===================================================
METAL GEAR SOLID 2 - SUBSTANCE
PLATFORM - XBOX  / PLAYSTATION 2 / PC
GENRE - STEALTH / ESPIONAGE
PRICE - £39.99 / $40.00
GUIDE VERSION - v.1.5 LAST UPDATED - 15/2/04
===================================================

UPDATE: Ok the guide is up. Better late then never, it only took a
few weeks anyway. The reason I did this is because there are no
spoiler free walkthroughs on Metal Gear Solid, which would spoil
the game in a sense if you knew the story. I recommend only doing
or even reading the VR section last, as it contains some location
spoilers. The rest of the VR missions and the Snakes tales as well
as the Skateboarding will be up as soon as I can get around to
finishing them, there is already a few to get started.


CONTENTS

1. INFORMATION ABOUT THE GUIDE / AUTHOR

    1.1 - About the Author
    1.2 - About the Guide
    1.3 - Guide History
    1.4 - Disclaimer
    1.5 - Contact Information

2. THE MENUS

    2.1 - Oh, the Choice
    2.2 - Start Game
         2.2.1 - Very Easy
         2.2.1 - Easy
         2.2.1 - Normal
         2.2.1 - Hard
         2.2.1 - Extreme
         2.2.1 - European Extreme
    2.3 - Load Game
    2.4 - Options
    2.5 - Special
    2.6 - VR Missions
         2.6.1 - VR
         2.6.2 - Elimination
         2.6.3 - Bomb Disposal
         2.6.4 - Hold up
         2.6.5 - First Person
         2.6.6 - Camera Shoot
         CHARACTERS IN VR MISSIONS
         2.6.7 - Solid Snake
         2.6.8 - Plisken
         2.6.9 - Raiden
         2.6.10 - Ninja Raiden
         2.6.11 - Raiden X

    2.7 - Snakes Tales
    2.8 - Skateboarding

3. THE GAME HISTORY

    3.1 - Metal Gear
    3.2 - Metal Gear 2: Solid Snake
    3.3 - Metal Gear Solid
    3.4 - Metal Gear Solid 2:  Sons Of liberty

4. THE CONTROLS

    4.1 - Basic Controls
    4.2 - Intermediate Controls
    4.3 - Advanced Controls
    4.4 - Special Techniques
    4.5 - Other Controls

5. THE CHARACTERS

    5.1 - Solid Snake
    5.2 - Iroquois Plisken
    5.3 - Raiden
    5.4 - Olga Gulcovich
    5.5 - Revolver Ocelot
    5.6 - Solidus Snake
    5.7 - Fortune
    5.8 - Vamp
    5.9 - Fatman
    5.10 - Otacon
    5.11 - Emma
    5.12 - President Johnson
    5.13 - Peter Stillman
    5.14 - CMC Dolph
    5.15 - Camball
    5.16 - Rose
    5.17 - Ames
    5.18 - Sergi Gurlucovich
    5.19 - Liquid Snake
    5.20 - SEALS
    5.21 - Marines
    5.22 - Russian tanker / core guards
    5.23 - Russian shell guards
    5.24 - Metal Gear RAY

6. WHAT'S ALL THIS ON MY SCREEN THEN?

    6.1 - The soloton radar
         NODE LOCATIONS
         6.1.1 - Strut A
         6.1.2 - Strut B
         6.1.3 - Strut C
         6.1.4 - Strut D
         6.1.5 - Strut E
         6.1.6 - Shell 1 core floor 1
         6.1.7 - Shell 1 core floor B1
         6.1.8 - Shell 1 core floor B2
         6.1.9 - Shell 2 core floor 1
         6.1.10 - Shell 2 core floor B1 1st
         6.1.11 - Shell 2 core floor B1 2nd
    6.2 - LIFE Gauge
    6.3 - O2 Gauge
    6.4 - Enemy Life Gauge
    6.5 - Enemy O2 Gauge
    6.6 - Weapon
    6.7 - Item
    6.8 - Codec
    STAGES OF ALERT
    6.9 - Normal
    6.10 - Alert
    6.11 - Evasion
    6.12 - Caution
    6.13 - Jamming
    GUARDS STATUS
    6.14 - Normal
    6.15 - Dazed
    6.16 - Confused
    6.17 - Suspicious
    6.18 - Unconscious
    6.19 - Asleep
    6.20 - Dead

7. WEAPONS AND ITEMS

    WEAPONS
    7.1 - M9
    7.2 - USP
    7.3 - SOCOM
    7.4 - AKS74-U
    7.5 - M4
    7.6 - Stinger
    7.7 - RGB6
    7.8 - Nikita
    7.9 - PSG1
    7.10 - PSG1-T
    7.11 - C4
    7.12 - Claymore
    7.13 - Grenade
    7.14 - Stun Grenade
    7.15 - Chaff Grenade
    7.16 - HF Blade (High Frequency Blade)
    ITEMS
    7.17 - Ration
    7.18 - Scope
    7.19 - AP Sensor
    7.20 - Sensor A
    7.21 - Sensor B
    7.22 - Mine Detector
    7.23 - Thermal Vision
    7.24 - Night Vision
    7.25 - B. Armor
    7.26 - Book
    7.27 - Bandage
    7.28 - Medicine
    7.29 - Magazine
    7.30 - Directional Microphone
    7.31 - Pentazimine
    7.32 - B.D.V
    7.33 - Phone
    7.34 - Bandanna
    7.35 - B. Wig
    7.36 - O. Wig
    7.37 - Stealth

8. WALKTHROUGHS

Who you are up against.
         Tanker guards
         Shell guards
         Core Guards
         Shell Assault Team
         Core Assault Team
         CYPHERS
         Gun CYPHERS
         Cameras
         Gun Cameras
         Claymores

    8.1 - SOL Main game walkthroughs
         8.1.1 - Tanker
         8.1.2 - Plant (Start)
         8.1.3 - Plant (Bomb Disposal pt.1)
         8.1.4 - Plant (Bomb Disposal pt.2)
         8.1.5 - Boss - FORTUNE
         8.1.6 - Plant (Bomb Disposal pt.3)
         8.1.7 - Boss - FATMAN
         8.1.8 - Plant (Hunt for the AK)
         8.1.9 - Plant (Looking for the D.Mic)
         8.1.10 - Plant (Looking for Ames)
         8.1.11 - Plant (Heading for Shell 2)
         8.1.12 - Plant (Bloody IR Sensors!)
         8.1.13 - Boss - HARRIER
         8.1.14 - Plant (Crossing to the KL connecting bridge)
         8.1.15 - Plant (The Nikita)
         8.1.16 - Plant (Securing the President)
         8.1.17 - Plant (Looking for Emma pt.1)
         8.1.18 - Boss - VAMP
         8.1.19 - Plant (Looking for Emma pt.2)
         8.1.20 - Plant ("I can't swim!")
         8.1.21 - Plant (Crossing to strut L)
         8.1.22 - Plant (The Oil Fence)
         8.1.23 - Plant (To the Core!)
         8.1.24 - Plant/Arsenal ("Alright why am I nude on a table?")
         8.1.25 - Plant/Arsenal (Snake)
         8.1.26 - Plant/Arsenal (The Battle)
         8.1.27 - Boss - METAL GEAR RAY
         8.1.28 - Boss - SOLIDUS SNAKE

    8.2 - VR Missions
         8.2.1 - Raiden
              8.2.1.1 - VR sneaking
              8.2.1.2 - VR eliminate all
              8.2.1.3 - Elimination
              8.2.1.4 - Hold up
              8.2.1.5 - Bomb Disposal
              8.2.1.6 - Photo Shoot
              8.2.1.7 - Weapons mode

         8.2.2 - Ninja Raiden
              8.2.2.1 - VR sneaking
              8.2.2.2 - VR eliminate all
              8.2.2.3 - Elimination
              8.2.2.4 - Hold up
              8.2.2.5 - Bomb Disposal
              8.2.2.6 - Variety mode
              8.2.2.7 - Weapons mode

         8.2.3 - Raiden X
              8.2.3.1 - VR sneaking
              8.2.3.2 - VR eliminate all
              8.2.3.3 - Elimination
              8.2.3.4 - Hold up
              8.2.3.5 - Bomb Disposal
              8.2.3.6 - Variety mode
              8.2.3.7 - Weapons mode

         8.2.4 - Snake
              8.2.4.1 - VR sneaking
              8.2.4.2 - VR eliminate all
              8.2.4.3 - Elimination
              8.2.4.4 - Hold up
              8.2.4.5 - Bomb Disposal
              8.2.4.6 - Photo shoot
              8.2.4.7 - Weapons mode

         8.2.5 - Plisken
              8.2.5.1 - VR sneaking
              8.2.5.2 - VR eliminate all
              8.2.5.3 - Elimination
              8.2.5.4 - Hold up
              8.2.5.5 - Bomb Disposal
              8.2.5.6 - Variety mode
              8.2.5.7 - Weapons mode

         8.2.6 - Tuxedo Snake
              8.2.6.1 - VR sneaking
              8.2.6.2 - VR eliminate all
              8.2.6.3 - Elimination
              8.2.6.4 - Hold up
              8.2.6.5 - Bomb Disposal
              8.2.6.6 - Variety mode
              8.2.6.7 - Weapons mode

         8.2.7 - MGS1 Snake
              8.2.7.1 - VR sneaking
              8.2.7.2 - VR eliminate all
              8.2.7.3 - Elimination
              8.2.7.4 - Hold up
              8.2.7.5 - Bomb Disposal
              8.2.7.6 - Variety mode
              8.2.7.7 - Weapons mode


    8.3 - Snakes Tales
         8.3.1 - A Wrongdoing
         8.3.2 - Big Shell Evil
         8.3.3 - Confidential Legacy
         8.3.4 - Dead Man Whispers
         8.3.5 - External Gazer

PLEASE NOTE SNAKES TALES ARE NOT COMPLETED AS OF YET PLEASE CHECK BACK
SOON.

9. MORE FEATURES

    9.1 - Boss Survival
    9.2 - Casting Theater
    9.3 - Collecting the Dog Tags
    9.4 - Game Script
    9.5 - FAQs

10. ENDING

    10.1 Thanks and Credit
    10.2 Contact Info

===================================================

Ok, with all that out of the way lets get going. Despite this is an
in-depth guide I think we can all assume you know how to put turn the
game on so from the title screen hit start and lets go.

1. INFORMATION ABOUT THE GUIDE / AUTHOR

    1.1 - About the Author

This is not my first guide for any games site but I can hardly say
I am experienced in the field so if you think I have not covered
something completely or you just want a really in depth point by
point guide for a certain part of the game then please email me on
[email protected] and put the subject as something like "MGS
Walkthroughs" as anyone with Hotmail out there will know you get more
junk mail then is possible to mention. If I think its junk mail it will
be deleted and blocked so be careful what you put. Also, I realize that
some people when stuck just email the author without reading the guide.
This is VERY annoying so please don't do it and read the guide
thoroughly first, it is usually the case that it is in there and is
missed. Lastly if you want to submit your own game or VR scores
then send them into me and if they look genuine enough I'll put
them up here for the world to see.


    1.2 - About the Guide

As mentioned before, this is a complete guide to the main game and the
VR missions including the Hold up modes; elimination modes; bomb
disposal modes and the rest. However, if I have missed something or made
a mistake somewhere just point it out and I will fix it ASAP. As a final
not before we start I hope you enjoy this game and the guide as much
as possible. Lots of people have said that this game is a rubbish, this
is not the case and although there is a lot of cut scenes try to resist
the urge to skip it, the storyline is ace, and the game is very
understated, it's great. If you do miss a scene there is a complete
transcript of the movies and I'll try to do the codec but don't put
money it will be here anytime soon.


    1.3 - Guide History

- Version. 0.1 - 296 KB

Ok the guide is up. Better late then never, it only took a
few weeks anyway. The reason I did this is because there are no
spoiler free walkthroughs on Metal Gear Solid, which would spoil
the game in a sense if you knew the story. I recommend only doing
or even reading the VR section last, as it contains some location
spoilers. The rest of the VR missions and the Snakes tales as well
as the Skateboarding will be up as soon as I can get around to
finishing them, there is already a few to get started.


- Version. 0.2 - 296 KB

A lot of the typos are now corrected in the first half of the
documents, and IGN FAQs now have permission to host the guide.


- Version. 1.3 - 297 KB

A bit more of the transcribed added as well as some spelling corrections.


- Version. 1.4 - 300 KB

A lot of the remaining spelling mistakes fixed up, only a few more to go. Also
added a handy tip for getting past the strangulation part near the end. I
recommend reading it , even if you have not got to that part / have passed that
part or never actually played the game. If so why are you on this? It can be
helpful for other games.

- Version. 1.5 - 305 KB

Since I haven't done it for a while, I uploaded a new part of the script. I
doubt anyone will read it, but for the sake of completion.
---

    1.4 - Disclaimer

This Guide is protected under copyright law.
the reproduction or any or all of this without express permission from
the author is against international law. At the moment, this guide
should only appear on the following websites:

www.gamefaqs.com  - Gamefaqs
www.faqs.ign.com  - Ign Faqs

If you see this on any other site please email me on [email protected]


    1.5 - Contact Information

If for any reason you would wish to contact me about this or any other
guide please feel free to email me on [email protected]

===================================================

2. THE MENUS

    2.1 - Oh, the Choice

MGS2 has a LOT of options, this is to help you to get the most out of
your game. You are advised to read through, look and change any of
these as you see fit.


    2.2 - Start Game

If this is the first time then go to this choice and select "1st time".
Now you are going to be faced with a list of questions, these will affect
the difficulty setting and if the radar will be shown in some views.
Sometimes after selecting the answer to a question you can select the
choice of difficulty and radar status. Please note, this guide will
presume you are playing on Normal mode with "radar does not appear in
intrusion view.

There are six different levels of difficulty you can play the whole
SOL section on. These range from pathetically easy to next best thing
-to-impossible European Extreme. Here's the list in full as well as
the differences between them.

         2.2.1 - Very Easy
Very easy is just what is says on the tin. The guards are all almost
blind as well as deaf. You seem to be immune to colds and if you need
to play on this difficulty then you should really not even bother.
DIFFERENCES IN VERY EASY MODE
    - Guards are practically blind
    - Guards are practically deaf
    - Guards and bosses have very little intelligence
    - You will sustain lots of hits by enemies and bosses
    - Bosses will take heavy damage in battles
    - Hands do not tremble whist Sniping
    - Guards will not clear rooms well
    - Full amount of ammo available for each gun
    - You will not catch a cold
    - Falls do very slight damage.


         2.2.1 - Easy
Just a bit harder then Very Easy, you get slightly less ammo and
your hands tremble in sniping mode. And like Very Easy, you shouldn't
have to play on this unless you are getting the dog tags.
DIFFERENCES IN EASY MODE
    - Guards are almost blind
    - Guards are almost deaf
    - Guards and bosses have little intelligence
    - You will sustain minimal damage from enemies
    - Bosses will take heavy damage in battles
    - Hands tremble whist sniping
    - Guards will not clear rooms thoroughly
    - Lots of ammo available for each gun
    - You will catch a cold after about 10 minutes outside or in water.
    - Falls do slight damage


         2.2.1 - Normal
This is what most people play on as well as the guide is based on. The
enemies will be quite intelligent, knowing when to retreat and fire.
DIFFERENCES IN NORMAL MODE
    - Guards have normal vision
    - Guards do not hear well
    - Guards and bosses some intelligence
    - You will sustain around ten hits from guards and bosses
    - Bosses will take about as much damage as you in battles
    - Hands tremble whist Sniping
    - Guards will clear some detailed point in rooms
    - Around half of ammo available for each gun then V.Easy
    - You will catch a cold after about five minutes outside or in water


         2.2.1 - Hard
A lot of people play on this. The guards are very smart and you will
not survive a direct assault from the Attack teams. Stealth is certainly
the best way to go. Also, the shaver and "game over if discovered"
features are now available.
DIFFERENCES IN HARD MODE
    - Guards have good vision
    - Guards hear most things
    - Guards and bosses high intelligence
    - More C4 in bomb disposal
    - Attack team consists of five guards
    - You will sustain around seven hits from guards
    - Bosses will kill you in around five hits
    - Hands tremble allot whilst sniping
    - Guards will clear rooms well
    - Around quarter of ammo available for each gun then V.Easy
    - You will catch a cold after about three minutes outside or in
      water
    - Shaver available from Deep Sea Dock
    - Game Over if discovered option available


         2.2.1 - Extreme
This is only available after completing the game once. Guards have
extremely good vision and will see anything, this also goes for hearing.
You will take extremely heavy damage from very intelligent guards and
bosses. I recommend easily being able to beat the game on the Hard
setting before even attempting this one.
DIFFERENCES IN EXTREME MODE
    - Guards have excellent vision
    - Guards have excellent hearing
    - Guards and bosses are very intelligent and guards work as a team
    - More C4 in bomb disposal
    - You will sustain around four hits from guards
    - Bosses will kill you in two hits
    - Hands tremble hard whist Sniping
    - Guards will clear rooms thoroughly
    - Very small amount of ammo
    - Attack team consist of five guards
    - You will catch a cold after about one minute outside or in water
    - Shaver available from Deep Sea Dock
    - Game Over if discovered option available


         2.2.1 - European Extreme
In the original game, this was only available in the European releases.
The guards must have invisible binoculars strapped to their heads or
something. It is insanely hard and anyone who can complete it
on "game over if discovered" and never having a game over has my
respect.
DIFFERENCES IN EUROPEAN EXTREME MODE
    - Guards have ultra-extreme vision
    - Guards have ultra-extreme hearing
    - Guards and bosses are very intelligent and guards work as a team
    - More C4 in bomb disposal
    - You will sustain around three hits from guards
    - Bosses will kill you in one hit
    - Hands tremble all over the place whist Sniping
    - Guards will clear rooms completely
    - Almost no ammo in guns
    - No suppressors
    - Attack team consist of five guards
    - You will catch a cold after about a few seconds outside or in
water
    - Shaver available from Deep Sea Dock
    - Game Over if discovered option available


    2.3 - Load Game

If you are coming back to the game that you have already saved then
go to this, select the correct memory card and the correct game
file and you begin from the last possible point you can. Note, the place
you saved may not be the place you start from when you load the game,
but it will not be too far away.


    2.4 - Options

Here you can customize various options, these are pretty much
self-explanatory so I wont go into them in great detail. Some that you
may want to consider changing is the brightness of the screen. When you
go to this option change the brightness of your TV so the grayscale is
not visible below the red line. If this is a little too dark for you as
it is for me then change it so just one grayscale bar is visible below
the red line.

You also may want to turn the captions or subtitles off as they can take
your eyes off what is going on, on screen. You ma also want to turn on
the surround sound feature if you are lucky enough to have it. Note,
surround sound is only available in some of the cut scenes and not in the
actual game mode.

There is also the option to turn off the blood in the game. My
recommendation is, even if you are squeamish, keep it turned on it is not
too gory and shouldn't pose too much trouble. In areas like Strut B is
too
much or you don't like seeing the red blops on the walls after you
deliver a head shot then turn it off, but like I said it shouldn't
be a problem.


    2.5 - Special

This is where you can get at the things that you have accompliced / won
while playing through the game, as well as looking at the basic moves
and
reading through several news articles and the book "In the Darkness of
Shadow Moses" by Natasha Romeneko, the military analyst in Metal Gear
Solid. **Note, There are actually articles as I have mentioned but only
one appears at the start. Read through it and the next one appears, read
through that one and In the Darkness of Shadow Moses will appear.
Alternatively, just skip each page until you get to the end and the next
one will appear. Sort of defeating the object if you think about it, but
the choice is open to you.


2.6 - Missions

The VR missions are what sets aside Substance from Sons Of Liberty. I
like these missions as although they seem quite liner they are fun to
play and get quite addictive. The only one, which is not too good, is
the first person game. And of course when I say not too good I mean
rubbish. But this is not a review and it will not spoil the run that
you have with the game.


         2.6.1 - VR

You have several objectives in these missions, basically it is to get from
one side of the area to the goal. There is also an Eliminate all mode, where
all the guards in a level must be taken out

Alternate Missions

         2.6.2 - Elimination

My favorite mode. The objective is to kill or in any way take out all
of
the enemies in the level. To help you are given a selection of "tools"
with quite a lot of ammo. This mode gets hard when you have nothing but
grenades to attack with, but around good fun.


         2.6.3 - Bomb Disposal

You are given a sensor, a can of coolant and a time limit, guess what
you have to do. This mode can get challenging as there are sometimes a
lot of guards that must be disposed of before you can even think about
disposing bombs. After you have got rid of the guards the bombs are
sometimes extremely hard to locate. Saying that it is one of my favorites.


         2.6.4 - Hold up

In this mode you have to sneak up behind guards and draw your weapon,
thus holding them up and magically turning into a dust of pixels.
You are given a certain amount of time to get every guard on that
stage.


         2.6.5 - First Person

What did we do to deserve this? The controls are all messed up and the
aim
is all out of whack and is generally no fun to play. Unfortunalty to
complete it you are going to have to. Due to the awkwardness of the
controls this makes the mode very hard and least enjoyable.


         2.6.6 - Camera Shoot

This mode is unlocked after you have successfully completed all the other
modes for all the characters, you are shown a photograph and you must
discover how to recreate it, some are plain and simple where others
require a great deal of though to get a good shot.


CHARACTERS IN VR MISSIONS


         2.6.7 - Solid Snake

Play as Snake in his normal Sneaking suit from the start of the game
Difficulty Setting - Normal

         2.6.8 - Plisken

After completing 50 percent the missions with Snake you can play
as Plisken, Snake's alter ego.
Difficulty Setting - Hard

         2.6.9 - Tuxedo Snake

Snake, Solid Snake.  Play as Snake in the smooth Tux after you have
beaten all of Snake and Plisken mission.
Difficulty Setting - Hard/Extreme

         2.6.10 - MGS1 Snake

This is the character model used for Snake in MGS with MGS2 Snake's head stuck
on the top of it, ow.
Difficulty Setting - European Extreme

         2.6.11 - Raiden

Play as Raiden from the start of the game.
Difficulty Setting - Easy/Normal

         2.6.12 - Ninja Raiden

Finish half of the missions with Raiden and you get to play as him in
the cyborg ninja attire.
Difficulty Setting - Extreme

         2.6.13 - Raiden X

After you have finished the game with both Raiden and Ninja Raiden
then you can play as him in nude mode.
Difficulty Setting - Hard


2.7 - Snakes Tales

This takes place on the Tanker and the Big Shell. You play as Snake
who is given certain objectives, which he must complete. There are not
really any new cut scenes however, the plot unfolds by text, which comes
up at each new objective. Also there is not codec, only text appears
when the select button is pushed. For this mode there is no radar, so
this requires more use of stealth and concealment then the other modes
would allow. All this makes the mode challenging, but not at all as
boring as I make it out.


    2.8 - Skateboarding

This makes use of the same engine as other Konami skateboarding games,
although obviously not as fluid. As Snake or Raiden you have to
accomplice various objectives by skating around the roof of the Big
Shell. Entertaining as it is it gets boring and repetitive after a while
but great when you start. Also the re-mix of the main theme is cool.

===================================================

3. THE GAME HISTORY

Here is a brief overview of what happened in the last Metal Gear
games. I strongly recommend you read this if you have never played
or heard the story lines to any of these games, especially Metal Gear
Solid as it informs you of its storyline which you will need to have
a relatively good knowledge of to understand this game completely.

***WARNING - IF YOU MEAN TO PLAY ANY OF THESE GAMES BEFORE MGS2
(good luck with finding an MSX) THE DO NOT READ THIS AS IT REVEALS
THE STORYLINE.***

    3.1 - Metal Gear (MSX)

The mercenary Big Boss creates a group of highly elite special forces
made for solo offensives as a last resort. Named FOXHOUND the group
are put into action straight away as a terrorist organization have
seized a heavily armed isolated building. Rumor has it construction
of an unknown bipedal nuclear tank is in production. Big Boss sends out
his best man, Gray Fox. He had a fame in certain circles as the only
man who could ever possibly be as good a soldier as Big Boss himself
and was given the highest honor in FOXHOUND, the codename FOX. Upon
entering the facility Fox goes missing, hours later command received a
small radio call from Fox. "The  .. ultimate weapon...Meta...  Gear!..."
After that there was no more transmissions and the signal faded. Big
Boss sent in FOXHOUND's new recruit who went by the codename Solid
Snake. He successfully infiltrated the base and located and rescued
Fox who was being held captive. Working together they discovered the
location of the rumored Metal Gear, and the leader of the terrorists
exposed himself. It was Big Boss, the head of FOXHOUND. He revealed
that he had used false contacts established in a mission he had taken
several years ago in a country known as Zanzibar Land. He used this
money to build the base and to construct Metal Gear. Fox and Snake
battled Metal Gear, but Fox was injured and could not fight. Snake
defeated the tank and attempted his escape with the wounded Fox.
However, since it was going to kill them both as the speed Snake could
go was significantly reduced Fox convinced him to leave him to die.
As the destroyed Metal Gear destroyed the base snake escaped and big
Boss and Fox were missing presumed dead.


    3.2 - Metal Gear 2: Solid Snake (MSX)

Snake had risen to FOX-HOUND's best agent, legendary in the
field but totally secrete from the public. News spread to FOX-HOUND that
in the nation of Zanzibar Land a fortress and been built and a new form
of Metal Gear was under development. Since the proven tracery of Big
Boss FOXHOUND was now under command of veteran Colonel Campbell. He ordered
there best man, Snake to infiltrate the small nation of Zanzibar Land and
see of the rumors about Metal Gear and its nuclear launch capability
are true. Snake successfully infiltrated the area and proceeded down
to the hardened underground basement on floor B100 of the fortress, named
Outer Heaven. Upon arrival Snake found the kidnapped Mar Kristrav,
whom invented the new form of petroleum OILEX and located the hanger
for Metal Gear. Not being there Snake explored and came to a large room.
Metal Gear entered the room and ambushed Snake, however one of the
biggest surprises was its pilot, Gray Fox. He explained that he was
rescued form the base and fell into the ranks of Solotin, Big Boss's
name. Snake defeated Metal Gear and the base began to fall apart. With
Mar he escaped to the B25 where Big Boss was waiting. The Greatest
Soldier of the 21st Century and FOXHOUND's best agent battled. Snake
was injured and Big Boss revealed to him why Snake was such a good
agent, Big Boss revealed that he was Snakes father. Astounded the two
battled on. Big Boss this time was wounded and Snake finished him off.
When they got to the top of the base, the two ran accidentally into a
minefield and was met by Gray Fox. Snake and Fox fought hand-to-hand
until Fox stumbled on a mine and was killed. Outer Heaven crumbled and
Snake returned a hero.


    3.3 - Metal Gear Solid (POX)

Since the incident in Zanzibar Land Snake retired from FOX-HOUND he was
never the same after he leant the truth about his father from Big Boss.
He moved to Alaska to get away from civilization and remained there,
drinking and wasting away. Suddenly, armed men papered at his house and
dragged him away. The next thing he knew he was on a submarine with a
shadowy man in front of him. "It's been a long time Snake" the man said
as he walked into view. It was Campbell, the retired head of FOXHOUND.
The two talked about why Snake was out there. A Doctor walked into the
room. She was introduced as the head of FOXHOUND's medical staff, Dr.
Naomi Hunter. She gave Snake a injection. "An anti-freezing peptide",
it was to stop Snake from freezing in the icy Alaskan waters. Campbell
briefed Snake as if he had already taken the mission. Terrorist seized
control of a base in the Fox Peninsula, a small island called Shadow
Moses. It was told that this base is for storing spare nuclear warheads.
The terrorists had demanded only one thing. A specific persons remains.
The remains of Big Boss, whose body was kept in storage after the
incident that lead to his death in Zanzibar land. He also revealed that
the terrorists had captured two hostages on tour of the base, ARMSTECH
president Kenneth Baker and DARPA chief Donald Anderson, they were
somewhere on the base but that was all they knew. Snake asked why do
they want Big Bosses remains, and Campbell told him that the terrorist
soldiers were not just mercenaries, they were Next-generation special
forces. Digitally enhanced genetically modified soldiers who were yet
unperfected. Big Boss's body would lead them to completion and they
would be unstoppable. But they were not the only ones in the facility.
FOX-HOUND the group set up by Big Boss had five members and they had
all taken part in the uprising. "Decoy Octopus, master of disguise;
Sniper Wolf, the beautiful and deadly sharpshooter; Vulcan Raven, giant
and shaman; Psycho Mantis, with his powerful physic abilities. Second
in command was Revolver Ocelot, specialist in interrogation and a
formidable gun fighter. And finally in charge of them, FOX-HOUND squad
leader, Liquid Snake". Campbell handed him a picture, Snake was taken
back. Liquid Snake was a exact replica of Snake, apart from the skin
tone, possible due to Liquid living in England and serving in the
Middle East. "I have a twin?!" Snake asked "I don't know the details"
replied the Campbell "his name is so highly classified even I can't look
at it". Campbell also reveled after interrogation by Snake that his niece
Merry, was being held prisoner on the base. She had been transferred in
as a replacement hours before the uprising. Campbell pleaded with Snake
to take the mission and to save Merry and stop the terrorists. And
reluctantly, Snake agreed.

The sub launched Snake out of a one-man SUVA and approved the disposal
facility. Soon Snake was swimming to the surface running over Campbell's
briefing in his mind once more. As Snake rose to the surface he caught
a glimpse of a tall man with blonde hair and a brown overcoat riding
up a elevator on the opposite side of the room. Snake got on the same
elevator when it descended and went to ground level. A HIND-D Russian
gunship lifted off inform of his and passed over his head. Snake
crawled into a ventilation duct before the gunship returned. While
crawling through the ventilation duct Snake received a call from Master
Miller. An old survival instructor and long time friend of Snakes who
was also living in Alaska. He said he would help Snake as much as
possible throughout the mission in way to stay alive and pass by the
enemy in silence.

Snake made his way through the ventilation duct and over heard two
guards talking. Apparently a mysterious intruder had infiltrated the
base and killer three men. "Threes another intruder besides me" Snake
thought to himself. Snake was informed of a cargo elevator in the
tank hanger where he was then. He located it and went down to basement
one to find the DRAPE chief. Mei Ling, technical analyst who had been
introduced to Snake told him to head for the green dot on his soliton
radar. He got into another vent and made his way to the cells. On his
way over he looked down another vent into the adjacent cell to see a
woman exercising. This was not the DARPA Chief so he moved on to the
next cell. A well dressed man, though now looking worse for wear was
sitting in the cell. Snake opened the vent and dropped in. The DARPA
Chief introduced himself. He told Snake the real use of the Alaskan
base was. The research and development center for a new Metal Gear
modal, codenamed REX after the fearful dinosaur Tyrannosaurus Rex.

The Chief handed Snake a security card to open level one doors. Snake
was about to escape with the Chief when suddenly he screamed out in
pain, clutching his chest. He fell to the ground, Snake checked his
pulse, none, the DARPA Chief, Donald Anderson was dead. Suddenly, a
noise from outside the cell. Another loud scream and a thump. The
guard there walked past looking in the room. Then, the door opened.
Snake cautiously walked out. A FA-MAS assault riffle was pointed near
his face, and a guard stood looking at him. "Have you ever pointed
a gun at a person?" Snake asked as the guard's hands were trembling
wildly. "Careful, I'm no rookie", the guard answered as sternly as
possible. "Liar!" Snake's voice was calm and monotone he knew exactly
what he was doing. "That nervous glance, that scared look in you eyes,
there rookie's eyes if I ever saw them". The guard looked inside the
cell. Another mistake he spotted as he drew his SECOM pistol he acquired
earlier. "So you killed the Chief, you bastard!" Guards stationed
outside heard all the shouting. "Open that door!" instructed the
soldier, more nervous then ever, "why should I?" "So we can get the
hell out of here!" The door opened and several guards burst through.
The solider trued and faced the guards and stepped to the side for a
clear shot. The false guard let out a yelp of surprise at the
intrusion. "Clear your mind", Snake yelled. "Don't think, SHOOT!"

Snake managed to take out the guards by himself, the other soldier did
nothing but tremble. Once more Snake shouted "What are you waiting for?
Shoot!" The pressure getting unbearable for the soldier pulled the
trigger and killed three guards running in. Soon no more guards came
through and the soldier went to the door and looked out to see nobody
else. "Thanks for the help" she added sharply and shot at Snake.
He dived out of the way and ran to the door as the guard ran to the
elevator. The turned and shot at him again before the doors closed
and there was an ghostly silence. Suddenly, a laugh filled the whole
room. "Good girl". The whole room turned black and white and a figure
hovered near the entrance to the elevator. "just like that..." it
said as it diapered. Confused, Sane contacted Dr. Hunter on the codec.
She said that it was psychokinetic disturbance caused by Psycho Mantis.

Snake made his way to B2 and located the other hostage. Arms-tech
president, Kenneth Baker. He was tied up to a pole with ropes around him
attached to the plastic explosive, C4. The, in walked a tall man.
A Russian wielding a handgun. This was Revolver Ocelot. The  two
battled around the square with Baker in the middle. For a few minutes
the fight continued until the door opened once more and a distorted
image circled the room cutting the wires and activating the C4
causing a large explosion. The figure then ran past Ocelot and hi
hand came off. "AAGGGHHHH" he yelled out in pain, running off. The
figure that had once been invisible appeared. What appeared was a tall
humanoid shape, completely covered in metal armor, a small disk in the
middle of the head region blinked on and off at certain intervals.
The thing walked towards Snake. Suddenly it yelled out in a fit of
pain, banning its head against the floor. It took one last look at
Snake before disappearing both from vision and then out of the door.

Snake ran over to Baker who was still alive. He told Snake the
terrorists had both detonation codes for arming a nuclear warhead and
were preparing for launch. Before, when Snake asked the Chief how
the terrorist had leant his code, he said that Mantis had read his
mind. However, it seemed everyone who knew a top secrete code had
cortical impatient to stop any form of physic interference. The
terrorists had not learnt the Chiefs code through the way he had said.
Baker told Snake that he had told the terrorists his code. He had no
way to reset torture but didn't know how they got the Chiefs code as
he had some training.

Baker gave Snake a disk, containing all the information on the testing
of Metal Gear. Snake was about to help the President to his feat when
he to yelled out. He spluttered out, "those pentagon bastards, so they
actually went and did it.. ash, there just using.. you to. spread fox
d.. aught". He fell dead. Snake go straight on the codec. "Cornel, are
you listening, now he's dead too!", "I have no idea", "it looked like
another heart attack but..." Naomi stated. "Cornel, are you hiding
something from me!?", "absolutely not!". Snake knew he could not get more
at that point and continued with the mission. He was now to contact
Merry,  who was somewhere on the base. Snake went beck up to the tank
hanger and established contact with her. She was the guard at the
cells. After a talk she opened the cargo door for him and Snake proceeded
past IRE sensors and onto a large open area between buildings. As Snake
continued he got a message off a man  calling himself "deep throat".
He wasn't using burst transmission so he could not be identified.
He warned Snake or Claymore mines placed ahead of him and recommended
a mine detector. "Who are you anyway?" Snake demanded, "let's just say
I'm one of your fans". The mysterious stranger answered. Mei Ling told
Snake that the signal was coming from somewhere on the base.

Snake, thanks to the help of the man called Deapthroat got safely past
the minefield and was ambushed by a M1 tank piloted by Vulcan Raven.

The two battled and Snake destroyed the tank and got a lv.2 card.
He preceded to the door while Raven talked on the intercom with Ocelot
and somebody else with an English accent.

Snake crawled into a room. His weapons were banned as this was the
nuclear warhead storage facility. Warheads where just stacked carelessly
on the floor. Snake cautiously made it up to the elevator and rid it
down to B2. His objective, to find the Metal Gear chief technician
somewhere on this floor. Snake wandered in to an area filled with
poison gas and an electrified floor. Deepthroat called and instructed
Snake to find a Nikita remote controlled missile launcher to take out the
circuit planned which keeps the floor electrified. Snake managed to
get one from the floor above and took out the panel. He then ran threw
gas to the sanitation room. There were screams in the next room. Snake
went threw the door to find a corridor of dead guards who has been
cliché be a kind of blade. Snake ran down the corridor and saw the
mysterious man in  armor walking into the next room, the lab where
the Metal Gear technician was being kept in.

He roused in after the man who was converging on another man in a white
lab coat.  He was trembling and nervously talking to himself. "Where
is my friend?" The mysterious armored man said in a metallic voice.

"Hey!" Snake shouted, "I need that man alive keep your hands off him!"
The cyber ninja turned around and drew his blade. "Snake" it said.
"Who are you!" he demanded "neither enemy nor friend, I've come back
from the dead to do battle with you, either I will kill you, or you
will kill me. It makes no difference!" "Now, make me feel it, make me
feel alive again!" it shouted as it ran to Snake. What followed was a
hand to hand battle. Snake knocked the ninja to the floor. "Ah, I felt
that Snake, do you ember me now?". Suddenly, Snake realized who was
attacking him. "AAGGGGGGHHHHHHHHHHHH" the ninja screamed, "I.. The
medicine". The ninja jumped over a shelf of computers and ran out of
the door.

Snake went to the cupboard where the engineer was hiding. He introduced
himself as Dr. Hal Emmerich or Otacon. He informs Snake that he must
look for Meryl, she was still impersonating an enemy soldier.

He made his way up to the B1 floor as Otacon used his stealth camouflage
to stay hidden from the guards, the way to identify her would be the
way she walked. Apparently her behind shook when she moved.

Snake identified Meryl and they proceeded to the commander's room. In
there they looked for the way forwards when suddenly, Meryl drew her gun
on him. Thinking quickly Snake threw a stun grenade and knocked her out.
Psycho Mantis appeared, he was controlling Meryl using his mind powers.
After a long battle Mantis was defeated and died, Snake and Meryl
continued through a secrete passage that Mantis had shown them. They
traversed a rocky area and came to a long passage in front of the
communications towers.

Suddenly a sniper shoots Meryl. Campbell panicking told Snake to get
a sniper rifle to challenge the enemy sniper. However, the only other
known one was on the other side of the base. Back in the tank hanger.

After Snake retraced his steps, asitained the sniper rifle and got back
to the area where he was before Meryl has disappeared, only leaving blood
where she had been.
Snake used his sniper rifle to beat off the sniper, and ran towards the
communications tower. Guards suddenly appeared and Sniper Wolf walked
over to him. One of the guards hit him over the head with his riffle.

Snake woke up on a large metal bed. In front of him was Wolf, Ocelot
and Liquid Snake. Soon there was only he and Ocelot in the room. He
explained that he was about to run a high voltage current through
Snakes body and if he submitted he would kill Meryl. Snake resisted
the torture and was taken away to a cell. From there he called Otacon
who came in and gave Snake some ketchup and Wolf's hankifhief.

Snake, using the ketchup as fake blood escaped and managed to get to
get back to the pace he was captured. He climbed the stairs of the comm
tower A. However he was ambushed by guards and battled all the way to
the top of the stairs and to te top of the top of the tower. Where he
was to cross to the other tower when the HIND-D Snake saw eairler
decended destroying the sattalite dish on the tower and destroying the
connecting brige and forcing Snake to absail down to the other
connecting
brige where the HIND gave up and Snake crossed over to the other tower.
He decended the stairs until he came to the bottom flight of stairs.
However, they were broken, shap and unclimbable. So Snake made his
way back to the top where Ocacon was waiting. Snake had tried the
elevator in the center of the tower, however it was stuck at the
bottom and wouldn't move. Otacon said he would attemp to fix it as
Snake went to the roof of the tower and fought with Liquid in the
HIND. Using the stinger missile launcher he shot down the helicopter
which exploded killing Liquid.

Snake went down to meet Otacon. The elevator had just started to work
and he had ridden it down to the bottom. Snake called the elevator and
got inside. An alarm went off siginling the elevator was overwight.

On the way down Otacon called Snake and told him that he had gone back
to get a stealth suit for him, but when he got there they were all
missing. Ocacon then said the weight limit went off when he was riding
the elevator. "Look out Snake, the guys who stole my steath prototypes
are in there with you". Snake fought against four steath equiped guards.
However, he used his night vision to spot and kill them.

Snake exited the comm tower at the bottom and went towards the Snow
field outside of the Underground Matinence Base where Metal Gear was
being stored. As he crossed the snow feild she is shot by sniper wolf.
After a sniper battle Wolf was killed and Snake contines through a blast
furnece and down a cargo elevator. He went into a werehouse Vulcan Raven
was waiting. He fought with a Vulcan Cannon ussaly mounted on fighter
planes. Soon Raven was defeted and he told Snake that the person who
he saw die was not the DARPA cheif, it was Decoy Octopus, however that
is all he would say before he died.

Snake went through the next door and passed a hallway fulll of gun
cammras until he finally reached the underground hanger, and Metal Gear.

Snake was informed that the way to deactivate Metal Gear's warhead is to
use the PAL override system. This consisted of three keys. However the
he only had one that Meryl had given to him earlier. Otacon, in the
computer room said he was trying to hack into Baker's files and
discover the trick to using the keys. Soon Ocacon called Snake and told
him what was so special about the new nuclear warhead. It was a steath
missile, to be fired from the rail gun on Red's right arm. Snake got to
the computer room and saw Liquid and Ocelot talking inside. He had
survived the crash. Snake was seen on the surveillance camera and Ocelot
fired at him knocking the PAL card into the drainage ditch below. Snake
got the key back and Otacon revealed that the key consists of shape
memory alloy. The key had to be at room temperature, low temperature
and high temperature for it to disable the warhead. Snake put the room
temperature key into the correct terminal. Then he had to cool the key
down. He got to the werehouse where he fought Raven, cooled the key
and put it in the correct terminal. Finally he got to the blast furnece.
He heated the key up and on his way back Master Miller called. He said
to Snake that Naomi maybe working for the terrorists. He then asked him
about something called FOX DIE. Snake mentioned that he heard Liquid and
Ocelot talking about it in their conversation. He revealed that it is a
assai nation weapon that selectively looks for people with a
pre-programmed DNA, it then attacks the heart cells causing a heart
attack Master reveals that Naomi maybe being the deaths of the DARPA
Chief and the Arms Tech President. Snake questioned Campbell and he says
Naomi was having a short nap.

Snakes sees that he can only leave it up to Campbell and he continues to
the base to insert the last key. He gets a call from Naomi who says
she is calling on a different codec. She says to Snake that she did
use FOX DIE on him, but it wasn't her decision, it was part of the
mission. Suddenly there was a struggle and Campbell comes on and says he
just placed Naomi under arrest. Snake demands that he put Naomi back
on and asks him what she mint by FOX DIE was part of the mission.

Snake gets to the control room and inserts the last key. The computer
then states that the warhead is activated and is ready for launch.
Outraged and puzzled Master calls Snakes and thanks him. He states that
they couldn't learn the DARPA chief's code and Ocelot accidentally
killed him during the interrogation. It was clear that the person who
was talking to him was not Master Miller. Campbell the comes on and says
that Miller was discovered dead at his home, and had been so for at least
three days. "Campbell, your too late!" said the man impersonating Miller.
"Who are you?" Snake demanded. Campbell comes on again, "Snake you've been
talking to".."Me, dear brother" says Master. He took off his sunglasses
and released his hair which fell down to reveal Liquid. "LIQUID" Snake
shouts, "where are you?", "very close by". The room fills with poison gas
and Snake relies on Otacon to save him by unlocking the door. Snake
runs out of the room as Liquid passes him. Snake follows him and they
stand outside of Metal Gear. Liquid tells Snake that they are clones of
the same cell. However they were genetically grown given the DNA of Big
Boss. Snake and Liquid where when modified so all the good genes went
into Snake and all the unused recessive genes went to Liquid. Liquid
the jumps into Metal Gear and activates it. Snake has to then battle it.
Naomi calls Snake to tell him why she used FOX DIE.

She was born somewhere in Roads where her parents were killed. She was
discoed by a solider who saved her from starvation and shared his
rations with her. Frank Jaeger. "Frank Jaeger" Snake said. "You mean
Grey Fox?" "That's right, he was all I had in my world, my only connection
with my past. And you killed him, yes you killed my brother and my only
family. I wanted revenge and joined FOX HOUND knowing one day I would
finally meet you, and I prayed for the day that I would. For two,
years. Two long years, you were all I thought about, like some kind of
twisted obsession" "and now that you've meet me, do you still hate me?"
Snake asked humbly "no, not much. Your different from what I expected"
"Naomi, you must have programmed that thing to kill me too" said Snake
Naomi begin to cry, "I can't blame you for wanting me dead" he said
"but I can't go yet, I still have a job to do" "I know" she said and
the call ended leaving snake to fight Metal Gear.

Snake was instructed by Otacon to destroy the RAY DOME on Rex. He did his
best but it would not be destroyed. Snake was knocked back and about to
be killed when the Ninja jumped in. "Fox, NO!" Snake shouted. Fox
the tank and retreated behind a container with Snake. Fox told Snake
about Naomi. He said that he had to leave her, because of his conscience.
He reveled that he was the one who killed her parents.

"I couldn't bring myself to kill her to. But every time I looked into
her eyes I saw her parents staring back at me. I felt so bad that
I took her in. Even now she thinks of me as her brother, tell her
that I was the one who did it!"

Fox jumped out and began fighting Metal Gear again, he jumped up but
the laser mounted underneath it cut off his arm. He jumped up to the
rafters and started firing at the RAY DOME. Rex, rammed straight into him
squashing him between Metal Gear and the wall. He continued firing until
the RAY DOME was destroyed. The cockpit then opened to reveal Liquid inside.
"Impressive" he said," you are indeed worthy of the codename
"fox" but now YOUR FINISHED". "FIRE THE STINGER" shouted Fox, Snake
can you really shoot, you'll kill him too!". Snake pointed the
Stinger missile launcher at Liquid in Rex's cockpit but could not put
the trigger.

Liquid used the top of Rex to scrape Fox onto the floor. "Let's see how
strong that exoskeleton of yours is" Shouted Liquid. Rex's foot hovered
above the almost dead Fox. Metal Gears foot slammed down on Fox crushing
most of him. Despite all that he still found the energy to speech.

"Snake, we're not tools of the government, or anyone else. Fighting
was the only thing, the, only thing I was good at. But at least I
always fought for what I beloved in". Rex's foot lifted up much higher
this time, this was going to be the final blow. "Snake, farewell"

Rex's foot crashed down on Fox leaving a puddle of blood running out
of the bottom of Rex's foot. "FFFFFFOOOOOOOOOOOXXXXXXXXXXXXX" Snake
shouted. "Foolish man!" Liquid. "He looked for death, and it found him.
You see, you can't protect anyone, not even yourself! Now DIE!" Snake
tried to dodge the fire from Rex and managed to fire a stinger into
the cockpit destroying Rex and knocking Snake out.

When he came around he saw Liquid walking towards him, he went back
unconscious. He then woke up with Liquid standing in front of him.
They were on the top of Metal Gear. Behind them was Meryl.

What followed was a fist fight on the top of Metal Gear. Liquid placed
a nuclear time bomb which would destroy the entire base. They fought
for a while, Snake managed to knock Liquid off the top Metal Gear and
rushed over to Meryl deactivating the bomb. He got a codec call off
Campbell he apologizes to Snake and admits he had knowledge of FOX DIE
the New Advance Steath Warhead and Metal Gear from the start. He
says that he was forced not to say anything. "By who" Snake demanded.
"The Pentagon, Snake, Meryl wasn't transferee to the base by
coincidence. She was sent there, they forced me to cooperate in exchange
for her life. I'm sorry". Snake, the Pentagon have heard that Metal
Gears been destroyed. You were given FOX DIE to spread to everyone in
that base so Metal Gear and the bodies of the Genome army could be
collected undamaged. Now it has been destroyed they have no more use
for it, 2 B-2 Spirits just took off from Galena Air Base and are
coming your way, their armed with a tactical nuclear bomb for
penetrating underground bunkers. Snake, I'm canceling the bombing run
it will confuse the chain off command and at least buy you some time".
"Cornel that would mean" "Ash" the screen went blank, then Mei Ling
came on. "Snake the Cornel". Then a new voice, "This is the sectary
of defense Jim Housemen". He informed Snake that the Cornel has being
taken into custody for "crimes of high treason".

Snake told Meryl who was waking up and otherwise unscathed the
situation. The ran for a garage nearby and got onto a jeep. Otacon had
called and said that he was staying where he was and was willing to die
so Meryl and Snake could get out. "Otacon, there using a surface
piercing nuclear bomb, it won't hold". However, unsaid Otacon
stayed where he was.

Meryl found a jeep with keys in and they drove off, Sank manning the
machine gun mounted on the back. Almost at the exit Liquid appeared.
He was still alive and chasseing them in a jeep of his own. The two
Snakes fought until liquid drove in front them just at the exit and both
jeeps rolled over onto the snow outside. Snake and Meryl were trapped
underneath the jeep, Liquid's was flipped sideward. He walked around
and pointed his FA-MAS at him. "Snake" he cried in pain. Snake and
Meryl struggled to get out of the jeep but they were stuck tight.

The liquid let out a shout and grabbed his chest. "AAAAAGGGHHHH, Snake".
He yelled trying to pull the trigger. "FOX!" He shouted "DIE!" Snake
finished before Liquid fell down on the snow, dead.

Campbell then called and said that he had been reinstated. Snake looked
around and saw no bummers in the air. Campbell informed them the planes
had landed back at Galena and the order to stop the bombing run came
from the president himself.

Snake rides off into the snow with Meryl, determined to begin a life
where he lives for someone else rather then himself, although not
knowing when FOX DIE will become active and cause his death.

The last thing we hear is Ocelot on the phone to a muted man. He tells
him that the entire unit was wiped out, and his cover was intact.
"Yes, the DARPA Cheif knew my identity, but he's been disposed of".
He also says, "yes sir, no one knows that you were the third on,
Solidus. I know it takes a man of your stature to rule the world".
He says that he will monitor Meryl as well as Snake. The, "yes sir,
thank you, goodbye,  Mr. President".


    3.4 - Metal Gear Solid 2:  Sons Of Liberty (PS2)

It is 4 years after the Shadow Moses incident. 2 Years ago, environmental
terrorist Solid Snake destroyed a tanker full of Crude Oil twenty miles
off the cost of Manhattan Bay. To clean up the mess a giant environmental
sanitation facility called Big Shell was built. Now two years later
there is still very little progress being made in cleaning up the bay.

Now, terrorists have taken control of the Big Shell and demanding
the sum of $1,000,000,000. Also, the American president, and several
VIPs were on a tour of that facility that day. Another thing, the
leader of the terrorists is calling himself, Solid Snake, the hero
of Shadow Moses and though to have been killed in the terrorist attack
on the tanker.

Find and disarm the terrorists and save the president, these orders
are given to FOX-HOUND's newest recruit who goes by the codename
"Raiden". Raiden goes into the plant alone.

===================================================

4. THE CONTROLS

    4.1 - Basic Controls

Left analogue stick forwards -
    - Walk forwards / Aim up / Swim pointing up

Left analogue stick down -
    - Walk towards camera / Aim down / Swim pointing down

Left analogue stick left -
    - Walk left / Aim left / Swim pointing left

Left analogue stick right -
    - Walk right / Aim right / Swim pointing right

Right analogue stick up -
    - Swipe HF Blade up

Right analogue stick down -
    - Swipe HF Blade down

Right analogue stick left -
    - Swipe HF Blade left

Right analogue stick right -
    - Swipe HF Blade right

Right analogue stick press -
    - lunge strike with HF Blade

Cross Button -
    - Crouch

Circle Button -
    - Punch (press 3 times for combo) / Select in menus

Square Button -
    - (light) Aim / (press) Fire

Triangle button -
    - Action: jump over railing, hold breath, open door act.

L1 Button -
    - De-equip/Equip last item

L2 Button -
    - Select item

R1 Button -
    - De-equip/Equip last item

R2 Button -
    Select weapon
---


    4.2 - Intermediate Controls

Walls - Run into a wall (Stupid you may think) you will push up
ageist the wall and be harder to spot. You can also shimmy along
the wall to the end. This technique is essential for some of the
later stages. You can also crouch while doing this technique.

Jump out shot - With a weapon selected go to the corner of a wall and
press the X button to leap out and take an enemy by surprise. Note you
will be visible in this mode. I it is also possible in a crouch
and in first person view.

Open Locker - Stand next to it and press the Y button, there are
occasionally items inside lockers. Press Y outside to it close again.

Hanging Mode - Press Y while against a waist high railing and you will
hang on the edge.

First person view - Enter first person view by pressing the right
trigger.

First person view attack - Press X while in first person view to draw
you weapon and aim at things in detail.

Crawl - Crawl through ducts to access hidden areas or evade guards

Punch and kick - Press B three times to unlash a combo, these will
sometimes knock out a guard.

Choke - Sneek up behind a guard and press the X button repeatedly with
no weapons selected after the guard does not make any more noises he is
dead. Note kind obvious but this kills the guard

Tapping on walls - To draw a guard from his spot push up against a
wall and press X. The guard if in hearing range will come and
investigate, be sure your not around when he comes around the corner.


    4.3 - Advanced Controls

Fire Extinguisher - Found mostly on the tanker shoot this with any gun
and it will burst spraying chemicals all over the place. This can blind
nearby guards and reveal the location of IR sensors. However, due to the
chemical being a coolant it may give your character a cold if you are
too close.

Radio destruction - Look on the left of the back of a guard, you will
see a large black thing. That is his radio, shoot it and he cannot call
for backup. If he does see you though he will shoot you and run to the
closet guard and he will call for backup.

Hiding in a locker - Open a locker and get inside, press ageist the back
of the locker and your character will close the door. Now you can hide
from incoming guards. You can also go into first person view or use the
shoulder buttons to have a look around, be careful though, guards may
see you eyes and open the door repealing you.

Drop on a guard - While in the hanging mode you can look underneath you
for guards. If one unlucky one walks underneath you then press the A
button to fall on his head, this knocks him out.

Dragging guards - While behind a guard press and hold X and pull him
over to a quite corner. Note the guard will escape if you hold him for
too long!

Human shield - Like the above technique, grab a guard in alert mode
and use him as your own personal shield. The guard will escape in time
though. Also don't kill him or the guards will fire at you again.

Chaff attack! - throw a chaff grenade and guards cannot use their
radios leaving to go off on a killing spree. Violence is wrong.

Hold up - Sneek up to a guard with a weapon equiped, aim at him and if
close enough your character shouts "Freeze". He will now stand hands
in the air. Take the guard out before leaving otherwise he will attack
and call for backup.


    4.4 - Special Techniques

Building up your muscles - go into the hanging mode and get some
alcohol, this may take a while. Whilst hanging press the two shoulder
buttons to do a pull up. Let go off the buttons and repute 100 times.
you will increase your grip strength to level two and be able to hold
on for a while longer. Repeat again to go to level three. This is the
highest you can go. If you can't be bothered doing that way then go
to some where that has a rail and a rail directly underneath. A good
place is the entrance to the engine room on the tanker and strut D in
the shell. Go to the top rail and hang then press A and rapidly hammer
Y again to grab on to the rail below. This will only take ten goes
instead of the other 100, phew.

Cardboard box - Hide in a cardboard box and stay still. If you are not
in the way of a guard then he will see you and walk away. Of course if
you block his path he will kick it over and reveal you.

Yaw Get, I'm stuck! - If there is only one guard in the room shoot his
radio, his legs and his left arm. He should not die but he cannot
do anything apart from run as he uses his left arm for the gun. He
will slowly struggle away but don't let him get to another guard.

Dog Tags - If you get a cetin amount of dog tags on a chapter you
will unlock a bandanna for Snake or a fetching set of wigs for Raiden.
Also they will get a stealth suit each. To get dog tags, hold up a
guard and aim for the head or groin in first person view attack. He
will get nervous and shake around and his dog tags will fall to the
floor. Shoot him and collect these. A guard may reset and instead of
saying things like "don't kill me" he will go "if your going to do it
then do it!" Shoot him in a non fatal area like the hand or leg to
soften him up. The higher the difficulty setting the more guards will
resist you.

WEEDED!!! - In the parcel room on the shell there is a convergent
with lots of boxes on it. Also on the side of the room closest to the
camera there is a platform with three red lights on. Climb onto it
and equip a box. The belt stops so with the box still equiped walk on
and you will be transported to a different area of Shell 1. The box
you use also depends on your location. To get the digital camera early
use the ZOË box to access the Vs. room downstairs, the camera is here.
When you have it just use the same box to get back to the parcel room.
Fantamicgorical.

Locker Shield - If you are under heavy enemy fire, open a locker door
and hide behind it, (don't get in the locker). You can fire and the
guards will have a harder time shooting you.  But, lockers can only
time a certain amount of abuse, after a few shots or a grenade it will
fall down, leaving you exposed.

Self Heal - If you have been shot and start bleeding, (your health
bar will turn orange), you will drop blood giving a path for guards
to follow. Also you will gradually lose heath until you die. One way
of stopping this, is using a bandage to temporarily stop bleeding.
Another way is to use a ration for a more permanent solution. Also,
if you find a out of the way spot then just crouch, your life will
slowly rise until it goes green again.


    4.5 - Other controls

Fly like a butterfly - On the heliport above the parcel room there are
some stairs. Do a cartwheel at the top and instead of flying off the
Shell you will stop in mid-air and come crashing back to earth losing
no health.

I'm on fire baby! - On the electrified floor near the president equip
a box and walk onto the floor. You will lose a small amount of health
and the box will catch on fire. Also, place a book on for the same
results only keeping the heath. Finally throw a grenade on and all the
electricity will spark around it.

Bugs - Splat! - When you are escorting Emma at the end of the second
swim near the elevator there are some sea lice. Plant C4 in the middle
and go into first person view.  Detonate the C4 and the lice will splat
on the screen.

It's a bug's life - Crouch and get into the crawl position in a gathering
of sea lice and equip your rations. Soon a lice will appear over the
rations and start eating it. It will eat three rations and then go away
but if you want to get rid of it then. Open the menu highlight the
ration so its "ready to eat" screen comes on, then move the selection up
and down from the ration to the next one up. You will shake the lice
out.

Guard Bomb - If you have the steath camouflage then equip it and C4
and plant it on a guards back. He will be suspicious but do nothing.
Now press circle at your leisure and watch the guard go. Note you will
go into alert mode.

Open seismic! - If a locker is locked there are several curses of action
open to you. the first one is to use the punch combo to knock it off
it hinges. You can also shoot it, both these ways though could cause the
locker to fall inwards, if this happens you cannot get in it. The other
method is to use the RGB6 grenade launcher. This will almost always open
it. Reamer, all these methods make noise and doing this to a locker
damages the door and it is not available to hide in.

===================================================

5. THE CHARACTERS

*Caution - this guide contains some mild spoilers but nothing you
couldn't work out on your own.

    5.1 - Solid Snake - No! That is not Solid Snake
NAME: David ???
CODENAME: Solid Snake
AKA: Iroquois Plisken
GENDER: Male
OCCUPATION: Protester against Metal Gear / Hero
CHARACTER NOTES: Former FOX-HOUND operative now actively involved in
destroying any Metal Gear around the world.

    5.2 - Iroquois Plisken - My name is S.. Plisken
NAME: David ???
CODENAME: None
AKA: Solid Snake
GENDER: Male
OCCUPATION: SEAL
CHARACTER NOTES: Snakes alter-ego but obviously Snake.

    5.3 - Raiden - Will everyone stop asking me what day it is,
                   buy a calander!
NAME: Jack ???
CODENAME: Snake / Raiden
AKA: None
GENDER: Male (yes, male)
OCCUPATION: FOX-HOUND operative
CHARACTER NOTES: According to Snake a "simple minded, stubborn fool"
Raiden is a weak in ego and takes on the persona of another
rather the develop his own character.

    5.4 - Olga Gurlukovich - Conflict and victory are my parents!
NAME: Olga Gurlukovich
CODENAME: None
AKA: None
GENDER: Female
OCCUPATION: Russian Mercenary and leader of the Russian troops
CHARACTER NOTES: "As tough as she looks". She is supposed to remind us
of Meryl but instead of having no combat experience she is battle
hardened and deadly.

    5.5 - Revolver Ocelot - I never trust a Frenchman
NAME: Ivan ???
CODENAME: Revolver Ocelot
AKA: Shalashaska
GENDER: Male
OCCUPATION: Evil torturer and revolver nut
CHARACTER NOTES: From Shadow Moses Ocelot is now in league with
Solidis. He is obsessed with Westerns and gun slinging films.
Takes a bit of a back seat in this one until the end

    5.6 - Solidus Snake - There's room for only one Big Boss!
NAME: George Sears
CODENAME: Solidus Snake
AKA: None
GENDER: Male
OCCUPATION: Former President of America and leader of the terrorists
CHARACTER NOTES: Has a Japanese inspired suit of armor complete
with tentacles. Looks slightly older then the other Snakes and is
identical to Big Boss.

    5.7 - Fortune - Lucky in war and nothing else!
NAME: Helena Doplh Jackson
CODENAME: Fortune
AKA: Lady Luck
GENDER: Female
OCCUPATION: Head of Dead Cell
CHARACTER NOTES: Called Fortune because of her amazing luck in battle.
Bullets vear away from her and grenades refuse to explode. Also has a
miniature version of the rail gun that was mounted on Metal Gear Rex.

    5.8 - Vamp - I vill suck your blood!
NAME: Ivan ???
CODENAME: Vamp
AKA: Crazy Ivan
GENDER: Male
OCCUPATION: Vampire
CHARACTER NOTES: He's called Vamp not because he's a Vampire but because
he's by-sexual apparently. Ok. Also he just refuses to die, despite
how many times you kill him, err.

    5.9 - Fatman - I used to hang around apartment store clock
                   counters!
NAME: Unknown
CODENAME: Fatman
AKA: Fat Cat
GENDER: Male
OCCUPATION: Psychotic Bomber
CHARACTER NOTES: Part of Dead Cell, he only has one ambition in life; to
be the most famous bomber in history. Has a extreme talent in explosives
and was Stillmans apprentice. He also was responsible for the bomb that
turned Vamp into a monster and lost Petes leg. Fatman is not exacly the
most sane individuil in the game and gets around on rollerskates.

    5.10 - Otacon - Where's my sister, grr.
NAME: Hal Emirich
CODENAME: Otoku Covention
AKA: Otacon
GENDER: Male
OCCUPATION: Computer pro, also a pilot
CHARACTER NOTES: Snakes friend he helps out from a tehnical standpoint
in missions. He has come to the Shell to help Snake and get his sister.
Also "Otoku" means "usless invention" hmmm.

    5.11 - Emma - I wanted to see you suffer!
NAME: Emma Emarich
CODENAME: None
AKA: E.E.
GENDER: Female
OCCUPATION: Computer wizz
CHARACTER NOTES: Strong minded character who blames her brother for
not being there when their father died. The two are step childern.

    5.12 - President Johnson - Your, a man?!?
NAME: James Johnson
CODENAME: None
AKA: None
GENDER: Male
OCCUPATION: President of America
CHARACTER NOTES: Only in the game for a short while, Sears is Johnsons'
predosessor. He relays some importent infomation

    5.13 - Peter Stillman - When you give into the fear the darkness
                            comes.
NAME: Peter Stillman
CODENAME: None
AKA: Peg-Legged Peter
GENDER: Male
OCCUPATION: Bomb disposal expert
CHARACTER NOTES: Strong willed man who lost his leg in a bomb. He is
respected as the number one in his feild.

    5.14 - CMC Dolph - I hate war, thats why I'm in the militery.
NAME: Scott Dolph
CODENAME: None
AKA: None
GENDER: Male
OCCUPATION: Marine Comadont
CHARACTER NOTES: He heads the transport of Metal Gear RAY  on the
tanker. He is also Fortunes' father. Intrestingly he is named after one
of the staff who assisted in the creation of the game.

    5.15 - Cambell - I need scissors, 61!
NAME: Roy Cambell
CODENAME: None
AKA: None
GENDER: Male
OCCUPATION: Head of FOX-HOUND
CHARACTER NOTES: He pulls the strings with Raiden, relys mission
objectives and gives the orders.

    5.16 - Rose - Do you know what day it is tommorow?
NAME: Rose
CODENAME: None
AKA: None
GENDER: Female
OCCUPATION: Data Anaylist
CHARACTER NOTES: She is Raidens girlfriend and saves the mission data.
Also is painful to talk to, "Jack, I've always been alone".

    5.17 - Ames - I'm Richard Ames
NAME: Richard Ames
CODENAME: None
AKA: None
GENDER: Male
OCCUPATION: Secrate Service agent
CHARACTER NOTES: Nastasha's former husband he relys some vital info
about the president.

    5.18 - Sergi Gurlukovich - Are you still in leauge with Solidus?
NAME: Sergi Gurlukovich
CODENAME: None
AKA: None
GENDER: Male
OCCUPATION: Leader of the Russian troops
CHARACTER NOTES: Wants Russia to be reborn as a world superpower.
He was in line to join forces with Liquid Snake at Shadow Moses.
He is Olga's father and wants to protect her at any cost.

    5.19 - Liquid Snake - Theres room for only one Snake!
NAME: James ???
CODENAME: Liquid Snake
AKA: None
GENDER: Male
OCCUPATION: Evil twin
CHARACTER NOTES: Ocelot inherits Liquids right arm after his was sliced
off in Shadow Moses. Liquid is not in this game a great deal but is
always watching from the side lines. Also dispite how many times you
kill him he just does not stop coming back.

    5.20 - SEALS - AGGGHHHHHHHHH
NAME: N/A
CODENAME: None
AKA: N/A
GENDER: Male
OCCUPATION: SEALs
CHARACTER NOTES: Their mission is to rescue the president and get rid of
the terrorists.

    5.21 - Marines - AAAAAAAAAAGGGGGGGGGGHHHHHHHHHHHHHH
NAME: N/A
CODENAME: N/A
AKA: N/A
GENDER: Male
OCCUPATION: Marines
CHARACTER NOTES: There in the tanker escorting RAY to the designated
point.

    5.22 - Russian tanker / core guards - What the!?
NAME: N/A
CODENAME: N/A
AKA: N/A
GENDER: Male
OCCUPATION: Mercenerys
CHARACTER NOTES: Elite guards that hold AKS74-U's. Dressed diffrent from
the other version of guards but are very skilled.

    5.23 - Russian shell guards - Requesting Backup!
NAME: N/A
CODENAME: N/A
AKA: N/A
GENDER: Male
OCCUPATION: Mercenerys
CHARACTER NOTES: These patrol the rest of the Shell. Just because they
don't have AK's doesn't make them any less terroists though.

    5.24 - Metal Gear RAY - ROAR
NAME: Metal Gear
CODENAME: RAY
AKA: N/A
GENDER: N/A
OCCUPATION: Non-nuculer bipel battle tank
CHARACTER NOTES: The first non nuke totting Metal Gear. This one can
swim though. Named after the Manta Ray it looks cool and is very
powerful.

===================================================

6. WHAT'S ALL THIS ON MY SCREEN THEN?

    6.1 - The soloton radar
LOCATION - Top right of the Screen
NOTES - Unless you are playing in very easy mode you must log in to a
node to activate the radar.

The bright white dot in the center of the radar is you.
Red dots are ussally enemys, if this is not so it is in the guide.
Blue cone shapes are the guards feild of vision, do not enter it.
Small blue cones are a camaras field of vision. Dispach them.
Flying Cones are cyphers.
Yellow cones are  suspicious guards / cyphers, they may look for you.
Red cones are directly alerted guards, take immediate action!

         NODE LOCATIONS
This reveals all the locations of the nodes in the game.

         6.1.6 - Strut A
Deep Sea Dock - Second Room, far right corner near the knocked out
guards.
Main Building - In the center block at the end. This is shown when you
enter for the first time.

         6.1.7 - Strut B
Enter the area to the right of the main corridor and go down the stairs
turn left and you should see it.

         6.1.8 - Strut C
Go to the area you meet Stillman, walk to the pantery and go left
pased the water melons through the swining doors and in the small
area with the poster.

         6.1.9 - Strut D
From the top level go down the stairs and carry on down the corridor,
you will eventully get to it. Watch out for the guard.

         6.1.10 - Strut E
It is in the far right of the room.

         6.1.11 - Strut F
On the bottom floor go to the furthest point from the stairs. There will
be a coridor with a door on either side. Enter the left door to the
room with the lockers. The node is here.

         6.1.12 - Shell 1 core floor 1
Find the elevator, on either side is a corridor. Walk down it and you
will walk towards the camara. At the end of the corridor there is a
room.  Enter here and go through the gap in the fake wall. The node is
on the right wall.

         6.1.13 - Shell 1 core floor B1
As soon as you come out of the elevator there is a door to the right.
go in here and the node is directly in front of you.

         6.1.14 - Shell 1 core floor B2
Go into the computer room and in the far right corner is the node.

         6.1.15 - Shell 2 core floor 1
The node is in the room next to the one with the President go around the
room to get it.

         6.1.16 - Shell 2 core floor B1 1st
Easy, it is in the room when you walk out of the elevator

         6.1.17 - Shell 2 core floor B1 2nd
This one is in the locker room with Emma, just next to the stairs.

         6.1.18 - ???
Exit the room and it is in this room.

    6.2 - LIFE Gauge
LOCATION - Top left of the Screen
NOTES - As you sustain damage this will reduce. The level of difficulty
will determine how fast you lose life. When it runs out you die so keep
those rations handy.

    6.3 - O2 Gauge
When underwater or being stangled this will appear press Y repetedlty to
keep it up.

    6.4 - Enemy / Snake's Life Gauge
When fighting a boss the heath of him / her appers. At one point you
fight with Snake helping you. If his life bar runs out the game is over.

    6.5 - Enemy O2 Gauge
The only occurence of this is in the Vamp boss battle. If he is
underwater he will lose air progrestivly. If it runs out he will begin
losing life.

    6.6 - Weapon
LOCATION - Bottom left of the Screen
NOTES - Shows the equiped weapon, press and hold the shoulder button
to change it.

    6.7 - Item
LOCATION - Bottom right of the Screen
NOTES - Like the weapon box, shows the equiped item. Change it in the
same way.

    6.8 - Codec
The codec appers when you press go back. use the left and right
buttons to change frequency, up to call that frequency, down to view
the codec's memory of people you have called or called you. In a
conversation, move the analouge sticks to move the camara and push
it to zoom in on the faces, push the shoulder buttons to hear that
your character is thinking. These are just random phrases and not
put in aranged but can be funny, like when the colonel tells you to
freeze all the bombs Raiden will come out with something like "why
don't you do it?". Press the left button to hear a posative comment
and the right to hear a negative comment. Below is a list of all the
people you can call in the plant and tanker as well as a description.


TANKER

141.12 - Otacon
Call Otacon for advice on anything, as he is your only contact, call
him whist inside the locker in the engine room to get a funny one.

140.96 - Otacon-save
Call Otacon on this frequency to save your game, save the game so
many times and you get a suprise guest.


PLANT

140.85 - Cambell
Call Cambell for advice and mission objectives, he'll respond all the
time

140.96 - Rose
Call Rose to save the game, she will respond all the time

141.80 - Plisken
Call Plisken for practical advice or infomation about the Big Shell
Dead Cell, Olga ect. At some occasions he does not answer.

140.25 - Stillman
Call Stillman for hints about the locations of Bombs and infomation on
Fatman.

140.48 - Mr. X
Mysterious ninga who warns of traps and danger. He will never respond
when you try to call him.

141.52 - Emma
Call her for a genral one-liner. She will respond up to a point.

141.12 - Otacon
He will give advice and infomation on your mission or Metal Gear.

There are some people who you will only talk to in cut-scenes and
if you try to phone them any other time there will be "no response"
even if their standing right in front of you.

James Johnson - 141.32
Informs you about certian orginisations and equipment.

Richard Ames - 141.42
Tells you of Solidus, but doesn't give away that much.

    STAGES OF ALERT
There are numorus Stages of alert in the game. This will aftect the
radar and what the guards do.

                 Blank
When there is no radar on the screen you must log into the node to turn
it on. There is one part in the game when the radar goes off line. This
will be mentioned in the walkthrough.

         6.9 - Normal
When you have turned the radar on and there is no interference then it
is free to use.

         6.10 - Alert
When a guard has seen you. He will shoot at you and call for back up.
As soon as he does the radar will turn to red and an assult force will
come in. Try to take out the enemy before he uses his radio. If he starts
and you kill him then the controller will ask him to respond and the
assult force will investigate. Move the body before they get there. More
on this can be seen on the "things to know" section above the main
walkthrough.

         6.11 - Evasion
When an alert has died down this mode comes on. The radar jammed so go
to somewhere like a locker and hide. If a guard saw you go into a room
the assult team may do a clearing.

         6.12 - Caution / Clearing
Whent the radar comes back on surrounded in a yellow strip then you are
in caution mode. Guards will be more vigilent in their partols and
the assult team will still be there. The radar however does work again.
Clearing is when a guard saw you enter a room. He will call the attack
team and the radar willturn into a view of them about to enter flashing
"clearing" at the bottem. From this point you have aproximtly five
seconds to move any bodys and get out of sight. A good place hide is in a
locker. Also you could hide in a vent but move around a corner is it has
one as the guard may decide to look in there.

         6.13 - Jamming
If you have thrown a chaff grenade the the radar will not work. But
nither will the guards radios so you can be seen without fear of backup
ariving. Rember they still will shoot at you though. Also, when the
jamming clears they can call for back up, so leave no witnesses. Also
anything remotly operated, be it CYPHERs, camaras ect will be out of
action, but so will you equipment. Nikitas, C4 detinators ect will have
to wait until the jamming clears up. The decraseing green bar, like the
yellow one in caution mode tells you how long you have until the jamming
clears. Once it hits zero everything will work again so be ready.

    GUARDS STAUTS
A guard can have sevral diffrence levels of consiousess, each with it's
own pros and cons. This list how a guard can be altered to this status
and tells you the benifits as well as the risks.

    6.14 - Normal
Most guards are like this. They follow a pre-set patrol and investigate
any suspious activity. If you get past them without them noticing you
this is the best way as no one is any the wiser.

    6.15 - Dazed
If a guard sees you a red exclamation mark appers over his head. Shoot
it and it will daze him for around five seconds. Punch combo him to
knock him out. The benifits of this is you can do sevral things with the
guard such as shoot, grab or punch him without him attacking you but the
bad things is that this is kind of hard to do as you only have a second
to shoot the exclamation mark and there is not much time to react. Also,
the guard will only stay like this for a few seconds so you have to think
quick on how your going to dispach him.

    6.16 - Confused
Tap on a wall and a guard will investiate. If he finds nothing he will
stay there with a blue question mark over his head for a few seconds.
Again the good thing about this is it gets the gaurd out of the way
for a while without the need to attract extra suspsion and gives you a
chance to move on without harming him, which is best.

    6.17 - Suspisouis
Sometimes a guard my see you but not close enougth to identify you. A
blue exclamation mark appears and they will come over to see what
happened. As long as he doesn't see you theres no need to worry as he
will act as in confuesd mode. Don't try to set this mode off, you run
the risk of setting off the alert mode. The confused mode explained
aboveis a much safer option.

    6.18 - Uncousious
If you do your punch combo on a guard sometimes he will go down and
fall uncounsious. If you do it from the back he almost always will.
This is probbly the worst mode. You will see stars wizz around there
heads. As time passes the stars fall down and then the last one does the
guard wakes up. He sometimes uses his radio to say he has been attacked
and you enter caution mode so be careful. This is the worst mode if a
guard finds him he will just wake him up like the mode below. This is
a good way however to conserve ammo. If you have a lot however, try to
stay away from this.

    6.19 - Asleep
The only way to make a guard fall asleep is to shoot him with the M9.
This is like a longer version of the previous uncousious mode. The pro
with this is you can leave the guard where he is because he if he is found
he will be woken up. The bad thing is after time he will wake up and
resume his patrol so it is not a permenent way of getting rid of a guard,
but it is better then uncousious mode.

    6.20 - Dead
A contriversial mode. There are plenty of ways to kill a guard and not
suprisingly it is permentent so the gaurd will not bother you again.
This would be the best mode, but, if a guard sees him you will enter
caution mode and an assult team may come. Also if you shoot a guard he
will leave blood. This will also enter caution mode. Finnally the more
guards you kill the lower your score will be at the end.

I reccomend putting the guards to sleep using the M9 rather then killing
them, but the final call is up to you.

Note - If you put a uncousious guard or a sleeping guard in a locker then
he will not wake up at all.

===================================================

7. WEAPONS AND ITEMS

Here is a list of all the items and weapons available in the game. Also,
there is a mark out of 10 for its attributes. Analyze these carefully
before deciding which weapon to use as it maybe the difference of
triggering the alert mode as soon as you use it.

    WEAPONS

    7.1 - M9
Lethality Rating:  0/10
Noise Rating:       0/10
Ease of use:        8/10
Deadly?             No
Trigger alert mode? No
Additional Notes: The M9 is one of the best guns in the game
as it only tranquilizes the enemy, this means you don't have
to move them about as if they are found you are none the worse.
Also, on normal they spend about ten minutes sleeping, plenty
of time to do what you need to. You can hold fifteen darts per
magazine and reload takes about one and a half seconds. Also
a new dart has to be loaded after each shot, which takes around
half a second. The time it takes for the guard to fall asleep
after the dart hits varies from instantly at the head and chest
to around ten seconds at the arms or legs.

    7.2 - SUP
Lethality Rating:  4/10
Noise Rating:       6/10 (w/o suppressor)
Ease of use:        6/10
Deadly?             Yes
Trigger alert mode? No
Additional Notes: The USP is another useful gun when it has
a suppressor as it can take down cameras and CYPHERS. However,
it does kill guards so it will leave blood and a body to deal with.
Also if you are not that accurate it takes a few bullets to drop a
guard. You get fifteen rounds per magazine and reload takes around
one second.


    7.3 - SOCOM
Lethality Rating:  4/10
Noise Rating:       6/10 (w/o suppressor)
Ease of use:        6/10
Deadly?             Yes
Trigger alert mode? No
Additional Notes: Its a USP with a different name. All the same
attributes apply so it takes second as most useful gun. Like the
USP you get fifteen bullets per mag and reload takes approximately
one second.


    7.4 - AKS74-U
Lethality Rating:  8/10
Noise Rating:       7/10 (w/o suppressor)
Ease of use:        6/10
Deadly?             Yes
Trigger alert mode? No
Additional Notes: This is the gun that the terrorists in
the core use. Equip it with the BDV to disguise as a
guard. Very useful as it has a suppressor for killing
on the quiet. You have thirty bullets per mag which
will be used in around 4 seconds on full automatic
fire. Reload takes around two and a half seconds.


    7.5 - M4
Lethality Rating:  8/10
Noise Rating:       8/10
Ease of use:        6/10
Deadly?             Yes
Trigger alert mode? No
Additional Notes: The cool gun that Snake uses. Unfortunate
it does not come with a silencer, but if you are seen an
the assault team are coming after you this is a great weapon
to use. Hold thirty bullets per magazine, which you will
get through in about 3 seconds on full auto fire. Reload
takes about two seconds


    7.6 - Stinger
Lethality Rating:  10/10
Noise Rating:       9/10
Ease of use:        9/10
Deadly?             Yes
Trigger alert mode? Sometimes
Additional Notes: When you equip this piece of hardware
you cannot move. instead you are switched to first person
mode. anything that can be targeted will come up as a square.
To target move the center square to the enemy. It will now
turn red an beep. As long as there is nothing in the way the
missile will fly to the target cause a lot of damage. Try holding
up a guard with one and see what happens. Just don't fire when
your right next to him or you'll get yourself as well.


    7.7 - RGB6
Lethality Rating:  10/10
Noise Rating:       10/10
Ease of use:        4/10
Deadly?             Yes
Trigger alert mode? Yes
Additional Notes: This gun is good for smashing lockers.
But since it is a grenade launcher it fires at an arc so
practice makes perfect here. Also if there is at least one
guard in the room and you use it you will enter alert mode.
It can hold 6 grenades that can be fired at intervals of
around one second.


    7.8 - Nikita
Lethality Rating:  10/10
Noise Rating:       8/10
Ease of use:        7/10
Deadly?             Yes
Trigger alert mode? Yes
Additional Notes: This is really only useful for destroying
the circuit panel. But if you want to take out a guard from
a distance it is good to use as long as you don't mind setting
off alert mode.


    7.9 - PSG1
Lethality Rating:  8/10
Noise Rating:       6/10
Ease of use:        5/10
Deadly?             Yes
Trigger alert mode? No
Additional Notes: The Sniper rifle of choice. This is good to
use on enemies at a distance and essential for some points in
the game. You have thirty bullets per magazine and it is
semi automatic so you can shoot to your hearts content without
reloading.

    7.10 - PSG1-T
Lethality Rating:  0/10
Noise Rating:       2/10
Ease of use:        5/10
Deadly?             No
Trigger alert mode? No
Additional Notes: The silenced non-deadly
version of the PSG1. It only offers five shots
per mag so only use it if you are going for no kills.


    7.11 - C4
Lethality Rating:  10/10
Noise Rating:       10/10
Ease of use:        10/10
Deadly?             Yes
Trigger alert mode? Yes
Additional Notes: C4, it may look good on the stats but since
you get to go into alert mode when you use it there is not
really much point to it expert blowing up bugs and making them
splat on the screen.


    7.12 - Claymore
Lethality Rating:  10/10
Noise Rating:       10/10
Ease of use:        8/10
Deadly?             Yes
Trigger alert mode? Yes
Additional Notes: Again not to much point to this one as, if you
use it you go into alert mode. Therefore I recommend only using
them if you have already set it off and you want to stop the guards
from following you. Remember, turn and plant the mine or you will
set it off yourself.


    7.13 - Grenade
Lethality Rating:  7/10
Noise Rating:       10/10
Ease of use:        3/10
Deadly?             Yes
Trigger alert mode? Yes
Additional Notes: The grenade may well be the most useless weapon
in the game. It is thrown at an arc with a delayed timer and sets
off alert mode. The only time you should consider using it is if
you are in alert mode and you have no RGB6 ammo or the gun itself.


    7.14 - Stun Grenade
Lethality Rating:  0/10
Noise Rating:       4/10
Ease of use:        5/10
Deadly?             No
Trigger alert mode? No
Additional Notes: This is a useful way of eliminating guards without
the killing them. As long as the grenade hits somewhere close, all the
guards in the vicinity will fall unconscious. Ember that they will wake
up in a few minutes and they may call for backup.


    7.15 - Chaff Grenade
Lethality Rating:  0/10
Noise Rating:       2/10
Ease of use:        10/10
Deadly?             No
Trigger alert mode? No
Additional Notes: Great for getting around CYPHERs and cameras. Also it
will cut off the guards radios isolating them for as long as the
jamming lasts. Remember though that it will take the radar off line.
also it will stop you from using nikita missiles and stop you from
detonating C4.


    7.16 - HF Blade (High Frequency Blade)
Lethality Rating:  10/10 (Blade side) 0/10 (Blunt side)
Noise Rating:       0/10
Ease of use:        9/10
Deadly?             Yes / No
Trigger alert mode? No
Additional Notes: My favorite weapon, it can block bullets as well
as be used as a deadly and none deadly weapon. Be careful when lunging
though as it will kill despite with side you use it on.


     7.17 - Coolant
Lethality Rating:  0/10
Noise Rating:       0/10
Ease of use:        10/10
Deadly?             No
Trigger alert mode? No
Additional Notes: A handy device freeze bombs, put out fires and
blind guards, as well as wake them up, what more could you possibly
want?

    ITEMS
    7.17 - Ration
Usefulness:         10/10
Additional Notes: These are very helpful and should always be equipped
when possible. Although you can use the ration in the select window
by pressing B keep it equipped and it will be used automatically when
your life hits zero. This is handy as it maximizes the amount of
life you have

    7.18 - Scope
Usefulness:         7/10
Additional Notes: Handy when looking around for guards but certainly
not essential. Use the zoom feature to your advantage.

    7.19 - AP Sensor
Usefulness:         4/10
Additional Notes: This is not that useful. When you equip it all other
vibrations turn off and it will vibrate when a guard comes close. This
doesn't count for cameras and CYPHERs though. There are a lot of easier
ways then using this feature, so I recommend not using it.

    7.20 - Sensor A
Usefulness:         10/10
Additional Notes: Lets you know where the bombs are in the bomb disposal
part one and the Fat man battle, therefore its essential, but after that
it really becomes obsolete.


    7.21 - Sensor B
Usefulness:         8/10
Additional Notes: Helps you locate bomb but as with sensor A when you
get past a certain point it becomes obsolete.

    7.22 - Mine Detector
Usefulness:         8/10
Additional Notes: Like the above. Only really useful if you need it.
At moose stages in the game there are no mines planted, but when there
are it saves loads of time from crawling insanely around a minefield,
often in broad daylight.

    7.23 - Thermal Vision
Usefulness:         6/10
Additional Notes: Handy in dark places and for seeing mines on the
screen rather then on the radar. However, in the game you will hardly
ever find yourself using it,

    7.24 - Night Vision
Usefulness:         2/10
Additional Notes: Most people actually miss this in the game, and it
doesn't really matter because it is only available in the Shell and
there aren't really any dark places there. Just an excuse to put in
another item methinks.

    7.25 - B. Armor
Usefulness:         5/10
Additional Notes: Like the Night Vision, it is missed my a lot of
people as it is located in a obscure area of B2 Shell 2 core. More
useful then you might think but most people when they have got it
just seem to forget about it.

    7.26 - Book
Usefulness:         7/10
Additional Notes: Handy if you are going for zero kills as it gets a
guard out of the way. But unfortunate like so many other items people
just seem to forget about them.

    7.27 - Bandage
Usefulness:         4/10
Additional Notes: If you are bleeding and there is no time to sit down
and let yourself heal then these are a good temporary solution to stop
guards from following you. You will start bleeding again of you are
shot though.

    7.28 - Medicine
Usefulness:         8/10
Additional Notes: If you have been outside too long, or got too close
to a fire extinguisher when you shot it and it blew up in your face
you will catch a cold. Use this to stop sneezing and alerting the
guards. And they say threes no cure for the common cold, path!

    7.29 - Magazine
Usefulness:         4/10
Additional Notes: If you empty a full magazine of a gun, stay where you
are and de-equip your weapon. You will pick up the magazine and you
will pick it up. You can now throw it like a grenade to distract guards.

    7.30 - Directional Microphone
Usefulness:         9/10
Additional Notes: Used to eavesdrop on conversations with the enemy and
also to hear hidden parts of the game. You can also make a parrot talk
with it.

    7.31 - Pentazimine
Usefulness:         9/10
Additional Notes: Useless in very easy but a god send in all the other
modes. When using the Sniper Rifles your hands will wobble like threes
no tomorrow. Just take one of these and for a limited time you will aim
straight, without trembling.

    7.32 - I.E.
Usefulness:         10/10
Additional Notes: A certain part of the game is made a damn sight
easier with this. You can equip this and the AK to make yourself look
like a core guard. You can then move around enemies who are non the wiser
to your presence.

    7.33 - Phone
Usefulness:         2/10
Additional Notes: The ninja will sometimes send you a text message
telling you something blatantly obvious

    7.35 - Bandanna
Usefulness:         10/10
Additional Notes: Basically, just equip it and shoot, you will use up
bullets in your magazine but you won't lose any ammo.

    7.36 - B. Wig
Usefulness:         7/10
Additional Notes: Equip and when underwater, lose no air. Also,
successfully make Raiden look a prat.

    7.37 - O. Wig
Usefulness:         10/10
Additional Notes: Raiden's version of the bandanna, infinite ammo.

    7.38 - Stealth
Usefulness:         10/10
Additional Notes: Equip this and the guards in the game will not see
you.

===================================================

8. WALKTHROUGHS

Ok, this is what you have been waiting for, the actual SOL walkthrough.
This contains mild spoilers, but I have left out anything that gives
the game away.

Who you are up against.

First things first, who are you fighting against. Below is a list of
all the enemies, how to beat them, as well as other tactics for
getting around them.


         Tanker guards
Features: Helmets, brown camouflage gear, Night vision goggles and
armed with the AK S-74U.

You will find these guys wandering around the taker. Use the slandered
ways of getting around them mentioned earlier.


         Shell guards
Features: Light green camouflage, balaclavas and armed with AN94 riffles.

You will find the Shell guards in the Big Shell, apart from the Shell
One Core.


         Core Guards
Features: There Tanker guards without the Night Vision.

These people wander around the Shell One core.


HIT AREAS

Just for reference, here are the points where you can shoot guards and
the affects they will have. Note, this is only for handguns and
assault riffles. Also it doesn't count for the M9 either.

        Head - Fatal 1 shot kill.
  Upper Body - Fatal 1 shot kill.
  Lower Body - Around three shots.
Legs and Arms - Around 6 shots.


         Shell Assault Team
Features: Same as Tanker guards, Shields, Bullet proof vests,
Armed with RGB6's and high-powered assault riffles.

They only come when back up in the tanker is requested. They are trained
in search and destroy tactics so its best to hide if they are called.
An attack on them is very unlikely to work and is professionally called
suicide.


         Core Assault Team
Features: Same as Shell guards, Shields, Bullet proof vests,
Armed with RGB6's and high-powered assault riffles.

They only come when back up in the shell is requested. They are trained
in search and destroy tactics so its best to hide if they are called.
An attack on them is very unlikely to work. However, make use of the
heavy weapons you have and you mint hold them off for a while if
engagement is absolutely necessary.


         CYPHERS
Features: You see on in the tanker, they are said by some to look
like flying rubber rings. They are armed with a camera so if one sees
you it will take a snapshot, then call for backup.

There are a number of ways to take out a CIPHER. The best way is to
shoot it. On normal mode, it will take three shots on the ring part
or one in the camera. Also, M9 knockout rounds wont work so use a hand
gun or assault rifle. You can also use chaff to disable it. Make sure
your not in its field of view when the jamming ends though.


         Gun CYPHERS
Features: Like the normal CYPHERS only the camera is mounted underneath
and they have guns.

This said, they are not that much more of a threat to you then the
normal version if you don't let them get close. Just you the same
tactics to get rid of them as the normal ones.


         Cameras
Features: If you can't recognize a camera when you see on you should be
worried.

The tactics for getting rid of CYPHERs also work here.

         Gun Cameras
Features: Cameras with a long stick on them

I think there is only about two of these in the whole game. Use the
same tactics as the normal incarnation. Gun cameras are also armored
so a few more shots are required.

         Claymores
Features: None, there invisible

But you can see them by using the thermal goggles and the mine detector.
If you accidentally step on one then it will not summon backup, but it
will  hurt and may make nearby guards investigate. To get them, crawl
over them and you will automatically pick them up.

    8.1 - SOL Main game walkthroughs

Here is the main walkthrough. Just a note before we start, if I write
use a certain weapon or tactic, you do not have to agree and use it.
The main idea of the game is to do your own thing. However, it will make
the game less trebling if you use that weapon. Also at some points
only one weapon may do. I will include that as well.

This walkthrough is expecting that you are playing on normal difficulty
and have the radar switched on and to type one.

     __
   /    \
  /      \
 /        \
/          \
|           |
| _________ |
||         ||
||         || < Hold 3
||         ||
||_________||
| _________ |
||         ||
||         || < Hold 2
||         ||
||_________||
| _________ |
||         ||
||         || < Hold 1
||         ||
||_________||
|  _______  |
| |       | |  < Deck  1 - Crew Lounge
| |       | |    Deck  2
| |_______| |    Deck  3 - Dining Hall
|           |    Deck  4 - Bridge
\__________/    B1      - Engine Room


         8.1.1 - Tanker

After a long, cool cut scene you will find yourself on the stern side
of the tanker. You are also in front of a large object. Press up against
it and look up and to your left. There will be a guard with a light
walking around the top deck. He looks over the deck every once in a
while. If you are exposed he will come and investigate. Wait until he
walks away and turn right. Follow the side of the ship forwards until
you see some stairs you your left. Go up these and jump onto the object
in front of you. Go into first person view and look right. There will
be a guard looking out to sea with some binoculars. If he is not there
wait a few seconds and he should come. When he stops and looks over the
side draw your M9 aim in first person view attack and shoot him in the
head. Now jump off the other side of the object you are on and pick up
the chaff grenades to your right. Move forwards and jump off the
railing in front of you. You will automatically fall to the ground and
only lose a fragment of life. Move forwards and up the next set of
stairs, past the sleeping guard and mode to the door. Press Y there to
turn the handle and enter. You will get a call off Otacon when near the
door telling you how to open it.

When inside look up the stairs. You way is blocked so your going to have
to go the long way. move through to the next room. You will see a shadow of a
guard.
Press against the wall ahead and shimmy over to the corner.
Doing this avoids leaving visible footprints. At the corner wait for the guard
to
walk away. Before he stops do a jump out attack and hide back
behind the corner. In a few seconds he will go down and you can cross
un-noticed. At the other side of the corridor go down the next passage
to the left. You should now be in a room identical to the one you entered
a few seconds ago. Don't bother trying the door, it won't work and just
head straight up stairs.

Another quick scene will show Snake walking up the stairs and peeking
around a corner. There is a covalence camera in place. There are a few
ways of getting around it. The best way it to go into the corridor. Press
against the wall that the camera is on and pass under its blind spot.
Another way would be to throw a chaff grenade and run but that just
wastes time. At the other side of the corridor open the locker to get
some chaff grenades and if you want go straight down the next corridor.
Opposite the fire extinguisher is a small vent, crawl inside to get a
ration. After you have got this head back to the locker with the chaff
grenades in it and head  up the stairs to its right.

At the top of the stairs go into the main corridor. there is a door on
the left and you see a guard walk inside, move to the door so it opens
and hit the guard in the head with the M9.

**Note - There are some sailors here who were cut short of there meals
and are now strewn over the table.

As you enter the room you will see that there is a camera on the other
side of the wall on your right. head forwards and go through the swinging
doors to pick up another ration. Head back into the corridor again and
go to the other side. You will get a call off Otacon, informing you
that there is a trap of semtex ahead of you. This consists of: IR beams,
Semtex plastic explosive and a control box. Basically if you a beam is
broken or disturbed all the semtex on the ship goes off and its down the
plug hold for you. Otacon recommends shooting out the fire extinguisher.
Don't do this though all you have to do is go back to the corridor and
bang on a wall. The guard opposite will investigate. All you have to do
is to crawl through the two panels on either side of the wall and your
through. Don't worry about setting the beams off, you will just go under
them providing that you are crawling. At the other side of the corridor
head upstairs. Make sure you do all this before the guard comes back.

You are no on the bridge. After a short scene you will see someone
outside, go left to the door on the extreme left of the bridge and
watch the cut-scene.


Boss - OLGA
Difficulty - 4/10

As you only have an M9 at the moment, you cannot kill Olga, instead you
have to knock her out. She is a good shot, but you can sneak to different
areas of the deck when she is not looking. When she is hiding behind an
object run to the other side of the bridge and shoot at her.
There is a light on the far end of the area. Shoot it out before she
shines it in your direction. After she shoots at a covering, shoot the
yellow peg holding it on. If you don't win afar a time she starts
throwing grenades. These are easy to avoid just don't stay in the same
place for too long. After a while you will have her beaten.

You now get a USP with no ammo and see your first CYPHER.

After the battle go back to the door to the bridge.
**Note - Shake Olga to get her dog tags, also shoot her to get a funny
message off Otacon.
Instead of going back in however follow the wall around to the right.
You will get to some stairs. Go up and see the mast with the ladder
in front of you. Climb up to the top and get the thermal goggles.

**Note - If you play through the tanker level again on the same file
look on the second level, there will be a USP suppressor.
Also look when you are on top of the mast to where Olga dropped
to the floor, she has disappeared, dur, dur, dur, dur.

Head all the way back down to the bottom level and back inside the
bridge, pick up the USP ammo and head back downstairs.

Your now in the room with the IR trap. The guard patrols the other side.
Use the same tactics as you did to get to the side you are on now
and go down stairs.

You are in the room with the camera. A guard is patrolling the corridor.
Equip the M9 and look around the corner. As soon as he is out of the
cameras view, shoot him in the head.

**Note - You must hit the guard in the head as anywhere else he will
have enough time to wander into the cameras sights and alert the
guards. Also, make sure you hit him as he is walking away otherwise,
he may turn around and catch you. Also, don't use the USP, as tempting
as it maybe to kill something be patient, the USP is too loud and
the guard is right near a corner to hide near. Use the M9.

When the guard is down either shimmy past the camera like last time
or simply shoot it. Follow the corridor, back down stairs.

Go out of the room and back to the corridor you used to get to this part,
(where you M9'ed the guard). He is now back and patroling the same
route. Same tactics as last time, jump out shot him when he is walking
away and hide back behind the wall. Do not kill him with the USP here
either, the guard on the other side of the area will hear the shot and
things can get tight.

Once on the other side of the corridor walk towards the camera until
you see a door on the right. Enter here.

You are at the top of a balcony in the recreation center. A guard
patrols below, wait for him to move to the left. Run down the stairs
and rush right. There is a room ahead, run in and hide behind the wall.
You should just have enough time to do that in before the guard looks
behind him. If he gets suspicious un down the stairs. If he doesn't get
suspicious go down stairs anyway and grab the stun grenades. Head
through the door and into the next area.

As you walk up the corridor you see the shadow of Vulcan Raven from
Metal Gear Solid. Go around the corner and look to the wall next to
you. There is a flashlight and a Raven action figure. Shoot the light
to de illuminate the area, with the M9, there are guards nearby.

**Note- Shoot the Raven figure with the M9 and watch what happens.
**Note- Look at the row off lockers opposite the Raven figure. Open
them and get a nasty surprise.

Go back into the corridor and look for a door to the left. There is a
guard yawning. De-equip all weapons, stand next to him and press X,
then press it reputedly until he makes a different sound, then release
the button and he will drop harmlessly to the floor.

Look out over the engine room to see a patrolling guard on a raised
platform. M9 him, this make take a few shots as he is a long way off.
You may have to move around a bit to get a good shot, also it is easier
if you shoot him when he has stopped moving.

Now go over to the rail and enter the hanging mode. Look underneath you
using first person view and wait for the guard underneath to walk under
you. Just before he is directly underneath you, press A to fall, you
should fall on his head, whip out your M9 and shoot him in the head
while he is unconscious.

**Note- If the guard does not get knocked out when you jump down press
B rapidly, he should be get knocked out. If all else fails shoot him
with your USP and run down the corridor all the way to a darkened
corner. Wait there until caution mode stops. Do not exit your hiding
place even in caution, the assault team are wandering around looking for
you, also, the guard you knock out with the M9 will be awakened and a
new guard will be placed above you where you killed the previous one.

Providing you did knock him out and shoot him, follow the stairs down.
Just before you get to the bottom, preen against the wall. A guard is
watching the area. Do a jump out shot on the guard but don't kill him.
Snake will shout "Freeze" and the guard will put his hands up. Take this
time to shoot him in the head.

To the left there is a small bridge, head over and go down the long
corridor to get a ration. Go back up the corridor, and past the bridge.
there are a long flight of stairs, head up and to the top level. In
the distance a guard is patrolling a lower level. Hit him with the M9
and drop him, then follow the corridor down and over another bridge.

**Note - There is another guard just behind you as you go up the stairs,
as long as you are silent and don't alert the guard on the other
platform then ignore him.

Come over the bridge and come towards the guard who is asleep. As you
come around you will see some stairs. Head up and spot the guard you
knocked out with the M9 a few minutes ago. Make sure he is not
near the door, you'll see why in a minute. If he is drag him away and
head through the door.

Go towards the room at the far end and not the door closest to you.
as you approach you see a guard come out of the room. run left to the lockers
and
press yourself in the open one in the middle. Now, without
pressing anything watch as the guard enters the room, walks around and
exits. Before he comes in the room he checks outside the door and if the
sleeping guard is there he wakes him up. After the guard leaves the area
stay where you are for a few seconds as he walks up the corridor and
exits the engine room.

Exit the locker and look down the corridor near the lockers, there is
another IR trap, you need to go down this corridor and this time you
cannot crawl underneath the beams. After a conversation with Otacon
grab the USP bullets from the object if you have room for them and look
down the corridor. On the right you can see a blinking green light near
the Semtex, aim carefully to avoid hitting the semtex and shoot it out.
You will know if you miss and hit the Semtex. When the green light is
shot then move to the lockers and crouch before going into a crawl.
Look ahead and below a IR beam panel, on top of the semtex is the
next control unit. It is a fairly easy shot. Jump on the object nearest
the lockers and look all around for the next control unit. Finally,
while still on the object look directly down the corridor for the
last unit. Equip your Thermal Goggles and check to make sure there
are no more IR beams, then head towards the door and go through.

**Note- There is a bag of flour near the door, shoot that and you
can also see the beams, also you can smoke the cigarettes to reveal them.
Also, don't worry about alerting the guard outside the door in the
engine room, as long as the door stays shut he shouldn't be able to
hear you. If by chance he does then run into a locker and hide.

You are now in a corridor, equip the thermal goggles and the M9,
proceed forwards until you see the figure of a guard walking towards
you, let him get close and shoot him before he sees you. Carry on
past him and un equip the goggles. There is a well lit corner at the
end, approach slowly and let the guard walk by, he is listening to
music so he cannot hear too well. Shoot him with the M9 and carry on
around the corner and down the next corridor. Look ahead, there is a
sleeping guard. It is possible to run past him, but its difficult t
get the timing right, basically whenever he goes "nothing to report"
he wakes for a few seconds, so run just after that. You can also just
do it the way I do and shoot him in the head with the M9 when close.

**Note- If you miss the guard will wake up and see you, in that case
switch to the USP and shoot him before he calls for reinforcements.

After the guard is down continue on through the door.

There are no guards in this room yet, equip your rations and USP and
follow the corridor, picking up ammo as you need it.

Eventfully you will get to a cut scene in which a guard is alerted and
you have to fight all the guards. This is pretty straight forwards. Hide
behind the object and use the jump out shot for the left guard, then
stand up and drop the one on the right. Look directly in front of you.
A guard crouches behind an object and occasionally stands up and throw a
grenade. Stand up at this point and run to the object in front, crouch
to avoid enemy fire and wait for the blast. The stand up and wait for
him to stand and get ready to throw another grenade. At this point
shoot him and run back the object at the back. There are some USP
bullets and a ration at the back of the corridor, be careful of enemy
fire if you want to get these. Continue dropping guards as they come
until three come around the corner and run at you. Stand up and fire
wildly at the front guard, when he falls the next one will be shot and
then the third. When these are dead it is normally the end of the
shoot out. Occasionally a guard will survive after the three guards who
run at you, so just finish him off as well.

After a rather cool scene you are in the holds, on a balcony above
a platoon of marines. Just a point here, do not kill the Marines. In
fact there is no point in getting out your USP again. You can however
hold up marines to get dog tags and shoot them with the M9.

First climb down the ladder, you are on a platform separating the
ground and the entrance. You can now hang over the side and proceed to
the next room, but for the sake of argument, go down to the ground near
the marines. When at the bottom head left along the wall to the
projector. Crawl underneath to avoid casting a shadow and continue left
to the end. The head upwards stopping behind the objects every once in a
while. When the floor is a different color, walk very slowly to cross
over and carry on. At the last space there is an object blocking your path. Walk
left around it and towards the door.

The next room has two screens with the image flicking from one to
another. Wait until the image is on the right projector and the marines
look at it. See the object in front of you and run to it, hiding behind
it and waiting for the screen to change back to the left. Wait until it
goes to the right again and run to the next one. Do this again and on
the last one you must go to the right, around the object, after you do
this run for the door before the marines look back.

After a short scene you get a call off Otacon telling you what sides
of Metal Gear he wants. First off is the front left. Simply walk
forwards to the edge of the object on your right. Draw the camera and
get as much as Metal Gear as you can. Snake should go "alright"  or
something to that effect, if not try again. Sometimes he doesn't say
anything and it is still ok so if you are satisfied with it, its probably
ok. When you have the picture move around the obstacle on your right
with the cameraman onto. move into the center of the room, behind the
marines in good view of Metal Gear. Take a snapshot of it to get the
front picture. Next head on past the next cameraman. Do the same thing
as you did for the left shot and you will get a good right shot.
Finally move right and go near the computer, look down the small passage
between the wall and some objects, there is a marine half asleep. Shoot
him with the M9 to make him full asleep and slowly walk over to him, the
floor noise will alert the marines if you go too fast so take it nice
and slow. Pass the marine and go to the center of the small alcove.
Look at Metal Gear and spot the "MARINES" lettering. Take out the
camera and zoom on it. Make sure the letters are lit up quite well and
all of them are in the shot. After you have it go to the computer on the
extreme right of the room, you may have saw it when you were taking
down the marine. After Otacon analyses the photos in a separate program
and if he gives them the go ahead that's the tanker episode finished.
If you have to take a few again do it quick as you may not have a great
deal of time left while the Coma dent hatters on.

**Note- The Commandant occasionally makes the marines turn and look to
the left, right and back, or make the exercise. When this is about to
happen the time limit stops. If that happens get to a canceled place,
when the timer starts again you can move, just be careful you don't walk
in to the marines sights.

**Note- In hold three, don't worry about the Commandant seeing you, he
must need new contacts or something because you stand out like a sore
thumb and he does not see you.


Things to notice in the Tanker episode:

- The Coma dent is Scott Adolph, Helena Adolph Jackson, aqua Fortune's
father.

- The Coma dent is named after a member of the team who helped create
the series, called Scott Adolph.

- You see your first pictures of Metal Gear in the crews lounge.
There is a Plasma TV on the left hand side, also shoot it to destroy
it.

- You can see Ocelot in Hold 3 waiting to make his move. Take the
ground way after you pass the projector in the first hold until
you get under Metal Gear, head right and climb up the ladder, now
de equip all weapons and walk over to Metal Gear and look down, you can
see the front half of Ocelot waiting. Also, take three pictures and
show them to Otacon at the computer terminal. To get down from the
platform just slide down the vertical pipe with the action button.



         8.1.2 - Plant (Start)

STRUT A - DEEP SEA DOCK
OBJECTIVE: Get to Strut B and rescue the President
NEW CODEC CONTACT: 140.85 - Colonel Campbell - Ring him if you need
refreshing on your mission objectives and helpful hints.

You should note that you are now playing as Raiden. There is not much
to do in this room, go forwards and up the stairs, there are a few
lockers here, in one of them there is a ration. Grab it and walk to
the door to the right, open it and you will hear fighting. After the
door opens you see a guard, who was unconscious get up and go around
the corner follow him, don't worry about alerting him as he will not
be there any more.

Into the next room you see a man riding up the elevator with two
unconscious guards nearby. After all the talking go forwards and towards
the elevator, ignore the guards, you cannot do anything as of yet. Head
to the node in the corner, it is a tall blue thing, you should find it
easily.

NEW CODEC CONTACT: 140.96 - Rose - To save you game phone Jack's
girlfriend, Rose. Metal Gear Solids answer to putting you off saving.

CURRENT ADDRESSES:

140.85 - Colonel Campbell - Ring him if you need
refreshing on your mission objectives and helpful hints.

140.96 - Rose - To save you game phone Jack's
girlfriend, Rose. Metal Gear Solids answer to putting you off saving.


You are informed that the guards are waking up, run to the center of the room
where
there are pile of crates. Go around to the back of them and
enter, go to the far left corner, here you are clear from the guards
view.

You cannot avoid caution protocol at this point. Watch the guard on the
right with the radar. He patrols up and down, at the down part of the
patrol he looks to the right, this is your chance to run past him and
straight into the elevator. Only go for the elevator when it has come
down otherwise you will be wide open to be seen.

**Note- As soon as you get into the elevator it starts automatically.

At the top head left and look for the fence. There is a large gathering
of birds there, approach and scare them away to see a hole in the fence.
Crawl through it, you also get a call of the colonel telling you how
to get through. When through follow the route to the door.

STRUT A - PUMP ROOM

Two guards chat to each other before one exits through the other
stairway, the other patrols nearby. You then see where the node is.
Wait until the guard walks to the other side of the wall. Tap on it
and watch which way he comes around to investigate, go the opposite
way and circle the block until you come up behind him. Tap X rapidly
to brake his neck and hide imp in the lockers near the stairs you came
down from. Go over to the Node, access it and head left out of the
computer area and through the door ahead.

AB CONNECTING BRIDGE

Take the colonels advice and use the hanging mode to cross the bridge.
Crouch and hide in the left corner and wait for the guard to eventfully
appear. As soon as he leaves go to where he was and jump over the side.
Cross the bridge to the other side, make sure the guard passes you as
you go, you should have enough time to pull yourself up and cross to
the other side. finally cross over and enter the canceled corridor.
Head down and enter Strut B

STRUT B - TRANSFORMER ROOM

After a LONG scene which has introduced you to Plisken, Vamp and a few
Seals you are in a the main transformer room. Walk down the stairs where
Plisken is resting and log into the node adjacent. The walk down until
you see another set of stairs, climb up these and exit through the
door on the right. You will get another head dragging convocation with
Rose battering on about what day it is tomorrow, I'd say the convocation
picks up after a while but plainly, it doesn't. Head past the lockers
and through the red door.


NEW CODEC CONTACT: 141.80 - Plisken - Plisken is like the colonel, phone
him for advice. However, he mainly specializes in weapons, the Shell or
Dead Cell and the others.

CURRENT ADDRESSES:

140.85 - Colonel Campbell - Ring him if you need
refreshing on your mission objectives and helpful hints.

140.96 - Rose - To save you game phone Jack's
girlfriend, Rose. Metal Gear Solids answer to putting you off saving.

141.80 - Plisken - Plisken is like the colonel, phone
him for advice. However, he mainly specializes in weapons, the Shell or
Dead Cell and the others.


BC CONNECTING BRIDGE

After the scene ends, head across the bridge, there are no enemies
to worry about this time. About half way across the bridge, where the
connecting bridge to the core was there are some chaff grenades.
Head over the bridge into Strut C.


STRUT C - DINNING HALL

Enter Strut C and go sight down the corridor ahead, Follow it until
you reach a cut scene.


         8.1.3 - Plant (Bomb Disposal pit's)


STRUT C - DINNING HALL
OBJECTIVE: Find and freeze all the bombs Fat man has planted around
Shell One.
NEW CODEC CONTACT: 141.25 - Stillman - The bomb disposal technician,
during pt.1 of bomb disposal call him for clues on where Fatman has
planted the bombs. Also for information about him and Fatman.
CURRENT ADDRESSES:

140.85 - Colonel Campbell - Ring him if you need
refreshing on your mission objectives and helpful hints.

140.96 - Rose - To save you game phone Jack's
girlfriend, Rose. Metal Gear Solids answer to putting you off saving.

141.80 - Plisken - Plisken is like the colonel, phone
him for advice. However, he mainly specializes in weapons, the Shell or
Dead Cell and the others.

141.25 - Stillman - The bomb disposal technician,
during pt.1 of bomb disposal call him for clues on where Fatman has
planted the bombs. Also for information about him and Fatman.

Start by going back to the door where you came in and go right into
the room next to the corridor. This is the women's toilet room. Walk
around until you see two mirrors, look up and you can see the reflection
of the bomb, you can also see the bombs base so spray coolant to freeze
it.

Go back to the room with Stillman in and walk left, past the pantry
and water melons, through  the swinging gates and finally into a small
room with a poster, this is where the node is so log in. Head to the
corridor where the cut scene first started and carry on to the red door.

CD CONNECTING BRIDGE

Look for a guard at the far end of the bridge, aim accuracy for the
head and shoot him with the SOCOM. Go to the corridor leading to
strut D but stop just outside and shoot the camera. If you are going
for zero kills then try to punch combo the guard but it is easy to be
seen, I recommend just killing him.

STRUT D  - SEDIMENT POOL

Lovely, don't fall into the water. When you enter this strut duck and
watch the guard in center, wait for him to walk away, now look at the
guard below, wait until he is walking away and run down the small
amount of stairs and hand, let yourself fall with the A button and
press Y rapidly to grab onto the next rail. Make sure the guard is away
then pull yourself up and run left to the last gray floor panel. Press
Y to open it and reveal the bomb. Spray it and run to the stairs to the
right. Instead of running to the stairs hang before the guard sees you.
After he passes, jump up and run up the stairs, making sure the guard at
the top is not looking. Run back to the entrance you came in at.

You have now cleared struts C and D, now go back to strut C and past the
BC connecting bridge to Strut B. The reason we to this is from the other
side of strut D it is very hard to get to the bomb without being
spotted. Also it will take out the newly placed guards in strut B soon
leaving the way open when you have to run past there. It takes slightly
longer but it saves engaging lots of guards later on.

When in strut B wait for the guard on the radar to come close and then
move away. Enter the door and look at the transformer lockers to the
right. the furthest one is open so close it and spray the bomb fast.
Then run through the door you came from before the guard returns. After
he turns away again head back in and shadow him all the way to the
next door. Stop and wait for the guard outside to walk up on the radar
screen and silently walk out, this floor has floors that make a noise
if you walk to fast so go slowly, when the guard is on the other side
and about to turn round, and you are still not around the corner then
run and cartwheel over the panels, either or both guards may get
suspicious so make a break for the door.

AB CONNECTING BRIDGE

There is only one guard now on a circuit around the bridge. As he is
coming around to the side where you are lob a stun grenade. After
he is knocked out run around to the other side of the bridge and into
strut A. If you have no stun grenades do a jump out shot with the
SOCOM and drop him.

STRUT A - PUMP ROOM

There will be a guard controlling the computer section, time your moves
at the gaps in the walls, use the same tactic of banging the wall and
chocking the guard you used last time to dispose of him. Enter the
room through the door opposite the right set of stairs. There is a
guard patrolling in here. Make sure he is walking away from you and
not too close to the far wall. Shoot him in the head, now slowly
walk forwards and find the camera, shoot it out. Head around to the
left side of the room and go to the  back, you should see some stairs.
go up and back down them and crawl under the pipe ahead. Turn 90 degrees
left and continue crawling until you get to a brown pipe. Follow it to
the back of the room, spot the bomb and freeze it. Head back the way
you came, under the pipes and into the computer room with the straggled
guard. On the other side of the fake walled computer room is another red
door, head through.

AF CONNECTING BRIDGE

There is one guard and a CYPHER on this bridge. Wait for the CYPHER to
fly to the other side before shooting the guard in the head. Then
try to hit the CYPHER in the camera section. Head to the next strut.

STRUT F - WAREHOUSE

This is quite a hard part in the game, but it is a lot easier approaching
from the AF connecting bridge then it is from the EVE connecting bridge
with is what we would have had to have done had we not turned around
in Strut D. There is a room closely, however it's security level is
currently higher then your level card. The door is three you have a one
card. There is then an ally leading to the main area of the strut, and
a guard, then there is another warehouse, this is where we need to be.
When the guard in front is not looking rush passed the ally into the
other warehouse, in here collect the M9 and some ammo. Go back to the
corridor, the guard should now have gone. Head forwards down the ally
and peek around the side of the warehouse with the M9. Make sure no
guards are coming. Run to the hole in the center of the floor to the
bottom level and wait for a guard to pass beneath you. Drop onto him
like you did in the Tanker and drag him to the bottom of the screen
to another ally. There should be two doors, one on the left and one on
the right. Pull him into the one on the right.

Your going to have to move fast now to avoid alerting the guards.
Run out of the room and straight into the one on the left, the node is
in here, but for now leave it, go to the back of the room. There is a
small vent, crouch and crawl through, following it all the way to the
other side, you will be in the room with the guard again. Pick up the
SOCOM suppressor and bullets and equip them. Look for a small box near
the suppressor and climb on it, then onto the next box. Pull out your
now suppressed SOCOM and deliver a head shot to the unconscious guard
before he wakes.

There are two more guards in this area. On who solely patrols the upper
floor and one who comes down to the ground floor sometimes. This
guard also radios base and if he is taken out the assault team will
check out why he is not responding. But for now, run back to the room
with the node and access the radar. First you have to get rid of the
guards. First wait down stairs for the reporting guard to make his
rounds, drop him with the SOCOM and pull him into either the room
with the dead guard or the node room. Either way make sure he and you
are hiding in one of the rooms when the controller starts talking.
The assault team will go to the position of the guard when he was shot
and say they cannot find him. They then go away. When the assault team
leave look for the last patrolling guard and drop him with either gun.
There is no need to worry about hiding this guard, just head up the
stairs in the upper right hand corner and move to the left of the room.
Activate the sensor and move into the cloud, grab onto the railings and
drop onto the crates, then move forwards to drop to the floor and spray
the bomb at your feet. Climb out and move up the stairs to the red door
and exit this area.

EF CONNECTING BRIDGE

Walk forwards along the bridge, you will get a codec call informing
you of claymores in the area.


NEW CODEC CONTACT: 141.42 - Mr. X - Mysterious man who gives you
information on traps and other danger. Don't bother trying to call
him, it will always be "no response".
CURRENT ADDRESSES:

140.85 - Colonel Campbell - Ring him if you need
refreshing on your mission objectives and helpful hints.

140.96 - Rose - To save you game phone Jack's
girlfriend, Rose. Metal Gear Solids answer to putting you off saving.

141.80 - Plisken - Plisken is like the colonel, phone
him for advice. However, he mainly specializes in weapons, the Shell or
Dead Cell and the others.

141.25 - Stillman - The bomb disposal technician,
during pt.1 of bomb disposal call him for clues on where Fatman has
planted the bombs. Also for information about him and Fatman.

141.42 - Mr. X - Mysterious man who gives you
information on traps and other danger. Don't bother trying to call
him, it will always be "no response".


Now enter first person view and aim with your SOCOM, press "auto-aim"
and you should be pointing at the stairs on the opposite strut, this
may take a few attempts. Press fire and listen for a guard shout, this
means you successfully shot him and he is no longer a threat.

Now equip your mine detector and get into a crawl, look for the yellow
cones crawl through them onto the red dot on the radar to pick up a
mine. Do this until you have a full inventory. NEVER STAND UP WHILE
DOING THIS, one mine takes away almost all your health and alerts the
CYPHERs nearby. This is another reason we turned around at Strut D,
otherwise we would have had to do that with a guard watching and
almost certainly setting off an alarm.

STRUT E - PARCEL ROOM

Enter through the roar and run forwards, up the room until you see an
opening, stop. There are two guards in the room, don't do anything to
either of them. Instead locate the cardboard box on a platform ahead of
you. When the guard to your left looks away, run hop onto the platform
and equip the box. When the guard is not looking again, jump off run
forwards and use the node. Now go back the way you came being cautious
off the guard and turn left. Head upstairs and through the door.

STRUT E (ROOF) - HELIPORT

Follow the platform and watch the scene, afterwards continue up the
stairs and head for the Harrier. There is a guard patrolling the crates.
Move to the tail of the Harrier and plant a book. Now wait and the guard
will eventfully find it and distract him. Now go around to the other side
of the wing that is pointing towards Shell Two. Look under the forward
undercarriage (front wheel). There is the bomb here but you have to crawl
to get it. After it is frozen and the codec talk ends go back to the
parcel room and to the far left end to exit the red door.

DE CONNECTING BRIDGE

At the bridge look for the stairs to the left, when the sights of the
guard with the binoculars turns all the way right run half way down
to the platform that changes the direction of the stairs. Pull out the
M9 or SOCOM and aim for the first guards head, then do the same for the
guard father away. Head down the stairs and head backwards for some
SOCOM shots and some chaff grenades. head all the way across the bridge
but don't go up the stairs at the other side, instead, just head into
the concealed corridor and into Strut D.

STRUT D - SEDIMENT POOL

You exit right next to the node so activate the radar, now go as far
along the platform as you can until you see the guard coming. Hang over
the side and let him pass, then continue all the way to the stairs,
climb up watching out for the guard up here. When he looks away run up
before the bottom guard returns. Then run the way the stairs were
pointing until you reach the red door to the connecting bridge, if the
top guard gets suspicious or is alerted shoot him with the silenced
SOCOM.

CD CONNECTING BRIDGE

Now your SOCOM is silenced you should have no treble passing through
this area, just shoot the CYPHER and M9 the guard. Alternatively just
throw a chaff grenade and run.

STRUT C - DINNING HALL

Enter the room where you first met Stillman, don't worry, there are
no guards in this strut. Find the pantry and pick up Sensor B.


         8.1.4 - Plant (Bomb Disposal pit's)

STRUT C - DINNING HALL
OBJECTIVE: Find and Freeze the invisible bomb in the Deep Sea Dock.
TIME LIMIT: 400 SECONDS

Run out of the room where you are and head down towards the toilets,
exit the red door nearby.

BC CONNECTING BRIDGE

Shoot the CYPHER and run across the bridge

STRUT B - TRANSFORMER ROOM

Hide behind the wall opposite the lockers, have the M9 ready, shoot the
guard when he walks away from you and wait for him to fall down, if the
guard inside investigates shoot him with the SOCOM. Go down the corridor
slowly to avoid making a sound, at the other side, exit to the next
bridge.

AB CONNECTING BRIDGE

Wait for the patrolling guard to walk your way and kill him with a
jump out shot from the SOCOM, make sure he goes down, if you miss he
will stop for a few seconds to investigate, drop him then. Head across
the bridge to Strut A.

STRUT A - PUMP ROOM

As you enter watch the guard, when he walks away from you run forwards
at climb the stairs you originally came down at the start of the game.

At the top, run out of the gate ignore the guard and run straight to the
middle of the elevator.

STRUT A - DEEP SEA DOCK

At the bottom run to where you first started the game, run to the other
side of the pool and look at the large yellow submarine,  hmm.
Underneath it is the bomb, The legs of the sub can block your view of
the bomb so move all the way to the right and spray it.

Now head back to the elevator room.


         8.1.5 - Boss - FORTUNE
Difficulty - 3/10
Recommended tactics - Stay alive.

Fortune is armed with a rail gun, those who have played Metal Gear
Solid may ember this is the weapon on Rex's right arm that fired the
advanced nuclear warhead. Fortune's doesn't fire warheads but it
a miniature version of the weapon. Contery to belief, the rail gun
does not fire electrical bolts or "lighting". What it does do is
use electrical energy to fire bullets at extremely fast speeds. It is a
prototype that apparently is deadly to use normally as it sometimes
backfires or overloads killing its user, but this never happens with
Fortunes after all, she's lady luck.

This is the first boss fight on the Shell and you cannot win. Fortune
cannot be shot, so don't try instead there is SOCOM ammo doted around the
room, so pick that up. When the fight actually starts though, move right
the drum next to you is about to blow up. There is another drum to the
right behind some more crate, in the fight that will blow up as well so
don't get too close.

At the start after you've avoid the exploding drum equip your box and
run around, this allows you to be a smaller target without slowing down
by crawling. After the Codec rings the "fight" is over.


         8.1.6 - Plant (Bomb Disposal pt.3)

STRUT A - ROOF
OBJECTIVE - DEFUSE THE BOMB ON THE HELIPORT

Go to the gate you came through before only this time crouch and crawl
to the door as there are claymores in place.

STRUT A - PUMP ROOM

Run past the front entrance to the computer room, making sure the
guard is facing away then run around the corner and past the next gap,
making sure the guard has turned around and is pointing the other way.

AF CONNECTING BRIDGE

Make sure the coast is clear before attempting to cross, if the guard
sees you the drop him with the SOCOM.

STRUT F - WAREHOUSE

Watch for the guard who reports in and make sure he is walking away,
locate the other guard, shoot him with the M9 if he is walking  around
the block towards you or simply shadow him if he has passed, get to
the opposite side of the room and onto the next bridge.

EF CONNECTING BRIDGE

Fire at the guard by using the auto aim to find him, make sure he
goes down, then throw a chaff to jam the CYPHERs nearby, you should
have got most of the mines last time you came so just head forwards
and into the next strut.

STRUT E - PARCEL ROOM

As soon as you enter here equip a box and run along the right wall,
when you get to the stairs unequip the box and head up to the door.

STRUT E (ROOF) - HELIPORT

Follow the way until you get to the long flight of stairs, head up
and run to where the Harrier was and the bomb if easy to spot,
simply freeze it.


         8.1.7 - Boss - FATMAN
Difficulty - 6/10

In this fight you have to attack Fatman whilst freezing bombs that
he plants before they explode, on Extreme and Europen Extreme this is
a expetionally hard fight, but on this level it is not so bad, remeber
to keep the sensor A equiped, no bombs require Sensor B to locate them.

The points in which he plants the bombs are random points over the
heliport so as soon as he puts them on freeze them. Occasionly he
will stop and take out a gun, when he does hide behind a crate when
this happenes. He also will stop at points and clap or take a breath,
use these as your chances to shoot him with the Socom. He will fall
down dazed for a few seconds, get up close and shoot him in the head.

Repeat this until he is down, as you play you will find faster ways
of beating him, but this will do for now.

After he is beaten he says he has one last bomb and dies, you must
now find it, de equip all weapons and drag him aside, the bomb is
underneath him. Freeze it and head back to the stairs.


         8.1.8 - Plant (Hunt for the AK)
STRUT E (ROOF) - HELIPORT
OBJECTIVE: Find an AKS 74-U and head to the Core of Shell One

You now have a B.D.V to discuise as a core guard, but this isn't
going to be enough to fool the guards, so you need an AK, or more
precisely an AKS 74-U. Don't equip the gear yet, there is no point.
Head down to the parcel room.

STRUT E - PARCEL ROOM

One again get into the box so you can move low and fast and head
towards the door you entered from.

EF CONNECTING BRIDGE

We have been here a few times, If you run streight across the bridge
without triggering a mine, you should get to the other side before the
guard behind starts using the binoculers. Enter Strut F.

STRUT F - WAREHOUSE

Now you have a higher level card you can enter some more rooms in here.
At the moment you can get both assult rifles: the AK which we need, and
the M4, the cool gun you saw Plisken and the SEALs using in Strut
B.

This level is made a LOT simpler by getting rid of the guards. So head
down stairs and socom the patroling guard using the objects down here
to your advantage. Drag him off to the room with the node, there is
no need to put him in a locker. If another guard heard the first one
he will investigate. In this case leave the guard where he is and shoot
the next one. Then carry both off before the status report is due.

However if he did not get suspsious just wait until he comes down
normaly and pull him away. Wait until the assult team have made there
rounds and left before coming out and shooting the final guard on the
upper level. While you are down stairs go forwards to the wall adjeacnt
to the stairs and enter. In here is the AK and some ammo. Now head up
stairs.

The upstairs is divided into six warehouses, two near the stairs, or
the front of the room, two in the middle and two at the back of the
room.

Head to the middle left warehouse and enter, there is an IR trap in
here. Look for the locker on the left and use the Socom or AK to
shoot it out, then grab the M4 and ammo. There is some more ammo in the
locker with the control pannel on the top.

To get more Socom ammo head to the place where you got the suppressor.
To get more M9 ammo head to the place where you got the gun and for
more M4 ammo head to where you got the AK where it can now be picked
up. After you finnish firing senslesly at things with the machine guns
head to the red door opposite the stairs where you entered.

EF CONNECTING BRIDGE

Insead of using the Socom to kill the guard this time use the M4, this
reduces the chances of missing. Go to the bridge and shoot the Cyphers
floating about. When they are all in the water head half way across
the brige where it branches off. Do not stop running on this as the
platform crummbles when touched. At the other side equip the AK and the
B.D.V and enter the Core.


         8.1.9 - Plant (Looking for the D.Mic)
SHELL ONE CORE LEVEL ONE
OBJECTIVE: LOCATE THE DIRECTIONAL MICROPHONE

First thing to do is equip the B.D.V if you have not already
done so, then take out the camara with the SOCOM, then re-equip the
AK again before any sees you.

**NOTE- Remember you are disguised as a enemy solider and amongst other
things soldiers do not shoot their friends, so avoid killing people.
Also you must keep the AK equipped but do not point it at any thing
not even if you set of caution and everyone else is doing it. Also,
the B.D.V does not fit well and banging into enemies will cause it to
fall off, and with all the guards in the core, that is something you
do not want. Another point is not to shoot at anything, neither
machine gun is silenced and it will trigger an alert.

Avoid the guards as you enter into the hallway, move towards the camara
and keep going until you reach a corner. Don't destroy the camara, just
ignore it and continue by, it will not do anything. At the end of the
corridor enter the room and use the node. Also grab some stuff from the
set of lockers at the other side of the room as well as the ones
opposite the fake wall.

Opposite the door you entered is another door, exit through here an
follow the passage up, there is another corridor similar to the one
you entered here. The door leads to the BC connecting bridge where
there was a bridge that Fortune destroyed with the Seals on earlier.
There are some Grenades here. We went this way because there is not as
many enemies reducing the chance of being knocked and revealed.

Continue up and the corridor turns ninety degrees follow it and in the
enter is the elevator. Providing you are complete in costume call the
elevator and the camara will allow you to pass. Press the B2 button
and the elevator will move.

SHELL ONE CORE LEVEL B.TWO - COMPUTER ROOM

This place is suicide if you decide to take off your disguise. There
are six guards in the computer room. Head out of the elevator and
turn left through the door and follow the hall into another passage
running all the way down the edge of the computer room, at the edge
enter the room and cautiously walk between the guards to the left of
parrot at the far end to retrieve the mic. When you have it exit the
room. You may see a guard begin to run around the outside of the
computer room. Run out and head right the way you came. It may seem
that the guard is pursuing you but he is not, run into the corridor you
came from and back to the elevator room and press B1.

SHELL ONE CORE LEVEL B.ONE

You now need to access the retinal scanner to enter the conference
hall where the hostages are being kept. To do this you need to use an
enemy as they are obviously not programmed for your eyes.

As soon as you exit the elevator and watch the scene head away from
the main hall into a small room to the right of the elevator where
the node is. Now run to the main hall and past the retinal scanner. A
guard will come out of the small office and walk towards you. Get
to the other side of him and de-equip your AK. Quickly grab him and
drag him to the scanner. Make him face it and press Y.

**Note- if you take too long the guard will start waving his hands
around, in that case tap X a few times but be careful not to kill him.
Also a dead, unconscious, asleep etc guard will not do, you must use
this method. If you accidentally kill the guard, instead of trying to
lure another one out of the area, go back to the elevator and ride it
down to B2 then up again and the guard will magically come out again and
you can have another go. This will happen as many times as it takes
to get in but if you accidentally trip and alarm, hide in the locker room
with the node until it settles down.


         8.1.10 - Plant (Looking for Ames)
SHELL ONE CORE LEVEL B.ONE
OBJECTIVE: LOCATE AMES WITH THE D.MIC


Enter the confrence room and and make sure the AK is equiped. Walk
down the stairs and to the right of the room. On the podium there is
the thermal goggles. There is also a guard wandering around, do not
kill him or it will be mission failed.

Walk to the back of the room and look for a man with brown hair and
a blue suit, (it's not much to go on but bear with it). When you find
one make sure the guard is no where near you and equip the d.mic.

You will recognise Ames instently, point it at a persons heart, noramal
ones would just make a thud noise, Ames' heart makes a kind of
thud, thud, bomp noise. As soon as you hear that then press Y to call
him. A cut scene should start so you know you have the right man.

After a long chat you will need to listen to Ocelot and Solidus talk.
You can see them faintly through the window so just keep the mic in
the middle of them and listen to what they are saying, when Olga
enters just point it between her and Ocelot until Solidus starts to
talk and Olga leaves. At this point Solidus and Ocelot move away
slightly and talk, you may have to move the mic around to catch it all,
but it should be reasonably stright forwards.

When Ocelot walks towards you equip your AK.

Now head to the elevator but instead of going around the corner press
up and see the guard going into the node room, jump out shot with the
socom, now wait for the caution mode to end and call the elevator.
Head back up to level one and equip the box. Wait for the guard ahead
to move around the corner. Turn the corner to where there should be
two guards, there maybe three if one at the end has come through the
door. In the corridor stick to the left wall and wait for the guard
on the right to exit. As the other guard move down switch sides and
run as far as possible down the hall before the guard turns and gets
close. Even if the guard does turn don't stop, try to get to the small
alcove where you entered and took out the camara and run though the
door. Head outside and shoot down the nearby Cyphers, keep your eyes
pealed as sometimes they appear from the left.


         8.1.11 - Plant (Heading for Shell 2)
EF CONNECTING BRIDGE
OBJECTIVE: GET TO SHELL TWO

Use the scope to check out if there is a guard on the heliport and
if so use the usual meathod of auto-aiming at him and taking him
down. Then head back over to the main connecting bridge being careful
not to stop and fall. When on the other side turn right to strut F
and being careful of mines, head over.

STRUT F - WAREHOUSE

Again this is made a lot easier if you get rid of the guards, you know
hot to do this by now. Head down stairs and take out the guard at the
bottom using a handgun, if the other one is there take him out if not
wait for him. Move the two bodies and wait until the attack team leave.
Finnaly take out the one remaining guard at the top. Enter every single
warehouse now and collect all the things you can. You should pick up
some grenades, C4, the RGB6 and the PSG1. In the room with the PSG in
it look for a vent. Crawl through to get the PSG1-T. You should have
both machine guns and the Socom and M9 with a lot if not full of ammo
as well. Head back to the red door leading to the EF Connecting Bridge.

EF CONNECTING BRIDGE

There should still be no Cyphers and guards so head on to Strut E
and be carful of mines.

STRUT E - PARCEL ROOM

Equip a box and move around the outside of the converbelt. Be careful
of the guard when you get to the red door as he somtimes looks in your
direction.

DE CONNECTING BRIDGE

Head outside and watch for the guard above to look all the way to the
right before running to the stairs, stop at the point where they turn
and use the Socom or M9 to take down both guards. Head all the way down
the stairs and cross. Move back up the stairs and make sure the guard
looks away before climbing to the top and heading into Strut D.

STRUT D - SEDIMENT POOL

Go through the door and get into the box. Make sure the guard in the
center looks away and run down the stairs to the next set leading to
another red door in between the one you have just come out of, and the
one leading to the CD Connecting Bridge. Enter here, this door was
originally locked as it is a level three door.


         8.1.12 - Plant (Bloody IR Sensors!)
SHELL ONE - TWO CONNECTING BRIDGES
OBJECTIVE: CROSSOVER TWO SHELL TWO BY DISABLING THE IR TRAP

After a conversation telling you what a control unit looks like draw
you hand gun and shoot the one in front of you. Then turn right around
to get the one behind. Equip the PSG1 and get the two on Strut G.
Move to the left of the platform and use the PSG1 to get the one near
the stairs. Go all the way to the right of the platform and look for a
group of birds. Shoot them to see the next control unit. Next get out
the SOCOM and see the two next to the left IR beam panels. Move to the
center and use the scope to spot a CYPHER, use the PSG1 to shoot the
control unit on the camara. Do not shoot down the CYPHER or you will
set off the traps. Lastly move to the left and aim at the flag, you
can see the last control unit behind the flag, wait until you see it
and take it out. Alternatively when you get in patient fire at it
wildly until you hit it, don't worry there is no Semtex behind it.
However, do not run out of PSG1 ammo or you may have to go all the way
back to Strut F to get some more, but you have plenty so unless you
use it like a machine gun you should be okay.

When a small scene and hear the sensors deactivate head forwards through
the beam panels.


         8.1.13 - Boss - HARRIER
SHELL ONE - TWO CONNECTING BRIDGE
DIFFICULTY 6/10

You must defeat the Harrier, also the Kastatka is flying around,
make sure you don't shoot it. The Harrier won't shoot it either so
don't worry about protecting it, to back you up from the chopper, Snake
will fire grenades at it.

You must use the Stinger missile launcher to destroy the Harrier, don't
worry about getting it, Snake throws it down to you, also he will
occasionally throw down ammo and rations.

To hit the Harrier equip the Stinger, the Harrier is outlined by a
box on the screen, you must get the mark in the center of the
screen to touch the box surrounding the Harrier to lock on, then fire
and keep watching the Stinger for better results. Also, remember that
you cannot move when you have the Stinger equipped so choose your moments
of attack wisely. The Harrier will appear on your radar as a  large
red dot, aim for that when you cannot see it. The Kastatka will also
appear as a smaller red dot so make sure you do not hit it. You can
aim at four points on the Harriers wings, the rocket launchers are
on the inside of the wings and the ANRAM missiles are on the outside of
the wings, fire at these to stop Solidus attacks, but reamer he has
two of each.

The Harrier has several ways of attacking you. Sometimes it will fly
off into the distance, you will see a flash and it will fly very fast
at you, fire a stinger at it before it gets too close otherwise you will
sustain damage from the engines.

At some point the camara will change to a side on view and the Harrier
will launch rockets from the two launchers on its wings. Don't try to
shoot it at this point as it is hard to get a shot in without it hitting
you.

Another attack it will try is hovering over the bridge and try to burn
you with its jets, just ignore the damage, look up with the Stinger and
fire rapidly at it, don't try to aim, as long as it hits the plane
you will damage it.

It will also fire ANRAM missile at you, these home in on you, so to
avoid it, head to the bottom level and look for a large cubed object.
Look for the Harrier on the radar and get to the other side of the
object. Press yourself up and crouch. Another thing you can do is
throw a Chaff grenade at one point of the bridge and get to the other.
If the grenade explodes in time the missile will home to that rather then
you. The proximity beeps are to each other depends how far the missile
is. When it turns to one solid tone it is about to impact. You know
when the Harrier is about to fire an ANRAM as Solidus will shout
"Try dodging this!".

Another attack the Harrier will preform at least once is bomb the bridge
with a cluster bomb. You will know he does it when you see it as the
harrier goes into a cut scene and it fires four flares and two cluster
bombs. Since it has shot flares you cannot shoot at the bombs, on the
top level there is a gap where you can hang down to the lower level.
As you only have a few seconds, run over and hang when the bombs hit.
You shouldn't get damaged. If you were in the bottom level, make sure
you are under cover when the bombs hit.

The best chance to hit the harrier is when it is flying around, keep the
stinger focused on the harrier and make sure there are no obsticals in
the way when you fire.

Also, only the Stinger can damage it so only use that.

CHANGED CODEC MEMORY

141.80 - Snake - Snake is like the colonel, phone
him for advice. However, he mainly specializes in weapons, the Shell or
Dead Cell and the others.


140.85 - Colonel Campbell - Ring him if you need
refreshing on your mission objectives and helpful hints.

140.96 - Rose - To save you game phone Jack's
girlfriend, Rose. Metal Gear Solids answer to putting you off saving.

141.80 - Snake - Snake is like the colonel, phone
him for advice. However, he mainly specializes in weapons, the Shell or
Dead Cell and the others.

141.25 - Stillman - The bomb disposal technician,
during pt.1 of bomb disposal call him for clues on where Fatman has
planted the bombs. Also for information about him and Fatman.

141.42 - Mr. X - Mysterious man who gives you
information on traps and other danger. Don't bother trying to call
him, it will always be "no response".


         8.1.14 - Plant (Crossing to the KL connecting bridge)
SHELL ONE - TWO CONNECTING BRIDGE
OBJECTIVE: CROSS TO THE SHELL TWO CORE

The first thing you should notice is the radar isn't working, and it is
not because you have not logged into a node, it is because of the
interference. To the left of you is a fire, spray it with coolant and
look at the stairs, there is a ration at the bottom, however the stairs
collapse and it is hard to get to it and back up again without toppling
into the ocean. Try it if you like but there is a lot safer ration ahead.

Move to the right and hang over the railings. Shimmy to the other side
and get underneath the pipe. Look in first person view so you are
directly over it, press A to land on it.

Look behind you to spot a ration, if you need it get into a crawl and
head over to it. If not crawl the other way. You need to crawl for one
because one wrong move and the pipe becomes the worlds larges diving
board and two because there are dropping dotted on the pipe, these
cause you to slip.

When you get to the far side of the pipe climb up and climb up again to
a platform on the right. Before proceeding press right very, very
softly to nudge a bit to the right. The press left all the way and
around half a second after you press left hit A to cartwheel over to
the other side, this would not work normally, but here it does.
There is the AK suppressor here as well as some ammo.

**NOTE- If a fire starts when you are on the right platform before
jumping, you have gone too far right and there is no way to cross. The
fire cannot be put out by coolant.

When you are done, go back to the right platform and climb the ladder.

STRUT L - PERIMETER

Head around to the windows. Now throw in a magazine, the guard will
command see what happened, it may take several attempts to get his
attention. When he is walking towards you throw in a stun grenade.
When it goes off it should take him with it. While he is unconscious
run past all the windows and don't stop otherwise you will fall
through the holes. Now press against the wall and shimmy to the other
side. You have to duck at one point, don't try to get up until you cross
under the vent. When around continues around the side, a guard will
relive him over the side. Continue on, to the end where you hang
and drop to another bridge. Two guards will come out of a strut,
shoot them both with the PSG1-T to avoid alerting CYPHERs. At the
first gap jump over and on the second one hang over and cross.
Head over to the next strut and continue over. Follow the path until
you get to the point where you are on the KL connecting bridge.

KL CONNECTING BRIDGE

Walk along the bridge until you get to some stairs, head up and draw
a machine gun. Several Gun CYPHERs patrol the core bridge. Shoot
them all down and proceed over. There are some gaps in the bridge,
the first one can be jumped over and the second on requires you to
hang and cross. When on the other side head into the core

SHELL TWO CORE - LEVEL ONE

Listen to the conversation with Olga and Solidus, it is hard to see where
Olga moves when she is behind the wall, just listen for when the signal is
strongest. In a later edition of the guide I might get up to the
transcript of the scene, but that will be a while yet.

         8.1.15 - Plant (The Nikita)
SHELL TWO CORE - LEVEL ONE
OBJECTIVE: FIND A NIKITA MISSLE LAUNCHER.

Don't worry, there are no guards on this level for a while yet. Don't touch the
eletric floor and instead go down the stairs, follow the
path up stairs again and up the corridor until you see a room on the
right. Enter and use the node. Pick up the M4 ammo and head right,
passed the elevator and to the ammo on the other side. Call the
elevator and head down to B1.

SHELL TWO CORE - LEVEL B1

When you exit the elevator use node to your right and head down into
the water. The colonel will inform you how to swim here so follow the
instructions and follow the passage. Swim until you see a turning on
your right. Head down to a left turning and go into the dead end, here
is the night vision. Head back and continue left, above is a gap where
you can breath. Head back down and follow the corridor until you see a
box, this is the Nikita. Pick it up and swim back, this would be a
full turn, then back to the breathing spot. Take a breath and turn into
the corridor with the dead end where you got the N.V.G to the right,
swim past it and turn left at the juction and head up the stairs.

Re-enter the elevator and go back up to the level one.


8.1.16 - Plant (Securing the President)
SHELL TWO CORE - LEVEL 1
OBJECTIVE: USEING THE NIKITA, DESTROY THE CIRCUIT PANNAL AND SECURE
THE PRESIDENT.

Exit the corridor and head to the part of the area where you go down
and then up stairs, to get there head left out of the elevator and
go down the large corridor. Head downstairs, in the center there are
some objects, jump on the lowest on and look towards the wall. You see
a vent dead ahead, fire a nikita inside and direct it first right and
then left. Look on the right and the room where the President is, is
here. You have to guide the missile around the President to the far side
of the room, turn right and right again, the circuit panel is in the
corner protected by a rail, fly the missile into it to deactivate the
electrified floor. The bad thing is, the President has this thing about
diving in front of the missile and it will probably take you a few tries
to dodge him without him jumping out of nowhere in front of you and
killing himself. When you hit the circuit panel head back to the
electrified floor and cross it safely, now enter the door opposite.
To help you guide the missile there is some ASCII art below:


   ____
___|    |___________|     ELEVATOR    |_____________________________
                                                                  |
                                                                  |
   _______________________________________________________________|
  | OOOOOOOO                                     |    CIRCUIT   | |
  | OOOOOOOO                                     |____PANNEL____| |
  |                     ___________________________/              |
  |                 |->|-------->--------->                       |
  |         OOOOOO  |  |   OOOOO     |                            |
  |         OOOOOO  |  |   OOOOO     |                            |
  |         OOOOOO  |  |   OOOOO     |____________________________|
  |                 |  |
  |          P-->----  |                  ELETRICAL FLOOR
  |                    |              ____________________________
  |___________________ | ____________|             |
  |          |                 \                   |
  |          |______________    \                  |
  |                          \   \                 |
  |                          |   |                 |
  |                          |   |                 |
  |                     _____/   /                 |
  |                    |    ____/                  |
  |                    |   |                       |
  |____________________|   |______________________ |
  |                    _____                       |
  |                   |__R__|                      |
    =====                                      =====
_____=====______________________________________=====__________



         8.1.17 - Plant (Looking for Emma pt.1)
SHELL TWO CORE - LEVEL ONE
OBJECTIVE: FIND AND RESCUE EMMA

Exit the room through the door and listen to the codec conversation
between the Cononel and then Snake. Then go back to the elevator, there
are still no guards in the area so don't worry about being stealthy.

SHELL TWO CORE - LEVEL B1

Head back into the water and get ready for a long swim. Make sure you
are at full heath otherwise you cannot hold your breath for too long.

**NOTE- Air pockets show up as blue clouds on the radar.

Swim around the corner and dive down, take the first right, then past
the dead end, into a T-juntion. There is an air pocket for a breather
located in the coridor after the one with the dead end. After a
breath pretend you were just comining into that coridor from the dead
end one and turn left. Swim down the corridor and take the right corner.
Swim up and then down to avoid the mines and enter into the next small
room where you can take a breath.

Open the door and the body of Stillman floats through, I thought he was
killed in Strut H, but there seems to have been a big explosion here.
Also there shouln't really be anything left of him being that close to
a bomb. Anyway, this damaged room is a pain to get through. It comprises
of three obsticals, one after another.

First take a full breath and enter the door, swim up and left, there is
a gap passable here, then turn 90 degree turn to the right and swim
under the over hang. At the right wall look up and swim through the
gap. Finnily swim down and under the last one. Open the door on the
other side and take a breath. From the door you came out of, turn
right, up the stairs and enter the room infront of you.


         8.1.18 - Boss - VAMP
FILTRATION CHAMBER 1
DIFFICULTY - 4/10

There are a few ways to beat Vamp, as long as you don't use auto aim
he won't dodge bullets. You can also use the RGB6 to beat him, but the
best way is to hit him with Stingers.

Be careful not to fall into the water around you, instead of swiming
like Vamp, you will just sink.  You die if you fall in, also, Vamp
will push you in if you are too close to the egde in the middle.

When the fight starts pull out the Stingers and fire at him once. He
will only be damaged by one hit so don't waste them. Then change to the
Socom and shoot out the four lights on the walls. This will stop him
pinning you down by your shadow later in the fight. When he dives under
the water, throw grenades in or RGB6 grenades into the water to make
him lose O2 and health.

He will run towards you and slash his knife at you at some points.
Shoot him with a machine gun remebering not to auto-aim. If he gets
close, run away so he doesn't hit you.

His main atack consists of walking around the celing and throwing knifes
at you. When this happens just duck.

There is ammo for the RGB6 and M4 in the far right corner near the
other door and a ration over the side of the rail at the far end.
You must hang to get this.


         8.1.19 - Plant (Looking for Emma pt.2)
FILTRATION CHAMBER 1
OBJECTIVE: FIND EMMA

With Vamp defeated head out of the room. Grab the Ration if you need
it and head into the water. Head underwater, ignorethe room stright
ahead and turn right, down the underwater corridor there
will be a place where you can turn left, this is where Emma is, don't
go there yet however, contiue to the end where there is a T juction.
Take a breath at the air pocket. Now, to the left is a hall with a
dead end, at the bottem left corner there is the Body Armor, to the
right there is some AK ammo. If you don't need the ammo don't go for
it as there are two mines which could make you lose a lot of health.

Head back to the left turning and go down the corridor, there will be
bugs on the ground there, head up the stairs and into the room.

FILTRATION CHAMBER 2

Use the Node beside you to turn the Radar on, then open all the lockers
that are unlocked except the one that Emma is hiding in, she appears
as a dot on the Radar. When you have all the things avalible press
the Y near the locker.


         8.1.20 - Plant ("I can't swim!")
FILTRATION CHAMBER 2
OBJECTIVE: HELP EMMA TO THE COMPUTER ROOM BY THE STRUT L OIL FENCE

**Note- Emma can hold her breath for concidrably less time then you.
This means you have to go fast and take more breaths. Also if Emma
runs of out O2 her life will drop very fast, even if you get to a
air pocket she will run out of O2 even faster the next time you
go underwater. If E.E. dies then its mission failer.

After a long talk you start underwater with Emma. Head down the hallway
with the bugs and turn right. at the next T-junction turn left and
head up the stairs.

FILTRATIOM CHAMBER 1

You are back to the area you fought Vamp, now you must lead E.E,
press the action button to hold her hand. Providing you have no
weapons, you will hold her and and lead her around. You have to
get her to the Computer Room in B2 of the Shell One core. This
is the place you got the D.mic from when you were looking for
Ames.

Lead Emma into the main chamber where there is another long and
cut scene, resist the urge to skip it as it does lead somewhere
later in the game. When it ends equip the thermal vision and locate
the mines placed on the sides of the hole in the floor. Shoot
them with the Socom and proceed to the end door. Don't trigger
one while holding Emma, it will kill her instantly. Instead shoot
all the mines on the side you are going to cross before procceing.

SHELL TWO CORE - B2

After exiting the chamber Emma talks for a while about GW and then
you start again. This time you have to take her through the water,
but this one is a whole lot longer. This part in my oppinion is
the hardest part of the game for someone who has never played this
part before. But when you do it a few times it becomes second
nature and becomes possible first time. The reason why people find
this so hard is because they do not use the air pockets and instead
concentrate on trying to get through as quickly as possible. As far
as I am concerened or know this is next-to if not impossible, you
must use the pockets to traverse the basment. With that said, lets
go.

Head underwater and into the small room where you opened the door,
use the air pocket to get a good deep breath, this is a hard part.
When you are ready, turn to face the obsticals in the next room,
head under and go through the door.

Without turning after going through the door, swim under the closest
object, now turn right and head underneath the one blocking you.
At the left wall turn 90 degrees left and look for the gap in the
object, head through, now look on the right side of the last object
and head through, swim to the door Stillman came through and to the
air pocket, phew. Now you have two mines to deal with, it is very
importent you do not hit either of these or Emma's life and O2 will
fall to almost zero. Take your time to dodge them here as the next
air pocket is close. Go under then over the mines so you move
through the area with the largest gap. After you are through, move
to the end of the corridor, head left down the next corridor and
to the air pocket. Almost done now, turn 90 degrees so you face the
next hallway and swim through, you should pass the dead end you got
the Night Vision from. At the end of the corridor there is a air
pocket, however, just ignore it and turn left, round the stairs and
up to the top. Climb out of the water with Emma on your back and you
put her down.

There are sea lice in front of the elevator, Emma will not cross
these as she is scared of them as well. Call the elevator and
shoot Emma in the head with the M9 and drag her into the elevator,
or spray the bugs with the coolent to make them run off and lead
Emma to the elevator. Also grab the M4 ammo on the other side of
the corridor, near the far wall.

Press the button to head to level one with Emma in the elevator.


         8.1.21 - Plant (Crossing to strut L)
SHELL TWO CORE - LEVEL 1
OBJECTIVE: HEAD TO STRUT L AND USE THE OIL FENCE TO GET TO SHELL ONE.

Exit the elevator, leaving Emma where she is for now, press agaisnt
the opposite wall and shimmy to where the node room is, do not
move all the way to the edge otherwise the guard there will see
you. When the guard moves to the other entrence pull out the M9
and shoot him in the head, do not use a deadly weapon here, he
must not die, just put asleep. Drag him to the corridor outside
and leave him where he will be seen in the coridor outside.
Enter the Node room and look for a guard patroling the long corridor.
Drop him with a head shot from the M9 as well, and like last time,
put him on the corridor where he will be found. Now go to the stairs
and move past them, using the tip-toe feature spot the patroling
guard. Shoot him with the M9 from here or if you can't do that
head to the corner opposite the stairs when he walks away, wait
for him to come back and walk away again, and when he does shoot
him in the head with the M9. Pull his body up the stairs you just
came down and leave that body in the corridor too. Go back to Emma
and if the guards nearby have lost one of the Z symbols over there
heads shoot them with the M9 again. With Emma head all the way to
where you shoot the last guard down the stairs. As you move past
the point you shoot the Nikita from before the lift will open
and a guard walks out, he will then start walking to where you are.
Along the way, he will find the three sleeping guards and wake them
up, this gives you time to lead Emma up the stairs. At the top a
guard will come out of the hall. Shoot him with the Socom or silenced
AK and proceed through the corridor he came out from and go through
the door.

KL CONNECTING BRIDGE

The sun is starting to set now and everything has an orange glow.
Leave Emma where she was and exit the conceled corridor and onto
the large section before the bridge. There is a Cypher heading towards
you on the left, fire at it with either Socom or machine gun and
head forwards without Emma. A guard walks up the stairs, with a
silenced gun take him out, don't bother about the body. Head back and
get Emma, walk over the bridge connecting to the core and turn right.
Go towards the fire and extinguish it with the coolent, then proceed
past it to begin a cut-scene to open the door to Strut L.

STRUT L

When you enter the Strut leave Emma and go through the to the main
area with the M4 equiped, kill both guards before they use there
radios. Open the door at the other side of the walkway and lead
Emma through to it.


         8.1.22 - Plant (The Oil Fence)
STRUT L - OIL FENCE
OBJECTIVE: PROTECT EMMA AS SHE CROSSES THE OIL FENCE AND CROSS TO
          SHELL ONE

First pick up the PSG1 bullets if they are there. The crouch and get
into a crawl. Equip the PSG1 and the thermal googles. If you didn't
pick them up in the room with the hostages they will be on the
platform now. With the goggles on, snipe the mines to clear Emma's
path. Three guards are visible on the far collom. Zoom in on them
and use the thermal vision to spot them easily, go for the head but
just kill them. There will also be a Cypher flying around, shoot
that too.

As Emma crosses to the next collom, watch for Cyphers, destroy them
as they come. Then cast your eyes over to the collom itself, shoot
any visible guards. Continue your scans of the area, even while Emma
is behind the colloms Cyphers are still a threat.

If it all gets too much call Snake, he will help with the Sniping,
just point your scope at the enemys and Snake will shoot, quite
how he shoots from that perspective from Shell One is a myestery
but never mind.

As Emma crosses to the the strut E platform keep a close watch for
Cyphers and use Pentazime as and when it is needed. There will be
a cut-scene, when action starts again de equip the thermal googles,
zoom in and as soon as you have a clear shot on Vamp's head, push
fire rapidly to kill him for the third time.

         8.1.23 - Plant (To the Core!)
STRUT E - PARCEL ROOM
OBJECTIVE: GET TO THE COMPUTER ROOM ON LEVEL B1 OF THE SHELL ONE CORE.
TIME LIMIT: 400 seconds

You will be pleased to know that now everybody is aboard Arsanal, if
you are seen by a Cypher or the guard then the assult team will not
come. Exit the room you are in now and into the hall. Run up
the stairs, there is a guard in this room, he has headphones on
listening to music and has no idea he has been left behind. He
shouldn't see you, but if he does kill him. All the doors apart
from the ones you need are now locked so it is hard to not know
where to go. Also, you have been here so meny times I think you
know the way to the core by now. Anyway, exit the bottem right door.

EF CONNECTING BRIDGE

Stop just before the exit to the concealed walkway, there is a
Cypher right above you, if it is not there you have missed it, in
any case throw a chaff grenade and let it explode. Do not shoot all
the Cyphers in the area, just the ones hovering around the bridge
to the core. Avoiding any mines that may be left run to the bridge
going to the core and jump the first gap. Then hang and shimmy over
the second, run into the core, don't worry, there are now no more
enemys.

In the core run out, both camaras are down but even if they weren't
they couldn't do anything. Run over the bugs to the elevator, again
don't worry about discuise, the door to it will be open. If you
cannot reamber where the elevator is, you run away from the camaras
and turn the corner and it is to the right. Avoid going any other
way as the area is mined, the right way is not. Walk into the
elevator and get ready for a good, if not slightly sad movie.

         8.1.24 - Plant/Arsenal ("Alright why am I nude on a table?")
SIGMOID COLON, JEJUNUM, FUSHISIA CITY
OBJECTIVE: FIND SOLID SNAKE

As you may have noticed you are nude, this means that you cannot
grab enemies from behind or choke them. Nether can you enter hanging
mode. You have no weapons or items. First, head left and duck under
a computer terminal to get a ration. Take a look at the area, it is
identical to the area where you were tortured by Ocelot in Metal Gear
Solid. There is even the cell, probably minus one dead DARPA chief and
the toilets where Johnny had to relive himself. When you have checked
the place out, press up against the torture machine on the side you
were on and see the handily placed can to protect Raiden's dignity. Then
head out of the door to the left at the back of the room and use the
node. Then exit through the far door and press up on the object ahead.
Wait for the guard to look at the left wall, when he does, run to the
large post further down the room to the right. Spot the guard and four
small boxes. Ignore these and watch the guard look to the left, as soon
as he does continue running down the corridor to the next post. There
is a large block in the middle with a guard on the left. Run to the
right side of the box and tap on the wall. Head the opposite way the
guard is coming and run up the stairs to the left. At the top, press
against the object. From here on in for a while, you are going to get
a lot of weird calls of the colonel, don't ignore these as you may miss
the one of Rose, instead listen to them, they can be very funny.
Look over the bridge to the opposite side, there is a camara and a
tengu, you have to try to run under the camara to the blind spot, then
when it pans away to the right, run left down the corridor and
do a cartwheel into the tengu. Remember to walk slowly across the floor
or you will alert the guards as it echoes footsteps. However, for my
recommendation I just say, make a break for the room, run down the
echo-floor turn left and left again, down the passage. Press A while
running to kick over the guard and enter the door.


        8.1.25 - Plant/Arsenal (Snake)
ASCENDING COLON
OBJECTIVE: FIND SNAKE AND PRACTICE HOW TO USE THE HF BLADE.

When you are in the next room, you are in a long tube, run towards
you until the end, then back up to the other side, take every call you
get, eventually you will get one off Rose. You may have to run down then
up the tube more then once to get it.

CONTROLS FOR THE HF BLADE
just to remind you.

Right analogue stick up - swipe blade up.
Right analogue stick down - swipe blade down.
Right analogue stick left - swipe blade left.
Right analogue stick right - swipe blade right.
Click right analogue stick - stab target.
Right shoulder button - Deflect bullets.
X button - Change from sharp to blunt side and vice-versa.

Practice for a while until you begin, and obviously don't practice too
close to or on Snake.


         8.1.26 - Plant/Arsenal (The Battle)
RECTUM
OBJECTIVE: FIGHT YOUR WAY THROUGH TO THE UPPER LEVEL

Now you are fighting Tengu's with Snake, the best way to go about this
fight is to let Snake handle the killing of most of them. Use your
M4 and AK to dispense the guards at this point. Do not get to close to
them otherwise they will do some aerobatic move which knocks you flying.

Look for the ones with guns and kill them first, they are the ones who
will hurt you mostly. Fire on automatic to dispense the guards with
blades, or, the better way is to shoot at there feat and then when they
lower their blade, the head.

The guards on the railings are a pain. Let Snake kill them or aim
through the railings and shoot them. Don't wait for Snake when there
is no action, he will pear past walls so just run forwards and the
Tengus will appear again and the fight will continue. At the door
a whole lot of Tengu will attack at once. Shift to the blade and stab
as many as possible, whenever your not attacking press block to avoid
gunfire. Remember, deflection only works if you are facing the enemy
who is shooting at you and even so it is not successful in blocking
bullets all the time.

When the door opens, go through to the next area, after a short cool
scene switch back to your M4 and shoot at the Tengus with Snake as they
come. Snake does a great deal of the work at this point so just take
out as much as you can. Let Snake toss you ammo you the M4 or AK, don't
use the SOCOM it is useless here. After the "Fission Mailed" screens
appears don't let it distract you with the flash, you have not failed
and the fight continues. This screen is very annoying and will see why
when it comes on, it is almost impossible to see what is happening.

After it has done this twice you will watch another cool scene.

The next time you play the camara will be pointing at you, resist the
urge to do anything and just listen to Solidus going on, he will stop
soon.


         8.1.27 - Boss - METAL GEAR RAY
Difficulty - 7/10

This fight sees you taking on several mass produced RAY units. Three
will attack you at once. When you beat one, another takes its place.
This will go on until you have defeated a certain number dependent on the
difficulty setting. These ranges from about four in very easy to all
25 in extreme. To attack RAY, the best way is to fire a stinger into
it's leg, it will open its mouth for a brief period. Fire a stinger in
They're to do some serious damage.

RAY is armed with several heavy weapons, it has two machine guns mounted
on each "wing" when it points this at you get out your blade, face the
RAY in question and block. You should deflect all the shots.
RAY will use this if you are a medium to long distance away.
It also has a hydro-cutter in it's mouth, this is not I repeat NOT a
laser, it is water shot at an incredibly high pressure, it is similar
to what a laser does but it fires water. It is a close range weapon, so
when you are close to a RAY it will tilt its head back. Move out of
it's way and fires a stinger into its mouth while the hydro-cutter is
missing you. This weapon is RAY's most damaging.
The long-range weapon is a small attack of missiles, as soon as it fires
them run in another direction, there is no need to use chaff in this
fight.

RAY can also jump. A RAY will jump into the center of the platform
and attack you. Do not be caught under it's feet. It will also try to
stand on you if you are too close. If it moves it's leg up then run as
soon as it hits the leg down do a cartwheel to avoid the shock wave.

When you have destroyed enough it is complete.


**Tip- Between these two boss fights there are the longest scenes in the game
where the major plot themes are told. At the start of this LONG chain of
scenes, Solidus will strangle you with his Snake arms. Many people have said
how hard it is so I have decided to put this in to help as much as possible.

As soon as he begins to strangle you, hammer Y and use the left analogue stick
to look to your left. In this raised position you should see Ocelot. Keep
pressing left on the analogue pad. This should cause the O2 gauge to decrease
slightly slower. Turn the pad 90 degrees and use what ever hand you feel most
comfortable with to press Y. Use your index finger to press down the button and
move your wrist up and down to press it. This technique should help you press
the button fast and pass this. Remember though, never left you index finger
leave the Y button, as soon as it is pressed, push it down again. These small
strategies should help you get around this annoying bit and help you in any
other games requiring constant mashing of a button, so bear it in mind. Thanks
to Kev, BitMapappa and Jess for brining it to my attention.


         8.1.28 - Boss - SOLIDUS SNAKE
Difficulty - 6/10

When the fight starts run and stab Solidus. He will fall down, now run
away.

As a long range attack Solidus will fire missiles from his tentacles.
just run to avoid them. He does not have that good medium range
abilities though so when you are not attacking don't get too close or
far away. When you see a chance to attack run and slash at him. If he
doesn't block you hit him two more times and he will fall down. He will
sometimes try to knock you over, if he swipes at you do a jump to evade
him. You can block all of his attacks apart from then you see him rise
both blades above his head and they turn blue. If he does this, just run
away. He will also charge around causing a fire, just don't go near it
and you will be fine. If you HAVE to get through the fire roll but don't
miss. If you do catch fire roll and drop into a crawl to help put it
out. It will also go itself in a few seconds. The last attack he will do
is to jump onto a building, then crash back to the ground. Don't be
anywhere near him when he does this and you will be ok.

After he has lost around half his health he will drop his tentacle
things. Now take the codec call and when the fight carries on wait stand
still and wait for him to do four consecutive charges around the roof.
After that immediately run a few steps away left or right as he will try
to charge into you. After you evade it slash him with the blade three
times, until he falls. He will then attack you and do sporadic charges.
Keep up the evasion until you will. A good defense is the best offence.
If you need them, there are also some rations in the top left and
occasionally the bottom right of the roof.

  !!!CONGRATULATIONS YOU HAVE JUST COMPLETED THE SOL SECTION!!!


Now onto the VR missions. Does this game not end?!?

===================================================

    8.2 - VR Missions
VR missions are unreal sub missions added for the Substance release. There
are over 200 VR missions that see you sneaking from point A to point B.
There are two modes for each character in the VR missions. Eliminate all
and Sneaking. They are the same level designs for each mode. One requires
you to get to the goal without being seen. Eliminate all, sees you removing
all the guards before reaching the goal.

There is also the alternate missions. Elimination gives you sevral weapons.
Using these you must get rid of every guard in the area. Bomb disposal,
here you must use the sensors to locate the bomb and freeze them. There
is also the hold up mode. You must hold up every guard in the area, after
you do, they magicly dematerilise into the air. There is also a weapons
mode. This allows you to select a weapon and complete sevral stages using
it. Photo mode is a secrate mode only avalivble after beating all the other
alternative missions. You are given a picture and you have to replicate it.
Lastly there is the varity missions. Odd as they are, you are given various
missions, from taking out soldiers in the dark, to sniping guards and
protecting a curry, yes a curry.

8.2.1 - Raiden
Jack is on the loose from the begining. He has by far the easiest missions
in the game. Also, his trend of character (Raiden, Ninja Raiden and Raiden X)
only have five missions in some modes whereas the other characters have ten.
This means it is easier to unlock his characters first. So heres the guide
to Raidens VR missions.

              8.2.1.1 - VR sneaking

              8.2.1.2 - VR eliminate all

              8.2.1.3 - Elimination
Level 1:

Time Limit: 2 min 30 seconds
Targets   : 4
Equipment : Silenced Socom, M9
Location  : Big Shell - AF Connecting Bridge
Difficulty: 3/10

When you start press against the corner of the consealed corridor. Now
jump out and shoot the closest guard in the head. There is one on the
other side of this level. Drop him with a head shot. Now head about quater
of the way over the bridge and hange over the right side. Aim for the guard
who walks under you. Drop on him to get rid of him. This will probbaly
arouse the suspisions of the last guard. As he comes near shoot him in the
head. If he didn't get suspicious then go to him. After that run to strut
F opposite of where you started and go through the conceled corridor on
the level you are on, it should be the lower one, to reach the goal. To
get a higher score instead of killing guards, tranq them.
---

Level 2:

Time Limit: 2 min 30 seconds
Targets   : 3
Equipment : Silenced Socom, M9
Location  : Tanker - Deck A
Difficulty: 2/10

Run down the corridor until you see a guard waiting. Hold him up and drop
him. Now run down the corridor to the next guard patroling close by. As
he walks shoot him in the butt with the M9. Head down the corridor to the
last one. A guard walks up and down. As he heads away run up and hold him
up. Drop him with either gun and follow the corridor he was walking all the
way to the goal. Traq the first and last guard to get the no kills bonus.
---

Level 3:

Time Limit: 2 min 30 seconds
Targets   : 4
Equipment : PSG1, PSG1-T, Scope, Pentazemin
Location  : Big Shell - DE Connecting Bridge
Difficulty: 3/10

I don't like this one much, dispite it is really easy. Head onto the bridge
and crouch, not crawl. Watch the end of the bridge. Use the PSG1-T to knock
out the first guard, another will come up the bridge. Take him down as
well. Deequip the PSG1-T and look for two guards on the roof of the
opposite strut. Use either riffle to take them down. Run forwards all the
way into the concealed corridor of the opposite strut, here is the goal.
---

Level 4:

Time Limit: 2 min 30 seconds
Targets   : 4
Equipment : Silenced AKS74-u
Location  : Big Shell - Strut E
Difficulty: 2/10

Use the run while shooting menover to get the guard next to the machine.
Look down the corridor you were doing when the mission started. You will
see a guard walking towards you, take him out, then the one next to him.
Run to the guards you took down and follow the corrior.  The last guard
walks towards the node. Kill him and head to the goal, you probbly saw
it as you went to kill the last guard. To get the No kills bounus you have
to putch/kick all of them (no breck their necks). That is quite hard so
just stick to the AK.
---

Level 5:

Time Limit: 3 mins
Targets   : 4
Equipment : Claymores, Stun grenades
Location  : Big Shell - Shell one core B2
Difficulty: 6/10

Watch for the two guards ahead. When one comes close and the other isn't
looking grab him and pull him aroud to where you started, breck his neck.
Now grab the other guard and just breck his neck. Don't worry, the guards
in the computer room will not see you. Now head to the entrence of the
computer room and lean against the wall. As soon as the two guards walk
away throw a stun grenade into the wall with the poster of policenaughs.
When they return, they will both fall victim to the grenade and drop.
If not finish off surviers by the punch/kick combo, or snapping the neck.
The goal is close to the area where the D-mic was.
---

Level 6

Time Limit: 5 mins
Targets   : 6
Equipment : Silenced Socom, M9, Stun grenades, RGB6, Claymores
Location  : Big Shell - Shell One core level 1
Difficulty: 5/10

Swich to the M9 and wait where you are. A guard will walk past, hit him in
the head. Proceed down the corridor. Occasionly another guard may begin
walking down the corridor. Shoot him in the chest with the M9 and carry on
south. At the door, at the most sothern end of the level watch the radar
for a guard staring at the door. When he moves away run in, de-equip the
M9 and crush his neck. Now head out the other end and go into corner view.
Look up the corridor, there are three guards he. Shoot the one patroling
the coridor, then the one who comes out of the opposite corridor; then the
one at the far end. Make sure you use the M9 for the last one. Run up the
corridor to the place you took out the last guard and wait for the other
one to come back, drop him to end the level. Note- you may have already
delt with this last guard, depending on if he began to walk down the
corridor at the start after you took out the first one. The goal for this
level is on the left corridor where you took out the three guards. The
corridor is identical to the one the level started in, only reversed.
---

Level 7

Time Limit: 5 mins
Targets   : 6
Equipment : Silenced Socom, M9, Stinger, Stun Grenades, C4
Location  : Big Shell - Shell Two core level one
Difficulty: 6/10

Look left, a guard will come into view. Fire the socom at his head to
drop him. Walk to the guard and look to see a guard who patrols right
to left, then forwards to back. If you cannot see him, look on the radar.
When he turns to walk right run to him and get as close as you can before
using the socom to get rid of him. Go to the stairs and lift onto your
toes. Tranq the guard below and head down. A guard will head up the stairs,
tranq or kill him as well. Run up the stairs and to the south there is some
M9 ammo. However, take out the guard coming down the corridor before
collecting it. Run down the hall until you arrive at the small side room.
A guard wanders around so when he has his back to you shoot him with any
gun you want. The goal is near the elevator.
---

Level 8

Time Limit: 5 mins
Targets   : 5
Equipment : Silenced Socom, M9, Stinger, Stun Grenades, Claymore
Location  : Big Shell - Strut F
Difficulty: 5/10

Head to the guard who is coming and drop him with the socom. There is also
a guard where you began, kill him. There are two guards downstairs, drop
them both using the socom or M9, don't bother going down there. The last
guard is all the way north to the guard walking around. Press into a
nearby corner and wait for him to turn away. Hold him up or simply shoot
him and run down stairs to the goal near the two doorways south of the
stairs.
---

Level 9

Time Limit: 5 mins
Targets   : 7
Equipment : Silenced Socom, M9, PSG1 PSG1-T, C4, RGB6 Stun Grenades, Scope,
Pentazemin
Location  : Jejunum
Difficulty: 8/10

There is an easy way and a hard way to do this. And the easy way is hard
so I won't explain the hard one. There is a guard to your right, shoot him.
now head forwads and look down the coridor, there are two guard here take
them both out with the PSG1. Now for the tricky part. Run down the passage
to the stairs at the end. Go up and pick up the AK. Now run all around the
top level with the gun drawn. Keep going shooting anything you see. You
need to kill the four guards around the level. After they are dead run
back the way you came to the goal in the top right hand side of the
upper level.
---

Level 10

Time Limit: 5 mins
Targets   : 7
Equipment : Silenced Socom, M9, Stinger, PSG1, PSG1-T, Grenades, RGB6,
Stun Grenades, Nikita (empty), C4, Claymore, Pentazemin, AP Sensor
Location  : Tanker - Engine Room
Difficulty: 9/10

**Note- there are a few guards with optic camoflage here. Head to the
lockers, north of where you started and check the lockers for the thermal
goggles.

**Note- this is easily the hardest Raiden/Snake mission for elimination.
Not havining the radar is a disadvantage but never mind. You have the AP
sensor.

Go through to the engine room, from the door on the left, watch for the
guard below and drop on him. Do the same for the one below, you will have
to use the thermal goggles to find the one on the ground floor as he has
optic camofloge.

There is a guard with a defence shield ahead, use the PSG1 and some
pentazemin to find him and kill him. If you cannot spot him look using
the thermal vision. If he sees you, run to the other side of the passage
and drop him with the PSG1.

Head to the other side over the small bridge and north for some Socom ammo.
Come south and equip the thermal vision. Look for a guard at the top of
the stairs and kill him. Look for the stealth guard heading towards you.
kill him, then up the small stairs, through the passage to the next guard,
kill him. Walk up to the top of the stairs and look for the patroling
guard to the right. Shoot him and head down the long corridor, to the
small bridge. Over then south up the stairs and to the goal. Thats all
Raiden's sneeking missions. Joy!
---

              8.2.1.4 - Hold up

Level 1

Time Limit: 3mins
Targets   : 1
Equipment : Socom, M9, Coolent
Location  : Big Shell - BC Connecting Bridge
Difficulty: 1/10

Fantasticly simple, run to the guard and draw your weapon, he will
fade and you can rush over to the goal and finnish the mission.
---

Level 2

Time Limit: 3mins
Targets   : 2
Equipment : Socom, M9, Coolent
Location  : Big Shell - Strut A
Difficulty: 3/10

First, shoot the guard closet to you with the M9, now head south and hide
behind one of the objects. When the next guard comes close, tap on the
wall and go in the same direction around he is, this will mean you come
around to his back. Draw the Socom and let him disperse. Now head to the
other guard and spray coolent in his face. When all the Zs circling
around go, stop spraying and make sure you are next to his head. As he
comes up, pull out your socom and let him go. Now run to the goal.
---

Level 3

Time Limit: 3mins
Targets   : 4
Equipment : Socom, Box 3
Location  : Big Shell - Shell One Core
Difficulty: 4/10

Grab the book and head right, all the way down the stairs and come to the
computer room area. A guard patrols up and down. As he walks away, run
into the passage along the side of the computer room and lay down the
book. Wait for another guard to come up walk around, seeing the book and
reading it. Take care of the first guard that patrols up and down, then
the one reading the book. Head to the enternce of the computer room and
run into the left as they walk back. Get far into the room as possible and
wait for the guard to turn round. After he has gone passed you, come out of
the box and hold him up before he gets to the end of the route and in
vivible range of the other guard. After he is gone wait for the last guard
to turn one way, then run up behind him and hold him up. Goto the goal,
where the D.mic is in Sons of Liberty to end level three.
---

Level 4

Time Limit: 3mins
Targets   : 2
Equipment : Socom, M9, Coolent, Book
Location  : Big Shell - AB Connecting Bridge
Difficulty: 5/10

You have to take out the reporting guard first. Run up and hold him up
after he puts his radio back after reporting in. Now attract the guards
attention and place the book along the bridge, when he investigates make
sure he sees it. Now VERY quickly, hold him up and run to the goal before
the attack team make an appereance.
---

Level 5

Time Limit: 3mins
Targets   : 4
Equipment : Socom, M9, Coolent
Location  : Big Shell - Strut B
Difficulty: 6/10

Place one book where the guards a patroling, one of them should read it,
the other will ignore it. When he turns his back hold him up, then the
one looking at the book. Head into the south door and get the box.
Equip it and head slowly down the corridor. Wait until you get to the
guard. When he turns away, hold him up with the Socom. Finnally, go down
the stairs opposite where you came in and push against the corner. As he
walks away hold him up. The goal is outside of the room, near the top exit.
That's halfway there.
---

Level 6

Time Limit: 3mins
Targets   : 5
Equipment : Socom, M9, Coolent, Box 1
Location  : Big Shell - Strut F
Difficulty: 5/10

As the two guards ahead walk away, shoot them both with the M9. Wake one
guard up, standing near his head. When all the Z's drop pick up the Socom
and hold him up, then do the same with the other guard. Now equip the box
and go around to the left. When the guard moves away, hold him up. Now go
down the stairs and tranq the two guards. To the south, there is another
guard. Hold him up and then wake the guards up and hold them up one by one.
---

Level 7

Time Limit: 3mins
Targets   : 4
Equipment : Socom, M9, Coolent
Location  : Tanker - Deck B
Difficulty: 4/10

You begin at the goal, so rember where you are. Run down to the
left and get the first guard. Follow the path to see another guard
patroling a coridor. Hide and wait for him to walk towards you and turn
around. Hold him up. Go up the corridor he was patroling and down the
next one there is another guard, get him. the final guard is just a
bit further down, get him and head back to the starting point for the
goal.
---

Level 8

Time Limit: 3mins
Targets   : 8
Equipment : Socom, M9, Coolent, Book
Location  : Arsenal - Jejunum
Difficulty: 8/10

The level is made hard because of the sheer amount of enemies you
must hold up in the time. Not to mention the fact that is in arsenal,
so it is confusing where everything is. The first guard is dead ahead.
You can wait for him to walk towards you and walk away but I suggest
saving time and holding him up as soon as the mission start, you will
have to be fast to get him though.

Head north and hide behind the obstical in the center. Wait for the
guard to head away before holding him up. Continiue north until you
find the next guard. Like before, hide and neb him when he is looking
away. Look north for two guards. Hide behind a piller on the right and
make a noise. Get a guard to investigate and head south, he will look at
the wall. Hold him up. Now get the other guard. Head up the stairs to
the left. There are now three bridges heading east to the south. Across
each there is a guard and on the bridge there is a noise making floor.
It it best to deal with the futhest one first because they will all
look at you when you are holding up the cloest one when you investigate.

Run south and across the third bridge when the guard walks off. Before
he turns hold him up.

Head back across the bridge and head north to the center one, do the
same here and with the one furthest north. The goal is around here
down a corridor.
---

Level 9

Time Limit: 3mins
Targets   : 5
Equipment : Socom, M9, Coolent
Location  : Big Shell - Strut E
Difficulty: 6/10

Head towards the big gap in separating the two lots of contaners,
opposite the stairs. Watch for the guard to turn, this is your
oppotunity. Look left, there are two guards walking away. Run to them
and draw your weapon, pointing at both of them. This will hold them
both up together. Pear around the corner at the next guard. Tap on the
wall or in any other way, let him investigate. Run all the way around
the container and get him.

Run to the right and look on the radar for the guard. Just sneek around
and hold him up, or tap and go the other way to get him.

The goal to end this mission is next to the Harrier.
---

Level 10

Time Limit: 3mins
Targets   : 7
Equipment : Socom, M9, Coolent, AP Sensor
Location  : Big Shell - Shell Two Core
Difficulty: 9/10

This mission gives you no radar, this means that you have to rely on
the AP sensor. This is not exacly wonderful, but if you can't see an
enemy it is reassuring to know where he is.

There is a guard about to walk infront of you. Let him pass and hold
him up. Head north and turn down the corridor, into the air
purification room. There will be a stealth guard in here. He is to
the left inside the room. Watch the distortion get smaller, run up
to it and hold him up. When another guard enters, sneak behind him
and hold him up.

Go left and upstairs, there is a door right next to you. A camo-guard
will be in here. Enter and hold him up and head back to the stairs.

A guard will walk towards you, then away. Run up behind him and hold him
up.

The last gaurd is a camo-guard. He will look down the coridor you are in
so find a spot and wait for him to walk away. When he does, hold him
up and proceed to the last goal for the hold up missions.
---

              8.2.1.5 - Bomb Disposal

Level 1

Time Limit: 7 mins
Bombs     : 2
Equipment : Socom, M9, Chaff grenades, Sensor A, Coolent
Location  : Big Shell - Shell 2 Core
Difficulty: 3/10

Firstly, unequip your weapon and take out the guard ahead. Now head past
the stairs. draw your weapon and use your toes to see over the side.
Kill or traq the guard you can see. Now go downstairs, there is a
guard down here so take him out by breaking his neck. Head up the
stairs to the left and peek around the coner, ignoreing the area where
the bomb is for now. As a guard walks out of the passage to the left
shoot him with the M9. A guard walking down the corridor will see this
an check it out. Shoot him before he wakes the other guard up.


OTHER RAIDEN TRENDS COMING SOON!

         8.2.4 - Snake

**Note- Snake and Raidens alternative missions are praticly identical. So the
same guide has been used. There maybe a slight alteration in weapons such as
a M4 instead of an AK, or a guard maybe in a lightly diffrenet place. Having
said this, it should make very little troble when try to do it. If you are
having
a lot of troble about something that is not explained enough email me.

              8.2.4.1 - VR sneaking
              8.2.4.2 - VR eliminate all
**Note- Sneaking and eliminate all coming very soon!


              8.2.4.3 - Elimination
Level 1:

Time Limit: 2 min 30 seconds
Targets   : 4
Equipment : Silenced Socom, M9
Location  : Big Shell - AF Connecting Bridge
Difficulty: 3/10

When you start press against the corner of the consealed corridor. Now
jump out and shoot the closest guard in the head. There is one on the
other side of this level. Drop him with a head shot. Now head about quater
of the way over the bridge and hange over the right side. Aim for the guard
who walks under you. Drop on him to get rid of him. This will probbaly
arouse the suspisions of the last guard. As he comes near shoot him in the
head. If he didn't get suspicious then go to him. After that run to strut
F opposite of where you started and go through the conceled corridor on
the level you are on, it should be the lower one, to reach the goal. To
get a higher score instead of killing guards, tranq them.
---

Level 2:

Time Limit: 2 min 30 seconds
Targets   : 3
Equipment : Silenced Socom, M9
Location  : Tanker - Deck A
Difficulty: 2/10

Run down the corridor until you see a guard waiting. Hold him up and drop
him. Now run down the corridor to the next guard patroling close by. As
he walks shoot him in the butt with the M9. Head down the corridor to the
last one. A guard walks up and down. As he heads away run up and hold him
up. Drop him with either gun and follow the corridor he was walking all the
way to the goal. Traq the first and last guard to get the no kills bonus.
---

Level 3:

Time Limit: 2 min 30 seconds
Targets   : 4
Equipment : PSG1, PSG1-T, Scope, Pentazemin
Location  : Big Shell - DE Connecting Bridge
Difficulty: 3/10

I don't like this one much, dispite it is really easy. Head onto the bridge
and crouch, not crawl. Watch the end of the bridge. Use the PSG1-T to knock
out the first guard, another will come up the bridge. Take him down as
well. Deequip the PSG1-T and look for two guards on the roof of the
opposite strut. Use either riffle to take them down. Run forwards all the
way into the concealed corridor of the opposite strut, here is the goal.
---

Level 4:

Time Limit: 2 min 30 seconds
Targets   : 4
Equipment : M4
Location  : Big Shell - Strut E
Difficulty: 2/10

Use the run while shooting menover to get the guard next to the machine.
Look down the corridor you were doing when the mission started. You will
see a guard walking towards you, take him out, then the one next to him.
Run to the guards you took down and follow the corrior.  The last guard
walks towards the node. Kill him and head to the goal, you probbly saw
it as you went to kill the last guard. To get the No kills bounus you have
to putch/kick all of them (no breck their necks). That is quite hard so
just stick to the AK.
---

Level 5:

Time Limit: 3 mins
Targets   : 4
Equipment : Claymores, Stun grenades
Location  : Big Shell - Shell one core B2
Difficulty: 6/10

Watch for the two guards ahead. When one comes close and the other isn't
looking grab him and pull him aroud to where you started, breck his neck.
Now grab the other guard and just breck his neck. Don't worry, the guards
in the computer room will not see you. Now head to the entrence of the
computer room and lean against the wall. As soon as the two guards walk
away throw a stun grenade into the wall with the poster of policenaughs.
When they return, they will both fall victim to the grenade and drop.
If not finish off surviers by the punch/kick combo, or snapping the neck.
The goal is close to the area where the D-mic was.
---

Level 6

Time Limit: 5 mins
Targets   : 6
Equipment : Silenced Socom, M9, Stun grenades, RGB6, Claymores
Location  : Big Shell - Shell One core level 1
Difficulty: 5/10

Swich to the M9 and wait where you are. A guard will walk past, hit him in
the head. Proceed down the corridor. Occasionly another guard may begin
walking down the corridor. Shoot him in the chest with the M9 and carry on
south. At the door, at the most sothern end of the level watch the radar
for a guard staring at the door. When he moves away run in, de-equip the
M9 and crush his neck. Now head out the other end and go into corner view.
Look up the corridor, there are three guards he. Shoot the one patroling
the coridor, then the one who comes out of the opposite corridor; then the
one at the far end. Make sure you use the M9 for the last one. Run up the
corridor to the place you took out the last guard and wait for the other
one to come back, drop him to end the level. Note- you may have already
delt with this last guard, depending on if he began to walk down the
corridor at the start after you took out the first one. The goal for this
level is on the left corridor where you took out the three guards. The
corridor is identical to the one the level started in, only reversed.
---

Level 7

Time Limit: 5 mins
Targets   : 6
Equipment : Silenced Socom, M9, Stinger, Stun Grenades, C4
Location  : Big Shell - Shell Two core level one
Difficulty: 6/10

Look left, a guard will come into view. Fire the socom at his head to
drop him. Walk to the guard and look to see a guard who patrols right
to left, then forwards to back. If you cannot see him, look on the radar.
When he turns to walk right run to him and get as close as you can before
using the socom to get rid of him. Go to the stairs and lift onto your
toes. Tranq the guard below and head down. A guard will head up the stairs,
tranq or kill him as well. Run up the stairs and to the south there is some
M9 ammo. However, take out the guard coming down the corridor before
collecting it. Run down the hall until you arrive at the small side room.
A guard wanders around so when he has his back to you shoot him with any
gun you want. The goal is near the elevator.
---

Level 8

Time Limit: 5 mins
Targets   : 5
Equipment : Silenced Socom, M9, Stinger, Stun Grenades, Claymore
Location  : Big Shell - Strut F
Difficulty: 5/10

Head to the guard who is coming and drop him with the socom. There is also
a guard where you began, kill him. There are two guards downstairs, drop
them both using the socom or M9, don't bother going down there. The last
guard is all the way north to the guard walking around. Press into a
nearby corner and wait for him to turn away. Hold him up or simply shoot
him and run down stairs to the goal near the two doorways south of the
stairs.
---

Level 9

Time Limit: 5 mins
Targets   : 7
Equipment : Silenced Socom, M9, PSG1 PSG1-T, C4, RGB6 Stun Grenades, Scope,
Pentazemin
Location  : Jejunum
Difficulty: 8/10

There is an easy way and a hard way to do this. And the easy way is hard
so I won't explain the hard one. There is a guard to your right, shoot him.
now head forwads and look down the coridor, there are two guard here take
them both out with the PSG1. Now for the tricky part. Run down the passage
to the stairs at the end. Go up and pick up the AK. Now run all around the
top level with the gun drawn. Keep going shooting anything you see. You
need to kill the four guards around the level. After they are dead run
back the way you came to the goal in the top right hand side of the
upper level.
---

Level 10

Time Limit: 5 mins
Targets   : 7
Equipment : Silenced Socom, M9, Stinger, PSG1, PSG1-T, Grenades, RGB6,
Stun Grenades, Nikita (empty), C4, Claymore, Pentazemin, AP Sensor
Location  : Tanker - Engine Room
Difficulty: 9/10

**Note- there are a few guards with optic camoflage here. Head to the
lockers, north of where you started and check the lockers for the thermal
goggles.

**Note- this is easily the hardest Raiden/Snake mission for elimination.
Not havining the radar is a disadvantage but never mind. You have the AP
sensor.

Go through to the engine room, from the door on the left, watch for the
guard below and drop on him. Do the same for the one below, you will have
to use the thermal goggles to find the one on the ground floor as he has
optic camofloge.

There is a guard with a defence shield ahead, use the PSG1 and some
pentazemin to find him and kill him. If you cannot spot him look using
the thermal vision. If he sees you, run to the other side of the passage
and drop him with the PSG1.

Head to the other side over the small bridge and north for some Socom ammo.
Come south and equip the thermal vision. Look for a guard at the top of
the stairs and kill him. Look for the stealth guard heading towards you.
kill him, then up the small stairs, through the passage to the next guard,
kill him. Walk up to the top of the stairs and look for the patroling
guard to the right. Shoot him and head down the long corridor, to the
small bridge. Over then south up the stairs and to the goal. Thats all
Snake's sneeking missions. Joy!

              8.2.4.4 - Hold up
Level 1

Time Limit: 3mins
Targets   : 1
Equipment : Socom, M9, Coolent
Location  : Big Shell - BC Connecting Bridge
Difficulty: 1/10

Fantasticly simple, run to the guard and draw your weapon, he will
fade and you can rush over to the goal and finnish the mission.
---

Level 2

Time Limit: 3mins
Targets   : 2
Equipment : Socom, M9, Coolent
Location  : Big Shell - Strut A
Difficulty: 3/10

First, shoot the guard closet to you with the M9, now head south and hide
behind one of the objects. When the next guard comes close, tap on the
wall and go in the same direction around he is, this will mean you come
around to his back. Draw the Socom and let him disperse. Now head to the
other guard and spray coolent in his face. When all the Zs circling
around go, stop spraying and make sure you are next to his head. As he
comes up, pull out your socom and let him go. Now run to the goal.
---

Level 3

Time Limit: 3mins
Targets   : 4
Equipment : Socom, Box 3
Location  : Big Shell - Shell One Core
Difficulty: 4/10

Grab the book and head right, all the way down the stairs and come to the
computer room area. A guard patrols up and down. As he walks away, run
into the passage along the side of the computer room and lay down the
book. Wait for another guard to come up walk around, seeing the book and
reading it. Take care of the first guard that patrols up and down, then
the one reading the book. Head to the enternce of the computer room and
run into the left as they walk back. Get far into the room as possible and
wait for the guard to turn round. After he has gone passed you, come out of
the box and hold him up before he gets to the end of the route and in
vivible range of the other guard. After he is gone wait for the last guard
to turn one way, then run up behind him and hold him up. Goto the goal,
where the D.mic is in Sons of Liberty to end level three.
---

Level 4

Time Limit: 3mins
Targets   : 2
Equipment : Socom, M9, Coolent, Book
Location  : Big Shell - AB Connecting Bridge
Difficulty: 5/10

You have to take out the reporting guard first. Run up and hold him up
after he puts his radio back after reporting in. Now attract the guards
attention and place the book along the bridge, when he investigates make
sure he sees it. Now VERY quickly, hold him up and run to the goal before
the attack team make an appereance.
---

Level 5

Time Limit: 3mins
Targets   : 4
Equipment : Socom, M9, Coolent
Location  : Big Shell - Strut B
Difficulty: 6/10

Place one book where the guards a patroling, one of them should read it,
the other will ignore it. When he turns his back hold him up, then the
one looking at the book. Head into the south door and get the box.
Equip it and head slowly down the corridor. Wait until you get to the
guard. When he turns away, hold him up with the Socom. Finnally, go down
the stairs opposite where you came in and push against the corner. As he
walks away hold him up. The goal is outside of the room, near the top exit.
That's halfway there.
---

Level 6

Time Limit: 3mins
Targets   : 5
Equipment : Socom, M9, Coolent, Box 1
Location  : Big Shell - Strut F
Difficulty: 5/10

As the two guards ahead walk away, shoot them both with the M9. Wake one
guard up, standing near his head. When all the Z's drop pick up the Socom
and hold him up, then do the same with the other guard. Now equip the box
and go around to the left. When the guard moves away, hold him up. Now go
down the stairs and tranq the two guards. To the south, there is another
guard. Hold him up and then wake the guards up and hold them up one by one.
---

Level 7

Time Limit: 3mins
Targets   : 4
Equipment : Socom, M9, Coolent
Location  : Tanker - Deck B
Difficulty: 4/10

You begin at the goal, so rember where you are. Run down to the
left and get the first guard. Follow the path to see another guard
patroling a coridor. Hide and wait for him to walk towards you and turn
around. Hold him up. Go up the corridor he was patroling and down the
next one there is another guard, get him. the final guard is just a
bit further down, get him and head back to the starting point for the
goal.
---

Level 8

Time Limit: 3mins
Targets   : 8
Equipment : Socom, M9, Coolent, Book
Location  : Arsenal - Jejunum
Difficulty: 8/10

The level is made hard because of the sheer amount of enemies you
must hold up in the time. Not to mention the fact that is in arsenal,
so it is confusing where everything is. The first guard is dead ahead.
You can wait for him to walk towards you and walk away but I suggest
saving time and holding him up as soon as the mission start, you will
have to be fast to get him though.

Head north and hide behind the obstical in the center. Wait for the
guard to head away before holding him up. Continiue north until you
find the next guard. Like before, hide and neb him when he is looking
away. Look north for two guards. Hide behind a piller on the right and
make a noise. Get a guard to investigate and head south, he will look at
the wall. Hold him up. Now get the other guard. Head up the stairs to
the left. There are now three bridges heading east to the south. Across
each there is a guard and on the bridge there is a noise making floor.
It it best to deal with the futhest one first because they will all
look at you when you are holding up the cloest one when you investigate.

Run south and across the third bridge when the guard walks off. Before
he turns hold him up.

Head back across the bridge and head north to the center one, do the
same here and with the one furthest north. The goal is around here
down a corridor.
---

Level 9

Time Limit: 3mins
Targets   : 5
Equipment : Socom, M9, Coolent
Location  : Big Shell - Strut E
Difficulty: 6/10

Head towards the big gap in separating the two lots of contaners,
opposite the stairs. Watch for the guard to turn, this is your
oppotunity. Look left, there are two guards walking away. Run to them
and draw your weapon, pointing at both of them. This will hold them
both up together. Pear around the corner at the next guard. Tap on the
wall or in any other way, let him investigate. Run all the way around
the container and get him.

Run to the right and look on the radar for the guard. Just sneek around
and hold him up, or tap and go the other way to get him.

The goal to end this mission is next to the Harrier.
---

Level 10

Time Limit: 3mins
Targets   : 7
Equipment : Socom, M9, Coolent, AP Sensor
Location  : Big Shell - Shell Two Core
Difficulty: 9/10

This mission gives you no radar, this means that you have to rely on
the AP sensor. This is not exacly wonderful, but if you can't see an
enemy it is reassuring to know where he is.

There is a guard about to walk infront of you. Let him pass and hold
him up. Head north and turn down the corridor, into the air
purification room. There will be a stealth guard in here. He is to
the left inside the room. Watch the distortion get smaller, run up
to it and hold him up. When another guard enters, sneak behind him
and hold him up.

Go left and upstairs, there is a door right next to you. A camo-guard
will be in here. Enter and hold him up and head back to the stairs.

A guard will walk towards you, then away. Run up behind him and hold him
up.

The last gaurd is a camo-guard. He will look down the coridor you are in
so find a spot and wait for him to walk away. When he does, hold him
up and proceed to the last goal for the hold up missions.
---
              ALL OTHER VR MISSIONS COMING SOON!
===================================================

    8.3 - Snakes Tales

As I mentioned ealier, Snakes Tales are five storys, taking place on
the Tanker and the Big Shell. These storys are separate from the real
events of SOL mode. In fact in one tale, the tanker is not even supposed
to be in New York. Hmm, anywho, there is no radar either in the tales so
ironicly the item that was farly useless in the main game, the AP
sensor, is wonderful here. My advice is to watch out for camaras. They
can be hard to spot most of the time. Also, don't go for guns blasing
like some elimination modes. Choke rather then kill and if you must use
a silenced weapon. Snakes Tales seem to be on the Hard and Normal
difficulty settings. There is also diffrent endings ranging from
best, to worst. Of course, sometimes the worst is the best, hehe kill
the innocent civilans in "A Wrongdoing" *Laughs evily* BWA HAHAHAHAHA!

         8.3.1 - A Wrongdoing

AAAAA   WW WW WW  OOOOO  NNN  NNN  GGGGG  DDDDD  OOOOO  III  NNN  NNN  GGGGG
AA AA   WW WW WW  OO OO  NNNN NNN  GG     DD  D  OO OO  III  NNNN NNN  GG
AAAAA   WW WW WW  OO OO  NNN NNNN  GGGGG  DD  D  OO OO  III  NNN NNNN  GGGGG
AA AA    W WW W   OO OO  NNN  NNN  GG GG  DD  D  OO OO  III  NNN  NNN  GG GG
AA AA     WWWW    OOOOO  NNN  NNN  GGGGG  DDDDD  00000  III  NNN  NNN  GGGGG

--------------------

Difficulty - Normal

Objectives: Terrorists led by Fatman have taken control of the offshore oil
clean up facility Big Shell and have hostages, including the President. There
are demanding among other things, 20 Billion dollers. Snake has been ordered
to eliminate the terrorists and to rescue the President and other hostages.
Richard Ames, a DIA agent escaped capture and is waiting somewhere in the
Strut F warehouse. He will only reveal himself if Snake is not being chased
by the enemey.

Weapons
--
None


Itmes
--
Cigarettes
Scope
AP Sensor

-----------
STRUT A  - ROOF

You begin on the roof of Strut A. There is a ration on a crate directly ahead
of you. Sneak up behind the guard and break his neck. Now grab the ration and
run through the open gate to the right and into the Strut.

ALTERNATIVE ENDING: Head back into the elevator once you exit it for an odd
and early end to the mission.

STRUT A - PUMP ROOM

Head down the stairs and watch for a guard walk to the connecting bridge
door. Wait for him to wander away then make a break for the door. There are
some chaff grenades as well as a C.box and a ration in this area, but we
don't really need them and trying to get them increases your chances of being
seen.

AF CONNECTING BRIDGE

The bridge is armed with two cyphers and a guard. Peek around the corner and
wait until the Cyphers drop down. Now wait about one second, and then run across
the bridge. You will see a guard coming up the stairs. Slow down and
when he stops roll into him before he turns. This knocks him out and gives
you an opportunity to get into the next area.

STRUT F - WAREHOUSE

The room in front of you contains a guard. Watch him turn left to right while
ducking under the low object. As soon as he turns any way run up behind him
and take him out by a quick break of the old neck.

Walk forwards and spot the last warehouse on the left. That's where we want
to be. Head left, if a guard patrols around there lean against the closest
warehouse and let him pass. Head straight up and into the room where Ames is
waiting.

More to come soon!

===================================================

9. MORE FEATURES

    9.1 - Boss Survival
This apparently wasn't in the non-euro version of SOL. Boss survival is
opened when you complete SOL. It sees you taking on the bosses on the
game, consecutively with items such as rations carrying on from the last
battle. You have three difficulties Easy, Normal and Hard. The differences
effect, how much damage the bosses inflict on you; how much damage you
inflict on the bosses; the appearance of Rations etc. You also have the
choice to play as Snake or Raiden.  Raiden's version will be identical to
the boss fights in the main game apart from the tanker. If you are fighting
as Snake, you will notice some differences. In the fight against Solidus you
have to punch and kick as Snake does not have a HF Blade. You also have a USP
instead of a SOCOM and no machine guns. No one is also in the chopper in the
Harrier fight. There are other things but all these just make it consistent.


You must fight the bosses in this order:

1, Olga
2, Tanker Soldiers
3, Fatman
4, Harrier
5, Vamp
6, MG RAY
7, Solidus

Here is the extracts from the main guide into how to beat each boss.

Boss - OLGA
DECK E - BRIDGE
Difficulty - 4/10

As you only have an M9 at the moment, you cannot kill Olga, instead you
have to knock her out. She is a good shot, but you can sneak to different
areas of the deck when she is not looking. When she is hiding behind an
object run to the other side of the bridge and shoot at her.
There is a light on the far end of the area. Shoot it out before she
shines it in your direction. After she shoots at a covering, shoot the
yellow peg holding it on. If you don't win afar a time she starts
throwing grenades. These are easy to avoid just don't stay in the same
place for too long. After a while you will have her beaten.

---
Boss - Tanker guards
DECK 2 - PORT
Difficulty - 5/10

*Its not really a boss but meh.

This is pretty straightforward. Hide
behind the object and use the jump out shot for the left guard, then
stand up and drop the one on the right. Look directly in front of you.
A guard crouches behind an object and occasionally stands up and throw a
grenade. Stand up at this point and run to the object in front, crouch
to avoid enemy fire and wait for the blast. The stand up and wait for
him to stand and get ready to throw another grenade. At this point
shoot him and run back the object at the back. There are some USP
bullets and a ration at the back of the corridor, be careful of enemy
fire if you want to get these. Continue dropping guards as they come
until three come around the corner and run at you. Stand up and fire
wildly at the front guard, when he falls the next one will be shot and
then the third. When these are dead it is normally the end of the
shoot out. Occasionally a guard will survive after the three guards who
run at you, so just finish him off as well.

---
Boss - FATMAN
STRUT E - HELIPORT
Difficulty - 6/10

In this fight you have to attack Fatman whilst freezing bombs that
he plants before they explode, on Extreme and European Extreme this is
a exceptionally hard fight, but on this level it is not so bad, remember
to keep the sensor A equipped, no bombs require Sensor B to locate them.

The points in which he plants the bombs are random points over the
Heliports so as soon as he puts them on freeze them. Occasionally he
will stop and take out a gun, when he does hide behind a crate when
this happens. He also will stop at points and clap or take a breath,
use these as your chances to shoot him with the SOCOM. He will fall
down dazed for a few seconds, get up close and shoot him in the head.
---

Boss - HARRIER
SHELL ONE - TWO CONNECTING BRIDGE
DIFFICULTY 6/10

You must defeat the Harrier, also the Kastatka is flying around,
make sure you don't shoot it. The Harrier won't shoot it either so
don't worry about protecting it, to back you up from the chopper, Snake
will fire grenades at it.

You must use the Stinger missile launcher to destroy the Harrier, don't
worry about getting it, Snake throws it down to you, also he will
occasionally throw down ammo and rations.

To hit the Harrier equip the Stinger, the Harrier is outlined by a
box on the screen, you must get the mark in the center of the
screen to touch the box surrounding the Harrier to lock on, then fire
and keep watching the Stinger for better results. Also, remember that
you cannot move when you have the Stinger equipped so choose your moments
of attack wisely. The Harrier will appear on your radar as a  large
red dot, aim for that when you cannot see it. The Kastatka will also
appear as a smaller red dot so make sure you do not hit it. You can
aim at four points on the Harriers wings, the rocket launchers are
on the inside of the wings and the AN RAM missiles are on the outside of
the wings, fire at these to stop Solidus attacks, but remember he has
two of each.

The Harrier has several ways of attacking you. Sometimes it will fly
off into the distance, you will see a flash and it will fly very fast
at you, fire a stinger at it before it gets too close otherwise you will
sustain damage from the engines.

At some point the camera will change to a side on view and the Harrier
will launch rockets from the two launchers on its wings. Don't try to
shoot it at this point as it is hard to get a shot in without it hitting
you.

Another attack it will try is hovering over the bridge and try to burn
you with its jets, just ignore the damage, look up with the Stinger and
fire rapidly at it, don't try to aim, as long as it hits the plane
you will damage it.

It will also fire AN RAM missiles at you, these home in on you, so to
avoid it, head to the bottom level and look for a large cubed object.
Look for the Harrier on the radar and get to the other side of the
object. Press yourself up and crouch. Another thing you can do is
throw a Chaff grenade at one point of the bridge and get to the other.
If the grenade explodes in time the missile will home to that rather then
you. The proximity beeps are to each other depends how far the missile
is. When it turns to one solid tone it is about to impact. You know
when the Harrier is about to fire an AN RAM as Solidus will shout
"Try dodging this".

Another attack the Harrier will perform at least once is bomb the bridge
with a cluster bomb. You will know he does it when you see it as the
harrier goes into a cut scene and it fires four flares and two cluster
bombs. Since it has shot flares you cannot shoot at the bombs, on the
top level there is a gap where you can hang down to the lower level.
As you only have a few seconds, run over and hang when the bombs hit.
You shouldn't get damaged. If you were in the bottom level, make sure
you are under cover when the bombs hit.

The best chance to hit the harrier is when it is flying around, keep the
stinger focused on the harrier and make sure there are no obstacles in
the way when you fire.

Also, only the Stinger can damage it so only use that.
---

Boss - VAMP
FILTRATION CHAMBER 1
DIFFICULTY - 4/10

There are a few ways to beat Vamp, as long as you don't use auto aim
he won't dodge bullets. You can also use the RGB6 to beat him, but the
best way is to hit him with Stingers.

Be careful not to fall into the water around you, instead of swimming
like Vamp, you will just sink.  You die if you fall in, also, Vamp
will push you in if you are too close to the edge in the middle.

When the fight starts pull out the Stingers and fire at him once. He
will only be damaged by one hit so don't waste them. Then change to the
Socom and shoot out the four lights on the walls. This will stop him
pinning you down by your shadow later in the fight. When he dives under
the water, throw grenades in or RGB6 grenades into the water to make
him lose O2 and health.

He will run towards you and slash his knife at you at some points.
Shoot him with a machine gun remembering not to auto-aim. If he gets
close, run away so he doesn't hit you.

His main attack consists of walking around the ceiling and throwing knifes
at you. When this happens just duck.

There is ammo for the RGB6 and M4 in the far right corner near the
other door and a ration over the side of the rail at the far end.
You must hang to get this.
---

Boss - METAL GEAR RAY
ARSENAL GEAR - RECTUM
Difficulty - 7/10

This fight sees you taking on several mass produced RAY units. Three
will attack you at once. When you beat one, another takes its place.
This will go on until you have defected a certain number dependent on the
difficulty setting. This ranges from about four in very easy to all
25 in extreme. To attack RAY, the best way is to fire a stinger into
it's leg, it will open its mouth for a brief period. Fire a stinger in
there to do some serious damage.

RAY is armed with several heavy weapons, it has two machine guns mounted
on each "wing" when it points this at you get out your blade, face the
RAY in question and block. You should deflect all the shots.
RAY will use this if you are a medium to long distance away.
It also has a hydro-cutter in it's mouth, this is not I repeat NOT a
laser, it is water shot at an incredibly high pressure, it is similar
to what a laser does but it fires water. It is a close range weapon, so
when you are close to a RAY it will tilt it's head back. Move out of
it's way and fire a stinger into it's mouth while the hydro-cutter is
missing you. This weapon is Ray's most damaging.
The long-range weapon is a small attack of missiles, as soon as it fires
them run in another direction, there is no need to use chaff in this
fight.

RAY can also jump. A RAY will jump into the center of the platform
and attack you. Do not be caught under it's feet. It will also try to
stand on you if you are too close. If it moves it's leg up then run as
soon as it hits the leg down do a cartwheel to avoid the shock wave.

When you have destroyed enough the boss is complete.
---

8.1.28 - Boss - SOLIDUS SNAKE
FEDERAL HALL
Difficulty - 6/10

When the fight starts run and stab Solidus. He will fall down, now run
away.

As a long range attack Solidus will fire missiles from his tentacles.
just run to avoid them. He does not have that good medium range
abilities though so when you are not attacking don't get too close or
far away. When you see a chance to attack run and slash at him. If he
doesn't block you hit him two more times and he will fall down. He will
sometimes try to knock you over, if he swipes at you do a jump to evade
him. You can block all of his attacks apart from then you see him raise
both blades above his head and they turn blue. If he does this, just run
away. He will also charge around causing a fire, just don't go near it
and you will be fine. If you HAVE to get through the fire roll but don't
miss. If you do catch fire roll and drop into a crawl to help put it
out. It will also go itself in a few seconds. The last attack he will do
is to jump onto a building, then crash back to the ground. Don't be
anywhere near him when he does this and you will be ok.

After he has lost around half his health he will drop his tentacle
things. Now take the codec call and when the fight carries on wait stand
still and wait for him to do four consecutive charges around the roof.
After that immodestly run a few steps away left or right as he will try
to charge into you. After you evade it slash him with the blade three
times, until he falls. He will then attack you and do sparatic charges.
Keep up the evasion until you will. A good defense is the best offence.
If you need them, there are also some rations in the top left and
occasionally the bottom right of the roof.


    9.2 - Casting Theater

The casting theater allows you to watch certain scenes from the game again,
only this time replace the character models. Some of these scenes can be very
funny, especially when you swap models for "middle aged man" and the like.
Other models include: Solider "hi tech gear"; Ocelot; MGS1 Ocelot; Snake;
MGS1 Snake; SEALS ect.


    9.3 - Collecting the Dog Tags
Here's a list of all the dog tags on all difficulties in the game. The first
tags for the plant section in Arsenal are available by shooting Snake with the
M9 and shaking him. The final tags for the plant are available by shaking
Fatman after you beat him on the Heliport. Finally Olga's tags are taken
by picking up and dropping her, after you have stunned her when the fight is
over.

TANKER


VERY EASY
---

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

-----------------------------

EASY
---

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

-----------------------------

NORMAL
---

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 Quarter  | James Broome                | 0408 | ?
15 | Deck D Crew's Quarte   | 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 | ?
-----------------------------

HARD
---

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

-----------------------------

EXTREME
---

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
---

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
-----------------------------

EASY
---

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
-----------------------------

NORMAL
---

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
-----------------------------

HARD
---

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
-----------------------------

EXTREME
---

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
-----------------------------

    9.4 - Game Script

This is a trascript of most of the game, Most codec is not in here however,
these are mostly the acual scenes

Act 1, scene 1.

BLANK SCREEN

SNAKE'S VOICE - The Hudson River, two years ago... We had
classified intelligence that a new type of Metal Gear was scheulded for
trasnport, the whole thing stank, but our noeses had been out in the cold
too long.

Snake infiltrates tanker

Ocelot: Our boy, is right on schedule. He'll know soon enough.

---

Act 1, scene 2.

Snake: This is Snake. Do you read me, Otacon?

Otacon: Loud and clear, Snake.

Snake: Kept you waiting, huh? I'm at the "sneak point."

Otacon: Everything going okay?

Snake: The stealth camos busted. Landing impact.

Otacon: We must have overused it. Sorry, but you're going to have to
deal with it. You're not in the military anymore.

Snake: Right. I didn't plan on relying on this gadget anyway.

Otacon: The private sectors not so bad, is it? Privacy guaranteed.

Snake: I'm happy as long as no one gives me any more unwanted gifts.

Otacon: You mean that thing with Naomi?

Snake: And I can't say I miss the chattering nanny.

Otacon: Mei Ling's not so bad, that reminds me, I have to get in touch
with her again about that new Natik flashware.

Snake: Diverting toys from the SSCEN (U.S. Army Soldier Systers Center)
again? Give her a message from me "someone will find out sooner or
later". She's better off assuming it's sooner and quit while she's
safe.

Otacon: Too true. Okay, Snake, let's get to work. You know the
technical specs of Metal Gear were sold on the black market after
Shadow Moses?

Snake: All Ocelot's doing...

Otacon: Exactly. And now every state, group, and dotcom has its own
version of Metal Gear.

Snake: Not exactly a classified weapon for today's nuclear powers.

Otacon: This new one seems to have been designed to wipe the floor with
all the other models. The only consistant description is that it's
an amphibious, anti-metal Gear vehicle.

Snake: That explains why this one is under Marine Corps jurisdiction.
---

Act 2, scene 1.

Otacon: The mission objective is to make visual confirmation of the new
Metal Gear being transported by that tanker, and bring back
photographic evidence. But I want you first to go up to the top level of
the infrastructure, to the bridge. We need to find out where that tanker
is headed.

Snake: A little reconnaissance, huh?

Otacon: There's too much we don't know about this new prototype.
Capabilities, deployment method, we don't even know how close it is
to completion. If we can find out where the testing arena is, I can
start to draw some reasonable conclusions.

Snake: All right. I'll head to the bridge ASAP.

Otacon: Try to avoid confrontations. Our goal is to collect visual evidence
of Metal Gear development and expose it to the world. It would be best if
you could get out if there without alerting anyone.

Snake: Don't worry. I know the drill - we're not terrorists.

Otacon: Very good, don't you forget that you're a part of "Philanthropy"
now, an anti-Metal Gear organization and officially recognized by the UN.

Snake: Recognized, but still fringe, Otacon.


Act 2, scene 2.

Otacon: All right, let's look at your gear.
Your weapon is a tranquilizer gun converted from a Beretta M92F.

Snake: M9.

Otacon: It's a little hard to work with because you have to reload after
each shot since the slide locks.

Snake: Better than scavenging on mission site, good suppressor too.

Otacon: The chemical stun will take affect in a few seconds and last
for hours. You can take down a elephant with that thing. Check out
the laser sighting too.

Otacon:
The affects of the anastetic rounds will vary depending on what part of the
body is hit. Were talking about a difference of tens of seconds between hitting
limb, chest or head.

Otacon: As for the equipment... Hey Snake, cigarettes? What's wrong with
you?

Snake: It's kind of a lucky charm.

Otacon: You haven't read the surgeon general's warning, have you?
Heres the digital camera, works almost the same as your old one.

SD - Snake uses camara to watch marines - SD

Snake: They don't look armed...

Otacon: Hey, Earth to Snake. These are nice, upstanding Marines,
not terrorists. Don't get caught; you're in stealth mode here.

Snake: Sure, if it comes to that, a little beauty sleep never hurt anyone.
By the way, Otacon are you sure of this intelligence?

Otacon: Absolutely. Hacked it out of Pentagon's classified files myself.

Snake: No traces?

Otacon: Oh please, I'm too good for that.

Snake: But this mignt be a trap, theres a price on our heads.

Otacon: You're just paranoid.

Snake: I hope so.
Those men, you wouldn't think they were anything but civilians from here.

Otacon:
With all the ships passing on the river and through the harbor.
Putting uniformed Marines on the deck would be a bad idea. People can g
et a clear view of the water from riverside too.

Snake: The waterline is too high...According to the navigational plans,
this ship should have discharged its cargo upriver.

Otacon: It's in there, no doubt about it.

Snake: The military trains you to watch for threats from the stern on a
boat.  That's SOP (Standeard Operating Procedure) for Counter-terror ops
too. Security should be tighter.

Otacon: You worry too much.

Snake: Where's the target?

Otacon: Satellite surveillance is a major international pastime these
days. I'd say the cargo holds, safely below the deck. Do you see the
entrance to the holds?

Snake: Looks like there are a few entry ways into the crew quarters.
A Chopper? - Wha?!


SD - Troops appear on the deck and kill guards before throwing them off the
end - SD


Snake: Looks like were not the only ones after Metal Gear tonight.

Otacon: Isn't that a chopper I just heard?

Snake: Affirmative. Probably another cavalry...
Whats there game? Hijack?

Otacon: There probbly after the ships controls.

Snake: Otacon, how many people would you need to take over a Tanker of this
size?

Otacon: The ship is run by a computer, so I'd say around eighteen people.

Snake: AKS 74-u?
---

Act 1 scene 3

Snake: Russians?

Otacon: You sure?

Snake: No Marine barbar touched that head of hair.
I'm transmiting a photo, lets get an ID on him ASAP.

Otacon: I'm on it.
---


Act 1 scene 4

Snake: Looks like the tankers theirs now.

SD - Lound helicopter noise - SD

Snake: KA60 Kasatka

Otacon: Kasatka? Kamov chopper right? "Killer Whale"

Snake: We need to get a fix on who they are.

Otacon: Judging by their transport, arn't they some kind of millitary
commandos?

Snake: Not neccecerly, it could be the KA62 the civil model, or the KA64
the export model.

Otacon: Look Snake, all we need is the photographic evidence of Metal Gear.
As long as we have those, we can put it online and blow the whole thing wide
open, so no pyrotechnics, okay?

Snake: All right, I'll do my best

Otacon: This isn't like Shadow Moses, reach me if anything happens, the
frequency is 141.12.

Snake: How can I check in and save my progress?

Otacon: I'll do it. There's a frequency set aside for it, 140.96. Sorry,
but no Mei Ling this time. Call me on the Codec when you want to save.

Snake: Got it.

Otacon:
I'll be waiting just past the Verrazano Bridge. You need to be off that
ship by then.

Snake: I'll be in touch.
---

Act 2, scene 1

Snake: So it is the Kasatka, Russian choppers.
---

Act 2, scene 2

Otacon: Snake, did you find out where that ship is headed?

Snake: I'm looking at it -- 35 degrees longitude, latitude around 58.

Otacon: More than 500 miles off the coast of the Bermudas, out in the
middle of the Atlantic. So the prototype is ready for solo testing -- it's
basically combat-worthy.
That area is outside the Second Fleet's operational range, too. It must be
a stane alone Marine Corps project -- which means this prototype Metal
Gear must be designed for independent deployment, without any
naval assistance... Anyway, analysis can wait till later. Snake, you need to go
down to the holds and locate the actual Metal...

Snake: Hm?
---


Act 3, scene 1

Gurlukovich: Shalashaska has landed, i'm on my way to the Tanker holds,
report your staus!

Olga: Control Room, communications and engine room are under control; all
entry and exit points to the holds, secured; infrared sensors placed and
opperational.

Gurlukovich: Good work, are the explosives in place?

Olga: Yes, they are all planted.

Gurlukovich: Listen, when we have what we came for, the Tanker will be
scuttlled.

Olga: And the vehicle's pilot?

Gurlukovich: He's the only one who underwent the VR training, no one else
can do it.

Olga: Are you sure you can trust him?

Gurlukovich: Your part in the mission is complete, you are leave at once.

Olga: No, it's not over yet!

Gurlukovich: I can see the moon, even in this storm, pale as death. I have a
bad feeling about this mission. You swore this to me, that you would leave
the unit after the mission was complete. Do not worry, this is a country of
"liberty".

Olga: No! This is where I belong, with a unit, I have no where else to go!
Father, I want to stay and fight.

Gurlukovich: There is no choice to make here Olga! Need I remind you that you
are carrying my grandchild?

Olga: ........

Gurlukovich: You will be on the helicopter out of here now!

Olga: Damnit!

Snake: FREEZE!
Hands over your head, now!
Toss your gun overboard, slowly.
A woman? Show your face!

Olga: You men, your all the same!

Snake: Who are you?

Olga: We are nomads, wanderers.

Snake: I said don't move!

Olga: Americans, so you shoot women too?

Snake: I'm a nomad too.
What else do you have there? Take the knife and toss it!
Not there, toss it overboard!

*NOTE- Snake is refering to the fact that Olga attemps to place
the knife on the ground.

Snake: hold that position! Now, turn around!

Olga: You know what your doing.

SD- Tanker rolls hard to the left, rain beifly stops for next line. -SD

Olga: It stopped raining. Not too shabby is it? New York I mean.

SD- Olga turns knife around and it fires a bullet, Snake manages to dodge
it and cautiously aim back -SD

Olga: And that brings our tour to it's conclusion

Snake: Scout knife with a suprise, you a Spetsnaz?

Olga: I think you deserve a little credit, no ones ever dodged that shot
of mine. But no one gets lucky twice, either.
---


Act --- Sub scene

Snake: Raven?!
---

Act 4, scene 1

Loud Speeker: Verrazano Bridge checkpoint passed. All non-essential
personnel, report to the holds in ten minutes time for the scheduled
breifing session with the commandant. You are ordered to contine manning your
posts until that time.
---

Act 4, scene 2

Soldier: Colonel, we have sealed the stern hatch.

Gurlukovich: All right.

Soldier: The lift is also under our control.

Gurlukovich: We're on the foredeck, about to descend to the holds.

Soldier: Sir, the marine commander has startedd his speeck already.

Gurlukovich: We will complete the preparations before the end of the speech!

Soldier: All communications to the holds have been severed, no one is aware
of our presence.

Gurlukovich: Let no one down into the holds until we are out!

Soldier: Yes sir! we will secure your exit, with our lives if necessary.

Gurlukovich: There is one more thing.

Soldier: Yes sir?

Gurlukovich: My daughter, keep her safe!

Soldier: Yes sir!

Solider: Who goes there!?

SD- Soldiers cautiosly walk downt the corridor, Snakes hides but makes a
noise and is heard, there is then a fire fight between him and the guards.
-SD

Soldier: *sighs*
Who goes there!?
Oh, Shalashaska. Why are you here? We thought you were with the Colonel.
What the!?

SD- Ocelot point his revolver at the guards head and shoots, then finishes
locking Snake in the holds-SD

Ocelot: The Colonel will be joining you soon. Comrade.
---


Act 5, scene 1

Snake: The men down here are defenitly Marines.

Otacon: If the deck is sealed off, they have no way of knowing that the
ship's been taken over.

Snake: I'm not intrested in fighting these guys. The weapons won't do me
much good here.

Otacon: Can you see Metal Gear?

Snake: No, I'll have to go around to the bow.
They have some serious defenses here. I doubt the recent arrivals want to
blast their way through the Marines eiher.

Otacon: Wonder where they're headed.

Snake: I don't know. Not the beach, that's for sure.
---


Act 5, scene 2

SD- Commandant Dolph has ended his speech and Snake has sucsessfully
transmitted the photos of Metal Gear to Otacon. The Commandant and Marines
stand to attention. In the silence, footsteps can be heard. -SD


Ocelot: Excellent speech my friend!

CMC Dolph: Who the!?

Ocelot: Gift of the silver tongue, they say it's the mark of a good officer.
And of a liar. Americans are too in love with the sound of their own voice
to speak the truth!

CMC Dolph: Identify yourself!

Ocelot: I am Shalashaska! Also called, Revolver Ocelot!

CMC Dolph: What do you want?

Ocelot: This machine will be quite useful!

CMC Dolph: What are you planning to do? Steal this thing?

Ocelot: Steal? No, no I'm taking it back!

SD- Gurlukovich sneaks up behind and grabs the Commandant, pointing a
gun at his head. -SD

Snake: Gurlukovich.

Ocelot: Nobody move! Understood?

SD- Soldiers rope down from the roof poining at the Marines. They land on
the ground as well as a suspended platform around Metal Gear, surrounding
the Marines. Ocelot holds up a small remote. -SD

Ocelot: This ship now carrys enough SEMTEX on it's key structual points to
blow it out of the water, at the touch of this button.
That's right, no one has to die needlessly!
We're almost at the target, get a move on!

SD- some soldiers begin to release the constrainsts holding Metal Gear in
place. -SD

CMC Dolph: What do you intend to do with RAY? Sell it on the streets?

Gurlukovich: I was rasied in Snezhinsk, formerly known as Chelyabinsk-70,
the nuculear reasearch outpost.

CMC Dolph: What are you talking about?

Gurlukovich: After the Cold War ended my home was bought out by the
Ammericans.

CMC Dolph: Is there a point to this sad story?

Gurlukovich: Not that you would understand. Land, friends, dignity. All
sold to the highest bidder, the United States of America. Even the
technology that gave birth to these weapons is Russian, developed by
us!

CMC Dolph: What do you intend to do?

Gurlukovich: Russia will rise again. And RAY is the key!

Ocelot: I regret to inform you, that I have no intention of selling Metal
Gear. As I said, I've come to take it back. Yes returned, to the Patriots!

CMC Dolph: The La-li-lu-le-lo?! Hows that possible!?

Gurlukovich: Ocelot. You! Have you sold us out?

Ocelot: Hm. I was never in your employ, Gurlukovich.

Gurlukovich: Are you still in league with Solidus?

Ocelot: No hard fealings Colonel. Mother Russia can  rot, for all I care.

Gurlukovich: Since when Ocelot? When did you turn?

Ocelot: I'm glad you noticed Comarade. I abandoned "her" during the Cold War.

Gurlukovich: Argghh!

Ocelot: Metal Gear only has room for one! Gurlukovich, you and your daughter,
will die here!

Gurlukovich: Damn you!

Gurlukovich: Die! You dog!
SD- Gurlukovich pushs the commandant forwards and draws his gun, Ocelot
throws his overcoat in the air and pulls out his revolver, he fires
through the overocoat, shooting Doplh and Gurlukovich. Both scream with
pain and fall to the ground.

Ocelot: Sergei! Looks like you were long overdue for retirement!

Gurlukovich: Tratirous dog!

SD- Guards draw their weapons, but Ocelot grabs his other revolver and shoots
them all with amazing accuracy.-SD

Ocelot: Shows over! If you wish to live, I suggest you run now, this ship
is still in the lower New York Harbor, you may yet make it to shore if you
swim for your life!

SD- Ocelot detonates the SEMTEX and the ship starts to explode-SD

Snake- OCELOT!!

SD- Ocelot looks at Snake, suddenly, he looks at his arms which moves
Uncontrollably. He lets out a scream. -SD.

Liquid- It's been a while, brother.

Snake- Who are you?

Liquid- You know who I am.

Snake- Liquid?

Liquid- Not so young anymore, eh, Snake? You're drowning in time. I know what
it's like brother. No wonder Naomi passed you over for the FOXDIE program.

SD- Ocelots right hand begins to move and throttle himself. -SD

Ocelot- Out! Get out of my mind, Liquid! AGGGhhhhhh....

SD- Liquid suppresses Ocelot who is trying to gain back control of his body.-SD

Liquid- The price of physical prodigy, few more years and you'll be another
dead clone of the old man. Our raw matiraials are vintage brother, Big Boss
was in his late fifties when they created his copies. But I, I live on, through
this arm!

Snake- Liquid's arm?!

SD- An explosion knocks Snake off the platform. He falls into the water before
dragging himself back onto the rasied platform. Sergei, who survived until now,
thinks of his daughter as he sinks. -SD

Gurlukovich- Olga..... *dies*

Liquid (in RAY)- You don't have what it takes after all! You're going down
Snake, with this tanker!

SD- Snake is knocked agaist a wall and is knocked out. Sevral Marines engage
Metal Gear with M4s, handguns and grenade launchers. Liquid/Ocelot kills them
all, no damage is done to Metal Gear. Metal Gear then ducks its head in the
water, drawing it up. It then uses its hydro-cutter in its mouth to tear
through the wall. It stands there, roaring for a while. Snake regains
consiousness. -SD

Snake- Otacon, we have a problem.

SD- Snake is the knocked out by an explosion. Metal Gear swims through into
the ocean. Metal Gear jumps high onto the tanker, it looks at Snake floating
in the water. We hear Ocelot talking to someone over the radio from inside
the tank.

Ocelot- Yes, at the location we discussed. Yes, I have photographic evidence
of Snake on the scene, the Cypher was modt useful. I look forward to tommorow
mornings newsflash. I'd say the Marine Corps plans are on indefinite hold.
Yes, of course, Mr. President.

SD- We see the Tanker begining to sink, Snake is nowhere to be seen. -SD

Otacon- SNAKE!!!

PLANT

Act 6, scene 1

Colonel- Snake, do you remeber the sinking of that tanker two year ago?

Snake- Of course.

Colonel- terrorist blow a tanker full of crude barly 30 miles off the shore
of Manhatten, your classic nighmare. And then that massive clean up facillity
went up inside.

Snake: The Big Shell.

Snake: I hear the cleanup isn't quite over yet.

Colonel: It takes time, but in the meantime the shells become a landmark. A
symbol of environmental protection.

Colonel: Four hours ago, the Big Shell was seized by an armed group.

Snake: Do we have an ID?

Colonel: Members of the ex-navy seals unit 'dead cell'. Russian private army
members may also be involved, it's a highly trained group and they have the big
shell under complete control.

Snake: What are their demands?

Colonel: 30 billion dollars in cash.

Snake: 30 billion dollars in cash, what makes them think they can get that
much?!

Colonel: There was a sponsored tour going on at the shell that day.

Snake: Hostages huh?

Colonel: A person from one of the major conservation groups, and one from our
own government, the most important person in a sense.

Snake: Who?

Colonel: James Johnson

Snake: The President?!

Colonel: The terrorists say if their demands are not met in twenty-four hours
'they'll blow the big shell out of the water'.

Snake: And the Crude will ignite, turning the Manhattan harbor into an inferno.

Colonel: That's not the worst-case scenario, if the clorides being used to
decontaminate the water go up with the oil, massive amounts of dixisions will
be released. The bay's eco-system will be wiped out, and the sea will turn into
a toxic soup for centuries, becoming the worst environmental disaster in
history.

Act 6, scene 2

Colonel: You have to mission objectives: one, infiltrate the offshore oil
processing facility, and safeguard the President and other hostages. And two,
stop the terrorist from destroying the Big Shell by any means neccacery.

You should know, Seal team 10 is also performing a rescue operation.

Snake: Is this a joint effort?

Colonel: No, FOX-HOUND remains a covert body, don't alert them to your
presence, that is an order!


Act 6, scene 3

Colonel: The terrorists call themselves 'the sons of liberty'

Raiden: Sons of Liberty?

Colonel: The name of their leader is Solid Snake

Raiden: The hero of Shadow Moses? So that's why you changed my codename

Colonel: Right, but he can't be THE Solid Snake, he died two years ago on that
Tanker, after he blew is sky high.

Raiden: Could he have survived?

Colonel: Not a chance.


Act 7, scene 1

*-Raiden enters strut B to find the walls covered with blood as well as the
bodies of several Alpha Zero Seal team members. He cautiously approaches the
door where gun shots can be heard to find Vamp attacking and killing the last
of the team. Raiden approaches as Vamp sucks on one of the unfortunate SEAL's
blood.

Raiden: ?!!

Raiden: What are you?

Vamp: Five today, or rather six

*-Vamp jumps behind Raiden as a SEAL comes through the opposite door.

Plisken: Get down!!

*-The Marine fires his M4 at Vamp, but he has disappeared

Plisken: Where is he?

Plisken: AGGHH

*-Vamp jumps down from the roof and knocks away Plisken's weapon and cuts his
arm. Raiden grabs the M4 and aim at Vamp, however he hesitates to shoot.

Vamp: Hmm, strange smell. You smell likes, are you? It has to be!

Plisken: What are you waiting for? Shoot him!

*- Raiden shoots a full magazine at Vamp, but he dodges every shot. Plisken
sides another magazine what Vamp converses to a voice on the other end of a
radio.

Fortune: Vamp?

Vamp: Yeah Queen?

Fortune: Are you all done cleaning up?

Vamp: Yes, but wait until I tell you what I've found.

Fortune: Something intresting?

Vamp: I'll tell you in person, where are you?

Fortune: In the central unit with the President.

Vamp: Be right there!

*- Raiden reloads his weapon but Vamp has gone. He points the gun at the
mysterious SEAL.

Plisken: Wait, I'm not an enemy, calm down!

Plisken: My name is S.. Plisken, Iroquies Plisken lieutenant jr. grade.

Raiden: Are you a Navy SEAL?

Plisken: ...

Raiden: How did you get in?

Plisken: Fast rope decent form a Navy chopper.

SD- A water louse only found in watery sections of the Shell emerges from
Plisken's suit?

Raiden: Have I seen you before?

Plisken: That suit, are you FOX-HOUND?

Raiden: That's right.

Plisken: FOX-HOUND was disbanded.

Plisken: Where were you before FOX-HOUND, Delta Force?

Raiden: I was part of the Armies Force XXI Trials.

Plisken: Force XXI, that's about tactical IT deployment right? You seen combat
before?

Raiden: No, not really.

Plisken: Then this is your first.

Raiden: I've had extensive training in VR the kind that's indistinguishable
from the real thing.

Plisken: VR huh? Like what?

Raiden: Sneaking mission 60, weapons 80, advanced...

Plisken: A virtual grunt of the digital age, that's just great!

Raiden: What?

Plisken: You don't get injured in VR do you? Every year a couple of soldiers
die from field exercises.

Raiden: There's pain sensation in VR and even a sense of reality and urgency,
the only difference is it isn't actually happening... So your saying VR is some
kind of mind control.

SD- Raiden's CODEC rings.

Raiden: Hold on.

Cambell: Raiden, what's going on?

Raiden: Colonel, SEAL team 10's bravo team was wiped out, no a single survivor.

Plisken: The kid's wired with nano-machines.


Act 7 scene 2

Raiden: What's up?

Plisken: Take a look.

Raiden: What the hell?

Plisken: A Navy Captain

SD- The screen shows a dead Navy captain with half a handcuff on one hand.
Plisken falls back.

Raiden: Can you move?

Plisken: urgh. Must have lossed a few more pints then I thought.

Raiden: Who was that man just now?

Plisken: That blood sucking freak, that was Vamp. He's  Romanian, a wizard with
knives as you saw.

Raiden: The way he moved didn't seem human.

Plisken: You wont see that in VR I guarantee

Raiden: Who is he?

Plisken: One of the members of Dead Cell

Raiden: Dead Cell, him?


Act 7 scene 3

Raiden: Can you move.

Plisken: I need a few more minutes

SD- Plisken hands Raiden his packet of cigarettes

Raiden: I don't smoke

Plisken: Keep it anyway, may come in handy. Take this too.

SD- Plisken hands Raiden a SOCOM. Raiden walks off.

Plisken: Remember my frequency: 101.80.

Raiden: 141.80, got it.

Plisken: I've been briefed on this plants layout, if you need information on
Big Shell or about Dead Cell contact me.

Plisken: Hey kid, what's your name?

Raiden: Raiden

Plisken: Raiden? Strange codename.

Raiden: Makes up for the boring one my parents gave me.

Plisken: Maybe I'll find out someday.


Act 7 scene 1

SD- Navy SEALS are shooting at Fortune on the connecting bridge to the Shell 1
core.

SEAL 1: This is impossible, nothing will hit her!

SEAL 2: Is she the one they call Fortune?

SD- Vamp walks out of the Core and picks up the president laying on the floor
unconscious. He then walks back inside.

Vamp: Queen.

SEAL 2: Don't let them take the President!

SD- More SEALS emerge out of Shell C and all assemble on the entrance to the
bridge facing Fortune.

SEAL 3: Ready Grenades!

SD- A grenade is launched at Fortune, falling at her feet.

SEAL 4: A dud!

SD- The SEALS cautiously move forwards.

Fortune: Today is another bad day!

SD- Fortune draws her rail gun, an extention moves out of the front and
electricity bolts surround it.

Fortune: Is there anyone here who can give me happiness?

SD- Fortune fires at the SEALS knocking them clear of the bridge, destroying it
as well. One SEAL hangs on to what is left of the bridge, Fortune watches as it
comes loose and fall with him into the ocean. Seagulls flying around begin to
fall from the sky due to the blasts.

Fortune: I'm so sorry my beauties, I'll meet you again some day.


Act 8 scene 1

SD- Raiden enters a room in Strut C of Shell One, he finds an old man working
on something on the floor.

Raiden: FREEZE!

Stillman: Don't shoot!


---

Long ending Scene:

Solidus: Are you awake yet Jack

Raiden: uggh

Solidus: GW, the Arsanal AI is corrupted beyond repair, I amit I underestimated
you.

Raiden: uggh

Solidus: I'll squize the answers out of you instead my son!

SD- Solidus extends his Snake arms and lifts Raiden of the ground, he fights
for breath.

Fortune: What do you hope to hear? You know he doesn't know anything!

Solidus: It's not him I want the answers from!

SD- Solidus drops Raiden


Pt.2

Fortune: What do you mean?

Solidus: That's not your buissnes!

Fortune: Oh, really? Well I have some business of my own to attend to!

Solidus: Planning to hijack Arsenal?

Fortune: Huh?

Solidus: You were going to screw me over weren't you?

Fortune: Who talked, Ocelot?

Solidus: Not exactly. I was the one who used Ocelot to sugest the idea to you
in the first place!

Fortune: Huh?

Solidus: I was planning to give you Arsenal to begin with.

Fortune: Why the un-charachtiristic genoricity?

Solidus: Heh, I'm no phlanphrahpist. Arsenal is far from impregnable. It needs
other Metal Gears as guards, a huge payload of warheads, and sea, air and land
support to function efficiently. Against a large attack force, without support,
Arsenal is nothing more than a gigantic coffin. Seizing Arsenal Gear was never
the real objective!

Fortune: What was your objective then?

Solidus: A list of names, of the Patriots!

Fortune: *gasps*


Pt.3

Solidus: They were planning to extend their grasp to information flow with GW
and Arsenal. Which means, the information they want to filter out, is contained
in GW.

Fortune: And once you found out who they were, you would cross off their names
one by one. While we, with are useless Arsenal drew their fire!

Solidus: Very good.

Fortune: You were using us all along!

Solidus: Were you any different?

Fortune: But your plans hit a snag with GW destroyed hasn't it?

Solidus: No, there is another way.

Pt.4

Fortune: Oh, really? But we have our own plans to carry out. We'll take the
Arsenal since you don't care for it anyway. The pureified hydrogen bomb is
ready to go.

Solidus: A nuculer strike won't stop them.

Fortune: It will damage their power source, the mindless masses which they
control. First things first.

Solidus: Of course, that was what you wanted; I won't stop you; good luck.

Fortune: Thanks, but I've had quite enough of that!

Ocelot: Hahahaha

Fortune: What exactly do you find so funny?

*best line in the game*
Ocelot: Charades usually are humorous, I wouldn't have minded watching some
more of it, but we're running a little short on time.

Solidus: What do you mean?

Ocelot: Everything you've done here has been scripted, a little exercise set up
by us.

Solidus: Exercise?

Ocelot: An orchestrated recreation, of Shadow Moses.

Solidus: What?

Ocelot: Ames and the President's death; the ninja; a computer virus that mimics
FOX-DIE. Did you really think they were all a coincidence. Ames own
nanomachines, were used to shut down his pacemaker. I arranged for the
appearance of the ninja as well.

Ocelot: Solidus, you and the boy were selected as your relationship resembles
that of the one of Snake and Big Boss. Fortune, you and the rest of the Dead
Cell squad stood in for the FOX-HOUND that Snake took on in Shadow Moses.
You're the most impressive collection of freaks outside of FOX-HOUND.

Fortune: No!

Ocelot: You, dead cell, Olga, your all nothing but pawn placed to create the
Everything went to plan: except for the appearance of the real Solid Snake, I
wonder now, who sent for you.

Fortune: All our misfortune was just a part of your project?

SD- Fortune fires her rail gun at Ocelot, all the shots miss.

Raiden: It missed!

Ocelot: Do you know why no bullet could hit you? It wasn't luck or magic,
certainly wasn't your physic talents. It was all staged by the Patriots.

Fortune: Staged?

Ocelot: You were shielded by the electro-magnetic weapons technology that the
Patriots developed. You and the rest of Dead Cell were though of as
unpridictible, we needed a pathtic wreach like you to keep them focused.

Fortune: I could have died whenever I wanted to?

SD- Fortune fires her rail gun at Ocelot and again it misses.

Ocelot: Waste of metal my dear, for your lucks run out. This is the little
gizmo.

SD-Ocelot taps a small metal device attached to his suit.

Ocelot: This isn't magic or some new-age mumbo jumbo, only cutting edge
technology.

MORE TO COME SOON!
---
    9.5 - Songs

Can't say goodbye to yesterday

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 pained?
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 goodbye to yesterday my friend
Cause' I know how good it has been.
Waiting forever, here I stand come what may
To the light leading into yesterday

To the light leading to, yesterday.

It's there that I'll find
Inner peace, not war
And dreams that I let slip away,
I will 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?
The sounds of laughter
A simple sigh
A kiss from you to me
I fall to my knees,
And I cry, and I cry:
Love please don't pass me by
Happy ever after, please stay for a while
In times we use to fly.

I can't say goodbye to yesterday my friend
I will keep holding on, to the end
Waiting forever, there is no other way,
To the light leading to yesterday


---

    9.5 - Faq's

Q: Why are there two MGS2 games?
A: One, Sons of Liberty was released first, this was just the main game.
Substance has 200 plus VR missions and 150 plus alternative missions as well
as five Snakes Tales.

Q: Is Substance anything to do with Snake Eater?
A: No

Q: Does Substance have any new cut scenes in it?
A: Not as such. There are brief new bits like in External Gazer, and
in Dead man whispers, Snake will say something when you press action.
There is no new storyline though.

Q: I can't play on euro extreme, why?
A: You have to finish the game before you can unlock the bonus items. One
being Euro. Extreme.

Q: I am REALLY confused about the storyline in SOL.
A: That's not a question. Anyway I will add a overview of the storyline
later.

Q: This guide is spoiler free, but it does contain mild spoilers.
A: Your not very good at this question thing are you? The reason it is a
spoiler free guide is because it doesn't give away any major clues on the
storyline. It is pretty clear Plisken is Snake and what not so that's
hardly a spolier.

Q: I've unlocked some extra characters in the missions mode, can I play
them in SOL?
A: Unfortunately not.

Q: Can you help me with *Add part that is in the guide*
A: It's in the guide, look.

Q: I'm stuck and the guide isn't clear enough, or, I have something that
is done differently and since I have done it, it is therefore better. What
do I do?
A: Email me on [email protected] and if it works I'll put it up, or
rewrite some of the guide.

===================================================

10. ENDING

    10.1 Contact Info

If anyone has anything to give full credit will be given, just email me.
You probably know the address by now, [email protected] and please put
the subject as something recognizable or I will think in to be junk mail.

I have also written another guide for Ace Combat 4 on the PS2. Also, this
guide will be modified for the PS2 later on. Thanks for reading this
guide I hope it made the game even better and you still have most
of your hair intact on your head.
---

    10.2 Thanks and Credit

A first thanks goes to Hideo and his team who make some of the best games
in the world.
Also, to gamefaqs for being a help to so many people
Lastly to all the people who have read or used my guide. Enjoyed it or
not, thanks.