Metal Gear Solid 2 Walkthrough
Metal Gear Solid 2: Substance


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Introduction

The international super-hit that is Metal Gear found it's fame with the advent of Metal Gear Solid on the Playstation. The game revolutionized stealth based espionage action like never before and sported one of the most elaborate and creative storylines ever. With that fame, the sequel was able to gain a steadfast want and anticipation for the release, which it found on the Playstation 2 nearly a year ago. The game lived up to the hype and surpassed it nearly in every way. Now, the release of Metal Gear Solid 2: Substance graces the Xbox in the form the game was meant to take. Sporting over 500+ new missions and the all new Snake Tales, MGS2S is at the pinnacle of gaming greatness.

Welcome one and all to my MGS2S guide for the Xbox. Well, I decided to write this guide because it had been on the request list for some time, and frankly I was bored one day, so here I am. I did enjoy this game quite a bit, but I was quite dissappointed at the lack of Snake throughout the game, as were many of the gamers who played the original, Sons of Liberty. However, with this version, you get the all new Snake Tales which are each like a mission in themselves, but Snake still feels kind of...distant. Maybe it's just the fact of playing the main game as a different character and not having Snake hit as close to home as he had on the previous installment, MGS1. In any case, the game turned out very pleasantly, and with the new added missions packed in, this one little disc is crammed full of hours and hours of gameplay.

Story

The Metal Gear franchise is one that is deeply rooted in the storyline, almost to a fault. The story can often fall into deep techno-military dribble that can give most any normal gamer a severe headache. However, if you can follow it, the story is one of the richest and most thought provoking in video game history. The following stories were taken directly from the Metal Gear Solid 2: Substance Instruction Manuel.

The Outer Haven Uprising - Metal Gear (1987)

FOXHOUND agent Solid Snake infiltrates Outer Heaven, a fortress-nation deep in the heart of South Africa, and destroys their prototype weapon Metal Gear, a walking tank with nuclear capability. In the process, he discovers that the leader of Outer Heaven is none other than Big Boss, the supreme commander of FOXHOUND, and puts an end to his former comrade's twisted schemes.

The Zanzibar Land Disturbance - Metal Gear 2: Solid Snake (1990)

After surviving the Outer Heaven incident, Big Boss escapes to Zanzibar Land and sets up an independent military regime with the hope of creating a world of strife, the only kind of world a born soldier can truly enjoy. At the request of FOXHOUND, Solid Snake infiltrates Zanzibar Land and again destroys Metal Gear, which had been transferred to Zanzibar Land following the collapse of Outer Heaven. He triumphs once again in a final, decisive battle with Big Boss and ensures the downfall of Zanzibar Land.

The Shadow Moses Island Incident - Metal Gear Solid (1998)

On Shadow Moses, a remote island off the coast of Alaska, FOXHOUND leads an armed uprising and seizes the new Metal Gear REX in the single biggest act of terrorism in history. At the request of the government, Col. Roy Campbell, the former commander of FOXHOUND, summons Solid Snake out of retirement and sends him to infiltrate Shadow Moses Island in one last solo covert operation.

Snake must penetrate deep into the heart of a nuclear weapons facility. Aiding him in his mission are Dr. Hal Emmerich, aka Otacon, a former Metal Gear developer; Meryl, Col. Campbell's niece; and a team of the top specialists in each field, who communicate with Snake via the Codec. In the middle of his battle against the members of FOXHOUND, Snake encounters a cyborg ninja, who thirsts only for battle. This mysterious figure's true identity turns out to be Grey Fox, Snake's former FOXHOUND comrade who defected to the enemy and fought against Snake in Zanzibar Land. After destroying Metal Gear REX, Snake confronts the head of the terrorist group, Liquid Snake. Each of the Snakes, Liquid and Solid, carries the genes of the 20th century's greatest soldier, Big Boss. With the support of the cyborg ninja, Solid Snake fights a decisive battle with Liquid. After a long and protracted struggle, Snake finally defeats Liquid and leaves the legacy of Shadow Moses Behind him.

Metal Gear Solid 2 - Tanker Chapter

Following the incident on Shadow Moses Island, Metal Gear's top-secret technology was leaked into the black market through the machinations of Revolver Ocelot. As a result, countless variations of Metal Gear have sprung up in every corner of the globe, making the weapon an increasingly common sight in the armed forces of nuclear powers. In the midst of all this, Solid Snake, now a member of the anit-Metal Gear group "Philanthropy" has learned that a new prototype Metal Gear has been developed by the U.S. Marines and is being transported in secret to an unknown destination. To find out more about this prototype, Snake must infiltrate the transport as it makes its way down the Hudson River disguised as a tanker. However, just as Snake is about to begin his mission, the tanker is seized by a mysterious armed group.

Metal Gear Solid 2 - Plant Chapter

The Big Shell is a huge offshore cleanup facility constructed off New York's coast that serves as a symbol of environmental preservation and is now occupied by a terrorist group calling themselves the "Sons of Liberty." The President, who was on a tour to inspect the facility at the time, has been taken hostage, and the Sons of Liberty have demanded a large sum of money from the government in return for his release. If this demand is not met, they have threatened to detonate a series of bombs placed around the Big Shell, releasing huge amounts of chemical toxins into the sea and unleashing a massive environmental disaster. Faced with an enprecedented state of crisis, the government has called on the newly reformed FOXHOUND to handle the situation. FOXHOUND's chosen agent, Raiden, must single-handedly infiltrate the "Big Shell" from underwater and carry out a covert operation...

Walkthrough

The walkthrough following is based on the Normal mode of the game. Playing the game on any other difficulty level will result in dissimilarities between your game and this guide. Bumping up the difficulty will result in more guards and cameras, etc., and decreasing the level will do the opposite.

During the course of the walkthrough, I will have to give directions. I will do so by referring to real directions, north, south, east, and west. Easy enough, eh? The directions will always refer to the on-screen view. For example, if I say to head north on the tanker, you want to head straight up the screen. You don't want to head towards the front of the ship, or anything else like that. So remember, directions refer to on-screen display.

When entering a room for the first time, I will detail all the weapons and items in that room that are availiable to you at this time. So, if all the items are currently availiable to you, I will say so. However, you may not get to take all the items at this time, mainly because you will be full or do not have the current weapon. If we ever backtrack to said room, I will not detail the item a second time. Now, if the item is behind a locked door and you don't have the right keycard, I will not detail it the first time through. I will the second time, however.

As always, this walkthrough does contain spoilers. Meaning, parts of this guide, when read, can spoil a part in the game for you by letting you in on what is going to happen next, or something of that sort. I trust you don't care about this because, after all, you are reading a walkthrough. What do you expect?

7.1 TANKER CHAPTER

AFT DECK

ITEMS: Bandage, Chaff Grenade, Pentezemin, Ration

ENEMIES: 3 Soldiers

Welcome aboard the Discovery, Solid Snake. Listen to the briefing and a minor gameplay rundown from Otacon. If you decide to skip the scenes, Snake will retain one more tranquilizer round that he would have shot at the wall. During the conversation, an armed terrorist group will come aboard and take over the ship, killing the marines patrolling the deck and tossing them overboard. When you finally gain control of Snake, run to the right and go to the back of the ship. Near the right wall, you can find some PENTEZEMIN. Now run back, underneath the guard above. The first set of stairs leads to a small platform with some boxes blocking the way. If you hop the boxes, you can get some CHAFF GRENADES.

Now, you want to head to the left side of the tanker. There is a guard patrolling over here, so be careful. Flatten yourself against the wall and go under the stairs to get some BANDAGE. Now, you can get the tags from this guard fairly easily. You can wait until he turns around and walks the other way and then sneak up on him, or you can climb up the steps and jump over the railing to get around back of him. Now, run to the back of the left side to find a RATION near the left railing. Head back to the hatch at the base of the steps and enter.

DECK-A, CREW'S QUARTER, PORT

ITEMS: M9 Bullet x15, Ration

ENEMIES: 1 Soldier

When you enter the crew's quarter, you are obviously drenched in water. Run around or hit A repeatedly to shake the water from you. You will still leave footprints for a while, and you are standing in a puddle. Up to the left is a hatch. Try to open it and Snake will pull the handle clean off. Since this way is inaccessable, head down the hallway to the right of the door. When you reach the end, enter the sliding door on the north wall. In here, you will see a bunch of lockers of which contain a RATION, M9 BULLETS x15, and two nice girlie posters. Patrolling the eastern hallway is one inept guard who will not give up his tags to the M9. Knock him out and proceed to the next room.

DECK-A, CREW'S LOUNGE, STARBOARD

ITEMS: M9 Bullets x15, Stun Grenades, USP Bullets x15

ENEMIES: 3 Soldiers

When you enter this area, Snake will immediately run to the wall and scout out the patrolling guards in the next room. There are only two in this room, the third is down the steps on the other side along with the USP BULLETS x15. First, go down the steps across from you and get the STUN GRENADES. The guards in the next room can be held up for their tags, or you can sneak past them. If you stick up the first guard when he walks out from the glass, the second won't see you. Behind the counter you can find M9 BULLETS x15. Anyways, your destination is up the main stairs and through the door on the east side.

DECK-B, CREW'S QUARTER, STARBOARD

ITEMS: Ration, USP Bullets x15

ENEMIES: 2 Soldiers

Walk to the north end of this hallway and Snake will notice a guard's shadow on the ground. Here, you can rush around the corner, hold up the guard, and take him out. Now, heading around to the south end of this long corridor, you will find the second guard. He can be held up easily when he walks away from you. In the locker you can get USP BULLETS x15. Around the corner, on the east side, you can find a RATION in a corner of a wall. You must now head back to the west hallway. Head up and enter the room to the west and go up the stairs.

DECK-C, CREW'S QUARTER, PORT

ITEMS: Chaff Grenades, Ration

ENEMIES: 1 Surveillance Camera

DECK-D, CREW'S QUARTER

ITEMS: Box 1, M9 Bullet x15

ENEMIES: 2 soldiers, 1 Surveillance Camera

Coming to the top of the steps, a guard will walk off into the next room. Good, that's one less you have to deal with. Anyway, head to the east hall and into the pantry room to the north. Take the M9 BULLETS x15 and BOX 1 from the rear of this room. Now, head back out and start to go south slowly. Your codec will go off, so answer it. Otacon will warn you of the Semtex on the walls, which could easily blow the ship out of the water. Wait for the guard to come into view and tranquilize him. Now, crawl under the beams to avoid setting off the explosives. To the right, you will find a staircase leading up. Take it.

DECK-E, THE BRIDGE

BOSS FIGHT, OLGA GURLUKAVICH


ITEMS: M9 Bullets x15, Ration, Thermal Goggles, USP, USP Bullets x15, Wet Box

ENEMIES: Olga Gurlukavich, 1 Soldier

A cut-scene will initiate when you ascend the stairs. Snake will notice a Kasatka outside and then check for the destination of the Discovery. When he does, Otacon will call him. During their conversation, Snake will hear a noise and terminate the transmission. Out the window, Snake notices a soldier. Now, you gain control. Head out the hatch on the west side of the room.

Outside, you will trigger yet another cut-scene. In this, Olga will be talking to her father who demands that Olga leaves the tanker. However, reluctant Olga wishes to stay and fight, despite her being pregnant. After the conversation, Snake jumps in and holds Olga up with a hearty 'FREEZE!!' Upon this encounter, Olga complies and tosses her gun overboard. However, Snake tells her to toss her knife as well, and, as she is going to do so, she shoots at Snake with the knife. However, good old Snake dodges the shot like a champion and, with the drop of a blade, the battle begins.

The first thing to know when fighting Olga is that you cannot kill her, obviously, because you sport only the M9 tranquilizer gun. So, you are going to have to settle for knocking her out. That being, however, as she is shooting at you with live rounds. Olga carries a light equipped USP that shoots live rounds that do good damage. She also throws grenades. Remember that shooting Olga in the head will result in a much greater loss in the stun gauge than shooting her in any other part of the body.

Olga will always shoot in the direction she last saw you for any amount of time. Say she saw you behind the massive row of crates on the right. She will continue to fire in that area. If you stay out of sight long enough, without shooting her, she will eventually enter a state of curiousness in which a "?" will appear above her head and she will begin frantically searching for you. However, shooting her will obviously alert her to your position and she will fire accordingly.

Also, during the fight, there will be two random occurances of the environment getting in your way. The first is the spotlight, which Olga can shine at you and make it near impossible to see her. The next is the tarp, in which she will shoot and make it fly up as she hides behind it. The thing about the tarp is that Olga's aim seems to improve while behind it. So, be careful of these two obstacles.

As the fight starts, Olga will start to ramble on about things that you don't really care about. To avoid her and get a good shot off, crawl on the ground over behind the structure on the west. You can use this for cover as Olga is still firing away at where she thinks you are. Always aim for the head when you have her like this. Also, when you get a chance, shoot out the spotlight as soon as possible to prevent future complications. Run across to the other side again and follow the same routine to get shots off on Olga.

Eventually, Olga will retreat and shoot out one of the straps on the tarp so she can hide behind it. When she does, she gains accuracy and can hit you whenever you step into view. Crawl over to the structure on the left and hide behind it. Now, lean out to the right and aim at the white strap on the tarp. Shoot it to make it fly away. If at any point you need it, there are M9 BULLETS x15 in the opening to the north. Repeat the pattern until Olga's stun meter completely depletes.

Now that you have knocked Olga unconscience, you can pick up her body and shake her to get her dog tags. Snake will also have taken her USP. Back by where you fought you can find a RATION. Now head to the east and run past the staircase. When the guard comes out, dart him and head onto the platform to get the WET BOX. Now head back and go up the stairs you passed. Climb the ladder all the way to the top to get the THERMAL GOGGLES. Now, head back down and go inside the tanker where the guard came out.

Once in, you are still drenched in water and will leave footprints. Shake the water from you. It is a good idea to do a couple laps in this room so you will stop leaving footprints behind. Also, now that you have the USP you can go back and get the tags from any guard who wouldn't give them to you with the M9. With the USP, however, you will make alot of noise when you shoot so make sure there are no other guards in the area. When you're ready, head down the stairs.

DECK-D, CREW'S QUARTER

ITEMS: Ration, USP Bullets x15

ENEMIES: 2 Soldiers, 1 Surveillance Camera

Immediately when you come down the stairs, equip BOX 1 and run into the room on the west. Stay by the front of the table until the guard walks through the room and into the section of the room you just came out from. When the other guard starts walking away, tranquilize him. You can get some USP Bullets x15 in the view of the camera. Now, head back behind the counter and snag the RATION. Head out the northeastern door and go down the steps.

DECK-C, CREW'S QUARTER, PORT

ITEMS: N/A

ENEMIES: 1 Soldier, 1 Surveillance Camera

When you come down the steps, run quickly to the west end of the hall. Here, you can wait proned to fire with your M9 until the guard comes into view. He can be easily held up by positioning yourself on the north end of the doorway. He will walk through and not look to his left right away. This is the perfect opportunity to hold him up. Or you could simply hide in the vent at the base of the north wall. When he walks away, simply dart him. Whatever works best for you.

In any instance, you must now make it back to the staircase. In the last stretch of hallway before the stairs, there is a surveillance camera pointed out into the hallway. To avoid it, flatten yourself against the north wall and make your way across until you are completely out of the cameras sight. Or, now that you have your USP, you can simply shoot the camera. This will cause the camera to spark and flutter out so it will stop working. When you're past, head down the stairs.

DECK-B, CREW'S QUARTER, STARBOARD

ITEMS: N/A

ENEMIES: 2 Soldiers

This room has nothing of significance for right now, since you already passed through it once. Take the northern route to get to the door on the eastern hallway. Watch out for the guard. When he turns to walk back down the hallway, line up a head shot with the M9 and dart him. Now, you are free to make your way across the hall and back through the door on the western wall of the east hallway.

DECK-A, CREW'S LOUNGE, STARBOARD

ITEMS: N/A

ENEMIES: 2 Soldiers

Upon entering the crew's lounge, wait for the patrolling guard in front of the stairs to pass. When he does, run out and dart him with the M9. The second guard in the lounge is sleeping down the stairs on the west side of the room. However, the door near him does not open so don't bother going that way. Instead, head to the east of the room and go down the flight of stairs here. Now, head through the door.

ENGINE ROOM, STARBOARD

ITEMS: Grenades, Ration, 3 USP Bullets x15

ENEMIES: 7 Soldiers

Yes, the engine room is very heavily guarded. In any case, take a walk forward and Snake will notice a shadow on the wall in the form of Raven from Metal Gear Solid 1 fame. Walking around the corner will reveal that the Raven shadow is mearly a toy. This toy, however, will shoot BB's at you if you shoot him. Pretty neat. Anyway, the first locker here has a concealed dead body that will fall out when you open it. To the rear of this room, you can find some USP BULLETS x15. Now, take out your M9 and prepare to go through the door on the west wall.

When you do, there will be a guard looking out over the railing who is completely oblivious to you. So, dart the hapless fool and he just might fall over the railing to his death (which is a really cool sight). Head south and descend the stairs. The second guard is patrolling the catwalk to the west of you. Hide in the corner at the base of the stairs. When he walks back, you can either run out and dart him or you can run to the railing to the south. Either way, you need to get to the railing to the south.

Once here, hop over the railing and hang. Jump down and wait for the guard behind the piller to look the other way and then run to the corner to the north. Now, wait for him to look away again and then run out and dart him in the head. To the west is a small set of stairs leading to a catwalk. Head north on this to find a RATION. Now, go back to the south and go up the small steps. Head forward on the catwalk to the east and then retreat back down the stairs. A guard patrolling the walkway will come over on his patrol. Run up and dart him, and then follow the walkway all the way around until you come to the western branch of the path that heads south. Directly to the north, there is a box of USP BULLETS x15.

Now head back down to the south of the path. You will reach a giant structure with a crawl-space underneath of it. Head around the back of this to find a box of GRENADES. Now, there is a guard up top looking down the flight of steps on his route. Wait until he is away from the steps and then run up them and hide in the cubby hole on the first platform. When he returns, wait for him to part again and then dart him. Head into the room to the west.

Walking forward in here, you will notice a guard coming out of the room behind you. Wait in the room until he goes out to the main engine room. Follow and dart him when you receive the opportunity. Now, head back in and start to go for the door to the north. Otacon will chime in and warn you of the laser beams connected to some Semtex. He notifies you of the green-lighted control panels that are keeping the Semtex active. To get to the next door, you are going to have to destroy these panels.

So, equip your THERMAL GOGGLES and take a look at the laser grid to get an idea of what you're up against. Now, unequip them and look slightly ahead on the east wall. This is the first control panel. You may have to lean out to the left to be able to hit it. Do so and shoot the panel with your USP. Now, go back and hop on the structure directly behind you. Ontop, it has some USP BULLETS x15 for you to take. Now, look forward and just above a packet of explosives you can see the second control panel. Shoot it and hop down. Turn back on your THERMAL GOGGLES and see to where you can now walk to. Unequip them and move into the hall, careful not to proceed too far. Now, on the west wall, you can find the third and final control panel. Lean to the right and shoot it out. Now head through the door.

DECK-2, PORT

ITEMS: 4 USP Bullets x15

ENEMIES: 3 Soldiers

Verrazano Bridge checkpoint passes. Well, for all those who are paying attention, that was the rendez-vous point for Snake to meet Otacon. So, that plan is shot down. Run down the hall until you reach the opening to your right with a body on the ground. Inside, you can find a box of USP BULLETS x15. Now, go out and run forward to the next one, which has a guard patrolling outside of it. Hide against the north wall until he passes and then run out and to the end of the hall.

Here, there is a guard patrolling back and forth, so stay back. When he comes into view, dart him. Or, you could wait for him to turn around and start walking away, which leaves you a good opportunity to hold him up. You can find another box of USP BULLETS x15 here as well. Now, go down the east hallway and find another box of USP BULLETS x15. In the last compartment before the door, there is a guard who is nodding off and making a report. You can either, dart him, hold him up, or time your movements to run by him when he closes his eyes. Near the door, you can find the last box of USP BULLETS x15. Enter the door.

DECK-2, STARBOARD

ITEMS: Ration, 2 USP Bullets x15

ENEMIES: 8 Soldiers

I would suggest that you save your game here. Things are about to get real hairy, real fast. Take out your USP and start down the hall. Collect the first box of USP BULLETS x15 near the turning of the hallway to the south if necessary. When you reach the first opening to the west, enter it. Take the RATION and the second box of USP BULLETS x15 hiding behind the pipes on the north wall. Hopefully, you are maxed out on RATIONS and USP BULLETS. Go out and continue down the hall until you enter a cut-scene.

A heavily armed group of soldiers has just entered the Deck-2, starboard section of the tanker to secure the entryway and exit to the tanker holds. Their main purpose is to protect Gurlukovich's exit. Snake, hiding behind a crate overhears the entire conversation. However, a guard is slowly walking down the hallway near the crate Snake is hiding behind. In a matter of seconds, the soldier spots Snake and bullets start to fly.

You start out the fight safely behind a crate. The soldiers you are up against, eight in all, attack in waves. You start out facing three. Upon disposing them, two more soldiers will rush forward to fire upon you. If you kill them, a group of three will advance right up beside you and fire at you. They are all armed with their machine guns. However, if the fight drags on for a long period of time, they will start to throw grenades at you. Be ready.

When the fight starts, move up and flatten yourself against the crate. Pop-out shots from here work well, but waste alot of ammo. You can try this, but eventually you are going to need to stand up behind the crate and enter first-person view to take them out easier. Do so, and start shooting the closest soldier to you. Head shots are good, but not necessary. Whenever the guards jump out and start shooting, you can duck behind the crate again if you're not fast enough to kill them. Also, watch out for the steam pipes above you because they can be shot out.

Killing the first set of soldiers will now force the back two to start firing upon you. Hold your position and shoot at them in first-person view. They are fairly inaccuarate from such a long range, but they will start to shoot at the lights above you (if the previous group didn't already do so). Take them out to trigger the last three soldiers to rush your position. Be fast here, and take them out as they are coming. Otherwise, they will walk right up to you and start firing.

Now that you have cleared this little tussle, you are greeted with another cut-scene as you move into the tanker holds. It seems that there is one guard left who you didn't kill in the shootout, but he is a coward and lets you pass, even shutting the door behind you (Snake is not aware of his presence). After the door is closed, Revolver Ocelot comes in and shoots the cowardly soldier in the head.

HOLD NO. 1

ITEMS: M9 Bullets x15

ENEMIES: Marines

You have now entered the cargo holds, where Metal Gear RAY is supposedly being housed for transport. In the third hold, the general is giving a speech to his men, who are watching on projector in the first two holds. After Otacon finishes explaining the process of data-transfer, you have seven minutes to reach the third cargo hold, take the pictures of Metal Gear, and transfer them to Otacon via the small workstation in that hold.

Climb down the first two ladders to reach the ground floor of the first hold. Looking out, you will see a mass group of marines affixed on the screen ahead, which is the general giving his speech. Near the front of the group, you can find a marine with no pants on, kind of noticable. You have no chance of fighting these guys, if you kill one the game will end. However, you can tranquilize them as necessary.

Sneak around the back of them until you see the projector. Entering the path of the light will project a shadow of your head onto the screen, causing every marine in the room to spot you. So, crawl under the beam, careful not to run into the soldier standing near the projector. Sneak to the west until you come to the path leading north, which has a distinct metal plate on the ground. Dart the soldier standing near the plate. You will see a ladder to the west, which leads to a box of M9 BULLETS x15. Notice the hatch on the ground. If you open this up, you can crawl through a vent shaft that will lead you to the door on on the northeast corner of the room. This way is unnecessary, however.

If you choose not to go this way, then you will have to go straight ahead, which is the quicker way. The metal plate near the ladder will cause noise upon walking over it, so either crawl or preform a diving roll to clear it. Follow this path up, until you reach the second plate, which can be dodged in the same manner. The door to hold no. 2 is straight ahead.

HOLD NO. 2

ITEMS: N/A

ENEMIES: Marines

As you enter cargo hold no. 2, Snake will view the duel projectors in the back of the room. These will periodicall change the viewing screen from the right to the left, dictating which way the marines will look. There are two ways you can go about this hold. The first is the direct method. Sneak over to the projectors and crawl past both of them. When you stand up on the east side, switch the projector so the view is on the left screen. Now, heading to the east you will find another path leading north, with a metal plate. Crawl over this and follow the route to another plate. Crawl over this. The door to the third hold is located behind the structure ahead of you, head around it to the right to discover it.

The second way to get through this part of the holds is an indirect route through the vent shaft. This method is slower because you are crawling the entire time, but it leaves you at less of a risk of being spotted. The shafts are located at the southwest and southeast parts of the hold. Crawling through, a soldier will drop his clip down through the grating. When he does, you need to stay back inside the shaft until he gives up looking for it. Making your way to the end will lead you to the door to the third hold.

HOLD NO. 3

ITEMS: N/A

ENEMIES: The General, Marines

You have now entered the third cargo hold, the housing of Metal Gear RAY during the transport. This is also the section of the tanker where the general is giving his speech. During his speech, he will eventually start to tell the marines to stretch. Doing so, you need to hide while they are because it is easy for them to spot you. Even more dangerous, if time is winding down around three minutes or so, the general will start to yell warning of intruders. This will cause every marine to turn his attention to the direction the general called. Note that they are not looking for you, they are just preparing in case that could happen. Make sure you're out of sight when this happens.

Now that you are in this hold, you must get the pictures. Run, staying west, to the northern most part of the hold. You should be behind the stage from which the general is speaking from. Looking up on Metal Gear, you will see the marines logo, so take the picture. Now, head back to the southwest part of the hold and line up a shot. There will be a pipe in the way of the picture, but it does not matter. Now, get a shot of the front, and front-right. The station for data-transfer is right beside the place where you got the front-right photo (southeast corner). Transfer the data and break out the popcorn to watch the ending movie for the tanker chapter.

7.2 Plant Chapter

And just go ahead and continue eating that popcorn as the opening to the Plant Chapter will roll. You may want to get another bowl, too, because we got lots more cinemas to go. =/ You are now introduced to an operative referred to at this point as Snake. After the tanker disaster of two years ago that legendary mercenary Solid Snake was killed in, a massive off-shore cleanup facility called the "Big Shell" was opened. Now, it seems that terrorists have overtaken the facility and are threatening to destroy it with explosives planted in key structural points. If this happens, it would lead to the worst environmental disaster ever. To top this all off, the President of the United States was touring the facility that day and has been taken hostage.

Entering the facility via underwater passing of the fence, Snake comes to surface and climbs the ladder. He immediately uses the codec to contact his command, Colonel Roy Campbell. During their briefing, Campbell will change Snake's codename to Raiden, and designates that throughout the rest of the mission.

STRUT A, DEEP SEA DOCK

ITEMS: 2 Rations

ENEMIES: 2 Soldiers

Upfront, this part of the game is frustrating, and not for the reason you might think. The difficulty is fine, but for some reason or another, the Colonel feels the need to call you every three seconds or so and explain the most simple tasks in painstaking detail (Ok Raiden, here's how to walk...). You've just finished the tanker chapter, so why Konami decided to give you a mid-game tutorial is beyond me, especially when the controls for the characters are exactly the same. And why would you send an operative who doesn't know how to open a hatch, or even swim?

Alright, if you ever get a chance to control your character, your first job is to log into the node in this area. If you want, jump back into the water to get a swimming lesson now, which is more convienient then getting it later. You will find a ventilation shaft to the right of the small stairs that is infested with bugs. Crawl down through them and head to the east. Take the RATION at the end and go back. Up the stairs is a row of lockers. Open them to reveal a second RATION.

To the east of the lockers is the hatch. When you go to open it, listen up. You will here, and will see upon opening it, a guard being taken out. Move up into the room and through the next sliding door. You will get a feint view of the second intruder, decked out in a grey sneaking suit, with a bandana and a mullet...sounds like the legendary Solid Snake, eh? Move into the room when you get a chance and head for the northeast corner. Here you will find the node. Log into it and enter in your information.

Now, Campbell will call again and you will be introduced to your mission analyst, Rose. It turns out that Rose is actually Jack's (Raiden) girlfriend. Interesting. Now, when it comes back to the game, you will notice that the enemy guards are regaining conscienceness. Run back out to where you started. On your way, Campbell will call, telling you what you already know, again. Wait here until the caution state depletes.

Head back to the elevator room. Open to door to see where the guards are. When you get a chance, run into the structure in the middle of the room. Wait here until the guard to the west patrols down and walks towards the door. When he does, you have a clear run to the elevator. Take it. On the ride up, Raiden will take off his mask and reveal his face.

STRUT A, ROOF

ITEMS: Bandage, M9 Bullets x15

ENEMIES: N/A

Listen to the call from Campbell. When you get control, head forward and hop onto the crate to get the BANDAGE. Notice the seagulls here, don't slip on their excrement. To the southwest you can find some M9 BULLETS x15. To the northwest you will find a caged in area. When you near it, Campbell will call and inform you of the hole in the bottom. Crawl through and receive another call. When you're able, head through the door.

STRUT A, PUMP ROOM

ITEMS: Ration, SOCOM Bullets x15

ENEMIES: 1 Soldier

When you descend the stairs, Raiden will take control and jump out to the next wall. Locating the node, he will contact the Colonel who will tell you how to make noise. Knock on the wall to distract the guard. When he comes, run the other way and go back to the node. Now log in to get the radar. Knock on the wall here to distract the gaurd again, and run the opposite way back. In the lockers to the west you can find a box of SOCOM BULLETS x15, and to the east you can find a RATION. Your destination is the door on the northwest side.

AB CONNECTING BRIDGE

ITEMS: N/A

ENEMIES: 2 Soldiers

When you enter this area, Campbell will call you and explain the hanging mode. Don't just skip this conversation because it has some important, mission related information tacted onto the end. Anyways, when you gain control, run out to the west pathway and hang over the edge. Shimmy across the way and wait for the guard down here to walk back to the south. When he does, you are free to climb up and head into the next strut.

STRUT B, TRANSFORMER ROOM

ITEMS: M9 Bullets x15, Ration, SOCOM, 2 SOCOM Bullets x12

ENEMIES: N/A

As you make your way into the transformer room, a cut-scene will initiate. This one is long, but fairly entertaining. It seems that the entire SEAL team was wiped out by one man, a member of Dead Cell, Vamp. However, during the slaughter, you meet up with a supposed member of the team, Pliskin, who bears a striking resemblance to the legendary Solid Snake. Further more, during a scene, a bug scatters off of Pliskins pant leg (remember the vent shaft at the beginning? Hmm...) Anyways, Vamp was driven off by a call he'd received. Upon talking, Pliskin will equip you with the SOCOM pistol. When the game returns to you, walk to the area near Pliskin to find the node. You can get a box of SOCOM BULLETS x12 here, too. Up the stairs and to the back, near the railing of the upper part, you can find a box of M9 BULLETS x15. Head out the door on the north end to see a row of lockers. Inside, you can find a RATION and a box of SOCOM BULLETS x12. Head out the door to the left of the lockers.

BC CONNECTING BRIDGE

ITEMS: Chaff Grenade

ENEMIES: N/A

On the bridge, another scene shows the SEAL Bravo team trying to take out the Dead Cell member called Fortune, referred to as Queen by Vamp. Well, there ammo does no good and appears to change coarse in front of her. When the backup arrives, a grenade is shot at Fortune, but does not explode. The men form and start to slowly walk towards her. Upon doing so, Fortune lifts up the giant ray gun she is currently holding. In a flash of light and explosion, the bridge is gone. SEALS go flying, one left hanging on a falling peice of bridge at Fortune's feet. The Bravo's have been wiped out. When you get control, head out onto the wrecked bridge to get some CHAFF GRENADES. Now head to the other side and enter the door.

STRUT C, DINING HALL

ITEMS: Card 1, Coolant, M9 Bullets x15, Pentezemin, Sensor A, SOCOM Bullets x12

ENEMIES: 2 Soldiers

On either side of the dining hall near the entrance, you will find bathrooms. Entering the west side bathroom, you can find a box of SOCOM BULLETS x12. The bathroom on the east side contains a PENTEZEMIN and a box of M9 BULLETS x15. Go out and head down the hall. The first door is locked, so turn the corner. When you do, Raiden takes over and you get to watch another cut-scene.

Raiden busts in the room and holds up a man who seems to pose no threat, and has a cane with him. The man is Peter Stillman, the bomb disposal guy from the Bravo team. Raiden continues to hold the man at gunpoint until Plisken enters and tells Raiden to put the gun away. The men get to talking and Stillman informs them that a man named Fatman has planted C4 around the Plant.

Raiden, unconfident of his abilities, is startled to hear that Stillman needs the two to help disarm the C4's. However, Stillman has come prepared with a COOLANT SPRAY that he gives to both Raiden and Pliskin. When used, the spray will freeze the bomb rendering it useless for 24 hours. He also passes on SENSOR A to both men, which will cause a yellowish-green area to illuminate on your radar whenever you are near an active C4. To bypass the security lockouts, Stillman will give Raiden CARD 1 and a level 3 card to Pliskin.

Stillman goes on to demonstrate how each component works. After he does, Pliskin decides that he will handle the C4's on Shell 2, leaving the bombs on Shell 1 to Raiden. Pliskin will head off, leaving some parting words that makes Stillman realize he is no SEAL.

When you get control of Raiden, follow Pliskin out the way he went to get a cool little show. Back inside, knocking on the door to the pantry will cause Stillman to yell at you. Funny. Anyways, head through this room into the next room to the west. There is a guard in here, but you can make it to the node just fine. Now, log in and head back into the room with Stillman. Exit back into the hallway and make your way back to the bathrooms. There is a guard around here so hide behind the planter until he comes out. You want to enter the bathroom on the east.

Sensor A will reveal a bomb scent in the area. Searching around, you will find it attatched to the ceiling over the first stall, you can see it in the mirror. Spray the bomb down and Stillman will call. The placement of the bombs thus far seems odd to Stillman, who is uneasy of the whole situation. Anyways, when you get control again, head back out to the bridge.

BC CONNECTING BRIDGE

ITEMS: N/A

ENEMIES: Cypher

On the bridge, you need to cross back to Strut B. However, you will notice a flying robot dealy that has a coned shaped field of vision. This is a cypher, as you may remember from the tanker chapter. Anyways, this guy can spot you just as easily as a patrolling guard. Wait for it to dip under the bridge and then run across and into the next strut.

STRUT B, TRANSFORMER ROOM

ITEMS: N/A

ENEMIES: 2 Soldiers

Sensor A will immediately pick up the scent of a C4 charge. Moving towards the door across from the lockers, you will start to actually hear the bomb pulsing. Enter the room, weary of the patrolling guard, and turn to Raiden's right. The cover there can be closed, which you need to do. This will reveal the bomb on the wall. Spray it down until it is completely frozen and exit this room. Looking down the hall, you should see a patrolling guard. Sneak up behind him and snap his neck. Exit to the bridge.

AB CONNECTING BRIDGE

ITEMS: N/A

ENEMIES: 2 Soldiers

Two soldiers patrol each side of this bridge, with noisy plates on the walkways. To pass by safely, use the hanging mode again on either side of the bridge. Shimmy to the other side and come up when the guard is at the other end. Head into the next strut.

STRUT A, PUMP ROOM

ITEMS: Bandage, Box 1, Chaff Grenade

ENEMIES: 3 Soldiers, 1 Surveillance Camera

You now have access to the previously locked room in here, the actual pump room itself. First, however, head up the stairs on the east side (watching out for the guard) and head out onto the roof. There is a guard out here, but you can get a box of CHAFF GRENADES right by the door. Head back downstairs and enter the door right across from the steps.

In here, there is a guard patrolling around the room and a surveillance camera in the northwest corner. Dart the guard and head to the southeast of the room. Climb up the small flight of steps and then crawl under the pipe. Continue crawling under the pipes going to the east until you cross a red pipe. Beyond this you can find some BANDAGE. Now, you have to crawl under the red pipe, however going with it (crawling the direction it is running). When you make your way to the end, you will find the C4. Spray it down and crawl out of this structure.

Instead of leaving right away, head to the southwest corner and climb the steps. Don't crawl under the pipe in front of you, instead crawl under the pipe to the east of you. Coming out, climb over the structure and jump down to get BOX 1. Now head out of here. Back in the main room, head out the door to the northeast.

FA CONNECTING BRIDGE

ITEMS: N/A

ENEMIES: 1 Cypher, 1 Soldier

Coming out onto the bridge, you will notice a cypher flying towards you and a soldier at the far end. Stay inside until the cypher falls out of view. Now, sprint to the far end and you should run undetected right by the guard. Head into the warehouse.

STRUT F, WAREHOUSE

ITEMS: Book, Box 2, M9, 4 M9 Bullets x15, Mine Detector, Pentezemin, 2 Ration, 3 SOCOM Bullets x12, SOCOM SUPPRESSOR

ENEMIES: 3 Soldiers

Entering the warehouse, hide against the north wall and wait for the guard to turn around. Run across to the east wall and take the RATION in the corner. Now go in the room here. Take the M9 and two boxes of M9 BULLETS x15. Now go out and wait against the wall. Another guard will come by and check down the hall. When he passes, run up and snap his neck. To the east, you can find a box of SOCOM BULLETS x12.

Head around to the west of the railing on the top floor. Hang over the edge and look down. You should be above an enclosed box area. Drop down on it and jump into it to find the bomb. Disable it. When the guard patrolling here walks out and to the east, jump out and run to the south. Enter the room on the west. Inside, you will find the node. Take BOX 2 and the RATION from the locker. Also take the PENTEZEMIN from the other lockers. Now, on the wall near BOX 2, you will find a vent shaft. Crawl through to find the SOCOM SUPPRESSOR and a box of SOCOM BULLETS x12. Jump over the boxes and take the MINE DETECTOR. Under the stand is a box of M9 BULLETS x15.

When the guard turns, run out and hide behind the boxes. Ontop of the crates, you can find a BOOK, M9 BULLETS x15, and SOCOM BULLETS x12 (some you need to drop from above to get). Head to the wall on the east. Here, you can flatten yourself and pass by the boxes. Now, when you get a chance, run up the stairs and out the door there.

EF CONNECTING BRIDGE

ITEMS: N/A

ENEMIES: 1 Soldier

When you come out onto the bridge, Raiden will take control and notice a guard walking up the stairs. Take out your M9 and shoot him. You will know you hit him because of the "!" that appears above his head. Wait for him to pass out. Now head forward and you will be contacted. A person calling themself 'Deepthroat' and 'Mr. X' warning you of claymore mines, hmm..., familiar. Take out your mine detector and crawl over all the mines to pick them up. Now, get up and head inside.

STRUT E, PARCEL ROOM, 1F

ITEMS: Box 5, M4 Bullets, Ration

ENEMIES: 2 Soldiers

Entering the parcel room will cause Rose to call you. After the conversation, head out to the southwest corner of the room. Make your way north from here to see the guard reporting. When you get a chance, run to the northwest corner. When he either stretches or turns around, run across to the node in the northeast corner. Heading south, you can find BOX 5 on the belt. Head up the stairs to the east and out the door. (A RATION can be found in the basement inside a vent shaft).

STRUT E, HELIPORT

ITEMS: Claymore

ENEMIES: 3 Soldiers

Head forward to initiate a cut-scene. Olga Gurlukovich is here and is talking of spotting a ninja. She will also say that she spotted someone hiding under a cardboard box in Shell 2. When the scene ends, head up the stairs. There are two guards patrolling here, so carefully make your way back to the harrier. Head around it and look at the north side of it. Stand near the wing and drop down into a crawl. You will see the bomb near the wheel. Spray it down and you will get a call from Stillman. Listen to him and then head back off the heliport when you can. To the left you can find a guard and a box of CLAYMORES. Enter back into the parcel room.

STRUT E, PARCEL ROOM, 1F

ITEMS: N/A

ENEMIES: 2 Soldiers

Nothing too important in here. Your goal is the door in the northwest corner. To easily avoid the guards, run back out onto the EF connecting bridge and reenter. This will reset the patrol routes of the two guards. Now, run back and exit through the door at the northwest corner.

DE CONNECTING BRIDGE

ITEMS: N/A

ENEMIES: 2 Soldiers

When you come out onto the bridge, you will see a guard looking out above you. He has a broad sight range that sways back and forth. Across the bridge, you will see another patrolling guard. When the soldier above you looks left, run out to the other side. Don't go through the door up here, however. Run down the steps and shoot the guard with the M9 if necessary. Enter the door down here, instead.

STRUT D, SEDIMENT POOL

ITEMS: Ration, SOCOM Bullets x12

ENEMIES: 3 Soldiers

Sitting on the wall to the right you will find the node for this area. Head over and log in. Now, head around the bottom of this area, careful of the watchful guards above, until you are past the staircase. Here, flip over the side and hang until the guard walking your way passes. Now, flip up and continue down the walkway. You will see the green area strong here, and the middle area is near a grating. Open the lid to the grating at your feet to reveal the C4 in this strut. Spray it down.

Now, head back towards the steps. Dart any guards that you see up top to help you pass easily. Avoid the guard on your platform by hanging. When you can, head upstairs. In the middle section, you can find a ration. Head to the southwest corner to find the door to the bridge. Behind the railing you will find some SOCOM BULLETS x12. Now enter the door.

CD CONNECTING BRIDGE

ITEMS: N/A

ENEMIES: 1 Soldier, 1 Surveillance Camera

As soon as you enter the area, Raiden will take a look at the surveillance camera overhead. Stand under it so it doesn't see you, but don't go near the opening to the door as the guard outside might see you. When he turns around, run out and dart him with the M9. Now you can pass the bridge safely. Head into the next strut.

STRUT C, DINING HALL

ITEMS: SENSOR B

ENEMIES: N/A

Run inside the strut and through the door to the right of the hallway (to the pantry where you left Stillman). Inside, the door will be open and you will see SENSOR B. Grab it and take the call that come. Stillman is still confused about his invisible bomb when Pliskin calls. It seems Pliskin has one bomb left to freeze. While Stillman is continuing to check out the bomb, Pliskin finds and sprays the last bomb. Upon doing so, he actually activated the trigger for Stillman's bomb.

Well, Stillman has his hands full with his bomb, so he informs Raiden to hurry to the bottom of Strut A and defuse the bomb there. A duel collapse of the struts would severely challenge the structural integrety of the Big Shell, and would almost guarantee the place would sink. You, however, have a big advantage over Stillman. You have 400 seconds, Stillman has less. So, head out to Strut A via the BC Connecting bridge. On this bridge, simply shoot or chaff the cypher. Coming into Strut B, dart the guard walking down the hallway right across from the door and continue out onto the AB Connecting bridge. Use the hanging mode to pass and avoid the guard in Strut A. Head to the rooftop.

STRUT A, ROOF

ITEMS: N/A

ENEMIES: N/A

Here, head out and onto the elevator. Upon the ride, Stillman will call for a final time. The tricks Fatman is using were not taught to him by Stillman, and Peter finally realizes that Fatman has surpassed him. No matter what time you have left, Peter only has about 30 seconds. Stillman tells Pliskin to get away from Strut H as fast as he can, and for Raiden to keep his distance. It is up to you, now, to diffuse the bomb and save the Big Shell. As the conversation ends, the bomb blows and Stillman is no more. All connections between Stillman and Pliskin have been severed, so you will not be able to contact them.

STRUT A, DEEP SEA DOCK

BOSS FIGHT, FORTUNE


ITEMS: RATION, 2 SOCOM Bullets x12

ENEMIES: Fortune

As you reach the bottom of the elevator, you will notice that the guard patrol is no more. Also there is an abundance of items about for you, including a RATION and 2 SOCUM BULLETS x12. Head into the pool room and you should start to hear the sensor beep, provided you have it equipped. Go down the small stairs near the bug infestation and flip over the railing (your feet will be hanging in the water). Shimmy across the fence and flip up. Now, the beeping is getting intense. Near you is a small flight of stairs overlooking the pool. Climb up and crouch down. Now take out the spray to reveal the bomb placed underneath the suspended submarine. Spray it down and take the call from the Colonel.

The bomb threat for the moment has been disposed of. The explosion in Strut H turned out not to be enough to take out the Big Shell, or even to unbalance the structure. The strut is completely destroyed, however. Also the core of Shell 2 is severely flooding. No worries as to the toxins, also, as they are not leaking. Seems their containment shaft has been blocked, so there is no need to concern yourself with that problem. You need to carry on with the main mission objective, rescue the President. Head to the top of Strut A.

Coming out to the hallway, you will receive another call from Campbell. The terrorists have responded to the bomb neutralization by killing a hostage. They took him up onto the roof of one of the struts and shot him in the head, which was picked up clearly by the command. They say they will kill one every hour. Still, your mission objective remains the same with the priority on the President. You need to continue to the top of Strut A.

As you come out into the main room, you will be entered into a cut-scene. Fortune is expecting someone down here as she comes down the elevator. Someone who killed her father. As she talks, she will take aim and shoot the corner at which you are hiding behind. This is when she realizes that you are not who she expected. However, she feels that a battle with you could be interesting, so she proceeds. Fortune is looking for her demise, she wishes to have a death to call her own, and she wants you to give it to her, even if it means killing you in the process.

The main thing to know about Fortune is that you can't hit her. It's impossible. The bullets seem to dodge her by any means necessary. So, if you can't hit her, then how are you supposed to beat her? Well, you don't, really. This is more of an endurance match. How long can you hang with her, or something like that. As you recall with the SEALS, they couldn't hit her, and neither can you.

Fortune wields a giant rail gun (think Vulcan Raven with a laser). The gun does incredible damage, often destroying scenery and your cover. Wooden crates don't stand a chance, forklifts will be knocked over, and everything in it's way will be pretty much destroyed. A direct hit from her gun will take about half of your health away, so keep those rations equipped or don't get hit. The only cover that is utterly safe from her shots are metal crates. These, however, do also provide another problem.

As you are fighting, barrels of oil are spilling all around you. These are concentrated towards the large metal crates which provide you with the best cover. If Fortune shoots in the area, it is very likely that the oil will ignite and set you ablaze if you are near it. As the fight continues, the fire may go out, or it may spread.

When the fight starts, try and shoot her with the SOCOM. This is the gun you will want to use the entire fight. Stay near the back of the room and shoot her whenever you have the chance. Avoid hiding behind the wooden crates and stay close to the metal ones, watching closely for fire. Every "hit" you score on her comes in the form of a scene showing the bullet dodging her. She will eventually destroy the forklift and all the scenery around you except for the large metal crates. As the fire spreads, you must be extra cautious. Thankfully, if you look you can see her laser sighting aiming, so avoiding it is not too hard. Using the cartwheel flip is best when dodging her shots.

Eventually, you will receive a call from Colonel Campbell. Fatman has placed another bomb, this time on the heliport. He asked for you, personally. It appears that his intentions differ from the rest of Dead Cell. He may actually blow the place up. He also didn't say what type of bomb he placed, he just said there was a bomb. You now have 400 seconds to make it to the heliport and freeze the bomb. But what about Fortune?

Another cut-scene will trigger when the call ends. Vamp will walk in and inform Fortune of the recent doings of Fatman. Now, Fortune will say she will handle it and Vamp will take over with you. As she walks away, Raiden pops out and with a scream shoots at Fortune. The bullets dodge her, like normal, but one dodges right into the forehead of Vamp, who was standing next to her. As Fortune sees this, she catches him and breaks out into tears. This leaves the opportunity for Raiden to sneak by into the elevator, which he does. However, as he is leaving, Vamp's eyes open and he comes back to life, proclaiming that he cannot die twice.

STRUT A, ROOF

ITEMS: N/A

ENEMIES: N/A

You now have 400 seconds to get to the heliport and dispose of the bomb there, thanks again in part to Fatman. Don't be to quick on the roof here, though, as there are newly planted claymore mines near the entrance. Crawl over them and enter the room. You need to get to Strut E, so you will be taking the FA Connecting bridge route here. In Strut A, you will find a soldier at the bottom of the stairs who can be disposed of, and another who is patrolling the other side who can be avoided. The guard on the FA Connecting bridge can be easily avoided, just wait for him to go down the stairs then run across. In Strut F, dart all the guards on the top level and make your way to the door in back. On the bridge, run across before the guard gets up to the top. Now, you're in the parcel room. Head to the stairs on the east side and go up.

STRUT E, HELIPORT

BOSS FIGHT, FATMAN


ITEMS: B.D.U., Card 2, Cell Phone, SOCOM Bullets x12

ENEMIES: Fatman

Head up the stairs here and take the SOCOM Bullets x12. Head straight back and, with SENSOR A equipped, you will see the area of the bomb. In fact, it's laid out nicely in plain view for you to see. Spray it down and take out your SOCOM. It appears it's time to start the party, as Fatman will now make his entrance. Fatman talks of playing a game with Raiden, he plants a bomb, and you diffuse it before it blows. Not a fun game, really. As the two talk, Raiden comments on the ransom demand to which Fatman doesn't know anything about. Anyways, Fatman is doing this simply to become famous, he believes he will go down in history as the man who beat Peter Stillman. When he's done talking, it's time to fight.

Fatman is a big, fat...uh, man, on roller skates. Not a likely combination, and is proven by Fatman's constant falling down. He wears a giant blast suit that is very thick. This means that you have no chance at penetrating it with a bullet. The armor Fatman wears does not limit his mobility, either. Fatman is very fast on his skates, making for a tricky shot at times.

As he skates around, Fatman will start to plant bombs if he gets a chance. The bombs all have a timer which is displayed on the screen along with the number of bombs planted. All of the bombs he plants are SENSOR A bombs, so don't worry about locating them. Most all of them will be on the side of a structure, with the occasional one that is thrown under or planted ontop of the structure.

If the bombs blow, you lose. During the fight, Fatman will eventually pull out a small, handheld, sub-machine gun. At the beginning of the fight, the only damage he will inflict upon you is by running into you and knocking you down. Damaging him is another story. Due to his blast suit, you cannot damage him directly in the body. By shooting him, however, you can knock him down. When he falls down, he must be shot in the head to cause damage. The easiest way to knock him down is to shoot him in the skates. He will fall in one shot (it's easier than it sounds). If you're quick, when he's down you can shoot him twice. To do this, shoot him once before he starts to get up and once after he starts to get up.

When the fight starts, there are already two bombs planted. Don't worry about them for the moment. Instead, turn to Fatman and shoot him in the skates. When he falls, run up and shoot him twice in the head. Now turn on your sensor and go spray the bombs. When Fatman comes around again, if he didn't plant anymore bombs, shoot him in the skates and twice in the head. It is possible to trap him if he takes out his gun by punching him down again. Do this and shoot him twice again in the head. He is not really too deadly even with the gun, because he can be trapped as such. Diffuse his bombs as necessary and continue to knock him down until his health depletes.

When this does, another cut-scene is initiated. Fatman is left dying in the middle of the heliport. He pulls up and pushes a button activating the biggest bomb in the entire place. As he dies, you are left to find it. It is not too hard, and is a little obvious where the bomb is located. Unequip your weapon and drag Fatman's body away from that spot. Doing so will reveal the bomb. When you drop him, take Stillman's dog tag. Now spray down the bomb.

The Colonel will call and congratulate you on taking care of the situation. He orders you to continue on with the rescue of the President. During the conversation, you will receive another call from Pliskin. Seems that he was knocked out from the explosion. Pliskin will report the status of Shell 2, which is a mess. The harrier here is out, which Raiden passes along to Pliskin. The two decide that the only way to extract the hostages is by helicopter, and they wouldn't stand up for long against a harrier. In any case, you have to get to the President. Head out and towards the steps to initiate another cut-scene.

Here, you will meet the elusive Mr. X, who poses a striking resemblance to Grey Fox of MGS1 fame. Upon talking to him, you will be notified of the supposed location of the hostages. A man named Ames is the only known person who knows the location of the President. However, nobody knows what Ames looks like. The solution is to listen to the hearbeats of the hostages with a microphone, as Ames has a pacemaker. They are supposedly located in the Shell 1 core.

Also during the conversation, you will be let in on a few more secrets. It seems that the terrorists have their hands on a nuke. Even worse is that they have to code to activate it, which was brought in by the SEALS. The thing is, the terrorists didn't bring the nuke, it was already there. Why is this? Well, it appears the the Big Shell is the farthest thing from a cleanup facility there is, and it's just a coverup housing for the new Metal Gear that is housed there!

After a call from Campbell to confirm the story, which doesn't happen, you have now got to get yourself an AK-74u to go with the B.D.U. that was given to you. You also would have received a CELL PHONE and CARD 2. Head out and by way of the EF Connecting bridge over to Strut F.

STRUT F, WAREHOUSE

ITEMS: AK-74u, 3 AK-74u Bullets x30, 4 C4, M4, 2 M4 Bullets x30, PSG1 Bullets x20, SOCOM Bullets x12

ENEMIES: 3 Soldiers

Inside the warehouse, there are three new rooms you can access. The first is on the top floor, to the notheast. Inside, you will find 4 boxes of C4. The next room is to the south and down the hall running west. Inside, there is a laser grid that must be disabled. Shoot the green control box ontop of the locker to the west. Now you can take the M4 and the M4 Bullets x30. In the vent shaft you can find some PSG1 BULLETS x20. Now head down to the bottom level, cautious of guards.

Enter the room on the north wall. Inside, you will find a cache of weapons and ammo. You can get your hands on an AK-74u, 3 boxes of AK-74u BULLETS, another box of M4 BULLETS x30, and SOCOM BULLETS x12. After taking the AK-74u, you will get a call from Pliskin, just reiterating the whole uniform, weapon thing. So, when the guards clear, run up and head out onto the bridge.

EF CONNECTING BRIDGE

ITEMS: AK-74u Bullets x30

ENEMIES: 1 Gun Cypher, 1 Soldier

On the bridge, the soldier will be walking up to his lookout post, so run onto the bridge leading to the core before he gets there. On this bridge, there are floor traps that will drop you into the water below if you slow down. Just run across and take the AK-74u BULLETS x30. A gun cypher is floating your way, so don't spend too much time on the bridge. Head into the core.

SHELL 1 CORE, 1F

ITEMS: Chaff Grenades, M9 Bullets x15

ENEMIES: 3 Soldiers, 3 Surveillance Cameras

Entering the core will prompt a call from Rose. She has finally dug up the information you sought for about Solid Snake (he should have asked back during the first save). Seems that the body was found and positively identified, although one arm was missing. As the facts are laid out, Campbell cuts in and tells you to get on with the mission. Dawn the B.D.U. and equip the AK-74u and you will have no trouble whatsoever walking around here. A few things to remember, though. Any odd movements, i.e. flipping, laying on the ground, etc., will be noticed by the guards and will cause them to look at you (however they won't discover you like this). Bumping into a guard, on the other hand, will knock you out of uniform and make them alerted to your presence. Other things like punching a guard will wield the same effect.

In any case, make you way into the core, past a camera, and out into the hall. Two guards patrol here, so don't run into them. Make your way south and past another camera, heading into the door to the west. Inside, you will find some CHAFF GRENADES and a box of M9 BULLETS x15 in a locker. The node is also located inside here, so go ahead and log in to that. Head out the door on the opposite side and make your way up the hall, past another guard. You will find the elevator at the north of this room. Make sure you are properly dressed before hitting the switch, as a camera will look you over. Head in and go down to B2.

SHELL 1 CORE, B2 COMPUTER ROOM

ITEMS: AK-74u Bullets x30, 5 Books, Box 4, Directional Microphone, M4 Bullets x30, M9 Bullets x15, Ration, SOCOM Bullets x12

ENEMIES: 4 Soldiers

Head out of the elevator and go through the east doorway and down the stairs. Go into the hallway and find the RATION. Go across the to the western hallway and follow it down to the row of lockers. Inside, you can find some M4 BULLETS x30 and some SOCOM BULLETS x12. Ontop of the locker, which you can get by punching the last locker, are 5 BOOKS. Now go over and head into the main computer room, which is crowded by guards. Be sure not to bump into one. To the back you can find the node. Log in and take BOX 4 and some AK-74u BULLETS x30 behind the node. In the northwest corner of this room is the DIRECTIONAL MICROPHONE, grab it and take the call from Campbell. Now head out and up the eastern hallway. Inside the first locker you can find some M9 BULLETS x15. Now make your way back to the elevator.

SHELL 1 CORE, B1

ITEMS: Bandage, Card 3, Ration, SOCOM Bullets x12, Stun Grenades

ENEMIES: 4 Soldiers

As you come off the elevator, Raiden will notice a guard using the retinal scanner. When you gain control, head to the east room and log into the node. Inside the locker is another RATION for you to take. In the next open room down the hall you will find a row of lockers, inside which contains some SOCOM BULLETS x12 and some STUN GRENADES. Now, you have to force a guard to open the hostage room door for you. Head into the hall to find the guard out here alone in patrol. When he turns his back to you, unequip your AK-74u and grab him. Drag him to the scanner and put his face to it to open it. You will now enter the hostage room.

There is a lone guard inside here, with hostages all tied up and littering the floor around the perimeter and interior. Campbell will call you and dish out some details about the consequences of using the mic and how you must not alert the guards, making sure the hostage you call out to is Ames, etc. Listen up and take notice. In any case, you must navigate the room to find Ames. When you mic him, there will be an extra 'ping' in his heartbeat signifying his pacemaker (normally, Ames is located alone in the southwest corner of this room). If you walk across the hostages' feet, they may trip you which could alert the gaurd, so be careful. When you find Ames, a cut-scene will trigger.

Here, you will find out the reason why the terrorists supposedly cannot touch the President. The case that was taken is of no use to the terrorists in that condition, it must be activated by the President himself. Not only that, but the key actually reads the signs of the person using it, and if one is off, then it will refuse the code. In other words, the code must be entered by the President's own free will. After the codec call, Otacon and Snake will walk near and start talking, to which you get to eavesdrop with the mic.

Before this conversation begins, there is an extremely funny little scene going on during the talk. When they first start talking, if you point the mic to the left a ways, you will hear a man talking. In fact, this man is on the toilet, and having a hard time. This man is actually our old friend Johnny Sasaki of MGS1 fame. For veterans of that game, he will make a few references to the game and whatnot, but it's generally just for laughs.

After the conversation, you will talk to Ames again. The password input is complete, and the reconfirmation is coming. However, you learn now that the President must be cooperating with the terrorists. Furthermore, you also are informed that the nuclear strike was the initial goal all along. However, instead of a direct strike, they aim for a high-altitude detonation which would render all electronic equiptment in the area useless, which would cause a severe panic. The talk is now interrupted by Ocelot, who is making his way towards you. Searching Ames' pocket, you will find CARD 3. You have ten seconds to equip your AK-74u.

During this next scene, Ocelot will talk to Ames and make it known that he knows who Ames is and why he is here. However, Ames will suddenly die of what seems to be a heart attack. After the death, Ocelot will grow suspicious of you, and will surround you with men and demask you. To the rescue now, comes the cyborg ninja, who supplies you with an escape path.

When you come out of the hostage room, the guards are on tightened security (caution mode). After the call from Campbell, where it is decided that you still need to go after the President, run up behind the guard patrolling in front of the elevator and dart him with the M9. Take the elevator up to the first floor.

SHELL 1 CORE, 1F

ITEMS: M9 Bullets x15, SOCOM Bullets x12

ENEMIES: 3 Soldiers, 3 Surveillance Cameras

As you come to the top floor, the patrols are still in caution mode, with the attack team out and patrolling. Wait here in the elevator until the caution mode is depleted and normal mode returns. Now, head out of the elevator and shoot the camera on the east side with the SOCOM. Dart the guard patrolling under the camera and the guard patrolling down the hall. Run down and head to the hallway leading to the exit. Shoot the camera here with the SOCOM. Take the M9 BULLETS x15 and the SOCOM BULLETS x12 and exit to the bridge. Now, immediately run across the bridge and take it south to Strut F.

STRUT F, WAREHOUSE

ITEMS: PSG1, 2 PSG1 Bullets x20, RGB6, 2 RGB6 Bullets x6

ENEMIES: 3 Soldiers

Now that you have a new card, you can access the last rooms in the warehouse. Both rooms are on the top floor. The first is in the northwest corner, which, inside you will find the RGB6 and 2 boxes of RGB6 BULLETS x6. The next room is in the hallway to the southeast. Inside here, you will find the PSG1 and 2 boxes of PSG1 BULLETS x20. If you recall the conversation between Ocelot and Snake, you will remember that there is Semtex on the Shell 1-2 Connecting bridge. You will need this to destroy them. Now, you need to head to Strut D via the EF Connecting bridge. Head through the parcel room and avoid the guards to get to the DE Connecting bridge. Wait for the guard above you to look to one direction and then run across to the other side. Enter from the top door. In the sediment pool, dart the two guards up top and exit to the Shell 1-2 Connecting bridge.

SHELL 1-2 CONNECTING BRIDGE

BOSS FIGHT, HARRIER


ITEMS: AK-74u Suppressor, 2 PSG1 Bullets x20, Ration, Stinger

ENEMIES: Harrier, 2 Soldiers

When you come out onto the bridge, you will get a call from Pliskin. He informs you of the IR sensors in place on the bridge. There are a total of ten control units that need to be destroyed before the beams deactivate. When you get control of Raiden, turn around and look above your head. The first control unit is there and can be taken out with the SOCOM. Out near the bottom of the steps, you can find two more control panels. The forth is located out on the big pillar straight across from you. Now, the fifth is across the bridge, on the wall to the right. You should use the PSG1 for the remaining controls. The sixth control is to the left of this one, across the doorway. Now, the seventh is to the right of the previous one (fifth) and down, actually lower than the bridge. You will see a group of birds surrounding it. The eighth is on the bridge, near the far side on the left. It is placed near the explosives, so you need position to hit it. Another charge is located behind the flag waving up to the left. Finally, the last charge is actually located ontop of a cypher flying above the bridge. Shoot it out and the sensors should deactivate.

When you walk down the stairs, you will receive another call from Pliskin. Good news this time, he found a ride in the form of an enemy helicopter. Now the hostages can be evacuated, but it will take two trips. He says he is heading towards you now, and introduces you to his pilot, Otacon. Well, you're not the only one who recognizes the name, Raiden does too and checks his suspicions with the Colonel, who again has nothing to offer. In any case, they are on the way, and get there just in time to see Solid Snake standing across the bridge from Raiden. Upon telling Raiden he is Solid Snake, Pliskin gets upset and starts shooting, shouting he is not Solid Snake. The man refers to Pliskin as brother numerous times. Could it be...is Pliskin THE Solid Snake?

Well, after a few grenades get launched, the man calling himself Snake gets knocked off the railing...landing right on the harrier. This is bad news for the chopper. Pliskin, realizing the situation, throws you down the STINGER MISSILE LAUNCHER. You have no other choice but to shoot down the harrier.

The harrier fight is a very interesting one at that. It is not overly hard, so long as you are stocked up on rations. You also have Pliskin helping you during the fight, for which he will throw you items when you need them, like extra rations and missles. He will also deal with the harrier if it has you pinned down with machine gun fire. Pliskin will stop helping you, however, if you shoot at the chopper with the missile launcher (not very smart). You also have limited movement range being trapped on the bridge. Not only that, but the harrier can destroy parts of the bridge cutting down your movement range even more.

The harrier enjoys the widest attack range in the entire game, offering a diverse number of attacks to try and destroy you with. The jet wields all the normal weapons you would expect a harrier to have, and they even get a little creative with the punishment methods they dish out. You can be damaged by the harrier flying by you at high speeds, which will cause you to flip and fall. The jet will launch missiles at the bridge you are on. Also equipped on the jet is a high caliber machine gun which does heavy damage. Creative is the way in which they will actually burn you with the propulsion system of the jet, by aiming it down over you and hovering. They will also launch a barrage of flurried missiles which will tear the bridge to pieces at times. Alot of these attacks are nearly immpossible to dodge, like the missile flurry.

When the fight starts, shoot the harrier as many times as you can. This is about all you can do throughout the fight, is launch missiles whenever you see the opportunity. When the jet flys around and circles the bridge closely is a good time to shoot. When the harrier flys out far and comes over the bridge really fast, you can get a shot off when it is coming towards you. Look out and you will see a flash of light where the jet is. Shoot at that and you will hit the jet. Make sure to keep your rations equipped at all times. When the harrier goes to burn you by hovering, run down the stairs, aim up and shoot as many missiles into the body of the jet as you can. When they try to launch the flurry of missiles, you will almost always get hit so just hold your ground and launch at them. If they use the machine gun, launch before they get into position and then hide behind the pillar. Shoot whenever possible, and if you're there for too long, Pliskin will get the harrier off of you. As the fight progresses, the bridge will be destroyed. Continue launching missiles and the harrier will eventually fall.

When it does, you will get a call from Pliskin...ah, forget it, you get a call from SOLID SNAKE! Yes, it is official, he is the real Solid Snake. Anyways, the two get to talking about why they are fighting and whatnot. After, Raiden gets a call from Campbell, who seems upset about the recent discovery of Snake. In any case, the call ends on a very abrupt and sour note.

Now you are thrown onto a burning and destroyed connecting bridge. To the left is the staircase, which is blocked by fire. All flames can be put out with the COOLANT, so take that out and clear yourself a passage. Now, the stairs here are not stable, so don't take to long getting the RATION at the bottom. Run back up before it falls. Go back to where you started and walk to the end of the slightly elevated platform. Look out and down to see another platform. Well, if done correctly, you can run and jump down to the platform. If your timing is right you will make it, if not you will fall into the water. If you want to take the safer way, you can shimmy and drop onto the pipe to the right.

Across on the next walkway, you can find 2 boxes of PSG1 BULLETS x20. Behind the flames near the back wall, you can find the AK-74u SUPPRESSOR. Now, climb up on the walkway to the east. This path is easy to fall off of, so be careful. You do need to run, though, because the floor panels will start to break away. When you make it to the end, flip over the railing. Use first-person view to look at where you are going to land. When you drop down, two soldiers will come out onto the upper bridge. Take out your PSG1 and shoot them, or else you risk being spotted. Head down the walkway to find the bridge is pretty messed up. The first hole can be jumped. When you approach the second, you must flip over the railing and shimmy across. Now, flip up and head up the ladder.

STRUT L, PERIMETER

ITEMS: AK-74u Bullets x30, Chaff Grenades, PSG1 Bullets x20, Ration, SOCOM Bullets x12

ENEMIES: 4 Gun Cyphers, 2 Soldiers

Walk down the path to find the perimeter has some open windows. Well, inside the windows are guards, starting around the third window, there is a guard there and one following. Wait for the first guard to turn and then run across to the end of the walkway, you will avoid the second guard. You will find yourself near a very long hole. Flatten yourself against the wall and shimmy out, ducking under the structuer and continuing to the end. Now, around the corner, you will be introduced to a very odd situation. A guard above you seems to be stuck at his post while having to use the bathroom extrememly bad. Well, being the problem solver he is, he unzips and does his dirty buisness right down on the catwalk that you are walking on. Yep, the guard is taking a leak right where you need to walk. Well, you have a few options here. One, you can grit it out and run right through his, uh...barrier. Two, you can flatten yourself against the wall and try to creep by it. Or third, you can simply wait it out. I leave the choice in your hands.

When you pass him, flip over the railing and drop down. Pick up the AK-74u BULLETS x30 and head down the walkway. You will find yourself near a staircase. Run by it to the end of the walkway to find a RATION. Now go up the stairs to the sound of a deadly hum. You guessed it, that hum is the sound of 4 gun cyphers. These guys can be easily shot down, which is recommended. To the south end of the bridge, you will find some SOCOM BULLETS x12 and to the north you will find some PSG1 BULLETS x20 and some CHAFF GRENADES. Head down the bridge leading to the core, flipping over the hole. Shimmy across on the railing, in the hanging mode, to the other side to enter the core.

SHELL 2 CORE, 1F AIR PURIFICATION ROOM

ITEMS: Chaff Grenades, 2 M4 Bullets x30, M9 Bullets x15, 2 Nikita Bullets x10, SOCOM Bullets x12

ENEMIES: 2 Sentry Cameras

When you enter the room, you will be overtaken in command and Raiden will notice Olga talking to someone on a cell phone. He will immediately go for his mic to listen in on the conversation. It appears that you are outside of the room where the President is being held, only the floor to the door is electrified. You must destroy the circuit panel to the electric floors before you can gain access to the room. After the conversation, you will gain back control of Raiden.

Run down the small flight of stairs and hop up on the crate to get the SOCOM BULLETS x12. Around the banister of the stairs are some NIKITA BULLETS x10. Head forward to find a box of M9 BULLETS x15 near the stairs. Go up them and get the RATION at the top. In the door to the east, there are two sentry cameras and a box of NIKITA BULLETS x10. The opening to the west holds a box of CHAFF GRENADES. Head down the hallway to find a lobby to the right. Inside, you can find the node as well as a box of M4 BULLETS x30. Now go out to see the elevator around the corner, to the end of the hall is another box of M4 BULLETS x30. Now, call the elevator and take it to B1.

SHELL 2 CORE, B1 FILTRATION CHAMBER NO. 1

ITEMS: Night Vision Goggles, Nikita

ENEMIES: N/A

Exiting the elevator, you can find the node to the east. Now, once you've logged in you will notice bright blue circles on the map. These are places you can come up for air at, which are very important as we're about to do a little swimming. Head into the water and wade around the corner to get a call from the Colonel. Here he will explain the on-surface control scheme for swimming. Now, dive under and he will call back to explain the underwater controls.

Swim forward and take a right at the first opening. Heading in, there will be another opening to the left. Take it and find the NIGHT VISION GOGGLES inside. Now turn around and head the way you were going, down the hall. Turn left at the end (surface if necessary) and continue down this way until you get to the opening on the left. Swim through this and you'll see another opening to the right, with a bomb floating near it. Swim under the bomb and to the end of the small hallway to find the NIKITA. Now, turn around and swim back out of this place. Take the elevator back up to 1F.

SHELL 2 CORE, 1F AIR PURIFICATION ROOM

ITEMS: CARD 4, SOCOM Bullets x12

ENEMIES: 2 Sentry Cameras

Upon coming off the elevator, you must now take out the control panel from inside the President's room. The trick to this part is to lure the President out of the way before attempting to fire the missile into the room. Run to the wall right across from you as you exit the elevator. Now, flatten yourself and repeatedly knock on it. The President should hear you and come to see what the sound was. When he gets near the wall, run through the lobby and down the hall to the steps. Take them and hop ontop of the box. Now, equip the missile launcher and aim at the vent shaft right across from you. Steer the missile to the left, then right at the top of the incline, around the corner, left into the President's room and then into the control panel. Head around and enter his room.

During the lengthy conversation with the President, you will now learn of the truth behind the country. A group of twelve men, dubbed the Patriots, actually have absolute power and authority over all the political and other doings in the country. Nobody knows who they really are, however, but they are the ones who chose the President, and all of his policies. The President tried to help the terrorists in hopes of obtaining the new Metal Gear to use as a bargaining chip to weave his way into the ranks of the Patriots. Instead, he changed his mind in order to prevent global chaos.

You will also learn of the terrorist's leader, a man titled Solidus Snake. The third in the line of Snakes, decended from Big Boss and preceeded by Solid and Liquid, Solidus was the last survivor of the project. In fact, Solidus's real name is George Sears, ex-President George Sears. Solidus plans on challenging the Patriots, and has arrived here after having hidden out from the Patriots men, who were going to kill him. Now, he has his hands on a new type of Metal Gear, even more advanced than the RAY units developed by the marines.

Arsenal Gear, the new type of Metal Gear, designed to keep the Patriots in power by filtering the digital flow of information. Furthermore, the tank is equipped with thousands of missiles, nuclear and otherwise. As the President explains this, he mentions the only person who is able to stop Arsenal Gear from becoming fully operational, Emma Emmerich. After a struggle, Ocelot shoots the President. His last command to you as the President is issued, find Emma, stop Arsenal Gear. With your new CARD 4, you will be able to get to Emma through the flood.

Inside the room, you can find a box of SOCOM BULLETS x12. Head outside and take the call from the Colonel. After the call, you will receive a second transmission from Snake. It seems that he and Otacon knew about Arsenal Gear the entire time. Now, you will get a lengthy rundown of what really happened on the tanker. After the scene, you must get to Emma. Head around the hallway to the elevator and take it to B1.

SHELL 2 CORE, B1 FILTRATION CHAMBER NO. 1

BOSS FIGHT, VAMP


ITEMS: 2 Rations

ENEMIES: Vamp

Walk down the stairs into the water. Dive down and swim forward. Remember to surface when you need to, as I will not tell you when. Turn right at the first opening, swim to the end of this hall and turn left. Do surface here to get a call from Otacon. It seems that Emma can't swim, and is afraid of water. In any case, you have to deal with it because you need to get her out. Dive down and swim forward down this hall and turn left at the first door. Inside, turn right and go down this hall. Take the RATION and go left. At the dead end, turn right and enter the hatch at the end. Hey, it's our old friend Peter Stillman.

Now, navigating this room can be tricky, but there is a path. When you swim in, swim as high up as you can and go to the right. Swim through that opening and turn a hard left. Swim to the opposite wall and then turn right to find a path through. You can follow this all the way to the far wall. Now, follow the wall right and swim down to find the door. Exit and find the RATION at the air hole above you. Walk up the stairs to exit the flood.

When you enter the door, it's time to fight Vamp. That is, after a little cut-scene. The fight with Vamp is located in a room that is not too nice to you. First off, the pool in the middle is basically a death trap. Due to the high oxygen concentration, trying to swim in this pool is downright impossible. For Vamp, however, is another story. Vamp can swim just fine in the water. But if you fall in, you'll die. The room is also fairly small, which leaves you limited mobility to dodge Vamp's attacks. There are also many openings from the water in which Vamp can surface from, making it hard to keep track of him if you're constantly moving.

Vamp's attacks are very limited. In fact, for a later boss, Vamp's attacks are kind of pathetic. Don't take him lightly, though, as he can get really hard near the end of this battle. Vamp attacks with knifes. He will lie in wait in the rafters above and throw a knife at you. After doing this a few times, he will spin around and throw a barrage of knifes in succession. While Vamp is doing these knife attacks, he will be glowing orange. While Vamp is glowing like this, you cannot shoot him. Also, Vamp reads the your movements, so you can't use the auto-aim feature or you will miss (use first-person mode). When Vamp surfaces after swimming, he will run around the platform and cut you with a knife. He is almost unavoidable here. Near the end of the fight, Vamp will start to throw shadow bombs, which will render you unable to move until you are attacked.

The best peice of advice to remember during the Vamp fight is to shoot out all of the lights. This way, Vamp cannot use the shadow bombs to freeze you at the end of the fight. Also, make sure you don't let Vamp start to run around when he surfaces. You may as well count on getting hit if you do. When Vamp is swimming, you can shoot him which will cause a mild decrease in health and a large decrease in his oxygen. The best weapon to use when he is swimming are grenades, which will basically drive him out of the water.

When the fight starts, pull out your NIKITA and shoot Vamp in the head. When he is down swimming, shoot out all of the lights. Now, always wait at the southern opening of the pool. When Vamp is swimming, you can shoot him to drive him up faster. Keep a close eye on him, as he will surface on the opposite side of you. When he starts going up, immediately pull out your NIKITA and shoot him. This will cause him to fall back into the water. Now, he will jump out of the water and to the rafters. Run around, either clockwise or counter-clockwise, the pool. Doing so will cause Vamp to miss you with the knifes. When he throws the rapid succession of knifes, pull out your SOCOM and aim at him. When he stops glowing, put a bullet through his head. He will now jump down into the pool, again. Wait at the south end and continue the process until Vamp is defeated.

SHELL 2 CORE, B1 FILTRATION CHAMBER NO. 2

ITEMS: Body Armor, Pentezemin, Thermal Goggles

ENEMIES: N/A

After the post-fight calls, head down the stairs and into the water. Now, swim forward and turn right into the first hallway running that way. Now, swim to the end. The last opening to the left contains the BODY ARMOR. The opening right before this one is your destination. Head through and up the stairs. Enter the room to find the node. Log in and take out your mic. Aim it at the row of lockers to find a heartbeat in one, which is the locker Emma is hiding inside. In the locker on the east wall, you can find the THERMAL GOGGLES. Behind the stairs, you can find some PENTEZEMIN. Now, walk over and open the locker to trigger a cut-scene.

After the long talk with Emma, you will have finally convinced her to take a swim with you. She is going to be on your back for this ride, so keep an eye on her seperate oxygen gauge, which is far smaller than yours. Swim around the corner and down the hall to the right. At the end, take a left to get back to the staircase leading back to the area where you fought Vamp. Head up and hold Y to grab Emma's hand. Walk through the door.

SHELL 2 CORE, B1 FILTRATION CHAMBER NO. 1

ITEMS: N/A

ENEMIES: N/A

Now that you've crossed the first flooded section, Raiden and Emma will sit down and take a little break. Watch out for the mines in this room in the southeast corner. Head around the opposite side and you will be fine. Your goal is to head to the Strut L oilfence in order to get to the Shell 1 core. When you walk Emma out to the next door, another cut-scene will trigger, in which Emma will give you a long and detailed (mind-numbingly so) description on Arsenal Gear. When she finally finishes, you will be in for another swim. This one, however, is a little harder than the last.

Dive down and swim through the hatch into the room with the mass wreckage. Here, swim to the right and up, heading through the hole. Now, follow this back. When it dead ends, swim to the left and find an air whole. Surface to allow Emma to breathe. Now, swim down and head through the upper hole in the wreckage and swim through the hatch. Surface here, swimming past Stillman's body. Dive under and head down the hall. Turn left and head through the first opening on the right. Swim through this and go left, then out and to the right in the next hall. Surface at the end and head to the right. Follow this to the end and head left, up around the corner and up the steps. If you walk Emma near the bugs, she will turn and walk away. You have to rid the bugs of the area before you can move. Take out the coolant and spray them all away. If you call the Colonel, he suggests knocking her out and dragging her through. Either way works. Head up the elevator.

SHELL 2 CORE, 1F AIR PURIFICATION ROOM

ITEMS: N/A

ENEMIES: 6 Soldiers, 2 Sentry Cameras

Leave Emma in the elevator and run out. When the guard turns his back in the lobby room, run in and hold him up, disposing of him in any way you so choose. Now, go back and get Emma from the elevator. Walk her down the outer hall and leave her just beyond the eastern opening to the lobby room. Now, run down and hold up the guard in the opening to the west. Dispose of him and head back for Emma. Take and leave her at the end of the hall, past the steps. Shoot the guard over the railing to the east. Now, head back towards the elevator, as a guard should have just gotten off of it. Shoot him and head back. Take Emma down the steps and leave her hidden behind the first wall. Run up and shoot the next guard. Head up the stairs and shoot the last guard in this room. Go back for Emma and take her outside.

KL CONNECTING BRIDGE

ITEMS: Card 5, Chaff Grenades, PSG1 Bullets x20, Ration

ENEMIES: 2 Gun Cyphers, 1 Soldier

As soon as you enter this area, leave Emma by the doorway. Run across and take the RATION, PSG1 BULLETS x20, and the CHAFF GRENADES. Look in first-person view out the door. Shoot the cyphers when they float into sight. Now, run across the bridge, which has been patched up. Wait on the steps and shoot the guard by boosting yourself up (hold both triggers in first-person view). Now head back and bring Emma back here. Head south on the bridge, which you will notice is immediately blocked by fire. Take out the ever-useful coolant and douse the flames, making the path open for you. Now, take Emma and head for the door. As you near it, Raiden will remember that he doesn't have the right security card to be able to open the door. However, Emma will hand him the CARD 5 that she had been holding.

STRUT L, SEWAGE TREATMENT FACILITY

ITEMS: SOCOM Bullets x12

ENEMIES: 2 Soldiers

Leave Emma by the door again and run to the opposite side of the hall, picking up the SOCOM BULLETS x12. Now, peak around the corner with your M9 and shoot the guard across the hall. The second guard should now be near the door, so shoot the base of the railing to grab his attention. He will walk out into view to check the sound. Put him down and take Emma across the walkway. Enter the hatch and walk near the trapdoor to initiate another cut-scene. To get to the oilfence, you must decend a pretty big ladder. Needless to say, Emma is going to have a problem with this. Raiden will talk her into it and you will both descend to the bottom.

STRUT L, OILFENCE

ITEMS: PSG1 BULLETS x20

ENEMIES: Gun Cyphers, Soldiers

After you have made your way down the ladder, you will get a call from Snake. It is decided that Emma will cross the shakey bridge alone, with you covering her with sniper fire. To help even more, Snake will be making his way to Strut E to help you out. Notice that you have unlimited PSG1 BULLETS x20 that will keep respawning as you run low on ammo, located right on the platform. When Emma jumps down on the bridge, take a pentezemin and equip your thermal goggles and the PSG1. Look out over the bridge she is on and shoot all of the claymore mines. After you do that, swing your view to the right until you see two more claymore mines that need to be shot, on the third bridge. Focus you aim back on Emma, watching over the column in front of her. Shoot the guards that enter your vision, or else they will spot Emma.

For a laugh, when you have cleared the column of enemies and Emma is about to climb up off of the bridge, take out your directional mic. Aim it at her to hear her rant abit about why she is here, and whatnot. When she ducks behind the column, she will start to talk about Raiden, and, in particular his hair. When she is done talking, call her on the codec to reassure her that your hair is real. Now that's done, you can get back to sniping.

Watch for the cyphers floating about now, as they can cause Emma troubles. Take a look back at the first column to catch another guard coming from behind to see Emma (he is on the second story, looking out he will see her). Shoot him and focus on the second strut, killing any guards and cyphers you see. When Emma reaches about half the way across, you will get a call from Snake, who is now in position to help you (take a look up to the strut on the right to see him). However, as it stands now, Snake will not fire. If you want him to help you, call him back after the conversation. His range of fire will be limited to your vision, meaning he can only shoot at what you are looking at. Keep clearing the second column of guards and cyphers until Emma gets near the end of the bridge. By this time, you should have killed all of the guards.

For even more laughs, take out the mic again and point it at Emma. When she goes behind the column again, she will be stopped by a guard. But this is not just any guard, this is Johnny Sasaki of MGS1 fame, and recently overheard during the conversation with Ames. Anyway, he will let Emma go after giving her some words to live by, and warn her to get out before the place blows...hehe. Now, look over and put the mic on Snake. After a little bit, he will start to mutter to himself. Pretty funny.

Back to work. Now, keep clearing the way from the cyphers for Emma to make her way across to the last strut. Hopefully, you should have cleared this bridge of the two claymores. If not, do it now. When Emma makes it near halfway, another cut-scene will trigger. Out old pal Vamp will jump down from the bridge above and grab Emma. Now, you have to take him out. Take a pentezemin and zoom in on Vamp's head. When he moves Emma to the side, fire a three round burst into his head. Do this a second time and Vamp should be history. Emma, on the other hand, may be joining him as she was stabbed. Snake will abandon his sniping position and sprint onto the bridge, taking out some cyphers on the way, to get Emma and take her to the core.

STRUT E, PARCEL ROOM, B1

ITEMS: Digital Camera, SOCOM Bullets x12, Stinger Bullets x10

ENEMIES: N/A

You now have 300 seconds to get to the core. Run through the hatch and out the next door. Head through the door on the north wall to get the DIGITAL CAMERA inside. Go out and up the stairs. To the north, under the belt machine, you can find a box of STINGER BULLETS x10. Head to the southeast and out the door. On the bridge, shoot down the cyphers. Now, run over and hang on the railing, shimmying to the other side. Flip up and head through the door. In the core, to the south, there are claymore mines, so be careful. Run to the north and into the elevator.

SHELL 1 CORE, B2 COMPUTER ROOM

ITEMS: N/A

ENEMIES: N/A

The cut-scene in the computer room is fairly long, and mainly relating to Otacon and Emma. During the scene, Snake and Raiden will upload the virus that Emma set up. Eventually, Emma will die (are you cheering? *sigh* :/). The problem with the virus upload, however, is that the count stopped at 90% and the connection was lost. In any case, Arsenal is going active and the terrorists are about ready to break away the top portion of the Big Shell, meaning you're about to sink. Now, you have got to get the hostages out, or rather, Otacon has to get the hostages out. When he goes, it's time to get inside Arsenal, as Snake calls out his friend, the ninja. It appears that Snake has betrayed you, as the ninja knocks you cold with an electric current from his blade.

ARSENAL GEAR, STOMACH

ITEMS: N/A

ENEMIES: N/A

You will awaken in a tortue bed, in front of Solidus and Ocelot. You will get a history lesson here, your own in fact, from Soldius. After that, Olga will come in and Ocelot will leave. It seems that Olga was sent by the Patriots to help you, and the Patriots are holding her baby. It's a, if you fail, her baby dies kind of deal. Anyways, Snake only used you to gain access to Arsenal, he didn't change sides on you. He is waiting for you in the hallway ahead with your gear, as you are currently naked. In fact, your move list is severely hacked as Raiden is busy censoring himself with his hands. This means no choking, hanging, etc. It is also cold here, so don't stand around too long for risk of catching a cold. When Olga leaves the room, you will be freed. Run out the door across the room and log into the node. Go through the next door.

ARSENAL GEAR, JEJUNUM

ITEMS: Box

ENEMIES: 2 Surveillance Cameras, 6 Tengu Soldiers

As you come out, you will get a weird call from the Colonel. Carry on and run behind the opposite block when the soldier turns. Knock on the wall to get his attention, and run to the east side of the block and up the steps when he comes to investigate. You will get another weird call from the Colonel, who will continuously call you. Answer them all, they are pretty funny (or don't). To the very left corner there is a box of which name I cannot recall. Anyways, run across the bridge and up near the camera. When the tengu comes near, wait until he turns and then follow him back. When he walks down the bridge, quickly run by him to the other end. Now, when the tengu across the bridge, clears, and the camera looks the other way, run across the bridge and hide to the right of the camera. Wait for the tengu to walk down the hallway, then run to the wall past him and duck behind the small crate. When he turns, run by him and through the door at the end.

ARSENAL GEAR, ASCENDING COLON

ITEMS: High Frequency Blade, Ration

ENEMIES: N/A

When you enter this section, head south to find a RATION. If you notice your radar, you will see a video of a woman (answering your codec will stop it). Now run north and you will eventually get a call from Rose. She will admit that she is actually a spy, and that she is pregnant. After the talk, Snake will appear behind you, and will equip you with your gear. He will tell you of the supposed twenty-five RAY units ahead, and will give you a gift from Olga, the HIGH FREQUENCY BLADE. This will also alot you some time to practice, so do so. You can also use this time to knock out Snake and shake him of his dog tag (he will retaliate). When the session ends, it is time to move on to the next area. Keep the body armor equipped for the rest of the game.

ARSENAL GEAR, ILLEUM

ITEMS: N/A

ENEMIES: Tengu Soldiers

Now the real fun begins. As soon as you enter the area, you will get a call from Otacon. Raiden will ask him to check into the Colonel's last transmission. Now, you and Snake will be spotted by a cypher, alerting an army of tengu soldiers. If you run low on ammo, Snake will throw you some, so don't worry. Take out the first soldiers with your M4 and start making your way to the back. After awhile, take out your blade and start hacking through the troops. With the blade, keep holding down Y when you're not attacking (deflect bullets). Keep killing the troops and you'll eventually get them all, reverting you from the alerted state. Now, Otacon will call back. It seems that the origin of the Colonel's signal is coming from inside Arsenal. In effect, you've been talking to an AI. Make your way into the next section.

ARSENAL GEAR, SIGMOID COLON

BOSS FIGHT, METAL GEAR RAY


ITEMS: Ration

ENEMIES: Metal Gear RAYS, Tengu Soldiers

The Colonel will call again, and Snake will tell you to ignore it. Take the RATION and head out into the next area. Now, you will face another swarm of tengu soldiers. Keep hacking them to pieces with your blade, and eventually you will be caught off guard with a 'Fission Mailed' screen. This is just Arsenal's AI reacting to the virus, so don't panic. Concentrate on the screen and keep killing the troops. Take extra care to kill the tengus with the blades, as Snake's bullets will be deflected by them. After a hearty little fight, you and Snake will stand victorious in the center circle, only to be joined by Fortune. Well, Snake will shove you on, demanding that he will take care of Fortune. In any case, you're on your way up.

When you reach the summit, you will be in the middle of a platform listening to Solidus talk to you. Soon, he will reveal himself, and proclaim that it is time for you to die. Well, to acheive this feat, he has put together the army of Metal Gear RAY units to put you down.

The Metal Gear RAY fight is not too difficult, as long as you can bear taking on a hoarde of them at once. The units have a standard attack pattern, which is not to difficult to predict. First, the RAYs have a shoulder machine gun, which is fairly deadly but easy to aviod. They also shoot two kinds of heat-seeking missiles. The first are launched straight up into the air, and will come down ontop of you. These are represented by a radar type 'ping' sound that will intensify as they close in on you. The second are standard missiles, launched in twos, straight at you. The units also use a heat wave that they spray from their beak. Also, a laser can be used on you if you are near the underside of any unit. Besides all of this, the RAYs can also stomp on you, as well as land on you when jumping into battle.

The fight takes place on a rounded platform, of which contains a RATION in the middle and stinger missiles around the outside. The RAY units line up outside the platform, and will eventually have one jump to the middle, ontop of the platform with you. Constantly moving is a key factor to this fight, whether it's for dodging the missiles or machine guns, or just for lining up a shot. You want to stay to the outside of the platform. This prevents any RAY units from landing on you during the fight. The RAY units will only be attacking in groups of three; either all on the outside or two on the outside and one on the inside.

Damage can be done to the units in two ways, both with the stinger missile launcher. First, you can directly shoot the unit in the head. This is easily distinguished as there are only three targeting reticules. The direct head shot is quick to take away a little bit of health, but lacks any type of punch. The second way is to shoot the unit in the knee first. This way, the RAY will fall to it's knees and leave the head exposed. Now, immediately shoot the unit in the head. This will take away a large portion of health, slightly over 25%. In effect, this is also the most reliable attack since you won't run out of missiles.

When the fight starts, immediately equip your STINGER and shoot the knee of the RAY in front of you. Then take out it's head, and follow suit by shooting the knee of the unit to the right. Shoot it's head and then the knee of the one on the left. Follow this pattern until a RAY jumps into the middle. Now, retreat to the outside of the platform and run around. Take a shot at the unit in the middle whenever you can. You can also shoot the units on the outside, too. Try not to stop running for any amount of time if they launch the first type of missiles, sounded by a 'ping.' Keep firing away as you run around, taking out the knee and then the head. If the unit in the middle fires the second type of missile, run forward at a diagonal angle. When the missiles near, do a cartwheel flip and they should miss you. Continue firing away. As the RAY units fall, they will be reinforced by a seemingly endless armada. Don't get discouraged and keep running and firing. Eventually, you will defeat the last one, who will trigger a cut-scene.

Now, Olga will jump in as Raiden has all but given up. She informs you that your vital signs are being transmitted to the Patriots. If you die, her child dies. So, Solidus will appear and grab Olga, putting a bullet right through her head. The RAY units behind him, however, will start to malfunction, thanks in part to the virus you installed earlier. So, it's time to watch Solidus go to work, as he will take out three units in a matter of seconds. After this, Fortune will appear with Snake, whom she has captured.

After you save, you will be confronted by Solidus. He will start to squeeze you, to which you must repeatedly tap the Y button to hold your breathe. Don't let up on the button here, as the slightest amount of time away will cause a great loss in air. When you get by this, he will toss you aside. Fortune, it seems, was planning on hijacking Arsenal. Solidus was going to give it to her, as his real objective was a list of names of the Patriots. Ocelot, on the other hand, has double-crossed everyone. It seems that Fortune's so called 'luck' in war is caused no more than by technology, a little gadget that Ocelot now holds. Ocelot will take a RAY unit and launch a payload at all of the people below, to which Fortune will show her real power and deflect the shots, one of which, nips Snake in the cuffs. Ocelot, however, turns into Liquid because of his arm. Liquid is taking the RAY, Snake manages to break his cuffs and leap over the edge following the unit (Coolest. Scene. Ever.). Now, you are left alone with Solidus, on Arsenal, which crashes into the shore.

FEDERAL HALL

BOSS FIGHT, SOLIDUS


ITEMS: N/A

ENEMIES: Solidus

The two of you have now crashed at the Federal Hall building, the site where Solidus was planning on declaring his new liberty. You will get a long, weird call from Campbell. He will explain how the S3 plan was supposed to work, and how they control the actions of the human race. The Colonel will actually appear to be some sort of alien lifeform during this conversation, as will Rose. To summerize, this whole operation was to recreate the Shadow Moses incident. Think about it, if you've played MGS1. Dead Cell was there to represent FOXHOUND. Ames and the President's death, and the FOXDIE virus. The torture scene, not to mention Johnny (heh). Fatman stood as a test to see if the simulation could be carried out. Now, it all comes to a head here, with Solidus.

The fight with Solidus can be frustrating, especially if you're not primed on using the blade. Soludus is one of the most unique characters ever to grace the Metal Gear franchise. His attack patterns are somewhat crazy and abnormal, with long as well as short ranges. First, he will use his mechanical arms to attack you. He will do this by sweeping the ground twice, tripping you if in range. The will also use them to grab you. If he acheives this, he will choke you (tap Y to hold your breathe) and then slam you onto the ground. Solidus can also fire missiles at you through his arms. Equipped with two blades, Solidus will not hesitate to use these. He can attack in a few ways with the blades. He can go for a combo, a stab, or he can preform a double overhand power slash. Also, Solidus likes to counterattack you when in close with a roundhouse kick. Using his arms again, he can grab and hoist himself upwards on the building, then spring off and land on you. Finally, Solidus uses his turbo boost to spread a trail of fire that can burn you on touch.

The fight takes place on the rooftop of the Federal Hall building. This area is somewhat limited, so you must space and range yourself to allow distance to escape Solidus' attacks. Also, the edge of the building does come into play. If you near the edge, you can very well fall off. Most likely, however, Raiden will turn and hang if this happens. To damage Solidus, you must counterattack after his strikes, or else he will block your attacks with his blades. Putting together a three hit combo after he attacks is the best way to drop his health quickly. As Solidus' health drops below a certain point, he will cut away his arms and become even harder. At this point, he will turbo across the roof more often and faster, and will strike as he is in one of these turbos. He must still be attacked in the same manner, however.

As the fight starts, wait for him to attack you. If he attacks with his arms, run away from them. Wait until he comes back with his swords. Keep dodging his arms, stabbing him if you can manage. When he attacks with his swords, run to the side and put together a three hit combo (push the stick left, right, then left or the other way). When he launches missiles at you, run to the side and towards Solidus to avoid them easily. Keep counterattacking whenever he uses his swords. The move where he tries to land on you can be counterattacked as well, and should be. Eventually, he will cut off his mechanical arms and start to speed across the roof. Use the cartwheel flip to jump away from him and avoid the fire. When he comes to stab at you, dodge and counterattack him. He will immediately speed away when he gets up, so stand clear. Repeatedly counterattack and eventually you will defeat him. Solidus will fall off the Federal Building to his death.

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