in places where there is a lot of background noise.
If you are going for dog tag collection be very careful with who you kill. If
you kill a guard who's tag you have not gotten yet then you will be unable to
retrieve his tag until you play through the game another time.
One good thing that you get with the USP is a flashlight that comes on
whenever you draw the gun. This (obviously) allows you to see in dark places
and illuminate places which need lighting. Of course, when you draw the USP
near an enemy it (the light) will attract his attention. So make sure that
you have the guard in a hold up or something like that when you draw it.
Otherwise, be prepared to duke it out.
It is raining again and once again Snake can catch a cold, so don't stay out
too long. There is a place on the opposite side of this area almost identical
to the one you fought Olga in. The middle part of this area is raised up
about 20 feet above the surrounding area. On top of this is the crow's nest,
there is a ladder here so that Snake can climb up to the top.
The area on the left has a few items of interest....mainly the Wet Box. This
item may be useful but it is unlikely considering that it can only be used
effectively outside. If you think about it, using a wet box to hide inside
while you are indoors will arouse suspicion. The dry box would be a better
bet. Considering that this is the last time you'll be traveling outside...
there's little point to this box. Pick it up if you like. Either way, head
inside to the bridge through the hatches on either side of the bridge.
* RANDOM TRIVIA *
Shoot Olga and Otacon will call and yell at you, calling you a monster. Also,
if you call Otacon while looking at Olga Snake will mention near the end of
their little conversation that he has "had enough of tomboys." Looks like
Meryl survived Shadow Moses after all. You can read "In The Darkness of
Shadow Moses" by Nastasha Romanenko for more information on this. You can
find it in the Previous Story section of the Special menu.
----------------------------------------------------------------------
** Deck-E, the bridge **
----------------------------------------------------------------------
ITEMS WEAPON
none USP (ammo)
o-o---------------------------------------------------o-o
Go down the stairs to Deck D. There's little else to do here.
----------------------------------------------------------------------
** Deck-D, crew's quarters **
----------------------------------------------------------------------
ITEMS WEAPON
Box 1 M9 (ammo)
Ration USP (ammo)
o-o---------------------------------------------------o-o
This area is essentially the same as last time you were here, there is a guard
patrolling the northern corridor and another in the kitchen. Everything else
is the same as last time.
The easiest way to approach this is as follows: knock on the wall next to the
stairwell (on the right) and wait inside the stairwell, hidden from sight, for
the guard to come around and inspect the noise. When he does you can deal
with him however you want. You can head through the kitchen if you like.
The camera can easily be taken out with the USP, just make sure no one is
around or conscious when you do so.
The guard who enters the pantry after you enter (I mentioned him earlier) is
one of those "tough guy" guards who won't give up his dog tag without further
prodding in the form of a bullet to the kneecap. Now would be the opportune
moment to grab his dog tag because you won't be coming through here again.
----------------------------------------------------------------------
** Deck-C, crew's quarters **
----------------------------------------------------------------------
ITEMS WEAPON
none Chaff Grenades
o-o---------------------------------------------------o-o
Now there is a guard patrolling on this deck. He simply patrols back and
forth from one end of the corridor to the other. Not very complicated. The
security camera is still the same as last time you were here. Wait against
the wall (on the side where the locker is) and watch the guard coming from the
part where the camera is. When he passes you he will be wide open, do
whatever you want with him now. You can bypass the camera by using the USP to
knock it out, Chaff grenades to disable it or by shuffling underneath it. Head
down to Deck B.
----------------------------------------------------------------------
** Deck-B, crew's quarters **
----------------------------------------------------------------------
ITEMS WEAPON
Ration M9 (ammo)
USP (ammo)
o-o---------------------------------------------------o-o
This area is EXACTLY the same as last time, no changes at all except that
you are coming from the other side now. As with last time, head south until
you can press up against the wall and watch the guard in the south do his
patrol. You can choose to sneak by him by waiting for him to walk away and
then hiding in the niche by the locker or you can wait for him to turn around
and then gold him up. The door that leads to the crew's lounge on Deck A is
your goal.
----------------------------------------------------------------------
** Deck-A, crew's lounge **
----------------------------------------------------------------------
ITEMS WEAPON
Ration M9 (ammo)
Stun Grenades
o-o---------------------------------------------------o-o
To sneak by the guards in this area you can use a simple diversion. Walk a
bit down the stairs until you have at least a partially unobstructed view of
the magazine rack. Take aim at the rack and fire a bullet into it. The
magazine you hit will explode into shreds of paper and this should attract the
attention of both guards in the room. Use this opportunity to slip by them
and head down the stairwell in the eastern part of the area.
----------------------------------------------------------------------
** Engine Room, starboard **
----------------------------------------------------------------------
ITEMS WEAPON
Ration M9 (ammo)
USP (ammo)
o-o---------------------------------------------------o-o
* NOTE *
To avoid long confusing sections of writing I have divided the Engine Room
into two parts Starboard and Port. Basically I split it in half, you should
be able to figure out where I did it. There is a third section all the way
on the other side of the room, where you shoot out the SEMTEX control units.
Onward!
This is the starboard half of the Engine Room (right side but you know that
because that's the only way you could have come in). What you should know
right off the bat is that it is pretty safe to use the USP in just about any
place in the Engine Room since the noise created by the engines of the ship
creates a lot of background noise to muffle your shots. Feel free to use the
USP so long as you're not standing directly next to a guard.
This room is mainly comprised of catwalks running around the open spaces
around the engines so there is a lot of maneuvering room available if you
have to fight off an attack team or slip past a guard. You can hang off a lot
of the catwalks as well. Feel free to use that fact to your advantage.
When you first enter the Engine Room and go north there will be a short little
cut-scene where Snake sees Vulcan Raven's Shadow on the wall. Snake thinks it
may be a hint of some sort and believes that he will have to battle him (that
is if you call up Otacon on the Codec after the scene). If you go north a
little bit more then you will see that the shadow is just created by a little
Raven doll in front of a flashlight. Nothing to worry about.
Search the lockers if you want and then make your way out into the engine
room. The first guard who is standing opposite the door can be approached
several ways. (1) Knock him off of the catwalk by kicking him, he will
plummet to his death and land on top of another guard; you may find this
amusing. You won't be able to get his dog tag though so think before you act.
(2) hold him up and do what you want with him. (3) Ignore him completely. He
doesn't really move around too much so you can proceed to the catwalk below
and deal with that guard.
This next guard can also be dealt with in a variety of ways. (1) Hang off
the catwalk and wait for him to pass under you. When he does drop down onto
his head to knock him out. Be sure to tranquilize him after you knock him out
or else when he wakes up he'll send the area into caution mode. (2) Wait for
him to move north on his patrol route and then tranquilize him as he walks
away. Alternatively, you could hold him up as he walks away. (3) Wait for
him to move north then hang over the railing on his level and drop down to the
next level.
The guard on the bottom level should be easy to deal with. You can
tranquilize him when he's not looking or you can hold him up when he turns
away. Or you can also ignore him and run by when he looks away from the
catwalk to need to proceed on to the next part of the engine room. You want
to head for the stairs to the west and somewhat south of where this last guard
is.
----------------------------------------------------------------------
** Engine Room, port [one] **
----------------------------------------------------------------------
ITEMS WEAPON
none Grenade
USP (ammo)
o-o---------------------------------------------------o-o
This area is just like the starboard side of the room. There are three levels
of catwalks and walkways and guards on each one. It is still safe to use the
USP in just about any place in the Engine Room since the noise created by the
engines of the ship creates a lot of background noise to muffle your shots.
Your first order of business will be to proceed up the large set of stairs in
the south. As you proceed upwards pay attention to where the guards are.
There should be a single guard standing at the end of the catwalk in the
south. He should be a simple matter, just run up behind him and hold him up
or ignore him altogether.
There should be one more guard on this level of catwalks. The easiest way to
keep him from troubling you is to tranquilize him from afar. The catwalks
provide plenty of visibility so you should have no trouble spotting him and
getting in a clear shot. The last guard you have to worry about (there is a
guard on the bottom level of catwalks that you can safely ignore) is on a
platform above the level where the last guard was patrolling. He is also
standing in front of the door you need to enter so it is best to tranquilize
him and get your ass on over there.
* RANDOM TRIVIA *
That guard looking through the binoculars in the south. Go to where he was
and pull your binoculars out. See anything of interest?
----------------------------------------------------------------------
** Engine Room, port [two] **
----------------------------------------------------------------------
ITEMS WEAPON
none USP (ammo)
o-o---------------------------------------------------o-o
This is similar to the room in which you first entered the Engine Room. The
door in the south is locked and there is a small room in the north. You will
notice, if you go into that room that there are more IR sensors that you need
to get past. However, when you go north there will be a short cut-scene where
a guard comes out of the locked door and reports in. You have two options
with him. First, you can hide in one of the lockers in the room in the north
and wait for him to patrol the room and head back to where he came from or you
can wait for him to finish his transmission and tranquilize him as soon as he
does.
If you try to approach the sensors Otacon will call you. I suggest using the
thermal goggles, cigarettes or a bag of flour (conveniently placed for such a
purpose) to see where the beams are. The control units are small boxes with
green lights. You have three to shoot out before you can pass through. When
you land a shot on a control unit the green light will wink out, the box will
have a hole in it and you will hear a noise of something being shut off.
Use the USP to take out the control units. You can steady Snake's aim with
the Cigarettes or by popping a Pentazemin pill. This isn't entirely necessary
though. This isn't a task that requires much finesse.
The three control units:
(1) The first one is on top of the shelf on the right side of the hallway.
Get on top of the platform in front of it and peek up (R2 + L2). You
should be able to get a clear shot at it now.
(2) The second can be taken care of by laying down on the floor between the
locker and the platform that you used to shoot out the first box. When
you look in FPV you should see a green glowing light near the wall on
the right.
(3) The third can also be taken care of in the same way as the second, it is
on the left side instead of the right. Alternatively, you can move past
the first two disables sensor units and shoot it from up close.
When all the control units have been disabled go through the hatch in the
north.
----------------------------------------------------------------------
** Deck-2, port **
----------------------------------------------------------------------
ITEMS WEAPON
Ration USP (ammo)
o-o---------------------------------------------------o-o
"Verrazano Bridge checkpoint passed. All non-essential personnel report to
the holds in 10 minutes time for the scheduled briefing session with the
Commandant. You are ordered to continue manning your posts until that time."
Don't worry about missing your recovery point, it happens no matter what you
do in the game.
This area is just a big long hallway that will go past a lot of sealed
hatches. At the end of the long straight-away there is a smaller hallway
leading east, you must go through there.
There are only three guards in this area, one will come down south towards you
as you are heading north, another will patrol back and forth in the east/west
hallway (he is listening to music), and then the last guard is standing
motionless about 4/5 of the way down the east/west hallway sleeping.
Run north through the hallway collecting items from the side rooms. When you
see a guard coming towards you duck into the first side room you see and
flatten against the wall. Wait for him to pass and then proceed up the
hallway.
When you see the guard with the music playing just stay back in the hallway
you are in until he turns around and heads back to where he came from. He
should be easy to deal with once he has his back to you.
When you come up to the guard who is dozing off and mumbling about 'nothing to
report' then you can just time it so that you hold him up or walk past him
when he closes his eyes. Just observe for a moment to get the general idea of
what the timing is. Once you are past him you are free to progress into the
next area. Head east and open the hatch.
* RANDOM TRIVIA *
When you are approaching the first guard duck into the side area and lean up
against the wall with the pipe. As the guard approaches try to peek out into
the hallway. Snake will knock over that pipe which will scare the crap out
of the guard coming down the corridor. This won't trigger an alert so feel
free to do this. Just make sure you stay put until the short scene is over.
----------------------------------------------------------------------
** Deck-2, starboard **
----------------------------------------------------------------------
ITEMS WEAPON
Ration USP (ammo)
o-o---------------------------------------------------o-o
There's not much for you to do here until you head south and trigger a
cutscene. Once the scene triggers you'll be battling some Gurlukovich
soldiers.
Once the battles begins stay ducked behind the box and peek up or strafe left
to shoot at the guards. As with the rest of the game it is best to go for
crotch shots or head shots. Try the jump out shot move, this works very well
in this situation even when crouched. Once the lights are out you can try to
use the Thermal Goggles (if you have them) to get a better view of the
soldiers.
Occasionally a guard in the back will throw a grenade; every other time he
throws it will land by the box, the other time it will land behind you. Just
get away from the grenade before it explodes.
When all the guards appear to have been killed or knocked out three guards
will come out of that side room and run up to you. You can use whatever you
feel would be most effective; this may be a jump out shot or simply standing
up and firing away at them as they approach.
There is M9 and USP ammo in the back along with a Ration.
----------------------------------------------------------------------
** Hold-1 **
----------------------------------------------------------------------
ITEMS WEAPON
Ration M9 (ammo)
o-o---------------------------------------------------o-o
Now this is where you absolutely must use stealth, even Snake can't fight off
300 US Marines. If you get caught the game will be over immediately. If you
watch in the cut-scene you can see that the marines are watching the
Commandant speak on a projector. They will not turn around to face the back
of the room or even look around since they are so riveted to his incredible
speech.
What you must do is sneak down around the back of the holds and find your way
into the hold where Metal Gear RAY is being stored. Once there you have to
take the four photos and get your ass out of there.
There is some ammo in the room behind Snake; open the hatch to access the
ammo. You won't be needing it at all though. Five M9 bullets should be
sufficient ammunition. Use only your M9 in the holds, if you kill a Marine or
let off a loud shot with the USP you will receive a prompt Game Over.
Climb down the ladders and go slowly across the south end of the hold. Crawl
under the projector and be sure not to bump into the guard standing by it.
Make your way over to the southeast corner and then start heading north, being
sure to not make any noise on the grating in your path. Rolling over the
grating or walking over it will keep noise levels down. There is a door
directly to the north that you want to enter.
An alternative strategy is to go through the vents under the holds. Open
the black hatch in the floor in the southwest and crawl through. When
you see the ammunition clip dropped stop and wait for the two Marines to stop
looking. Once they're done keep crawling into Hold 2.
* RANDOM TRIVIA *
If you go up to the projector in the south end of the hold and press the
action button Snake will turn it off. It is kind of funny but it will result
in a game over.
If you walk in front of the projector with the Snake will cast a shadow on the
display screen. This will result in a game over. The same result is achieved
from walking in front of it with the stealth equipped.
----------------------------------------------------------------------
** Hold-2 **
----------------------------------------------------------------------
ITEMS WEAPON
none none
o-o---------------------------------------------------o-o
This is just like the first hold. There are a few dozen Marines in this hold
and they are all watching the Commandant's speech on a display screen. There
are several important differences though. One, there are two projectors. Why
does this matter? Well you will see eventually that the projectors take turns
displaying the image. When the projectors switch the hold will go dark and
then the image of the commandant will switch to the other screen, when this
happens the Marines will all turn at once to face the other screen, if you
happen to be in a place where they shift their gaze to then you will be
caught. Keep track of this and use it to your advantage.
Crawl along the south wall of the room under the two projectors and be sure
not to alert the Marine standing on the other side of the projectors. Once
you are in the east side of the room head north and be sure to time it so that
you're walking through there when the Marines aren't looking in your
direction. Keep the noise on the grates to a minimum by walking or rolling
over them. The door in the northeast is your objective.
* RANDOM TRIVIA *
If you go up to one of the projectors and push the action button Snake will
turn off the projector. But instead of being caught the other projector will
turn on and the Marines will turn to face it. If Snake continues to do this
then eventually both screens will have projected images as the game assumes
control over Snake. Then both screens will be taken over by two pictures of
hot chicks. Obviously, you will be caught when this happens.
----------------------------------------------------------------------
** Hold-3 **
----------------------------------------------------------------------
ITEMS WEAPON
none none
o-o---------------------------------------------------o-o
All right here you are at last. This is the room where the new Metal Gear is
being stored. It is a rather imposing machine don't ya think? Anyway, you
will see that this room has only one difference from the other holds (besides
that fact that there is a giant, bi-pedal, nuclear, walking death-mobile in
the middle of it). The Marine Commandant is giving his speech in this room.
The Marines in this room will follow him walking back and forth across the
platform. There are Marines guarding both sides of the hold... well one of
them is sleeping so that means only one Marine is guarding the hold.
You must take four pictures of Metal Gear RAY:
(1) The first can be taken pretty much from where you start, just whip out
the digital camera and click. Front-Right has been taken care of.
(2) Now go to the area behind all the Marines and take a picture of Metal
Gear from the front.
(3) The third picture can be taken care of by going to the southwest camera
station, stand next to it and click away.
(4) The last picture has to be of the "Marines" marking on the side of Metal
Gear. Go to the northeast or northwest corner and look up towards the
top of Metal Gear, you should see it right on the body of Metal Gear.
Don't zoom in too much (or anything else) when taking photos, you're not
shooting for National Geographic so don't obsess over the pictures too much.
All you need is a basic picture of Metal Gear. You know your picture is
suitable when Snake says "Good" or something to that effect after the photo is
taken.
Use the small computer terminal in the southeast block of the hold to send the
photos. Press the TRIANGLE button to send. Otacon will then review the
photos and decide whether or not they are suitable. If he sees a problem with
one of them you'll have to go back and try that picture again.
If you use the hatchways to get into Hold 3 crawl through the vent in the east
side of the area and then climb up the ladder. From this platform you can get
a clear photo of the Marines marking. Once that has been taken care of slide
down the pole using the Action button and refer yourself to the previous photo
descriptions.
* RANDOM TRIVIA *
If you have stealth camo then you can do a little activity called Marine
Bowling. Equip the stealth camo and go up to one of the Marines on the sides.
Kick him over and watch him set off a chain reaction. Do this with your
friends and see who can knock over the most Marines.
On your second time through one of the Marines will have forgotten his pants.
He is the Marine in the southeast corner of the group. Take a photo of him
and send it to Otacon to see his reaction.
You can see Ocelot before he hijacks RAY. After climbing to the top level by
using the wire to get across Hold-1 you can look at the left leg of RAY, you
should see Ocelot standing there.
------------------------------------------------------------------------------
6.2 Infiltration
------------------------------------------------------------------------------
The story thus far...
Following the terrorist incident aboard an oil tanker in the Lower New York
Harbour, the government has established an offshore clean-up facility
designated as the "Big Shell". The purpose of the Big Shell is to clean up
the spilled oil from the incident two years ago and restore stability to the
local ecosystem. Now, terrorists have seized the Big Shell and captured 30
hostages and the President of the United States, who was taking an inspection
tour that day. The terrorists are demanding that the government pay them the
sum of $30 billion or else they will blow the Big Shell out of the water. The
newly reformed FOXHOUND has chosen their newest recruit, Raiden, to attempt a
rescue mission. Raiden must rescue the President and the other hostages and
disarm the terrorists by any means necessary. Raiden must also disarm the
numerous C4 bombs that the terrorists have placed around the Big Shell.
Raiden successfully infiltrates the Deep Sea Dock of the Big Shell and begins
his first actual mission.
----------------------------------------------------------------------
** Strut A, Deep Sea Dock [one] **
----------------------------------------------------------------------
ITEMS WEAPON
Ration none
Thermal Goggles
Shaver
o-o---------------------------------------------------o-o
The Big Shell is an offshore clean-up facility in the Lower New York Harbour.
It was erected two years ago after a catastrophic explosion of an oil tanker.
The accident pours thousands of gallons of crude oil into the bay and wiped
out the ecosystem. The government quickly erected an oil fence around the oil
slick to contain the mess. Now it is in the process of cleaning up the bay
and restoring life to it.
The Big Shell is comprised of 12 struts identified by the letters of the
alphabet from A to L. The struts are divided into two groups of six with a
bridge connecting each strut to the next, the groups are arranged into a
hexagonal pattern and the two hexagons are connected by a bridge connecting
the two. The terrorist takeover took place early in the day and the sun is
rising above the Big Shell providing plenty of light for the patrolling
guards.
Your mission in this chapter is to rescue the President and the other hostages
and to disarm the terrorists by any means necessary. This may include the
disposal of C4. FOXHOUND is a top secret military force and any exposure
could be a huge risk, you cannot be seen by the terrorists, the SEALs, or
anyone at all. If you are seen by the SEALs they will most likely fire on you
because they will assume that you are a terrorist. So you must infiltrate the
Big Shell and accomplish your objectives alone and unaided.
I have split the Deep Sea Dock into two parts since this area requires a lot
of explanation.
The Deep Sea Dock is the lower section of Strut A. It provides access to the
water for the Big Shell and contains a submersible, two diving suits, and some
various diving supplies and equipment. The water is in a small, contained
rectangle in the middle of the room. Your eventual goal is the hatch in the
north part of the room but for now lets do some exploring. You can find a lot
of good items in this area.
You do not have any weapons to start out with. The only items you have is the
Scope and the RP Sensor. You will have to arm yourself with whatever weapons
you find in the Big Shell, because without them... well, you're screwed.
Search the lockers, vents, and the water for items and equipment. The Thermal
Goggles can be found in the pool of water in the middle of the room. Swim to
the southeast corner of the pool to get them.
You can grab the Shaver in the area where the diving suits are. Flip over the
railing and shimmy over to the other side of the fencing, flip back over and
grab it. This item is irrelevant to the story and game but it affects one of
the Characters appearances later on if you grab it.
The M9 may or may not be found here, on Very Easy and Easy it will be found
here, just look on top of the boxes next to the hatch. On any other
difficulty you will need to get the M9 in another place.
Open the hatch to advance in the game. After the cut-scene that follows
opening the hatch go through the hallway for another cut-scene.
----------------------------------------------------------------------
** Strut A, Deep Sea Dock [two] **
----------------------------------------------------------------------
ITEMS WEAPON
Ration M9 (ammo)
o-o---------------------------------------------------o-o
This is the second part of the dock. It is mainly a square area with boxes in
the middle. You will see an elevator in the north part of it, the node is to
the left of it. The guards in this area have been knocked out by the man on
the elevator, thanks to him you can move freely about until you log into the
node. The guards will remain unconscious until you log in.
You may want to drag the guards into the lockers in the lower part of the
dock, they will wake up that way. Time consuming yet effective because you
won't have to deal with them after logging into the node.
Log into the node using the action button. Enter your date of birth, blood
type, name, nationality, gender, and age in the node if you want to. This
affects something at the very end of the game.
Hide in the "n" shaped box formation in the center of the room until the
elevator arrives. When the guards in the area are on either side of the boxes
you are hiding in you can go to the elevator, the guard on the left side will
move into the hallway to the left so you should go around the boxes that way.
Once on the elevator it will begin to move automatically. Please note that
the elevator will not move if the area is in Alert or Evasion Mode.
----------------------------------------------------------------------
** Strut A, roof **
----------------------------------------------------------------------
ITEMS WEAPON
Ration M9 (ammo)
o-o---------------------------------------------------o-o
This area is rather small, there are stacks of boxes in two places in this
area, they will provide good cover should the need arise to hide from an
enemy. Other than that there is not much to note. There are railings to do
pull-ups if you want to work-out a bit, M9 ammo can be found in the southeast
and southwest corners.
Look for the hole in the fence to crawl through; there should be some seagulls
standing in a bunch in the northwest. That is the hole in the fence you have
to crawl through. After you answer the Codec call just go in through the door.
* RANDOM TRIVIA *
If you go near the walls then you will find that your character slips due to a
large amount of bird crap on the ground. Kind of funny but it gets annoying
when you do it repeatedly.
----------------------------------------------------------------------
** Strut A, pump facility **
----------------------------------------------------------------------
ITEMS WEAPON
none none
o-o---------------------------------------------------o-o
This area is very simple, it is just a small bottom area with a cubicle area
in the middle of it and then there are stairways flanking either side of the
room. There will only be one guard in this area, you say in the cut-scene
how one of the guards in this area went up to the roof. You do not need to
worry about the big room to the south just yet, you will need a security card
to get in there.
Use the knocking technique to distract the guard. Log into the node when he
moves away. Once you've logged into the node, go through the door in the
northwest.
----------------------------------------------------------------------
** FA connecting bridge **
----------------------------------------------------------------------
ITEMS WEAPON
none Chaff Grenades
o-o---------------------------------------------------o-o
This is the first bridge you will come to in the game, don't get excited just
yet since you will see about 200 of these during the course of the game.
Basically the connecting bridges are... bridges. They connect two struts or
two struts and the core together. This particular one has two levels to it.
The bottom one will take you to the bottom level of Strut F and the top level
will take you to the top level of Strut F. There is a cypher patrolling the
bridge and there may or may not be a guard depending upon which difficulty you
are on. Just know that you cannot enter from the bottom level because
you need a security card for it.
Run past when the cypher is below the bridge to the door on the upper level.
If you don't want to do that descend to the bottom level when possible and
cross over to the other side. Come up to the top level when the cypher isn't
watching that end. You can also use Chaff grenades to disable the cypher.
----------------------------------------------------------------------
** Strut F, warehouse **
----------------------------------------------------------------------
ITEMS WEAPON
Ration M9
M9 (ammo)
o-o---------------------------------------------------o-o
You only need to go into the room that is all the way to the right of where
you start out in this area. Watch out for the guard making his reports. Once
he turns around you can go into that room to grab the M9 and some ammo for it.
Turn around and head back onto the FA connecting bridge. There is no need to
venture into the rest of Strut F.
----------------------------------------------------------------------
** FA connecting bridge **
----------------------------------------------------------------------
ITEMS WEAPON
none Chaff Grenades
o-o---------------------------------------------------o-o
Same as last time, there is a cypher watching the bridge. Use a chaff grenade
to disable the cypher or run past when the cypher goes below the top level.
----------------------------------------------------------------------
** Strut A, pump facility **
----------------------------------------------------------------------
ITEMS WEAPON
none M9 (ammo)
o-o---------------------------------------------------o-o
As with last time, you don't need to worry about the room in the south part of
the strut. To get past the guard in the middle section use the knocking
technique to distract the guard and pass by him. Go through the door in the
northwest.
----------------------------------------------------------------------
** AB connecting bridge **
----------------------------------------------------------------------
ITEMS WEAPON
none none
o-o---------------------------------------------------o-o
The AB connecting bridge connects struts A and B, obviously. There are two
guards patrolling either side of the bridge. They will be on opposite
corners of the bridge at all times, for example, the guard on the northern
side of the bridge will be at the northern corner and the guard on the
south side of the bridge will be at the southern corner.
The guards are easy enough to pass by, just wait for one of them to turn
around and head to the corner closest to Strut B and then hang over the
railing and shimmy over. Alternatively, you could just shoot them when their
back is turned. Strut B is your goal, head there once it is possible.
----------------------------------------------------------------------
** Strut B, transformer room **
----------------------------------------------------------------------
ITEMS WEAPON
Ration M9 (ammo)
Cigarettes SOCOM (ammo)
o-o---------------------------------------------------o-o
Go forward for a cutscene.
After the scene is over log into the node and head north to the BC connecting
bridge so you can find out what happened to the SEALs.
* RANDOM TRIVIA *
You can mess around with Pliskin for a bit:
(1) Point your gun at him.
(2) Shoot him or punch him.
(3) Call him on the Codec and then call the Colonel.
Call Rose with the Cigarettes equipped.
----------------------------------------------------------------------
** BC connecting bridge **
----------------------------------------------------------------------
ITEMS WEAPON
none Chaff Grenades
o-o---------------------------------------------------o-o
Once the scene is over you'll have control back. This is fairly
straightforward. Just a connecting bridge between two of the struts. Before
Fortune did a bit of demolition it connected to the core of Shell 1. All you
can do is go across it and not fall off the broken part of it.
----------------------------------------------------------------------
** Strut C, dining hall [one] **
----------------------------------------------------------------------
ITEMS WEAPON
Pentazemin M9 (ammo)
Sensor A SOCOM (ammo)
PAN Card Level 1 Coolant Spray
o-o---------------------------------------------------o-o
This is the place where Big Shell employees come to get their meals. It also
happens to be the only place in the Big Shell with bathrooms (oddly). The
bathrooms are in the south end of the area and the actual dining hall and
kitchen are up in the north.
Search both bathrooms for items and ammo and then head north for a cutscene.
* RANDOM TRIVIA *
Call the Colonel while in the women's bathroom and see what he has to say.
------------------------------------------------------------------------------
6.3 Bomb Disposal
------------------------------------------------------------------------------
----------------------------------------------------------------------
** Strut C, dining hall [two] **
----------------------------------------------------------------------
ITEMS WEAPON
none M9 (ammo)
SOCOM (ammo)
o-o---------------------------------------------------o-o
* NOTE *
From here on out, I won't be telling you to equip Sensor A to find the bomb.
You know you have it so use it. I don't need to tell you that.
Just like before there are no guards in this area of the shell. All you have
to do in here is log in to the node (go into the area of the dining hall with
the tables just west of where you start) and diffuse a bomb. You'll find the
first bomb mounted above one of the mirrors in the Women's Bathroom (the
bathroom on the right). Whip out your Coolant and defuse that tiny package
of fun. Go out the door in the north to the CD connecting bridge.
----------------------------------------------------------------------
** CD connecting bridge **
----------------------------------------------------------------------
ITEMS WEAPON
none none
o-o---------------------------------------------------o-o
This is the first bridge that you will find is different from most others.
This bridge has two levels on it. The top one leads directly to the Sediment
Pool (Strut D) and there is a guard patrolling the top level. The other
walkway is along the bottom of the bridge. It does not go by the guard, so
you will be able to get past him without raising an alert or having to
tranquilize him. The downside to this route is that the bottom of the bridge
is covered in loose panels that will fall out from under you once you step on
them. This means you will have to keep moving once you step on them or else
Raiden will fall to his untimely death.
One fun thing to do is to dispose of a guard through one of the holes in the
bridge where the panels fell through. This is similar to the Aft Deck of the
Tanker where you could throw bodies into the river.
Once you're about to enter Strut D a camera will be brought to your attention.
Bypass this as you see fit by using either Chaff, shooting it, or sidestepping
under it.
----------------------------------------------------------------------
** Strut D, sediment pool **
----------------------------------------------------------------------
ITEMS WEAPON
Ration M9 (ammo)
SOCOM (ammo)
o-o---------------------------------------------------o-o
This is probably the overall most difficult strut if you want to be stealthy.
This is wide open and there are multiple levels with multiple guards on each
one. You will notice that the guard on the bottommost level is reporting in
with his radio while the other guards just follow a set patrol path. Also,
you will notice that the door in the north is locked for now. You will need a
level 3 security card to get into there. It leads to the connecting bridge
between Shells 1 and 2.
If you must know the node is in the southeast of this room, on the lowest
level. It is not necessary for this room for the amount of time you are going
to be in here or let alone the fact that you can just tranq all the guards
quite easily from where you enter the room. You can hit the node on your way
out.
To get to the bomb, I suggest knocking out all the guards first. Be careful
about the one on the bottom level though because if he doesn't report in for a
while a search team will come and possibly wake all of the other guards back
up. It is best to tranquilize him immediately after he finishes his report so
you have the most amount of time to work uninterrupted. Search the grates on
the lower level for the bomb. If you need me to tell you where it is then it
is in the southwest grate on the lower level.
If you like you can use this area to build up your grip level. Use the
hang-drop move 10 times to do it. Just make sure to stay out of sight when
you are doing it. Either that or dispose of the guards first.
----------------------------------------------------------------------
** DE connecting bridge **
----------------------------------------------------------------------
ITEMS WEAPON
none Stun Grenade
SOCOM (ammo)
o-o---------------------------------------------------o-o
This bridge consists of two main levels that are connected by sets of stairs
on either end. Take note that there is only one guard patrolling here. When
you first arrive on the bridge the guard will be heading up the stairs onto
the upper level. Even so he does not turn to face Strut D.
Tranq the guard by shooting him in the head. Run across the bridge and enter
Strut E via the door on the upper level. Or you can wait for him to go down
to the lower level and then you can cross.
----------------------------------------------------------------------
** Strut E, parcel room **
----------------------------------------------------------------------
ITEMS WEAPON
Box 5 SOCOM (ammo)
Mine Detector
o-o---------------------------------------------------o-o
This strut is the distribution centre for all mailing materials that need
shipping around the Big Shell. It mainly consists of a large room that is
stacked with crates and in between the crates a conveyor belt snakes around to
transport the materials to the necessary location.
There are two guards posted in here. One is in the north and one is in the
south. They both have very limited patrol routes so don't worry too much
about being seen.
Wait for the guard standing by the conveyor belt in the north to yawn and
stretch, when he does run in front of him. Log into the node and head south,
keep an eye on the radar to make sure that you don't run into the FOV of the
guard in the south. If he is walking north wait a bit and when he turns to the
left, head up the stairs to the right.
* RANDOM TRIVIA *
Got a box? Climb up onto the platform near the southern end of the conveyor
belt and equip a box. Raiden will climb onto the belt and he'll be dropped
off at various places throughout the facility depending on which box you use.
----------------------------------------------------------------------
** Strut E, heliport **
----------------------------------------------------------------------
ITEMS WEAPON
Box 3 Claymore
o-o---------------------------------------------------o-o
Head to the orange stairs for a cut scene.
The heliport area has a simple layout. You come up the stairs in the south
which brings you to the southern part of the heliport. There are two groups
of crates on either side where guards patrol (one on either side), and then
the actual heliport is in the north. At the moment there is a Harrier jet
parked there. That's where your bomb is. Take note that there aren't really
any railings on the heliport so you can fall off if you get careless (like
trying to roll into an enemy standing on the brink) but normally Raiden will
just grab onto the edge and you'll be fine.
After the scene is over head north, when you pass the first row of boxes look
right and you should see a guard there, tranq him so that he does not see you
later on. Head north past another row and look to the left, tranq the guard
that is walking towards you. Crawl under the southern wing of the Harrier and
you should see a C4 bomb. After freezing the bomb, head south, and out of
the heliport area.
----------------------------------------------------------------------
** Strut E, parcel room **
----------------------------------------------------------------------
ITEMS WEAPON
none none
o-o---------------------------------------------------o-o
Make your way down the stairs and keep an eye on the guard patrolling in the
south. He shouldn't bother you too much so long as you pass when he isn't
looking in your direction.
----------------------------------------------------------------------
** EF connecting bridge **
----------------------------------------------------------------------
ITEMS WEAPON
none Claymore
o-o---------------------------------------------------o-o
This is the connecting bridge between Strut E and F and also connects to the
Core. Since Fortune destroyed part of the CD connecting bridge this is the
only way into the Shell 1 Core. The panels on the part that connect to the
bridge are trap doors. Step on them and they fall out. You really have no
reason to go to the Core for now so don't. Plus, you don't have the security
card that will get you into it. Stay on the main part of the bridge.
When you move forward you will receive a call on the Codec. Heed the
informant's advice and watch for Claymores. Lay down and equip the
Thermal Goggles, if you have them, to see where they are. Collect all the
mines for safe keeping and you won't have to worry about them for the rest of
the game. Make your way into Strut F.
----------------------------------------------------------------------
** Strut F, warehouse 1F **
----------------------------------------------------------------------
ITEMS WEAPON
Mine Detector M9 (ammo)
Box 2 SOCOM (ammo)
SOCOM Suppresser Chaff Grenade
Pentazemin Book
Ration
o-o---------------------------------------------------o-o
Now you can explore Strut F. This strut is basically a collection of rooms
with varying security clearances that each contain a different weapon and
it's associated ammo. The rooms that interest you at the moment are the level
1 rooms. These rooms contain a few useful items. You can find a list a bit
above this. The level 1 rooms are both on the bottom floor. They are in the
southern part of the area. These rooms are connected by a vent that you can
access through the room on the left. This will take you to an otherwise
inaccessible area that contains the SOCOM Suppresser.
The bomb you are looking to find it located on the bottom floor but you need
to access it from the top floor. First off you want to head west and stop
once you reach the hallway. If you look south there will be two guards in
your line of sight. One is a reporting guard so you'll want to knock him out
once he finishes his report and the other patrols the eastern half of the
hallway in this floor. You will probably be able to shoot him in the head
once you turn south but your timing may be different from mine. He walks
around plenty so he's quite open to any shots you want to take at him.
Once those two guards are knocked out you want to move to the west side of the
railing that surrounds the open-to-below area of this floor. Check to see
where the guard is on the bottom floor and if looks like he could cause you
some trouble knock him out with your M9. Otherwise, drop down in the middle
of the railing and you should be able to drop down on top of the boxes that
are surrounding the bomb in Strut F. Freeze the bomb, climb up the boxes and
make your exit through the door in the door in the southwest.
* RANDOM TRIVIA *
Call Pliskin with a Book equipped and he will have a few words of advice for
you. Try doing this in the women's bathroom in Strut B... O_o
----------------------------------------------------------------------
** FA connecting bridge **
----------------------------------------------------------------------
ITEMS WEAPON
none none
o-o---------------------------------------------------o-o
Nothing has changed since the last time you were here. Just like last time
you'll find a cypher patrolling the length of the bridge. You can either
throw a Chaff Grenade or, since you are on the bottom level, run to the other
and enter strut A once it isn't facing in your direction.
----------------------------------------------------------------------
** Strut A, pump facility **
----------------------------------------------------------------------
ITEMS WEAPON
Box 1 M9 (ammo)
Bandage SOCOM (ammo)
Ration
o-o---------------------------------------------------o-o
Once again, this area should be exactly the same as the last time you came
through here. You will need to enter the door in the southeast corner of the
room. This brings you into the pumping room. The pumping room contains the
C4 bomb. You will want to head directly south until you see steps leading
into the piping. Crawl through the only available path (hint: it goes west
then south) until you come to a red pipe. Follow this pipe until you can see
the C4. Spray the bomb to defuse it and then worm your way out. Once out, you
may head for the AB connecting bridge.
Box 1 is located on the west side of the pipes. You'll have to access it from
the other side of the room.
----------------------------------------------------------------------
** AB connecting bridge **
----------------------------------------------------------------------
ITEMS WEAPON
none none
o-o---------------------------------------------------o-o
You might notice by now that the guard patterns have been staying the same as
we backtrack through these areas. Saying that the guard patterns in this area
haven't changed either would be redundant. Anyway, just wait for one of the
guards to turn around and head to the corner closest to Strut B and then hang
over the railing and shimmy over until they pass by you again and you can jump
back over the railing. Alternatively, you could just shoot them when their
back is turned. Strut B is your goal, head there once it is possible.
----------------------------------------------------------------------
** Strut B, transformer room **
----------------------------------------------------------------------
ITEMS WEAPON
none M9 (ammo)
o-o---------------------------------------------------o-o
Finally, fresh guards. Unlike last time you were here, there are a few guards
patrolling this strut. There will be a guard patrolling the hallway and he
should be in the south once you enter the room. You can either hold him
up/knock him out or simply trail him until he gets to the first door on the
right. When he does, pause outside and watch your radar. There is a guard on
the other side of the door and he may be looking in your direction. Use the
radar to determine when it is safe to enter and when you do immediately hit
him up with the M9.
Now for the bomb, it is next to the door in the north of the transformer room.
Go to the door and close the locker just to the left of it. This will reveal
a C4 bomb that was hidden by the door. This is the last C4 (or is it?) so
enjoy yourself. Once that bomb has been defused make your way to the BC
connecting bridge. As revealed to you in the Codec conversation you need to
get another sensor from the food pantry in Strut C.
----------------------------------------------------------------------
** BC connecting bridge **
----------------------------------------------------------------------
ITEMS WEAPON
none none
o-o---------------------------------------------------o-o
There is an addition to this bridge since your last visit. There is a cypher
patrolling the length of the bridge. Take care of it however you feel like
and then enter Strut C.
----------------------------------------------------------------------
** Strut C, dining hall **
----------------------------------------------------------------------
ITEMS WEAPON
Sensor B M9 (ammo)
Bandage SOCOM (ammo)
Ration
o-o---------------------------------------------------o-o
No guards here still so just mosey on up to the pantry and grab Sensor B.
Following the Codec call you'll need to head back to Strut A to defuse another
bomb. Head back to the BC connecting bridge.
----------------------------------------------------------------------
** BC connecting bridge **
----------------------------------------------------------------------
ITEMS WEAPON
none none
o-o---------------------------------------------------o-o
I'll leave it up to your discretion as to what the best method of dealing with
the Cypher is. Make your way to Strut B.
----------------------------------------------------------------------
** Strut B, transformer room **
----------------------------------------------------------------------
ITEMS WEAPON
none M9 (ammo)
o-o---------------------------------------------------o-o
In the essence of time, don't screw around here. Just enter First Person View
and fire a tranquilizer round into the skull of the guard patrolling the main
hallway in this strut. Head to the AB connecting bridge.
----------------------------------------------------------------------
** AB connecting bridge **
----------------------------------------------------------------------
ITEMS WEAPON
none none
o-o---------------------------------------------------o-o
Just wait for one of the guards to turn around and head to the corner closest
to Strut A and then hang over the railing and shimmy over until they pass by
you again and you can jump back over the railing. Alternatively, you could
just shoot them when their back is turned. Strut A is your goal, head there
once it is possible.
----------------------------------------------------------------------
** Strut A, pump facility **
----------------------------------------------------------------------
ITEMS WEAPON
Box 1 M9 (ammo)
Bandage SOCOM (ammo)
Ration
o-o---------------------------------------------------o-o
Keep your efforts minimal and ignore the guard and go up the staircase on the
west side of the strut and go out onto the roof.
----------------------------------------------------------------------
** Strut A, roof **
----------------------------------------------------------------------
ITEMS WEAPON
none none
o-o---------------------------------------------------o-o
There's a guard here now but it's best to ignore him. Run onto the elevator
and it will automatically descend.
----------------------------------------------------------------------
** Strut A, deep sea dock **
----------------------------------------------------------------------
ITEMS WEAPON
Ration SOCOM (ammo)
o-o---------------------------------------------------o-o
All that work only to end up back where you started! Quit your bitching and
head to the very south part of the deep sea dock. You should be south of the
submersible hanging from the ceiling. This submersible happens to be where
the big C4 bomb is hidden. Walk up to the edge of the water and crouch. If
you look in first person you'll see the bomb blinking up there. Whip out your
coolant and hit it with the spray until it is defused. Answer the call and
then head back to the elevator. But wait!
-- Boss Battle - Fortune --
This battle takes place within the northern part of the deep sea dock. At the
beginning of the battle you have plenty of cover provided by the cargo boxes
and such. Fortune basically just blasts away at everything in sight, she'll
try to knock things over, shoot down light fixtures, and whatnot. You need to
pay attention to what she's shooting or else you might wind up on the floor.
In this battle do not even bother shooting at her, all the bullets will miss.
When the battle starts move over behind the boxes on the right, a fire will
start where you were before. Crouch behind these boxes until they are halfway
gone. When that happens move over to the left boxes and crouch there until
they are blasted away.
Always watch for objects falling from the ceiling, if one hits you it will
take away a large chunk of your health. When both boxes are worn down stay in
the back and run side to side across the back so that she cannot hit you.
This battle can quite easily become frustrating. The battle should end itself
with a Codec call.
One neat strategy is to equip a box and run side to side. With this, if she
manages to land a shot, the box will absorb a majority of the shock. Don't
rely on this too much because your boxes could become tattered and useless if
they are abused enough.
----------------------------------------------------------------------
** Strut A, roof **
----------------------------------------------------------------------
ITEMS WEAPON
none Claymore
Chaff Grenades
o-o---------------------------------------------------o-o
Take the shortest route which is the door on the right. You will want to
crawl though because there are now Claymore Mines planed in both gateways.
There will be 2 mines so just crawl all the way to the door to pick them up.
----------------------------------------------------------------------
** Strut A, pump facility **
----------------------------------------------------------------------
ITEMS WEAPON
none none
o-o---------------------------------------------------o-o
Unlike previously, there is a guard patrolling in this north-south passage
that takes you to the FA connecting bridge. He patrols the length of this
hallway so keep hidden inside the stairwell until he moves north. Once he
does run behind him and flip him then quickly head for the door.
----------------------------------------------------------------------
** FA connecting bridge **
----------------------------------------------------------------------
ITEMS WEAPON
none none
o-o---------------------------------------------------o-o
Nothing has changed since the last time you were here. Just like last time
you'll find a cypher patrolling the length of the bridge. You can either
throw a Chaff Grenade or run to the other and enter Strut F once it isn't
facing in your direction.
----------------------------------------------------------------------
** Strut F, warehouse 1F **
----------------------------------------------------------------------
ITEMS WEAPON
none none
o-o---------------------------------------------------o-o
The guard patrol routes here are the same as last time. You need to make sure
not to interrupt the guard as he makes his status report and once he's done
either move around to the right or plug him in the head with a tranquilizer.
You can deal with the guard in the north by waiting for him to turn north and
then flipping him over as you head for the door or simply shooting him from
afar.
----------------------------------------------------------------------
** EF connecting bridge **
----------------------------------------------------------------------
ITEMS WEAPON
none none
o-o---------------------------------------------------o-o
You may notice that there is a guard heading up to the top of the stairs on
the Heliport of Strut E. He will be looking out onto the EF connecting bridge
looking for possible intruders (i.e.: you). You can simply blow across the
bridge before he has a chance to reach the top of the stairs and begin his
watch. Alternatively, you can wait for him to get to the top of the stairs
and then take a shot at his head. But seriously, dude, that's stupid.
----------------------------------------------------------------------
** Strut E, parcel room **
----------------------------------------------------------------------
ITEMS WEAPON
none none
o-o---------------------------------------------------o-o
Once the guard positions upon your arrival into Strut E are taken into account
it is appropriate to say that you can immediately run north to the stairs that
take you to the Heliport. These guards won't be bothering you.
----------------------------------------------------------------------
** Strut E, heliport [one] **
----------------------------------------------------------------------
ITEMS WEAPON
Ration M9 (ammo)
SOCOM (ammo)
Stun Grenades
o-o---------------------------------------------------o-o
No guards at all here (I guess that guard we saw on Strut E decided to off
himself for our sake). In any case, all you need to do is mosey on up to the
heliport and freeze that cute little bomb on the heliport. If you can't find
it (and I pray that you can... otherwise you're blind and that sucks...which
would also mean you can't read what I've typed right here....yeah) use Sensor
A to locate it. A cutscene will play once the bomb is frozen.
-- Boss Battle - Fatman --
You can laugh and grow fat if you want to but if you do you'll probably be
seeing the game over screen. Instead I suggest that you disable the first two
bombs. You'll want to make sure you have Sensor A equipped and then head
southwest of where you started. You should see the first bomb planted on the
southern face of the crate nearest to where you started. Defuse the bomb then
move on over to the northeast to the stack of boxes on the right side of the
heliport. You should see the second bomb planted right there. Defuse it
immediately and then you can focus on Fatman.
This battle is formatted like this: Fatman plants a bomb or two (maybe three)
and starts a timer. You must defuse the bombs before they explode. All the
while you have to focus on killing him as he runs into you, taunts you, shoots
you, and plays with the seagulls. You will usually have enough time to defuse
the bombs (at least on Normal difficulty and below) but don't become
complacent because sometimes his bombs are hidden somewhere you won't be able
to find in time.
Occasionally he'll "take a little break from bombs" and he'll use this time
to attack you with his Uzi. This is the most opportune time to make a move on
him. You can do so with the SOCOM, use a quick burst of shots to knock him
over, and then shooting him in the head with either the M9 or the SOCOM to
deal out massive damage. You can also place your own C4 and Claymores around
the place but this compounds the difficulty of the battle; you'll be focusing
on attacking him when you should be defusing bombs. Not only that but you may
run right into your own trap or he may plant a bomb right by one of your mines
which means you have to avoid it to defuse the bomb eating up valuable time.
Here are the places where Fatman hides his bombs:
* Top, side and underside of the green cargo containers
* Inside the shelves on the southeast and southwest sides of the heliport
* On the sides of the stacks of boxes around scattered around the area
* On the barrels scattered around the heliport
Sometimes these are hard to find because the yellow area provided by Sensor A
provides only an ambiguous clue as to where the bomb is. Be sure to check
underneath the containers if you can't see a bomb elsewhere. You'll become
accustomed to his hiding places eventually so you'll usually be able to have
at least a better idea of where you look. When he hides the bomb inside the
shelves it may throw you off because the C4 blends in very well with the boxes
on those shelves. Look for the distinctive green blinking light.
As he is placing the bombs you can usually follow him around and do two
things: (1) watch where he is planting them and (2) shoot him some more. He
is open for shots when he's planting a bomb so he won't be shooting at
you/moving around for at least 1 second. You can use this opportunity to get
in some more shots.
You may become complacent towards the end of the battle when he's down to his
last shreds of health. I advise against this because Fatman keeps planting
bombs up until the end. If you take more time than you should to go after
him you'll probably have to start over again. Don't become impatient. Defuse
the bombs first then go after him. The battle does not end until all bombs
have been frozen AND his life bar is at zero.
----------------------------------------------------------------------
** Strut E, heliport [two] **
----------------------------------------------------------------------
ITEMS WEAPON
BDU SOCOM (ammo)
Cell Phone
PAN Card Level 2
o-o---------------------------------------------------o-o
Haul up Fatman's lardified arse and drag him away to reveal the final C4 bomb
(seriously, this is the last one). You should know what to do with this stuff
by now. Do that and then you can hop, skip and/or jump down to the south end
of the heliport to trigger another cutscene.
After that cutscene is over you are free to do what you like. However, I
suggest that you head down into the parcel room via the appropriate door to
continue your game.
------------------------------------------------------------------------------
6.4 Contacting Ames
------------------------------------------------------------------------------
----------------------------------------------------------------------
** Strut E, parcel room **
----------------------------------------------------------------------
ITEMS WEAPON
none SOCOM (ammo)
o-o---------------------------------------------------o-o
Evidently, you have a new objective: find Ames. What's that you say? You
want me to tell you how to do that? Gladly! First things first, eh? Let's
go get the AKS-74u from Strut F. So long as you move from the get go you
should have no trouble making it through the door to the EF connecting bridge
in the south before the guard in this area looks in your direction.
----------------------------------------------------------------------
** EF connecting bridge **
----------------------------------------------------------------------
ITEMS WEAPON
none none
o-o---------------------------------------------------o-o
Nothing to do here but move across the bridge. Enter Strut F.
----------------------------------------------------------------------
** Strut F, Warehouse 1F **
----------------------------------------------------------------------
ITEMS WEAPON
none AKS-74u
AKS-74u (ammo)
M4
M4 (ammo)
Claymore
C4
o-o---------------------------------------------------o-o
Move east and pause once the hallway makes a turn. Face south and watch the
left corner for a guard to poke his head out. Put him to sleep once he does.
Do the same thing to the guard way south once he finishes reporting and then
you are temporarily free to roam the upper levels of Strut F. The room
closest to the door you came through into Strut F contains C4 bombs and
Claymores for the taking. Pick them up if you want to.
The room in the middle on the west side of the strut contains an M4 and some
ammo. Be careful here; there are IR sensors and (you guessed it) SEMTEX
waiting for you. Blast the control box on top of the locker so you can get at
the weapon.
Now you should head down to the lower levels where your AK is waiting. The
room where your AK is directly below the room with the C4 and Claymores.
You can watch the radar and see when the guard patrolling the area in front of
the door moves south run behind him and enter the room with the AK. You'll
find the AKS-74u and some ammo. When you want to head out make sure you are
coming out of the room when the guard isn't looking. Run up the stairs and
back to the EF connecting bridge.
----------------------------------------------------------------------
** EF connecting bridge **
----------------------------------------------------------------------
ITEMS WEAPON
none AKS-74u (ammo)
o-o---------------------------------------------------o-o
Throw a Chaff Grenade immediately to disable any Cyphers that are in the area.
You are now free to run to the Shell 1 Core. Make sure you don't stop on the
connecting bridge to the core because there are trap doors that break away
from the floor once you step on them. Once you are inside the entryway to the
core equip your AKS-74u and the BDU.
----------------------------------------------------------------------
** Shell One Core 1F **
----------------------------------------------------------------------
ITEMS WEAPON
none Claymore
Book
C4
M4 (ammo)
Chaff Grenades
SOCOM (ammo)
o-o---------------------------------------------------o-o
You can move around unrestricted inside the core. As long as you don't do
anything stupid (such as draw a weapon that isn't the AK or choke someone in
plain sight) you'll be fine. Also, don't bump into anyone. The uniform will
come off if you do and your disguise will be no more. There are guards
patrolling everywhere except in the storage room in the south of the core. In
here is the node and some ammo. Your objective for now is to get onto the
elevator in the north. Make sure your disguise is complete before pushing the
button or else the camera will trigger an alert. Go to the B2 floor once
inside the elevator.
----------------------------------------------------------------------
** Shell One Core B2, computer room **
----------------------------------------------------------------------
ITEMS WEAPON
Box 4 SOCOM (ammo)
Ration M4 (ammo)
Book
AKS-74u (ammo)
M9 (ammo)
Directional Microphone
o-o---------------------------------------------------o-o
This is quite simple. Due to the convenient disguise you have on you can
wander south and enter the computer room at your leisure. Inside the computer
room are a few items of interest, namely the Directional Microphone. Pick it
up, log into the node if you want to (no need since you don't have to worry
about guards and you won't be coming here again) and head for the elevator.
Go to floor B1.
----------------------------------------------------------------------
** Shell 1 Core B1 **
----------------------------------------------------------------------
ITEMS WEAPON
Ration SOCOM (ammo)
Stun Grenade
M4 (ammo)
o-o---------------------------------------------------o-o
You will be greeted by a cutscene where Raiden watches a guard use the
biometric scanner to gain access to the conference hall. We'll get to that in
a few moments. Immediately log into the node in the room to the east, you'll
need it for later. A guard will eventually be patrolling the area by the
elevator. Loiter in that general area until you see a guard come into view.
Grab him (don't kill him) and drag him towards the retinal scanner. Raiden
will take over once you're there.
----------------------------------------------------------------------
** Shell 1 Core, B1 hall **
----------------------------------------------------------------------
ITEMS WEAPON
Ration none
Thermal Goggles
Bandage
o-o---------------------------------------------------o-o
Please take notice that taking out any of the guards in the hall will result
in a game over due to much whoopass being brought upon you. If a guard becomes
suspicious he will call in reinforcements making this part that much more
difficult. If you need a description of Ames, he is a male, has a full head
of hair and it is brown. He is the only person in the room that matches this
description. He also has tape over his eyes AND mouth.
On subsequent play-throughs Ames will be in all different spots but he is
always in the same spot on your first play through. He is in the southwest
corner of the room facing south. Use the directional Microphone to pinpoint
him exactly. Once you have found him run up to him, make sure no guards are
looking, equip the Microphone and press the Action button. Cutscenes ensue.
Make sure you have the right person because if you ask the wrong person the
guards will take notice and become suspicious. You don't want that.
Also, you can grab the Thermal Goggles from the stage if you didn't grab it
earlier.
During the interactive part you have to use the directional microphone to
listen to the conversation.
After you're done with Ames and Ocelot is walking towards you just equip the
AK and don't move. If you raise your weapon and shoot or anything like that
it'll be a game over.
You'll have a new objective after these scenes are over. You must get to the
Shell 2 Core and rescue the President.
* RANDOM TRIVIA *
You can punch and kick the hostages. This elicits a few Codec calls from The
Colonel/Rose about what a terrible person you are. You can also make some of
them pee when you kick them.
During the part where you can control the Directional Microphone move it over
to the left to the bathroom and you can listen to our friend "Johnny"
experience the ravages of an overactive bowel.
------------------------------------------------------------------------------
6.5 Presidential Rescue
------------------------------------------------------------------------------
----------------------------------------------------------------------
** Shell 1 Core B1 **
----------------------------------------------------------------------
ITEMS WEAPON
none none
o-o---------------------------------------------------o-o
No excitement in that last scene, huh? I know you're bored but stick with me.
Right now you want to watch your radar for the guard up in the north hallway.
He'll be patrolling by the front of the elevator. He will come to the western
edge of the hall then turn around. When he does run behind him and pop him
with the M9. Get on the elevator and go up to the first floor of the core.
----------------------------------------------------------------------
** Shell 1 Core 1F **
----------------------------------------------------------------------
ITEMS WEAPON
none SOCOM (ammo)
M9 (ammo)
o-o---------------------------------------------------o-o
Shoot the camera surveying the northeast corner of the core. Then watch the
radar and when you are able to run out into the hallway and disable any more
cameras/guards that are protecting the hallway. When the coast is clear run
to the hallway that takes you to the EF connecting bridge. Make sure the
camera in this hallway is disabled before crossing to the door.
----------------------------------------------------------------------
** EF connecting bridge **
----------------------------------------------------------------------
ITEMS WEAPON
none none
o-o---------------------------------------------------o-o
Throw a Chaff grenade and head for Strut F. Remember to run over the
connecting bridge from the core because of the trap panels. In Strut F we will
be acquiring a few key pieces of equipment for the next portion of the game.
----------------------------------------------------------------------
** Strut F, warehouse **
----------------------------------------------------------------------
ITEMS WEAPON
none PSG1
PSG1 (ammo)
PSG1-T
PSG1-T (ammo)
RGB6
RGB6 (ammo)
o-o---------------------------------------------------o-o
Go west and wait for the guard to come out from behind the corner so you can
tag him with the M9. Wait for the guard in the south to finish his report
then treat him with the usual courtesy. Explore the two level three rooms.
These rooms are in the northwest and southwest of the Strut's top floor. The
PSG1, which you need for an upcoming part, is in the northwest room and the
RGB6, which you don't need for an upcoming part, is in the other. The PSG1-T
is in the vent in the room where you find the PSG1. Once you obtain all the
items you want, head back to the EF Connecting Bridge.
----------------------------------------------------------------------
** EF connecting bridge **
----------------------------------------------------------------------
ITEMS WEAPON
none none
o-o---------------------------------------------------o-o
You can run across the bridge before the cyphers come into view. You may
throw a Chaff Grenade if you want some added security.
----------------------------------------------------------------------
** Strut E, parcel room **
----------------------------------------------------------------------
ITEMS WEAPON
none M4 (ammo)
o-o---------------------------------------------------o-o
You'll want to watch the guard patrolling the area in the south. When he
turns north you run west until you can run in a straight line to the door to
the DE connecting bridge. The other guard should keep looking north and away
from you but he does occasionally look around. Keep an eye on him as you pass
his area.
----------------------------------------------------------------------
** DE connecting bridge **
----------------------------------------------------------------------
ITEMS WEAPON
none none
o-o---------------------------------------------------o-o
There is a guard that will eventually look out onto the bridge from Strut E.
There are also guards on the lower level of the bridge. If you move quickly
you can make it across before the guard looks out across the bridge and before
the guards come up to the upper level.
----------------------------------------------------------------------
** Strut D, sediment pool **
----------------------------------------------------------------------
ITEMS WEAPON
none PSG1 (ammo)
o-o---------------------------------------------------o-o
There are a few guards on the upper level. To be safe just knock them out then
proceed to the door in the north part of this room. This will take you to the
Shell 1-2 connecting bridge.
----------------------------------------------------------------------
** Shell 1-2 connecting bridge [one] **
----------------------------------------------------------------------
ITEMS WEAPON
Pentazemin PSG1 (ammo)
Ration Stinger Missile Launcher
o-o---------------------------------------------------o-o
DO NOT shoot down the cypher that will result in a game over. You will need to
shoot out 10 sensors here, use the SOCOM for the ones close to you and the
PSG1 for the ones that are farther away. When using the PSG1 take a
Pentazemin or equip the cigarettes to eliminate hand trembling.
The sensors you need to shoot are as follows:
1 : Right in front of you on the vertical cylinder.
2-3 : On the floor, next to the vertical black IR Sensors, go to the right
side of the bridge and peek up.
4 : Stay on the right side of the bridge and follow the big orange pipe to
Strut G, look up from the pipe, there is a cluster of seagulls standing
by the sensor. You will need to shoot the seagulls first to hit the
sensor.
5 : On the right of the doorway on Strut G surrounded by Semtex.
6 : On the other side of the doorway
7 : Far end of the bridge, on the left, on the floor. You will see it from
the side.
8 : Above the doorway from Strut D.
9 : Atop the cypher, make sure you hit the control box, and do not shoot the
cypher down. Doing so will set off the SEMTEX.
10 : Behind the flag on the left side of Strut G, wait for the wind to blow
the flag out of the way so that you can shoot it.
--- HARD MODE ------------------
There are an additional 2 sensors to shoot on Hard mode:
11 : Stand on the balcony on the right side and tip-toe up. Look down below
the upper part of the bridge. You'll see it on the lower level of the
bridge. Use the SOCOM.
12 : Go down the steps towards the SEMTEX and just short of the SEMTEX stop
and look to the right in First Person View. You'll see the sensor there
below the balcony.
--- EXTREME MODE ------------------
On top of that there are 2 more sensors for Extreme mode.
13 : On the second cypher above Strut G. Remember, don't shoot the cypher.
Shoot the control unit.
14 : On the left side of Strut G, on the wall. You'll only be able to see
the side of it. It's surrounded by SEMTEX so make sure you hit the
correct spot. Pop a Pentazemin to be sure.
Once all the control units are destroyed walk forward for a cutscene. After
that scene is...alas! a boss battle!
-- Boss Battle - Harrier II --
You'll come to know and love the Shell 1-2 connecting bridge after this
battles. The bridge has two levels. You start on the top level. The bottom
of the bridge can be accessed via either the stairs or by hanging from the
railings in the center and dropping down. There are two fires on either end
of the bridge that are blocking your path; you have to stay here. There are
also two small round posts coming out of the bridge. You will be able to use
these posts as cover from some of the Harrier's attacks. During the course of
the battle half of the upper floor will be destroyed and subsequently half of
the bottom floor as well.
At the very beginning of the battle the Harrier will be coming over the top of
Shell 2. If you grab the Stinger quickly you can fire off a shot no problem.
The Harrier attacks in several ways. The first is machine gun fire. This will
be used as the Harrier hovers by the bridge and sprays bullets at you. This is
one of the hardest attacks to evade because the Harrier moves around a lot
when doing this and most cover doesn't provide 360 degree protection. Your
best bet for this attack is to sue the round posts in the middle of the
bridge. Orient yourself on the opposite side from the Harrier and try to keep
away from the machine gun fire. This can be hard to do but it works well when
done correctly. Machine gun fire is also used when the Harrier makes fast
fly-by's of the bridge. You can use the same strategy to protect yourself.
Just pay attention to which side the Harrier is coming from.
One of the Harrier's more insignificant attack is the exhaust jets.
Occasionally the Harrier will hover directly above you and let the exhaust
ports empty their blistering hot air right in your face. When this happens
you can simply run to the lower level via the stairs or hanging and dropping
through the middle. The amount of damage is very insignificant in this attack
so you may want to ignore the damage you're taking to pop off a few quick
shots at the Harrier.
There's one point during the battle (around midway) when the Harrier will fire
off a bunch of cluster bombs. It is strongly advisable that you take your
leave of the upper level and head down to the lower level to protect yourself
from the rain of bombs. This attack will cause quite a bit of damage if
you're caught in it....make sure you're not on the upper level. This attack
has certain consequences too. Once this attack is over, much of the upper
level will be destroyed...only the Shell 1 side will be intact. Perhaps an
upside to this is that it grants you easier access to the lower level.
One of the more significant attacks is the missile barrage. You'll know this
attack is starting when the view of the camera changes to the side of the
bridge. To avoid this attack position yourself in one of two spots: (1) Near
the top of the stairs just so Raiden's head is protected by the top edge of
the railing. Press up against the wall here...back facing towards the
Harrier. (2) On one of the upright pillars on the upper levels of the bridge.
Make sure you're pressing up against the correct side. When this attack is
over you can run out into the open and fire off a quick succession of
missiles. If you utilize this opportunity to the utmost you can get off 4
shots.
This last attack is one of the easiest to avoid. This attack is the homing
missile. Sometimes when the Harrier heads way out into the distance it will
release a homing missile as it comes back. You'll know this attack is
impending when you hear "I'll let you go out in style!" followed by a beeping
sound. As you can imagine, it's a wise idea to avoid this attack. There are
two ways in which I avoid this. (1) Run to the lower level and press up
against the railing (not on the stairs but to the right of the stairs).
(2) Run up the stairs as it nears and do a flip up the stairs just before it
hits so Raiden is knocked out and is temporarily unconscious. Both work very
well.
* RANDOM TRIVIA *
During the Harrier battle you can fire Stinger missiles at the Kasatka. Snake
will become somewhat aggravated if you do this. An understandable reaction.
----------------------------------------------------------------------
** Shell 1-2 connecting bridge [two] **
----------------------------------------------------------------------
ITEMS WEAPON
AKS-74u Suppresser none
Ration
o-o---------------------------------------------------o-o
Startling revelations ahoy! After that fun cutscene you need to continue on to
Shell 2 Core to rescue El Presidente. As I'm sure you can see the connecting
bridge has been obliterated on the Shell 2 side...making your journey over
yonder a bit difficult. On this side of the bridge there is a Ration on
the stairs. If you really want it put out the fire with your coolant spray
then run and get it before the stairs fall off. Otherwise focus your
attention on the gap presented before you. There are two ways of getting
across: (1) Hang off of the railing on the right side if the bridge and shimmy
until you are over the pipe. Drop onto the pipe and continue onwards. (2)Run
towards that gap in the middle of the bridge and do a flip over the gap. If
you time it correctly you should land on the very edge of the bridge. I find
this maneuver very difficult but it can be done. As a reward for your toils
you can get a suppresser for the AkS-74u if you put out the fire on the other
side of the bridge. This second method is the only way to get the AK
suppresser.
Once on the catwalk run across this section because it has some more trap
panels. Hang over the railing and drop down. I suggest looking down in First
person View to make sure you are position correctly; I have been careless on
this part before and I completely misse4d the walkway below. Once you drop
onto the walkway two guards will come out of the strut ahead of you. Use your
sniper rifle to take them out so they don't see you as you walk by. Once they
are deceased or otherwise incapacitated run across the bridge and do a running
flip across the first gap in the bridge. The second gap is too big for such
a maneuver so hang off the railing and shimmy across until you can get back
onto the walkway. Climb up the ladder.
----------------------------------------------------------------------
** Strut L perimeter **
----------------------------------------------------------------------
ITEMS WEAPON
Ration PSG1 (ammo)
o-o---------------------------------------------------o-o
The perimeter area covers the strut L Perimeter and the KL connecting bridge.
Immediately before you is a walkway with trap panels (aren't these fun?).
Alas! Before you eagerly rush across the walkway you must realize that there
are guards stationed by the windows that look out by the walkway. To get past
these you'll need to crawl past the windows and over the panels. I suppose
that you may be somewhat concerned that the panels will fall completely before
you cross them. Fear not! Raiden crawls sufficiently fast. You'll be fine.
Now get to it.
Once past the windows and around the first corner you need to get across the
destroyed area in the walkway. You can't flip over it or hang and shimmy; you
need to press up against the Strut's wall and shuffle across. When you get to
the overhang blocking your path just duck and continue to shuffle. Once
across you can run on to the end of the walkway unobstructed.
There are some cyphers in the area surrounding the KL connecting bridge. Hang
and drop onto the KL connecting bridge and throw a Chaff Grenade to disable
the cyphers. Once it explodes you should have ample time to reach the Shell 2
Core. Run across the walkway and up the stairs. On the bridge to Shell 2
Core there is a gap in the bridge. Do a flip over this and continue on into
the core.
* RANDOM TRIVIA *
The peeing guard is a source of indispensable fun. For some amusement you can
stand under the stream and look up into it in First Person View. Gross, eh?
Also, call the Colonel while underneath the stream. Him and Rose will have
some words for you.
----------------------------------------------------------------------
** Shell 2 Core, 1F air purification room **
----------------------------------------------------------------------
ITEMS WEAPON
Ration SOCOM (ammo)
M9 (ammo)
Chaff Grenades
M4 (ammo)
o-o---------------------------------------------------o-o
There are no guards in this area so you're free to roam as you wish. After the
cutscene you'll need to find a Nikita missile launcher to disable the control
panel inside the President's room. To do this you need to go to level B1 of
the core. The elevator is in the northern part of the area. Run down the
stairs in the south and head west then go up the stairs and head north then
east until you reach the elevator. Go to B1. You can also access the node on
your way to the elevator. It is in the lounge adjacent to the elevator.
----------------------------------------------------------------------
** Shell 2 Core B1, filtration chamber number 2 **
----------------------------------------------------------------------
ITEMS WEAPON
Night Vision Goggles Nikita
o-o---------------------------------------------------o-o
This area is completely flooded with the exception of the area immediately
around you. You won't have to venture far into the water but it serves as a
decent preview of what's to come later on. Start out by descending the stairs
into the water. Once in the water (and after the Codec call), swim south
(radar screen south) and don't make any turns. The Nikita is at the end of
this hallway. Grab it and head back to the elevator and back up the first
floor. You shouldn't need to stop for air; the trip is short. The node for
this area is just to the right of the elevator.
----------------------------------------------------------------------
** Shell 2 Core, 1F air purification room [one] **
----------------------------------------------------------------------
ITEMS WEAPON
Ration Nikita (ammo)
o-o---------------------------------------------------o-o
The easiest way to accomplish the task set before you is to head south to the
stairs. Adjacent to these stairs is a room with a short and easily maneuvered
path to the President's room. Before you enter the room stand in the doorway
and look upwards. You should see the glowing lights of two cameras. These
are gun cameras so they will fire if you enter their field of vision. Disable
them with a gunshot each and climb up onto the box on the south wall of the
room.
Equip the Nikita and hold down the weapon button. Position the circular
aiming reticule on the glowing vent opening just slightly to the left side of
the room. Fore a shot into that vent and then use the joystick to maneuver
the missile into the room. Once in the room, allow it to move forward and
then find the control panel. It will be directly ahead. Make sure you do NOT
hit the President. He may be standing next to it. I suggest not impacting
the control panel if that's where he is. Scare him away from it then go for
the panel. Take your time but don't use too much of it; the Nikita only has
so much fuel.
Once the panel is destroyed run east and enter the President's room for some
cinematics.
------------------------------------------------------------------------------
6.6 Emma and the Virus
------------------------------------------------------------------------------
----------------------------------------------------------------------
** Shell 2 Core, 1F air purification room [two] **
----------------------------------------------------------------------
ITEMS WEAPON
Ration Nikita (ammo)
o-o---------------------------------------------------o-o
After the cutscenes end leave the room for a Codec call. After the calls and
further cinematics have ceased make your way back to the elevator. Go back to
floor B1.
----------------------------------------------------------------------
** Shell 2 Core B1, filtration chamber number 2 [one] **
----------------------------------------------------------------------
ITEMS WEAPON
Ration Nikita (ammo)
o-o---------------------------------------------------o-o
It is much simpler to put this section of the game visually as there are a
number of ways to get lost in this place and I fear that I cannot explain this
portion adequately. Use the map to make your way to point "X". Be careful of
the mines in the water. if you happen to strike one it will drop your health
by a substantial amount. Head for the Level 4 door in the southwest part of
level B1. At "X" surface for air and a Codec call then swim down and press
the action button to open the hatch in the south. Guide your way to the other
side of the room, and use the action button to open the other hatch. Go up
the stairs to the right and through the door. Cutscenes ensue.
_________
| |
| |
_____ | | |
Start | E | | | |
______|_ _ _|___|/\/\| |
| D |_| | |
| | |
|_____________________| |
_____ _____| |
| | | | |
__| |________| | |
| |
|AIR AIR |
| _______ _______ |
| | | | | |
| | | | | |
| |______| |______| |
| | || || | |
| | ||____|| | |
| | |
| _______ _______| |
| | | | | |
| | | | | |
| |______| |______| |
| | || || | |
| | || || | |
|AIR | |AIR |
|____|______________ |____|
_LV4 | |
| | | |
| | | |
| | | |
|/\/\| | |
| | | |
| | | |
__| |______________________| |
| | AIR ||AIR | |
| || || || .X |
| AIR || _||_ || AIR |
|_______| ||_ _||_ \|| |____|
| ||_ || _|| |
| || || |
|________________||____|
-- Boss Battle - Vamp --
There are two methods of beating Vamp. One is rather difficult and the other
is (you guessed it) quite easy. First I shall explain the difficult way...
The first thing you should know is that using lock-on will allow Vamp to know
where you are shooting. He will deflect/dodge any bullets fired while locked
on. It is best not to waste ammo. I suggest that you use the M9 for this
battle as the stun-kill is easier to achieve than the kill-kill. It is also
of significant note that shooting Vamp in either of his two bullet wounds
(from just after the Fortune battle) will inflict greater damage than normal.
Do not fall into the water in the middle of the room. As Vamp said, buoyancy
is impossible so you will promptly drown.
Vamp has several methods of attacking:
The first and most common is the knife attack. This attack consists of Vamp
perched somewhere on the ledges in the upper parts of the room and throwing
knives at Raiden. Avoid being hit by the knives simply by running around the
room. Don't switch directions or the knives will find their mark. Pick a
direction and stick with it. Also, you can shoot down the knives in first
person view. Use the SOCOM to do this.
His second attack in the first part of the battle is a run and slash. He will
run towards you very quickly and try to slash you with the knife. This is a
hard attack to counter but it is very possible and becomes easier with
practice. To counter this attack stay at the left corner of the railing that
extends from the door you entered from. Equip the Nikita as he's running
towards you and as he runs he will jump. At this moment hit the punch button
to swing the Nikita. The good thing about this is that you can't miss. When
swinging the Nikita you hit everything around you -- even behind you. If you
land this blow he will go back into the water. Once his stun/life bar is 1/3
of the way diminished he will modify this attack. Instead of pausing he will
do everything at once. If you stand in the spot I told you he will jump up
onto the wall and then move towards you. As he jumps up onto the wall swing
the Nikita and you should hit him.
While Vamp is in the water you can take advantage of the situation and use
your Stinger Missile Launcher to fire missiles at the water's surface.
This serves two purposes. It decreases his stun bar (maximum of two times)
and depletes his oxygen so he is forced to come to the surface sooner.
Vamp usually follows this pattern until his life/stun bar reaches the halfway
point:
* Bows
* Swimming: Long
* Jumps on a catwalk and walks to a corner; throws knife
* Jumps to another corner; throws knife
* Spins around while throwing rapid succession of knives
* Swimming: Long
* Runs towards you; slashes with knife
* Runs towards you; slashes with knife (if you didn't hit him before)
* Runs towards you; slashes with knife (if you didn't hit him before)
* Swimming: Short
Rinse and repeat...
At the halfway point Vamp will change his tactics. In the second half of the
battle he will throw shadow knives that pin you in place so that you cannot
move. He will use this opportunity to do a run and slash move. However, this
move can be countered in the same way as mentioned previously: use the Nikita;
swing it at him as he begins to jump on his way towards you. You should land
a blow and he'll go back into the water. It is possible to shoot out the
lights to cut him off from this attack but if you shoot the lights out he will
be much, much harder to defeat; even if you shoot only one light it will have
the same effect. You can try to escape from the shadow pin by rapidly hitting
the directional pad but this is hard to accomplish before he slashes you.
His catwalk attacks also vary a bit. Rather than throw a single knife, single
knife, many knives he will promptly throw two knives quickly followed by a
third. These knives can be avoided in much the same way as before. When he's
using this attack there's little else you can do except run. Getting off a
shot without being hit is very difficult to do.
In the second half of the battle he will also stay in the water for a much
briefer period of time. You can still use the time given to you to fire a
Stinger or two.
There is a final portion of this battle that begins once his stun/kill bar
have reached roughly the letter "M" in his name. You'll know this final phase
is in progress once he jumps out of the water and begins flipping around the
room rapidly either on the catwalks or on your level and throwing knives at
intermittent intervals. I advise you to head into the shadows so he cannot
pin your shadow and then follow him with the lock-on in first person view.
Once he stops flipping around he will pause momentarily. Use this opportunity
to get in a shot. Disengage the auto-lock and fire a shot. Once you've fired
a shot quickly press "X" to duck down and avoid the knives. Rinse and repeat
until the cinematics end the battle.
Lastly, I can summarize the easy way about this battle in one paragraph. When
the battle starts, fire an M9 bullet at him. When he goes below the water
fire Stinger missiles at the water to bring his stun bar down. Then go to the
northern railing and hang off the side. He should come walking at you once
he's out of the water. Keep an eye on him and when he begins to slash jump up
and do a punch-punch-kick-kick combo on him. Rinse and repeat. Simple, eh?
----------------------------------------------------------------------
** Shell 2 Core B1, filtration chamber number 2 [two] **
----------------------------------------------------------------------
ITEMS WEAPON
Body Armour none
Bandage
Pentazemin
o-o---------------------------------------------------o-o
After the battle you need to find Emma. Walk through the door in the
northeast corner of the filtration chamber and descend the stairs. There's
more water that you need to swim through to reach the locker room. Once again
I have provided a map because things can get kind of confusing under the
water. This part you are just swimming in 2 big "U" shapes. Start at "start"
and swim through to the first left turn, avoiding the mines. Swim in another
"U" and go into the room. Emma is in The second locker from the right in the
north. Open it for a cut scene. There are some items here and there in the
lockers. You will be unable to get them once you open Emma's locker; plan
ahead.
E=Emma
________________ ______________
_|_____________E _|_| | |
| | | | | |
| | | | | | |
| | | | | | |
| | | |/\/\| | |
_____| | ---| | | | |
| | | |--- | | |
| |_|__________|____________| | |
| |
| ________________________________ |
| > | |
|______________>________________ |___|
| |
|Start|
----------------------------------------------------------------------
** Shell 2 Core B1, filtration chamber number 2 [three] **
----------------------------------------------------------------------
ITEMS WEAPON
none none
o-o---------------------------------------------------o-o
Now that you have Emma you need to swim with her back through the flooded
sections of the core and take her to the Computer Room in the Shell 1 Core.
Progress will be slow because Emma's legs aren't working very well and
consequently can't walk too fast. Take note while swimming that Emma's lung
capacity is significantly lower than that of Raiden's. Her's will diminish at
a quicker rate so keep an eye on it and come up for air when you need to.
Swim through the water back to where you fought Vamp. Come up for air often,
as Emma does not have a very large air capacity. Make sure in this part not
to hit any mines because then she and you will have a substantial part of your
health bar gone. Once you reach the room where you killed Vamp more
cinematics will play.
After the cinematics guide Emma to the door in the south of this room. Don't
go left because Claymore Mines have magically appeared there. To guide Emma
you cannot be holding any weapons. Press the action button and she should
grab your hand. Use the normal way of movement to walk with her to another
spot. Once you reach the door in the south you'll be treated to yet another
round if cutscenes and Codec calls.
Once control is yielded to you, swim through B1 towards the elevator. You'll
only need to stop for air twice if you swim fast quickly enough. Refer to the
map provided earlier if you become lost Use the coolant to clear the bugs
away and then you can guide her to the elevator. Or you could put her in a
choke hold and drag her into the elevator.
----------------------------------------------------------------------
** Shell 2 Core, 1F air filtration room **
----------------------------------------------------------------------
ITEMS WEAPON
Ration SOCOM (ammo)
M9 (ammo)
o-o---------------------------------------------------o-o
Unlike the last time you were on this floor there are guards throughout the
area. You'll need to dispose of each of them before guiding Emma through to
the other side. Bring Emma east and leave her there so you can work
unhindered. The first guard of concern is patrolling in the lounge southwest
o the elevator. Press up against the wall and shuffle over there so you can
peek at him. Watch him and when he walks by and turns south you have a good
opportunity to knock him out undetected.
Now take Emma south and place her in the small hallway off to the left, across
from where you shot the Nikita missile, for safe keeping. Run to the area
south of the stairs without going down them. Peek over the railing and keep an
eye on the guard patrolling in the depressed level between the two
staircases. Watch him and when he turns his back to you pop up and hit him
with the M9. Once he has been knocked out go and grab Emma. When you take
her almost to the stairs a new guard will come out from the elevator (small
cutscene). He will find the first guard you knocked out but as long as you
didn't kill him you're fine and can ignore that entire situation.
Guide Emma across the south portion of the room and towards the second set of
stairs. Look for the guard coming out of the hallway to the KL connecting
bridge. When you see him pause and watch either in corner view or on the
radar to watch for when he turns north. You can tranquilize him but it's not
entirely necessary. Just grab Emma and take her out of the Shell 2 Core and
onto the KL connecting bridge.
----------------------------------------------------------------------
** KL connecting bridge **
----------------------------------------------------------------------
ITEMS WEAPON
Ration none
o-o---------------------------------------------------o-o
As with last time there are cyphers patrolling this bridge. I like to throw a
Chaff Grenade immediately to disable them. Once they're motionless it is a
simple task to shoot them out of the sky. Do that and then grab Emma and
guide her out onto the bridge. You should notice by now that the bridge has
been undergone an impromptu repair so you won't have any trouble making it
over the places where you had to flip over previously.
Once you and Emma are close to the main part of the bridge stop and let Emma
go. Crouch against the northern face of the railing and watch for a guard
coming from the stairs just north of your position. Watch him and wait for
him to turn his back. When he does stand up and knock him out with the M9.
Once he's unconscious run south and use your coolant spray to get rid of the
flames. Now take Emma by the hand and guide her south to the door into Strut
L. A short cinematic will follow.
* RANDOM TRIVIA *
If you call Snake when you exit the Shell 2 Core he will say that he is
er..."busy at the moment". You will know what he was so busy with later on.
----------------------------------------------------------------------
** Strut L, sewage treatment facility **
----------------------------------------------------------------------
ITEMS WEAPON
none none
o-o---------------------------------------------------o-o
There are two guards in this area. Both are south. The doors immediately
around you, with the exception of the one you came through, are inoperable.
That narrows down your path considerably. Leave Emma where she is and move
into the small hallway just east of your position. Look south in first person
view and shoot the two guards in your field of vision. Once they're knocked
out you're pretty much in the clear for a while as far as being caught is
concerned. Grab Emma and guide her to the hatch in the south. Open the hatch
and then walk with her into the room. Open the hatch in the floor for some
cinematics.
----------------------------------------------------------------------
** Strut L, oil fence **
----------------------------------------------------------------------
ITEMS WEAPON
none none
o-o---------------------------------------------------o-o
As you probably gathered from the cinematics, this will be sniping mission.
The pontoon bridge on the oil fence is much to narrow and unstable for two
people. Consequently, Emma must navigate the bridge by herself aided only by
your sniper rifle. Along the way she walks very slowly which enables you to
scout the bridge for enemies, cyphers and claymore mines. As Snake said,
security is relatively lax; only a few guards will be here; the majority of
the surveillance will be done by cyphers. Always keep a look out ahead of
and behind Emma. Just because you cleared it once, doesn't mean more
cyphers/more guards won't come.
You need to use the PSG1 to take out the cyphers and the claymores. If you
have a PSG1-T you can use that on the guards (if you want to)...otherwise
stick with the PSG1. If you didn't grab the Thermal Goggles earlier they will
appear here on the oil fence. These are a useful aid to help you see where
the guards/cyphers/claymores are. Don't be afraid to use them. Pentazemin
and PSG1 ammo is conveniently appearing out of nowhere. If you run out...
no worries.
I suggest that you lay down before shooting because that steadies Raiden's aim
considerably even without Pentazemin. I'll leave it up to you how to use the
Pentazemin. There are a few claymores in Emma's immediate path. Look just
ahead of where she is and you'll see a line of Claymore Mines. Shoot them
with the aid of the Thermal Goggles. Once all the mines are cleared look to
the first support structure on the oil fence. There should be a guard on the
upper level. Shoot him before he spots Emma. There is another guard on the
upper level but he may not be in sight yet. If not zoom out and look for
guards and cyphers. There may be a cypher approaching from the right side and
a guard may come walking into sight on the lower level of the support
structure. Dispose of these three guards and any other potential threats.
Zoom out to survey the scene. Watch where Emma is and look around for any
cyphers that may be approaching. They may approach from the right or from
above your position so keep a sharp eye on things. Emma will eventually drop
onto the second pontoon bridge. Continue to look for Cyphers and survey the
second support structure on the oil fence. There will be a few guards here.
As Emma approaches you want to make sure there are no guards alive that can
spot her. Once Emma reaches this structure and disappears behind it a guard
will appear on the upper level on the left. Shoot him.
Now Emma will be approaching the third pontoon bridge. Keep an eye out for
cyphers and if the scene is clear unequip the PSG1 and walk all the way north
on your little walkway and lay down again. Survey the pontoon bridge Emma is
about to walk across with the Thermal Goggles and look for Claymores. There
should be a few on this section of the bridge. You'll see them from the side
so take careful aim. Once the mines are kaput look for cyphers. A cutscene
will trigger once Emma is almost to the end of the bridge.
If at any time you get stuck or cannot handle this call Snake and ask him for
help. Follow his instructions to receive his help.
* RANDOM TRIVIA *
You can play with the directional microphone in this part. Pointing it at
Snake, when he appears, and Emma as she walks along will enable you to listen
to some things that they are saying. Also, when Emma is behind the second
support structure on the oil fence point the microphone there to hear her
talking to Johnny.
-- Boss Battle - Vamp 2 --
This one is easy. Take a Pentazemin and zoom all the way in with either
sniper rifle (use the PSG1-T if you want to err on the side of caution). Aim
at Vamp's forehead and plug some shots into his head. It should only be a few
shots before he falls into the water. Also note that the distance between
Raiden and Vamp is quite a bit so there will be some lag between when the
bullet is fired and when it reaches the target. You'll want to make sure that
you time it so you don't hit Emma. Another cutscene will follow the
conclusion of this battle.
----------------------------------------------------------------------
** Strut E, parcel room B1 **
----------------------------------------------------------------------
ITEMS WEAPON
Digital Camera M4 (ammo)
o-o---------------------------------------------------o-o
There is one guard in this Strut. He is standing in the room just north of
the stairs that go down from the first floor. He should just be standing
there listening to music. Hold him up and knock him out and then grab the
Digital Camera. Now run up the stairs and head east to the door onto the EF
connecting bridge.
----------------------------------------------------------------------
** EF connecting bridge **
----------------------------------------------------------------------
ITEMS WEAPON
none none
o-o---------------------------------------------------o-o
Cyphers once again. You'll have to use another Chaff Grenade and/or shoot
them down. If you throw a Chaff Grenade and don't screw around you'll have
plenty of time to get to the core. Run to the connecting bridge to the core
and press up against the railing. Shuffle across the necessary parts and then
run into the core.
----------------------------------------------------------------------
** Shell 1 Core, 1F **
----------------------------------------------------------------------
ITEMS WEAPON
none SOCOM (ammo)
Claymores
o-o---------------------------------------------------o-o
There is some ammunition in the southern locker area but there are some mines
blocking the way. Crawl or equip the Thermal Goggles to shoot them. If you
don't care for the ammunition just run north past the bugs on the floor and
into the elevator. Long cinematics are in your immediate future.
------------------------------------------------------------------------------
6.7 Arsenal Gear
------------------------------------------------------------------------------
----------------------------------------------------------------------
** Arsenal Gear, Stomach **
----------------------------------------------------------------------
ITEMS WEAPON
Medicine none
o-o---------------------------------------------------o-o
Alright, now you're inside Arsenal Gear. I suppose you came to that
conclusion already though. The first order of business is you'll need to
survive a choke hold by Solidus Snake. He'll use his mechanical tentacles to
grab Raiden around the throat. Hold your breath by rapidly pressing on the
Action button (Triangle). This isn't very hard even on the hard difficulty.
You'll find that this is significantly harder on the Extreme difficulty.
If you do have difficulty on this try wrapping your thumb with a part of your
shirt and rubbing it over the surface of the controller. I find that this
works quite well.
Watch some more cutscenes and Codec transmissions and eventually Olga will
punch Raiden in the gut. There's no way around this, you'll lose health
regardless of what you do. After Rose calls head out the door to the east and
grab the Medicine from the locker, you may need it. Log into the node (this
works for all of Arsenal Gear) and head through the door to the right.
* RANDOM TRIVIA *
The Arsenal Gear, Stomach area is an exact replica of the torture room and
holding cell in Shadow Moses from Metal Gear Solid. If you look through the
glass to the south you'll see the holding cell.
The scene that plays when Raiden is being position vertically is footage from
the original Metal Gear Solid when Snake is about to be tortured by Revolver
Ocelot.
----------------------------------------------------------------------
** Arsenal Gear, Jejunum **
----------------------------------------------------------------------
ITEMS WEAPON
Medicine none
Box 1
o-o---------------------------------------------------o-o
This next part of the game is the last part of the game where you will be
sneaking. The finale of the game is pretty intense in terms of combat. In
this section you'll need to stay out of sight and not be caught because you
are unarmed and largely at a disadvantage; you cannot hang over railings or
attack. You can, however, do the flip attack where you flip into an enemy and
knock them over. It is best to proceed with caution here.
This area of Arsenal gear is a long passageway that leads to the Ascending
Colon where you meet up with Snake. The passageway serves as a hangar
for the mass produced Metal Gear RAY units that guard Arsenal Gear. You can
see them off to either side. For now, they are inactive. Enjoy that fact
while you can.
On the subject of getting through this area you first need to keep an eye on
the guard walking south towards your position. Watch him until he turns north
and walks away. When he does run to the stairs in the east and head all the
way up. You should have received a strange call from the Colonel after
exiting the Stomach and you should receive another one here. He will continue
to call you throughout this area and you can choose to answer or not. It's up
to you. I suggest that you do because some of the things he says are quite
funny.
Once at the top of the stairs press up against the corner and watch the guard
past Raiden's shoulder until he turns north. When he does that, run across the
catwalk beside your position to the other side. You can grab the cardboard
box if you move a bit south. Now move north until you reach a support column
with a camera on it. Lean against the column on the south side of it and
watch for a guard patrolling this area. He'll patrol a bit south towards your
position. Don't move until he heads back north. When that happens look east
and watch to see where the guard in the east is and where the camera on the
other side is pointing. The guard should be walking south and the camera
looking north. Now you can run across the catwalk to the east side of the
hangar.
Now begin to run north. There is a gap in the floor here that you can fall
through. I suggest flipping over the gap. up ahead there is a camera and a
guard. The camera poses little threat. I suggest watching the guard in the
north until he patrols east. When he does, run north and press up (in a
crouch) against the waist-high crate. Stay there until the guard comes back
and looks south to where you were just a short time ago. Run east to the
door.
* RANDOM TRIVIA *
The rooms in Arsenal Gear are named after parts of the digestive tract.
Arsenal Gear, Stomach should have tipped you off, if you know your anatomy.
Jejunum and Ileum are parts of the intestine, as is Ascending Colon. And
Arsenal Gear, Rectum is well...obviously you know what that is. Apparently,
Kojima wanted you to feel as if you had been swallowed by some enormous entity.
----------------------------------------------------------------------
** Arsenal Gear, Ascending Colon **
----------------------------------------------------------------------
ITEMS WEAPON
Ration HF Blade
o-o---------------------------------------------------o-o
This area is just a long passageway with little to do except walk around and
watch Raiden's cute, pixelated behind. You need to wait for Snake here. The
Colonel will continue to call persistently. Just walk around and eventually
there will be a call from Rose. Cutscenes ensue. In the meantime, walk
around and grab the Ration to the south, at the very end of the passageway.
When you regain control again practice using the HF Blade until cutscenes
start again. Practice now and get the controls down because you won't have
time to figure it out later.
* RANDOM TRIVIA *
Stand in front of Snake and look in FPV. His breath will fog up the camera.
When you release the button it will disappear.
----------------------------------------------------------------------
** Arsenal Gear, Ileum **
----------------------------------------------------------------------
ITEMS WEAPON
none none
o-o---------------------------------------------------o-o
You'll be advancing through another hallway that resembles the Arsenal Gear,
Jejunum area in both style and function. As you've discovered you need to
fight your way through a horde of Arsenal Tengus. These guys are tough.
Their body armour is a bit better than the guards in the Big Shell and they
can move much faster and in ways not seen yet. They can flip up and about,
they can leap down from railings onto lower levels and vice-versa. Some of
them have swords, some of them have sub-machine guns. The ones with the
swords can block your bullets, that's why it is best to use the HF Blade in
this area. You can easily overcome the guards with the swards and you can
attack and defend against all the attacks thrown at you with the sword. If
Snake dies during this battle it will result in a game over so keep an eye on
his life bar as well as yours. Also, to state the obvious, do not shoot Snake.
Doing that is, in my book, contrary to your established objectives.
You can let Snake do a lot of the work here. He can use his M4 very well and
could easily make it through here by himself. Keep an eye on all parts of the
area, the catwalks, around the crates, and whatnot. Tengus will come form all
around. When not attacking, keep your block raised to deflect any bullets
coming your way. Obviously, your HF Blade is only good for the bottom level
enemies. To hit the ones on the top you can either wait for Snake to shoot
them or just whip out your own gun and shoot them. Snake will throw you ammo
for these guns if you run out. Occasionally, you will need to advance forward
ahead of Snake to trigger the next wave of enemies. Take care of the
gun-toting Tengus before the ones with the swords because the guns have the
greatest potential to hurt you.
If you are going for no kills, or just prefer to use the sword, take out the
sword and press the weapon button to do blunt side strikes. If you do a
thrust, it will kill so be careful.
Eventually you will come to the end of the hallway and a door will open, walk
towards the door for a Codec call and then run through the door after the call
is over.
* RANDOM TRIVIA *
You can get Snake's dog tag. This is the last one that you will be able to get
in the Plant chapter. To get it just knock him out in any old way. If you
fail however he will retaliate with his trusty M4 or his fists. To avoid the
fists lie down quickly and he will miss. Once he is out shake his body down
and he will drop the tag. When he wakes up he will be quite grumpy.
----------------------------------------------------------------------
** Arsenal Gear, Sigmoid Colon **
----------------------------------------------------------------------
ITEMS WEAPON
none none
o-o---------------------------------------------------o-o
Go to the center of the ring for the next battle. By and large, you can use
the same strategy here but there are a few new factors to consider. One,
enemies will come from all around so often times you may be surrounded by
enemies. To minimize this disadvantage try to stick to the outer perimeter of
the area. This way you can focus on enemies in one direction rather than in
all directions. Two, Snake will now be firing all around instead of one
direction like before. You want to be conscious of where he is because he's
not the most discriminating shooter. He often strikes Raiden if he happens
to walk in the way. Try to avoid this. The inverse of this applies as well.
The ideal weapon here is the HF Blade because it can handle all the enemies
attacking you, none are out of the Blade's range. Also, unsheathing and
sheathing the blade (which takes a lot of time) in this area where there is a
grand total of zero cover is not advisable.
The Game Over screen variation that appears has no effect on the gameplay.
Just keep playing through that little box in the upper left. It may happen a
few times.
Eventually there will be a cutscene that ends the battle.
----------------------------------------------------------------------
** Arsenal Gear, Rectum **
----------------------------------------------------------------------
ITEMS WEAPON
Ration Stinger (ammo)
o-o---------------------------------------------------o-o
Raiden climbs onto a hexagonal arena dubbed "rectum". Solidus talks for a
while and you can run around the area collecting whatever you want to. There's
a bit of Stinger ammunition scattered around, I suggest you grab it while you
have the chance because you will have an urgent need for it soon. Eventually
a cinematic will bring new and exciting adventures upon thee.
-- Boss Battle - Metal Gear RAY Horde --
Stinger missiles will be your weapon of choice in this battle. The Stinger
will auto-detect three weak-points on the RAY units: the two knee joints and
the head. The two knees don't do any damage if hit but they open up a
potential for inflicting massive damage. When the knee is hit the RAY unit
will shift in one direction and open it's "mouth"...for lack of a better word.
With the mouth open you can fire a Stinger missile into it to inflict damage
3x higher than if it were closed. This is quite a bit more effective than
simply hitting the head over and over again. It is safe to use this strategy
for the entire battle. In fact, I recommend that you do use this strategy for
the entire battle.
When the RAY units are outside of the arena they have two methods of attack.
(1) Aerial rockets. These will be launched periodically from the backs of the
RAYs. These simply fly up and then hit the ground where they were aimed at.
That means they will hit wherever you were standing when they were launched.
Easiest way to avoid these? Run away from where you were standing. You don't
have to move immediately but if you're not moving away within 2-3 seconds,
you're probably going to be hit. These aren't much of a threat so long as
you stay moving. If anything, this attack is a nuisance. (2) Machine gun
fire. Periodically, the RAY's will get down on one knee and spray a burst of
bullets at you. The bullets will usually sweep horizontally so you can avoid
this by running to the side....away from the bullets.
The battle becomes a little simpler in some respects and a bit more difficult
in others once you deplete the health of one of the RAY units to about 2/3.
That RAY will jump up onto the arena platform and begin it's attack. Once
this happens you need to be aware of two things: You should focus entirely on
the RAY unit on the platform and the RAY units not on the platform won't
attack you much. If they do it will be in the form of rockets. Also, a RAY
that is on the platform will not use Rockets. It has several new attacks in
addition to machine gun fire. These attacks will be explained shortly. From
here on out, there will be one RAY on the platform that will remain until it
is destroyed and two RAYs on the perimeter. Once the RAY inside the platform
has been destroyed one of the RAYs from the perimeter will jump in and a new
RAY will fill in the gap on the perimeter. So you will always have one in and
two out.
As I said, the RAYs have a few new attacks when they are on top of the arena:
The first is the stomp. This is a simple attack. If you happen to run
underneath the RAY unit it may try to squash you. On the harder difficulties
a direct hit will kill you instantly. On the lower levels it will just
severely lower your life bar. It is also a ranged attack. Just because you
aren't directly beneath the foot doesn't mean this attack won't hurt. This
attack has a range of about 10-20 meters so you don't want to be near it when
it happens or you'll take some damage. The easiest way to counter this
attack? Don't run underneath the leg. What a concept, eh?
The second is the knee rockets. Sometimes you will see the RAY stop moving and
squat down motionless. Two homing missiles will come out of its knees. There
are two ways to dodge. The first is to run to the side and then flip out of
the way when they are near and the second is to remain motionless and then
flip out of the way. Both work but I prefer the run and then flip method.
This attack can be quite frustrating at first but you will pick up on it with
time. You can try to shoot down the rockets but this can be quite difficult.
The final attack is the water gun. This is what you saw RAY use to break out
of the Tanker before. High-pressure water. It packs a huge punch. This
attack only happens when you are standing directly in front of the RAY unit.
If you see the RAY lower its head and begin to open its mouth get out of the
way as fast as you can. Move laterally, don't move towards or away from the
RAY because that leaves you in the line of fire. You do need to be a bit
close to the RAY for this to happen so if you stay far enough away this won't
be a problem.
You can use Chaff Grenades to slow down the RAYs. It doesn't incapacitate
them but they will attack at a much slower rate. This gives you an
opportunity to get in a few more Stingers between attacks.
The key to this battle is to be quick with the Stinger and always be on the
move. You will only be hit with an attack when you take chances or are not
careful.
Once the allotted number of RAYs have been destroyed (see below) a cinematic
(a long one) will start.
--- DIFFICULTY MODES ------------------
The number of RAYs you have to destroy varies depending on the difficulty
level you chose. Here's how it breaks down:
Very Easy : 3
Easy : 3
Normal : 6
Hard : 12
Extreme : 20
----------------------------------------------------------------------
** Federal Hall, Manhattan **
----------------------------------------------------------------------
ITEMS WEAPON
Ration none
o-o---------------------------------------------------o-o
Eventually Raiden and Solidus will land upon the final area of the game. This
is the top of Federal Hall in Lower Manhattan. Arsenal Gear has plowed its
way through the lower tip of the island and dumped you and Solidus on the roof
of this historic building. The area mainly consists of a slanted roof with
some scattered debris along the top. There is only one item on the roof and
that is a Ration that you can use if you happen to get the beat down from
Solidus. Take note that you can hang off of the edge of the roof to avoid
certain attacks of his. Just don't fall. That way lies the Game Over screen.
As you probably figured out from the cinematic, this will be a sword fight.
Solidus has two swords and Raiden gets his HF Blade returned to him so he can
fight. You can choose to use the blunt side or you can go for the kill. It
has no bearing on the ending.
--- PHASE ONE ------------------
The first half of the battle is a bit frantic but it's nothing compared to the
second half. Initially, Solidus has a few attacks that he will employ. The
most common of these is the fire dash. This is where he will rapidly skid
across the roof setting his traveled path ablaze. This may be done in attempt
to get close to you or to give Solidus an opportunity to use another attack or
both. It is important that you don't get caught in the fire because that will
(obviously) lower your health. You can put the flames out by equipping the
BDU quickly then unequipping it.
Another attack is the double overhead slash. This is when raises both swords
over his head and slashes down hard. This is one of his most damaging
attacks. To avoid this run away when you see him raise the swords. This
attack is not blockable. You can try if you want but there's little purpose
in that.
One of his medium-range attacks, say when you're 5-20 meters away from him,
is the tentacle sweep. This consists of Solidus using one of his tentacle
arms to knock Raiden's feet out from under him. This doesn't do as much
damage as some of the other attacks but it certainly hurts. You don't have to
worry about a follow-up attack because he will usually do a fire-dash away.
This attack is not blockable but you can avoid it by doing a flip away from
Solidus, to the sides, or towards him. If you go towards him you may have an
opportunity to attack when he finishes.
Another medium-range attack is the tentacle grab. Just like atop Arsenal Gear
after destroying the RAY units. Solidus will use his tentacle to grab Raiden
around the throat and choke him. When he uses this attack and successfully
grab Raiden he will be hoisted in the air, spun a round a bit then slammed
into the roof. It's one of the more damaging attacks but it can be countered.
First, you can use the block function to block the tentacle and second, you
can break out of the hold by rapidly pushing the left analog stick back and
forth.
Sometimes when you get too close to Solidus he will use a head-butt. This
will knock Raiden back and take a way a fair amount of health (for a
head-butt). This attack cannot be blocked but it can be avoided by flipping
out of the way. It's hard to prevent this attack from happening because you
need to be close to Solidus to use the sword. Tread lightly.
Another close-range attack is a kick. This attack, like the head-butt, cannot
be blocked. However, you can move out of the way either by running (if you
anticipated it well in advance) or by flipping fast Solidus. If you flip past
him you'll be behind him. This means that you'll have a brief window of
opportunity for attack. Utilize it when possible.
A close-range attack that doesn't merit much worry is the lunge. Solidus will
use his left arm to thrust his sword out in order to get a stab in. This
attack will knock you down if it hits you. You can easily avoid this attack
by circling around him when you see the warning sign (he'll glow green for a
short moment). If you circle around him, he will miss and you'll be behind
him and can attack in a method of your choosing.
One of his less worrisome attacks is the wall jump. Sometimes when he is near
the wall he will leap up and use his tentacles to grab a hold of the wall.
Then he will throw himself back down onto the roof in attempt to land on you.
This is easy to dodge, just run out of the way as soon as you can. One point
of note is that he seems to do this a lot after he knocks you down.
A long and medium range attack is the missiles. He can use his tentacles to
fire low-speed missiles in your direction. This attack will often be preceded
by a fire dash. There are three ways to counter this attack or avoid it. The
first is to go to the edge of the roof and hang off the side. The missiles
will completely miss their mark is you do this. However, that isn't always
an option. Your other choices are to run towards Solidus and flip past the
missiles once you're near. This usually works well and gives you and
opportunity to attack if you're close enough beforehand. The other way is to
use the HF Blade to cut down the missiles as they fly towards you. This isn't
especially difficult. You merely need to line up with the missiles and start
swiping when the missiles are close.
His most powerful attack is the triple slash. This attack is devastating.
He will use his two swords to slash at Raiden three consecutive times. Often
if he lands one blow he will land all three. That means you don't want to be
near him at all when he does this. You'll know this is coming because he will
have a blue-ish glow about him right before he does it. When you see that
glow make a run for it. While he is doing the combo you can circle around and
attack him from behind. This attack cannot be blocked.
It will take some time for you to recognize his pattern and characteristics of
each attack, and how to deal with them. Don't become frustrated.
--- PHASE TWO ------------------
When he has a little bit less than half health he will get rid of his
tentacles and a new phase will start. He will do fire dashes all across the
roof, and then charge at you trying to knock you down or do one of his sword
attacks. He will only use a few attacks in this phase, you can automatically
eliminate all the ones that involved his tentacle arms; these attacks are the
triple slash, elbow smash and the lunge. He will precede all of these attacks
with some really fast, consecutive fire dashes. He will end by charging at
you and using one of the mentioned attacks.
Watch him dash across the roof and be prepared to move once he moves towards
you. Once he begins to charge at you flip out of the way and get behind him
to do an attack. This keeps you out of harm's way and allows you to attack
Solidus. You can also try flipping into him when he is dashing at you, you
will either wind up behind him so that you can attack him or you will knock
him over, reducing his stun bar. If you can't keep track of him while he's
doing his fire dashes you can try backing into a corner. If you do this he
will often only do one fire dash. This gives you a little less to keep track
of.
One point of interest is that Solidus has an eye patch on his left eye. This
means that he cannot see as well over there and he has a bit of a blind spot.
If you can slip into this spot you will be able to attack effectively some of
the time.
Once the cinematic cuts in, the game is essentially over. You can sit by and
watch the ending. It is absolutely imperative that you don't shut the game
off once the ending credits start rolling. There's more of the ending after
the credits and one enormously shocking plot twist to be revealed. Hope you
enjoyed the game as much as I did! It's my favorite.
And just for kicks...
El Greco's ending statistics
----------------------------
Time : 2:31:59
Save : 3
Continue : 4
Alerts : 8
Killed : 88
Rations : 2
That's not my best but that's what I got while I was writing this guide. Hope
you enjoyed the walkthrough and found it useful.
* RANDOM TRIVIA *
Vamp is visible in the ending cinematics. As Raiden and Snake are looking at
the dog tags, look past them at the taxicab. See anyone familiar?
*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~
07) Missions
*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~
***note*** To give you a rough idea the mission difficulties roughly
correspond to the SOL difficulties like this.
Raiden- Easy
Raiden(ninja)-Hard
Raiden X- Normal
Snake- Normal
Pliskin- Hard
Tuxedo Snake- Hard
MGS1 Snake- Extreme/European-Extreme
When you first start your screen will look something like this...
Raiden
?????(Ninja Raiden)
?????(X Raiden)
Snake
?????(Pliskin)
?????(Tuxedo Snake)
?????(MGS1 Snake)
These are the requirements to obtain each character...
Raiden- default
Raiden (ninja)- Raiden 50% complete
X Raiden- Raiden and Raiden (ninja) 100% complete
Snake- default
Pliskin- Snake 50% complete
Tuxedo Snake- Snake and Pliskin 100% complete
MGS1 Snake- All characters 100% complete
This is the general layout of the missions...
MISSIONS
|
|-VR MISSIONS
| -Sneaking (10 missions each)
| -Sneaking-Sneaking
| -Sneaking-Eliminate All
| -Weapon Mode (5 missions each)
| -Handgun
| -Assault Rifle
| -C4/Claymore
| -Grenade
| -PSG1
| -Stinger
| -Nikita
| -HF Blade (Raiden/Raiden (ninja) only)
| -No Weapon (Snake, Pliskin, Tuxedo Snake, MGS1 Snake)
| -First Person View Mode (5 missions)
| -Variety Mode (varied)
|
|-ALTERNATE MISSIONS
| -Bomb Disposal Mode (5 missions)
| -Eliminate All Mode (10 missions)
| -Hold-Up Mode (10 missions)
| -Photograph Mode (varied)
Mision types and descriptions are below.
____________
/VR MISSIONS/
¯¯¯¯¯¯¯¯¯¯¯¯
_______________________________________________________________________________
SNEAKING-SNEAKING
GOAL-Reach the goal without being detected by enemy soldiers. The training
session will end if the player is discovered.
_______________________________________________________________________________
SNEAKING-ELIMINATE ALL
GOAL-Eliminate the enemy troops to clear a stage. It is not necessary to
eliminate reinforcement troops. Enemy Troops can be killed, knocked out or
tranquilized. The training session ends if the player is discovered.
_______________________________________________________________________________
WEAPON MODE
GOAL- Destroy all of the targets within the allotted time.
Targets- there are 4 types of targets...
Normal(Blue)- Shoot these to increase your point total.
Explosive(Orange)- when these are destroyed they will explode, all targets
within its blast radius will be destroyed.
Panel(Black)- these usually block your way to something. When destroyed they
do not increase your point total.
Negative Points(Red)- when these are destroyed your total points will be
reduced.
_______________________________________________________________________________
Variety Mode
This is a special training mode with a variety of different objectives. This
mode cannot be initially accessed. Clear all of the other VR Training Modes
with Raiden and Snake to unlock.
_____________________
/Alternative Missions/
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
_______________________________________________________________________________
BOMB DISPOSAL MODE
In this mode the goal is to locate all the bombs placed within the area and
freeze them. Some bombs are cleverly hidden; use FPV to find them. When all
the bombs have been frozen the stage is automatically completed.
_______________________________________________________________________________
ELIMINATION MODE
In this mode, the goal is to defeat all of the enemy soldiers by killing them,
knocking them out, or putting them to sleep. When a soldier has been
eliminated he will automatically disappear from the mission stage. When all
enemy soldiers have been defeated the stage goal appears.
_______________________________________________________________________________
HOLD UP MODE
In this mode, the goal is to hold up all enemy soldiers. Once a soldier has
been held up, he disappears from the stage. Accidentally killing a soldier
will automatically end the mission in failure. If a soldier is put to sleep
or knocked out, it will be necessary to wait until he recovers. When all
enemy soldiers have been held up, the stage goal appears.
_______________________________________________________________________________
PHOTOGRAPH MODE
In this mode, the goal is to use the digital camera to capture specific photos
within the time limit. Search the area for the photo/image that needs to be
captured. If the correct photo is taken the stage is automatically completed.
Points are awarded based on the quality of the photo and the amount of time it
took to complete the mission.
-------------------------------------------------------------------------------
* 7.1 Raiden
-------------------------------------------------------------------------------
"Nice work!"-1st place point total.
"Jack you're great!"-2nd place point total.
"Good work Raiden"-3rd place point total and below.
"Damnit!"- didn't beat one of your high scores on a replay.
____________
/VR MISSIONS/
¯¯¯¯¯¯¯¯¯¯¯¯
_______________________________________________________________________________
SNEAKING-SNEAKING
Goal-Reach the goal without being detected by enemy soldiers. The training
session will end if the player is discovered.
Level 01
Time: 2:00
Run to the corner in the north, when the guard passes head for the goal.
Level 02
Time: 2:00
Wait at the corner in front of you until the south guard heads east.
Run north from where the guard was standing and flip the guard when he
pauses. Run to the goal.
Level 03
Time: 2:20
Wait for the guard closest to you to head north. Trail him until he reaches
the end of the path. Flip him and run east to the goal before he calls for
help.
Level 04
Time: 2:20
Tap on the wall just north of where you are. Run north and hide in the
east/west path on the right. Throw a magazine to the right to distract the
guard and head around the block to the goal.
Level 05
Time: 2:40
Hang over the railing next to the stairs and drop down onto the guard. When
the guard to the east turns north walk over the black grates and lean up
against the small block on the left. Wait for the guard to turn back south
and the head to the goal.
Level 06
Time: 2:40
Jump over the small gap in the barrier to the right. Run east over the white
disappearing floor. Wait for the guard to look south and run north. It
doesn't matter if you step in the black water squares. Turn right and wait
for the east guard to come north and stop beside you. Flip him and run to the
goal.
Level 07
Time: 2:40
Stuff the body into either locker and stay concealed until the guard turns
back north. Trail him, flip over the water, and when he comes to the square
block turn into the area where the other guard is. Head past him quickly and
go south and to the right. Stop by the corner and when the last guard pauses
to your right, flip him or just run past him.
Level 08
Time: 2:40
Run through the passage in the middle, under the camera. Pause by the wall on
the right. Wait for the guard to pass and then run north sticking to the wall
on the right to avoid the camera. Stop to the right of the block by the
stairs and wait for the guard in the west to turn south. Run up the stairs on
the left as the guard on top is walking past. Go to the goal.
Level 09
Time: 2:40
Grab the cardboard box and equip it. When the guard north of you turns run to
the right of the him and stop. When he turns around quickly go to the left of
the block just in front of the wall. When the guards are facing away run to
the goal.
Level 10
Time: 4:00
Run up the staircase to the east and hide in one of the small niche in the wall
Wait for the guard to pass and then go down the stairs and under the bridge.
Wait for the guard in the north east to turn north, flip him and go to the
goal.
_______________________________________________________________________________
SNEAKING-ELIMINATE ALL
Level 01
Time: 2:00
Enemies: 1
The guard's position has changed from the last time you played this level, but
don't worry this gives you more time to set up your attack. Grab the M9 and
stand in the north/south hallway. Go into FPV and look to the north where the
guard is walking to and wait for him to walk out into the open. He will
continue to face east for a while, long enough for you to line up a head-shot
and dispose of him. Once he is down go to the goal in the north.
Level 02
Time: 2:00
Enemies: 3
Wait at the start until the guard closest to you (facing south) turns and walks
away. Grab the M9 from in front of the position where he was and follow him.
When he stops hold him up and send a dart into his skull. Now, go north and
follow the guard patrolling east/west. He will stop in the east and turn
south,at this time approach him from the west and hold him up and shoot him in
the skull. Now for the last guard, wait for him to turn away from you, it
doesn't really matter which direction he is treveling in and hold him up and
dispose of him. Go to the goal when he is gone.
Level 03
Time: 2:20
Enemies: 3
Quickly, as soon as the level starts, run to the east and grab the M9. Stand
in the position where the M9 was and tranq the guard in the north, immediately.
Now go west and north, to the guard who is patrolling all the way in the side
corridor. Stand as far away from the position where he is standing and pump
a round into his head. Now the last guard is rather simple, simply wait for
him to head north and then run up behind him and hold him up, and shoot him.
Go to the goal in the northeast.
Level 04
Time: 2:20
Enemies: 3
Knock on the wall here and then head north, going the opposite way as the
guard is. Now run north and grab the M9, hurry back to where the guard is and
hold him up. Tranq him and head north. Go towards the guard in the northwest
and wait for hm to turn north, quickly run up behind him and tranq him. Now go
just a bit north and shoot the guard in the east from across the way. Go to
the goal in the northeast.
Level 05
Time: 2:40
Enemies: 5
Run along the railing on the right side of the platform you are on and grab the
M9. Shuffle along the wall (so that your back is to the guards in the north)
and do a jump-out shot to nail him. Now go onto the walkway and click the
auto-aim button, shoot the guard on the walkway and then click it again, shoot
the guard on the platform below you. Now go to where you picked up the M9 and
shoot the two guards on the lower levels. Try to get the guard who is
patrolling north/south first, as he will move out of your view quickly. Go to
the goal once all the guards are down.
Level 06
Time: 2:40
Enemies: 4
Climb atop the platform and grab the M9. Click the auto-aim button and shoot
the guard it points you at. Now look north and shoot the stationary guard.
Jump down from the box and run east and then north, towards the sleeping guard.
Go right up to him (don't worry he doesn't bite unless you wake him up) and
shoot him. Now go east and hold-up the guard patrolling north-south. Tranq him
and go to the goal.
Level 07
Time: 2:40
Enemies: 4
Don't worry about the M9 on this level. Quickly hold up the guard closest to
you and shoot him. Now, wait for the next guard to come down south, towards
ou, and get a good bead on his head, when you feel confident then shoot him.
Now run north and around the barrier, hold-up the guard who is looking south
and shoot him. Now wait for the last guard to turn north, hold him up and
shoot him. Go to the goal.
Level 08
Time: 2:40
Enemies: 4
Run towards the M9 and immediately go into FPV and shoot the guard that the
auto-aim brings you to first. Wait here and another guard will appear on the
lower level, shoot him and go up the stairs in the east. Shoot the guard in
the north and then go to the top of the stairs. Shoot the guard atop the
platform by the goal if he hasn't already collapsed and now look down the
stairs, anothe guard will appear on the other side of the level, shoot him. Go
to the goal atop the next platform.
Level 09
Time: 5:00
Enemies: 3
Grab the M9 and wait for the guard north of you to turn north. Hold him up and
tranq him and wait there. The guard in the middle of the level will turn
towards you and look due-north, QUICKLY run up to him and tranq him. Now wait
for the guard in the north to turn to the east, run up to him and tranq him.
Go to the goal.
Level 10
Time: 7:00
Enemies: 5
Run east and grab the M9, hop over the boxes and run up the stairs. Wait for
the guard to come up the stairs in the north and then tranq him. Stand at the
top of the stairs (staying concealed from the guard atop the other platform by
staying behind the column) and shoot the guard at the bottom of the stairs.
Now wait for the guard atop the other platform to head south and take a shot at
him. Now go to the bottom of the stairs and shoot the guard in the north. Run
north and go mid-way up the side (of that box shaped area) in the east and look
to the west, a guard will come out into the open so that you can shoot him, do
so and go to the goal.
_______________________________________________________________________________
WEAPON MODE
***note*** these missions will not be covered because they are very straight
forward and I feel do not require explanation.
-----Weapon Stages---------------------
Handgun
Assault Rifle
C4/Claymore
Grenade
PSG-1
Stinger
Nikita
HF Blade
_______________________________________________________________________________
Variety Mode
Level 01
Time: 2:00
As soon a s the level starts go north and to the left of the mine. Continue
along the path and go to the right of the next mine. Crawl through the vent
and hop over next few obstacles. Climb all the way up the boxes to the right
and then cartwheel over the gap. Climb up some more boxes and wait for the
mines to change positions once. Cartwheel over this gap immediately after they
do. Cartwheel to the nest platform to the right. Hang over the railing and
drop down. Go to the goal.
Level 02
Time: 2:30
Same as last time just use the lock on button and go to the left at the fork
instead of climbing up the boxes. Get the AK at the end to blast through the
barriers on the last part.
Level 03
Time: 2:30
Use the hang-drop technique to make your way down the tower and across the
railings to the goal. Try to get as many hang drops as you can on the tower
to get you to the Level 2 grip. This will make things a little bit easier
close to the end.
Level 04
Time: 3:00
This is one of the harder missions, just keep practicing over and over until
you get it. Take a pentazemin, crouch or lie prone, and try dropping down to
the bottom level using the hang-drop method, to give yourself a better sniping
position.
Level 05
Time: 6:00
I find this mission much easier to finish when you have been found, so that
the guards shoot at you and reveal their position. You don't take much damage
anyway, so when you start get caught by pointing the USP at the guard on the
upper floor in the north east. Shoot him and then travel around the immediate
area picking off any guard that may come. Head up the platform via the stairs
in the east and shoot either one or two guards that may be on top, look out to
the northwest and shoot the guard there. Now head north and then east. You
should go by a large mirror. If their is a guard shooting at you here travel
around the corner and shoot him. Now there should be one more guard here,
travel east until you see him, shoot him and go all the way east to the goal.
Level 06
Time: 2:30
"Aaahhhhhhhhh It's Guardzilla!" Head east and climb up the barriers and drop
down, hide behind the post until the guard behind you roars. Run north and
hide in the little corner provided by the block. Wait for the guard to roar
again and head north, go up the stairs but stay below the edge of the wall, a
guard will look down here. When the guard passes run up the stairs and
immediately run up the stairs to the left. When you reach the top, stay behind
the barrier until the guard roars. When it is clear run east and cartwheel
over the gap. Stay behind the barrier before you get to the goal and when the
guard looks away, go to the goal.
Level 07
Time: 25:00
Clear all the stages killing the opponents until you get to the Gurlugon
battle. Use the Stinger to shoot at the green squares, shoot one of them and a
little target will reveal itself. Shoot the target with the PSG-1 and then
repeat until all of them are gone. Use your pentazemin carefully. When
Gurlugon roars that means that he is about to shoot a little paralyzing beam at
you just cartwheel away from the place where you were. This isn't too hard.
Another strategy is just to let him shoot you at the middle block and he will
break it apart, revealing a book. Use it and stand by it. Instant win.
_____________________
/Alternative Missions/
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
_______________________________________________________________________________
BOMB DISPOSAL MODE
Level 01
Time: 7:00
Bombs: 2
1. In room to the north. Look in the northwest part of the room, near the
ceiling.
2. In the west passage, behind the small boxes on the container. Right by
the stairs.
Level 02
Time: 10:00
Bombs: 2
1. Above leftmost locker in the room you start out in.
2. Under the stairs in the middle of the engine room. Go to the other side of
the gap to freeze.
Level 03
Time: 15:00
Bombs: 3
1. In the sink in the room to the left.
2. Under the walkway next to the second RAY on the right.
3. Go to the Ascending Colon. It is near he top of the door you came out of.
Level 04
Time: 20:00
Bombs: 5
1. On the guard on the stairs, do not shoot the guard before it is frozen.
2. Same as above.
3. In the locker room to the south. In the top of a locker in the west.
4. Deck-B, in a little niche in the wall to the southeast.
5. Deck-D, on one of the hanging frying pans in the kitchen.
Level 05
Time: 25:00
Bombs: 5
1. On the ceiling of the transformer room, above the lockers.
2. BC Connecting Bridge, right next to the big 'C'.
3. Strut C, in the doorway to the women's room, above the doorway to the right.
4. CD Connecting Bridge, Bottom level of the bridge, on the railing.
5. Strut D, above the stairs that go to the Shell 1-2 Connecting Bridge.
_______________________________________________________________________________
ELIMINATION MODE
Just eliminate the guards the guards. This really does not need to be covered,
it is very easy. Go for no kills for extra points.
_______________________________________________________________________________
HOLD UP MODE
Just hold up the guards, very simple. The faster you do it the better your
score.
_______________________________________________________________________________
PHOTOGRAPH MODE
Level 01
Time: 5:00
The statue is above the lockers to the east.
Level 02
Time: 5:00
Lay down a Book where the guards are patrolling, now go back south and
wait for the guard to jump up in the air.
Level 03
Time: 5:00
Shoot the glass when the guard is standing by it and quickly snap a picture.
You need to work pretty fast on this level, it will probably take you a few
tries.
Level 04
Time: 5:00
Knock out a guard with a the nikita and take a picture of the stars that
circle his head. Sorry no astrophotography today.
Level 05
Time: 5:00
Go down to the area where you start the Tanker Chapter and take a picture the
guard, notice how the RP Sensor doesn't respond to his presence.
Level 06
Time: 5:00
Go to where the marine's body is and shoot the light, whip out your camera and
take a picture of the figure that is floating up at you. Creepy, huh? maybe
I'm just a wuss.
-------------------------------------------------------------------------------
* 7.2 Ninja Raiden
--------------------------------------------------------------------------------
"Nice work!"-1st place point total.
"Jack you're great!"-2nd place point total.
"Good work Raiden"-3rd place point total and below.
"Damnit!"- didn't beat one of your high scores on a replay.
_______________________________________________________________________________
SNEAKING-SNEAKING
Level 01
Time: 2:00
Run to the corner and wait for the guard to pause at the intersection. Run
behind him and go to the goal.
Level 02
Time: 2:00
Wait at the start until the guard in the middle turns to the east. Trail him
until he pauses. When he does go north and left to the goal.
Level 03
Time: 2:20
Punch the guard just north of you to attract the attention of the guard in the
middle passage. Run back south and go through the middle passage to the goal.
If there is a guard standing there flip through him and go to the goal.
Level 04
Time: 2:20
Knock here at the start and go the opposite way of the guard. Go north and
stop on the other side of the block of the guard on the right. Knock here
and go the other way. Go to the goal.
Level 05
Time: 2:40
Hang over the railing and shimmy over behind the guard on the walkway. Wait
for the guard in the east to turn east and knock him over or kill him the
sword, this will attract the other guards on the lower level. Hang over the
railing and drop down to the goal.
Level 06
Time: 2:30
Knock out the guard just north of you when he reaches the end of his patrol
route, in the east. Go north and knock out the guard to the east of you. Go to
the goal.
Level 07
Time: 2:30
Unequip your sword and drag the guard into a locker. Hide until the guard
turns back north. Knock him out with your sword and run south. Run behind the
guard to the east and then wait for the guard here to turn east. Flip through
him and go to the goal.
Level 08
Time: 2:40
Run up the stairs in the east and wait for the guard north of you to pause,
looking east. Run behind him and wait for the guard by the goal to look north.
Run down the stairs and wait here until the guard by the goal is looking north
again this time on the left. Go to the goal.
Level 09
Time: 5:00
Knock out the guard north of you to attract the attention of the other guard.
Go east and wait for the guard in the north to east. Go to the goal.
Level 10
Time: 4:00
Go in the vent to the east and north. Crawl until you are by a sunny spot.
Pause there and wait for the guard to pass. Crawl past and go left at the
intersection. Follow the vent until you are in the open. Drop down over the
railing and wait for the guard by the goal to turn away. Immediately when he
does this RUN to the goal.
_______________________________________________________________________________
SNEAKING-ELIMINATE ALL
These missions are very easy and really do not need to be covered. If you
really want a walkthrough for this I will write up a section.
_______________________________________________________________________________
WEAPON MODE
***note*** these missions will not be covered because they are very straight
forward and I feel do not require explanation.
-----Weapon Stages---------------------
HF Blade
_______________________________________________________________________________
Variety Mode
Level 01
Time: 6:00
This is basically an eliminate all mission. Just kill, kill, kill.
_____________________
/Alternative Missions/
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
_______________________________________________________________________________
BOMB DISPOSAL MODE
Level 01
Time: 7:00
Bombs: 2
1. In the vent shaft in the room where the president was, right across from the
door. Crouch to freeze.
2. In the vent shaft right by the first set of stairs. Next to the stack of
boxes.
Level 02
Time: 10:00
Bombs: 2
1. On the bottom level of the side that you started on. On the box in the
south end of the level. Go to the other platform to freeze.
2. In the southwest [art of the engine room. On the wall of the engine room,
on the lower level.
Level 03
Time: 15:00
Bombs: 3
1. In the torture room, right under the machine that Raiden was strapped to.
2. Jejunum, on the head of the second RAY on the right. Go to upper level
to freeze.
3. All the way in the northern part of the Jejunum part. Go to the upper level
and go halfway down the stairs. Get as close as you can until you can freeze
it. Crouching may help.
Level 04
Time: 20:00
Bombs: 5
1. Deck A, Crew's Lounge. Right above the stairs by the door on the right.
Stick to the left side of the stairs when coming up.
2. Deck B, Crew's Quarters. In the south part of room. Near the ceiling
approach from the east.
3. Aft Deck. Top walkway in the west. Look for a vertical pole. It is on the
side facing away from the screen.
4. Deck C, Crew's Quarters. In the east, behind the crates blocking the
stairs.
5. Deck D, Crew's Quarters. In the kitchen, hidden in the vent above the
stove.
Level 05
Time: 25:00
Bombs: 5
1. Strut B, Transformer Room. In the west in between the first and second
cameras. Look between the pipes.
2. BC Connecting Bridge. On the broken part of the bridge, on the beam that
extends out.
3. Strut C, Dining Hall. In the kitchen punch the boxes on the shelf and it
should fall over, revealing the bomb.
4. CD Connecting Bridge. Run over the panels on the bridge and let them all
fall. It is under the bridge. Crouch on the bottom between the gaps on the
right.
5. Strut D, Sediment Pool. In the north, by the stairs. Do a hang-drop move
and get to the lower level. It is under the first step.
_______________________________________________________________________________
ELIMINATION MODE
Just kill the guards, watch out for invisible guards (yes, invisible) and use
the blue blade for no kills, for a higher score.
-------------------------------------------------------------------------------
* 7.3 Raiden X
-------------------------------------------------------------------------------
"Nice work!"-1st place point total.
"Jack you're great!"-2nd place point total.
"Good work Raiden"-3rd place point total and below.
"Damnit!"- didn't beat one of your high scores on a replay.
____________
/VR Missions/
¯¯¯¯¯¯¯¯¯¯¯¯
_______________________________________________________________________________
STREAKING MODE
Time Limit: 2:30
Level 01-01
Wait at the corner until the guard passes and then go to the goal.
Level 01-02
Roll through the guard in the middle and go to the goal.
Level 01-03
When the guard closest to you turns to the east pass him and go right and wait
in the corner until the guard north of you, in the middle passage turns north.
Flip through him and go to the goal.
Level 01-04
When the guard just north of you turns south run immediately north and to the
left, wait for the other guard in the east to look south and run to the goal.
Level 01-05
Wait for the guard closest to you to turn back north and go up the stairs to
the east. Grab the cardboard box and pass the guard on this level when he
looks away. Run down the stairs and wait for the guard to turn south and the
guard on top of the stairs to stop in the west. Run up the stairs and go to
the goal. Yes, you may want to avert your eyes for a moment while Raiden poses
for the camera. (shivers)
-------------------------------------------------------------------------------
* 7.4 Snake
-------------------------------------------------------------------------------
"Congrat's Snake!"-1st place point total.
"You know what You're doing."-2nd place point total.
"All right.!"-3rd place point total and below.
"Damn!"- didn't beat one of your high scores on a replay.
_______________________________________________________________________________
SNEAKING-SNEAKING
Level 01
Time: 2:00
Run up the corridor and hide in the alcove closest to the guard. When he turns
and passes you run to the goal.
Level 02
Time: 2:00
Run east to the end of the wall. Wait for the guard in front of the goal to
turn west. Run behind him and after the guard looking at the goal turns, run
to the goal.
Level 03
Time: 2:20
Run to the nearest guard and stand on his right side. When he looks south
stand behind him and wait for him to turn back east. Follow the guard in the
north/south corridor and wait at the corner. When he comes back run to his
side and to the goal.
Level 04
Time: 2:20
Throw a magazine to the guard all the way in the east. Run north after the
second guard goes past you going west. Throw another magazine into the alcove
in the north. This should distract the guard to investigate, now you can flip
the remaining guard and go to the goal.
Level 05
Time: 2:40
Hang over the railing and shimmy to the north. Flip over the railing when the
guard turns south. Trail the guard heading west now and flip him. Hang over
the railing and drop onto the goal.
Level 06
Time: 2:40
Go north and flip over the two wet spots. Wait for the guard to stop at the
corner and go past him. Roll over the grating on the northern path but when
you do hold down X after you roll, this will put you into a crawl position.
Crawl behind the post and stand up. When the guard to the south of you turns
south go east and hop over the ledge to th goal.
Level 07
Time: 2:40
Shove the unconscious guard into the locker on the left, as the one in the
south is locked. Wait in the small alcove until the guards turn back north.
Now trail them until they turn to inspect a small corridor on the right. When
they resume their patrol go to where the guards were looking. Wait in the
north/south part of it and when the guard in the east comes to your position
run past him and go to the goal in the north.
Level 08
Time: 2:40
Run up the stairs in the east and in the north hold-up the guard. Tranq him
and go to the top of the stairs. Tranq the guard below the security camera.
When the guards in the south turn away go to the goal. If you do this fast
enough you will not have to worry about attack teams coming to investigate the
tranqed guard.
Level 09
Time: 5:00
Get the cardboard box and quickly run north. Equip the box and run east, the
guard in the south is the only one that can see you at the moment, so wait
until he turns away and go to the right of the wall. Now you need to make it
to the upper west side(not NYC). So wait until the guards are looking away and
run to the location behind the stationary guard. Now all you need to do is run
to the goal when the guard to the north turns east.
Level 10
Time: 4:00
Run east and go up the stairs. Now stand behind the guard when he looks to the
west. When he turns go down the stairs and head north. You should be able to
run straight to the goal if you have done this fast enough.
_______________________________________________________________________________
SNEAKING-ELIMINATE ALL
These missions are very easy and really do not need to be covered. If you
really want a walkthrough for this I will write up a section.
_______________________________________________________________________________
WEAPON MODE
***note*** these missions will not be covered because they are very straight
forward and I feel do not require explanation.
Goal- Destroy all of the targets within the allotted time.
-----Weapon Stages---------------------
Handgun
Assault Rifle
C4/Claymore
Grenade
PSG-1
Stinger
Nikita
No Weapon
_______________________________________________________________________________
Variety Mode
Level 01
Time: 2:00
Run through the corridor without stopping, or else you will fall. Run tightly
around the first and second corners and wide around the third. Crawl under the
wall and hop over the barriers. Now all I can say is run the rest of the way
quickly and avoiding the mines. That is all I can really say.
Level 02
Time: 2:30
For this all you have to do is run while keeping the lock on button pressed
down. Shoot when you see the target surrounded by red figures. Follow the
same route as last time and go into FPV to shoot the targets that are far away.
Level 03
Time: 3:00
This is basically the same as Raiden's Level 03 Variety, except you have a
shorter time to hang and you have to avoid mines which makes it a little bit
harder because if you get hit by one you might fall or it will take your life
away so that you have less hanging time.
Level 04
Time: 3:00
Aauugh! This mission is a pain! All I can say to you is, take a pentazemin,
crouch or lie down to steady your aim. You may want to go to the lower level
to get at a better vantage point.
Level 05
Time: 6:00
This is basically an eliminate all mission. Take out all the guards in the
dark and beware of the guards with shotguns.
Level 06
Time: 3:00
Another level with huge guards. Immediately run to the barrier on the right of
the screen. When the guard looks away run to the platforms on the right.
Climb up and immediately jump behind the barrier all the way on the right.
Wait for the guard to look away towards the platforms you climbed up and run
north to the barrier in front of him. Wait for the guard next to you and the
guard in the north to roar then the guard next to you will turn away. Run
north and go up the stairs to the east. Watch the window until the guard turns
away. Head up the stairs and wait near the top. You should wait for the guard
on the left to move back towards the right, he should pause near the guard who
is roaring and facing the window. Go up the stairs on the outside of the
building and be sure to watch for the guards, because sometimes they look over
the top of the building, I have been caught several times by them when I was
only about a tenth of a second away from reaching the goal, which really sucks.
Level 07
Time: 20:00
You will have to progress through three levels here and then a boss. In the
first level just throw a stun grenade at the soldier and he should get knocked
out. Just kill all the soldiers in the second and third rounds, until you get
to see a small cut-scene take place. Anti-Genola Super Weapon Mech or
something like that is after you, this looks like trouble. Now you sort of
need to play rocket hockey. Get the stinger in the south and shoot it at the
head of the mech. It should spin around and fall off. Now use the stinger
missiles to push it into the small opening at the back of the area. Once it is
through the mech will lose a chunk of health. Do this until it dies.
Occasionally it will shoot out these little mini-Genola's. Hide in the little
space in the south west of the area to avoid them.
_____________________
/Alternative Missions/
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
_______________________________________________________________________________
BOMB DISPOSAL MODE
Level 01
Time: 7:00
Bombs: 3
1. On the ceiling near the sleeping guard at the bottom of the stairs.
2. In the vent in the small camera room in the west.
3. In the very north east of the room, in the small alcove under a circuit
breaker type box.
Level 02
Time: 10:00
Bombs: 2
1. On the inside of the second staircase, it is on the railing on the side that
is not facing the screen.
2. By the water proof hatch where you shot out the Semtex sensors on the Tanker
mission.
Level 03
Time: 15:00
Bombs: 3
1. Arsenal Gear, Stomach. Under the cart in the torture room.
2. Arsenal Gear, Jejunum. On top of the storage container on the first floor
in the north. Go to the second level on the right side to freeze. Crouch to
freeze.
3. Arsenal Gear, Ascending Colon. In the south on the left side. Go to where
the yellow area is and crouch, it is under the pipes.
Level 04
Time: 20:00
Bombs: 5
1. Deck A, Crew's Lounge. In the wet-bar, behind the bottles. Punch the
bottles to see the bomb.
2. Deck B, Crew's Quarters. In the staircase in the east, the one that is
blocked by boxes. Go up the stairs and look up towards the ceiling.
3. Aft Deck. In the west, all the way in the north, past the white box. You
should see it when you get to the spot that is in between the small container
and the wall.
4. Deck C, Crew's Quarters. On the small cross-beam right before you get to
the area with the stairs and the locker.
5. Deck D, Crew's Quarters. In the food pantry in the east. DO NOT SHOOT THE
GUARD! Drag him away first and then dispose of him. If you shoot him while he
is standing over the bomb, he will fall on it causing it to explode.
~~~~~~~~~~~~~~
` Level 05 `
` Time: 25:00 `
` Bombs: 7 `
`~~~~~~~~~~~~~`
1. Strut B, Transformer Room. In the transformer room under the metallic
grates. Go to the lower level and crouch. Look under the grating, you should
see the bomb.
2. BC Connecting Bridge. Right above the exit from Strut B. Out in the sun.
3. Strut C, Dining Hall. In the men's bathroom. Above the left crapper.
4. CD Connecting Bridge. Wedged in between the walkway and the big pipe, on
the side of the bridge that you came out on.
5. CD Connecting Bridge. Go to the upper level and right where the railing
isn't solid, stand there and it should be right where the two different
railings meet.
6. Strut D, Sediment Pool. Where you found the original Strut D bomb. It is
past the railing in an inaccessible area. You should be able to freeze it from
the other side of the railing.
7. Strut D, Sediment Pool. By the door to the DE Connecting Bridge. Go to the
lower level and is planted on the railing above the door.
_______________________________________________________________________________
ELIMINATION MODE
These missions are very easy and really do not need to be covered. If you
really want a walkthrough for this I will write up a section.
_______________________________________________________________________________
HOLD UP MODE
Just hold up the guards, very simple. The faster you do it the better your
score. If you need help with the actual hold-up technique then you should
consult my Hold-Up explanation in my Basic Actions section.
_______________________________________________________________________________
PHOTOGRAPH MODE
Level 01
Time: 5:00
This level's goal changes every time so it is difficult to write a guide for
this mission. Take a good look at the picture and search the lockers.
Level 02
Time: 5:00
Stand by the guards shoulder and wait for him to access the computer. He will
bring up the picture that you need. Snap a shot when he does.
Level 03
Time: 5:00
In the middle locker of the locker trio in the west.
Level 04
Time: 5:00
Today you will be snapping a photo of a well known MGS figure. Go to the
upper west side of the engine room, on the top-most balcony and look east.
Wait for the figure to pose in the way that the silhouette does.
Level 05
Time: 5:00
NOOOOOOOOOOOOOOOO!!!!!! Somebody killed Raiden!! (starts sobbing hysterically)
Well, actually maybe it isn't so bad...yea actually it's a good thing. Now who
dunnit? Hmmm it could be that fat bastard skating around on the other side of
the glass. Or maybe it was that picture of Snake in the small room to the
right. Well, it turns out that both of them did it.
Level 06
Time: 5:00
Hmmm...evil's still afoot. It appears that somehow the groin area was involved
in all of these deaths. Looks like they were grabbed and squeezed in that area
by somebody. Now, once again, who dunnit? Who in this game was a crotch
grabber? Bi-sexual CMC Dolph? No not him. Stillman, the man with the fake
prosthetic leg? No, he was in that closet the whole mission...by himself and
..well it wasn't him just in case you were wondering. Oh yeah! It was
President Johnson (get it "Johnson"? huh...?) Now take a picture of him, he
may all of a sudden do a Vamp thing and quickly back flip over towards Stillman.
Level 07
Time: 5:00
The southern locker in the east. The mole is on the left side of her face.
-------------------------------------------------------------------------------
* 7.5 Pliskin
-------------------------------------------------------------------------------
"Congrat's Snake!"-1st place point total.
"You know what You're doing."-2nd place point total.
"All right.!"-3rd place point total and below.
"Damn!"- didn't beat one of your high scores on a replay.
_______________________________________________________________________________
SNEAKING-SNEAKING
Level 01
Time: 2:00
Just run straight to the goal after the guard passes the corner.
Level 02
Time: 2:00
Wait at the start until the guard in the middle turns to the east. When he
does, follow him and go north to the goal.
Level 03
Time: 2:20
When the guard just north of you turns and walks away hold him up and then kick
him, the noise will attract the attention of the guard in the east. When he
comes to investigate you will have a clear path through the south. Watch out
for the guard patrolling in the east though. Run to the goal.
Level 04
Time: 2:20
Throw a magazine out towards the guard so that he walks away to investigate.
Run north through the middle and stop in between the two blocks where the
guards are patrolling. When the guard to the east turns away, flip him and
go to the goal just north of him
Level 05
Time: 2:40
Hang over the railing here and shimmy to the north. When you are behind the
guard jump back onto the platform. Wait behind the column for the guard in the
east to turn around and back again. Run up to him and flip him, hop over the
railing and when the guard below you moves, drop down onto the goal.
Level 06
Time: 2:40
Wait for the guard just north of you to turn to the east, also, wait for the
guard all the way north to turn away. Run up to the guard who was just north
of you and flip him. Run northeast and get in the little east/west space.
Hold up the guard by the railing and kick him away, now run to the goal in the
north.
Level 07
Time: 2:40
Stuff the unconscious guard into a locker and hide in the little alcove until
the guard patrolling comes and goes. Follow him and wait at the corner by the
block to the east. When the guard turns back around, the one patrolling the
area around the block, hold him up and kick him. Now run south to the main
corridor and follow it to where the next guard is patrolling. When he pauses
beyond the corner run behind him and go to the goal.
Level 08
Time: 2:40
Run up the set of stairs closest to you and look out through the hole in the
wall, to the north. Shoot out the camera and go down the stairs. Lean up
against the wall in the north, but to th and south of where the camera was,
and wait for the guard to come down. Hold him up and leave him there. Run all
the way into the north west corner of the bottom floor and let the guard atop
the stairs by the goal catch a glimpse of you. When he comes towards you, run
around the block, putting it in between you and him. Now run up the stairs to
the goal.
Level 09
Time: 5:00
Get the box and wait for the guard to turn north. Run up until you are a few
feet behind him and stop. When he turns back to the north, run all the way to
the east and go north. When the guard in the middle of the area is looking
west and the guard in the north is looking east run to the goal.
Level 10
Time: 4:00
Crawl in the vent to the north and crawl past the light spot. You should get a
PSG1-T on the way. Turn right and keep going straight. Stop right before you
exit the vent. Now take out the PSG1-T and wait for the guard in front of you
to come a little bit closer, then shoot him in the groin for an instant
takedown. Now get out the chaff grenades and throw one. Run straight to the
goal now, since the cameras are disrupted.
_______________________________________________________________________________
SNEAKING-ELIMINATE ALL
These missions are very easy and really do not need to be covered. If you
really want a walkthrough for this I will write up a section.
_______________________________________________________________________________
WEAPON MODE
***note*** these missions will not be covered because they are very straight
forward and I feel they do not require explanation.
-----Weapon Stages---------------------
Handgun
Assault Rifle
C4/Claymore
Grenade
PSG-1
Stinger
Nikita
No Weapon
_______________________________________________________________________________
Variety Mode
Level 01
Time: 3:00
Well, just equip the PSG1, crouch, take a pentazemin and fire away. Don't zoom
in or anything. When there is a break in the guards do a tactical reload by
quickly unequipping and then immediately equipping. There are only seven
guards so this is rather quick.
Level 02
Time: 6:00
Eliminate All Mission.
_____________________
/Alternative Missions/
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
_______________________________________________________________________________
BOMB DISPOSAL MODE
Level 01
Time: 7:00
Bombs: 2
1. On side of the railing facing away from the screen at the first staircase.
2. On the side of the vending machine in the small lounge in the northwest
of the room.
Level 02
Time: 10:00
Bombs: 2
1. On top of one of the lockers in the first room you are in.
2. On one of the walls in the northwest of the engine room, on the middle
level.
Level 03
Time: 15:00
Bombs: 3
1. Arsenal Gear, Stomach. On the lights atop the torture machine.
2. Arsenal Gear, Jejunum. On the top level by the first set of stairs. Go to
top floor via the stairs in the north.
3. Arsenal Gear, Ascending Colon. DO NOT GO NEAR THE RATION!! The bomb is
hidden behind it. The camera angle does not show it, just spray at the ration
and it will freeze.
Level 04
Time: 20:00
Bombs: 4
1. Deck A, Crew's Lounge. On the other side of the glass barrier near the
floor.
2. Deck A, Crew's Quarters. In the locker room in the south, in between the
locker and the wall in the middle of the room.
3. Deck C, Crew's Quarters. In the vent all the way in the east, by the stairs.
4. Deck D, Crew's Quarters. In the kitchen area. On the back of the bench all
the way in the back.
Level 05
Time: 25:00
Bombs: 5
1. Strut B, Transformer Room. In the middle locker, shoot the hinges until the
locker door falls to see it.
2. BC Connecting Bridge. Next to the 'B' on the outside of the strut.
3. Strut C, Dining Hall. On the bottom bench at the table in the north.
4. CD Connecting Bridge. Under the stairs in the east. Go down the first set
of stairs you come to and go across the bridge on the bottom.
5. Strut D, Sediment Pool. Under the walkway/stairs to the Shell 1-2
Connecting Bridge.
_______________________________________________________________________________
ELIMINATION MODE
Just eliminate the guards the guards. This really does not need to be covered,
it is very easy. Go for no kills for extra points.
_______________________________________________________________________________
HOLD UP MODE
Just hold up the guards, very simple. The faster you do it the better your
score.
-------------------------------------------------------------------------------
* 7.6 Tuxedo Snake
-------------------------------------------------------------------------------
"Congrat's Snake!"-1st place point total.
"You know what You're doing."-2nd place point total.
"All right.!"-3rd place point total and below.
"Damn!"- didn't beat one of your high scores on a replay.
_______________________________________________________________________________
SNEAKING-SNEAKING
Level 01
Time: 2:00
As soon as the mission starts tranquilize the guard and head for the goal.
Level 02
Time: 2:00
Run to the right and stop just before the end of the wall. When the guard
patrolling the east path turns north run to the goal.
Level 03
Time: 2:20
Run to the west path and run by the guard in the north. Then head towards
the goal in the east.
Level 04
Time: 2:20
Knock on the west side of the block and then head west. When the guard in
front of you turns to the west throw a magazine to the guard that is
watching the path right in front of the goal. Make sure it lands so that
he will face north when he investigates. Throw it just north of him in the
middle of the path. Then roll through him to get to the goal.
Level 05
Time: 2:30
Tranquilize the guard to the north of you quickly so that he does not turn
around and see you. Then get the guard to the northeast. Then hang over
the railing that is directly above the goal and drop down onto it.
Level 06
Time: 2:30
Head to the first intersection of the paths. Tranquilize the guard that
starts coming toward you, then quickly get the guard to the north. Then
where the guard fell head east and roll through the guard when he faces
north. Then quickly climb over the edge.
Level 07
Time: 2:40
Tranquilize the guard on the ground and then both of the guards that come
around the corner. Knock on the west side of the block and then head for
the goal.
Level 08
Time: 2:40
Head up the east stairs and tranquilize the guard to the north. Then
tranquilize the stationary guard at the bottom of the stairs. Head for
the goal when the other guard turns away.
Level 09
Time: 5:00
Tranquilize the guard that is just visible to the north, behind the wall.
Lean up against the block to the north, on the west side, and when the
guard in the north turns east head for the goal.
Level 10
Time: 4:00
There is a vent to the north, crawl in it until you get to a light spot.
When the guard moves over it head into the left vent(you should find a USP
there). Hang over the railing and head for the goal.
_______________________________________________________________________________
SNEAKING-ELIMINATE ALL
***note*** in these missions you will only get enough ammo for one shot on
each guard, so aim well. Also, holding up a guard is a sure way to
eliminate them. When shooting a guard go into FPV to ensure accuracy.
Goal-Eliminate the enemy troops to clear a stage. It is not necessary to
eliminate reinforcement troops. Enemy Troops can be killed, knocked out or
tranquilized. The training session ends if the player is discovered.
Level 01
Time: 2:00
Enemies: 1
Same as before just tranquilize the guard and head for the goal
Level 02
Time: 2:00
Enemies: 4
Quickly get the guard to the north. Then head east, hold up the guard
closest to you when he faces north, staying behind the block. Now got to
the right side of the block and hold up the guard staying out of sight of the
north guard. When the north guard looks away hold him up.
Level 03
Time: 2:20
Enemies: 4
Hold up the guard northeast of you and then get the guard in the west path
before he sees you. In the middle path get the guard when he heads north.
Now run south and get the guard before he turns around and head for the goal.
Level 04
Time: 2:20
Enemies: 4
Knock on the wall and go around and hold the guard up. Now follow the path
of the closest guard until you are close enough to hold him up. Knock on the
wall to attract one guard and head south and when he comes to investigate hold
him up. Now tranquilize the last guard and head for the goal.
Level 05
Time: 2:40
Enemies: 5
Tranquilize the guard north of you before he turns around now hang off the
railing in the south and drop onto the guard here. A guard may have seen
you after you did this so head up the stairs and wait for him to come around
and then shoot him. If not take aim at him while his back is turned and get
the 2 guards to the north. Now head back down the stairs, and get the guard
north on the lower level and on the upper level.
Level 06
Time: 2:40
Enemies: 4
As before hit the guard in the east and then turn north and get the guard who
should have his back to you. Now head east and hit the guard in the north.
Now where the guard fell stand by the wall and when the guard turns north hold
him up and climb up the ledge to the goal.
Level 07
Time: 2:40
Enemies: 4
Stand in the southeast corner, and when the two guards come out tranquilize
them. You will most likely have plenty of time to do this so don't rush it.
Now head east and stand in the south west corner and wait for the guard to
come out. Let him walk a few steps before shooting him, so you do not alert
the other guard. Now run to the other guard and hold him up.
Level 08
Time: 2:40
Enemies: 5
Go up the stairs and stand by the window-like opening. Stretch up and look
down and right. You should see a guard come out. Tranquilize him, then get
the guard on the upper level to the right and the guard directly in front of
you. Now stand directly under the camera to the north and when the last guard
turns east hold him up. Head up the stairs and go to the goal.
Level 09
Time: 5:00
Enemies: 4
Get the guard who is just visible behind the wall to the north. Now stand
where he was and look north again, you will have a clear head shot. When the
east guard turns north run to him quickly because he turns around quickly.
Now stand northeast of the last guard hidden behind a wall. When he faces
south strafe left and get in a good head shot.
Level 10
Time: 7:00
Enemies: 6
There is a guard north west. After tranquilizing him, run east and jump over
the box, run up the stairs and hold up the guard. Face east at the top of the
stairs and when the guard stops get in a head shot. When the guard on the
lower level heads east hold him up. Now look north, there is a guard there
who is wide open to a shot. Now head north and stand on the black squares in
the east. Look west and wait for the guard to walk out from behind the box.
Now head for the goal, and watch out for the camera, it can be very annoying
having finished a mission and getting caught 2 seconds before the end. The
best way to avoid the camera is to approach from the east, and climb up onto
the ledge directly under the camera.
_______________________________________________________________________________
WEAPON MODE
***note*** these missions will not be covered because they are very straight
forward and I feel do not require explanation.
-----Weapon Stages---------------------
Handgun
Assault Rifle
C4/Claymore
Grenade
PSG-1
Stinger
Nikita
No Weapon
_______________________________________________________________________________
Variety Mode
_____________________
/Alternative Missions/
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
_______________________________________________________________________________
BOMB DISPOSAL MODE
Level 01
Time: 7:00
Bombs: 2
1. In the bottom vent by the bottom of the first set of stairs.
2. Behind the circuit breaker in the room where the president was.
Level 02
Time: 10:00
Bombs: 2
1. Under the lowest walkway on the side of the room that you started on. Go to
walkway across the gap to see the bomb.
2. All the way in the west. Look on the bottom level, in the dark corner.
Level 03
Time: 15:00
Bombs: 3
1. Arsenal Gear, Stomach. On the ceiling of the torture room, look up when you
go through the door.
2. Arsenal Gear, Jejunum. Under the large crate in the north.
3. Arsenal Gear, Jejunum. On the lower level, on the body of the RAY on the
right.
Level 04
Time: 20:00
Bombs: 4
1. Deck A, Crew's Lounge. On the couch by the TV screen, look through the
plant by the couch.
2. Aft Deck. Underneath the life boat on the east side, middle level.
3. Deck B, Crew's Quarters. In the west. Underneath the stairs, by the fire
extinguisher.
4. Deck D, Crew's Quarters. In the stairwell going to the bridge. Approach
from the east, going under the trip wires.
Level 05
Time: 25:00
Bombs: 11
1. Strut B, Transformer Room. In between the cameras, look to the left side of
the hall.
2. BC Connecting Bridge. By the wall of Strut C, on the cylindrical pipe
sticking up.
3. Strut C, Dining Hall. Inside the planter by the door. On the right side.
4-9. CD Connecting Bridge. Get it? C4! There is a bunch of C4 planted beside
the 'C' on Strut C so that they make the shape of a 4.
10. Strut D, Sediment Pool. Inside the center module. Spray the left side of
it. Approach from the northeast, by the door leading to the DE Connecting
Bridge.
11. Strut D, Sediment Pool. Also inside the center module. This time it is
on the right.
_______________________________________________________________________________
ELIMINATION MODE
Just eliminate the guards the guards. This really does not need to be covered,
it is very easy. Go for no kills for extra points.
_______________________________________________________________________________
HOLD UP MODE
Just hold up the guards, very simple. The faster you do it the better your
score.
-------------------------------------------------------------------------------
* 7.7 MGS1 Snake
-------------------------------------------------------------------------------
"Congrat's Snake!"-1st place point total.
"You know what You're doing."-2nd place point total.
"All right.!"-3rd place point total and below.
"Damn!"- didn't beat one of your high scores on a replay.
IMPORTANT!!!!!
==============
* These are not my MGS1 Snake strategies, they were written by Child of Asuka.
He allowed me to use them in here, if you have any gripes with these then
you should contact him, not me. He has worked very hard on them (I'm sure)
and I hope his work does not go unappreciated. Good job CoA.
-------------------------------------------------------------------------------
----- SNEAKING MODE - SNEAKING ------------------------------------------------
-------------------------------------------------------------------------------
Level 01 - The guard moves quick, so you should too. Run immediately into the
northwest alcove and hide there (pressed on the east wall) until the guard gets
south of you, then gun it for the goal.
- My Record - 15726 (1:54:38)
- Goal - 15000
Level 02 - Tap on the wall next to you and hope the guard nearest you chooses
the north route. That provided, gun it east, turn north, roll through the guard
on the east side, then get on the goal.
- My Record - 15492 (1:52:43)
- Goal - 15000
Level 03 - Run straight east and get north. Get behind the guard and cling to
the wall on the north side of the east alcove (where the guard is). Watch
behind you: when a guard reaches a wall, throw (don't strangle) the guard near
you and run north. Run straight on into the goal.
- My Record - 17334 (2:07:78)
- Goal - 17000
Level 04 - Man, I tried all kinds of creative junk before I got a working one.
Do it like this. Run straight east until you get halfway between the middle and
east vertical corridors. Now go straight north, behind the guard to the east,
then north to the middle of the SE box. Run behind the guard that goes by, toss
a magazine lightly to the west, turn north, wait for a guard by the goal to go
south, then go north, west, and north by the sleeping guard to the goal.
- My Record - 17376 (2:08:13)
- Goal - 17000
Level 05 - Run east to the far east rail on your level and HANG-DROP-CATCH to
the lower level. Wait there until your time is somewhere around 2:32:xx and get
up. Run north almost to the edge of the wall, then east around the guard. Walk
slowly across the noisy floor and turn north to the goal. It might take some
tweaking if it fails, so just keep trying.
- My Record - 19364 (2:24:70)
- Goal - 15500
Level 06 - Climb over the box to the east ans run across the north half of the
pitfall. This should attract a guard. Run east some more and wait for the
attracted guard to turn west, then throw the guard standing on the paint. Run
north to the hole surrounded by rails, then climb over the box. When the north
guard turns west, go to the goal.
- My Record - 19434 (2:25:28)
- Goal - 17000
Level 07 - Run straight through the level and before you get to the goal, an
enemy will wake up. Open the last locker and get behind the door. When the
attack team has gone, blitz it to the goal. Simpler than I thought possible.
NOTE: Be careful not to step in the paint.
- My Record - 18332 (2:16:10)
- Goal - 17500
Level 08 - Run east, north under the camera, then up the stairs. Follow the
guard and wait until he turns west then hold him up (remember not to shoot) and
run behind him. Run north, hold up the second guard. A third guard will come
to investigate; drop from the rail on the northwest alcove as he comes up the
stairs. Now head north to the goal.
- My Record - 18064 (2:13:85)
- Goal - 17500
Level 09 - Okey. Run north past the gap and cling to the wall. After the
guard to the north makes a status report, he'll start moving west. Follow him a
little, enough to look in FPV at the guard to the NW. When he looks away, run
west and climb over a box to victory.
- My Record - 35128 (4:36:01)
- Goal - 24000
Level 10 - Climb over the box to the south and go west to the stairs and crawl
up them. A guard will be attracted. When he gets past you, drop off the west
rail and crawl through the hole in the wall. Keep going, and choose north when
the time comes. When you get out the back, run under the right camera and then
the left camera (just stay under them) and run down the stairs and goal. It
feels like cheating, cause (I thought) that hole was too easy.
NOTE: To improve your time score, try crawling faster. Just slam the forward
button instead of being gentle with it.
- My Record - 25016 (3:11:80)
- Goal - 23000
--------------------------------------------------------------------------------
----- SNEAKING MODE - ELIMINATE ALL --------------------------------------------
--------------------------------------------------------------------------------
LEVEL 01 - Much like Sneaking mode 01, hide in the alcove above. When he goes
by, run to the SW corner and snag the M9. Run out and snipe him from across the
hall. Goal. Be QUICK.
TIME GOAL: 1:44:67
- My Record - 14528
- Goal - 14500
LEVEL 02 - Run north almost to the wnd of the wall and wait a sec. When the
guard
to the right gets to the point that he won't be able to see the corner beyond
the
wall, run out over the gap and behind the north guard. Wait a moment (until the
east guard can't see it) and get the M9. Immediately hold up/M9 the guard in
front of you and shoot again at the guard to the left. Look down the east
alley,
get the third guard, and get back to the spot of the M9. Provided you didn't
mess
with him, the last guard is coming in above you, so get against the west wall a
little and hold up/M9 him as he comes by. Goal. Yes, the lag after the last
shot
is very annoying. I barely made the time.
TIME GOAL: 1:35:84
- My Record - 13504
- Goal - 13500
LEVEL 03 - Wait for the guard you can see to get to the end of his path, then
run by the gap east and wit before the next gap. When that guard turns north,
run up and throw him, then continue north. Grab the M9 and hold up the guard to
the north. Now go back down south and hold up/M9 the guard down there. Continue
down the west path and hold up/M9 the guard at the end of it. Wait for him to
turn north (you can't hit him fast enough before he turns south) and snipe him,
then go back through the path you came from and wait at the entrance to the east
aisle. When the last guard turns south, execute him and go to the goal.
Note: after you shoot the last guard, you can score some more points by getting
the USP. 250 more points, to be exact, with a time loss of maybe 100-150.
TIME GOAL: 1:31:67
- My Record - 14158
- Goal - 13000
LEVEL 04 - Run east across the gap and then turn north about halfway across the
box. When the south guard gets tot he east end of his track, run behind him and
roll through the guard that comes out betweent he boxes. Run north and get the
USP, then run (don't walk) to the safe north aisle. Be close to the wall for a
sec (until the guard you hit starts calling) then run west and hold up the nappy
guards. L1 run into the M9 to the south, then FAST turn around and snipe them
both. You have to be quick, cause their patience with standing runs thin quick.
Now go to the top (north) aisle and wait for a guard to walk by the far end. Get
a quick headshot. Now wait for the near guard to look south again and hold up/M9
him, then go almost to the south field. A guard will walk by, so hold up/M9 him
and get to the goal. Time isn't too much of a factor here because the timing's
fairly tight. So this should be pretty easy.
TIME GOAL: 1:31:67
- My Record - 14166
- Goal - 13000
LEVEL 05 - If you want to do this the no-kill way, feel free to figure it out
yourself. Now, run east and drop off the southeast-most rail and follow the
guard. When he's close enough to the east rail to be killed, roll into him and
move east then north under the wall. When the second guard walks by, roll into
him as well. Now run west up the first flight of stairs. At 2:14, run up the
second flight of stairs and get behind the west wall. Run over and get the USP,
then tap on the wall. Stay on the west side of the wall and hold up the guard
when he walks by. Now get to the side of him (enough so that he won't see this
nextmove) and unequip your gun. Strangle. Now hang from the rail to the west
and climb north. Come up where the last guard won't see you (behind that little
wall). Then wait for him to face east and go grab the suppressor. Blast him
and drop off the rail. Time is quite tight, and so are bullets. So get a quick
headshot and be done with it. Goal.
TIME GOAL: 1:04:59 or 1:21:25 for killers
NOTE: Tap the wall BEFORE you get the USP. That way you can move a little more
quickly to the Suppressor. Also note that sometimes time isn't that tight and
the last guard turns at a different time. Go figure.
- My Record - 10904 (1:29:20)
- Goal - 10000
LEVEL 06 - Climb over the boxes to the east and run across the aisle to the
paint. When the inspecting guard turns west, strangle the guard on the paint.
Now go north a few steps and wait for the inspector. Strangle him when he comes
by. Now run north and strangle the guard by the M9. When it seems safe, climb
up on the box and grab the M9. If you didn't throw anyone, it should be safe
right from the start. Don't jump off the box before you aim east and get a quick
headshot. Now hop off and stomp on the noisy floor to the east. It should
attract the fifth guard: hold up/M9 him when he comes in range. Now cling to the
north side of the far west box and watch the left side. When the guard turns
south, pop out and snipe him. Grab the USP and goal.
TIME GOAL: 1:22:09 for killers
- My Record - 12146 (1:37:45) (9 bullets left)
- Goal - 10000
LEVEL 07 - Look around the corner to see north from the wall, and when the guard
looks east, run up (roll across the paint) and strangle him. Grab the USP Spsr.
if you're wise. When the guard comes up, strangle him. That accomplished, run
south, then east, then check the top locker for a USP. It's useless without a
suppressor, so make sure you grabbed it. Run south and hold up/USP the guard
that comes by, then run east and north. Hold up/USP the guard towards the top,
but rmember to shoot the nappy guard FAST because he's about to wake. Goal.
TIME GOAL: Shouldn't be a problem. But for killers, 1:21:53 plus ammo
- My Record - 13032 (1:40:26) (2 bullets)
- Goal - 10000
LEVEL 08 - Run east, north under the camera, then up the stairs and strangle the
guard. Hop off the rail, grab the SUPR., and climb back up the stairs. Go north
and you will find the USP. Now run north and hold up the guard on your level.
Run south under the box and look west for another good headshot. Go south and
find the guard near the end of his track for the last guard. You have one bullet
left so go back up the the north side of the platform and kill the camera. Goal.
TIME GOAL: 1:23:34
- My Record - 12978 (1:48:15) (O bullets)
- Goal - 10000
LEVEL 09 - Tap the lower part of the wall and choke the guard as he comes by.
It's a little bit tough but altogether possible. Now run into the lower west
part of your area and wait for words to appeaer on the screen. Now run into the
alcove, grab the guns, and tap the wall to attract the third guard. Hold up/M9
the guard as he comes by, and do the same (quickly) for the next guard. Now run
east and north to grab the box. Tap the wall and hold up/M9 the north guard when
he gets to you. Run up near where the 4th guard was and snag the chaff grenades.
Toss one. A guard should be attracted, so hide behind the tetris block and get
him. After the chaff explodes, grab the M9 bullets and goal.
TIME GOAL: 4:10:01 for killers, 3:53:34 for non-killers (plus bullets)
- My Record - 30872 (4:10:60) (16 bullets)
- Goal - 30000
LEVEL 10 - 7 enemies! WTF! Okay, run south, west over the boxes and west to the
end. Turn back and crawl up the stairs. Don't crawl too fast or you'll be seen.
Now, when the guard gets past you, stand up and strangle him. Now go up the west
side and climb up the stairs. Knock on the ledge that barely sticks out, and
when the guard gets above the climbable ledge, climb over it, behind him, and
strangle him. Now head east and flip across the bridge. Stay near the wall.
When the stealthed guard looks east, run down and stragle him. Now run north
and you should attract a guard from the north, lower level. As he gets near the
stairs, drop off the rail, follow him, and kill him. now go to the northwest
corner of your platform and wait. Watch NW in FPV for a guard to spot you. Now
stay in the corner, but drop off the rail the guard gets on the stairs. Strangle
him as he comes down the stairs. Now, quickly (because the clearing crew is
coming), run west across the gap. Wait for the clearing team to leave, then you
can return to random murders. Generally, it's safe to go back over at 4:58;xx.
Ish. Anyway, get back on the alove where stealthy was and tap the wall. The
guard in the hard-to-get-to area south will come and killing him is a little bit
tricky. Wait a few seconds before moving, then duck near the NE corner of your
platform (by the stairs). When the guard comes up the stairs, stand and kill.
Be careful not to attract the other guard before this. Now, though, you can tap
the wall like there's no tomorrow. When the guard comes, blitz up the stairs and
hop off the rail onto his head. Now what you want to do is head north up the
east aisle, then turn west at the last chance. Climb under the camera and climb
over the ledge to the goal.
NOTE: When you cross the bridge, youmight attract the guard far north. Bad move.
Wait till he walks south, facing east, to flip across.
NOTE 2: This does actually work. The time's a little tight on the 5th guard but
there's a sure-fire way to make him come sooner. When you're attracting him, be
in the far NW corner, look right at him in FPV, and punch rapidly (don't PPK).
This should bring him to you before he walks east at all. If you're still not
fast enough, try going a little slower on the first two guys. It works. I don't
know which of them is supposed to give a report, but it seems to be one of them.
TIME GOAL: non-kill 3:36:67, or kill 3:53:34 (plus bullets)
TIME CHECKPOINTS: (aka rest stops) These are spots that if you get to them soon
enough, you'll wait a moment. While waiting may not be terribly entertaining,
you'll know you didn't mess up yet if you do.
TC 1: Before guard 3, you have to wait for him to turn east. If you get there
before he turns, you're going fast enough.
TC2: This on'es a tad more obvious. When you're killing #5, if the clearing
crew sees you, you weren't fast enough. Plus you've got some down-time
afterwards which is like a TC.
- My Record - 29606
- Goal - 28000
*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~
08) Snake Tales
*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~
***note*** there is no radar available in Snake Tales. Use the AP Sensor and
stealthy attacks, such as choking and silenced weapons. Peak around corners
and tread softly. After beating a tale once the M9 will be available on the
second play through. Three of the Tales have multiple endings, they are, A
Wrongdoing, Confidential Legacy, and Dead Man Whispers. The different endings
depend upon the order in which you complete the objectives and whether you kill
or stun the boss.
------------------------------------------------------------------------------
* 8.1 A Wrongdoing
------------------------------------------------------------------------------
Initial Equipment
-----------------
Cigarettes
AP Sensor
Scope
M9(replay)
-----Strut A, Roof---------------------
Hide behind the box at the left of the elevator and watch the guard pass behind
you. Run behind him and snap his neck. Grab the ration and go in the entrance
on the right.
-----Strut A, Pump Room----------------
Slowly go down the stairs and wait at the corner. When the guard passes and
turns away run up and snap his neck. Now since the other guard probably caught
a glimpse of you run around the barrier so that you out it between you and him.
Now he will pause for a moment while he recognizes that his comrade is dead.
Use this to snap his neck. Now go under the desk, by the TV screens and grab
the chaff grenades. Head out, since the lockers contain nothing.
-----FA Connecting Bridge--------------
Two cyphers! Now be glad that you got the chaff grenades and thank me for
telling you by using one to get past them. Now head down the stairs quickly
and grab the Stun Grenades. Go in through the bottom door.
-----Strut F, Warehouse----------------
Lean up against the boxes and when the guard moves past you to the left, go
into the locker room to the right, or if you aren't in corner view to the
south. Go into the vet and crawl through to the other side. Pick up your
ever useful Cardboard Box and go out by climbing atop the boxes. Snap the
guards neck and go back into the locker room to kick open the locked locker,
there is a ration there. Then climb the stairs. Go straight into the room
in the north west, the first room to your left. You'll find Ames there.
After the cut scene go east get the stun grenades from the locker in the room,
and then south, into the other room, crawl inside the vent and get the
claymore mine, that should be useful against Fatman. Go out the door in the
north.
-----EF Connecting Bridge--------------
Now you must decide which COA to take. First shoot down the three cyphers
using your USP. Since it's on the way, I'll take you through the Shell 1 Core
first. Run over the bridge, don't worry there aren't any claymores, and run
over the connecting bridge to the core, or else you will fall through the holes
created by the trap panels.
-----Shell 1 Core, 1F------------------
Quickly run south and put the coolant on your quick equip function. Go into
corner view and take a look at the guard, he isn't moving. That is where the
coolant comes in handy. Whip around the corner and spray the coolant at the
guard. While he is blinded grab him and snap his neck. The lockers here
contain chaff grenades and the directional microphone. There is also a book in
between the boxes by the node.
Run west and at the corner watch the guard until he heads north. Now go into
the little side hall and top off your USP ammo. Wait in here until the guard
passes by and run north. Get on the elevator and go to B1
-----Shell 1 Core, B1------------------
Get out of the elevator and go to the small locker room in the east. Get the
stun grenade from the left locker and go to the corner by the elevator. Wait
until the guard comes to the corner and then snap his neck. Go to the lockers
in the larger room in the west and get some chaff grenades form the leftmost
locker. Go into the core, no retinal scanner BS this time.
-----Shell 1 Core B1, Hall-------------
Read the text. I suggest that you turn off your RP Sensor now, you'll know why
if you have it equipped. Now when you get to the bottom of the stairs, crouch
and get out the Directional Microphone. Take a preliminary sweep across the
room to locate the general direction that Jennifer is in. Once you have that
go in that direction. When a guard comes just hide somewhere, like behind the
barrier in the east, behind the stage by the bathroom, or crouch behind a
table. Now when you are certain that you have located her press the action
button and if you are correct then you will get some more story. If not then
you just may be screwed.
Get on the elevator and go to B2.
-----Shell 1 Core, B2 Computer Room----
Go down the stairs and throw a chaff grenade. Take out all of the guards with
the USP before the chaff runs out. There is a guard patrolling in the north in
front of the elevator to Arsenal Gear, one in the eastern and western hallways
and one in the computer room. Now for the bomb, it is under the center
computer console. After the bomb is defused go back to the elevator and go to
the first floor.
-----Shell 1 Core, 1F------------------
After the text throw a chaff grenade and go to the door to the EF Connecting
Bridge.
-----EF Connecting Bridge--------------
Shoot down the cyphers with the USP and flatten against the railing to shimmy
over to the other side of the bridge. Go to Strut E.
-----Strut E, Parcel Room--------------
Walk forward a bit and let the guard catch sight of you. Hide against the wall
to the north, right in front of you and then grab the guard and snap his neck.
Wait for the guard just north of you to finish his report and then go snap his
neck. Shoot the guard to the north and the camera right above you. Go up the
stairs and to the Heliport.
-----Strut E, Heliport-----------------
Go up the stairs to the Heliport and the text will come up.
-- Boss Battle - Fatman --
Recommended weapon: SOCOM, M9
You can laugh and grow fat if you want to but if you do you'll probably be
seeing the game over screen. Instead I suggest that you disable the first two
bombs. You'll want to make sure you have Sensor A equipped and then head
southwest of where you started. You should see the first bomb planted on the
southern face of the crate nearest to where you started. Defuse the bomb then
move on over to the northeast to the stack of boxes on the right side of the
heliport. You should see the second bomb planted right there. Defuse it
immediately and then you can focus on Fatman.
This battle is formatted like this: Fatman plants a bomb or two (maybe three)
and starts a timer. You must defuse the bombs before they explode. All the
while you have to focus on killing him as he runs into you, taunts you, shoots
you, and plays with the seagulls. You will usually have enough time to defuse
the bombs (at least on Normal difficulty and below) but don't become
complacent because sometimes his bombs are hidden somewhere you won't be able
to find in time.
Occasionally he'll "take a little break from bombs" and he'll use this time
to attack you with his Uzi. This is the most opportune time to make a move on
him. You can do so with the SOCOM, use a quick burst of shots to knock him
over, and then shooting him in the head with either the M9 or the SOCOM to
deal out massive damage. You can also place your own C4 and Claymores around
the place but this compounds the difficulty of the battle; you'll be focusing
on attacking him when you should be defusing bombs. Not only that but you may
run right into your own trap or he may plant a bomb right by one of your mines
which means you have to avoid it to defuse the bomb eating up valuable time.
Here are the places where Fatman hides his bombs:
* Top, side and underside of the green cargo containers
* Inside the shelves on the southeast and southwest sides of the heliport
* On the sides of the stacks of boxes around scattered around the area
* On the barrels scattered around the heliport
Sometimes these are hard to find because the yellow area provided by Sensor A
provides only an ambiguous clue as to where the bomb is. Be sure to check
underneath the containers if you can't see a bomb elsewhere. You'll become
accustomed to his hiding places eventually so you'll usually be able to have
at least a better idea of where you look. When he hides the bomb inside the
shelves it may throw you off because the C4 blends in very well with the boxes
on those shelves. Look for the distinctive green blinking light.
As he is placing the bombs you can usually follow him around and do two
things: (1) watch where he is planting them and (2) shoot him some more. He
is open for shots when he's planting a bomb so he won't be shooting at
you/moving around for at least 1 second. You can use this opportunity to get
in some more shots.
You may become complacent towards the end of the battle when he's down to his
last shreds of health. I advise against this because Fatman keeps planting
bombs up until the end. If you take more time than you should to go after
him you'll probably have to start over again. Don't become impatient. Defuse
the bombs first then go after him. The battle does not end until all bombs
have been frozen AND his life bar is at zero.
------------------------------------------------------------------------------
* 8.2 Big Shell Evil
------------------------------------------------------------------------------
Initial Equipment
-----------------
USP
Cigarettes
Scope
RP Sensor
-----Strut E, Heliport-----------------
Go down immediately and hide in between the boxes, watch the two guards in the
middle of the boxes, one will go to the west and one will head north, run south
and go down the stairs. Go to the door in the northeast or else a guard will
see you.
-----Strut E, Parcel Room--------------
Now go all the way down the stairs and go to the wall so that you can see the
guard in the north. Watch him and wait for him to turn north, when he does
follow him and when he is hidden from view of the other guards snap his neck.
Now crawl across where the guard is watching and making the reports, crawl
north of the conveyor belt. When you are behind the machine stand up and go
out the door.
-----DE Connecting Bridge--------------
Wait for the guards to go to their patrol routes. Watch the guard patrolling
the upper level, when he reaches the midway point he will turn around and look
in your direction. He will then turn away from you and walk away, use this
opportunity to follow him. He will then go down the stairs. Go into the
doorway to Strut D.
-----Strut D, Sediment Pool------------
You will need to wait here for a while. Watch the guard patrolling the outer
perimeter and part of the center on the top level, eventually he will turn to
go to the door that leads to the CD Connecting Bridge. When he does go north
to the doors that lead to the Shell 1-2 Connecting Bridge. Now after the guard
on the bottom comes up and makes his report and the guard you were evading
before leave go down the stairs to the lower level and grab the M9. Tranq the
guard on the lower level and the guards patrolling the center of the room, up
above. Grab all the items and ammo in this room, the ration in the center, the
bandage by the door you came in, and the USP ammo by the door to the CD
Connecting Bridge. Then go out the door to the CD Connecting Bridge.
-----CD Connecting Bridge--------------
Lean up against the wall and go under the camera. When you have tranqed both
guards on the upper level shoot the camera and go to Strut C.
-----Strut C, Dining Hall--------------
Open the Stillman pantry to find Emma.
Duck behind the counter and fire quickly at the guards as they come in, about
three will come in from the west side of the dining hall. If you are really
having trouble fight off the first two guards and the go to the actual dining
hall. Crouch just south of the door, aim just above the counter and shoot
the guards as they come to you.
Grab the ration from the north table and believe me, you're gonna need it. Go
out the door, grab the M9 ammo and the stun grenades from the women's room and
the USP ammo from the men's room. Go to the BC Connecting Bridge.
-----BC Connecting Bridge--------------
Wait at the corner for the cypher to go below the bridge and the guard to turn
around. Quickly do a jump out shot and tranq the guard, you should get an
instant takedown if he was close enough. Now run across the bridge before the
cypher comes up.
-----Strut B, Transformer Room---------
Grab the USP ammo and the ration from the lockers and go into the transformer
room. Access the node by the bottom of the stairs in the south.
Now there are guards in this room, use the upper level in the room to get to
the door to the BC Connecting Bridge.
-----BC Connecting Bridge--------------
Shoot the guard as he comes across after the cypher goes below the bridge.
Head across.
-----Strut C, Dining Hall--------------
Wait in the beginning of the hallway, watch the other end and when the guard
comes tranq him. Go out to the next bridge.
-----CD Connecting Bridge--------------
Wait for the guard all the way in the north to come towards you, then he will
go back north and down the stairs. When he does go to the next strut.
-----Strut D, Transformer Room---------
Tranq the two guards on the top level, leave the guard who is making the report
alone. Go across to the DE Connecting Bridge.
-----DE Connecting Bridge--------------
Tranq he guard in the middle of Strut E, he is kind of hard to see so take a
look with your scope to see him better if you aren't sure where he is.
-----Strut E, Parcel Room--------------
Tranq the guard all the way in the south. When the guard making the reports is
looking away then go south. Now go east since there is no guard.
-----EF Connecting Bridge--------------
Now either shoot down the cyphers or throw a chaff grenade, run across. A
guard may see you but he cannot radio in if you have used the chaff.
-----Strut F, Warehouse----------------
Now you cannot be seen or else it is an instant game over. A guard will come
up the stairs soon after the game resumes so work quickly. Quickly move to the
hallway in the west and look south, a guard should be coming around the corner,
he can't see you since you are too far away, tranq him quickly and grab the
claymores in the northeast room and the grenades. Now using the RP Sensor wait
until the guard nearby heads away. Then go into the room immediately south,
that is where Emma is.
Use the vent jut outside the room to get to the room where you find the M9 in
the main game. Grab the stun grenades and then head out the door. Hold up the
guard and tranq him. The rooms all around here contain ammo so go to each of
them and collect as much as you can. Look down into the center and shoot the
two guards. Then quickly hurry downstairs and grab the M4 and its ammo from
the big room in the north. Watch out there is a guard in here but he is very
easy to take care of. Now run back up and grab Emma, head out to the EF
Connecting Bridge.
-----EF Connecting Bridge-------------
Throw a chaff grenade and wait, guide Emma out across the bridge. The guard
will see you but can't report in. So the chaff will run out just as you are
entering Strut F if you didn't stop walking.
-----Strut E, Parcel Room-------------
Now this part is insanely difficult. Equip your rations and the claymores, lay
two in either direction and then fight off the guards that are coming in the
other, every time thee is a break in the guards grab Emma and bring her a
little bit down the hall to the west. Use stun grenades every so often to
knock out a bunch of guards. Use your USP for headshots and the M4 to just
blast away at large groups of guards. Keep laying claymores and fighting off
guards, try to lay them in the place where the guards are coming from the
south and then fight the guards in the west, then once the guards in the west
are dead take Emma a little bit further. The guards from the south cannot pass
until they have walked over them a few times. Once you are out of the strut
some text will come up.
-----Shell 1-2 Connecting Bridge------
-- Boss Battle - Harrier II --
Recommended weapon: Stinger
The bridge has two levels. You start on the top level. The bottom
of the bridge can be accessed via either the stairs or by hanging from the
railings in the center and dropping down. There are two fires on either end
of the bridge that are blocking your path; you have to stay here. There are
also two small round posts coming out of the bridge. You will be able to use
these posts as cover from some of the Harrier's attacks. During the course of
the battle half of the upper floor will be destroyed and subsequently half of
the bottom floor as well.
At the very beginning of the battle the Harrier will be coming over the top of
Shell 2. If you grab the Stinger quickly you can fire off a shot no problem.
The Harrier attacks in several ways. The first is machine gun fire. This will
be used as the Harrier hovers by the bridge and sprays bullets at you. This is
one of the hardest attacks to evade because the Harrier moves around a lot
when doing this and most cover doesn't provide 360 degree protection. Your
best bet for this attack is to sue the round posts in the middle of the
bridge. Orient yourself on the opposite side from the Harrier and try to keep
away from the machine gun fire. This can be hard to do but it works well when
done correctly. Machine gun fire is also used when the Harrier makes fast
fly-by's of the bridge. You can use the same strategy to protect yourself.
Just pay attention to which side the Harrier is coming from.
One of the Harrier's more insignificant attack is the exhaust jets.
Occasionally the Harrier will hover directly above you and let the exhaust
ports empty their blistering hot air right in your face. When this happens
you can simply run to the lower level via the stairs or hanging and dropping
through the middle. The amount of damage is very insignificant in this attack
so you may want to ignore the damage you're taking to pop off a few quick
shots at the Harrier.
There's one point during the battle (around midway) when the Harrier will fire
off a bunch of cluster bombs. It is strongly advisable that you take your
leave of the upper level and head down to the lower level to protect yourself
from the rain of bombs. This attack will cause quite a bit of damage if
you're caught in it....make sure you're not on the upper level. This attack
has certain consequences too. Once this attack is over, much of the upper
level will be destroyed...only the Shell 1 side will be intact. Perhaps an
upside to this is that it grants you easier access to the lower level.
One of the more significant attacks is the missile barrage. You'll know this
attack is starting when the view of the camera changes to the side of the
bridge. To avoid this attack position yourself in one of two spots: (1) Near
the top of the stairs just so Snake's head is protected by the top edge of
the railing. Press up against the wall here...back facing towards the
Harrier. (2) On one of the upright pillars on the upper levels of the bridge.
Make sure you're pressing up against the correct side. When this attack is
over you can run out into the open and fire off a quick succession of
missiles. If you utilize this opportunity to the utmost you can get off 4
shots.
This last attack is one of the easiest to avoid. This attack is the homing
missile. Sometimes when the Harrier heads way out into the distance it will
release a homing missile as it comes back. You'll know this attack is
impending when you hear "I'll let you go out in style!" followed by a beeping
sound. As you can imagine, it's a wise idea to avoid this attack. There are
two ways in which I avoid this. (1) Run to the lower level and press up
against the railing (not on the stairs but to the right of the stairs).
(2) Run up the stairs as it nears and do a flip up the stairs just before it
hits so Snake is knocked out and is temporarily unconscious. Both work very
well.
------------------------------------------------------------------------------
* 8.3 Confidential Legacy
------------------------------------------------------------------------------
Initial Equipment
-----------------
Cigarettes
RP Sensor
USP
M9(Replay)
-----Aft Deck-------------------------
Wait for the guard to turn around and go to the left. Run behind him and snap
his neck. Now go to the corner on the left and watch the guard at the top of
the stairs. When he comes down and goes to the left, grab him and snap his
neck. Go through the hatch in the north, by the stairs.
-----Deck-A, Crew's Quarters----------
Go to the corner here and watch the guard come up the hallway towards you.
When he turns around go and snap his neck. Now go to the corner in the south.
When the guard turns back around go into the locker room and get the Medicine,
a Ration, and some USP ammo. If Snake is sneezing take the medicine
immediately. Now wait in here until you can feel the guard walking away from
you. When he does creep up behind him and snap his neck. Go in the door to
the north.
-----Deck A, Crew's Lounge------------
Go to the corner by the glass, to the right of it. Watch the guard until he
heads to the left. Quickly snap his neck and go to the stairs. Well, this is
odd...just shoot the bastards in the head already! Get the AK from the wet
bar. Go in the door to the right.
-----Deck B, Crew's Quarters----------
When the guard just north of you moves to the right, follow him and snap his
neck, leave him in that little area so he won't be seen. Grab the AK ammo and
the M4 from the top of the stairs. Now go to the corner in the small
connecting passage and let the guard see your shadow. Go back into the small
room and when the guard goes to check his dead comrade snap his neck. Now go
up the stairs to the west.
-----Deck C, Crew's Quarters----------
When the guard comes and stops close to you, unequip any weapon that you have.
When he turns around to go back towards the cameras, run up behind him and grab
him. Snap his neck and shoot out the three cameras. Now go to the top of the
stairs all the way in the east to get the thermal goggles. Go up the stairs in
the middle.
-----Deck D, Crew's Quarters----------
Go to the food pantry in the east and grab the box after snapping the guards
neck. Crawl under the trip wires and go up the stairs to the bridge.
-----Deck E, The Bridge---------------
Grab the ration and since you can't go out either door, go down the stairs.
-----Deck D, Crew's Quarters----------
Crawl under the tripwires and go down the stairs.
----Deck C, Crew's Quarters-----------
Wait here at the corner for the guard to walk past you, snap his neck when you
have him. Go down the stairs to the next deck.
-----Deck B, Crew's Quarters----------
Quickly go east and when the guard comes to investigate your shadow, snap his
neck and go through the door to the south.
-----Deck A, Crew's Lounge------------
Wait for the guard to pass to the south and then run to the east, grab the
guard and drag him behind the corner, snap his neck and go down the stairs, to
the engine room.
-----Engine Room----------------------
Grab the pentazemin and the night vision goggles. Go out onto the catwalk and
hang over the railing, when the guard walks beneath you drop onto him. Drop
down another level and look north and when the guard moves to the left go onto
the other catwalk. Go south and go north on the bottom. Shoot the guard in
the north with the USP, the engine noise will muffle the gunshot. Now go south
and look under the large block, the M9 is there. Look up above the railing
above you and tranq the guard. Go up the stairs and into the door. Now you
get to shoot out some control units. The first one is on the wall to the right
of the sensors, the second is right next to the second sensor on the wall,
creep up past the first sensor (it is deactivated) and look. Now do the same
on the left side, for the last sensor. Go through the hatch.
-----Deck 2, Port---------------------
Strangely there are no guards on this deck. Grab the USP Suppresser and make
your way to the hatch in the north east.
-----Deck 2, Starboard----------------
Grab the ammo outside the door. Equip the NVG. and go forward for a short
battle. It essentially the same as the Tanker one so I will just paste the
strategy here, use all your weapons, M9, USP, M4, and AKS-74u.
-----Deck 2, Port---------------------
After the text you will have to fight your way down Deck 2, Port. Use the jump
out shot move a lot and don't hesitate because you think you may be wasting
ammo, there is a lot scattered along this route. The guards will throw
grenades at you and you will have to move. The guards will only come in groups
of three, when you reach the end, open the hatch quickly.
-----Engine Room----------------------
Go out the door and tranq the guard with the M9, he is on the lower level. Go
down to the lowest level and tranq the guard, head north and then over and
south. Go to the corner where you can see both the bottom and middle level on
the right side of the room. Tranq both guards and head up the stairs to Deck
A.
-----Deck A, Crew's Lounge------------
Tranq both guards on the stairs and head up.
-----Deck B, Crew's Quarters----------
Wait for the guard to go right and then follow the guard patrolling in the
north, snap his neck or tranq him and then go up the stairs.
-----Deck C, Crew's Quarters----------
Tranq the guard as he's coming back and then go up the stairs.
-----Deck D, Crew's Quarters----------
Crawl under the tripwires and go up the stairs to the bridge.
-----Navigational Deck, Wing----------
-- Boss Battle - Meryl Silverburgh --
Meryl, aka Olga. This battle is very similar to Olga's...just that Meryl does
more damage. Try using just stun grenades if you are having trouble, it is
quite easy that way.
Recommended weapon: M9, USP, Stun Grenades
Meryl can be a difficult boss if you don't know what to do. At the start
shoot out the tarp strings and the spotlight, this will make things easier
later. Meryl will spray bullets at you with her USP and occasionally throw a
grenade. The prime time to get a shot off are when she is preparing to throw
a grenade, or when she is reloading. An easy way to predict when she will
need to reload is to count her shots, when she gets to 15 she will have to
reload.
After shooting out the light and the tarp go to the right side, behind the
boxes. I suggest that you get into first person mode to shoot and use the
strafing buttons. When you see her peek out from behind the crate to shoot,
try to get a shot off. You will see her stand up to throw a grenade, when she
does this is a good time to get a head shot in to take away a large chunk of
her stun bar. You know when she is going to throw a grenade when you hear her
say, "Take this!" Do not try to shoot when she is behind the storage shelves
it can be a hard shot, and you will usually end up just wasting ammo.
If she does get behind the tarp, on the right, there is a little space between
the boxes that you are hiding behind. Lie down there and aim through there.
You should be able to shoot her from there. Also you can wait for the tarp to
flap out from in front of here so that you can see where she is and then get a
shot off in that location. If you don't feel like going the hard way then I
suggest shooting the ropes that are holding it to the rack and it will fly off
and be of no more trouble. Doing this will prevent a lot of frustration.
If she shines the light at you, you should be able to knock out the spotlight
by hitting it with an M9 bullet. If you can't do that crouch down by the low
row of boxes and peek up quickly you should be able to see her briefly before
the light distorts your view. She should be almost directly in front of you so
if you miss by a little you should see an exclamation point where she is, aim
at that spot.
The are also a few ways to distract or confuse Meryl. The first is to knock on
the boxes. This will attract her attention to that spot and you can move
somewhere else to try and get a shot off before she notices you. You can also
let her catch a glimpse of you in one spot then you can crawl to the other
side of the area and try to shoot her from there before she realizes where
you are.
------------------------------------------------------------------------------
* 8.4 Dead Man Whispers
------------------------------------------------------------------------------
Initial Equipment
-----------------
USP
M4
Cigarettes
RP Sensor
M9 (replay)
-----Strut F, Warehouse---------------
Go out through the left door and watch the guard. When he goes to the other
side of the room go south and go through the door.
-----FA Connecting Bridge-------------
Wait for the guard closest to you to go up the stairs, follow him and when he
reaches the top snap his neck. Wait by the body and don't move as the other
guard comes up, he won't see you. When he goes back down head across to
Strut A.
-----Strut A, Pump Room---------------
Wait for the guard under the TV screens to move to the left. Run up to the
guard in the south and snap his neck. Now wait until the guard under the
screens moves again and then go up to him and snap his neck. Grab the ration
that is under the desk. The lockers contain a bandage 2 bandages, one on each
side. Go out of the door.
-----AB Connecting Bridge-------------
Wait for the guard to pass by and then run up to him quickly and snap his neck.
Hide him behind the railing from the other guard. Now wait in the middle of
the walkway and when the guard turns back around go to the door to Strut B.
-----Strut B, Transformer Room--------
Grab the M4 ammo and the USP ammo from the locker, there is also a ration
there.
-----BC Connecting Bridge-------------
When the guard comes south wait for him to turn around, when he does grab him
and drag him into the entrance to Strut B. When the cypher goes below the
bridge head halfway up and grab the chaff, wait here for the cypher to pass.
When it does head to Strut C.
-----Strut C, Dining Hall-------------
Grab the USP ammo from the men's room and the bandage and the other USP ammo
from the women's room. Wait at the corner by the hall and watch the guard when
he turns away from the door that leads to the dining hall run up and snap his
neck. The M9 is under a table in the dining hall so if you want that, wait for
the guard to pass by the door, using the RP Sensor and when he does grab him
and snap his neck. The M9 is under the left table. Head out to the CD
Connecting Bridge.
-----CD Connecting Bridge-------------
When the guard comes to the middle of the bridge and stops tranq him. Run to
Strut D.
-----Strut D, Sediment Pool-----------
Tranq the two guards on the top level, off to the right and then get the
bandage and the ration. Do ten hang drops on the right side of the room for
later, get up to grip level 2 and go to the door to the DE Connecting Bridge.
-----DE Connecting Bridge-------------
Run straight across and go into Strut E.
-----Strut E, Parcel Room-------------
Stay at the corner made by the conveyor belt and do two jump out shots. One
for the guard all the way in the distance and the one who makes the report. Go
down the stairs in the south and through the orange door. Grab the ration and
open the hatch.
-----Strut L, Sewage Treatment Facility-----
Throw a chaff grenade and quickly take out the two guards patrolling. Then
exit the strut.
-----KL Connecting Bridge-------------------
Now there are two cyphers and three guards. The cyphers are patrolling around
the bridge and the guards are on top of the core, by Strut K, and coming up
the stairs to the bridge. Take them all out with the M4 or USP. Head to the
core, grabbing ammo on the way.
-----Shell 2 Core---------------------------
The Nikita is in the small hallway in the west. Grab it and climb atop the
boxes at the bottom of the stairs. Fire missiles all the way into the vent,
the end has a covering, to blast through it hit it with about seven missiles.
Then guide it into the room and destroy the circuit breaker to the right. Go
inside the room.
Get in the elevator and the game should cut to text.
-- Boss Battle - Vamp --
There are two methods of beating Vamp. one is rather difficult and the other
is (you guessed it) quite easy. First I shall explain the difficult way...
The first thing you should know is that using lock-on will allow Vamp to know
where you are shooting. He will deflect/dodge any bullets fired while locked
on. It is best not to waste ammo. I suggest that you use the M9 for this
battle as the stun-kill is easier to achieve than the kill-kill. It is also
of significant note that shooting Vamp in either of his two bullet wounds
(from just after the Fortune battle) will inflict greater damage than normal.
Do not fall into the water in the middle of the room. As Vamp said, buoyancy
is impossible so you will promptly drown.
Vamp has several methods of attacking:
The first and most common is the knife attack. This attack consists of Vamp
perched somewhere on the ledges in the upper parts of the room and throwing
knives at Snake. Avoid being hit by the knives simply by running around the
room. Don't switch directions or the knives will find their mark. Pick a
direction and stick with it. Also, you can shoot down the knives in first
person view. Use the SOCOM to do this.
His second attack in the first part of the battle is a run and slash. He will
run towards you very quickly and try to slash you with the knife. This is a
hard attack to counter but it is very possible and becomes easier with
practice. To counter this attack stay at the left corner of the railing that
extends from the door you entered from. Equip the Nikita as he's running
towards you and as he runs he will jump. At this moment hit the punch button
to swing the Nikita. The good thing about this is that you can't miss. When
swinging the Nikita you hit everything around you -- even behind you. If you
land this blow he will go back into the water. Once his stun/life bar is 1/3
of the way diminished he will modify this attack. Instead of pausing he will
do everything at once. If you stand in the spot I told you he will jump up
onto the wall and then move towards you. As he jumps up onto the wall swing
the Nikita and you should hit him.
While Vamp is in the water you can take advantage of the situation and use
your Stinger Missile Launcher to fire missiles at the water's surface.
This serves two purposes. It decreases his stun bar (maximum of two times)
and depletes his oxygen so he is forced to come to the surface sooner.
Vamp usually follows this pattern until his life/stun bar reaches the halfway
point:
* Bows
* Swimming: Long
* Jumps on a catwalk and walks to a corner; throws knife
* Jumps to another corner; throws knife
* Spins around while throwing rapid succession of knives
* Swimming: Long
* Runs towards you; slashes with knife
* Runs towards you; slashes with knife (if you didn't hit him before)
* Runs towards you; slashes with knife (if you didn't hit him before)
* Swimming: Short
Rinse and repeat...
At the halfway point Vamp will change his tactics. In the second half of the
battle he will throw shadow knives that pin you in place so that you cannot
move. He will use this opportunity to do a run and slash move. However, this
move can be countered in the same way as mentioned previously: use the Nikita;
swing it at him as he begins to jump on his way towards you. You should land
a blow and he'll go back into the water. It is possible to shoot out the
lights to cut him off from this attack but if you shoot the lights out he will
be much, much harder to defeat; even if you shoot only one light it will have
the same effect. You can try to escape from the shadow pin by rapidly hitting
the directional pad but this is hard to accomplish before he slashes you.
His catwalk attacks also vary a bit. Rather than throw a single knife, single
knife, many knives he will promptly throw two knives quickly followed by a
third. These knives can be avoided in much the same way as before. When he's
using this attack there's little else you can do except run. Getting off a
shot without being hit is very difficult to do.
In the second half of the battle he will also stay in the water for a much
briefer period of time. You can still use the time given to you to fire a
Stinger or two.
There is a final portion of this battle that begins once his stun/kill bar
have reached roughly the letter "M" in his name. You'll know this final phase
is in progress once he jumps out of the water and begins flipping around the
room rapidly either on the catwalks or on your level and throwing knives at
intermittent intervals. I advise you to head into the shadows so he cannot
pin your shadow and then follow him with the lock-on in first person view.
Once he stops flipping around he will pause momentarily. Use this opportunity
to get in a shot. Disengage the auto-lock and fire a shot. Once you've fired
a shot quickly press "X" to duck down and avoid the knives. Rinse and repeat
until the cinematics end the battle.
Lastly, I can summarize the easy way about this battle in one paragraph. When
the battle starts, fire an M9 bullet at him. When he goes below the water
fire Stinger missiles at the water to bring his stun bar down. Then go to the
northern railing and hang off the side. He should come walking at you once
he's out of the water. Keep an eye on him and when he begins to slash jump up
and do a punch-punch-kick-kick combo on him. Rinse and repeat. Simple, eh?
------------------------------------------------------------------------------
* 8.5 External Gazer
------------------------------------------------------------------------------
Initial Equipment
-----------------
M9
Cigarettes
Scope
RP Sensor
Camera
-----AB Connecting Bridge------------------
Wait out on the bridge for a short cut scene. When the Bomb Disposal Mission
starts exit immediately. Read the text and another mission will start, you
don't have to do it but you can if you want.
-----CD Connecting Bridge------------------
Tranq the guard and go across.
-----Strut C, Dining Hall------------------
Tranq the guard in the hallway and grab the ration from under the right table
in the dining hall, the guard should be walking away when you get there. Grab
the M9 ammo from the women’s room and the chaff grenades from the men's room.
Head out.
-----BC Connecting Bridge------------------
Wait for the cypher to go below the bridge and then tranq the guard as he walks
towards you. Go across.
-----Strut B, Transformer Room-------------
Tranq the guard as he walks away from you. Grab the M9 ammo from the middle
locker. If you want some stun grenades then run in and get them from the
bottom of the stairs in the south, if you approach from the elevated platform
the guard should not give you any trouble. Head out.
-----AB Connecting Bridge------------------
You need to get a good picture of Gurlugon. Go to the south most corner of
the bridge and whip out the camera. Zoom in a little bit and track him as he
swims when he comes up snap a picture, if it is acceptable then Snake will say
"Good" and then the game will cut to a small cut scene. You need to fight off
about ten guards. Hide in the small annexes of the bridge in the south part
and crouch down, use the jump out shot to get the guards behind you and then
go into FPV to get the guards that come from Strut A, when they are all out
cold then the game will show another small cutscene.
Gurlugon- stand by the large box in the north and just askew of center, when
Gurlugon destroys it grab the book and lay it down right in front of him, stand
by it until he reacts and then he will be defeated.
-----Sneaking-Sneaking--------------------
Level 03
Time: 2:20
Get a second place or better score, my strategy works for this so I will paste
it below.
Run up the stairs in the east and in the north hold-up the guard. Tranq him
and go to the top of the stairs. Tranq the guard below the security camera.
When the guards in the south turn away go to the goal. If you do this fast
enough you will not have to worry about attack teams coming to investigate the
tranqed guard.
-----Weapon-Handgun----------------------
Level 03
Time: 1:30
Targets: 43
Shoot the orange targets and shoot in the middle, try to string together as
many combos as possible for a high score. Once again you must place in second
or higher to advance.
-----Sneaking-Eliminate All--------------
Level 05
Time: 2:40
Enemies: 5
Quickly shoot the guard just north of you and then drop down onto the guard
below you from the railing, grab the M9 and tranq the guard just west of you,
look up to the second level and tranq the guard there when he stops moving and
then wait for the last guard to come around the corner on the lower level in
the middle.
-----Sneaking-Sneaking------------------
Level 08
Time: 2:40
Run up the stairs in the east and in the north hold-up the guard. Tranq him
and go to the top of the stairs. Tranq the guard below the security camera.
When the guards in the south turn away go to the goal. If you do this fast
enough you will not have to worry about attack teams coming to investigate the
tranqed guard.
Read the text and, augh! Raiden Takes!! Read if you want.
Exit the mission, Solidus is screwing with the VR System, you do not want to
play as Raiden.
-- Boss Battle - Metal Gear RAY Horde --
You will have to fight off around 10 RAYs, so stay on your toes.
Recommended weapon: Stinger
Stinger missiles will be your weapon of choice in this battle. The Stinger
will auto-detect three weak-points on the RAY units: the two knee joints and
the head. The two knees don't do any damage if hit but they open up a
potential for inflicting massive damage. When the knee is hit the RAY unit
will shift in one direction and open it's "mouth"...for lack of a better word.
With the mouth open you can fire a Stinger missile into it to inflict damage
3x higher than if it were closed. This is quite a bit more effective than
simply hitting the head over and over again. It is safe to use this strategy
for the entire battle. In fact, I recommend that you do use this strategy for
the entire battle.
When the RAY units are outside of the arena they have two methods of attack.
(1) Aerial rockets. These will be launched periodically from the backs of the
RAYs. These simply fly up and then hit the ground where they were aimed at.
That means they will hit wherever you were standing when they were launched.
Easiest way to avoid these? Run away from where you were standing. You don't
have to move immediately but if you're not moving away within 2-3 seconds,
you're probably going to be hit. These aren't much of a threat so long as
you stay moving. If anything, this attack is a nuisance. (2) Machine gun
fire. Periodically, the RAY's will get down on one knee and spray a burst of
bullets at you. The bullets will usually sweep horizontally so you can avoid
this by running to the side....away from the bullets.
The battle becomes a little simpler in some respects and a bit more difficult
in others once you deplete the health of one of the RAY units to about 2/3.
That RAY will jump up onto the arena platform and begin it's attack. Once
this happens you need to be aware of two things: You should focus entirely on
the RAY unit on the platform and the RAY units not on the platform won't
attack you much. If they do it will be in the form of rockets. Also, a RAY
that is on the platform will not use Rockets. It has several new attacks in
addition to machine gun fire. These attacks will be explained shortly. From
here on out, there will be one RAY on the platform that will remain until it
is destroyed and two RAYs on the perimeter. Once the RAY inside the platform
has been destroyed one of the RAYs from the perimeter will jump in and a new
RAY will fill in the gap on the perimeter. So you will always have one in and
two out.
As I said, the RAYs have a few new attacks when they are on top of the arena:
The first is the stomp. This is a simple attack. If you happen to run
underneath the RAY unit it may try to squash you. On the harder difficulties
a direct hit will kill you instantly. On the lower levels it will just
severely lower your life bar. It is also a ranged attack. Just because you
aren't directly beneath the foot doesn't mean this attack won't hurt. This
attack has a range of about 10-20 meters so you don't want to be near it when
it happens or you'll take some damage. The easiest way to counter this
attack? Don't run underneath the leg. What a concept, eh?
The second is the knee rockets. Sometimes you will see the RAY stop moving and
squat down motionless. Two homing missiles will come out of its knees. There
are two ways to dodge. The first is to run to the side and then flip out of
the way when they are near and the second is to remain motionless and then
flip out of the way. Both work but I prefer the run and then flip method.
This attack can be quite frustrating at first but you will pick up on it with
time. You can try to shoot down the rockets but this can be quite difficult.
The final attack is the water gun. This is what you saw RAY use to break out
of the Tanker before. High-pressure water. It packs a huge punch. This
attack only happens when you are standing directly in front of the RAY unit.
If you see the RAY lower its head and begin to open its mouth get out of the
way as fast as you can. Move laterally, don't move towards or away from the
RAY because that leaves you in the line of fire. You do need to be a bit
close to the RAY for this to happen so if you stay far enough away this won't
be a problem.
You can use Chaff Grenades to slow down the RAYs. It doesn't incapacitate
them but they will attack at a much slower rate. This gives you an
opportunity to get in a few more Stingers between attacks.
The key to this battle is to be quick with the Stinger and always be on the
move. You will only be hit with an attack when you take chances or are not
careful. Don't become complacent.
Once the allotted number of RAYs have been destroyed (see below) a cinematic
(a long one) will start.
-- Boss Battle - Solidus Snake --
Recommended weapon: Fists
You have to fight him hand to hand and you cannot block any of his attacks,
so stay away from him when he is attacking. It is a little bit more
challenging.
The area mainly consists of a slanted roof with some scattered debris along
the top. There is only one item on the roof and that is a Ration that you can
use if you happen to get the beat down from Solidus. Take note that you can
hang off of the edge of the roof to avoid certain attacks of his. Just don't
fall. That way lies the Game Over screen.
--- PHASE ONE ------------------
The first half of the battle is a bit frantic but it's nothing compared to the
second half. Initially, Solidus has a few attacks that he will employ. The
most common of these is the fire dash. This is where he will rapidly skid
across the roof setting his traveled path ablaze. This may be done in attempt
to get close to you or to give Solidus an opportunity to use another attack or
both. It is important that you don't get caught in the fire because that will
(obviously) lower your health. You can put the flames out by equipping the
BDU quickly then unequipping it.
Another attack is the double overhead slash. This is when raises both swords
over his head and slashes down hard. This is one of his most damaging
attacks. To avoid this run away when you see him raise the swords.
One of his medium-range attacks, say when you're 5-20 meters away from him,
is the tentacle sweep. This consists of Solidus using one of his tentacle
arms to knock Snake's feet out from under him. This doesn't do as much
damage as some of the other attacks but it certainly hurts. You don't have to
worry about a follow-up attack because he will usually do a fire-dash away.
You can avoid it by doing a flip away from Solidus, to the sides, or towards
him. If you go towards him you may have an opportunity to attack when he
finishes.
Another medium-range attack is the tentacle grab. Just like atop Arsenal Gear
after destroying the RAY units. Solidus will use his tentacle to grab Snake
around the throat and choke him. When he uses this attack and successfully
grab Snake he will be hoisted in the air, spun a round a bit then slammed
into the roof. It's one of the more damaging attacks but it can be countered.
First, you can use the block function to block the tentacle and second, you
can break out of the hold by rapidly pushing the left analog stick back and
forth.
Sometimes when you get too close to Solidus he will use a head-butt. This
will knock Snake back and take a way a fair amount of health (for a
head-butt). This attack can be avoided by flipping out of the way. It's hard
to prevent this attack from happening because you need to be close to Solidus
to attack him Tread lightly.
Another close-range attack is a kick. This attack, like the head-butt, cannot
be blocked. However, you can move out of the way either by running (if you
anticipated it well in advance) or by flipping fast Solidus. If you flip past
him you'll be behind him. This means that you'll have a brief window of
opportunity for attack. Utilize it when possible.
A close-range attack that doesn't merit much worry is the lunge. Solidus will
use his left arm to thrust his sword out in order to get a stab in. This
attack will knock you down if it hits you. You can easily avoid this attack
by circling around him when you see the warning sign (he'll glow green for a
short moment). If you circle around him, he will miss and you'll be behind
him and can attack in a method of your choosing.
One of his less worrisome attacks is the wall jump. Sometimes when he is near
the wall he will leap up and use his tentacles to grab a hold of the wall.
Then he will throw himself back down onto the roof in attempt to land on you.
This is easy to dodge, just run out of the way as soon as you can. One point
of note is that he seems to do this a lot after he knocks you down.
A long and medium range attack is the missiles. He can use his tentacles to
fire low-speed missiles in your direction. This attack will often be preceded
by a fire dash. There are two ways to counter this attack or avoid it. The
first is to go to the edge of the roof and hang off the side. The missiles
will completely miss their mark is you do this. However, that isn't always
an option. Your other choices are to run towards Solidus and flip past the
missiles once you're near. This usually works well and gives you and
opportunity to attack if you're close enough beforehand.
His most powerful attack is the triple slash. This attack is devastating.
He will use his two swords to slash at Snake three consecutive times. Often
if he lands one blow he will land all three. That means you don't want to be
near him at all when he does this. You'll know this is coming because he will
have a blue-ish glow about him right before he does it. When you see that
glow make a run for it. While he is doing the combo you can circle around and
attack him from behind.
It will take some time for you to recognize his pattern and characteristics of
each attack, and how to deal with them. Don't become frustrated.
--- PHASE TWO ------------------
When he has a little bit less than half health he will get rid of his
tentacles and a new phase will start. He will do fire dashes all across the
roof, and then charge at you trying to knock you down or do one of his sword
attacks. He will only use a few attacks in this phase, you can automatically
eliminate all the ones that involved his tentacle arms; these attacks are the
triple slash, elbow smash and the lunge. He will precede all of these attacks
with some really fast, consecutive fire dashes. He will end by charging at
you and using one of the mentioned attacks.
Watch him dash across the roof and be prepared to move once he moves towards
you. Once he begins to charge at you flip out of the way and get behind him
to do an attack. This keeps you out of harm's way and allows you to attack
Solidus. You can also try flipping into him when he is dashing at you, you
will either wind up behind him so that you can attack him or you will knock
him over, reducing his stun bar. If you can't keep track of him while he's
doing his fire dashes you can try backing into a corner. If you do this he
will often only do one fire dash. This gives you a little less to keep track
of.
One point of interest is that Solidus has an eye patch on his left eye. This
means that he cannot see as well over there and he has a bit of a blind spot.
If you can slip into this spot you will be able to attack effectively some of
the time.
*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~
09) Appendices
*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~
------------------------------------------------------------------------------
* 9.1 Weapons
------------------------------------------------------------------------------
These are mainly the descriptions that characters give during the game. Call a
character with the weapon equipped and they will describe it for you.
+=--=+=--=+
AKS-74u
+=--=+=--=+
Pliskin : So, you've got an AKS-74u. If you wear an enemy's field outfit
and carry an AK, you can pass for one of them. The AK is an
outstanding rifle in terms of precision and reliability. As
evidenced by widespread licensed manufacturing -- not to mention
large quantities of illegal reproductions -- the AK is in high
demand around the world. It is often used as reference for the
design of new rifle models. Designs for Israel's Galil, Finland's
Valmet, and other rifles are based on the basic structure of the
AK. You have a smaller model of the AKS-74 that was designed for
use by Special Forces personnel. The stock will only extend to a
maximum length of 726mm ...a feature that makes the rifle easier
to handle in small spaces.
Without suppressor
Pliskin : The AK can be fitted with a suppressor. With a suppressor, you
won't have to worry about your gunshots being heard.
With suppressor
Pliskin : So, you're using the suppressor. Now you won't have to worry
about the enemy hearing your gunshots.
+=--=+=--=+
Book
+=--=+=--=+
Pliskin : Raiden... what've you got there? Oh, come on... don't play dumb.
That kind of thinking might even be helpful on the battlefield.
Raiden : Yeah, but...
Pliskin : Look... aside from its educational value, you can probably use it
to distract an enemy...
+=--=+=--=+
C4
+=--=+=--=+
Pliskin : I see you've managed to get a hold of some C4 plastic explosive.
Containing inert plasticizers, it's a white, claylike material.
It's a very stable explosive with over 1.3 times the power of
TNT. Immune to heat or shock, C4 will only explode when triggered
by a detonator. Since your wireless detonator is equipped with
both a scrambler and encryption, you don't have to worry about
the C4 being accidentally triggered by other wavelengths such as
those emitted by jamming devices. You set the C4 with the Weapon
button and detonate it with the Punch button. One other thing...
don't get caught in its blast.
+=--=+=--=+=--=+
Chaff Grenade
+=--=+=--=+=--=+
Otacon : Hey, you have a chaff grenade. You can use that to interfere with
enemy radio communications and electronic devices for a short
time. The chaff grenade is a weapon that disperses aluminum foil
or metal-coated glass and plastic fibers to confuse the enemy
radar. What you have is a portable application of the
chaff-launchers built into fighter planes. When detonated, the
grenade releases tiny chaff pieces as well as miniaturized active
jammers using a small amount of explosives. The grenade can't
create full-scale chaff corridors or chaff clouds, but will form
a Radar Cross Section area large enough for single-personnel use.
This weapon is for electronic interference only, though. It has
no effect on enemy personnel.
Pliskin : You're holding a chaff grenade -- an electronic warfare weapon
designed to disrupt electronic equipment and jam transmissions.
Detonated with a small charge, the grenade releases chaff and a
miniature active jammer. The grenade should render electronic
equipment useless for a brief period of time. It's important to
note that radar and other equipment which you might have on hand
will also be affected. So be careful with the thing if you're
using electronic devices.
+=--=+=--=+=--=+
Claymore
+=--=+=--=+=--=+
Pliskin : That's a Claymore mine. The Claymore is a directional mine that
can be set up on the ground. It's mainly used for ambush or
defense. It can also be used against light vehicles and other
soft- skinned targets. This mine goes off when it detects someone
approaching from the front. The explosion fans out shrapnel and
metal balls to create a fan-shaped destructive zone. An important
thing to remember is that the sensor is not selective... the mine
will attack friend or foe. What I'm trying to say is -- don't
trigger your own trap. You can recover a set Claymore by crawling
up to it carefully. That means you can collect enemy Claymores
for your own use if necessary...
+=--=+=--=+=--=+
Coolant
+=--=+=--=+=--=+
Pliskin : The coolant spray that you have is great for freezing the C4 set
by Fatman. After you equip the spray, you can discharge the
coolant by pressing the Weapon button. When the coolant is
exposed to the open air, it changes into a gel and adheres to the
C4 and stays at a low temperature. Spray a lot of coolant to
cover the C4 and make sure that it won't melt away. This means
that once you coat the C4 with this stuff, you can assume it
won't explode. You've got enough there so you don't have to worry
about running out. It's important to remember that once you equip
yourself with the spray, you won't be able to move. If an enemy
approaches while you're spraying the coolant, the best thing to
do is put it away and hide. On top of dealing with the C4, you
can use the spray against an enemy. Don't forget that.
+=--=+=--=+=--=+=--=+
Directional Mic
+=--=+=--=+=--=+=--=+
Pliskin : The directional microphone is a very sensitive piece of equipment
that picks up the slightest sound. It's a high-precision mike
that's been designed to pick up sounds in front of it. In short,
it will pick up sounds in the direction you point it. The
microphone comes equipped with a miniature amplifier that will
pick up a heartbeat if it's pointed properly at a living target.
+=--=+=--=+=--=+=--=+
Empty Magazine
+=--=+=--=+=--=+=--=+
Otacon : Snake, you have an empty magazine in your hand. Why are you still
carrying that around?
Pliskin : What you've got there is an empty magazine for hand guns and
automatic weapons. Press the Weapon button for the windup, and
release the button to throw it. Hitting an enemy with it won't do
much damage. But if used properly, it will provide a distraction.
Throwing distance depends on how strong you press the Weapon
button. It might be even more useful if you can accurately throw
the magazine to a desired spot
+=--=+=--=+
Grenade
+=--=+=--=+
Otacon : I see you have the grenade equipped. It's an anti-personnel frag
grenade -- throw it at the enemy and the blast and fragments will
take the enemy out. Watch out -- pushing the Weapon button will
pull out the pin. Release the Weapon button to toss it. The
throwing distance depends on how hard you push the Weapon button.
After pulling the pin, you'll have five seconds until the grenade
explodes. Get familiar with changing the timing and throwing
distance of the grenade before it goes off.
Pliskin : The hand grenade is an anti- personnel weapon that is manually
delivered to a target. Put simply -- you throw it. The blast
itself and the resulting shrapnel takes out enemy targets. You
press the Weapon button to pull the pin, and release the button
to throw the grenade. Throwing distance varies with how hard you
press the Weapon button. After pulling the pin, you have about
five seconds before the grenade explodes. Those five seconds
combined with the throwing distance gives you a certain amount of
tactical flexibility.
+=--=+=--=+
M4
+=--=+=--=+
Pliskin : Looks like you've got an M4. The M4 is an assault carbine favored
by the U.S. SOCOM. It's a descendant of the M1 carbine used in
World War II. The "4" refers to the fact that it's the fourth
carbine to be officially adopted by the American military.
Basically, it was developed for the Special Forces using the M16A
as a base. The M4 carries thirty rounds of 5.56mm x 45 SS109s. By
the way, carbines are short-barreled rifles originally developed
for cavalry use. But as far as you're concerned... you won't need
to remember that. This'll reduce your chances of discovery as
long as you don't leave too many bodies around... Your ammo is
also limited, so don't go shooting everything in sight.
+=--=+=--=+
M9
+=--=+=--=+
Otacon : What you're wielding right now is a converted Beretta M-92F,
designed to fire tranquilizer rounds. A direct hit will knock the
target unconscious. Think of those rounds as tiny syringes. The
impact of the round causes the mixing of two chemicals in the
shell. The resulting gas compresses a tiny piston and injects the
tranquilizer in the bullet's tip into the target's skin. The
tranquilizer's effects are felt at different times depending on
where the bullet lands. A head or heart shot will take effect
immediately, but a round that hits somewhere like feet or hands
will take a while. Use the First Person View Attack for maximum
accuracy. The gun is fitted with a suppressor, so there is no
need to worry about alerting the enemy with the noise. But since
it is a tranquilizer gun, the M9 has its limitations. All it can
do is knock the enemy unconscious. Keep that in mind.
Pliskin : That's a tranquilizer gun with a sound suppressor. Hit an enemy
with that and it's good night, sleep tight... The time in which
the tranquilizer takes effect depends on where you hit your
target. If you want to knock somebody out with a single shot, aim
carefully for vital spots like the head or heart.
Raiden : I think I've seen this modified gun before...
Pliskin : Yeah. It looks like the same gun used by Solid Snake two years
ago. Following that terrorist incident, similar models were made
and sold among the fans of his exploits. I think that's one of
them. That's an American military M9 modified for tranquilizer
bullets. When the tranquilizer bullets hit a target, the round
uses the force of the impact to mix the drug, also producing a
gas in the process. The pressure of the gas drives a built-in
piston that injects the target with a powerful anesthetic. It's
like firing a small hypodermic syringe. This M9 is a tranquilizer
gun that knocks out the enemy... it doesn't kill them.
+=--=+=--=+
Nikita
+=--=+=--=+
Pliskin : You've got yourself a remote-controlled missile. Referred to as
Nikita, it's a wireless guided projectile. It's a surveillance
missile based on Micro Air Vehicle technology. You control it by
watching the image transmitted from the CCD camera mounted on the
missile. Although it's primarily designed for scouting missions,
it carries a small explosive charge that allows a long-distance
attack. You can also trigger the charge by removing it from equip
status following the missile's launch. You won't be able to move
while controlling the missile. Also, you'll have to be careful
that you don't run out of fuel while it's in flight. Unlike VR
training, you won't have a bird's-eye view to help you control
the missile.
+=--=+=--=+
PSG-1
+=--=+=--=+
Pliskin : The PSG1 is an anti-terrorist automated sniper rifle. It features
roller-locked action which allows a full free-floating barrel.
The end result is an automatic rifle with precision equal to that
of a bolt-action sniper rifle. The rifle has a 5-round group
capacity of 50 mm at a range of approximately 270 meters. In my
opinion, the PSG1 is one of the finest sniper rifles in the
world. Although you've probably fired a few rounds in VR
training, there are a few differences in handling the rifle you
should be aware of. First, that the PSG1 is equipped with a
special magnification-adjustable scope. For precision shooting,
it allows you to zoom in on your target. And for wide-range
viewing, all you have to do is zoom out. Another difference is
that you aren't limited to firing from the prone position. In
short, you can fire from a crouching or standing position.
However, the less stable your position, the tougher it is to hold
your aim steady. For accuracy, the best thing to do is crawl up
to your target and fire from a prone position.
+=--=+=--=+
PSG-1 T
+=--=+=--=+
Pliskin : The PSG1-T that you have there is a PSG1 with a modified barrel
for firing tranquilizer rounds. It handles like a PSG1. The only
difference is that it spares lives. It's up to you whether you
want to use it or not.
+=--=+=--=+
SOCOM
+=--=+=--=+
Pliskin : That pistol you have is a SOCOM. It's a 45-caliber Offensive
Handgun designed for the American Special Ops Command. With
twelve rounds of 45ACP's, it has outstanding stopping power. The
SOCOM has a minimum service life averaging over 6,000 rounds, and
has a five-round group capacity that extends within a 1.4-inch
radius. It's a bit large, but the SOCOM is a gun you can trust.
It also comes equipped with a laser aiming module.
Without suppressor
Pliskin : A suppressor can be attached to the SOCOM to silence gunshots.
You should try to find one.
With suppressor
Pliskin : You've got a suppressor, too. Your SOCOM's got a suppressor. The
suppressor uses multiple partitions to reduce gas discharge and
keep sound and muzzle fire to a minimum. By keeping the internal
baffles moist, sound can be reduced by approximately thirty-eight
decibels. That suppressor can be screwed and secured to 10
different positions. This function allows you to adjust the gun's
impact point. But that doesn't really matter. That's because the
suppressor's already been adjusted. You should be able to get the
same results you got when you didn't have a suppressor attached.
+=--=+=--=+
Stinger
+=--=+=--=+
Pliskin : The Stinger is a portable surface-to-air missile launcher. Once
you lock on to a target and fire, the missile will automatically
pursue the target using its infrared seeker. However, the Stinger
you have hasn't been updated to deal with countermeasures. The
missile's seeker might be thrown off course by flares. Don't
forget that.
+=--=+=--=+=--=+
Stun Grenade
+=--=+=--=+=--=+
Otacon : The stun grenade in your equipment is for incapacitating enemies
without killing them. Stun grenades are non-lethal weapons that
knock out enemy personnel with an intense flash of light and a
burst of sound. Once the grenade is airborne, a timed detonator
ejects an internal cartridge using a small amount of explosives.
The cartridge then explodes, and releases a flash rated at over a
million candlepower, with an accompanying bang of over 200
decibels. The combinations of the flash and the bang temporarily
overwhelms human sensory perceptions. There are no projectiles
released, so it can only knock out enemies, not wound them. Keep
that in mind.
Pliskin : A stun grenade, huh? It's a non-lethal weapon designed to daze
enemies with a blinding flash of light and an ear-splitting bang.
When it goes off, it emits a flash equivalent to 2.5 million
candels and an explosive sound of over 160 decibels. In simpler
terms, that's over 120 times the brightness of a police
flashlight and the sound of a jet during take-off. There is also
a lot of heat. But that's only at the millisecond level. So don't
expect it to ignite anything. The sound emission is also at the
millisecond level so there's no permanent damage to the victim's
hearing. Used properly, your enemies will lose consciousness...
it's not a lethal weapon.
+=--=+=--=+
RGB6
+=--=+=--=+
Pliskin : You've got an RGB6. A Croatian- manufactured 40mm, 6-round
grenade launcher. It's a weapon that was unavailable in VR
training. The RGB6 has a spring-driven revolver-type cylinder for
handling six grenades. It delivers grenades with greater accuracy
than throwing the things, and it's effective for taking out
enemies with body armor -- not to mention those hiding behind
objects. Since a launched grenade travels on a parabolic
trajectory, hitting a target depends on your angle of fire.
+=--=+=--=+
USP
+=--=+=--=+
Otacon : Snake, that handgun of yours is a USP. The USP comes in a variety
of calibers, from a 9mm to a .45. Yours is a 9mm, with 15 rounds
per magazine. It's also equipped with a flashlight for nighttime
shooting. In the dark, select the USP and aim to turn on the
light. Unlike the M9, the USP isn't suppressor-equipped. The
gunshots may bring enemy reinforcements running, so be careful.
======================
== WEAPON LOCATOR ==
======================
* Abbreviations for the difficulties are:
Very Easy : VE
Easy : E
Normal : N
Hard : H
Extreme : EX
European-Extreme : EE
_________________
----- / WEAPON LOCATOR / ---------------------
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
T A N K E R M I S S I O N
Name Difficulty Location
=====================================================================
M9 VE-EE available from start
---------------------------------------------------------------------
USP VE-EE Navigational Deck - taken from Olga
P L A N T M I S S I O N
Name Difficulty Location
=====================================================================
M9 VE-E Strut A, Deep Sea Dock
---------------------------------------------------------------------
M9 N-EE Strut F, Warehouse 1F
---------------------------------------------------------------------
SOCOM VE-EE Strut B - taken from Pliskin
---------------------------------------------------------------------
PSG-1 VE-EE Strut F, Warehouse 1F
---------------------------------------------------------------------
PSG-1T VE-EE Strut F, Warehouse 1F
---------------------------------------------------------------------
M4 VE-EE Strut F, Warehouse 1F
---------------------------------------------------------------------
AKS-74u VE-EE Strut F, Warehouse B1
---------------------------------------------------------------------
HF Blade VE-EE Arsenal Gear, Ascending Colon
---------------------------------------------------------------------
Stinger VE-EE Shell 1-2 connecting bridge
---------------------------------------------------------------------
Nikita VE-EE Shell 2 Core, B1 Filter Chamber 2
---------------------------------------------------------------------
RGB6 VE-EE Strut F, Warehouse 1F
------------------------------------------------------------------------------
* 9.2 Items
------------------------------------------------------------------------------
These are mainly the descriptions that characters give during the game. Call a
character with the weapon equipped and they will describe it for you.
+=--=+=--=+
Bandage
+=--=+=--=+
Otacon : You've picked up gel bandages, I see. When you're bleeding,
select the bandage as an equipment to stop the blood. The bandage
is a type of alginate dressing. It's a highly absorbent pad that
gels blood and other fluids on contact. It releases calcium ions
during absorption, hence the coagulating effect.
Pliskin : I see you have the bandage equipped. Whenever you're bleeding,
select the bandage in the menu display and press the Confirmation
button to stop the bleeding. The bandage is an absorption pad
made from alginate fiber. As you probably know, when alginate
fibers come into contact with blood or liquids, the colloid gels
to produce a moist condition for speeding up the healing process.
With outstanding absorption properties in terms of speed and
capacity, bandages effectively stop bleeding.
+=--=+=--=+
B.D.U.
+=--=+=--=+
Pliskin : I see you're wearing the enemy field uniform(B.D.U.). Looks
pretty good on you.
Raiden : Cut it out. It's bad enough that I'm dripping with sweat
wondering when somebody's gonna see through my disguise.
Pliskin : Don't worry. And quit being so sensitive. At least your walk
won't give you away...
Raiden : My walk? Whaddya mean my walk?
Pliskin : Nothing. Forget I said it. I'd worry more about the fact that the
uniform's a little small for your size. It just might come off
when you bump into an enemy... Normally, a proper-fitting uniform
is issued to a soldier. You're just going to have to fit your
movement to the uniform...
+=--=+=--=+=--=+
Binoculars
+=--=+=--=+=--=+
Pliskin : That pair of binoculars is a high-end military model with
auto-focus and zoom features. The binoculars will be particularly
useful when used outside the "Big Shell." If you can spot an
enemy in the distance at an early stage, it'll give you plenty of
time to do something. Scouting out the location of your enemy is
vital to the success of an infiltration mission.
+=--=+=--=+=--=+
Body Armor
+=--=+=--=+=--=+
Snake : I see you're wearing body armor. That's a great way to minimize
damage. Your body armor is interwoven with a special fiber made
from high-performance polymer materials. The special fiber
tangles around a bullet to cushion and spread out the impact to
keep damage at a minimum. Bear in mind that the armor just
reduces damage. It doesn't eliminate it.
+=--=+=--=+
Camera
+=--=+=--=+
Otacon : I'll explain how to use the camera. That digital camera you have
was specially made to take pictures of the prototype Metal Gear.
When a picture is taken, the screen data is first stored in the
camera's internal memory. Then it's automatically processed
through various algorithms to protect against tampering. Each
picture is electronically stamped and distinctively encrypted.
So, in the off chance that someone alters the data during
transmission, we'll know immediately. Oh -- there's a limit to
the internal memory's capacity. If the memory becomes full,
overwrite the pictures you don't need anymore. When you're ready
to take a shot, use the L1 and R1 buttons to scroll left or right
among the picture previews at the bottom of the screen. Send the
pictures to me when you're done. Press the Action button when
you're in front of the workstation southeast from there, and the
pictures will be sent to me. Get some good shots!
Pliskin : Planning to take some pictures? Well, you've got the right camera
for the task. With auto-focus and zoom features, this camera
guarantees clear pictures. It won't wear with use... so take all
the shots you want.
+=--=+=--=+=--=+
Cardboard Box
+=--=+=--=+=--=+
Otacon : Using the old cardboard box trick, huh? Looks good on you, Snake.
Camouflage is the best way to slip past enemy surveillance. But
cardboard is just paper when it comes down to it. It won't
withstand any serious assault for long. Don't rely on the trick
too many times, either. And I recommend you keep it dry.
Pliskin : The cardboard box that you have is ideal for fooling your
enemies. It's a very important tool for infiltration missions. Of
course. I can't begin to count the number of agents whose lives
were saved by a cardboard box...
Raiden : You mean everyone's using them?
Pliskin : Look. I'm not exaggerating when I say the success of your mission
hinges on how you use that cardboard box. But in the end, a
cardboard box is only made of paper. Handle it with care or it
won't be of much use to you. Y'know... I've lost a couple thanks
to you...
Raiden : ?
Pliskin : Nothing... forget it. Treat your cardboard box with care. Take
care of the box and it'll take care of you... Don't think of it
as just another box. Treat it with love... Don't be rough. Okay?
+=--=+=--=+=--=+
Cigarettes
+=--=+=--=+=--=+
Otacon : Snake, are you smoking? You really should quit. First of all, it
turns you into an instant target in the dark. As for what it
means to your health, I won't even go there. Remember what Naomi
said about lung cancer rates Everyone knows that it's a dangerous
substance.
Snake : So's war, and I've done that all my life.
Otacon : Well, you can screw up your own body if you like, but think about
other people, okay?
Snake : This is the new kind that has almost no second-hand smoke. It
won't bother anyone.
Otacon : Oh really? Didn't I see you toss the butt off the bridge?
Littering, polluting...
Snake : Ummm...
Otacon : You have a long way to go, my friend.
Pliskin : I see you've still got those cigarettes I gave you.
Raiden : I quit a long time ago...
Pliskin : Maybe now's the time to start again? Just joking, kid. Those
things'll stunt your growth and ruin your health. But in the
battlefield, you'll find there's other uses for those cigarettes
besides smoking. I'm sure you'll figure out how to use 'em when
the time comes...
+=--=+=--=+=--=+=--=+
Mine Detector
+=--=+=--=+=--=+=--=+
Pliskin : That mine detector that you're equipped with displays the
location of Claymore mines that aren't visible to the naked eye.
It's not your run-of-the-mill mine detector. It isn't a metal
detector. It's based more on the various systems used in chemical
detectors. In short, it doesn't respond to a mine's metallic
casing. It actually detects the elements used in explosives.
Basically, it's similar to the sensor that the old man gave
you... the one that responds to the "smell" of C4. That's why you
can accurately detect the location of mines despite the fact that
you're in a metal-based structure. There's no point using the
detector without employing the radar.
+=--=+=--=+=--=+=--=+=--=+
Night Vision Googles
+=--=+=--=+=--=+=--=+=--=+
Pliskin : Those night vision goggles will let you see in the dark. The
goggles are equipped with an image intensifier that amplifies
even the lowest levels of light to produce clear images. Night
vision devices were introduced in the 1940s. Since then, they've
undergone several modifications to improve both sensitivity and
resolution. Incidentally, the set you're using is a
fourth-generation model.
+=--=+=--=+=--=+
Pentazemin
+=--=+=--=+=--=+
Otacon : You have Pentazemin in your inventory. If you need to take some,
select it in the Item Window and push the Enter button.
Pentazemin is a mild tranquilizer used to treat clinical
depression, obsessive-compulsive behavior, and anxiety. It
belongs to the benzodiazepinate family, and along with its
antidepressant and anti-anxiety qualities, it suppresses
convulsions. Take it when you have a tough shot ahead with the
sniper rifle and you need to minimize shakiness. But I guess you
don't have one of those yet. Well...you can also try some if
you're feeling really seasick.
After taking the Pentazemin
Snake : Otacon, I took the Pentazemin and you're right -- the seasickness
is gone!
Otacon : Wow! Really!?
Snake : What do you mean, "Really?" You said...
Otacon : Drugs are mostly about placebo effect. If you believe it's
effective, it is. You're more naive than I thought.
Snake : ...
Pliskin : You have the Pentazemin equipped, huh. To steady your hands when
aiming with a sniper rifle, select Pentazemin in the menu
display and press the Confirmation button. Pentazemin is a
benzodiazepine anti-depressant used in the treatment of disorders
such as depression and autonomic imbalance. In addition to its
calming effect, it also relaxes muscular tension and combats
convulsions. The result is a steady set of hands. One more
thing... Pentazemin does not prevent seasickness...
Raiden : Seasickness...? What are you talking about?
Pliskin : I mean sometimes faith can overcome medical science. Never mind...
+=--=+=--=+
Rations
+=--=+=--=+
Pliskin : You've got rations. Rations are military food provisions capable
of LIFE recovery. Select a ration in the menu display and press
the Confirmation button for LIFE recovery. If you equip yourself
with rations, you can automatically recover LIFE the moment it
hits zero. Field rations are not just emergency food. For a
soldier, it's a vital factor in maintaining combat efficiency.
Rations are the result of concentrated research and development
efforts on the part of the U.S. Military's Cooking Laboratory.
Together with calories, meticulous attention is focused on
balanced nutrition. Freeze-dried, the rations are easy to carry
and keep well. It ain't home cookin', but it'll satisfy your
nutritional needs.
Raiden : Hmmm.
Pliskin : What's on your mind?
Raiden : Well, just between you and me?
Pliskin : Sure. What is it?
Raiden : I prefer rations over Rose's home cooking...
Pliskin : That bad, huh?
+=--=+=--=+=--=+
AP Sensor
+=--=+=--=+=--=+
Otacon : You're using the Anti-personnel Sensor, I see. It measures the
electromagnetic fields and heartbeat of life forms and converts
the data into vibrations. If an enemy draws near, it will
vibrate. The stronger the vibration, the closer the enemy is.
But, remember, when using the Anti-personnel Sensor, you'll only
be able to feel the vibrations coming from the sensor.
Pliskin : You're using your Anti-Personnel Sensor. It vibrates whenever an
enemy is approaching your position. The sensor responds to the
electromagnetic field and heartbeat of life forms. The closer an
enemy, the bigger the vibration. It's a useful device. But
remember that if you're equipped with the sensor, you won't
be able to feel any other vibrations around you. It's like
life... You gain something only to lose something else. It's up
to you to decide where and when you want to use it.
+=--=+=--=+
Sensor A
+=--=+=--=+
Pliskin : I see the old man set you up with a Sensor A unit. Aside from C4,
explosives continually release their own specific particles.
Based on ion mobility spectrometry technology, Sensor A is
capable of detecting particle clusters. Simply put, the detector
can "sniff out" C4. The detected C4 appears on radar as a
cloud-like shape. The cloud indicates the rough location of the
explosive. This sensor looks like it's been specially tuned. It's
been specially modified to sniff out the signature odor of C4
combined with Fatman's special perfume that he uses to identify
his work. That's why it won't respond to any of the C4 that we've
set up.
After defeating Fatman
Pliskin : (see above) We got a lot of use out of this thing. We probably
won't need it anymore.
+=--=+=--=+
Sensor B
+=--=+=--=+
Pliskin : You're using Sensor B. It's designed to pick out the "odorless"
C4 set up by Fatman. Unlike Sensor A, which detects explosive
particles, this unit detects the explosive inside an object
sealed by neutron emission. The sensor should be able to detect
C4, despite the fact that it's been securely sealed to prevent
"odor" or more specifically the diffusion of explosive particles.
When neutronspass through an object, the hydrogen material it
contains interacts to produce a rear diffusion. By measuring this
rear diffusion with the detector, the resulting value is analyzed
to determine the existence of an explosive. Simply equipping
yourself with this unit and the sensor will automatically scan
the area around you, and will sound a warning if there's an
explosive nearby. Always remember that the shorter the intervals
between the warning sound, the closer the location of the bomb.
This sensor is adjusted to respond only to the C4 used by Fatman.
The composition of our C4 and that of Fatman's seems to be
slightly different. I think it may be the wax materials that he
uses in his explosives. The old man probably concentrated the
bulk of his time on making this modification.
After defeating Fatman
Pliskin : (see above) However, since we've taken care of all the C4, and
given the fact that Fatman is no longer with us... I don't think
we'll need this sensor anymore.
+=--=+=--=+=--=+=--=+
Thermal Googles
+=--=+=--=+=--=+=--=+
Otacon : You have the Thermal Goggles equipped huh? They provide night
vision by using variances in heat distribution to create an
image. It uses a two dimensional solid state projection system to
create high-res images at sixty fps in real-time. By using the
Thermal Goggles, you can take a look at the enemy's neck to see
if they have dog tags or not.
Pliskin : Those Thermal Goggles provide night vision by creating images
from heat distribution. The goggles have a resolution of over
400,000 pixels. This performance is largely attributed to the use
of a two-dimensional solid projection system with outstanding
electric charge transfer capability. With these goggles, you can
probably see Claymore mines that are rendered invisible with
stealth camouflage. If you look around the necks of enemy
soldiers, you can probably make out their dog tags.
====================
== ITEM LOCATOR ==
====================
This works exactly like the node locator. All Weapon and Item locations are
given here.
* Abbreviations for the difficulties are:
Very Easy : VE
Easy : E
Normal : N
Hard : H
Extreme : EX
European-Extreme : EE
_______________
----- / ITEM LOCATOR / ---------------------
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
T A N K E R M I S S I O N
Name Difficulty Location
=====================================================================
Scope VE-EE available from start
---------------------------------------------------------------------
Wet Box VE-EE Navigational Deck
---------------------------------------------------------------------
Cardboard Box 1 VE-EE Deck D, Crew's Quarters
---------------------------------------------------------------------
Digital Camera VE-EE given after beating Tanker once
---------------------------------------------------------------------
Thermal Goggles VE-EE Crow's Nest, Navigational Deck
---------------------------------------------------------------------
P L A N T M I S S I O N
Name Difficulty Location
=====================================================================
Thermal Goggles VE-EE Deep Sea Dock/Strut L, Perimeter
---------------------------------------------------------------------
SOCOM Suppresser VE Strut B, Transformer Room
---------------------------------------------------------------------
SOCOM Suppresser E-EE Strut F, Warehouse B1
---------------------------------------------------------------------
PAN Card lvl 1 VE-EE Strut C, Dining Hall
---------------------------------------------------------------------
PAN Card lvl 2 VE-EE Strut E, Heliport
---------------------------------------------------------------------
PAN Card lvl 3 VE-EE Shell 1 Core, B1
---------------------------------------------------------------------
PAN Card lvl 4 VE-EE Shell 2 Core, 1F
---------------------------------------------------------------------
PAN Card lvl 5 VE-EE KL connecting bridge
---------------------------------------------------------------------
Body Armor VE-EE Shell 2 Core, Filter Chamber 2
---------------------------------------------------------------------
NVG VE-EE Shell 2 Core, Filter Chamber 2
---------------------------------------------------------------------
BDU VE-EE Strut E, Heliport
---------------------------------------------------------------------
Cell Phone VE-EE Strut E, Heliport
---------------------------------------------------------------------
Cardboard Box 1 VE-EE Strut A, Pump Room
---------------------------------------------------------------------
Cardboard Box 2 VE-EE Strut F, Warehouse B1
---------------------------------------------------------------------
Cardboard Box 3 VE-EE Strut E, Heliport
---------------------------------------------------------------------
Cardboard Box 4 VE-EE Shell 1 Core, B2
---------------------------------------------------------------------
Cardboard Box 5 VE-EE Strut E, Parcel Room 1F
---------------------------------------------------------------------
Shaver H-EE Strut A, Deep Sea Dock
---------------------------------------------------------------------
Sensor A VE-EE Strut C, Dining Hall
---------------------------------------------------------------------
Sensor B VE-EE Strut C, Dining Hall
---------------------------------------------------------------------
Mine Detector VE-EE Strut F, Warehouse B1
---------------------------------------------------------------------
AP Sensor VE-EE available from start
---------------------------------------------------------------------
Digital Camera VE-EE Strut E, Parcel Room B1
------------------------------------------------------------------------------
* 9.3 Special Items
------------------------------------------------------------------------------
The main goal of collecting the dog tags is so that you can get these items
below. So for example, say you were trying to get the bandana. You would need
to get 60 dog tags in total (cumulative of all the difficulties) just in the
Tanker mission. Once you get the 60 dog tags and complete the game the item
will now be available during gameplay that takes place during the Tanker. Dog
Tags that are obtained in one chapter do not carry on into the other. If you
wanted Raiden's Brown Wig you would need to get 90 dog tags in the Plant
chapter in total and finish the game in order to get it. Stealth in both
chapters works the same way, if you get stealth in the tanker chapter do not
expect to have it in the Plant, you need to get the required dog tag number for
that item in that chapter in order to obtain it.
+=--=+=--=+=--=+
Bandana
+=--=+=--=+=--=+
Collect 60 Dog Tags in the Tanker and finish the game to obtain. Allows
infinite ammo when equipped. Tanker chapter only.
+=--=+=--=+=--=+=--=+
Optic Camouflage
+=--=+=--=+=--=+=--=+
Collect 80 Dog Tags in the Tanker or 120 in the Plant and finish the game to
obtain. Optic camouflage. Renders player invisible to enemy soldiers and
cameras. Will not work in boss battles. Available in Tanker and Plant.
+=--=+=--=+=--=+
Brown Wig
+=--=+=--=+=--=+
Collect 90 Dog Tags and finish the game to obtain. Allows infinite ammo when
equipped. Plant chapter only.
+=--=+=--=+=--=+
Orange Wig
+=--=+=--=+=--=+
Collect 170 Dog Tags, and finish the game to obtain. When equipped allows
infinite grip when hanging. Plant chapter only.
+=--=+=--=+=--=+=--=+
Blue Wig
+=--=+=--=+=--=+=--=+
Collect 200 Dog Tags, and finish the game to obtain. When equipped player has
infinite oxygen. Plant chapter only.
------------------------------------------------------------------------------
* 9.4 Dog Tags
------------------------------------------------------------------------------
To get a dog tag, sneak up behind a guard (with a handgun equipped) and when
you are reasonably close press the weapon button. If you have done, this
right your character should say "Freeze!" Then hold down L1, to keep your
aim on the guard, and run to the front. When you are in front, go into first
person view and aim at the guard's head or genitals. He should then start to
give up items.
Occasionally you will come across one of these so-called "tough guys". These
people will not give up anything unless you shoot them with a lethal weapon in
either the elbow or the knee. Once you have done this they should give up
their items.
Many, many thanks to Muni Shinobu for the Dog Tag charts.
==========================
== TANKER : VERY EASY ==
==========================
+--------------------------------------------------------------------------+
| T A N K E R V E R Y E A S Y |
|--------------------------------------------------------------------------|
| ID | LOCATION | NAME | DOB | BLD |
|----+--------------------------+-----------------------------+------+-----|
| 00 | Navigational Deck Wing | Olga Gurlukovich | 0923 | A |
| 01 | Aft Deck | Josh Spires | 0716 | ? |
| 02 | Aft Deck | Tomomi Nasu | 0824 | B |
| 03 | Aft Deck | Stephen M Driver | 1217 | A |
| 04 | Navigational Deck Wing | Brendan McLeod | 0510 | AB |
| 05 | Deck A Crew's Quarters | Hajme Tusima | 0607 | A |
| 06 | Deck B Crew's Quarters | Yuki Hongoh | 0507 | B |
| 07 | Deck A Crew's Lounge | Takahiro Yura | 0119 | A |
| 08 | Deck A Crew's Lounge | David P LaFrenier | 0305 | A |
| 09 | Deck A Crew's Lounge | Eric Bravo | 0806 | A |
| 10 | Deck D Crew's Quarters | Miguel Luis Cunha | 0304 | O |
| 11 | Deck D Crew's Quarters | Eiji Senke | 0322 | B |
| 12 | Deck 2 Port | Yohsuke Sakaguchi | 0802 | A |
| 13 | Deck 2 Port | Jan Friese | 1016 | A |
| 14 | Deck 2 Port | Marius Torsud | 1224 | ? |
| 15 | Engine Room | Andrej Pedercina Mimica | 0113 | ? |
| 16 | Engine Room | Mike J Corbitt | 1205 | O |
| 17 | Engine Room | Aaron T Powell | 1111 | O |
| 18 | Engine Room | Jeff A Saylor Jr | 1110 | ? |
| 19 | Engine Room | Kazuki Tokunaga | 1224 | O |
| 20 | Hold No.1 | Kamil Mania | 0710 | ? |
| 21 | Hold No.1 | Ismael Miranda de Andrade | 0421 | B |
| 22 | Hold No.3 | Darryl F Kemp | 0824 | B |
| 23 | Hold No.3 | Yoshitoshi Toyoda | 0726 | A |
+--------------------------------------------------------------------------+
=====================
== TANKER : EASY ==
=====================
+--------------------------------------------------------------------------+
| T A N K E R E A S Y |
|--------------------------------------------------------------------------|
| ID | LOCATION | NAME | DOB | BLD |
|----+--------------------------+-----------------------------+------+-----|
| 00 | Navigational Deck Wing | Olga Gurlukovich | 0923 | A |
| 01 | Aft Deck | Justin P Verrier | 0923 | A |
| 02 | Aft Deck | Ryouichi Matsumoto | 0511 | ? |
| 03 | Aft Deck | Michael S Futter | 0501 | A |
| 04 | Navigational Deck Wing | Michael Vogt | 0209 | B |
| 05 | Deck A Crew's Quarters | Kei Kudou Mon | 0402 | O |
| 06 | Deck A Crew's Quarters | Eetu Holmqvist | 0410 | O |
| 07 | Deck A Crew's Lounge | Matthew W Hunt | 1207 | A |
| 08 | Deck A Crew's Lounge | David W Pelster | 1114 | AB |
| 09 | Deck A Crew's Lounge | Takumi Shimada | 0711 | ? |
| 10 | Deck D Crew's Quarters | Cary J Schwartzman | 0202 | A |
| 11 | Deck D Crew's Quarters | Danilo NE Carbone | 0426 | O |
| 12 | Deck 2 Port | Adam Lloyd | 0719 | ? |
| 13 | Deck 2 Port | David E Palm | 0506 | ? |
| 14 | Deck 2 Port | Yuki Aoki | 1019 | B |
| 15 | Engine Room | William N Bruce | 0910 | O |
| 16 | Engine Room | Chien Jen Liang | 0429 | O |
| 17 | Engine Room | Luke Boulerice | 0815 | ? |
| 18 | Engine Room | Yusuke Sasaki | 0924 | B |
| 19 | Engine Room | Travis J Long | 0219 | O |
| 20 | Engine Room | Steven A Weekes | 0407 | O |
| 21 | Hold No.1 | Marco Silvano | 0106 | ? |
| 22 | Hold No.1 | Xesk Malone | 1217 | O |
| 23 | Hold No.3 | Michalis Taubert | 0705 | A |
| 24 | Hold No.3 | Lee A Myers | 1230 | B |
| 25 | Hold No.3 | Rock Young | 0911 | AB |
+--------------------------------------------------------------------------+
=======================
== TANKER : NORMAL ==
=======================
+--------------------------------------------------------------------------+
| T A N K E R N O R M A L |
|--------------------------------------------------------------------------|
| ID | LOCATION | NAME | DOB | BLD |
|----+--------------------------+-----------------------------+------+-----|
| 00 | Navigational Deck Wing | Olga Gurlukovich | 0923 | A |
| 01 | Aft Deck | Garret L Peters | 0920 | AB |
| 02 | Aft Deck | Sunny Hsu | 1106 | A |
| 03 | Aft Deck | Pablo Maisuls | 0529 | A |
| 04 | Navigational Deck Wing | Samuel B Sandoval | 1214 | A |
| 05 | Deck C Crew's Quarters | James I Bartelle | 0414 | ? |
| 06 | Deck A Crew's Quarters | Daniel Kucan | 1130 | O |
| 07 | Deck B Crew's Quarters | Ronan Khim | 1105 | AB |
| 08 | Deck A Crew's Lounge | Masanori Inui | 1014 | O |
| 09 | Deck A Crew's Lounge | Jeng L Valencia | 0804 | AB |
| 10 | Deck A Crew's Lounge | Seth T Hay | 0420 | O |
| 11 | Deck A Crew's Lounge | Daniel W Dennison | 0312 | ? |
| 12 | Deck D Crew's Quarters | Flavio Camargos | 0727 | A |
| 13 | Deck D Crew's Quarters | Brad R Whitefield | 1005 | AB |
| 14 | Deck D Crew's Quarters | James Broome | 0408 | ? |
| 15 | Deck D Crew's Quarters | Hiromasa Watanabe | 0516 | A |
| 16 | Deck 2 Port | Kieran Keegan | 1111 | AB |
| 17 | Deck 2 Port | Hirokazu Takahashi | 1006 | A |
| 18 | Deck 2 Port | Marwan Abdullah AlHarbi | 0101 | O |
| 19 | Engine Room | Henning Rhoden | 0005 | B |
| 20 | Engine Room | Marcelo Zamorano | 0828 | A |
| 21 | Engine Room | Simon F Picard | 0515 | O |
| 22 | Engine Room | Haden K Oneil | 0307 | ? |
| 23 | Engine Room | Yuji Higuchi | 0322 | B |
| 24 | Engine Room | Husain Abdulrazaq AlHasan | 0514 | ? |
| 25 | Hold No.1 | Robert R Bruce | 1116 | A |
| 26 | Hold No.1 | Kenzi Tanda | ? | ? |
| 27 | Hold No.1 | Ivan E Saldarriaga | 0910 | O |
| 28 | Hold No.2 | Christopher G Hercus | 1211 | O |
| 29 | Hold No.2 | Tomohiro Katoh | 0926 | B |
| 30 | Hold No.3 | David D Crumpler | 0514 | B |
| 31 | Hold No.3 | Joao E Martins | 1114 | A |
| 32 | Hold No.3 | Mika A Taavela | 1118 | ? |
+--------------------------------------------------------------------------+
=====================
== TANKER : HARD ==
=====================
+--------------------------------------------------------------------------+
| T A N K E R H A R D |
|--------------------------------------------------------------------------|
| ID | LOCATION | NAME | DOB | BLD |
|----+--------------------------+-----------------------------+------+-----|
| 00 | Navigational Deck Wing | Olga Gurlukovich | 0923 | A |
| 01 | Aft Deck | Pawel Adamczyk | 0101 | O |
| 02 | Aft Deck | Jonathan S Wilson | 0418 | O |
| 03 | Aft Deck | Peter A Sattaur | 0730 | A |
| 04 | Navigational Deck Wing | Ako Kudou | 0804 | A |
| 05 | Deck C Crew's Quarters | Johan Hana | 1030 | A |
| 06 | Deck A Crew's Quarters | Dex J Delfrate | 0212 | ? |
| 07 | Deck B Crew's Quarters | Joseph R Larger | 0123 | ? |
| 08 | Deck B Crew's Quarters | Kouji Takemoto | 0530 | O |
| 09 | Deck A Crew's Lounge | Mahde M Mansur | 1121 | O |
| 10 | Deck A Crew's Lounge | Sauzando Aran | 0927 | B |
| 11 | Deck A Crew's Lounge | Kouhei Yoshizumi | 1111 | A |
| 12 | Deck D Crew's Quarters | Hidetosi Suzuki | 0817 | B |
| 13 | Deck D Crew's Quarters | Joelmir Mazon | 0101 | A |
| 14 | Deck D Crew's Quarters | Michiel A Hendriksen | 0216 | B |
| 15 | Deck D Crew's Quarters | Masahiro Takahashi | 0701 | A |
| 16 | Deck 2 Port | Christopher C Osterwald | 0120 | A |
| 17 | Deck 2 Port | Lee Seung Min | 0212 | B |
| 18 | Deck 2 Port | TSZ TING | 1218 | A |
| 19 | Engine Room | Manabu Nishiyama | 0717 | B |
| 20 | Engine Room | David Heng Liu | 0412 | A |
| 21 | Engine Room | Wei Zhang | 0101 | A |
| 22 | Engine Room | Han Tao | 1124 | B |
| 23 | Engine Room | Takashi Shiohama | 0520 | B |
| 24 | Engine Room | James C Layton | 1214 | B |
| 25 | Engine Room | Jesus Auron Noatsuna | 0101 | A |
| 26 | Hold No.1 | Ha Su Jung | 1216 | B |
| 27 | Hold No.1 | Minako Nakazawa | 0521 | B |
| 28 | Hold No.1 | Kel M Booker | 0128 | ? |
| 29 | Hold No.2 | Asif A Ali | 0829 | A |
| 30 | Hold No.2 | Tatsumi Mizuguchi | 0913 | A |
| 31 | Hold No.3 | Ali Karar | 0521 | AB |
| 32 | Hold No.3 | Benjamin Phoon | 0430 | A |
| 33 | Hold No.3 | Jason L Hines | 1207 | A |
| 34 | Hold No.3 | Kurt W Bartholomew | 0702 | AB |
+--------------------------------------------------------------------------+
========================
== TANKER : EXTREME ==
========================
+--------------------------------------------------------------------------+
| T A N K E R E X T R E M E |
|--------------------------------------------------------------------------|
| ID | LOCATION | NAME | DOB | BLD |
|----+--------------------------+-----------------------------+------+-----|
| 00 | Navigational Deck Wing | Olga Gurlukovich | 0923 | A |
| 01 | Aft Deck | Isao Miyamoto | 0322 | AB |
| 02 | Aft Deck | Matt Holt | 0303 | A |
| 03 | Aft Deck | Patrick James Torrence | 0420 | ? |
| 04 | Navigational Deck Wing | Malcolm W Bullmore | 0704 | ? |
| 05 | Deck C Crew's Quarters | Adam Christopher Vazquez | 1215 | ? |
| 06 | Deck A Crew's Quarters | Alexandra Rattay | 1110 | A |
| 07 | Deck B Crew's Quarters | Enrike Vargas Suarez | 0528 | O |
| 08 | Deck A Crew's Lounge | Akihito Oshima | 1025 | A |
| 09 | Deck A Crew's Lounge | Bruce Murphy | 0130 | O |
| 10 | Deck A Crew's Lounge | Patrick F Coley | 0201 | O |
| 11 | Deck D Crew's Quarters | Patrouillault Celine | 0321 | O |
| 12 | Deck D Crew's Quarters | Andre Perron | 0304 | A |
| 13 | Deck D Crew's Quarters | Matthew M Wilcox | 0212 | AB |
| 14 | Deck D Crew's Quarters | Miyaji Masayuki | 0611 | AB |
| 15 | Deck 2 Port | Guyver M Scott | 0122 | AB |
| 16 | Deck 2 Port | Devin P McCourt | 0122 | O |
| 17 | Deck 2 Port | Takahiro Hanaoka | 0206 | B |
| 18 | Engine Room | JinagXi Konglong | 0926 | B |
| 19 | Engine Room | Yuji Gotoh | 0351 | O |
| 20 | Engine Room | Tomi S Hakulinen | 0901 | ? |
| 21 | Engine Room | Suneel Buggal | 1220 | O |
| 22 | Engine Room | Anibal Rodriguez | 0330 | O |
| 23 | Engine Room | Fahim Mumin | 0831 | ? |
| 24 | Engine Room | Nicholas A Kowalcyk | 1215 | A |
| 25 | Hold No.1 | Adam M Conrad | 0804 | ? |
| 26 | Hold No.1 | David Oh | 0714 | O |
| 27 | Hold No.1 | Shinichi Furusho | 0823 | AB |
| 28 | Hold No.2 | Daisuke mercury Shimada | 1218 | AB |
| 29 | Hold No.2 | Phil A Marchant | 1006 | O |
| 30 | Hold No.3 | Landon F Hilde | 0618 | AB |
| 31 | Hold No.3 | Jeremy J Drake | 1028 | ? |
| 32 | Hold No.3 | Fred A Thiele | 0718 | ? |
| 33 | Hold No.3 | Nagisa Kase | 0225 | O |
+--------------------------------------------------------------------------+
=========================
== PLANT : VERY EASY ==
=========================
+--------------------------------------------------------------------------+
| P L A N T V E R Y E A S Y |
|--------------------------------------------------------------------------|
| ID | LOCATION | NAME | DOB | BLD |
|----+--------------------------+-----------------------------+------+-----|
| 00 | Arsenal Ascending Colon | Iroquois Pliskin | ??? | ? |
| 01 | Strut A Deep Sea Dock | Brad I Lanning | 0105 | AB |
| 02 | Strut A Deep Sea Dock | Charles P Pinkerton | 0409 | A |
| 03 | Strut A Roof | Jason M Gillispie | 0322 | B |
| 04 | Strut A Pump Room | Samuel Andi Hendranata | 0823 | O |
| 05 | Strut A Pump Room | Yasuhiro Matsuzaki | 1027 | B |
| 06 | AB Connecting Bridge | Artthapong Siriamonthep | 1220 | O |
| 07 | AB Connecting Bridge | Amadeus Knothe | 0301 | A |
| 08 | Strut B Transformer Room | Bob Fu | 0408 | B |
| 09 | Strut B Transformer Room | Yasuo Suzuki | 0824 | O |
| 10 | BC Connecting Bridge | Yiqiang Yao | 1116 | B |
| 11 | Strut C Dining Hall | Vanessa E Mejia | 0315 | O |
| 12 | Strut C Dining Hall | Anthony J Willreign Supreme | 0321 | ? |
| 13 | CD Connecting Bridge | Marques Dean | 0707 | A |
| 14 | CD Connecting Bridge | Kevin M Miller | 0720 | B |
| 15 | Strut D Sediment Pool | Mathias Ellemann Jensen | 0223 | ? |
| 16 | Strut D Sediment Pool | Christian Ryan De Ramos | 1114 | AB |
| 17 | DE Connecting Bridge | Derek Broadbent | 0902 | O |
| 18 | DE Connecting Bridge | Till Schlegel | 1117 | A |
| 19 | Strut E Parcel Room | Nana Mizuki | 0121 | O |
| 20 | Strut E Parcel Room | Csaba Millei | 0307 | AB |
| 21 | Strut E Heliport | Jordan J Davis | 0603 | ? |
| 22 | Strut E Heliport | Luke Christian Roberts | 0701 | AB |
| 23 | Strut F Warehouse | Sinya Tusunoda | 0330 | B |
| 24 | Strut F Warehouse | Asia R Pickle | 1228 | A |
| 25 | FA Connecting Bridge | Daniel P Wells | 1018 | ? |
| 26 | Shell 1 Core 1F | David Anthony Wilson | 0222 | O |
| 27 | Shell 1 Core 1F | Jasper A Hefko | 1025 | ? |
| 28 | Shell 1 Core 1F | Steven L Harper | 0902 | O |
| 29 | Shell 1 Core B1 | Yasuhiko Nakamura | 0528 | O |
| 30 | Shell 1 Core B1 | Chris Escobar | 1126 | ? |
| 31 | Shell 1 Core B1 | Elliott I Kugler | 0409 | ? |
| 32 | Shell 1 Core B2 | Mai Ohta | 0616 | B |
| 33 | Shell 1 Core B2 | Roth W Lanphear | 0518 | ? |
| 34 | Shell 1 Core B2 | Cheng exs Cheng | 0107 | AB |
| 35 | Shell 1 Core B2 | Liam P Slater | 0227 | ? |
| 36 | KL Connecting Bridge | Neill W Perry | 0318 | O |
| 37 | Strut L Sewage Treatment | Robert W Goodenow III | 1226 | A |
| 38 | Strut L Sewage Treatment | Mathias Buntrock | 0310 | O |
| 39 | Shell 2 Core 1F | Andrei V Galinski | 0919 | AB |
| 40 | Shell 2 Core 1F | Naoki Inoue | 0619 | A |
| 41 | Shell 2 Core 1F | Hiu Fung Wong | 1129 | ? |
| 42 | Strut E Heliport | Peter Stillman | 1116 | A |
+--------------------------------------------------------------------------+
====================
== PLANT : EASY ==
====================
+--------------------------------------------------------------------------+
| P L A N T E A S Y |
|--------------------------------------------------------------------------|
| ID | LOCATION | NAME | DOB | BLD |
|----+--------------------------+-----------------------------+------+-----|
| 00 | Arsenal Ascending Colon | Meryl Silverburgh | ??? | A |
| 01 | Strut A Deep Sea Dock | Emiko Yokoshima | 0619 | ? |
| 02 | Strut A Deep Sea Dock | Terry Cheung | 0609 | O |
| 03 | Strut A Roof | Jacqueline D Benzon | 1003 | A |
| 04 | Strut A Pump Room | Akihide Yonekura | 0621 | A |
| 05 | Strut A Pump Room | Goushi Kawamura | 0310 | A |
| 06 | AB Connecting Bridge | William R Kelly | 0325 | A |
| 07 | AB Connecting Bridge | Ryosuke Sugie | 0301 | O |
| 08 | Strut B Transformer Room | Masanori Masabu Ihara | 0204 | A |
| 09 | Strut B Transformer Room | Hiroyuki Doi | 1209 | A |
| 10 | BC Connecting Bridge | Marius Alain Nguyen | 0711 | AB |
| 11 | Strut C Dining Hall | Kevin Chen | 0317 | AB |
| 12 | Strut C Dining Hall | Boudraa Reda | 0727 | O |
| 13 | CD Connecting Bridge | Yu Ya Nan | 1012 | ? |
| 14 | CD Connecting Bridge | Takayuki Ueda | 0620 | A |
| 15 | Strut D Sediment Pool | Luis Silva Garcia | 0716 | O |
| 16 | Strut D Sediment Pool | Brian A Brown | 1021 | A |
| 17 | DE Connecting Bridge | Nicholas S DeGrazia | 0723 | AB |
| 18 | DE Connecting Bridge | Yuuki Ito | 0523 | B |
| 19 | Strut E Parcel Room | Anmar Saad Albinyan | 0318 | ? |
| 20 | Strut E Parcel Room | Steve Masao Terada | 0626 | ? |
| 21 | Strut E Heliport | Yuuki Yagi | 0402 | A |
| 22 | Strut E Heliport | Brigitte Dickenscheid | 0330 | ? |
| 23 | Strut F Warehouse | Agmall Sarwari | 0820 | A |
| 24 | Strut F Warehouse | Naoto Yamazaki | 1113 | AB |
| 25 | Strut F Warehouse | Terry Matalas | 1211 | A |
| 26 | FA Connecting Bridge | Sefie J Nolte | 1215 | O |
| 27 | Shell 1 Core 1F | David Li-San Chen | 1013 | A |
| 28 | Shell 1 Core 1F | Ginseng W Mileur | 0131 | O |
| 29 | Shell 1 Core 1F | Remy Schuster | 0101 | A |
| 30 | Shell 1 Core B1 | Matthew J Whitney | 1115 | AB |
| 31 | Shell 1 Core B1 | Ricardo Enrique Salazar | 0717 | O |
| 32 | Shell 1 Core B1 | Randall J Koerte | 0917 | O |
| 33 | Shell 1 Core B2 | Syouhei Yoshino | 0908 | ? |
| 34 | Shell 1 Core B2 | Mika M Claudepierre | 0222 | O |
| 35 | Shell 1 Core B2 | Joshua M Busby | 0718 | B |
| 36 | Shell 1 Core B2 | Oliver Swann | 0312 | AB |
| 37 | KL Connecting Bridge | Toshifumi Kotogi | 0104 | A |
| 38 | Strut L Sewage Treatment | Erich Werdermann | 0528 | ? |
| 39 | Strut L Sewage Treatment | Kouhei Tuzita | 0821 | AB |
| 40 | Shell 2 Core 1F | Federico Biscetti | 0324 | O |
| 41 | Shell 2 Core 1F | Matt R Miller | 0207 | O |
| 42 | Shell 2 Core 1F | Jean Pierre Laforce | 1130 | O |
| 43 | Strut E Heliport | Peter Stillman | 1116 | A |
+--------------------------------------------------------------------------+
======================
== PLANT : NORMAL ==
======================
+--------------------------------------------------------------------------+
| P L A N T N O R M A L |
|--------------------------------------------------------------------------|
| ID | LOCATION | NAME | DOB | BLD |
|----+--------------------------+-----------------------------+------+-----|
| 00 | Arsenal Ascending Colon | Solid Snake | ??? | ? |
| 01 | Strut A Roof | Jordan A Bowman | 0927 | B |
| 02 | Strut A Pump Room | Sean M Culhane | 0708 | O |
| 03 | Strut A Pump Room | Jamie DR Dickie | 0410 | ? |
| 04 | AB Connecting Bridge | Daichi Bada | 0301 | B |
| 05 | AB Connecting Bridge | David L Newell | 0112 | A |
| 06 | Strut B Transformer Room | Bren J Fraher | 0228 | ? |
| 07 | Strut B Transformer Room | Gavin C Elliott | 0825 | ? |
| 08 | BC Connecting Bridge | Johnny Chong | 0719 | O |
| 09 | Strut C Dining Hall | Chuoc Shan Lam | 0306 | B |
| 10 | Strut C Dining Hall | Markus Huendgen | 0701 | ? |
| 11 | CD Connecting Bridge | Michael Roger Aarons | 0801 | O |
| 12 | CD Connecting Bridge | Takuji Tada | 0413 | B |
| 13 | Strut D Sediment Pool | Joseph A McClaren | 1102 | A |
| 14 | Strut D Sediment Pool | Dustin Weger | 0207 | A |
| 15 | Strut D Sediment Pool | Wojtek Kujawa | 0802 | O |
| 16 | DE Connecting Bridge | Kenji Yamaguchi | 0903 | A |
| 17 | DE Connecting Bridge | John A McCormick | 0129 | O |
| 18 | Strut E Parcel Room | Robert Viset | 0426 | B |
| 19 | Strut E Parcel Room | Tommi Eklof | 0826 | O |
| 20 | Strut E Parcel Room | Gary L Curtis | 0825 | A |
| 21 | Strut E Heliport | Court Stauff | 0515 | O |
| 22 | Strut E Heliport | Frode A Steine | 0602 | A |
| 23 | Strut E Heliport | Katharine Irene Hargrove | 1210 | AB |
| 24 | Strut F Warehouse | David R Papps | 0602 | A |
| 25 | Strut F Warehouse | Matt D Huffman | 0518 | A |
| 26 | Strut F Warehouse | Ali H Rafati | 0604 | AB |
| 27 | FA Connecting Bridge | Mais M Baali | 0124 | O |
| 28 | Shell 1 Core 1F | Satoru Oda | 0816 | O |
| 29 | Shell 1 Core 1F | Kamal Aggarwal | 1023 | ? |
| 30 | Shell 1 Core 1F | Anthony Hampton | 0129 | A |
| 31 | Shell 1 Core 1F | Ivan Lui | 0424 | O |
| 32 | Shell 1 Core B1 | Hideaki Dei | 1121 | A |
| 33 | Shell 1 Core B1 | Cesar Pariona Oncebay | 0523 | O |
| 34 | Shell 1 Core B1 | Yuuko Hayashi | 1204 | B |
| 35 | Shell 1 Core B2 | Viktor Hamrefors | 0824 | ? |
| 36 | Shell 1 Core B2 | Miroku Sato | 1025 | O |
| 37 | Shell 1 Core B2 | Kojiro Hayama | 1206 | B |
| 38 | Shell 1 Core B2 | Mark S Eaton Fry | 1212 | ? |
| 39 | KL Connecting Bridge | Han Yi Cheng | 1220 | O |
| 40 | Strut L Sewage Treatment | Yuta Tsubasa Teruya | 0109 | ? |
| 41 | Strut L Sewage Treatment | Mikiya Horiuchi | 1101 | A |
| 42 | Shell 2 Core 1F | Martin Johansson | 0329 | B |
| 43 | Shell 2 Core 1F | TaRo ArAkAwA | 1225 | O |
| 44 | Shell 2 Core 1F | Gaku Yamada | 0624 | ? |
| 45 | Shell 2 Core 1F | Zheng Xuan | 0316 | ? |
| 46 | Shell 2 Core 1F | Erasmo O Metos | 0314 | B |
| 47 | Shell 2 Core 1F | Florian Busch | 0502 | O |
| 48 | Strut E Heliport | Peter Stillman | 1116 | A |
+--------------------------------------------------------------------------+
====================
== PLANT : HARD ==
====================
+--------------------------------------------------------------------------+
| P L A N T H A R D |
|--------------------------------------------------------------------------|
| ID | LOCATION | NAME | DOB | BLD |
|----+--------------------------+-----------------------------+------+-----|
| 00 | Arsenal Ascending Colon | Liquid Snake | ??? | ? |
| 01 | Strut A Roof | Ihor Novosilets | 0701 | O |
| 02 | Strut A Pump Room | Julian Tan | 0530 | ? |
| 03 | Strut A Pump Room | Max K Do | 0101 | ? |
| 04 | AB Connecting Bridge | Jenam Ryu | 0621 | O |
| 05 | AB Connecting Bridge | Kit M Paines | 0228 | O |
| 06 | Strut B Transformer Room | Stephen M Stretton | 0424 | A |
| 07 | Strut B Transformer Room | Adrian Styrsky Ellwood | 1021 | O |
| 08 | BC Connecting Bridge | Hanbum Son | 0502 | A |
| 09 | Strut C Dining Hall | Juan Luis Rulz | 0109 | ? |
| 10 | Strut C Dining Hall | Takayuki Kawakubo | 0911 | B |
| 11 | CD Connecting Bridge | Gregory M Roy | 0201 | ? |
| 12 | CD Connecting Bridge | Randy Lee Way | 1011 | A |
| 13 | Strut D Sediment Pool | Taggart D Ryan | 1211 | ? |
| 14 | Strut D Sediment Pool | Sunny Hsu | 1106 | A |
| 15 | Strut D Sediment Pool | Sascha Norbert Behr | 0320 | O |
| 16 | Strut D Sediment Pool | Derrick S Edick | 0122 | AB |
| 17 | DE Connecting Bridge | Michael Mantilla | 0401 | A |
| 18 | DE Connecting Bridge | Eiichiro Kimura | 0903 | A |
| 19 | Strut E Parcel Room | Omar Khettab | 0921 | A |
| 20 | Strut E Parcel Room | Ting Kae Lung | 0316 | ? |
| 21 | Strut E Parcel Room | Eric J Melen | 0717 | ? |
| 22 | Strut E Parcel Room | Chad P Bala | 0722 | O |
| 23 | Strut E Heliport | Gustavo L Lazo | 0324 | ? |
| 24 | Strut E Heliport | Alan Chon | 0316 | ? |
| 25 | Strut E Heliport | Christian Alexander Heinzer | 0306 | AB |
| 26 | Strut F Warehouse | Daisuke Kato | 1208 | B |
| 27 | Strut F Warehouse | Takeshi Umeoka | 0912 | O |
| 28 | Strut F Warehouse | Masato Aoyama | 0406 | O |
| 29 | Strut F Warehouse | Yo Narita | 0416 | B |
| 30 | FA Connecting Bridge | Michael S Chang | 0511 | A |
| 31 | Shell 1 Core 1F | Lucky Zhu | 0404 | A |
| 32 | Shell 1 Core 1F | Ryo Nitta | 0123 | B |
| 33 | Shell 1 Core 1F | Shunsuke Katoh | 0801 | AB |
| 34 | Shell 1 Core 1F | Toru Yamagishi | 0518 | A |
| 35 | Shell 1 Core B1 | Sandra Stevic | 0223 | ? |
| 36 | Shell 1 Core B1 | Brady N Hartel | 1002 | ? |
| 37 | Shell 1 Core B1 | Daichi Sumitomo | 0909 | A |
| 38 | Shell 1 Core B2 | Chris David Adlam | 0210 | ? |
| 39 | Shell 1 Core B2 | Shingo Minakawa | 0829 | B |
| 40 | Shell 1 Core B2 | Victor Sjostrom | 1003 | B |
| 41 | Shell 1 Core B2 | Hiroyuki Sakashita | 0710 | ? |
| 42 | KL Connecting Bridge | Kazuto Ikeda | 0923 | O |
| 43 | Strut L Sewage Treatment | Victor Melnik | 0101 | A |
| 44 | Strut L Sewage Treatment | Thiago Monezi Pires de Avila| 0428 | A |
| 45 | Shell 2 Core 1F | Phil A Marchant | 1006 | O |
| 46 | Shell 2 Core 1F | Yuusuke Kitamura | 1029 | B |
| 47 | Shell 2 Core 1F | Carlos C Cresswell | 0913 | B |
| 48 | Shell 2 Core 1F | Amir C Saya | 0705 | A |
| 49 | Shell 2 Core 1F | Jeffrey Fong | 0808 | O |
| 50 | Shell 2 Core 1F | Sverrir Fridriksson | 0504 | B |
| 51 | Strut E Heliport | Peter Stillman | 1116 | A |
+--------------------------------------------------------------------------+
=======================
== PLANT : EXTREME ==
=======================
+--------------------------------------------------------------------------+
| P L A N T E X T R E M E |
|--------------------------------------------------------------------------|
| ID | LOCATION | NAME | DOB | BLD |
|----+--------------------------+-----------------------------+------+-----|
| 00 | Arsenal Ascending Colon | Hideo Kojima | 0824 | A |
| 01 | Strut A Roof | Makoto Shiragaki | 0804 | AB |
| 02 | Strut A Pump Room | Richard W Hair Jr | 1022 | O |
| 03 | Strut A Pump Room | Spencer P Gallagher | 0228 | A |
| 04 | AB Connecting Bridge | Ruben Alexander van Ophuizen| 1006 | AB |
| 05 | AB Connecting Bridge | Leevi Mursula | 0417 | O |
| 06 | Strut B Transformer Room | Roy Grizzly | 0726 | O |
| 07 | Strut B Transformer Room | Murat Sahiner | 1006 | A |
| 08 | BC Connecting Bridge | Casey K Chan | 0128 | ? |
| 09 | Strut C Dining Hall | David Yu | 0920 | B |
| 10 | Strut C Dining Hall | Yuta Shimizu | 0615 | O |
| 11 | CD Connecting Bridge | Callum G Whitehurst | 1207 | AB |
| 12 | CD Connecting Bridge | Matthew T Fenelon | 0701 | O |
| 13 | Strut D Sediment Pool | Edward Evans | 0521 | A |
| 14 | Strut D Sediment Pool | Sonny Skinner | 0221 | A |
| 15 | Strut D Sediment Pool | Ryo Hanazawa | 0306 | O |
| 16 | Strut D Sediment Pool | Mixalis Tsakiris | 1218 | O |
| 17 | DE Connecting Bridge | Wayne A Hindman II | 0621 | O |
| 18 | DE Connecting Bridge | Zeeshan Raza | 1118 | AB |
| 19 | Strut E Parcel Room | Mikko Pellervo Rekola | 0501 | ? |
| 20 | Strut E Parcel Room | Kouji Yamashita | 1103 | B |
| 21 | Strut E Parcel Room | Makoto Chiba | 0131 | O |
| 22 | Strut E Parcel Room | David Gomez | 1219 | ? |
| 23 | Strut E Parcel Room | Christopher R Martinez | 0428 | O |
| 24 | Strut E Heliport | Masayuki Yabuki | 1010 | B |
| 25 | Strut E Heliport | Brendan Oconnor | 0207 | O |
| 26 | Strut E Heliport | Grant Drain | 0713 | AB |
| 27 | Strut F Warehouse | Yoshihiro Sakai | 0909 | B |
| 28 | Strut F Warehouse | Greg T McDaniel | 1223 | ? |
| 29 | Strut F Warehouse | Ikuo Uchiumi | 1231 | A |
| 30 | Strut F Warehouse | Ai Shimamatsu | 1016 | O |
| 31 | Strut F Warehouse | Derek Faria | 0827 | B |
| 32 | FA Connecting Bridge | Artmed S Hernandez | 1130 | AB |
| 33 | Shell 1 Core 1F | Rhys J Perkins | 1003 | ? |
| 34 | Shell 1 Core 1F | Henry Van | 1113 | ? |
| 35 | Shell 1 Core 1F | Takashi Saitou | 0415 | B |
| 36 | Shell 1 Core 1F | Nicholas G Benson | 0112 | AB |
| 37 | Shell 1 Core B1 | Hongoh Yuki | 0507 | B |
| 38 | Shell 1 Core B1 | Nicholas A Fuentes | 0416 | O |
| 39 | Shell 1 Core B1 | Roy PC Smillie | 1209 | O |
| 40 | Shell 1 Core B2 | Chris S Austin | 0614 | ? |
| 41 | Shell 1 Core B2 | Tony Pawlik | 0619 | O |
| 42 | Shell 1 Core B2 | Erik PO Appelblad | 0527 | O |
| 43 | Shell 1 Core B2 | Tooru Morita | 1016 | B |
| 44 | KL Connecting Bridge | John Guest Jr | 0318 | A |
| 45 | Strut L Sewage Treatment | Sunny Lee | 1104 | O |
| 46 | Strut L Sewage Treatment | Lei Adnan | 0204 | B |
| 47 | Shell 2 Core 1F | Ryo Harada | 0424 | O |
| 48 | Shell 2 Core 1F | Hugo L Vidal | 0810 | A |
| 49 | Shell 2 Core 1F | Matthias Sauermann | 0710 | A |
| 50 | Shell 2 Core 1F | Rick BigBan Laiso | 0416 | A |
| 51 | Shell 2 Core 1F | Josh Garcia | 0409 | B |
| 52 | Shell 2 Core 1F | Clayton R Worrell | 0622 | A |
| 53 | Strut E Heliport | Peter Stillman | 1116 | A |
+--------------------------------------------------------------------------+
------------------------------------------------------------------------------
* 9.5 Bosses
------------------------------------------------------------------------------
========================
== Olga Gurlukovich ==
========================
"I was born on the battlefield, conflict and victory were my parents."
Location : Navigational Deck, Tanker
Recommended weapon : M9
Part One: The Tanker
Olga can be a difficult boss if you don't know what to do. At the start
shoot out the tarp strings and the spotlight, this will make things easier
later. Olga will spray bullets at you with her USP and occasionally throw a
grenade. The prime time to get a shot off are when she is preparing to throw
a grenade, or when she is reloading. An easy way to predict when she will
need to reload is to count her shots, when she gets to 15 she will have to
reload.
After shooting out the light and the tarp go to the right side, behind the
boxes. I suggest that you get into first person mode to shoot and use the
strafing buttons. When you see her peek out from behind the crate to shoot,
try to get a shot off. You will see her stand up to throw a grenade, when she
does this is a good time to get a head shot in to take away a large chunk of
her stun bar. You know when she is going to throw a grenade when you hear her
say, "Take this!" Do not try to shoot when she is behind the storage shelves
it can be a hard shot, and you will usually end up just wasting ammo.
If she does get behind the tarp, on the right, there is a little space between
the boxes that you are hiding behind. Lie down there and aim through there.
You should be able to shoot her from there. Also you can wait for the tarp to
flap out from in front of here so that you can see where she is and then get a
shot off in that location. If you don't feel like going the hard way then I
suggest shooting the ropes that are holding it to the rack and it will fly off
and be of no more trouble. Doing this will prevent a lot of frustration.
If she shines the light at you, you should be able to knock out the spotlight
by hitting it with an M9 bullet. If you can't do that crouch down by the low
row of boxes and peek up quickly you should be able to see her briefly before
the light distorts your view. She should be almost directly in front of you so
if you miss by a little you should see an exclamation point where she is, aim
at that spot.
The are also a few ways to distract or confuse Olga. The first is to knock on
the boxes. This will attract her attention to that spot and you can move
somewhere else to try and get a shot off before she notices you. You can also
let her catch a glimpse of you in one spot then you can crawl to the other
side of the area and try to shoot her from there before she realizes where
you are.
===============
== Fortune ==
===============
"You've seen the fires of hell haven't you?"
Location : Strut A, deep sea dock
Recommended weapon : none
Part Three: Bomb Disposal
This battle takes place within the northern part of the deep sea dock. At the
beginning of the battle you have plenty of cover provided by the cargo boxes
and such. Fortune basically just blasts away at everything in sight, she'll
try to knock things over, shoot down light fixtures, and whatnot. You need to
pay attention to what she's shooting or else you might wind up on the floor.
In this battle do not even bother shooting at her, all the bullets will miss.
When the battle starts move over behind the boxes on the right, a fire will
start where you were before. Crouch behind these boxes until they are halfway
gone. When that happens move over to the left boxes and crouch there until
they are blasted away.
Always watch for objects falling from the ceiling, if one hits you it will
take away a large chunk of your health. When both boxes are worn down stay in
the back and run side to side across the back so that she cannot hit you.
This battle can quite easily become frustrating. The battle should end itself
with a Codec call.
One neat strategy is to equip a box and run side to side. With this, if she
manages to land a shot, the box will absorb a majority of the shock. Don't
rely on this too much because your boxes could become tattered and useless if
they are abused enough.
==============
== Fatman ==
==============
"Laugh and grow fat!"
Location : Strut E, Heliport
Recommended weapon : SOCOM, M9, Coolant
Part Three: Bomb Disposal
You can laugh and grow fat if you want to but if you do you'll probably be
seeing the game over screen. Instead I suggest that you disable the first two
bombs. You'll want to make sure you have Sensor A equipped and then head
southwest of where you started. You should see the first bomb planted on the
southern face of the crate nearest to where you started. Defuse the bomb then
move on over to the northeast to the stack of boxes on the right side of the
heliport. You should see the second bomb planted right there. Defuse it
immediately and then you can focus on Fatman.
This battle is formatted like this: Fatman plants a bomb or two (maybe three)
and starts a timer. You must defuse the bombs before they explode. All the
while you have to focus on killing him as he runs into you, taunts you, shoots
you, and plays with the seagulls. You will usually have enough time to defuse
the bombs (at least on Normal difficulty and below) but don't become
complacent because sometimes his bombs are hidden somewhere you won't be able
to find in time.
Occasionally he'll "take a little break from bombs" and he'll use this time
to attack you with his Uzi. This is the most opportune time to make a move on
him. You can do so with the SOCOM, use a quick burst of shots to knock him
over, and then shooting him in the head with either the M9 or the SOCOM to
deal out massive damage. You can also place your own C4 and Claymores around
the place but this compounds the difficulty of the battle; you'll be focusing
on attacking him when you should be defusing bombs. Not only that but you may
run right into your own trap or he may plant a bomb right by one of your mines
which means you have to avoid it to defuse the bomb eating up valuable time.
Here are the places where Fatman hides his bombs:
* Top, side and underside of the green cargo containers
* Inside the shelves on the southeast and southwest sides of the heliport
* On the sides of the stacks of boxes around scattered around the area
* On the barrels scattered around the heliport
Sometimes these are hard to find because the yellow area provided by Sensor A
provides only an ambiguous clue as to where the bomb is. Be sure to check
underneath the containers if you can't see a bomb elsewhere. You'll become
accustomed to his hiding places eventually so you'll usually be able to have
at least a better idea of where you look. When he hides the bomb inside the
shelves it may throw you off because the C4 blends in very well with the boxes
on those shelves. Look for the distinctive green blinking light.
As he is placing the bombs you can usually follow him around and do two
things: (1) watch where he is planting them and (2) shoot him some more. He
is open for shots when he's planting a bomb so he won't be shooting at
you/moving around for at least 1 second. You can use this opportunity to get
in some more shots.
You may become complacent towards the end of the battle when he's down to his
last shreds of health. I advise against this because Fatman keeps planting
bombs up until the end. If you take more time than you should to go after
him you'll probably have to start over again. Don't become impatient. Defuse
the bombs first then go after him. The battle does not end until all bombs
have been frozen AND his life bar is at zero.
===============
== Harrier ==
===============
"The world needs only one Big Boss!"
Location : Shell 1-2 connecting bridge
Recommended weapon : Stinger
Part Five: Presidential Rescue
You'll come to know and love the Shell 1-2 connecting bridge after this
battle. The bridge has two levels. You start on the top level. The bottom
of the bridge can be accessed via either the stairs or by hanging from the
railings in the center and dropping down. There are two fires on either end
of the bridge that are blocking your path; you have to stay here. There are
also two small round posts coming out of the bridge. You will be able to use
these posts as cover from some of the Harrier's attacks. During the course of
the battle half of the upper floor will be destroyed and subsequently half of
the bottom floor as well.
At the very beginning of the battle the Harrier will be coming over the top of
Shell 2. If you grab the Stinger quickly you can fire off a shot no problem.
The Harrier attacks in several ways. The first is machine gun fire. This will
be used as the Harrier hovers by the bridge and sprays bullets at you. This is
one of the hardest attacks to evade because the Harrier moves around a lot
when doing this and most cover doesn't provide 360 degree protection. Your
best bet for this attack is to sue the round posts in the middle of the
bridge. Orient yourself on the opposite side from the Harrier and try to keep
away from the machine gun fire. This can be hard to do but it works well when
done correctly. Machine gun fire is also used when the Harrier makes fast
fly-by's of the bridge. You can use the same strategy to protect yourself.
Just pay attention to which side the Harrier is coming from.
One of the Harrier's more insignificant attack is the exhaust jets.
Occasionally the Harrier will hover directly above you and let the exhaust
ports empty their blistering hot air right in your face. When this happens
you can simply run to the lower level via the stairs or hanging and dropping
through the middle. The amount of damage is very insignificant in this attack
so you may want to ignore the damage you're taking to pop off a few quick
shots at the Harrier.
There's one point during the battle (around midway) when the Harrier will fire
off a bunch of cluster bombs. It is strongly advisable that you take your
leave of the upper level and head down to the lower level to protect yourself
from the rain of bombs. This attack will cause quite a bit of damage if
you're caught in it....make sure you're not on the upper level. This attack
has certain consequences too. Once this attack is over, much of the upper
level will be destroyed...only the Shell 1 side will be intact. Perhaps an
upside to this is that it grants you easier access to the lower level.
One of the more significant attacks is the missile barrage. You'll know this
attack is starting when the view of the camera changes to the side of the
bridge. To avoid this attack position yourself in one of two spots: (1) Near
the top of the stairs just so Raiden's head is protected by the top edge of
the railing. Press up against the wall here...back facing towards the
Harrier. (2) On one of the upright pillars on the upper levels of the bridge.
Make sure you're pressing up against the correct side. When this attack is
over you can run out into the open and fire off a quick succession of
missiles. If you utilize this opportunity to the utmost you can get off 4
shots.
This last attack is one of the easiest to avoid. This attack is the homing
missile. Sometimes when the Harrier heads way out into the distance it will
release a homing missile as it comes back. You'll know this attack is
impending when you hear "I'll let you go out in style!" followed by a beeping
sound. As you can imagine, it's a wise idea to avoid this attack. There are
two ways in which I avoid this. (1) Run to the lower level and press up
against the railing (not on the stairs but to the right of the stairs).
(2) Run up the stairs as it nears and do a flip up the stairs just before it
hits so Raiden is knocked out and is temporarily unconscious. Both work very
well.
============
== Vamp ==
============
"Unfortunately, Hell had no vacancies."
Location : Shell 2 Core, B1 Filtration Chamber 2
Recommended weapon : fists, M9, or SOCOM
Part 6: Emma and the Virus
There are two methods of beating Vamp. one is rather difficult and the other
is (you guessed it) quite easy. First I shall explain the difficult way...
The first thing you should know is that using lock-on will allow Vamp to know
where you are shooting. He will deflect/dodge any bullets fired while locked
on. It is best not to waste ammo. I suggest that you use the M9 for this
battle as the stun-kill is easier to achieve than the kill-kill. It is also
of significant note that shooting Vamp in either of his two bullet wounds
(from just after the Fortune battle) will inflict greater damage than normal.
Do not fall into the water in the middle of the room. As Vamp said, buoyancy
is impossible so you will promptly drown.
Vamp has several methods of attacking:
The first and most common is the knife attack. This attack consists of Vamp
perched somewhere on the ledges in the upper parts of the room and throwing
knives at Raiden. Avoid being hit by the knives simply by running around the
room. Don't switch directions or the knives will find their mark. Pick a
direction and stick with it. Also, you can shoot down the knives in first
person view. Use the SOCOM to do this.
His second attack in the first part of the battle is a run and slash. He will
run towards you very quickly and try to slash you with the knife. This is a
hard attack to counter but it is very possible and becomes easier with
practice. To counter this attack stay at the left corner of the railing that
extends from the door you entered from. Equip the Nikita as he's running
towards you and as he runs he will jump. At this moment hit the punch button
to swing the Nikita. The good thing about this is that you can't miss. When
swinging the Nikita you hit everything around you -- even behind you. If you
land this blow he will go back into the water. Once his stun/life bar is 1/3
of the way diminished he will modify this attack. Instead of pausing he will
do everything at once. If you stand in the spot I told you he will jump up
onto the wall and then move towards you. As he jumps up onto the wall swing
the Nikita and you should hit him.
While Vamp is in the water you can take advantage of the situation and use
your Stinger Missile Launcher to fire missiles at the water's surface.
This serves two purposes. It decreases his stun bar (maximum of two times)
and depletes his oxygen so he is forced to come to the surface sooner.
Vamp usually follows this pattern until his life/stun bar reaches the halfway
point:
* Bows
* Swimming: Long
* Jumps on a catwalk and walks to a corner; throws knife
* Jumps to another corner; throws knife
* Spins around while throwing rapid succession of knives
* Swimming: Long
* Runs towards you; slashes with knife
* Runs towards you; slashes with knife (if you didn't hit him before)
* Runs towards you; slashes with knife (if you didn't hit him before)
* Swimming: Short
Rinse and repeat...
At the halfway point Vamp will change his tactics. In the second half of the
battle he will throw shadow knives that pin you in place so that you cannot
move. He will use this opportunity to do a run and slash move. However, this
move can be countered in the same way as mentioned previously: use the Nikita;
swing it at him as he begins to jump on his way towards you. You should land
a blow and he'll go back into the water. It is possible to shoot out the
lights to cut him off from this attack but if you shoot the lights out he will
be much, much harder to defeat; even if you shoot only one light it will have
the same effect. You can try to escape from the shadow pin by rapidly hitting
the directional pad but this is hard to accomplish before he slashes you.
His catwalk attacks also vary a bit. Rather than throw a single knife, single
knife, many knives he will promptly throw two knives quickly followed by a
third. These knives can be avoided in much the same way as before. When he's
using this attack there's little else you can do except run. Getting off a
shot without being hit is very difficult to do.
In the second half of the battle he will also stay in the water for a much
briefer period of time. You can still use the time given to you to fire a
Stinger or two.
There is a final portion of this battle that begins once his stun/kill bar
have reached roughly the letter "M" in his name. You'll know this final phase
is in progress once he jumps out of the water and begins flipping around the
room rapidly either on the catwalks or on your level and throwing knives at
intermittent intervals. I advise you to head into the shadows so he cannot
pin your shadow and then follow him with the lock-on in first person view.
Once he stops flipping around he will pause momentarily. Use this opportunity
to get in a shot. Disengage the auto-lock and fire a shot. Once you've fired
a shot quickly press "X" to duck down and avoid the knives. Rinse and repeat
until the cinematics end the battle.
Lastly, I can summarize the easy way about this battle in one paragraph. When
the battle starts, fire an M9 bullet at him. When he goes below the water
fire Stinger missiles at the water to bring his stun bar down. Then go to the
northern railing and hang off the side. He should come walking at you once
he's out of the water. Keep an eye on him and when he begins to slash jump up
and do a punch-punch-kick-kick combo on him. Rinse and repeat. Simple, eh?
======================
== Arsenal Tengus ==
======================
Location : Arsenal Gear, Ileum/Arsenal Gear, Sigmoid Colon
Recommended weapon : HF Blade, AKS-74u or M4
Part Seven: Arsenal Gear
--- ARSENAL GEAR, ILLEUM ------------------
You'll be advancing through another hallway that resembles the Arsenal Gear,
Jejunum area in both style and function. As you've discovered you need to
fight your way through a horde of Arsenal tengus. These guys are tough.
Their body armour is a bit better than the guards in the Big Shell and they
can move much faster and in ways not seen yet. They can flip up and about,
they can leap down from railings onto lower levels and vice-versa. Some of
them have swords, some of them have sub-machine guns. The ones with the
swords can block your bullets, that's why it is best to use the HF Blade in
this area. You can easily overcome the guards with the swords and you can
attack and defend against all the attacks thrown at you with the sword. If
Snake dies during this battle it will result in a game over so keep an eye on
his life bar as well as yours. Also, to state the obvious, do not shoot Snake.
Doing that is, in my book, contrary to your established objectives.
You can let Snake do a lot of the work here. He can use his M4 very well and
could easily make it through here by himself. Keep an eye on all parts of the
area, the catwalks, around the crates, and whatnot. Tengus will come form all
around. When not attacking, keep your block raised to deflect any bullets
coming your way. Obviously, your HF Blade is only good for the bottom level
enemies. To hit the ones on the top you can either wait for Snake to shoot
them or just whip out your own gun and shoot them. Snake will throw you ammo
for these guns if you run out. Occasionally, you will need to advance forward
ahead of Snake to trigger the next wave of enemies. Take care of the
gun-toting Tengus before the ones with the swords because the guns have the
greatest potential to hurt you.
If you are going for no kills, or just prefer to use the sword, take out the
sword and press the weapon button to do blunt side strikes. If you do a
thrust, it will kill so be careful.
--- ARSENAL GEAR, SIGMOID COLON ------------------
Go to the center of the ring for the next battle. By and large, you can use
the same strategy here but there are a few new factors to consider. One,
enemies will come from all around so often times you may be surrounded by
enemies. To minimize this disadvantage try to stick to the outer perimeter of
the area. This way you can focus on enemies in one direction rather than in
all directions. Two, Snake will now be firing all around instead of one
direction like before. You want to be conscious of where he is because he's
not the most discriminating shooter. He often strikes Raiden if he happens
to walk in the way. Try to avoid this. The inverse of this applies as well.
The ideal weapon here is the HF Blade because it can handle all the enemies
attacking you, none are out of the Blade's range. Also, unsheathing and
sheathing the blade (which takes a lot of time) in this area where there is a
grand total of zero cover is not advisable.
The Game Over screen variation that appears has no effect on the gameplay.
Just keep playing through that little box in the upper left. It may happen a
few times.
============================
== Metal Gear RAY Horde ==
============================
"metallic roar"
Location : Arsenal Gear, Rectum
Recommended weapon : Stinger, Chaff Grenades
Part Seven: Arsenal Gear
Stinger missiles will be your weapon of choice in this battle. The Stinger
will auto-detect three weak-points on the RAY units: the two knee joints and
the head. The two knees don't do any damage if hit but they open up a
potential for inflicting massive damage. When the knee is hit the RAY unit
will shift in one direction and open it's "mouth"...for lack of a better word.
With the mouth open you can fire a Stinger missile into it to inflict damage
3x higher than if it were closed. This is quite a bit more effective than
simply hitting the head over and over again. It is safe to use this strategy
for the entire battle. In fact, I recommend that you do use this strategy for
the entire battle.
When the RAY units are outside of the arena they have two methods of attack.
(1) Aerial rockets. These will be launched periodically from the backs of the
RAYs. These simply fly up and then hit the ground where they were aimed at.
That means they will hit wherever you were standing when they were launched.
Easiest way to avoid these? Run away from where you were standing. You don't
have to move immediately but if you're not moving away within 2-3 seconds,
you're probably going to be hit. These aren't much of a threat so long as
you stay moving. If anything, this attack is a nuisance. (2) Machine gun
fire. Periodically, the RAY's will get down on one knee and spray a burst of
bullets at you. The bullets will usually sweep horizontally so you can avoid
this by running to the side....away from the bullets.
The battle becomes a little simpler in some respects and a bit more difficult
in others once you deplete the health of one of the RAY units to about 2/3.
That RAY will jump up onto the arena platform and begin it's attack. Once
this happens you need to be aware of two things: You should focus entirely on
the RAY unit on the platform and the RAY units not on the platform won't
attack you much. If they do it will be in the form of rockets. Also, a RAY
that is on the platform will not use Rockets. It has several new attacks in
addition to machine gun fire. These attacks will be explained shortly. From
here on out, there will be one RAY on the platform that will remain until it
is destroyed and two RAYs on the perimeter. Once the RAY inside the platform
has been destroyed one of the RAYs from the perimeter will jump in and a new
RAY will fill in the gap on the perimeter. So you will always have one in and
two out.
As I said, the RAYs have a few new attacks when they are on top of the arena:
The first is the stomp. This is a simple attack. If you happen to run
underneath the RAY unit it may try to squash you. On the harder difficulties
a direct hit will kill you instantly. On the lower levels it will just
severely lower your life bar. It is also a ranged attack. Just because you
aren't directly beneath the foot doesn't mean this attack won't hurt. This
attack has a range of about 10-20 meters so you don't want to be near it when
it happens or you'll take some damage. The easiest way to counter this
attack? Don't run underneath the leg. What a concept, eh?
The second is the knee rockets. Sometimes you will see the RAY stop moving and
squat down motionless. Two homing missiles will come out of its knees. There
are two ways to dodge. The first is to run to the side and then flip out of
the way when they are near and the second is to remain motionless and then
flip out of the way. Both work but I prefer the run and then flip method.
This attack can be quite frustrating at first but you will pick up on it with
time. You can try to shoot down the rockets but this can be quite difficult.
The final attack is the water gun. This is what you saw RAY use to break out
of the Tanker before. High-pressure water. It packs a huge punch. This
attack only happens when you are standing directly in front of the RAY unit.
If you see the RAY lower its head and begin to open its mouth get out of the
way as fast as you can. Move laterally, don't move towards or away from the
RAY because that leaves you in the line of fire. You do need to be a bit
close to the RAY for this to happen so if you stay far enough away this won't
be a problem.
You can use Chaff Grenades to slow down the RAYs. It doesn't incapacitate
them but they will attack at a much slower rate. This gives you an
opportunity to get in a few more Stingers between attacks.
The key to this battle is to be quick with the Stinger and always be on the
move. You will only be hit with an attack when you take chances or are not
careful. Don't become complacent.
Once the allotted number of RAYs have been destroyed (see below) a cinematic
(a long one) will start.
--- DIFFICULTY MODES ------------------
The number of RAYs you have to destroy varies depending on the difficulty
level you chose. Here's how it breaks down:
Very Easy : 3
Easy : 3
Normal : 6
Hard : 12
Extreme : 20
=====================
== Solidus Snake ==
=====================
"Brace yourself."
Location : Federal Hall
Recommended weapon : HF Blade
Part Seven: Arsenal Gear
The area mainly consists of a slanted roof with some scattered debris along
the top. There is only one item on the roof and that is a Ration that you can
use if you happen to get the beat down from Solidus. Take note that you can
hang off of the edge of the roof to avoid certain attacks of his. Just don't
fall. That way lies the Game Over screen.
As you probably figured out from the cinematic, this will be a sword fight.
Solidus has two swords and Raiden gets his HF Blade returned to him so he can
fight. You can choose to use the blunt side or you can go for the kill. It
has no bearing on the ending.
--- PHASE ONE ------------------
The first half of the battle is a bit frantic but it's nothing compared to the
second half. Initially, Solidus has a few attacks that he will employ. The
most common of these is the fire dash. This is where he will rapidly skid
across the roof setting his traveled path ablaze. This may be done in attempt
to get close to you or to give Solidus an opportunity to use another attack or
both. It is important that you don't get caught in the fire because that will
(obviously) lower your health. You can put the flames out by equipping the
BDU quickly then unequipping it.
Another attack is the double overhead slash. This is when raises both swords
over his head and slashes down hard. This is one of his most damaging
attacks. To avoid this run away when you see him raise the swords. This
attack is not blockable. You can try if you want but there's little purpose
in that.
One of his medium-range attacks, say when you're 5-20 meters away from him,
is the tentacle sweep. This consists of Solidus using one of his tentacle
arms to knock Raiden's feet out from under him. This doesn't do as much
damage as some of the other attacks but it certainly hurts. You don't have to
worry about a follow-up attack because he will usually do a fire-dash away.
This attack is not blockable but you can avoid it by doing a flip away from
Solidus, to the sides, or towards him. If you go towards him you may have an
opportunity to attack when he finishes.
Another medium-range attack is the tentacle grab. Just like atop Arsenal Gear
after destroying the RAY units. Solidus will use his tentacle to grab Raiden
around the throat and choke him. When he uses this attack and successfully
grab Raiden he will be hoisted in the air, spun a round a bit then slammed
into the roof. It's one of the more damaging attacks but it can be countered.
First, you can use the block function to block the tentacle and second, you
can break out of the hold by rapidly pushing the left analog stick back and
forth.
Sometimes when you get too close to Solidus he will use a head-butt. This
will knock Raiden back and take a way a fair amount of health (for a
head-butt). This attack cannot be blocked but it can be avoided by flipping
out of the way. It's hard to prevent this attack from happening because you
need to be close to Solidus to use the sword. Tread lightly.
Another close-range attack is a kick. This attack, like the head-butt, cannot
be blocked. However, you can move out of the way either by running (if you
anticipated it well in advance) or by flipping fast Solidus. If you flip past
him you'll be behind him. This means that you'll have a brief window of
opportunity for attack. Utilize it when possible.
A close-range attack that doesn't merit much worry is the lunge. Solidus will
use his left arm to thrust his sword out in order to get a stab in. This
attack will knock you down if it hits you. You can easily avoid this attack
by circling around him when you see the warning sign (he'll glow green for a
short moment). If you circle around him, he will miss and you'll be behind
him and can attack in a method of your choosing.
One of his less worrisome attacks is the wall jump. Sometimes when he is near
the wall he will leap up and use his tentacles to grab a hold of the wall.
Then he will throw himself back down onto the roof in attempt to land on you.
This is easy to dodge, just run out of the way as soon as you can. One point
of note is that he seems to do this a lot after he knocks you down.
A long and medium range attack is the missiles. He can use his tentacles to
fire low-speed missiles in your direction. This attack will often be preceded
by a fire dash. There are three ways to counter this attack or avoid it. The
first is to go to the edge of the roof and hang off the side. The missiles
will completely miss their mark is you do this. However, that isn't always
an option. Your other choices are to run towards Solidus and flip past the
missiles once you're near. This usually works well and gives you and
opportunity to attack if you're close enough beforehand. The other way is to
use the HF Blade to cut down the missiles as they fly towards you. This isn't
especially difficult. You merely need to line up with the missiles and start
swiping when the missiles are close.
His most powerful attack is the triple slash. This attack is devastating.
He will use his two swords to slash at Raiden three consecutive times. Often
if he lands one blow he will land all three. That means you don't want to be
near him at all when he does this. You'll know this is coming because he will
have a blue-ish glow about him right before he does it. When you see that
glow make a run for it. While he is doing the combo you can circle around and
attack him from behind. This attack cannot be blocked.
It will take some time for you to recognize his pattern and characteristics of
each attack, and how to deal with them. Don't become frustrated.
--- PHASE TWO ------------------
When he has a little bit less than half health he will get rid of his
tentacles and a new phase will start. He will do fire dashes all across the
roof, and then charge at you trying to knock you down or do one of his sword
attacks. He will only use a few attacks in this phase, you can automatically
eliminate all the ones that involved his tentacle arms; these attacks are the
triple slash, elbow smash and the lunge. He will precede all of these attacks
with some really fast, consecutive fire dashes. He will end by charging at
you and using one of the mentioned attacks.
Watch him dash across the roof and be prepared to move once he moves towards
you. Once he begins to charge at you flip out of the way and get behind him
to do an attack. This keeps you out of harm's way and allows you to attack
Solidus. You can also try flipping into him when he is dashing at you, you
will either wind up behind him so that you can attack him or you will knock
him over, reducing his stun bar. If you can't keep track of him while he's
doing his fire dashes you can try backing into a corner. If you do this he
will often only do one fire dash. This gives you a little less to keep track
of.
One point of interest is that Solidus has an eye patch on his left eye. This
means that he cannot see as well over there and he has a bit of a blind spot.
If you can slip into this spot you will be able to attack effectively some of
the time.
Once the cinematic cuts in, the game is essentially over.
------------------------------------------------------------------------------
* 9.6 Skateboarding
------------------------------------------------------------------------------
Okay, okay, I know that I have disregarded this feature as an 'Un-Metal Gear
Solid' feature so I didn't include it. But I have realized that it is
somewhat popular so here you go, a section for skatboarding.
Controls
--------
Directional Pad : (see Left Analog Stick)
Left Analog Stick (up) : accelerate
Left Analog Stick (down) : brake/slow down
Left Analog Stick (left) : turn to the left
Left Analog Stick (right) : turn to the right
SELECT : change camera angle
START : pause
L1 : toggle Fakie/Ollie
L2 : spin left
R1 : no use unless stationary, use to see in FPV
R2 : spin right
SQUARE : flip
CIRCLE : grab
TRIANGLE : grind
X : ollie
=============
== SNAKE ==
=============
Score 8,000 Points
------------------
Do tricks to gain a cumulative total of 8,000 points.
Grind 150 Metres
----------------
Grind 150 metres, collectively, you don't have to do one big 150 metre grind.
If yoiu want, do 150 one metre grinds, just get 150 metres total.
Collect 4 Dog Tags
------------------
Gather all four of the dog tags that are scattered throughout the level.
Destroy 3 Cyphers
-----------------
To take out a Cypher just do an ollie into it, or land on top of it.
Destroy the Big Shell
---------------------
Activate all the sensor locations so that the Big Shell is destroyed by C4.
==============
== RAIDEN ==
==============
Score 8,000 Points
------------------
Do tricks to gain a cumulative total of 8,000 points.
Grind 150 Metres
----------------
Grind 150 metres, collectively, you don't have to do one big 150 metre grind.
If yoiu want, do 150 one metre grinds, just get 150 metres total.
Destroy 4 Cyphers
-----------------
To take out a Cypher just do an ollie into it, or land on top of it.
Collect 4 Rations
-----------------
Collect all four Rations that are scattered throughout the level.
Operate the Crane
-----------------
Operate the crane by activating the necessary sensors for it.
------------------------------------------------------------------------------
* 9.8 Quote Book
------------------------------------------------------------------------------
Did you say "nerd"?
SPOILERS! SPOILERS! SPOILERS! SPOILERS! SPOILERS! SPOILERS! SPOILERS!
======================================
== CAN'T SAY GOODBYE TO YESTERDAY ==
======================================
Song Lyrics
Written/Produced by Rika Muranaka
Performed by the Felix Farrar Orchestra
Recorded at the Manhattan Center Studio
Vocal : Carla White
Sax : Don Braden
Trombone : Robin Eubanks
Piano : Onaje Allangumba
Bass : Kenny Davis
Drums : Eugene Jackson
I stare at the stars and the sky up above
And think what am I made of
Am I full of sorrow, Am I hurt and pain
Or am I filled with love?
I walk by myself on the streets below
And ask every child I know
Do you think tomorrow will bring sun or rain
Which one of these will show?
I can't say good bye to yesterday my friend
I keep holding on 'till the end
Out of the darkness, there is no other way
Than the light leading to yesterday
It's there that I'll find in a peace, not war
And dreams that I let slip away
I'll find the joyfulness I'm looking for
Way back in yesterday
Why can't each of us in the world ever see
The best things in life are free
Little sounds of laughter, a warm hug, a smile
A kiss from you to me!
I fall to my knees, I cry and I cry
Love do not pass me by
Happy ever after please stay for a while
Make time refuse to fly
I can't say good-bye to yesterday my friend
'Cause I know how good it has been
Facing forever, here I stand come what may
Bring the old, bring the new, yesterday
It's there that I'll find inner peace, not war
And dreams that I let slip away
I'll find the joyfulness I'm looking for
Way back in yesterday...
=====================
== CRAZY COLONEL ==
=====================
Here are some (well...all of them) of the lines that the Colonel says in
Arsenal Gear.
"I hear it's amazing when the famous purple stuffed worm, in flap-jaw space,
with the tuning fork, does a raw blink on Hiri-Kiri rock! I need scissors 61!"
"La-Li-Lu-Le-Lo! La-Li-Lu-Le-Lo! La-Li-Lu-Le-Lo!"
"...Infiltrate...the enemy fortress...Outer Heaven!
..Destroy...the final weapon...Metal Gear!"
"Your mission is to infiltrate the fortress Galuade, rescue the hostages and
neutralize Metal Gear before its assembly is complete."
"Variety Level 13 Rescue Meryl, the 'Return of Genola.'"
"Mind the gap."
"President Baker should be somewhere to the south of where you blasted through
the wall. Hurry and save him before the terrorists discover his code."
"Kawanishi-Noseguchi, Kinunobebashi, Takiyama, Uguisunomori, Tsuzumigataki,
Tada, Hirano, Ichinotorii, Uneno, Yamashita, Sasabe, Kofudai, Tokiwadai,
Myoukenguchi."
"I noticed this a while back, but you have far too many Game Overs. Sorry to be
blunt, but you really stink at this game."
"Honestly, though, you have played the game for a long time. Don't you have
anything else to do with your time?"
"You got a PSG-1? You can use that against Sniper Wolf. Hurry up and save
Meryl!"
"You seem to get a real thrill out of slaughtering the enemy. Are you
frustrated about something?"
"Even my patience has its limits. I just can't leave this thing up to you any
longer. I'll do the fighting! You can just go home!"
"Actually, I am in really bad shape financially. I pay money to my ex-wife as
part of our divorce settlement, among other bills... I just had no choice but
to make you pay for lunch the other day. I'm really sorry."
"Anemone or Clematis plant's juice can cause a rash. When pruning them it's
a good idea to wear gloves."
"Big Boss here... Enter the track on the bridge to the right...Over."
"Actually, there is something I have been meaning to tell you but I just
couldn't... I think you should know, though. On Saturday morning last week I
saw a guy leaving Rosemary's room...How should I put it, it was like they
were..."intimate." I'm sorry. Sorry to bring this up during the mission,
but..."
"I say again. Your duty is to infiltrate Zanzibar Land. And seize Kio Marf, an
abducted Czechoslovakian biologist."
"Snake, there's a fork in the conveyor belt. The machine is automatically
sorting cargo according to some system. Take a good look at the device."
"Snake, take the power plant out. Set C4 explosives on four key points
to destroy the structure."
"Snake, they've input both detonation codes. The only way to stop the launch
now is to use the card key to re-input the codes."
"Snake, destroy the power plant's main turbine. It's located in the B1 floor of
the plant. Break into the B1 floor."
"Variety Level 7 Shoot down the space invaders! Training will have to be
postponed if we are invaded by UFOs."
"Weapon Mode Socom Level 01 Destroy all targets to reach the goal! Number of
targets: 3."
"Snake, like Shakespeare said: "Nought's had, all's spent, Where our desire is
got without content." Basically, it means that your desire can get you into
trouble if you're not careful. That goes for Items too. Don't get too greedy or
you might be sorry. Be careful, Snake."
"Snake, remember what De Gaulle said: "The graveyards are full of indispensable
men." Snake, you're all alone and surrounded by bad guys. Try to be careful and
avoid getting into a fight whenever you can."
"Listen, you haven't reported in for a long time until now. You think you can
just CALL only when you want something? You disappoint me."
"Communicator Entertainment Program Idea Spy 2.5 (Two-point-five) Episode 1 New
York. Here in the city where dreams come true and desires rule, something is
being bought, sold and thrown away, even as we speak. But behind the scenes of
business as usual, the nefarious J.E. (Junker Expensive) Corporation lines its
already bloated coffers with profits from worthless products. As J.E. swindles
yet another innocent into purchasing high-priced junk...the FBI mobilizes a
top-secret task force to put a stop to the menace. Now, the city's best-kept
secret spy is out there, briefed and ready to protect the people from J.E., the
catalogue of conspiracy -- just call him 2.5 (Two-point-five)."
"I can't believe it -- that someone who has committed all those twisted acts in
the woman's bathroom would make it this far... this is the end of the world."
"Munch, munch...Um? Raiden? I'm eating right now. Get back to me later...munch,
munch..."
"You wouldn't be trying to give yourself a bogus score using some ingenious
trick would you? That's just about as low as anyone could possibly stoop! I
can't believe you sometimes..."
"That reminds me, I saw Gubayama the other day in Shibomnigee. He said to give
you his best."
"I'm not home right now. Please leave a message after the beep. BEEP"
"ZZ...zz..."
"I was a North American Fall Webworm in my past life. Those were the good old
days... What were you in your former life?"
================================
== THE CARDBOARD BOX SPEECH ==
================================
Snake : The cardboard box that you have is ideal for fooling your enemies.
It's a very important tool for infiltration missions. Of course. I
can't begin to count the number of agents whose lives were saved by
a cardboard box...
Raiden : You mean everyone's using them?
Snake : Look. I'm not exaggerating when I say the success of your mission
hinges on how you use that cardboard box. But in the end, a
cardboard box is only made of paper. Handle it with care or it
won't be of much use to you. Y'know...I've lost a couple thanks to
you...
Raiden : ...?
Snake : Nothing...forget it. Treat your cardboard box with care. Take
care of the box and it'll take care of you...Don't think of it as
just another box. Treat it with love...Don't be rough. Okay?
======================
== SMOKING ADVICE ==
======================
Otacon : Snake, are you smoking? You really should quit. First of all, it
turns you into an instant target in the dark. As for what it means
to your health, I won't even go there. Remember what Naomi said
about lung cancer rates? Everyone knows that it's a dangerous
substance.
Snake : So's war, and I've done that all my life.
Otacon : Well, you can screw up your own body if you like, but think about
other people, okay?
Snake : This is the new kind that has almost no second-hand smoke. It won't
bother anyone.
Otacon : Oh really? Didn't I see you toss the butt off the bridge? Littering,
polluting...
Snake : Ummm...
Otacon : You have a long way to go, my friend.
===============================
== SNAKE, RAIDEN, AND PORN ==
===============================
Snake : Raiden...what've you got there? Oh, come on...don't play dumb. That
kind of thinking might even be helpful on the battlefield.
Raiden : Yeah, but...
Snake : Look...aside from its educational value, you can probably use it to
distract an enemy...
====================================
== SNAKE GETS ANNOYED AT OTACON ==
====================================
Otacon : OK-"A frog in a well knows not of the great ocean." Hey, I don't
like this one at all. Trapping a little frog in a well? That
sucks, that's really cruel. Of course it's not going to see the
big blue sea the lack of sunlight alone will kill it pretty quick.
Sure, locking someone up is a good way to make sure they don't see
what you don't want them to. But this is a terrible saying, and I
don't like it at all. Poor little froggy...!
Snake : ...I really think you've got this one wrong.
====================================
== OTACON LOSES HIS CHEAT-SHEET ==
====================================
Otacon : Snake, do you know the Chinese proverb "Care avoids err"? Kung word
meaning "what." There are some linguists who think that this
accounts for an almost universal utterance of the syllable "er"
when people are at a loss for words. A kind of vestigial-
???? : What a crock! What did you do with that little cheat sheet I made
you!
Otacon : Er...
???? : Oh, there it is -- Hey!
Otacon : Er, that's really a...
???? : How could you do that! You know how busy I am and you -- !!
Otacon : It's not what you think...
???? : Oh, so what am I thinking?
Snake : What's going on over there?
Mei Ling : Oh, hi, Snake. Do you know that Otacon's been-
Otacon : Er, Mei Ling, we're in the middle of a mission and everything! So
can we, you know...
Mei Ling : Fine. Sure. And Snake, the real meaning of "Care avoids err" is
that if you're cautious, you can avoid making serious mistakes.
Even if you've gotten used to the mission, watch what you do. Good
luck!
Otacon : Yeah, Snake! Good luck!
Mei Ling : You, I'm not done with.
Otacon : Ack... Let's discuss this, shall we?
------------------------------------------------------------------------------
* 9.8 Frequently Asked Questions
------------------------------------------------------------------------------
Question : What does Substance have that Sons of liberty doesn't?
Answer : 500+ VR/Alternative Missions, 5 Snake Tales, Casting Theatre, Boss
Survival, Basic Moves option, Skateboarding, Sunglasses in main
game, USP Suppresser in Tanker, and a new difficulty level called
European-Extreme.
-------------------------------------------------------------------------------
Question : Can I play as the bonus characters (Ninja Raiden, Pliskin...) in
the main game?
Answer : No, unfortunately not.
-------------------------------------------------------------------------------
Question : Can I play as Snake in the Big Shell?
Answer : No, you cannot. Stop whining about Raiden.
-------------------------------------------------------------------------------
Question : (insert question who's answer can be found in the guide)?
Answer : I clearly stated the answer to the question in my guide please
refer back to it.
-------------------------------------------------------------------------------
Question : Do I get anything after completing all the missions?
Answer : All you get is the satisfaction of beating the game. Besides that
nothing else.
-------------------------------------------------------------------------------
Question : I don't understand the S3 program. What was it all about?
Answer : The S3 program is a protocol that the Patriots developed in order
for them to find out if they could control human will and conscious
actions. They were using the backdrop of the Shadow Moses incident
because of the extreme circumstances that were involved with it.
The S3 stands for Selection for Societal Sanity. The S3 that we
exprienced in MGS2 was the first test of it. The Patriots wanted
to be able to control the people of the country and maybe even the
world to shape them as they saw fit. They also feared that the
overabundance of digital information would be threatening to their
existance and since there was so much free-floating junk data in
the world that kept on accumulating would eventually result in a
de-evolution of society at large. The Patriots feared that with
this occurance they would fall as well.
-------------------------------------------------------------------------------
Question : Can I get the HF Blade at the beginning of the game?
Answer : NO! Gameshark will let you have it on but when you equip it the
game frezes.
-------------------------------------------------------------------------------
Question : Where is the scentless bomb?
Answer : Look under the submarine in the Deep Sea Dock.
-------------------------------------------------------------------------------
Question : How do I get the Dog Tags in the holds of the Tanker?
Answer : Look for a wire strung across the first hold. Climb onto it and
shimmy over to the other side. Drop down and then flip over the
railing going to the north. Shimmy to the north and then flip
back over. Now go around the top of all the holds and grab all
the dog tags from the guards.
-------------------------------------------------------------------------------
Question : Why does the ending suck?
Answer : Because you do.
-------------------------------------------------------------------------------
Question : Why am I naked?
Answer : Because you don't have any clothes. Read the walkthrough.
-------------------------------------------------------------------------------
Question : The story makes no sense, it is soooooooooo stupid.
Answer : That isn't even a question. Mainly why it seems stupid would be
because you lack the competence to interpret it. Look at my S3
explanation, dumbass. This story isn't too hard to understand if
you pay attention to it.
-------------------------------------------------------------------------------
Question : Are you going to write for MGS3?
Answer : Yes.
-------------------------------------------------------------------------------
Question : Where is the AKS-74u Suppresser?
Answer : Walkthrough!
-------------------------------------------------------------------------------
Question : Your guide sucks!
Answer : Thank you, if it sucks then write a better one yourself.
-------------------------------------------------------------------------------
Question : Help! I am stuck in the Ascending Colon and I can't get out, the
game isn't advancing forward.
Answer : Once again, that isn't a question. Just practice witht he HF Blade
for a while and then the game will eventually progress.
-------------------------------------------------------------------------------
Question : I have completed the game, now what do I do? What fun stuff is
there to do?
Answer : Well, a lot of enjoyment can be derived from the Book being
equipped, the women's bathroom in Strut C, girly posters, dumbass
guards, and the codec. Just use your imagination, the
possibilities are not endless.
------------------------------------------------------------------------------
Question : Can I use your guide on my site?
Answer : No... I refer you to the very last section of the guide.
------------------------------------------------------------------------------
* 9.9 Plot Summary
------------------------------------------------------------------------------
* Courtesy of Grant Gordon (futuresuperstar)
- Author of "Metal Gear Sold: Dawn of the Concealed"
-- Tanker Chapter --
In 2007, Otacon got a tip from someone of a new, highly advanced Metal
Gear that was being developed by the Marine Corp. He and Snake
planned a mission to infiltrate a tanker which was carrying the Metal
Gear and take photos of it, and then leak the photos to the press and
bring the black project to light. However, all would not go according
to plan. After Snake made his way aboard the Tanker, the ship was
taken over and hijacked by an unknown group of soldiers. All of the
crew in the upper decks was killed. Snake took a photo of the
apparent leader of the group, a Russian looking military man. He
asked Otacon to get an ID on who the man was.
Snake made his way through the Tanker, dispatching any enemy soldiers
who got in his way. Snake then encountered a woman soldier on one of
the front decks of the ship. The two did battle with Snake managing
to subdue the woman. The woman's tomboyish appearance reminded him of
Meryl. After defeating the woman, Snake spotted a Cypher, a type of
flying security camera device. Otacon then contacted Snake and told
him the ID of the man from before. He was Colonel Sergei Gurlukovich,
the leader of a private mercenary army. Snake then proceeded into the
holds and finally into the chamber of Metal Gear. Along the way he
avoided the legion of Marines who were watching the Marine Commandant
in charge's speech. Snake managed to get the desired shots of Metal
Gear and sent them to Otacon.
However, before Snake could make his escape, a man from his past
appeared and confronted the Marine Commandant and his men. That man
was Revolver Ocelot, the same terrorist from the Shadow Moses incident
two years before. Ocelot distracted the Commandant long enough for
Colonel Gurlukovich to grab and take the Commandant hostage.
Gurlukovich's men then arrived in the room and secured the area.
Snake moved in for a closer look as he watched the drama unfold.
Ocelot then betrayed his allies and shot Gurlukovich and several of
his men before blowing a hole in the tanker and making his way toward
Metal Gear's cockpit. Snake rushed in to stop him. Ocelot looked
down at his old foe and felt an odd feeling. He screamed in agony as
his hand convulsed and throbbed. Ocelot then spoke, but not in his
own voice. His voice was that of Liquid Snake. Snake, confused as to
what had happened, demanded to know what was going on. Liquid told
Snake that he lived on though Ocelot's arm. Back in Shadow Moses,
Ocelot had gotten his right hand cut off by Grey Fox, and after the
incident, Ocelot had Liquid's arm grafted on. Supposedly, Liquid's
enhanced genetic makeup allowed him to take control of Ocelot's body
at random times, and often when Snake was present.
Their conversation was cut short as a gush of water slammed Snake into
a wall and knocked him out for a moment. Liquid/Ocelot then leapt
into Metal Gear and activated the machine. He made his way out of the
Tanker. Snake followed close behind and emerged on the surface of the
wreckage of the Tanker. He was then greeted by Metal Gear RAY, the
codename for the new Metal Gear, which stood in front of him
menacingly. RAY then back flipped into the water behind him and sent
a massive wave toward Snake. Ocelot was satisfied that Snake was
finished and retreated with his new toy. However, that was not the
end of Snake. Otacon soon arrived in a small boat and rescued Snake
from a watery grave.
Once the two returned to land, they leaked Metal Gear RAY's existence
to the press. However, a more interesting story would overshadow
their deed. Snake and Otacon had been set-up as the fall men for a
massive conspiracy. The two were labeled as the worst ecological
terrorists of all time for the sinking of a Tanker which caused a
massive oil spill in the Hudson Bay area. Their actions lead to the
creation of an offshore oil decontamination facility, the Big Shell.
For the next two years, Snake and Otacon kept a low profile after
being marked as terrorists.
-- Plant Chapter --
Otacon was leaked information about a new Metal Gear being developed
at the Big Shell. Snake set off for the facility and found it was
captured and taken over by another terrorist organization. Snake
infiltrated the area and disguised himself as a Navy SEAL in order not
to raise suspicion, as the navy was orchestrating a rescue operation
at the time, anyway. The terrorists had President Johnson hostage,
and the Navy SEALS were on a rescue mission. During his mission,
Snake found a member of FOXHOUND, a man calling himself "Raiden" who
was sent in by the organization. Snake found that strange, seeing as
FOXHOUND had been disbanded following Snake's destruction of the group
back at Shadow Moses. Snake did not fully trust the man and refrained
from revealing his identity. He called himself "Iroquois Pliskin."
Snake then aided the rookie on his mission, giving him advice about
weapons, the enemy, and the facility. Soon after their first meeting,
Snake found Raiden once again confronting a middle-aged black man.
Snake recognized the man to be the legendary bomb disposal expert,
Peter Stillman. Stillman informed the two of the situation. Fatman,
a member of Dead Cell, the terrorist group present at the Big Shell,
had planted bombs throughout the facility. Stillman gave the two a
device that could stop the bombs. Snake then set out to the Shell 2
area of the facility to defuse the bombs there while Raiden stayed in
the Shell 1 area. Snake reported into Stillman each time he found a
bomb. Stillman thought that the bomb placement was completely wrong
and asked Snake to take a look at the bottom of Shell 2. Snake did so
and found a huge amount of C4 explosives there. Several events then
happened and part of Shell 2 was destroyed. Snake was caught near the
explosion and knocked out for a while.
During these events, Raiden had managed to disarm all of the
explosives throughout Shell 1 and was confronted by Dead Cell's
leader, Fortune. The two battled, and Raiden was powerless, as every
bullet fired at Fortune was deflected before hitting her by a strange
defensive force. Vamp, another member of Dead Cell, came down to the
two to confront Raiden. Raiden fired another shot at Fortune, and it
swerved around her force field and hit Vamp between the eyes. Fortune
was devastated and coddled the lifeless Vamp as Raiden fled the scene.
Afterwards, however, following Fortune's tears of pain while holding
Vamp, Vamp returned to life, claiming he had already died, and
couldn't die twice.
Raiden then killed Fatman, the man behind the bombs, and attempted to
free the hostages at the core of the shell. After speaking with Ames,
a man under the President, Raiden fled the core, as Ocelot, who was
discovered to be at the scene of the takeover, found him. Raiden
escaped with the aid of a mysterious ninja, one that looked much like
Grey Fox from Shadow Moses, and ran toward Shell 2 to find the
President.
After Snake came to, he and Otacon discovered the location of the new
Metal Gear. The entire facility WAS the new Metal Gear, or rather a
guise for the fortress. Snake continued his mission while Raiden did
the same with his. Otacon and Snake managed to hijack a Kamov chopper
which they planned to use to rescue the hostages which were taken
during the takeover. Before they had the chance, however, the
terrorist leader, claiming to be Solid Snake, confronted Raiden on a
bridge between Shell 1 and Shell 2. Enraged by his claim of being
Solid Snake, Snake opened fire on the man. Snake managed to knock the
man from the bridge, only to find that a Harrier 2 was lying in wait
to ambush them. Snake, knowing he couldn't take out the Harrier with
a Kamov, tossed Raiden a Stinger Missile Launcher and some ammo and
instructed him to take out the Harrier. He then supported Raiden with
cover fire as Raiden battled the jet.
Raiden managed to defeat the Harrier and send it crashing below, only
to have it scooped up by Metal Gear RAY, the same RAY from the tanker
two years ago, piloted by a very alive Vamp. RAY then fired on the
facility, damaging the Kamov in the process. Snake and Otacon were
forced to land the helicopter. After that, Snake revealed that he
really was Solid Snake and Iroquois Pliskin was just a made up name.
Snake then proceeded to explore the Big Shell in hopes of finding a
way into Arsenal Gear, the name of the new Metal Gear. While in Shell
2, Snake was attacked and battled the same ninja that Raiden had been
saved by earlier. Snake discovered that the Ninja was actually Olga
Gurlukovich, the woman whom Snake fought two years ago on the Tanker.
Olga, having been Sergei Gurlukovich's daughter, believed that Snake
was responsible for his death at the tanker. Snake explained to Olga
what really happened there, and of Ocelot's betrayal to her father and
his men. The two decided to work together for mutual benefit.
Meanwhile, Raiden successfully found the President and snuck inside
his chamber. President Johnson told Raiden about the Patriots, a
group that supposedly controlled America. He claimed that every
action ever done by him was actually an act or an order of the
Patriots, and also explained how the Big Shell was just a disguise for
Arsenal Gear. Raiden, in shock, questioned him further. Ocelot
showed up, however, and killed the President, for reasons unknown to
this day.
Raiden then proceeded to finding Emma Emmerich, Otacon's long-lost
half-sister. She supposedly knew how to infect Arsenal with a virus
to crumble its database, and perhaps retained other knowledge that
would prove useful. However, he was stopped by Vamp. The two
warriors battled with Vamp finally losing. He had the ability to read
muscles and see in extremely slow motion at will, but Raiden found a
way to defeat him. Vamp fell into a pool and drowned.
Away from the scene, Snake was contacted by Raiden. Raiden needed
cover support for helping Emma get to Shell 1 to get to Arsenal's
entrance via a long bridge along the water. Snake went to the scene
and helped Raiden defend Emma from patrolling guards and gun ciphers
with sniper fire. However, Emma was ambushed and seriously wounded by
Vamp, who once again had supposedly come back to life. Raiden once
again played sniper and shot him several times, and Vamp fell into the
ocean, finally dead. Snake rushed to the girl's side and carried her
back to the computer room where Otacon was waiting. He tried to patch
her up the best he could, however it seemed Vamp got some internal
organs and he couldn't stop the bleeding. Snake asked Raiden if he
got the disc from Emma, which could infect Arsenal's database and stop
it. Raiden handed it over and Snake loaded the program into Arsenal's
activation console. All did not go according to plan (as usual) and
an anti-virus agent stopped the virus before it could be completed.
In the meantime, Otacon and Emma had a last conversation. She soon
died.
Otacon broke down in grief at the loss of his sister. Snake convinced
Otacon to go on and save the hostages. After Otacon left, Snake
revealed a "friend" of his to Raiden: the ninja, who was actually
Olga. Snake told him that it was bedtime for Raiden and Olga knocked
Raiden out with her High Frequency Blade. Olga then took Raiden to
her superiors, as she was pretending to work for Solidus and the
terrorists, and Snake snuck aboard Arsenal along with her.
Now aboard Arsenal Gear, Snake changed back into his sneaking suit.
He thanked Olga and was about to continue on with his mission. Before
he went, Olga gave him her HF Blade and told him to give it to Raiden.
A bit confused, Snake agreed to give it to him. Snake then advanced
into the bowels of Arsenal and waited for Raiden's arrival. Snake
found him in a long hallway, completely naked. Snaked laughed at the
sight and gave Raiden his equipment back. He then handed over the HF
Blade, as Olga had asked. Snake gave Raiden a few tips on how to
wield the sword.
Before this, however, Raiden had escaped his confinement with the aid
of Olga and sneaked through Arsenal. The Colonel of his mission, who
had been giving him orders all along, started to malfunction, as if it
had been affected by a virus, and started to say random things. Rose,
Raiden's girlfriend, also started to malfunction, as if she was a
machine. Raiden didn't know what was going on, but met Snake in the
hall.
After Raiden was done training, he and Snake advanced into the next
room. They were then attacked by an onslaught of Arsenal Tengu,
guards of the place. The two fought side by side and annihilated the
legion of soldiers in the next two rooms.
At this point, the real Rose contacted Raiden and told him that she
had been spying on him for the Patriots their entire relationship.
Raiden was disgusted and upset, but Rose told him that she was sorry
and really did love him. After Raiden didn't believe her, Rose told
him she was pregnant, and then the transmission died.
In the following room, after killing the enemy soldiers, Dead Cell's
leader, Fortune, confronted Snake and Raiden. Fortune claimed that
Snake had killed her father, the Marine Commandant Scott Dolph, at the
tanker. Snake told her that it wasn't him, but she would hear nothing
of it. Snake then told Raiden to go on and he'd handle her. Raiden
did so. Snake then began a hopeless battle and was defeated by
Fortune and taken captive.
Meanwhile, Raiden had been talking to Solidus Snake, the third clone
of Big Boss. He was a direct clone, not recessive or dominant.
Solidus told Raiden of his plans and then had an onslaught of
mass-produced Metal Gear RAYs attack him. Raiden finally gave in.
Olga appeared and tried to save Raiden, telling Raiden that if he died
or failed his mission, Olga's child, which the Patriots had hostage,
would die. Solidus killed her with a bullet to her head and tossed
her aside. As the RAYs began to attack Raiden again, the virus that
Emma had given them started to take effect and the RAYs began to
malfunction. Solidus, infuriated, single-handedly destroyed the
remaining three RAYs and cursed at the Patriots, knowing they had
something to do with it.
Snake found that Raiden too had been captured when he was taken above.
He watched as the scene unfolded between Solidus, Fortune, and a
returning Ocelot. Ocelot revealed that he had been a Patriot's spy
all along, and told of his betrayal to Solidus. Solidus's plan had
been to detonate a nuke over Manhattan, the dwelling place of the
Patriots, to take out all electronics that were concealing the
Patriots' identities, and then proceed to kill the Patriots to
"liberate" the United States from unknown dictatorship. Ocelot told
him that the entire exercise at the Big Shell was scripted by the
Patriots themselves, as was the sinking of the tanker two years ago.
Solidus, infuriated, attacked Ocelot, only to find that Ocelot
couldn't be harmed due to the Patriots' technology. Fortune also was
shot by Ocelot, and it was soon discovered her mystical abilities were
nothing more than the same technology that Ocelot possessed. Ocelot
concluded with saying that all he had to do was recover Arsenal and
clean up the refuse from the exercise, and he jumped into one of the
RAY's cockpits and attempted to kill everyone. Fortune, barely alive,
managed to somehow find within her part of the mystical power that was
taken away and deflected all of RAY's missiles. After Ocelot then
attempted to take them out with a cutting laser, Ocelot became
possessed by Liquid Snake once again. Liquid called out to his
brothers and told them of his plans. He claimed he knew where the
Patriots were and that he was going to crush them, and he then
prepared to leap off the side of Arsenal inside RAY. Snake could not
allow Liquid to get away and managed to muster enough strength to
break his damaged handcuffs. Liquid laughed at seeing Snake pursue
the massive vehicle. Metal Gear leapt off the side of Arsenal and
Snake leapt in right behind it. Snake was unable to keep up with the
powerful RAY, but he did manage to plant a tracker on it.
Raiden and Solidus were thrown onto Federal Hall, where the Colonel
contacted Raiden. He claimed that the S3 was still there. The S3 was
revealed to be a protocol of some sort that stood for "Selection for
Societal Sanity." Following was a horrid conversation between the S3
and Raiden, where the S3 claimed it was humanity's only hope and that
humans were crazy, evil, and self-killing animals. It stated that it
needed to have control of America to lead us into a good age instead
of an age of lies and false veracities. Raiden refused to believe it,
but was plagued with words that he didn't know if they were real or
not. His entire mission was a lie, a script of the Patriots, and now
the S3 was telling him that he was just a weapon ... a creation of the
S3 with no purpose but what they made for him. After the S3 told him
to kill Solidus, Solidus informed Raiden that there was still a way
for Solidus to succeed with his plan. He stated that the Patriots'
digital information was inside of Raiden, wired into his genetic
makeup, and then continued preaching his wish of freedom from the
Patriots.
Following this, Solidus told Raiden that he had killed Raiden's
parents, and then told of Raiden's past. According to Solidus, Raiden
had been a child solder in the Liberian Civil War, and Solidus had
adopted him as his own. Raiden, disbelieving, commenced battle with
him. Raiden ended up winning, and Solidus fell off of Federal Hall to
his doom.
Snake then returned to shore and located Raiden who now stood alone in
front of Federal Hall. He convinced Raiden that he had done the right
thing and went on about the future and such and how reality is only as
real as we make it, and also about how he planted a tracker on RAY.
He also informed him that the disc containing the FoxDie computer
virus, the same disc Emma had, could also be used to locate the
Patriots. Snake then disappeared into the shadows as soon as he came.
Raiden was left on the streets of Manhattan, and Rose approached him.
Having known that the S3 was lying and digitally imitating Rose,
Raiden forgave Rose about her affiliation with the Patriots, and they
decided to live a new life ... together.
Watching the two lovers behind a car was none other than ... Vamp.
Soon after the mission, Otacon analyzed the disc's data. He told
Snake he found who the Patriots were and that one of the members was
one of their biggest contributors. He also informed that all twelve
of them were dead, and had been for a solid 100 years. Snake,
shocked, uttered three words ... What the hell ...?
------------------------------------------------------------------------------
* 10.10 Easter Eggs, Secrets, Fun Stuff
------------------------------------------------------------------------------
--- SNAKE AND SELF GRATIFICATION ------------------
In Deck A, Crew's Quarters you can find a girly poster on one of the lockers,
it is in the northwest of the room. Open the locker and look at the poster in
First Person View. Now call Otacon and Snake will be playing with his
er... Solid Snake.
--- DECK A, CRWEW'S LOUNGE ------------------
This room contains quite a few neat things to play around with:
The mini bar; it can provide you with plenty of cover during a shootout.
Another neat thing is the bottles. You can shoot these bottles and watch
their contents spill out all over the place. You can also punch and kick the
bottles to your heart’s content. This has little practical use aside from a
potential guard distraction if you shoot the bottles while he's near the bar.
Talk about detail! In FPV look at the mini-bar itself and you should see an
ice bucket on the counter. Shoot it so that its contents spill out, ice. Now,
look at the ice for a while and eventually you will see it melt. Also, the
larger pieces of ice will take longer to melt than the smaller ones. Not many
games have that kind of detail programmed into them (for good reason
probably).
On the west side of this room there is a small TV screen showing views of the
new Metal Gear prototype. If you shoot it will go blank. A small preview for
what you'll be seeing up close later on.
When you shoot the magazines on the magazine rack they will explode in a
shower of paper shreds. You can continue doing this until the pieces are too
small to shoot. Shooting these magazines will also attract the attention of
the guards nearby. If you utilize this appropriately you can create an
opening to slip through.
Try firing a bullet through the plants in the room and the leaves will shake a
little bit. They shake more if you shoot the stems.
When you fire bullets into the glass in the middle of the room it will make a
small crack in the glass. Fire about 15 shots into the glass and it will
completely shatter, showering shards of glass all over the floor.
The guard at the bottom of the stairs in the west has flies circling his head,
if you stay there for a moment the flies will suddenly become attracted to
you, the flies can alert guards to your presence so be careful.
--- DECK D, CREW'S QUARTERS ------------------
If you shoot the pans hanging from the ceiling in the kitchen they make
little noises. If you experiment enough you may be able to create a little
tune.
The pantry may be of some enjoyment. The boxes there contain an amount of
fruit and there are some bags of flour. Shooting these items will break them
apart and such. I've always found it fun to have a gunfight in this room
once I get the USP.
--- MERYL? ------------------
Shoot Olga and Otacon will call and yell at you, calling you a monster. Also,
if you call Otacon while looking at Olga Snake will mention near the end of
their little conversation that he has "had enough of tomboys." Looks like
Meryl survived Shadow Moses after all. You can read "In The Darkness of
Shadow Moses" by Nastasha Romanenko for more information on this. You can
find it in the Previous Story section of the Special menu.
--- ENGINE ROOM, PORT ------------------
That guard looking through the binoculars in the south. Go to where he was
and pull your binoculars out. See anything of interest?
--- DECK 2, PORT ------------------
When you are approaching the first guard duck into the side area and lean up
against the wall with the pipe. As the guard approaches try to peek out into
the hallway. Snake will knock over that pipe which will scare the crap out
of the guard coming down the corridor. This won't trigger an alert so feel
free to do this. Just make sure you stay put until the short scene is over.
--- HOLD 1 ------------------
If you go up to the projector in the south end of the hold and press the
action button Snake will turn it off. It is kind of funny but it will result
in a game over.
If you walk in front of the projector with the Snake will cast a shadow on the
display screen. This will result in a game over. The same result is achieved
from walking in front of it with the stealth equipped.
--- HOLD 2 ------------------
If you go up to one of the projectors and push the action button Snake will
turn off the projector. But instead of being caught the other projector will
turn on and the Marines will turn to face it. If Snake continues to do this
then eventually both screens will have projected images as the game assumes
control over Snake. Then both screens will be taken over by two pictures of
hot chicks. Obviously, you will be caught when this happens.
--- HOLD 3 ------------------
If you have stealth camo then you can do a little activity called Marine
Bowling. Equip the stealth camo and go up to one of the Marines on the sides.
Kick him over and watch him set off a chain reaction. Do this with your
friends and see who can knock over the most Marines.
On your second time through one of the Marines will have forgotten his pants.
He is the Marine in the southeast corner of the group. Take a photo of him
and send it to Otacon to see his reaction.
You can see Ocelot before he hijacks RAY. After climbing to the top level by
using the wire to get across Hold-1 you can look at the left leg of RAY, you
should see Ocelot standing there.
--- FECAL SLIP ------------------
If you go near the walls then you will find that your character slips due to a
large amount of bird crap on the ground. Kind of funny but it gets annoying
when you do it repeatedly.
--- STRUT B, TRANSFORMER ROOM ------------------
You can mess around with Pliskin for a bit while he is asleep:
(1) Point your gun at him.
(2) Shoot him or punch him.
(3) Call him on the Codec and then call the Colonel.
For a laugh, call Rose with the Cigarettes equipped.
--- STRUT C, DINING HALL ------------------
Call the Colonel while in the women's bathroom and see what he has to say.
--- SPECIAL DELIVERY ------------------
Got a box? Climb up onto the platform near the southern end of the conveyor
belt and equip a box. Raiden will climb onto the belt and he'll be dropped
off at various places throughout the facility depending on which box you use.
--- EW... ------------------
Call Pliskin with a Book equipped and he will have a few words of advice for
you. Try doing this in the women's bathroom in Strut B... O_o
--- HOSTAGE PUNCH ------------------
You can punch and kick the hostages. This elicits a few Codec calls from The
Colonel/Rose about what a terrible person you are. You can also make some of
them pee when you kick them.
--- JOHNNY...AGAIN ------------------
During the part where you can control the Directional Microphone move it over
to the left to the bathroom and you can listen to our friend "Johnny"
experience the ravages of an overactive bowel.
--- SHOOTING THE KASATKA ------------------
During the Harrier battle you can fire Stinger missiles at the Kasatka. Snake
will become somewhat aggravated if you do this. An understandable reaction.
--- CLEAN SHOWER ------------------
The peeing guard is a source of indispensable fun. For some amusement you can
stand under the stream and look up into it in First Person View. Gross, eh?
Also, call the Colonel while underneath the stream. Him and Rose will have
some words for you.
--- BUSY AT THE MOMENT ------------------
If you call Snake when you exit the Shell 2 Core he will say that he is
er..."busy at the moment". I assume you've completed the game so I reckon
you'll know this to be the time Snake confronts Olga and makes a deal with
her.
--- MICROPHONE FUN ------------------
You can play with the directional microphone in this part. Pointing it at
Snake, when he appears, and Emma as she walks along will enable you to listen
to some things that they are saying. Also, when Emma is behind the second
support structure on the oil fence point the microphone there to hear her
talking to Johnny.
--- SHADOW MOSES!? ------------------
The Arsenal Gear, Stomach area is an exact replica of the torture room and
holding cell in Shadow Moses from Metal Gear Solid. If you look through the
glass to the south you'll see the holding cell.
--- STOCK FOOTAGE ------------------
The scene that plays when Raiden is being position vertically is footage from
the original Metal Gear Solid when Snake is about to be tortured by Revolver
Ocelot.
--- ANATOMY LESSON ------------------
The rooms in Arsenal Gear are named after parts of the digestive tract.
Arsenal Gear, Stomach should have tipped you off, if you know your anatomy.
Jejunum and Ileum are parts of the intestine, as is Ascending Colon. And
Arsenal Gear, Rectum is well...obviously you know what that is. Apparently,
Kojima wanted you to feel as if you had been swallowed by some enormous
entity.
--- FOGGY CAMERA LENS ------------------
In Arsenal Gear, Ascending Colon stand in front of Snake and look in FPV. His
breath will fog up the camera. When you release the button it will disappear.
--- HARK! A DOG TAG! ------------------
You can get Snake's dog tag. This is the last one that you will be able to get
in the Plant chapter. To get it just knock him out in any old way. If you
fail however he will retaliate with his trusty M4 or his fists. To avoid the
fists lie down quickly and he will miss. Once he is out shake his body down
and he will drop the tag. When he wakes up he will be quite grumpy.
--- HIM AGAIN? ------------------
Vamp is visible in the ending cinematics. As Raiden and Snake are looking at
the dog tags, look past them at the taxicab. See anyone familiar?
--- EXTREME DIFFICULTY ------------------
When you complete the game for the first time on any difficulty you will get
the option of playing in Extreme mode. I recommend this only to people who
have played Hard and people who are in need of frustration.
--- ALL DOG TAGS ------------------
Once you get all the dog tags in the game you will be presented with a
website address after you complete the game. This site has wallpapers and a
bunch of other good stuff, but unfortunately Konami took the site down a while
ago so you can't access it anymore.
*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~
10) Conclusion
*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~
------------------------------------------------------------------------------
* 10.1 Contact Information
------------------------------------------------------------------------------
If you have any questions, comments, suggestions, or contributions to
make then you can e-mail me at the address provided below. I will only
accept questions, comments, suggestions, and contributions if they
abide by the guidelines outlined below. I do not think that I am
asking much by doing that, but if you do have a problem with that then
I ask you just not send me anything at all.
E-MAIL : REMOVED
SUBJECT LINE: Metal Gear Solid 2: Substance
--
DO
--
- Point out errors
- Give me strategies for parts of the game that you feel you know lots about
- Write legible sentences
- Include good grammar
- Ask for help about things not already answered in this guide
- Look through the guide before contacting me to make sure I haven't already
answered your question
------
DO NOT
------
- Send me viruses
- Spam me
- Insult me
- Use excessive profanity
- Use background colors, e.g. yellow font against a black background
- Send irrelevant e-mails
- TyPe lIkE tHiS, tHiS ReAlLy PisSEs mE OFF!
- Ask questions that are answered in this guide
- Add attachments to your e-mail
- use f'ing 1337 speak
------------------------------------------------------------------------------
* 10.2 Credits
------------------------------------------------------------------------------
Hideo Kojima : for creating this masterpiece
Konami : for allowing Kojima to create all the games that he does
kenb215 : for his constructive criticism on my format, and suggestions on
improvements, including the Search String.
AdrenalineSL : his MGS2 guide helped me so much during my first playthroughs and
gave me a good idea of how a good FAQ/Walkthrough should be made. Thank you.
YSF : for the lyrics to "Can't Say Goodbye to Yesterday"
LivingNightMare185 : Critiqued this guide and gave some good insight.
------------------------------------------------------------------------------
* 10.3 Conclusion
------------------------------------------------------------------------------
Hopefully this was a little bit helpful for you. I think that I have covered
most of what needs to be covered and a little bit more than that. If I failed
then you may click the back button but if not then er... bow down to me.
Farewell until the next time!
- El Greco
------------------------------------------------------------------------------
* 10.4 Legal Notice
------------------------------------------------------------------------------
This document is Copyright 2003-2004 Don Fleming. It may not be reproduced
nor retransmitted in any form without prior consent from the author. It may
not be altered, published, sold, given as an incentive to buy, etc. without
advance permission from the author. All outside sources which have contributed
to the making of this guide in some form have been cited in the guide.
Violation of the above terms can and will result in a lawsuit.
------------------------------------
SITES WHERE THIS GUIDE MAY BE HOSTED
------------------------------------
- GameFAQs.com
http://www.gamefaqs.com/
- Gamespot.com
http://www.gamespot.com/
- Neoseeker.com
http://www.neoseeker.com/
- IGN
http://faqs.ign.com
- MetalGearSolid.org
http://www.metalgearsolid.org
----------------------------------------
SITES WHERE THIS GUIDE MAY NOT BE HOSTED
----------------------------------------
- CheatCodeCentral
http://www.cheatcc.com/
^ Yes, I am pointing directly at your site, Dave, and not with my index finger
either.
------------------------------------------------------------------------------
* 10.5 Version History
------------------------------------------------------------------------------
-----------------------------
Version 1.65, 3/27/04, 569 kb
-----------------------------
I completely reformatted the guide so that it looks better. Enjoy! This will
probably be the last update for a while.
-----------------------------
Version 1.60, 3/26/04, 574 kb
-----------------------------
I added in the Previous Story transcript. Not much else... in fact... nothing
else!
-----------------------------
Version 1.55, 1/12/04, 415 kb
-----------------------------
I added in some things in the "Infiltration" part of the walkthrough. That is
about it.
------------------------------
Version 1.50, 10/18/03, 383 kb
------------------------------
I re-wrote the Tanker section of the guide, it's much better than the old one.
Plant will come in two weeks or so.
------------------------------
Version 1.30, 10/10/03, 344 kb
------------------------------
Completed Raiden's Sneaking-Eliminate All missions. Added Skateboarding
section. I'll probably do a bunch more missions in the time to come.
Changed the SOL walkthrough sections.
-----------------------------
Version 1.27, 10/6/03, 335 kb
-----------------------------
Added some strategies for Vamp.
-----------------------------
Version 1.26, 9/29/03, 333 kb
-----------------------------
Wrote my own synopsis for the Tanker and Plant chapters, added some FAQs.
-----------------------------
Version 1.25, 9/28/03, 329 kb
-----------------------------
Changed the Contact Information part, added lyrics from ending song.
-----------------------------
Version 1.23, 9/26/03, 326 kb
-----------------------------
Just added in a credits person and a new site to use my guides.
-----------------------------
Version 1.22, 8/21/03, 323 kb
-----------------------------
Finished changing all the headers today. To me the guide seems a little
neater than it did before.
-----------------------------
Version 1.21, 8/12/03, 312 kb
-----------------------------
I'm back for good now, well, at least until November. I spell-checked the
entire guide. Not much else in this update, I added some stuff to the TOC and
that's about it. I think I'm done with none walkthrough content now. I'll
focus my energy now on the walkthroughs and maybe I'll write up walkthroughs
for the eliminate all and hold-up missions.
-----------------------------
Version 1.20, 7/30/03, 311 kb
-----------------------------
I came to the conclusion today that my SOL walkthrough sucks. So I started
re-writing it and I have so much more detail than before. I added some
"Useless Information" in some places. Completed the walkthrough up to the
beginning of the Plant chapter. I am thinking about adding a mini Dog Tag
guide in the Dog Tag section, it would just be locations of the guards who
have dog tags. The new parts in this guide are the node locater, the options
screen explanation, and the Dual shock controller pressure sensitivity
sections. Also, I passed the 300kb mark, which was my goal for length, but
it appears that I will go much farther than that.
-----------------------------
Version 1.00, 7/13/03, 287 kb
-----------------------------
Finished the last two Snake Tales (External Gazer and Big Shell Evil) and
fixed up some stuff in different places in the guide.
----------------------------
Version .98, 7/12/03, 269 kb
----------------------------
Did three of the Snake Tales today, A Wrongdoing, Confidential Legacy, and
Dead Man Whispers. The next two will be completed tomorrow.
----------------------------
Version .95, 7/10/03, 250 kb
----------------------------
Completed the missions section (except MGS1 Snake) and elaborated a bit on the
story part. Added the extended controls below the basic controls and the
Special Actions section.
---------------------------
Version .92, 7/3/03, 229 kb
---------------------------
Finished Snakes missions and changed some minor stuff around, not much else
besides the addition of Snake's missions. Added part to the Search String,
getting to the different parts of the Game Overview section because it is
quite long.
---------------------------
Version .91, 7/2/03, 210 kb
---------------------------
I completely re-did the Weapons and Items descriptions, I changed them to
mainly the in-game descriptions of the items given by Otacon and Pliskin. I
revamped the entire moves section, now it has more moves and is a lot more
detailed than it was before. I added some useless information to the SOL
walkthrough and added the quotebook near the end. I also put the Items and
Weapons after the Snake Tales instead of having them before the SOL
walkthrough.
----------------------------
Version .90, 6/30/03, 160 kb
----------------------------
Finished all of the Raiden character missions. Added several new parts to
the guide.
---------------------------
Version .55, 3/12/03, 96 kb
---------------------------
Done with main game, dog tags, and lots of other stuff. Finished several sub
sections of Raiden's missions. Still need to do other characters missions.
______________________________________________________________________________
Copyright 2003 - 2007 Don Fleming