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Thanks ! |------------------| |2) Character Info | |------------------| ################## # THE CHARACTERS # ################## SOLID SNAKE (voiced by David Hayter) Solid Snake's real name is Dave and he has an IQ of 180. He is a highly trained, elite soldier with a personal preference for parachuting, S.C.U.B.A diving, free climbing, rappelling, small and medium range handguns, and various hand-to-hand combat techniques. Snake is a living legend. A former elite soldier serving in the special FOX-HOUND unit, Snake is a past master of silent infiltration. He first demonstrated his unique skills in the Outer Heaven crisis, defeating Big Boss and the Metal Gear robot. Not long afterwards, he voluntarily left FOX-HOUND. He was then recruited by the Central Intelligence Agency as a non-official covert operative. His affiliation with the CIA didn't last long as there was a conflict in philosophies and Snake ultimately found himself fighting the system that is the CIA. After this, Snake spent some years as a mercenary before leaving for the deep wilderness of the Canadian mountains for self-rehabilitation. It was there, four years later, that he was contacted by his former commander, Roy Campbell and in to assist in the Zanzibar Land Revolt. In the Zanzibar Land Revolt, Snake found himself up against Big Boss and Metal Gear again. During the mission, Snake has to defeat his friend and former comrade in Outer Heaven, Grey Fox, as well as killing his own father - Big Boss. Snake had been cloned from Big Boss's DNA, making him the perfect fighter, from Big Boss's soldier genes. After Zanzibar, Snake retreats to Alaska, to live in solitude. It is here that he pursues a frugal lifestyle in the Alaskan Mountains, an elementary existence living off the local flora and fauna and the wild animals he hunts. Blending in to his environment, he has become at one with his surroundings mastering the rough conditions of the great outdoor. Snake has been suffering post-traumatic stress disorder following his military career. Abnormal experiences and extreme trauma in the battlefield have brought about illusions as well as guilt, causing mental confusion. His new lifestyle is a search for some kind of inner peace, an attempt to forget about past events. Snake also participates in dog sleigh racing to distract him from his psychological condition. He was preparing for the world's longest and toughest dog sleigh race taking place in Iditarod, before Shadow Moses.. Six years after Zanzibar, Snake is called up again by former FOX- HOUND commander (at Zanzibar) Colonel Campbell. Snake was called in to deal with hostage takers on Shadow Moses Island; rebelling FOX- HOUND members, led by Snake's brother, Liquid Snake, who was also cloned from Big Boss. Snake succeeded in destroying Metal Gear REX - a nuclear equipped walking battle robot -- and eliminating the terrorist threat, with the assistance of Grey Fox, who was being kept alive via a cyborg suit, and the designer of Metal Gear REX, Hal "Otacon" Emmerich. After Shadow Moses, Snake and Otacon formed an anti-Metal Gear organisation, "Philanthropy", to combat Metal Gear development. They received information about a Metal Gear on the tanker "Discovery" - Metal Gear RAY, developed by the US Marines. RAY is then stolen, the tanker destroyed, Snake is blamed for acts of terrorism, and is reportedly killed in the explosion that sunk the tanker. But Snake survived, via the help of Otacon and then enters the Big Shell, again after reports of a new Metal Gear - Arsenal Gear - is being developed there. He works firstly under the alias "Iroquois Pliskin" (see below) to aid Raiden (see below). RAIDEN (voiced by Quinton Flynn) Raiden (real name: Jack) was born in a house near New York City. When he was around 3 his house was raided by American soldiers and Solidus Snake. His parents were killed and he was taken by Solidus to a Training Camp for kids. When he was 5 he went into the Civil War in the small child unit. The child soldiers were being raised on Hollywood action movies and had gunpowder put in their food, as it contained hallucinogens to keep them drugged and controllable. He was a brutal fighter and quickly earned several nicknames including 'White Devil' and 'Jack the Ripper'. He killed many people and was the best at what he did. He was great with a gun (holding his first AK at age 6) and killed almost 50 men every time he went out. When the war ended he was sent to an orphanage in America where a couple adopted him. He grew up and eventually forgot his horrid past. He lived in New York City where on April 30 he met a woman named Rosemary. She was serving as a tour guide to make some extra money. When they got to the Chrysler building Rose said it was the one King Kong climbed in the movie. Raiden said that it was the Empire State Building that King Kong climbed. They began to argue until they ended up back at his apartment. They've been steadily dating through that time until after the mission. During the mission Raiden becomes the main character throughout the Plant chapter. In the end he killed Solidus and after it proposed to Rose who was carrying his child. Raiden is very closed about his past, and won't tell anyone about it. Apart from that, he will be open and curious about everything in the mission, except when The Patriots are concerned, and then he gets angry about not being told about them. He is usually warm to most people he likes, and gets on easily with them. He is a loyal fighter, and will often try to help people. OTACON (voiced by Christopher Randolph) Otacon's real name is Hal Emmerich, his nickname stands for Otaku Convention and refer's to his love for Japanese anime films. He did not attend school but studied through the internet and matriculated at MIT. He earned his PhD from Princeton University whilst simultaneously developing a program to solve the Millenuim Bug (the year 2000 digit changing problem in computers). This earned him much attention as the saviour of the computer world, although he earned no money from his research. Whilst in college he developed his passion for robotics and invented a radio controlled drone, which he called Metal Gear MX2. He was recruited by the FBI to the Engineering Research Facility (ERF) and was fired for hacking into restricted areas if the FBI's brain-centre. He was then offered a job at ArmsTech Inc. where he furthered development of Metal Gear as an MTMD (Mobile Theatre Missile Defence). He was not aware of the Rail Gun Unit nor of the new nuclear warhead planned for Metal Gear. During Shadow Moses, Snake convinced Otacon that his research was being used to design a weapon of mass destruction, and Otacon began to support Snake against the terrorists. Otacon, along with Snake, now devote themselves to countering the threat posed by Metal Gear. Their organisation "Philanthrophy" is financed by anonymous donors, and was recently recognised by the United Nations - "recognised, but still fringe". Otacon's family seems to be cursed with nuclear development, his grandfather was involved in the development of the atom bomb, his father was born on the same day as the atom bomb on Hiroshima, Otacon himself developed the nuclear equipped Metal Gear REX, and his sister, Emma, programmed the A.I (called GW) for the new Metal Gear - Arsenal Gear. Otacon provides Snake with support during his mission on the tanker "Discovery", using the Codec, providing advice for the situation. He is also a talented hacker with the ability to infiltrate top secret military networks, including the Pentagon, which is where he confirmed the existence of Metal Gear RAY. The original information came from an anonymous tip from "E.E", Otacon's name for his sister Emma, but this story was deliberately planted by Ocelot, as a way of getting Snake to the tanker. REVOLVER OCELOT (voiced by Patric Zimmerman) The Russian is a former FOX-HOUND member, and during the Cold War he was part of the feared Spetsnaz, a secret Soviet Army unit associated with post-Stalinist concentration camps. He is dubbed "Shalashaska". His speciality is brutal interrogation, and he tortured Snake during Shadow Moses. He is also skilled in his markmanship, and uses an antique army revolver - The Colt Single Action Army. He is a formidable gunfighter, known to hit his target by calculating the ricochet angle, maximising the use of the bullets. After the fall of the Soviet Union, he joined the Russian Police Storming Party. Then he served in the Special Tactics Division of the SVR, formally the KGB. However he did not adapt well to the new KGB system and was recruited by the US to join FOX-HOUND. While it seemed that Ocelot was working with Liquid Snake during Shadow Moses, he was a double agent, working for the US President at the time George Sears aka Solidus Snake (see below), and also acted as a spy for the Patriots. During Snake's interrogation, Ocelot took the disc containing the data on Metal Gear REX from Snake (who was given the disc by Kenneth Baker, the president of ArmsTech, who developed Metal Gear REX. Ocelot escaped with this disc and sold the specifications of Metal Gear on the international black market, leading to almost every organisation across the globe having their own type of Metal Gear. During Shadow Moses, Ocelot had his lower right arm cut off by the Ninja, Grey Fox. After escaping he went to France and had Liquid Snake's (who had died from FOXDIE at Shadow Moses) arm grafted onto his own. Now whenever Ocelot comes near Solid Snake, the arm appears to develop a life of it's own, and Liquid Snake takes over Ocelot's mind. Ocelot was working with Sergei Gurlukovich when he and his troops overtook the tanker, saying that he was going to sell Metal Gear RAY to Gurlukovich in order to restore "Mother Russia". But Ocelot turns his back on Sergei, killing him. Ocelot then steals RAY, and takes it to the Patriots, who mass produce RAY's to protect Arsenal Gear. During the Big Shell incident, Ocelot works with Solidus Snake, but at the end Ocelot is taken over by Liquid Snake, who believes that by living in Ocelot's body will give him the information he needs against the Patriots. Ocelot escapes again, on a Metal Gear RAY, intending to find the Patriots via the MO Disc taken from Raiden (given to him by Snake). But the disc Ocelot has is a dummy, Snake kept the original. SOLIDUS SNAKE (voiced by John Cygan) Solidus Snake is also known as George Sears, the 43rd US President. He is the third product of the "Les Enfants Terribles" (The Terrible Children), cloned from Big Boss along with his brothers, Solid Snake and Liquid Snake. It was on his orders that Ocelot attempted to steal Metal Gear REX at Shadow Moses. He was forced to resign the presidency after Ocelot's failure to control Metal Gear REX. Solidus rebelled against the control and manipulation that Patriots has over the public. He led the take over of the Big Shell as the Sons of Liberty with the Dead Cell members, Ocelot, Olga and her mercenaries she overtook control after the death of her father aboard "Discovery". Solidus commanded and trained the child soldier unit that Raiden was a member of as a young boy. Solidus also killed Raiden's parents and adopted Raiden as his son. Solidus and Raiden were used in the S3 Plan due to their similar relationship to that of Solid Snake and Big Boss. In the final fight between Solidus and his foster son, Raiden, he claimed he never sought personal power and wanted to issue a new declaration of independence out of the control of the Patriots. He wanted to force the Patriots to give back basic freedoms and civil rights and the principles that the United States were based on, and he thinks these are the very things that the Patriots intend to get rid of with digital censorship. After the battle, Solidus is killed by Raiden. FORTUNE (voiced by Maula Gale) Fortune's real name is Helena Dolph Jackson, wife of Colonel Jackson (the original leader of Dead Cell) and daughter of Commander Scott Dolph (head of the Metal Gear RAY project). Six months after her fathers death at the hands of Revolver Ocelot her mother commits suicide, her husband is arrested for misappropriating funds and herself, three months pregnant, suffers a miscarriage. She joins the military and after basic training she was credited with several nicknames least of all 'Lady Luck', bullets slide off her and she is a skilled warrior with a Rail Gun only she can use. Some say she sold her soul but she herself says that her military prowess is payback for the lousy luck she has been dealt in life. With her skills she was handed the leadership of her husband's unit Dead Cell. There, she became close to Vamp and as Plisken says "not exactly lovers but more than friends", Vamp calls her Queen. Blaming Snake for her fathers death she is constantly waiting to die, and for someone to put her out of her misery. She was planning to double cross Solidus and steal Arsenal Gear. At the end of the game it was revealed that as Ocelot puts it "You have nothing that we have not given you". He reveals that Fortunes "luck" is no other than an electric device that alters the path of bullets. She is then shot by Ocelot in left side of the chest. But she survives as her heart is on the right side. Fortune then unleashes a volley from her Rail Gun but the same "luck" that once covered her now protects Ocelot. She saves the lives of Snake, Solidus and Raiden by diverting RAY's payload from them, seeming that she was Lady Luck after all. After RAY has stopped firing, Fortune gets her wish and slumps forward dead. VAMP (voiced by Phil La Marr) Vamp was born in Romania, and whilst still a child, the church he and his family were in was destroyed by a terrorist's bomb. Trapped under the rubble for two days and pierced by a crucifix he quenched his thirst by drinking the blood of his parents. He joined Dead Cell with his speciality in knives. Through graceful movement and speed bullets don't seem to touch him. Armed only with throwing knives and a large bowie knife he single handedly wipes out SEAL team 10. He has the codename Vamp, not due to his blood sucking pastime, but for the fact that he is bisexual, with Commander Scott Dolph, Fortune's father, being his lover. He is shot in the head and stomanch by Raiden's bullets, deflecting off Fortune, but survives, saying he can't die twice. Later Vamp pilots the Harrier 2 in Raiden's first fight with Solidus. After the plane is shot down Vamp is seen running across the water and up one of the struts of the Big Shell. Vamp again walks and dances on water before his fight with Raiden. He tells Raiden about Arsenal Gear's new missile - a purified hydrogen bomb - he then attacks Raiden, but it apparently killed for good. But later he stabs Emma Emmerich while crossing the oil fence, eventually killing her. Vamp is again shot several times in the head, sending backwards into the sea, seemingly for his final death. But in the ending cutscene with Raiden and Snake, Vamp is still alive, seen standing next to a cab in the street (zoom in with R1 when Raiden takes off his dog tag). FATMAN (voiced by Barry Dennen) Son of a clockmaker and neglected by his parents and peers, Fatman spent a lot of his young years with a fascination for clockwork. At the age of ten after reading a guidebook on the internet he built an atomic bomb. Very vain about his hands he never liked them to be still, if he wasn't giving himself a manicure he would be disassembling and then reassembling his Glock pistol. Whilst attending Indian Head he was taught by the 'best in the world' Peter Stillman in all things regarding explosives. He absorbed all that Stillman had to offer and was considered to be most talented. Living only by his own rules he followed this creed like a religion. Hated and shunned by his classmates and while 20% of the students flunked out he got very high marks. After leaving Indian Head he got a job in the Nucular Emergency Search Team (NEST) where he quickly got into trouble (Stillman says that he was never really cut out for that kind of job). After NEST, Dead Cell recruited him into their ranks. When Dead Cell got liquidated Fatman says that it set him free, but it seemed to push him over the edge. Fatman considers himself to be an artist and after killing Stillman considers that blowing up the Big Shell will start his 'legend' and that it will also make THEM happy. He fights Raiden while riding around on roller blades, saying he will be the most famous bomber of them all. Later it is revealed by Ocelot that Fatman was a test for Raiden as part of S3 and the only reason Fatman came along is because they got Peter Stillman out of retirement. OLGA GURLUKOVICH (voiced by Vanessa Marshall) Olga is the daughter of Sergei Gurlukovich, the Russian Commander, who was trying to hijack Metal Gear RAY. He was in alliance with Shalashaska, a.k.a, Revolver Ocelot. At this time, his daughter Olga was pregnant; the father was unknown. Sergei told her to leave, as the mission was too dangerous, and her child's life was at stake. She secretly stayed behind, and had an encounter with Solid Snake. They duelled each other, Olga having lost, but not killed. After, Ocelot betrayed Sergei and assassinated him, along with the Marine Commander Scott Dolph. Ocelot sank the tanker and they along with it. Solid Snake survived, and saved Olga's life, but she was never aware of it. For years she believed Solid Snake had murdered her father, and joined a Russian Mafia like terrorist group to get revenge. She immediately became the Commander of her group, leading from her fathers death. She joined an alliance with Ocelot (not knowing that he was the real murderer) and Solidus Snake. She finally met Snake once more in the Big Shell facility and they fought. She then found out the truth and joined him. Olga was then targeted as a puppet for the Patriots, and was forced to help their "test subject", Raiden, succeed in killing Solidus. She was threatened the loss of her child, which the Patriots took hostage of in the hospital where the baby was born. If she refused, the child would die. She has never met her child and is sent a picture of it every month.. She took on the disguise as the Ninja to help her keep cover, and secretly help Raiden, as his nanomachines monitor his vital signs. If Raiden is killed, Olga's baby dies. Olga dies while protecting Raiden, after revealing her true identity to the terrorists. SERGEI GURLUKOVICH (voiced by Earl Boen) A former colonel in the GRU, the Soviet Secret Service, Sergei Gurlukovich grew up on the nuclear research station, Chelyabinsk-70. After the Cold War, his home was bought out by the Americans. Following the fall of the Soviet Union, Sergei established a private army with the aim of restoring Mother Russia to her former glory. Gurlukovich was planning on buying Metal Gear off Ocelot to achieve this aim. Despite his lust for power, he still has concern for his daughter Olga. Before RAY is taken, Sergei is shot by Ocelot. EMMA EMMERICH (voiced by Jennifer Gale) Emma's full name is Emma Emmerich Danziger. Danziger was her mother's maidens name, but she prefers Emmerich. She is Otacon's step sister. At a young age, Emma's father died, and they moved to England. There, Emma's mother met a business man named Robinson, and married. This was when she met her step brother Hal (Otacon). They formed an inseparable relationship. Soon after, when emma was six years old, she and her father were involved in a pool accident. Emma survived, but her father drowned. After this incident, it was noted that Emma was greatly angered by the fact that her big brother wasn't there to help her. It was later discovered that Otacon was being seduced by his stepmother at the time. To make matters worse, this was a time that Otacon also chose to leave his family. This move deeply angered Emma. Later, she went to Oxford University to follow in the steps of her brother. There, she was noted for her high success in the field of computers. She was given a job in the NSA, and became a member there. She is now regarded as a computer genius. In the year 2000, the NSA had a total system shutdown for a 27 hour period. It was later found out, that this was a mere test to check cyber terrorism and also caused the decision to move the facility to a safer location, yet unknown. the government used a notorious group of hackers to complete this job, and was found out later that one of the key members of this group, was none other that Emma Emmerich. Knowing that she was the perfect person to complete their projects, the government leaked her info. On the Shadow Moses incident in order to "convince" her of co-operating, after finding out about Otacon's arrival. they played on her weak point, using her strong hate for Otacon. She is now the head programmer for the "GW" system, and was in the Big Shell facility to complete the project. At the Big Shell, she has a parakeet that she talks to "just to have someone to talk to". The parrot replies what is said to it, and it is revealed from the parrot that Emma never stopped thinking about her brother and seemed to talk to the parrot about him. There she helps Raiden, Snake and her brother to download a virus similar to FOXDIE into GW's system to shut down the nervous system of the AI. But while on their way to the Computer Room to complete the task, Emma is stabbed by Vamp and eventually dies in the hands of her brother. PETER STILLMAN (voiced by Greg Eagles) Peter Stillman is THE bombs disposal expert. A lecturer at Indian Head, his speciality is bomb disposal, and it was here that he taught Fatman all he knew. Having no wife or child he took Fatman on as a son and poured into him all his knowledge. After Indian Head Stillman got a job working with the NYPD bomb squad where five years ago they got called out to a bomb in a church. Stillman messed up and the bomb exploded killing all those inside as well as some children playing nearby, Peter lived but paid a price aparently losing a leg to the explosion. But in reality Stillman gave into the fear and turned tail and ran, leaving the bomb to explode. The first thing he saw after regaining conscience was the bodies of children lying under the rubble of the destroyed church. His first thought one of relief that he was alive. His reputation as the best in the world meant more to him than atonement for his crime, so he faked his injury to get the compassion of the public for his weakness. The shield of the lie turning into a shroud that covered his life thereafter. He also feels responsible for teaching Fatman his skill. Stillman aids Raiden and Pliskin in riding the Big Shell of Fatman's C4. He tries to defuse the odourless bombs that have been placed at the bases of the Shell's. These bombs are activated after Raiden and Pliskin defuses the other C4's, and Stillman triggers them with a proximity sensor, blowing him and most of Shell 2 up. ROSE (voiced by Lara Cody) Rose doesn't play a huge part in the game but she is an important character. She basically helps Raiden through the game by saving his progress. On April 30 she met a man named Jack who would later be known as Raiden. She was serving as a tour guide to make some extra money. When they got to the Chrysler building Rose said it was the one King Kong climbed in the movie. Raiden said that it was the Empire State Building that King Kong climbed. They began to argue until they ended up back at Raiden's apartment. They've been steadily dating through that time until after the mission in which he proposes to her and Rose, who's pregnant with his child, marries him. PRESIDENT JOHNSON (voiced by Paul Lukather) James Johnson, the son of a governor, became President after George Sears' resignation. He was taken hostage by Dead Cell during an inspection tour of the Big Shell plant. His presence was no conscience, the terrorists needed the President's vital signs willingly in order to arm the nuclear device and Arsenal Gear. The President gave his vital signs in co-operation as he knew of the absolute power the Patriots had, and wanted that same power. He intended to use the new Metal Gear as a bargaining chip to blackmail the Patriots into giving him a position on the 12 Wiseman's Committee - a select group of 12 men who make all thee Patriot's decisions. But after revealing the information about the existence of the Patriots to Raiden, Johnson is shot by Ocelot, who doesn't need Johnson's vital signs, as he never intended to take Arsenal Gear. AMES (voiced by Pete Renaday) A Secret Service agent being held hostage by Dead Cell. Ames is the only person who knows where President Johnson was being held in the Big Plant. His ex wife is Nastasha Romenenko, who was Snake's military advisor and nuclear analyst during Shadow Moses. In her book "In the Darkness of Shadow Moses: The Unofficial Truth", she claims that Major Richard Ames was the true officer in charge of the mission and was following the orders of the Patriots. After Raiden has found the location of the President, Ames is killed by the Patriots, who switch off his pacemaker. IROQUOIS PLISKIN (voiced by David Hayter) Pliskin is the alias used by Snake at the beginning of the Big Shell mission, when he meets Raiden. Pliskin serves in the Navy SEAL's as a Lieutenant Junior Grade. He doesn't seem a normal Lieutenant as SEAL officers give orders via the Command Post and the headphones he wears. Pliskin knows a large amount about FOX-HOUND (as he is Snake), and uses Marines and SAS slogans "Semper Fi" and "Who Dares, Wins". COMMANDANT SCOTT DOLPH (voiced by Kevin M. Richardson) The Marines Corps Commandant has one aim: to leave the world a better place than he found it. His greatest wish is that his daughter, Fortune aka Helena Dolph Jackson, should never experience the horrors of nuclear war. Dolph's hopes are focussed on Metal Gear RAY, which he was transporting in the tanker "Discovery". His Marine Corps, along with RAY, intend to put an end to the arms race between the Metal Gears in the world. He is also Vamp's lover. COLONEL CAMPBELL (voiced by Paul Eiding) During the Big Shell episode, Campbell, giving help to Raiden through the Codec, is actually A.I, an apparition implanted in Raiden's brain via his nanomachines made up by Raiden's experiences and expectations, and manipulated by the Patriots. At the end of the game, Campbell, along with an A.I Rose, act as a voice of the Patriots, revealing the S3 Plan and the Patriots control over human will and consciousness. |------------------| |3) Basic Controls | |------------------| Left Analog Stick/Control Pad : Movement / First Person View Control Right Analog Stick: Adjust Camera in corner view / Blade Attacks Select: Use Codec / Exit Codec Start: Pause Game / View Map of Big Shell Cross (X): Crouch, Crawl, Standup from Crouch or Crawl Cancel / Exit Codec Circle: Punch / Knock on wall / Confirm action / Swim Square: Use Weapon / Throw or choke enemy Triangle: Action Button ( Various Uses ) R1: First Person View L1: Run While Shooting / Defend with Blade R2: Weapon Menu ( Tap to equip or unequip weapon ) L2: Item Menu ( Tap to equip or unequip item ) Movements ( Analog Sticks ) Sneaking: Sneaking is the most important skill needed for anyone who attemps to infiltrate undected into secret areas not normally available to ordinary people. These missions for Raiden and Snake are no different, this skill could mean success or complete failure possibly death if they are detected. To sneak undetected over grates or other obstacles that could cause a noise simply press the Left Analog Stick very slowly and you will walk very slowly. Rolling: Rolling is important because it can get you across noisy objects faster then sneaking across them. The roll can also be used to knock out an enemy if use correctly. To roll press X while running. ( Snake does a roll while Raiden does a Torso flip which can be used to cross gaps. ) Swimming: Swimming is important toward the end of the game because you have to navigate Emma from one point to another while swimming under water. To swim press the Left Analog in the direction you wish to go. Pressing Circle will make you dive under water. When under water press Circle to swim forward. Press down to diver deeper and up to surface. Pressing the Right Analog Stick will cause you to do a 90 degree turn or 180 if you press down. Side Stepping: To move along a wall quicker press L2 to go left or R2 to move right. When you are near a corner press the button that corresponds to the direction of the corner to peak around it without being seen. ( Pressing circle to tap the wall to gain a nearby guardsa attention) Locker Hiding: Locker Hiding is important because a guard is less likely to spot you in one. While in one you can also trick one into an ambush. To hide in a locker face toward a locker and press triangle then step into locker and it will close automatically. Then while inside press R1 to look out locker vents. Pressing circle will knock on the door. While X makes you crouch. Action Commands ( Triangle ) Open a door: Walk up to it and press Triangle. Tap to open faster. Calling Elevators: Walk up to keypad and press Triangle. Tap twice for quick call. Climb Ladders: Walk up to ladder and press Triangle Climb Obstacle: Press Triangle when near it. Only climb waist high objects. Use a Node: Press Triangle when near it. Guide Emma: Press and hold Triangle to grab hand and guide her. Attacking Commands ( Square ) Use Weapon: Press R2 to aim weapon and press Square to Fire or Throw weapon. Press R1 to go into 1st Person mode to aim at a certain body part. Throw: Press Square and Analog Stick in opposite direction of enemy Choking: Walk up to enemy then press and hold Square to choke them. Hit Square repeatedly to break their neck. ( You can press and hold square while walking and use the enemy as a shield as well) Drag Body: When enemy is laying down walk up to them press and hold Square to drag them. Hide body: Their are many forms of this manuever. To hide enemy in a lcoker openit and drag enemy to the locker and your character will put them in it and shut the door. To throw them over board drag them to the gate and you will open it and throw them out. Step Out Shot: When your backed up to a wal and ata a corner press and hold Square to jump out of the corner and aimm weapon down the hall etc. Same way with throwing a grenade. Blade Attacks: Pressing Square switches between Blunt and Edged side of the sword. The blunt side stuns while Edged kills. Move the Right Analog Stck to use the sword. Holding L1 blocks sword attacks and bullets. |-----------| |4) Weapons | |-----------| M9 -- A Berreta M-92F used by the American military. The gun has been modified to shoot tranquilliser darts. The weapon is equipped with a suppressor and a laser sight. The ammunition consists of tiny syringes. When this 'tranquilliser dart' impacts, two chemicals are mixed within the cartridge. The resulting gas compresses a minute piston, injecting the tranquilliser contained in the tip of the bullet into the victim's skin. The time required for the tranquilliser to take effect varies according to the area hit by the bullet. Direct hits to the heart or genital areas, or to the head, knock out the target immediately. The effect is delayed in the case of hits to the hands or feet. The M9 can also be used to disable lights or radios. USP --- Developed by Heckler & Koch, the USP (Universal Self-loading Pistol) is used by armies and special forces throughout the world. A pair of universal mounting grooves are incorporated into the front of the polymer frame, meaning that the weapon can take a variety of accessories. This 9mm automatic can fire 15 rounds per Magazine and is equipped with a flashlight for night operations. The light is switched on automatically when aiming in the dark. Unfortunately, while this facility improves visibility it also attracts enemy attention. Only in the best case scenario will the glare blind your opponent. In contrast to the M9, the USP does not come with a suppressor. However, one can be fitted. The USP can be used to disable electronic devices such as surveillance cameras or infared sensor control units. SOCOM ----- This semi-automatic pistol was designed for assault situations. The handgun was developed for the American Special Operations Command (Special Operations Command = SOCOM). The chamber can take Magazines containing 12 .45 calibre can fire well over 6,000 rounds before it requires servicing. It is equipped with laser sight and can be fitted with a suppressor. Marksmen can thus operate without making a sound - it's no wonder that the SOCOM has been dubbed the ideal weapon for secret undercover operations. Like the USP, it can also be used to disable electronic devices. AKS-74u ------- The Kalashnikov AK is an assault rifle known for its precision and reliability. It is in demand around the world, and manufactured under license in many countries. The smaller AKS-74 was specially developed for special operations forces. The short shaft - maximum 726mm long - means that the weapon handles well however confined the space. Press SQUARE gently in order to take aim, and more firmly to fire. There are 30 rounds per Magazine. The weapon can be fitted with a suppressor, silencing the noise made by any shots. M4 -- Colt's M4 is the standard assault rifle used by American SOCOM troops. It uses 5.56mm cartridges and can fire 30 rounds per Magazine. The M4 is equipped with mounting grooves and a removable carrying handle, and can thus be adapted to the needs of special operations forces. This weapon is based on the M1 rifle used in World War II, with additional refinements. The '4' refers to the fact that this is the fourth rifle officially used by the American military. If you hold SQUARE down firmly, the weapon will continue firing until the Magazine is empty. Like the AKS-74u, this assault rifle is a powerful weapon which can even penetrate bullet-proof shields. PSG1 ---- This sniper rifle produced by Heckler & Koch is considered the best weapon of its kind. The semi-automatic weapon allows you to aim several shots very precisely...even at long range. It can fire five rounds per Magazine and has a range of around 270 metres. The PSG1 is equipped with a special telescopic sight with an adjustable zoom facility. Use O to zoom in more, and press X to zoom out and increase your field of vision. The PSG1 can be used in a standing, crouching or lying position. PSG1-T ------ A sniper rifle which can also fire tranquilliser darts ('T' donates 'Tranquilliser'). The barrel has been modified to take unconventional ammunition. The weapon is also equipped with a suppressor. In contrast to the normal PSG1, this tranquilliser gun cannot disable devices such as a Cypher, Surveillance Cameras or Claymore Mines. However, the weapon is handled in an identical manner. As soon as you equip the PSG1-T, you'll automatically switch to First Person View. Use O and X to operate the telescopic sight's zoom function. RGB6 ---- A 40mm grenade launcher of Croatian origin. It's cylinder - similar to that of a revolver - is spring-activated and is designed to take six grenades. The RGB6 fire grenades with greater precision than can be achieved by manual throwing - use it to knock out opponents wearing bullet-proof vests. Since the grenades have a parabolic flight path, you can even hit opponents hiding behind objects. Use SQUARE to aim, concentrating on a point above your target. Then release the button to fire. The grenades will explode on impact. NIKITA ------ This rocket launcher fires remote-controlled rockets based on micro-aeronautics. The missile's range is restricted by its fuel supply. Just release the SQUARE button to send the rocket on its way. You can control the rocket by keeping an eye on the image transmitted by the on-board camera. Use your LEFT ANALOGUE STICK to steer the rocket to the left or right. Minor height differences are automatically compensated for. The fewer alterations you make to the flight path, the quicker and further the missile will fly. The rocket will explode on contact with an object, as soon as you de-select the weapon or as soon as it runs out of fuel. STINGER ------- A portable surface-to-air rocket launcher equipped with a detector which automatically seeks and finds heat sources. Potential targets are shown as grey circles in the sight. Press R1 to take your eye from the sight and increase your field of vision. In order to set your sights on a target, aim the cross-hairs (in the form of an 'M') at one of the targets detected. After being fired, the missile will automatically use an infared search device to track objects - even when they're on the move. Chaff Grenades impair the missile's ability to detect targets. You cannot leave your position while the weapon is equipped. FRAG GRENADE ------------ An anti-personnel Frag Grenade containing Composition B - an explosive consisting of 40 per cent TNT and 60 per cent RDX. Just press SQUARE to pull the pin: your grenade is now 'live'. Release the button in order to throw the grenade. The distance thrown depends on how firmly you press SQUARE. After pulling the pin, you have five seconds before the grenade explodes. These five seconds, combined with the variable throwing distance, provide a certain degree of tactical flexibility. The strength of the effect depends on how far an individual is from the centre of the explosion. CHAFF GRENADE ------------- Intended to temporarily disable radio communications, as well as radar and electrical devices. Chaff Grenades cause no injury to people. Once the grenade is detonated, tiny aluminium particles, or glass and plastic fibres covered in metal, are released. This grenade is the portable version of a device installed in fighter aircraft. Pull the pin by pressing SQUARE. The distance thrown depends on how firmly you press the button. Remember: while the grenades affect enemy Surveillance Cameras, Cyphers and radios, they will also disable your own radar. STUN GRENADE ------------ Stun Grenades are non-lethal weapons; your enemies will be temporarily stunned by the loud bang and light flash. As soon as the grenade is in the air, a time detonator fires an internal cartridge with the help of a small amount of explosive. The cartridge explodes, resulting in a flash of light corresponding to 2.5 million Candela. The sound of the explosion exceeds 160 decibels. In other words, the blinding flash is 120 times brighter than a police torch, and the noise is as loud as a jet taking off. The noise only lasts for a few milliseconds, avoiding permanent damage to the victim's hearing. MAGAZINE -------- Magazines are versatile items: once you've emptied a handgun or firearm Magazine of all its rounds, you can still use the empty Magazine. Select a Magazine and throw it by pressing and then releasing SQUARE. The more firmly you press the button, the greater the range. An empty Magazine is useless as a weapon, but it makes a noise on contact with the ground...and can thus be used as a diversion tactic, luring opponents to the Magazine's point of impact. Tip: use First Person View to aim, ensuring that the Magazine lands where you want it to. CLAYMORE -------- This anti-personnel mine has been used by the US military since 1960. It was developed primarily for ambush situations and defensive purposes, but can also be used against light vehicles or other sensitive targets. The directional mine explodes once the front sensor registers movement. The explosion projects shrapnel and metal particles in a fan-shaped destruction zone. The Claymore mine has an integrated camouflage function: once it's been laid, it's invisible to the naked eye. You'll need a Mine Detector or Thermal Goggles to find a Claymore. You can defuse and retrieve the mines if you crawl carefully over them (regardless from which direction). C4 -- A plastic explosive with remote detonator, comprising of 91 per cent RDX and 9 per cent inert plasticiser. C4 is white and feels almost like clay. A very stable explosive, C4 has 1.3 times the explosive force of TNT. C4 can resist heat or normal jarring, and only explodes when triggered by the detonator capsule...or by a helpful missile. Use SQUARE to place a C4 load, and use O to detonate it from a safe distance. If you placed several C4 bombs side-by-side, the first explosion will trigger a chain reaction. COOLANT SPRAY ------------- A Coolant Spray used to defuse bombs. The cooling agent assumes a gel-like consistency as soon as it is exposed to the air. It adheres to C4 bombs, retaining its low temperature. The spray freezes the detonator immediately, disabling it for at least 24 hours. Although the spray only has a range of a few metres, a can will last almost indefinitely. In emergencies, the Coolant Spray can also be used as a fire extinguisher or insect repellent. You can even use it as a weapon: if you aim the spray at an opponent's face, they will be temporarily blinded. However, if you spray it at a stunned guard then they will regain consciousness after a few seconds. BOOK ---- This publication is definitely for the adult market. As well as photos of scantily clad young ladies, it contains some interesting articles. Quite apart from its educational value, a Book could even prove useful in battle. The provocative illustrations, as well as the fascinating interviews, may divert the attention of an enemy soldier for a few minutes. Use SQUARE to place a Book on the ground, rather as you would with a Claymore. Once a guard spots the Book, take note of how his field of vision disappears from your Radar. Take advantage of the diversion to, for example, sneak past the soldier. MICROPHONE ---------- This is a precision microphone which can pick up even the quietest sounds, amplifying and transmitting them via an earphone. As soon as you select the Directional Microphone, your screen automatically switches to First Person View. Use your Left Analogue Stick to direct the Microphone towards a target. Important: you will be unable to move during this operation. The Microphone allows you to listen in on conversations from a distance - even if they take place behind a wall. If you activate the subtitle option, the size of the text shown will vary. The greater the precision with which you direct the Microphone at the sound source, the larger the text. You can even hear your opponent's heart beat. HIGH FREQUENCY BLADE -------------------- A high-tech sword which can be used for both offensive and defensive purposes. Press the L1 button to block - you'll even be able to deflect certain bullets. Use your Right Analogue Stick and R3 (press the Right Analogue Stick) to attack, and SQUARE to reverse the weapon to the blunt edge. A blow with this edge will knock your opponent out, but not harm them permanently. |-----------------------| |5) Items and Equipment | |-----------------------| SUPPRESSOR ---------- Suppressor for USP, SOCOM or AKS-74u firearms. A Suppressor uses different chambers to reduce exit gasses, sounds and muzzle flash to a minimum. As long as the internal muffler walls remain moist, the sound can be reduced to around 38 decibels, thus ensuring that your opponents are not alerted by firing noises. Go to your Items Menu, select a Suppressor, and then select the required weapon from your Weapons Menu. The Suppressor is now permanently attached and can no longer be removed. However, this does not matter since the Suppressor does not affect your weapon's functionality. RATION ------ Military field rations which can be used to restore your LIFE gauge. Rations are the result of intense R&D efforts on the part of the US military's catering laboratory. Rations are freeze-dried, and are thus both light and long-lasting. They are nutritious, stimulate the immune system and reduce psychological stress. Their purpose is purely functional: they provide calories rather than gourmet pleasures. Go to your Items menu, select the Ration and then press O to consume it. If Rations have been selected as active items, and are shown at the bottom left of your screen, they'll be used automatically as soon as your stamina drops to zero. BANDAGE ------- An alginate fibre compress designed to stop bleeding. On contact with blood or liquid, the base material in the alginate fibre is transformed into a moist gel which accelerates the healing process. As it absorbs blood, the Bandage releases calcium ions, hence the coagulating clotting effect. If you are wounded, any loss of blood could leave tracks and alert the guards - who could track the blood trial to its source. If you remain motionless for a time in a crouching or lying position, Nanomachines in your blood will ensure the production of a large number of platelets; this will also stop the bleeding. However, if you find that time is of the essence then you'll find that a Bandage does the trick. PENTAZEMIN ---------- A safe tranquilliser used to treat clinical depression, compulsive behaviour and panic attacks. It is part of the Benzodiazepine group of drugs. In addition to its anti-depressive and panic-reducing properties, Pentazemin is a muscle relaxant and suppresses cramps. Take a tablet if you need to stop your hands trembling before aiming a difficult shot with your sniper rifle. Pentazemin can even be used to treat sickness...although this is probably due to a placebo effect. MEDICINE -------- A cold remedy. If you spend a prolonged period running around in freezing weather, you could well catch a cold - and your sneezes will alert the guards. Why run that risk? Select Medicine and press O to take your medication: it will banish your symptoms immediately. Unfortunately, it does not act as a prophylactic: further exposure to cold conditions will negate the effect of the Medicine. SCOPE ----- These Binoculars have a zoom function and auto-focus. As you'd expect from an item of military equipment, they're also very sturdy. Ascertaining enemy positions is vital to the success of any infiltration mission. If you can detect an approaching opponent early on, you'll have time to deal with the situation. Once you select the Scope, you'll automatically switch to First Person view. Press O to zoom in and X to zoom out. You cannot move whilst using this device. CAMERA ------ This digital camera was specifically developed to take photos of the Metal Gear prototype. Each photo is electronically stamped and individually coded, so you can tell immediately if the files have been tampered with. The camera's internal memory can store the image data of six photos. Redundant photos can be overwritten. When the camera is activated, the photo viewer is displayed at the bottom of your screen: use L1 and R1 to scroll to the left or right. Select the shot you want to delete and it will then be overwritten by your new photo. |---------------| |6) Walkthrough | |---------------| This guide is written in Normal Mode. Any other mode could be slightly different. (EX. More guards, more items Etc...) ########################################################################### # "Philanthropy" # # # # During the Shadow island operation, FOXHOUND spy Revolver, a.k.a # # Shalashaska stole an optical data disc that Solid Snake obtained from # # Armstech president Kenneth Baker shortly before his death. The disc # # containd the combat test data from Armstech prototype weapon Metal Gear # # Rex. Ocelot sold this information on the black market and now every # # Third world country is starting it's own Metal Gear program. During the # # coverup operation to obsscure the highly controversial Shadow Moses # # incident Two Years ago, Snake Ocelot split off and formed their own # # anti-Metal Gear organization to expose the truth about the covert Metal # # Gear operations around the world. Their organization "Philantrophy". # # Snake and Ocelot are now offiacally recognized by the United Nations as # # a legitimate anti-Metal Gear coalition, but their political status and # # influence are still lacking and they are considered "Fringe". Obtaining # # photographic proof of a new Metal Gear being developed by the Marine # # Corps wll help establish the legitimacy of "Philanthropy". # ########################################################################### |------------------------------------| | Using the Walkthrough [Part One] | |------------------------------------| The walkthrough will be divided into two parts: Tanker Chapter and Plant Chapter. I try to write the walkthrough in a way such that minimum spoilers are revealed. The main walkthrough is divided into two columns. The left column describes the steps needed to clear the "area". The right column consists of some extra hints and strategies to guide you. The approach of the walkthrough is quite different from what you have seen in most faqs- rather than telling you "how to do", questions will be set to let you "think" about it. At certain parts of the walkthrough, you should notice stuffs like the "Scene Analysis" and the "Area Analysis". The "Scene Analysis" usually comprises questions that are related to the main ideas you see during a cinema cutscene- the answers to these questions are connected to the vital parts of the plot. It is hoped that instead of me explaining the cutscenes, the use of questions can help to minimise any possible spoilers as well as further highlighting the important idea that you should take note of regarding the plot. With that, I hope this will help you understand the plot of MGS2 better. The objective of the "Area Analysis" is to hope that players will be more familiar with the surroundings of MGS2 by breaking it into several short paragraphs. Each short paragraph usually contains one main idea about this area. The "Area Analysis" will also aim to cover minor details about the area that the players might often neglected it. An example of a minor detail will be a fire extinguisher- often, players might not notice the existence of this fire extinguisher or do not know what to do with it but it is possible to put it to good use. Depending on the difficulty level, there should be variations in the number of enemies in each area, the patrol routes of the enemies etc. My walkthrough will mention about the variation in the number of enemies in each area for each difficulty level. Sometimes, my walkthrough may describe a bit about the patrol routes of the enemies in an area. There is one last important point to take note. My walkthrough will not be describing in details how to obtain items like Ration, Bandage, Pentazemin, ammunition, Grenades etc - such items are scattered throughout the game and are quite abundant. Hence, I don't see any point of doing this as I believe it will be better for you to explore on your own. However, my walkthrough will describe in details about the locations of some specific weapons and equipment- such items exist in only ONE quantity throughout the game. Examples are Thermal Goggles, Night Vision Goggles and weapons like the Socom, Nikita etc- You can only have one Thermal Goggles in your inventory at a time, right? |------------------------------------| | Using the Walkthrough [Part Two] | |------------------------------------| Whenever your character enters a new area, there will be a few sections that can be grouped under "Analysis". Analysis is usually found above the row of Steps/Hints and Strategies but there are instances where it can be found directly below the row of Steps/Hints and Strategies. The reasons for putting these below are: 1)Some may be spoiler. 2)To break certain analysis into two different parts because it may be too long. Eg. A scene analysis. A scene may occur when you enter a new area and another scene may occur when you are about to leave this area. The scene that comes first is usually put above while the other one is at the bottom. Here's a quick summary. 1)Mission Objective 5)Area Analysis 9)Further Analysis 2)Scene Analysis 6)Enemy/Boss Analysis 10)PAL/JAP Notes 3)Codec Analysis 7)Dog Tag Analysis 4)Status Analysis 8)Extra Stuff I will explain what the above ten stuffs serve as during the walkthrough. 1)To tell you what your priorities should be. 2)Bombard you with questions regarding FMV/cutscene. You can skip reading it if you wish to. It may be a mixture of various cutscenes and codec conversations. The reason is because a codec conversation often occurs in between the FMV/cutscenes. Instead of splitting them, I guess it will be better to group them together. 3)Bombard you with questions regarding codec conversation [100% codec]. It may also tell you to make optional codec conversation with your comrades. These optional codec conversation sometimes tell you vital information regarding the plot. 4)A brief explanation of your characters' status. 5)For complicated areas, maps are sometimes drawn. A legend is always given for all the maps drawn. The abbreviations I used for the legend is NOT standarised for all maps. It also points out certain details found in an area that are often neglected. Patrol routes of enemies/location of enemies may sometimes be shown on the map. 6)Gives you a rough idea of how many enemies you will face for all the different difficulty level. This includes telling you whether Cyphers, surveillance camera etc are present or not. If it is Boss Analysis, you will be told some basic information about the boss. 7)This occurs ONLY once in the entire walkthrough near the end of the game. It is self-explanatory. 8)All the things mention here are optional. But it is fun and worth trying out. Hints are sometimes given to tell you how to perform the action but does not always tell you the outcome of the action. 9)More of a supplement... to the various analysis. 10)To provide extra notes for those playing the PAL version. ----------------------- Using the Abbreviations ----------------------- First of all, thanks to Hyral for allowing me to use abbreviations that are similar to the one he uses in his faq. --------------------------------------------------------------------------------- Difficulty Level - Abbreviation --------------------------------------------------------------------------------- Very Easy - [VE] Easy - [EA] Normal - [NO] Hard - [HA] Extreme - [EX] All Difficulties - [AD] --------------------------------------------------------------------------------- I will be using the abbreviations a lot in my walkthrough. For example, Item [VE] - This item can only be found here if you are playing Very Easy mode. Item [VE - NO] - This item can only be found here if you are playing Very Easy, Easy and Normal mode but not Hard and Extreme mode. Item [AD] - This item can be found here at all the difficulty levels. [From Very Easy to Extreme] I hope the examples above are quite clear. ------- Ranking ------- After you complete the game, you will be given a clear code. The clear code tells your ranking. Your ranking is basically a summary of everything you see on the Result screen after the credits. It also tells you how well you have played the game. To strive for the best ranking, you should follow these basic guidelines: 1)Complete the game using minimal time. You must be familiar with every areas well. Take only the items that you need. 2)Use minimal Rations. 3)Minimal saves. Save your game ONLY when there is a need to. Eg. Before every boss fight. 4)Minimal continues. You can achieve ZERO continues but choosing NOT to continue your game during Game Over. Instead, reset the game and load the previous saved file. Then, try all over again. 5)Kill minimal enemies. You can avoid killing by tranquilising the enemies along the way. 6)Have minimal times being spotted by enemies. You can reset the game, load the saved file and then try all over again if you are spotted by enemies. 7)Fire minimal shots. Do NOT waste any unneccessary ammo. As to what to do to the clear code after you complete the game, we will talk about it later on at the end of the game. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 2.1)Tanker Chapter =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Finally, the walkthrough begins from here. You control Solid Snake- the legendary hero. He left behind a legacy after the Shadow Moses incident two years ago. --------------------------------------------------------------------------------- Mission : Infiltrate into a marine tanker called the U.S.S. Discovery Objective and make visual confirmation of a gigantic walking nuclear tank called Metal Gear. The model of this tank, this time, is called Metal Gear RAY. --------------------------------------------------------------------------------- Area Analysis : Since you face the vessel from the back at your first initial position, the port side of the ship is to the left and the starboard side is to the right. Remember to know the meaning of these two words because I will be using these two terms quite often for most of the Tanker Chapter walkthrough. --------------------------------------------------------------------------------- -------- Aft Deck -------- Scene Analysis : The starting scene is a neat and cool one. Have fun watching. You might want to think about these questions when you are watching the scenes: 1)Who leaked the Metal Gear's top secret technology into the black market and how did he do it? 2)The place where the ship leaves? The place where the ship is heading? 3)Think about the purpose why the navy builds a Metal Gear. 4)Why is there a group of Russian invaders on the ship? What weapon do they carry? What do they want? 5)Remember the face of the Russian guy that you took a picture of. 6)What is the "Philanthropy"? 7)Think about the two lines which Ocelet says. 8)Where was Ocelet at the end of the "Shadow Moses" incident? 9)Think about how Otacon gets the classified information about the new Metal Gear model. 10)When does the "Tanker Chapter" take place? Take note of how the Russian intruders dispose the bodies of the dead marine soldiers whom are killed by them. Do give these questions some serious thoughts. You do not really need to know all the answers. Otacon also explains some basic controls and how to execute some cool moves like Jump Out Shots. Remember to read them. Status Analysis : You have an AP Sensor to detect nearby enemies, a Camera to take pictures and a M9 Tranquiliser Gun. Right now, you do not have a weapon that has the ability to kill. So, you can't afford to be spotted in this area. Don't forget about Dog Tags too. As for Cigs, our hero, Solid Snake still can't kick away his bad habit. Area Analysis : You land on the deck of the ship. The weather is cold. Solid Snake is a human after all. Can he get sick? What to do if he gets sick? I am sure you can handle this. Don't stay too long in a cold area! On each side of the ship [starboard and port side], there is a disposal gate. Can I toss something into the water from here? I bet you know what to do with the bodies of your enemies. Considering that the Aft Deck is a big area, as long as you hide the bodies well in some corners, you don't really need to drag the bodies all the way to the gates. Don't waste any unneccessary time. There is a total of four watertight doors. Two of them are sealed while the other two can be opened. See below: 1)Portside level 1 : Leads to Deck-A's Crew's Quarters. 2)Portside level 2 : Sealed. 3)Starboard level 1 : Sealed. 4)Starboard level 2 : Leads to Deck-B Crew's Quarters. Enemy Analysis : [AD] - Three enemies. There are three enemies each in the starboard, port side and even the top deck. From your initial position, far away when viewed in first person view mode, there are lights directly below the top deck. Can these lights be of any use? The two guards at the higher level deck wear a binoculars. This allows them to extend their cone of vision. Be careful! --------------------------------------------------------------------------------- Steps | Hints and Strategies --------------------------------------------------------------------------------- | - Explore the deck and take whatever |-- To lure the guard at the top deck Ration, ammunition etc you find. | to the bottom deck, try shooting | the light directly beneath him. - Whenever you are near watertight doors | That attracts the guard at the top 1) and 4), Otacon will call you via | deck down to the lower deck. This codec. See above. | saves the trouble of dragging the | guard over a long distance to dis- - When you are ready, get to Deck-A via | pose his body. However, this meth- the watertight door at Portside level | od MAY NOT work sometimes. 1. You can enter the Deck-B via the | watertight door at second starboard |- Remember the Triangle button that level but you don't want to miss any | let you to climb over obstacle. thing at Deck-A, right? So, let's just | You may need this strategy to go to Deck-A. | reach out for a box of ammunition. | --------------------------------------------------------------------------------- ----------------------- Deck-A, Crew's Quarters ----------------------- Area Analysis : Everything in Deck-A is pretty straightforward. There is a room which is worth exploring. The lockers inside the room are good hiding spots. Enemy Analysis : [AD] - One enemy. The guard is also a man too. His eyes will be wide open when he sees the posters. [Can the posters be used as a form of distraction?] Extra Stuff : At the top left of Deck-A is a watertight door. Try 'playing' with it to see what happens. Play around with the posters that are pasted onto the locker door. Maybe hide inside the locker, look closely at the posters by adjusting your view with the left-analog stick with R1 hold. You might hear a smooching sound with all the kisses make. Try pressing and releasing the R1 button. Try calling Otacon when you are inside the hatchlocker. Try flattening against the locker door with your hand touch- ing the poster and knock on the door when a weapon is equipped. Do you hear anything special? Don't forget to take pictures with your Camera. If you have a Digital Camera, remember to save these pictures on your memory card. --------------------------------------------------------------------------------- Steps | Hints and Strategies --------------------------------------------------------------------------------- | - Explore Deck-A and you will find a |-- It is impossible to sneak past the room to enter. | guard without discovered and taking | down the guard. - Collect any ammunition found in the | room. [Open hatchlockers???] Try |- The guard is easy to handle. Try punching and kicking hatchlockers that | Jump Out Shots. are locked. | | - Once ready, exit the room and head | right. You see a guard patrolling. | Take on the guard. | | - Exit through the door in the north. | | --------------------------------------------------------------------------------- -------------------------------- Deck-A, Crew's Lounge, Starboard -------------------------------- Area Analysis : You start off at the corridor outside the Lounge area. From your initial position, further north is a staircase which leads you down to the Engine Room. But, don't go there first. You won't go far if you head to the Engine Room now. At your initial position, look up and you should see pipes in the ceilings. In case you get spotted, do you know what to do? Look left towards the lounge and you see a few guards patrolling. This makes collecting Dog Tags from these guards difficult. At the lounge, go up the staircase and you will notice two doors, one on the left and the other on the right. The left door is not accessible. You have to use the right door. The corridor at the far west side of the lounge has a staircase that leads to the bottom with a dozing guard. The dozing Russian guard is swarmed by flies. There is also a box of USP ammo but you cannot get it unless you have the USP weapon. I suggest you deal with this guard later on when you have the USP. But if you want to collect Dog Tag from him, do go ahead. Enemy Analysis : [AD] - Three enemies. The patrol routes for the enemies varies at different difficulty levels. There are two guards at the lounge and the third guard is at the port side stairs. The third guard is the Russian guard that is swarmed by flies. [VE] - The first guard is sitting in the central staircase. The second guard will not appear initially. When you return to Deck-B the next time, the second guard will appear. The third guard stays at the bottom of the port side stairs all the time. [EA] - The first guard is sitting in the central staircase. The second guard will be patrolling along the star- board corridor of the lounge. For the third guard, it is similar to that in [VE]. [NO] - The first guard patrols the port side of the corridor of the lounge. For the second guard, it is similar to that in [EA]. For the third guard, it is similar to that in [VE] also. [as well as EA too!] [HA] - The first two guards are similar to that in [NO]. & For the third guard, he will patrol from the bottom [EX] of the port side stairs all the way to the port side door. He will sometimes stop for a while, then give that sleepy look on his face and then continue patrolling. Try shooting the large window at the centre of the lounge. It leaves a hole in the window. Enemy may investigate the hole in the window if they see it. A form of distraction? Extra Stuff : At the lounge, after taking care of the guards, do hang around. Try smashing bottles and take some cool pictures. Take a look at the scrolling image on the widescreen television on the port side wall- what do you see? --------------------------------------------------------------------------------- Steps | Hints and Strategies --------------------------------------------------------------------------------- | - The simplest way to take care of the |-- If you want to deal with the guard is simply aim in first person | Russian guy that has flies view mode and tranquilise the guards | hovering above his head, you from far away. | should do it swiftly- The | flies can swarm towards you - Simply head up the stair and enter the | after some time and this door to the right to go to Deck-B. | captures his attention. | --------------------------------------------------------------------------------- ---------------------------------- Deck-B, Crew's Quarters, Starboard ---------------------------------- Area Analysis : Depending on the difficulty level chosen, there will be one to two guard(s) patrolling the area. The area here is quite easy to explore and the guards here are easy to capture for Dog Tags. Enemy Analysis : [VE - EA] - One enemy. [NO - EX] - Two enemies. For [VE- EA], there is ONLY one guard patrolling this area at the Forward Hallway. For [NO - EX], the second guard is at the rear hallway. --------------------------------------------------------------------------------- Steps | Hints and Strategies --------------------------------------------------------------------------------- | - You should be able to handle the |-- There is a watertight door here guard(s) here. | that can lead you back to Aft | Deck at Starboard level 2. - When you are ready, head up the stairs | See if you can find it. in the western side of Deck-B to get | to Deck-C. |- There is a hatchlocker at the rear | hallway. Maybe, you can use it. | Anyway, it's optional. | --------------------------------------------------------------------------------- ---------------------------- Deck-C, Crew's Quarter, Port ---------------------------- Area Analysis : There is a surveillance camera mounted high on the wall in the corridor. A tranquiliser gun cannot destroy the device. There is a fire extinguisher by the doorway. In case, you get spotted by the camera, do you know what you should do? Enemy Analysis : [AD] - No enemy. For [VE - EA], there will be NO guard stationing at Deck-C. For [NO - EX], there will be one guard stationing here. The guard won't be here at this moment. However, when you return to Deck-C the next time, the guard will be here. I will inform you when the time comes. So, don't bother about the guard here at this moment. [VE - EA] - Surveillance camera does not pan back and forth. [NO - EX] - Surveillance camera pans back and forth. --------------------------------------------------------------------------------- Steps | Hints and Strategies --------------------------------------------------------------------------------- | - Simply perform a side-stepping to get |-- It is safe to walk directly beneath past the camera. | a surveillance camera. | - Explore the area. Try opening the |-- Using a Chaff Grenade is an easy hatchlocker. | way to sneak past the camera. | However, why bother to waste one - When everything's ready, go up the | ammunition when you can easily staircase near the hatchlocker to go | sneak past the camera with side- to Deck-D. | stepping. | |- Another way to sneak past the | camera is to become "invisible". | Can you figure this out? | |- If you do plan to get Dog Tag from | the guard the next time you return | here, the hatchlocker might be a | good place for hiding. | --------------------------------------------------------------------------------- ----------------------- Deck-D, Crew's Quarters ----------------------- Area Analysis : Below shows a diagram of part of the layout of Deck-D. It is not drawn to scale. Forgive me for the bad diagram below. I won't be drawing out the details inside Room 1 and Room 2. _____________ ____ ___________________ | | S1 | | -> Leads to | | A | | | | Room 2. | | | |_______| | | | Leads to <- B | | | Room 1. XXX|____________ | D | | SC|XXXX| S2 |XX| IR | | | |____| |__| |______________| | C | |_____________|_________________| Legend ------ Room 1 - Mess Hall Room 2 - Food Storage Pantry SC - Surveillance Camera IR - Semtex C4 Trap S1 - Leads to Deck-C [Initial Position] S2 - Leads to Deck-E Bridge A to E - Represent the Guards The security at Deck D is quite tight. Depending on the difficulty level, the number of enemies present in Deck-D can range from two to four. There is a surveillance camera inside Room 1. The tables underneath in Room 1 are worth hiding. Do explore behind the kitchen counter inside Room 1. There is a fire extinguisher near the Semtex C4 Trap. The setting up of Semtex C4 Trap involves the explosive C4 and the infrared beams. If your character touches the beam, it will trigger the explosion of the connected C4 and that's Game Over. In Room 2, explore around and you should see other boxes that are marked with the word "The Orange". Notice that the Cardboard Box 1 obtained here are identical to these boxes? With so many guards and traps around, you cannot afford to be spotted. You have to plan all your steps carefully, especially if you want to get Dog Tags from these guards. Note that it is impossible for me to show you the patrol routes of all the guards here on the map. This is how the map works. For example, the position of A is inside Room 1 according to the map. That will mean that Guard A will ONLY patrol WITHIN Room 1. Enemy Analysis : [VE - EA] - Two enemies. [C and D] [NO] - Three enemies. [A, C and D] [HA - Ex] - Four enemies. [A, B, C and D] Explore the southern portion of room 2. The Pantry guard will then return to his post, with his back facing the northern part of the food shelves. The Pantry guard looks sleepy. [Does this tell you anything about the Guard?] I have to mention that it takes some time for the guard to slowly make his way to his post. Items/Equipment : : Cardboard Box 1 [AD]. --------------------------------------------------------------------------------- Steps | Hints and Strategies --------------------------------------------------------------------------------- | - Explore Room 1 and Room 2 in whatever |-- Guard B and C may occasionally face order you prefer. | the door leading to Room 1, the | Mess Hall. If you happen to stand - Get [Cardboard Box 1] in the southern | near the door while inside the Mess part of Room 2. | Hall, the door might open and the | the corresponding guard might - Remember the various ways of how to | you. make the infrared beams "visible"? | Check out 1.5 for details. |- The "usual method" - Otacon. | What's Solid Snake's favourite? - To sneak past the the corridor with | Other alternative method? F-i-re the Semtex C4 Trap, you have to crawl | ext-in-gu....? Shoot at it? your way through. | |- Get spotted here? Try either one - After exploring the area, head to S2 | of these three stuffs: and go up the stairs, leading you to | the Deck-E Bridge. | 1)Head up either stairs S1 or S2. | 2)Use your Cardboard Box 1. Stack | your Cardboard Box 1 well with | other "similar" boxes. | 3)Get a "human shield". | 4)Restart your game and try again. | --------------------------------------------------------------------------------- ------------------ Deck-E, The Bridge ------------------ Scene Analysis : The scene here is quite straightfoward to understand what is going on. You might want to take note of the special name for the Chopper. Area Analysis : There is nothing much to say about here. No enemy here but two dead marine soldiers. Both the watertight doors to the left and right lead to the navigational deck. However, only the left watertight door can be opened. The right one is sealed currently. Enemy Analysis : [AD] - No enemy. --------------------------------------------------------------------------------- Steps | Hints and Strategies --------------------------------------------------------------------------------- | - After regaining control of character, |-- The first boss fight awaits you. you should save your game now. | |- You desperately need the life- - Collect a Ration if there is. | saving Ration for the fight later | on. - Open the left watertight door and head | to the navigational deck. | | --------------------------------------------------------------------------------- ----------------------- Navigational Deck, Wing [Boss Battle: Olga Gurlukovich] ----------------------- Scene Analysis : You might want to take note of: 1)the relationship between Olga and the Russian man whom you took a picture just now. 2)the reason(s) why Olga was asked to leave the unit? 3)the word with first letter 'L' that is said by the Russian man. 4)the relationship between Olga, the Russian man and her unit? Her military training? Area Analysis : You find many crates stacked here, walls, a light [back left corner] and a large green-colour tarp [Cloth]. There should be a M9 ammo and a Ration nearby. Take them when needed. The Ration is available for [VE - HA]. Boss Analysis : Olga Gurlukovich is not a tough opponent generally. She uses a USP weapon [it can KILL] and occasionally throw Grenades at you. Though you do not have a weapon capable of killing, the M9 can tranquilise her into sleep. When she is tranquilised, battle ends. You will notice that when each dart from M9 shoots her, her green Life Gauge will NOT decrease but her purple Stun Gauge will decrease. Boss fight ends when Stun Gauge is zero. Extra Stuff : Try defeating Olga on the left side and the right side of the Navigational Deck. Look carefully at the scene where Olga is tranquilised. Can you find anything unusual? --------------------------------------------------------------------------------- Boss | Hints and Strategies --------------------------------------------------------------------------------- | - She shoots at you with her USP weapon. |-- Use L1 button to lock-on to target. | instead of First Person View. First =>Hide behind crates to dodge her | Person View aiming is slow. You bullets. | might get hurt before making | a proper aiming. - She throws Grenades at you. | |- This fight is a good chance for =>She will shout "Take this!" before she | you to practice your Jump Out throws the grenade. You should move to | Shots. another position whenever you hear | this. Sometimes, when she does not |- The best strategy to use is to know where you are, she will throw | create a 'deceiving' tactic. Let Grenade at you to lure you out. | her think that you are at a spot | and she will hide behind the wall - She shoots at tarp. The tarp flutters | and shoot at you. Quickly, crawl/ in the wind. This hides her well. | roll undetected to a new position | where you can shoot her. She =>Move to the far-left side of the open | thinks that you are still at the space. Aim and shoot at the lower- | original position. Then, jump right anchor of tarp. The wind blows | out from the new position and blows the tarp away. | shoot her. Quickly, go back to | hiding and repeat this strategy - She shifts the light at you towards | until she's been tranquilised. your direction. | |- This is another great strategy to =>It makes you hard to aim at her. If | use. Notice that on the ground, you switch position, she will also | there is a small hole in between shift the light. It's possible to | two boxes on the bottom right shoot and break the light from a | of the screen? Lie your body flat corner. Hence, she cannot use the | on the ground and shoot at Olga light to blind you again. | from here. This is a good spot | to shoot at Olga. If Olga throws | a grenade at you, be sure to move. | |- You might want to hold L2 and R2 | [plus R1] when you are aiming at | her from a certain spot. | --------------------------------------------------------------------------------- ------------ Do you know? ------------ One thing I notice about beating Olga in [EX] is that no matter how hard I shoot, I just couldn't break the light successfully. For the other difficulty levels [VE - HA], breaking the light through shooting are possible. In case, you are challenging Olga in Extreme Mode, you might want to drop the idea of breaking the light. I wonder if there is any sharpshooter here who has successfully broken the light? Since the light is not possible to be broken, the problem arises when she uses the light to blind you. Like what most guides suggested, the best way is to hide in a place and when she throws a Grenade at you by saying "Take this!", quickly move out and shoot her according to your instinct. Then, hide yourself quickly. In Extreme mode, two shots from Olga will have your character killed. An explosion of the Grenade will kill your character instantly. --------------------------------------------------------------------------------- ----------------------- Navigational Deck, Wing [After Boss Battle] ----------------------- Scene Analysis : You might want to take note of: 1)Why is there a Cypher? The purpose of the Cypher there? 2)What is the name of that Russian man? His rank in military? 3)Who is the sender of the tip? 4)Any relationship between the sender and Otacon? Why have they not met each other for so long? Area Analysis : The area here is quite straightforward for exploration. First, do not enter the Deck-E Bridge via the left watertight door. There are some items to get. Enemy Analysis : [AD] - One enemy. There is only one enemy here on the starboard side for all difficulty levels. You should be able to get his Dog Tag easily. Status Analysis : You now have a USP weapon that has the ability to kill. However, its drawback is that it does not have a suppressor attached to it. Noise level is therefore not minimised during shooting. Another disadvantage is that when the USP pistol is used for aiming and shooting, it gives off a flash of light that can attract nearby guard's attention. If you don't believe it, try holding Square button to aim and go to First Person View. Though you have the USP weapon now, it has run out of ammo. Go to Deck-E Bridge, Mess Hall of Deck-D, the hatchlocker in Deck-B etc to collect your USP Bullets. Extra Stuff : Olga now lies unconscious on the deck. Try taking a photo of her. How about her armpits? Her chest? PAL/JAP Notes : For the US version, there is no USP Suppressor. For the PAL and JAP version, you can get the USP Suppressor from the second level of the tower [just below where you get the Thermal Goggles] at the Navigational Deck, Wing after you have completed the game more than once. Items/Equipment : Thermal Goggles [AD], Wet Cardboard Box [AD], USP Suppressor [AD - For PAL & JAP ONLY; complete first game.] Weapons : USP Pistol [AD]. --------------------------------------------------------------------------------- Steps | Hints and Strategies --------------------------------------------------------------------------------- - "Shake" the body of the unconscious |-- For [NO - EX], there is a guard Olga for her Dog Tag. | patrolling at Deck-C now. Remember | to get his Dog Tag. - Continue heading east until you find | a ladder. Climb up the ladder until |- I assume you have read the Game you reach the top to collect the | Basis and know how to capture and [Thermal Goggles]. | threaten the guard. Now that you | have a USP weapon that can kill, - Then, head down to the base of the | you should spend some time to ladder and continue heading east to | collect Dog Tags from those "tough the starboard side. A guard walks out | guys". of the previously sealed watertight | door. The door can now be opened. |- This is NOT a hint/strategy. | I just wonder why Konami lets - Take on the guard. Then, collect the | the character climb so high up [Wet Cardboard Box] on the starboard | the ladder just to collect a side. | [Thermal Goggles]. A little waste | of our time. Konami could have - Once everything's ready, head to the | placed it at a lower level... Engine Room. I hope you still remember | the descending staircase at the Crew |- Head up the starboard stairwell of Lounge which I told you not to enter | the Deck-A Crew Lounge and descend. earlier. | Then collect the Stun Grenade and | enter the door to reach the Engine | Room. | --------------------------------------------------------------------------------- The Engine Room is a huge area. I will divide the Engine Room, Starboard area into two different parts. The third part of the area is the Engine Room, Port area. --------------------------------------------------------------------------------- ---------------------- Engine Room, Starboard [Part One] ---------------------- Area Analysis : Move up further and you will see a door that leads to the second part of the Engine Room. Explore the area first. Continue further up. Look up to see hatchlockers and if you look right onto the floor, you notice an action figure and a torchlight. Extra Stuff : Try opening up one of the hatchlockers for a surprise. [Not another Resident Evil?] The action figure resembles a character with initial 'VR' from the original MGS. He once told Snake that he will watch over him- his words came true. So, have you figure out his identity? Try firing a dart with M9 at the torchlight to terminate the light source. Try shooting at the action figure with M9 for a surprise. Remember to take a picture of the action figure. --------------------------------------------------------------------------------- Steps | Hints and Strategies --------------------------------------------------------------------------------- | - Climb up the crates to get USP | Bullets. | | - Once you are ready, head to the door | that leads you to the second part of | the Engine Room. | | --------------------------------------------------------------------------------- ---------------------- Engine Room, Starboard [Part Two] ---------------------- Area Analysis : Upon entering the second part of the Engine Room, you will notice a guard with his back facing you. You can easily sneak behind the guard and capture him for Dog Tag. Guards can be found on each level of the Engine Room. The ultimate aim is to enter the door at the top level of the Engine Room on the other side to the west to reach the Port Side of the Engine Room. Depending on the difficuty level chosen, there should be four to six guards here. The area here is overall quite heavily guarded. However, since the area here is big, the guards are more scattered. Hence, sneaking past the guards is NOT that difficult. You can easily tranquilise the guard from a distance. But obtaining Dog Tags from all the guards here is NOT that easy. There is a shortcut to reach to the other side of the Engine Room by just hanging onto the long wire. Try using First Person View mode at the top of the engine room. Try figuring the route of this shortcut yourself. Remember to do a lot of exercise if you want to use this shortcut. Enemy Analysis : [VE] - Four enemies. [EA] - Five enemies. [NO - EX] - Six enemies. There is one more guard at the Engine Room Portside for all difficulty level and therefore, if you check out the Dog Tag Viewer, there should be five guards for [VE], six guards for [EA] and seven guards for [NO - EX]. Since the Engine Room is a big area, it is impossible for me to draw any diagram to show the location of every single guard. Extra Stuff : There are lots of railings here that you can practice your hanging on. Try doing some intensive exercise here to train your hanging grip ability. Exercise... you do know how to do, right? --------------------------------------------------------------------------------- Steps | Hints and Strategies --------------------------------------------------------------------------------- | - Make your way to the other end and |-- The Grenade is found at the lowest collect whatever Ration and ammunition | level on the western side of the you can find. Remember to get the | Engine Room. Grenade here- It will be helpful to | you. | | - Then, enter the door at the top level | of the western side to reach the Port | side of the Engine Room. | | --------------------------------------------------------------------------------- ----------------- Engine Room, Port ----------------- Area Analysis : Upon entering the room, you notice a door to the left that is sealed. Head further north and the last guard of the Engine Room will come out of this sealed door. Take care of this guard. The once sealed door is now accessible and it takes you to Deck-A Crew's Lounge where the fly-infested Russian is. After taking care of the guard here, I suggest you save your game. The last part of the Engine Room is again another Semtex C4 Trap. It's not that simple this time. Crawling won't be able to let your character get past without coming into contact with the Infrared beams. When you are near the Semtex C4 Trap, Otacon will contact you and explain that you need to hit the three control boxes to deactivate the beams. The three control boxes blinks with a green light. Only when all the three control boxes are destroyed, can the infrared beams disappear. You have to use the USP weapon to destroy the control boxes. The problem is that the three control boxes are all placed near to the C4. If you happen to come into contact with the infrared beams or miss the shot and hit the C4, that's Game Over for you. Enemy Analysis : The last guard found at the Engine Room finally appears. You can easily take him on by tranquilising him from a far corner to the north. The guard will head to examine the Infrared beams before heading south and exit the area. Notice that when he comes out of the room, he will radio in his status report. My advice is let the guard finish sending his status report and you tranquilise him AFTER that. If you tranquilise him without letting him to finish sending his status report, the receiver of his status report will be suspicious and will send an investigation team to the Engine Room. You don't want that to happen, right? Extra Stuff : Remember to take pictures of Mooch and her friend. --------------------------------------------------------------------------------- Steps | Hints and Strategies --------------------------------------------------------------------------------- | - Take on the guard first. |-- The guard will head to examine the | Infrared beams. You have to hide - Equip Thermal Goggles to view the | inside a hatchlocker. Crouch if infrared beams. Go to first person | the guard looks inside the vent. view and search for the three boxes. | The AP Sensor vibrates when the | guard approaches you while you hide - To find the first control box, climb | inside the locker. As soon as the onto the turbine where the box of USP | guard turns south and head back ammo is. View in first person mode and | to exit the room, open up the shoot at this uppermost control box. | hatchlocker. Quickly, sneak behind | his back, capture him and get his - Next, simply crawl along the ground as | Dog Tag. near as possible to the infrared beams | but not touching them. |- Take a Pentazemin to calm the | nerves so that your hand will not - You should find the second control box | shake too much during aiming. This on the left side of the passage that | makes your aiming steady. is wedged between two C4 packs. Shoot | the control box. |- While aiming at the uppermost | control box [the first box], hold - The final control box rests on the | L2 and R2 buttons while still ground along the right side of the | holding the R1 button. Snake will passage. Shoot the control box. | tiptoe and you can aim and shoot | the top part of the explosives with - Once you have successfully destroyed | greater accuracy. all the control boxes, the beams will | disappear. Open up the watertight door |- If you successfully destroy a to the north to reach Deck-2. | control box, it stops blinking | and a sound will be heard. | --------------------------------------------------------------------------------- ------------ Deck-2, Port ------------ Area Analysis : The corridor here is extremely long. The only problem here is that the corridors are too well-lit. This makes the guards able to see you from a far distance. So, the solution is to use the M9 and shoot at all the bulbs you see. Notice that certain bulbs are illuminated but others not. But to play safe, just shoot ALL. Other than that, the area here is pretty straightforward for exploration. You find some Ration and ammunition along the corridor. I guess I leave the rest up to you. Enemy Analysis : [AD] - Three enemies. You should be able to get their Dog Tags quite easily from these three guards. For all difficulty levels, the third guard you meet tends to look sleepy. He even talks when he's about to sleep. No-th-ing T-o R-epo-r-t. Well, it's just a little bit amusing. I guess he faces too much stress... --------------------------------------------------------------------------------- Steps | Hints and Strategies --------------------------------------------------------------------------------- - Simply walk along the corridor and |-- Do you still remember that I told shoot at every single bulb. Collect | you that the USP pistol emits a whatever ration and ammunition you can | flash of light when used earlier? find. | The flashlight on the USP can | easily draw the guards' attention. - You will soon see the first guard. | So, use M9 most of the time. Take him on and continue up until you | come to a bend. |- From the bend, shoot at the first | two nearest bulbs. If you shoot at - The second guard stops at the bend for | any bulb that is further than this, a while. Take him on also. | the shattering of the glass bulb | will alert the sleep-talking guard. - Head right and eventually, you will | notice the sleep-talking guard. Take |- If you have shot the bulbs down, him down. | the dark corridor makes the enemies | difficult to find you after you - Move further right and then open the | have been spotted. You can run watertight door to head to the star- | to any possible alcove to hide board side of Deck-2. | until the Alert mode resumes to | normal. | --------------------------------------------------------------------------------- ----------------- Deck-2, Starboard ----------------- Scene Analysis : You might want to take note of: 1)Who is the person the enemies here are talking to? 2)Who is being taken good care of? Area Analysis : The area here is quite unusually quiet... Anyway, equip your USP weapon. The Ration is available for [AD] if you make your way back towards the end during the firefight. Even in [EX] too. This is the only time you can find a Ration lying on the floor in [EX] for Tanker Chapter. Actually, I don't feel that there is a need to shoot the bulbs here. It's a waste of time. Carry on the game. Eventually, you will figure out why I say this. --------------------------------------------------------------------------------- Steps | Hints and Strategies --------------------------------------------------------------------------------- | - Simply walk along the corridor, taking |-- Figure out why shooting the bulbs all the ration and ammunition you can | here is redundant? The corridor find. | is still bright during the fight | even if you shoot the lights - Eventually, a cutscene will appear. | previously. | - When you regain control of character, |-- You can find Ration and a box of three guards enter and an inevitable | USP ammo if you make your way firefight occurs. More guards will | back towards the end. also come charging out towards you. | |- The enemies here do throw grenades - Kill all the enemies with your USP | at you. The best way is to kill weapon. I won't encourage you to use | them before they have the chance the M9 in my own opinion because | to throw the grenade. The purpose depending on which part of the bodies | of them throwing a grenade is to of the enemies you shoot, seconds may | lure you out. So, don't fall into be needed for the tranquilising effect | the trap. to take place. During this period of | time, the guard can still fire at you |- Hide and crouch behind the crates and thus injure you. | with your back flattening against | them. Practice your Jump Out Shots - Once all enemies are killed, a cut- | and also throw grenades from scene occurs. When the cutscene ends, | corners. you will find yourself in Hold No. 1. | |- Make sure you know the tricks to | reload your weapons quickly. When | you are reloading your weapon, | hide behind the crates. | --------------------------------------------------------------------------------- Mission : You have to take pictures of the Front-Right, the Front- Objective Centre, Front-Left and the side showing the word "marine" of Metal Gear RAY. In total, four pictures have to be taken using the Camera, NOT the Digital Camera. You have to send the pictures via the workstation at Hold No. 3 to Otacon. --------------------------------------------------------------------------------- ---------- Hold No. 1 ---------- Scene Analysis : Listen attentively to the commandant's speech. You will find out a lot of information about the new Metal Gear model. The aim of RAY? The name of the person giving the speech? He mentions about he has a daug... How is RAY different from other Metal Gears? Area Analysis : You now stand on a balcony. Below you is a crowd of soldiers. The holds [From No. 1 to No. 3] are being used as a place where the marine soldiers gather to hear the marine Commandant giving his speech. There are many marine soldiers below and you can't afford to be spotted. Game ends when you are spotted. The same applies to Hold No. 2 and 3 also. The commandant's speech is expected to last for seven minutes. Well, you should have more than enough time to sneak to Hold No. 3. Hold No. 3 is where the actual speech by the commandant is held and also where Metal Gear RAY is kept. The timer starts immediately after the conversation with Otacon. It's best to save your game at this period. There are many ways that you can get to Hold No. 3. The walkthrough here covers ONLY one route. For the other alternative routes, the hint to you is to remember to investigate below and above the ground floor. Hanging? Crawling? Figure out all these yourself. You should really do more exercise, especially in the Engine Room. For the time being, I won't discuss these alternative routes even though I do know these routes. More details about the alternative routes can be found in the Secrets and Bonuses section. Extra Stuff : Do stop for a while in Hold No. 1 and look up to the broadcast of the commandant's speech. Don't forget to take pictures of these marine soldiers. There is a marine soldier who seems to forget something. He's the odd one out. Can you locate him and distinguish what makes him the odd one out? If you happen to get spotted, a cutscene will appear and it's Game Over for you. These cutscenes are different depending on which Holds you are being spotted. You might want to let your character being spotted and compare these cutscenes. PAL/JAP Notes : For US version, forget about getting Dog Tags from the marine soldiers in the Tanker Holds as all the marine soldiers do not carry a Dog Tag each. For the PAL version, certain specific marine soldiers carry a Dog Tag. The locations of certain marine soldiers who carry Dog Tags are not easy to find. You might need to try out all the routes to find them and get their Dog Tags. As for the JAP version, I am NOT quite sure. --------------------------------------------------------------------------------- Steps | Hints and Strategies --------------------------------------------------------------------------------- | - Head down the ladder. |-- Getting the box of M9 ammo is quite | a waste of time. You can skip - Head to the left. Slowly crawl beneath | getting it unless you really need the projector without alerting the | it. guard standing near to the projector. | |- Besides crawling past these iron - Continue heading left and you see a | grates surfaces, you can perform ladder. Climbing up the ladder leads | a rolling to quickly sneak past you to a box of M9 ammo. | them. | - Then, climb down the ladder and head | north. Along the way, there are iron | grates surfaces. If you step on them, | you will make noises which will alert | the nearby guards. So, crawl over | these iron grates surfaces. | | - Enter the door at the north to reach | Hold No. 2. | | --------------------------------------------------------------------------------- ---------- Hold No. 2 ---------- Area Analysis : You should be at the bottom left part of Hold No. 2. From here, look north in First Person View and you should see obstacles blocking the path along the western side of the hold. The safest way is to move along the eastern side of the hold. There are also two projectors at the centre bottom part of Hold No. 2. Extra Stuff : Try standing near one of the projectors and press the Triangle button several times. What do you see in the two screens? --------------------------------------------------------------------------------- Steps | Hints and Strategies --------------------------------------------------------------------------------- | - Crawl past the two projectors in the |-- Notice that the speech is being centre-bottom of the hold to get to | shown alternatively on two the eastern side of the hold. | different screens. Eg. If the | screen is on the left, the left - Hide behind the huge object. | projector will be used and NOT the | right. The marine soldiers will - There are iron grates surface too. | also look to the left too. Note Sneak through and head north. | that this action is alternate and | repeats itself. - There are some obstacles at the north. | The door is just behind these |- When you are hiding behind the obstacles. Enter this door to get to | huge object, head north only when Hold No. 3. | the marine soldiers turn their | heads to the left. If their heads | are facing to the right, wait for | a while until they turn their | heads. | |- Depending on the timing, the | commandant may ask the soldiers | to do some neck exercises. | --------------------------------------------------------------------------------- ---------- Hold No. 3 ---------- Scene Analysis : Depending on the route you take from Hold No. 2 to Hold No. 3, the scene shown here will have some variation. Area Analysis : Finally, we get to see the Metal Gear RAY. We also get to see the commandant saying his speech from here. At the centre is a group of marine soldiers, listening to his speech. On the far right side, you should notice the workstation. Access it by pressing the Triangle button. Now, time to take pictures of Metal Gear RAY. Enemy Analysis : For Easy Mode, there is a marine soldier standing on the right side of the Metal Gear RAY. He looks sleepy. I guess he finds the commandant's speech boring. Oh, I'm just kidding. If necessary, try tranquilising the marine soldiers with your M9 weapon. It's fun shooting the marine soldiers with M9. [I guess the Commandant's speech is too boring. That's why they all fall asleep.] Extra Stuff : If you are playing the Tanker Chapter for the nth times, where n is an even number, you will notice something special about the marine soldiers here. If you have taken pictures of girls, Olga, the action figure etc, try sending these pictures to Otacon via the work- station. Otacon might say some amusing conversations. What Otacon says will depend on the type of the pictures taken. Remember the alternative routes which I told you about earlier? If you took a different alternative route from Hold No. 2 to Hold No. 3, there may be slight changes in the cinematic scenes when you enter Hold No. 3. Maybe, you can notice a familiar bad guy somewhere from far. Remember to take a picture of him. --------------------------------------------------------------------------------- Steps | Hints and Strategies --------------------------------------------------------------------------------- | - Take the pictures of Metal Gear RAY in |-- After taking a shot, if Snake says: the following order. | | "Good" - satisfactory; accept- - Front-Right Photo | able pictures. =>After the Codec conversation ends, you | "Alright" - Very great shot. stand on the perfect spot where you | can take the shot. |- To get a better front-left photo, | you might want to crouch to take - Front-Center Photo | the picture. The reason is because =>Sneak around the base of the platform | the overhanging pipes seem to where the cameraman is on to the | block part of the Metal Gear's centre part of the hold. Notice a line | head. on the floor that clearly divides hold | into two portion? Stand here and take |- At roughly two minutes left in the the perfect shot. | speech, the commandant will sudden- | ly shout "Intruder on the Left! - Front-Left Photo | Intruder on the right!". Although =>Continue sneaking to the left and stay | the alerts are heard, the command- close under the platform near where | ant is drilling his soldiers. It's the second cameraman is. Position | a false alarm, anyway. So, don't yourself near the front-left corner of | panic. the platform. Then, take the shot. | |- If the seven minute timer runs out, - Photo with "marine" logo | don't worry. Commandant Scott =>Sneak north until you reach the north- | Dolph loves to talk and will still ern left part of Hold No. 3. View in | carry on his speech. Sounds like first person mode to see the logo. | the Commandant is very talkactive Then, take the shot. | and Otacon's prediction of the | length of the speech is wrong. - Once you have all four pictures, go to | Anyway, just focus on getting the workstation and send the pictures | the pictures of Metal Gear RAY. in. Hopefully, all the pictures are | accepted by the "fussy" Otacon. | | --------------------------------------------------------------------------------- With all four pictures accepted by Otacon, long cinematic scenes will follow one over another. Eventually, you will be prompt to save your game and this ends the "Tanker" Chapter. The "Plant Chapter" hence starts now. --------------------------------------------------------------------------------- 'Final' Scene Analysis: ---------------------- 1)Who is the person whom Gurlukovich suspects that Ocelot is in league with? 2)Think about Solid Snake's genetic brothers. S-oli-d-u...? 3)How did Ocelot get the evidence to prove that Solid Snake was present on the ship? 3)The aim of the Sergei Gurlukovich? Has he achieved his aim eventually? 4)What has happened to Ocelot's arm? 5)What is the name given to Ocelot by the prisoners of Russia? 6)"I am taking it back!" What does it mean? 7)The word with first letter 'p', second letter 'a' and third letter 't'. 8)The lali....? How does it relate to 6)? 9)What are the terrorists after? 10)What do you think will happen to Solid Snake, Otacon, Olga, Sergei and Scott Dolph at the end of the Tanker Chapter? With that, I conclude the end of the "Tanker Chapter". Let's move on to the "Plant Chapter" now. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 2.2)Plant Chapter =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Finally, the second chapter begins here. Before beginning the game proper, let's have some briefing. You now control a new character, NOT Solid Snake this time. For those playing Extreme Mode, remember to take note that there will be no Ration hiding inside any hatchlocker or lying on the ground for the entire Plant Chapter. There are only two ways of obtaining Ration. The FIRST way is to capture a guard and hopefully, he "shakes" off his Ration. The SECOND way is get from your comrade. During certain situations, your comrade will drop some ammunition and Ration for you to pick it up. But such situations don't always occur. --------------------------------------------------------------------------------- Mission : There are two mission objectives: Objective 1)Infiltrate into the offshore decontamination facility "Big Shell" and safeguard the President and hostages. 2)Disarm the terrorists by any means. A group of terrorists named "Dead Cell" seized the Big Shell. They demand a ransom. If not, they plan to demolish the Big Shell with explosives. --------------------------------------------------------------------------------- Area Analysis : The Big Shell is made up of two main cores: Shell One and Shell Two. Six struts surround each Shell in a hexagonal manner. Connecting Bridges provide links between either two struts, two shells or a strut and a shell. In total, there should be twelve struts. The struts and the main cores form the Big Shell. Eg. A AB Connecting Bridge is a bridge that is linked between Strut A and Strut B. Eg. A FA Connecting Bridge is a bridge that is linked between Strut F and Strut A. Eg. A Shell 1-2 Connecting Bridge is a bridge that is linked between Shell 1 and Shell 2. --------------------------------------------------------------------------------- I will split the area of Strut A, Deep Sea Dock into two different parts for simplicity sake. --------------------------------------------------------------------------------- ---------------------- Strut A, Deep Sea Dock [Part One] ---------------------- Scene Analysis : I strongly advise you to read the manual to find out information about the Big Shell. Anyway, it's time to think about these questions: 1)Where is the Big Shell constructed? What does it serves as? Can you relate its purpose to the sinking of the U.S.S Discovery [Tanker Chapter] two years ago? 2)What are the names of the former and current President? How did the current President gets into the hands of the terrorists? How much money do the terrorists demand? 3)What is the name of the navy unit that has been sent to rescue the President? Where did the Navy unit first land on Big Shell? 4)What are the consequences if the Big Shell is demolished by the explosives? 5)Did the scene mention anything about "Stillman" and C4? 6)What is Dead Cell? 7)Find out about the background of your new character like what unit does he represent, the type of military training he undergoes, the type of operation he is undergoing now etc. The Colonel also explains the function of the suit that your new character is wearing. He also explains something about the nanomachines. Take note of the name that is given to the suit as well as the type of goggles he is wearing. Status Analysis : You are unarmed- not even a tranquiliser weapon is given to you. Quite pathetic! You have an AP Sensor and a Scope. You cannot afford to be spotted by the enemies until you have acquired some weapons. Area Analysis : The area here is quite worthwhile to explore. Your aim here is to open the watertight door to the north to reach another new area. But, let's roam around this area first. There are three hatchlockers in the north. Try opening them. Try diving into the water which you have just come of. You might find something. The Colonel will also explain the controls for diving. Do read it up or check out 2.4 for details. There are narrow ducts that are worth crawling. Explore the eastern and western side to find the ducts. Check out the floor in First Person View. There are railings near the waters. Maybe, go into the hanging mode. You might find something in the area enclosed by the fences. Lastly, there are bugs all over the floor. Try not to come into contact with the bugs. Want the reason? Call the Colonel and he might tell you why you should not go near the bugs. Enemy Analysis : [AD] - No enemy. Items/Equipment : Thermal Goggles [AD], Shaver [AD]. Weapons : M9 Tranquiliser Gun [VE - EA]. For [VE], the M9 Tranquiliser Gun is found on the top of a crate in the northeast corner of the dock. You need to climb onto the crate to get it. For [EA], the M9 Tranquiliser Gun is found inside the ventilation ducts. Explore the ducts and you should be able to find the weapon. I will leave you to find it on your own. For [NO - EX], your M9 Tranquiliser Gun is at the Strut F, Warehouse. I will tell you to get it when the time comes. --------------------------------------------------------------------------------- Steps | Hints and Strategies --------------------------------------------------------------------------------- | - For [VE - EA], remember to take the M9 |-- If a red bug appears on the Ration Tranquiliser Gun. See above. | icon in the left item menu, hold | L2 while pressing Up and Down - Dive deep into the water. Explore the | rapidly on the d-pad. This "shakes" bottom right corner to find the | off the bugs. If you just leave [Thermal Goggles]. | the bugs to feed on your Ration | for long, the Ration gets infected - Use the railings to get to the area | and eventually becomes unusable. enclosed by fences to get [Shaver]. | [Effect of healing decreases.] | - Check out the hatchlockers, the ducts, |-- To the right of the ladder that the crates etc. | leads to the water, face the rail- | ing and hang onto it. Press R2 to - Once everything's ready, open the | move to the right until you can watertight doors to the north. | jump into the small caged area. | - A short scene occurs, followed by a |-- Notice the long O2 gauge when you codec conversation. Check below for | are inside diving. That's because the codec conversation analysis. | your character is wearing some- | thing special. Check out the - Proceed quickly up the corridor and | Colonel's explanation of the suit enter the sliding door to reach the | which was said earlier. second part of the Deep Sea Dock. | |- Getting the [Shaver] is optional. | It affects certain parts of the | scene slightly later on. You might | want to play the game with a file | having the Shaver and another file | without the Shaver to compare the | scenes. | --------------------------------------------------------------------------------- Codec Analysis : To prevent spoilers, I decide to put this part at the bottom. There are two codec conversations which I like to highlight. One is at the beginning and the other one occurs after you have opened the watertight door. I refer to these two as "First" and "Second" respectively as shown below. First - 1)Why the Colonel gives you a new codename? 2)Your character mentions something about the hole in the oil fence. What does this tell you? Did anyone come here before? Is it Seal Team 10 or someone else? Second - 1)Take note of the type of weapon the guard carries. 2)What is the name of the Russian private army that is mentioned here? 3)Is this army cooperating with the terrorists for a conspiracy? If so, think of the possible reason(s) why this army is doing this? [A deal?] 4)Is this army related to any person you know in the "Tanker Chapter"? --------------------------------------------------------------------------------- ---------------------- Strut A, Deep Sea Dock [Part Two] ---------------------- Scene Analysis : The enemies here are being knocked unconscious by an intruder. 1)Can you suggest the identity of the intruder just by looking at his back view? It's quite easy to guess. 2)From the way he takes care of the guards here, can you suggest something about his infiltration ability? The clue about that oil fence during the codec conversation earlier on actually suggests something about the intruder which you saw just now- The hole... Was this done by him? How did he sneak to here? Area Analysis : There is a stack of boxes on the middle pallet. The Node is at the northeast corner. I will explain how to use the node in detail below. Enemy Analysis : [VE - EA] - Two enemies. [NO - EX] - Three enemies. The guards here are unconscious. The stars circling above their head will slowly fade ONLY after you have activated the Node. For [NO - EX], the three enemies are here temporary. If you come back here again, there will be no enemy here. If you have checked out your Dog Tag checklist, you should notice that you won't find any Dog Tag at Strut A, Deep Sea Dock. --------------------------------------------------------------------------------- Steps | Hints and Strategies --------------------------------------------------------------------------------- | - "Shake" the guards here for items. |-- The guards will start to wake up | only after you have activated the - Activate the Node. | Node. Before you activate the | Node, do "shake" the guards to - Head to the middle pallet that has | get all the items from them. These stack of boxes to hide while waiting | items might come in handy. for the elevator to arrive. | |- For [VE - EA], you should have a - When elevator has arrived, sneak past | M9 Tranquiliser weapon. Try and the guards whom have just awoken and | get Dog Tags from these two enter the elevator to head to the | guards. It shouldn't be difficult. Strut A, Pump Facility. | |- For [NO - EX], forget about Dog | Tags for the time being. | |- The Colonel also explains the | Soliton Radar system to you. | --------------------------------------------------------------------------------- ------------ Using a Node ------------ To access the Node, press the Triangle button. You will enter your name and particulars at this first Node. For the other Nodes, you do not need to enter anymore of your particulars. There is almost no restriction on what information you enter. [You can even put your sex as Female. It doesn't matter] However, try to input the name of a famous person like Hideo Kojima, Ken Ogasawara, Yoji Shinkawa etc. Remember the name that you have typed in. If you input a date for your Date Of Birth that matches the current date of your PS2 setting configuration, the screen will say "Happy Birthday". After you have typed in your particulars, the Option screen will appear. The rest is quite self-explanatory. The downloaded screen will also appear. This downloads the map for this area. For [VE], all maps for the Big Shell are downloaded from this first local network. For [EA - EX], you need to download the map for EACH level from the respective local network Node. You must take note only after you have downloaded the map from the Node, the Radar can then function. After logging into the Node, you can view a full map of the Big Shell by pressing the START button. Highlight the strut and the name of the strut will also appear on the screen. Use the right analog stick to rotate the map. --------------------------------------------------------------------------------- Codec Analysis : After activating the Node, a codec conversation will occur. A woman will appear, act as a mission analyst and record your game data. Take note of these things: 1)Find out the name of this person and also the real name of your new character. Do the names of this person and your character remind you of any blockbuster movie? 2)The relationship between this woman and your current character. 3)A special day between this woman and your character? What had happened on that day? Contact this person if you want to find out about your current character's past. This is based on my real life experiences. Assuming the guy and the woman are very close in terms of their relationship. If the woman asks the guy to recall a special day, this special day must be related to both of them. This day could be ONE of the following listed below: 1)The day they first knew each other. 2)Their first date. 3)Their wedding anniversary. [Is your character married yet? If not, this option is out.] 4)Their first "one night". [Don't look at me!] 5)Her birthday. [It can't be the guy's birthday. You can rest assured that.] Could the special day be related to one of the above five? What do you think? Guys are forgetful creatures. They can't remember all these well. --------------------------------------------------------------------------------- ---------------------- Strut A, Pump Facility ---------------------- Scene Analysis : You finally get to see your new character's face. Just to inform you: When you are diving the next time, you won't see the long 02 gauge like just now. I hope you have figured out what had extended your O2 gauge just now. The Colonel also explains some new things to you. You should now know the reason why Colonel gives you a new codename. Time to think about these questions: 1)What do the terrorists call themselves, other than being known as the members of the Dead Cell? 2)According to the Colonel, who is the leader of the terrorists? What are the possible reason(s) that suggest he is or is not the leader of the terrorists? 3)Where was the President last spotted? The Colonel also explains the structure of the Big Shell. Anyway, I have explained that in the beginning of the Plant Chapter in the Area Analysis portion. Area Analysis : The area here is quite straightforward for exploration. There are fences, railings and crates. You might want to do some exercises here. There are birds flying in the sky. Try looking up the sky in First Person View to see the birds. If you happen to step onto an area with bird droppings, your character will slip and fall. Also, if you stand on a place for too long, the birds might drop their shits onto his head. Consider using Scope, D.G Camera etc to view the birds. The Colonel also points out that there is a small narrow hole at the bottom of the upper left corner fence. Strut A, Pump Facility is also known as Strut A, Roof. Enemy Analysis : [AD] - No enemy. The enemy will not be present at this moment. When you return to Strut A, Pump Facility / Strut A, Roof later on, you will find this guard. Don't worry! I will remind you when the time comes. --------------------------------------------------------------------------------- Steps | Hints and Strategies --------------------------------------------------------------------------------- | - Explore the area. Take all the items |-- After crawling through the fence you can find. Check the crates too. | at the upper-left corner, the | Colonel will contact you by - There is a box of Chaff Grenades at | updating the status of the navy the top right corner of the area that | rescue team. is enclosed by the fence. However, you | cannot take it at this moment. I will | tell you how to get it when the time | comes. | | - Head to the upper-left corner and | crawl through the fences. | | - Enter the door, down the stairs and | you will reach Strut A, Pump Room. | | --------------------------------------------------------------------------------- ------------------ Strut A, Pump Room [Part One] ------------------ Area Analysis : From your initial position, to the left are two hatchlockers. You might want to open it. On the far corridor, which is the right side of the room, there are also two hatchlockers. Take pictures if you have the Digital Camera. The Node is located at the top part of the room. A guard is patrolling along the central portion of the room. The top-left door leads you to the AB Connecting Bridge. The AB Connecting Bridge leads you to the Strut B, Transformer Room. Do you still remember the location where the President was last spotted? I hope you still remember. The top-right door leads you to the FA Connecting Bridge. The FA Connecting Bridge takes you to the Strut F, Warehouse. The Warehouse is a place that stores quite a lot of items, equipment and ammunition. However, you cannot access to most of the areas of the warehouse that have a PAN security system. [Personal Area Network] There is a staircase at the bottom right of the room. It leads you to the Strut A, Pump Facility. Go up this staircase to get the box of Chaff Grenades which you cannot get earlier. Near this staircase at the bottom right corner of the room is a door that has a PAN Security system. You can't open the door. However, do take note that it takes you to the second part of the Strut A, Pump Room. I'll talk about this later on. For [NO - EX], I once told you that your M9 Tranquiliser Weapon is at the Strut F, Warehouse. The walkthrough will first discuss how to get the M9 Tranquiliser Weapon at the Strut F, Warehouse. For [VE to EA], you can skip going to the Warehouse and proceed on to the AB Connecting Bridge by entering the top left door. If not, you might want to consider going to the Warehouse and collect some items and ammunition. Enemy Analysis : [AD] - One enemy. --------------------------------------------------------------------------------- Steps | Hints and Strategies --------------------------------------------------------------------------------- | - Activate the Node first. |-- For [VE - EA], you should have the | M9 Tranquiliser Gun. Capture the - Go up the staircase at the bottom | guard and get his Dog Tag. right corner of the room and get the | box of Chaff Grenade that you cannot |- Try knocking the wall to distract get earlier. | the guard if there is a need to | when you make your way to the Node. - Go to the top right door of the room | and head to the FA Connecting Bridge. |- If you are spotted, there are two | hatchlockers on each side for | hiding. | |- After the short scene at the Strut | A Pump Room, the guard at Strut A | Pump Facility / Roof is available | there. You might want to get his | Dog Tag. | --------------------------------------------------------------------------------- -------------------- FA Connecting Bridge -------------------- Area Analysis : The bridge consists of two platforms. The top platform leads you to the upper level of the Warehouse while the bottom platform leads you to the lower level of the Warehouse. For [NO - EX], the M9 Tranquiliser Gun is at the top level of the Warehouse. There is a Cypher and a guard here. The Cypher cannot detect you if you are on the lower platform because the pipes there obstruct its view. Enemy Analysis : [AD] - No enemy. The guard that is supposed to patrol the FA Connecting Bridge will not be here at this point of time. I will inform you when this "missing" guard is back on the bridge. The Colonel also contacts you via codec to explain how a Cypher works. --------------------------------------------------------------------------------- Steps | Hints and Strategies --------------------------------------------------------------------------------- | - Run down the first stet of the stair- |-- The Colonel contacts you via the case you see to the lower level. | codec and shows you a visual | demonstration of how to throw - Continue heading until you come to the | a Grenade from a corner. second set of the staircase. | |- The easy way is to throw a Chaff - Head up the staircase and enter the | Grenade to disrupt the Cypher door. Make your way to the top level | However, using Chaff Grenade is of the Warehouse. | quite redundant since you can | easily sneak to the other end. | --------------------------------------------------------------------------------- ------------------ Strut F, Warehouse ------------------ Area Analysis : The Warehouse is a two-storey high building. There are lots of room to explore. For the time being, you cannot enter most of the rooms because these rooms have the Pan Security System. Most of the rooms contain item and ammunition for you to collect. For the time being, I don't think I will elaborate the "Area Analysis" portion of the Strut F Warehouse further. Most of the areas cannot be accessed currently so I don't see the point of doing this now. Don't worry. I will elaborate it further when you need to come to the Warehouse the next time. Your aim now is to collect the M9 Tranquiliser Gun if you are playing [NO - EX]. After collecting the weapon, you might want to collect the Dog Tags from the guards here. Enemy Analysis : [VE] - Two enemies. [EA - NO] - Three enemies. [HA] - Four enemies. [EX] - Five enemies. I believe there might be fewer enemies that what are listed above. Because in [VE], I found only one guard here instead of two. Rest assured that all the expected guards will be here after you have obtained the Socom and the Coolant. The enemy here radios his status report every minute. If he fails to report, an investigation team will be sent. You should not take on any guard that is reporting his status. When the security supervisor begins to ask for their status report, leave the area immediately or hide yourself somewhere. For your interest, the reporting guard is at the top level of the Warehouse- the one who has a patrol route nearest to the door that leads to the top level of the FA Connecting Bridge. Status Analysis : At this point, you cannot gain access to the room that contains the Node. That will imply that the Radar won't be functioning. Sneaking past the guards and collecting Dog Tags won't be that easy. If you are able to get any Dog Tag, by all means, go ahead. Don't bother to explore the Warehouse- You can do that later. Weapons : M9 Tranquiliser Gun [NO - EX]. --------------------------------------------------------------------------------- Steps | Hints and Strategies --------------------------------------------------------------------------------- | - At the top level Warehouse, head to |-- This door does not require any the right until you find a door. | PAN Security Card. You should | be able to find it. - Enter the door. | |- Don't forget to collect Dog - Explore the room to find the [M9 | Tags from the guards at the Tranquiliser Weapon] near the stacked | the Strut F Warehouse, the FA boxes. Get some M9 ammo. | Connecting Bridge, the Strut | A Pump Room etc. - Head back to FA Connecting Bridge, | then to Strut A Pump Room and finally |- There is a [Book] on top of the to the AB Connecting Bridge. | crate at the lower level of the | Warehouse. Railings at the top | level of the Warehouse? Try and | figure out how to get the book. | --------------------------------------------------------------------------------- -------------------- AB Connecting Bridge -------------------- Area Analysis : Your aim is to reach the exit at the other end to reach the Strut B, Transformer Room. There are two guards patrolling the bridge. [One guard patrols along the left side of the bridge; another patrols along the right side of the bridge.] There are iron grates along the bridge. If you happen to step onto it, it will create noise that will distract the guards. There are railings on the bridge. You might want to go into Hanging mode. Enemy Analysis : [AD] - Two enemies. --------------------------------------------------------------------------------- Steps | Hints and Strategies --------------------------------------------------------------------------------- | - The best way to sneak past the guards |-- Remember to get Dog Tags from is to follow what Colonel advises you. | these two guards if possible. Yes, go into the Hanging mode. | If not, get the Dog Tags from | them later on when you have the - Make your way to the exit and enter | Socom and the Coolant especially Strut B, Transformer Room. | if one of them/both of them | is/are "tough guys". | --------------------------------------------------------------------------------- ------------------------- Strut B, Transformer Room ------------------------- Scene Analysis : The scene here is quite gruesome. When you enter Strut B, do look at the walls. What do you see? The scene here also describes the tragedy of a group of the Navy rescue team. You encounter a blood freaking guy, Vamp. Your character almost loses his life. At the critical moment, someone saves you. He called himself Pliskin. Later on, Pliskin and you overhear the event going on at the BC Connecting Bridge via the radio on the ground. Pliskin also notices a dead navy man with half a handcuff. Remember this scene well! About the navy rescue team, 1)What happen to the entire group of the navy rescue team here at the Strut B Transformer Room? About the radio on the ground, 1)Is there a VIP being taken hostage at the BC Connecting Bridge? 2)What is the "thing" that cannot be hit? 3)What do you think will happen to the navy rescue team at the BC Connecting Bridge? About the blood freaking guy, Vamp and the Dead Cell, 1)Which organisation does he belong to? One of the terrorists? Where was he born? How did he become a blood freaking guy? 2)Find out information about the Dead Cell like who organised it, who guided it, what was the purpose of creating Dead Cell, the type of military training the members of the Dead Cell undergo. 3)What devastating event changed the life of all the members of the Dead Cell? Did something happen to the former Dead Cell leader? 4)Who was the one who called this blood freaking guy for an emergency and request this blood freaking guy to come to the BC Connecting Bridge? Why did the blood freaking guy call her the "Queen"? About Pliskin, 1)Relate his name to a movie called "Escape From New York". 2)Is he familiar? Any doubt about his identity? Is there a bug crawling past him? What does that tell you? Did he come to the Deep Sea Dock before? Is he the intruder whom you saw just now? 3)Who is the voice actor for Pliskin? 4)This person has the same favourite hobby as our hero, Solid Snake. 5)When the blood freaking guy smells this person, what does he say? 6)Why does this person know so much about Foxhound and VR Training? Pliskin passes you a Socom weapon [but without suppressor attached to it] and also his favourite stuff, the Cig. If you have the Shaver, your character will pass it to him. He does need it. Try and notice the differences in the scene if you have the Shaver compared to you do not have the Shaver. Area Analysis : Below shows a rough diagram of the layout of Strut B. Forgive me for the bad diagram. As usual, I won't show the details inside the Transformer Room. To BC Connecting Bridge ^ _ | ___________ | XXX| | ___ ____|___ | C | | | | Room | | | | |______________| |___________________ -> To AB Connecting Bridge Legend ------ C - Corridor X - Hatchlocker __ __ - Door Your initial position after the scene ends is inside the room near the staircase. Pliskin is now sleeping on the staircase. Your aim is to go to the exit which lies to the west of the three hatchlocker to reach the BC Connecting Bridge. Down the nearest staircase from your initial position, you should be able to see the Node. The room here is quite straightforward for exploration. Along the corridor on the western side, there are iron grates. Explore this corridor and you might find two transformer doors. One of the two transformer doors has a poster. Consider taking a picture. You might want to try and open the three hatchlockers in the northeastern part of the area. Near the north exit of the room, you should hear some strange noise. Beep? Anyway, don't worry about this first. What causes this noise? Do think about it. Enemy Analysis : [AD] - No enemy. The two guards will not be present in this area at this moment. When you come back here later on, the two guards will then appear. I will inform you when the time comes. One guard will station inside the room while another will patrol along the corridor. Extra Stuff : At the end of the scene, Pliskin decides to take a short nap. 1)Try taking a photo of him sleeping. 2)If you attempt to hurt him by kicking, punching or shoot- ing him, he will react madly. Will he shoot you? Then, call him via codec to hear what he has to say. Try calling the Colonel. I suggest you reset your game after that. 3)Try shouting "Freeze" at him by pointing a gun at him. This wakes him up. Note his reactions. The codec frequency of PLiskin is 141.80. Note that you cannot add the codec frequency of Pliskin to your codec list when he is sleeping because he won't answer you. Items/Equipment : Cig [AD], Socom Suppressor [VE]. For [VE], the Socom Suppressor is to the right of you after you regain control of your character. For [EA - EX], the Socom Suppressor is at the lower level of Strut F Warehouse. For [EA - EX], I will tell you how to get the Socom Suppressor when the time comes. So, don't worry too much. Weapons : Socom [AD]. --------------------------------------------------------------------------------- Steps | Hints and Strategies --------------------------------------------------------------------------------- | - For [VE], get the [Socom Suppressor]. | | - Activate the Node to download the map. | | - Explore the room, the corridor and | also open the hatchlockers. | | - When everything's ready, head to the | exit in the northwestern part and then | move on to BC Connecting Bridge. | | --------------------------------------------------------------------------------- -------------------- BC Connecting Bridge -------------------- Scene Analysis : You finally meet the "Queen" of Dead Cell. This scene also marks an end to the Navy rescue team. 1)Why is she looking in a misery? 2)What word does she use to describe the seagull? 3)What is her relationship with Commandant Scott Dolph and the former leader of the Dead Cell? 4)What do you think make her immune to bullets? Is she really so lucky? 5)What happen to the entire Navy rescue team? 6)What happen to the President? 7)What is she carrying towards the end of the scene? A black case? Remember this well! After the scene, the Colonel says that the Dead Cell might retaliate for the navy rescue team's assault. He decides that you should go and seek the Navy bomb expert, Peter Stillman. When the scene ends, call the Colonel repeatedly. He will mention the specifications on the Harrier II that shot down the cargo helicopters scheduled to pick up the Navy rescue team. If you keep pestering him, Rose and him might do some background checks on the members of Dead Cell. The info- mation might be very useful to you. Area Analysis : Straightforward; nothing much to say. Enemy Analysis : [AD] - 1 enemy. The guard that is expected to be here is missing. So, there is no guard stationing here. I will inform you when this "missing" guard is back to the bridge. --------------------------------------------------------------------------------- Steps | Hints and Strategies --------------------------------------------------------------------------------- | - Get the Chaff Grenade here. | | - Exit the door to the north until you | have reached Strut C Dining Hall. | | --------------------------------------------------------------------------------- Mission : Fearing the assault of the navy rescue team might cause Objective the terrorists to detonate the bombs that are placed all over the shell, the Colonel advises you to find a way to defuse the bomb. 1)Find the Navy bomb expert, Peter Stillman first. 2)With his help, defuse the bomb. --------------------------------------------------------------------------------- -------------------- Strut C, Dining Hall -------------------- Scene Analysis : When you enter Strut C, Dining Hall, continue heading up until you come near a room. A scene then occurs. You finally get to meet the Navy bomb expert, Peter Stillman. Pliskin now also appears. Peter also explains how to defuse the bomb. You get to know that one of the terrorists here is actually his student. His student is Fatman. Peter discusses the likely location that the bomb will be placed. He also mentions that there is a signature in every bomb that his student makes. About Peter Stillman, 1)How did he lose one of his legs? 2)How did this incident affect his entire life? 3)According to him, what are the most likely places that his student will put the bomb? How many bombs are there for you to defuse? 4)What about the engineer who came with him together to Big Shell? Is he fat or skinny? What is the duty of this engineer here? 5)What is the Ion Mobility Spectrometer? How does it detect the bombs that are built by his student? 6)Towards the end of the scene, Peter mentions about preparing a backup plan? What do you think this backup plan will be? About Fatman, 1)What is he also known as? The ??? of explosives. 2)When he was 10, what incredible thing had he done? 3)What type of signature did he use in all the bombs he build? About Pliskin, Peter commented something about the identity of this person. 1)"That man's no seal" - what does it mean? 2)"Who Dares Win" - what does it mean? At the end of the scene, Peter hides himself inside the pantry. He gives you a Coolant, a Sensor A and a Lv1 PAN Card. With the Lv1 PAN Card, you can now enter the door with security level 1. Peter has a codec frequency of 140.25. Do contact him if you need additional help on how to defuse a bomb. I will explain the details on how to defuse the bomb below. Area Analysis : Below shows a rough diagram of the layout of the Strut C Dining Hall. As usual, the diagram won't cover the details found inside the various rooms. Dining Hall ^ | _____ _______ | __| _ -> To CD Connecting | ____________| Bridge Dining | | Hall <--- | Legend | | ------ | | M | | W M - Men's Bathroom ^ | | ^ W - Women's Bathroom | | |_| |_| | | | | |_____ _____| | | | To BC Connecting Bridge Explore the two bathrooms. In the men's bathroom, there is a poster- the lustful mind of men! The area inside the two bathrooms are quite self-explanatory. Try opening the bath- room doors. Inside the Dining Hall, there's also two more posters- men just can't kick away this habit. The Node is located inside the Dining Hall near one of the posters. You should be able to find the Node and the two posters quite easily. I leave you to figure it out. The CD Connecting Bridge leads to the Strut D, Sediment Pool. However, we will go to the Strut D, Sediment Pool later. When you are ready, head to the BC Connecting Bridge. See Further Analysis below for the reason. Enemy Analysis : [AD] - No enemy. One guard patrols the room where you first meet the Navy bomb expert while another one patrols the area outside the two bathrooms. There's one thing to take note. For [VE - EA], the two guards are not here. After the scene [with Peter Stillman] ends, exit and enter the Dining Hall again. The two guards will then be here. As for [NO - EX], I am not quite sure whether you need to exit and enter the Dining Hall again to find these two guards here. For [EA - EX], you don't have a Socom Suppressor. If you are thinking of collecting Dog Tags and one of the guards here happen to be a "tough guy", you do need to tranquilise the other guard so that the noise produced from the Socom will not alert the other guard. Use Coolant to wake up the tranquilised guard if neccessary. Extra Stuff : Check out the urinary stands in the men's bathroom. What do you hear? Knock on the pantry door where the Navy expert bomb hides himself to see his angry reactions. Attempt to open the pantry door. Try going to the Women's bathroom and call your comrades. Right after the scene [with the Navy bomb expert] ends, immediately head to the CD Connecting Bridge. You notice a guard that is being knocked unconscious at the door. You see someone hiding inside a Cardboard. If you do not head to the CD Connecting Bridge immediately, you won't see the person whom is hiding inside a Cardboard. Try shooting the box and then call Pliskin. 1)Who is the one hiding inside a Cardboard? 2)What's a Cardboard trick? 3)Where do you think this person is heading? You might want to get the Dog Tag from the guard stationing at CD Connecting Bridge. Use Coolant to wake him up if neccessary. Items/Equipment : Sensor A [AD], Lv1 PAN Card [AD]. Weapons : Coolant [AD]. --------------------------------------------------------------------------------- Steps | Hints and Strategies --------------------------------------------------------------------------------- | - Explore the two bathrooms. Collect |-- Get Dog Tags from the guards at the whatever item you can find. | Dining Hall, the CD Connecting | Bridge etc. - Head north until the scene occurs. | |- Go to the CD Connecting Bridge - Once the scene ends, activate the | to see a person using the Node. Equip Sensor A and then head to | "Cardboard trick". the women's bathroom. | | - Check up the mirror in First Person | View mode and look up to find the | bomb. | | - Use Coolant to "freeze" the bomb. | | - Then, head to the Strut B, Transformer | Room via the BC Connecting Bridge. | | --------------------------------------------------------------------------------- --------------- Defusing a Bomb --------------- Defusing a bomb is quite simple. When you spot the bomb, simply use the Coolant, aim it at a distance from the bomb and then spray at the bomb. Keep spraying until the bomb is "freezed". The bomb then no longer produces a "beeping" sound. Use the Sensor A given to you to help you locate the bombs. The bombs can be located at any possible corners - in ceilings, under tables etc. You might need to crouch or crawl sometimes when you attempt to "freeze" the bomb. In case you do not know, the Coolant can also be used to wake up tranquilised guards. Press the Start button to reveal the map of the Big Shell. Struts with bombs that are not yet defused will be indicated by a small box with a 'B' on the map. --------------------------------------------------------------------------------- ---------------- Further Analysis ---------------- From now onwards, pay attention to the codec conversation with the Navy bomb expert and also the person who saved you earlier. You can also call them for hints. If you need help finding the location of the bombs, call them for advice. 1)Are the locations of the bombs you find expected to be there? 2)What about the quantity of the explosives? The Struts A, B, C, D, E and F are all planted with a C4 Bomb. We will first defuse the bomb at Strut C [See above] then back to Strut B, A, F, E and lastly D. You can diffuse the bomb in whatever order you wish. But for my walkthrough, I will follow the order as mentioned above. The reason for choosing this order is that this leads to an easier route- You go to Strut F Warehouse earlier so that you can get the Socom Suppressor earlier. Secondly, you go to the Strut D last since it's quite heavily guarded there compared to most of the other Struts. Lastly, you can also contact Pliskin to find out information about the members of Dead Cell. He also discusses some background information about the dead navy captain. --------------------------------------------------------------------------------- ------------------------- Strut B, Transformer Room ------------------------- Area Analysis : Done Before. Enemy Analysis : [AD] - Two enemies. Remember the missing two guards here? They are now back at the Transformer Room. --------------------------------------------------------------------------------- Steps | Hints and Strategies --------------------------------------------------------------------------------- | - Enter the transformer room via the |-- You might want to take care of northern door. [the one nearest to the | the two guards here before you three hatchlockers.] | attempt to "freeze" the bomb. | - The moment you enter the door, you |-- The iron grates along the corridor should hear a "beep" sound. | make the capturing of the guard, | who is patrolling along there, - The bomb is hidden behind the trans- | difficult. Is there a good way former door that is opened. Close this | to get the Dog Tag from this door and you should see the bomb. | guard? Try crouching with your | back pressed against one of the - Use the Coolant to "freeze" the bomb. | transformer doors along the | corridor... - Head to the Strut A, Pump Room via the | AB Connecting Bridge. | | --------------------------------------------------------------------------------- ------------------ Strut A, Pump Room [Part Two] ------------------ Area Analysis : With the Lv1 PAN Card, you can open the door at the bottom right corner of Strut A, Pump Room [Part One]. Enter this door to go to the second part of Strut A, Pump Room. At the second part of Strut A, Pump Room, there is a surveillance camera at top left corner of the room. In the central portion of the room, there are many pipes. The second part of Strut A, Pump Room can also be called the machinery room of Strut A. Enemy Analysis : [VE - EA] - No enemy. [NO - EX] - One enemy. For [NO - EX], there will be one guard stationing at this machinery room. Plus the earlier guard, there should be a total of two guards in the Strut A, Pump Room. For [VE - EA], the guard will not be here at the machinery room. I will inform you when he's back to the machinery room. Items/Equipment : Cardboard Box 1 [AD]. --------------------------------------------------------------------------------- Steps | Hints and Strategies --------------------------------------------------------------------------------- | - Go to the bottom left corner of the |-- Remember to get Dog Tags from the machinery room to find a short stair- | two guards at the AB Connecting case. | Bridge, the two guards at the | Strut A, Pump Facility and also - Climb the staircase to reach to the | the guard at the FA Connecting other side. To the right of you is a | Bridge. If I am not wrong, the pipe. Crawl under this pipe. | guard that is missing just now | will be back at the FA Connecting - Climb onto the obstacle to your south | Bridge. to reach to the other end. You should | be able to get your [Cardboard Box 1]. |- The Cardboard Box 1 has the label | "The Orange". It's the same box - Go to the bottom right corner of the | that your former character get at room. You should see some pipes and a | Deck D Pantry Room during the short staircase. Go up the staircase, | Tanker Chapter. head north and crawl pipes whenever | neccessary. You will come to a bend. |- When you enter this machinery room, Head west, repeat the same thing until | do NOT let the guard see you. Use you come to a red pipe. | the pipes to hide youself. | - Crawl south under the red pipe to come |-- If you are spotted by any guard, to a small, enclosed area. The bomb is | you might want to hide inside one located here. | of the hatchlockers. | - Use the Coolant to "freeze" the bomb. | | - For [HA - EX], there is an extra bomb | placed at Strut A, Roof / Pump | Facility. Go the roof only if you are | playing [HA - EX]. If not, proceed | as usual. | | - When everything's ready, head to the | Strut F, Warehouse via the FA Connect- | ing Bridge. | | --------------------------------------------------------------------------------- ------------- Strut A, Roof ------------- Area Analysis : Done Before. Enemy Analysis : [AD] - One enemy. --------------------------------------------------------------------------------- Steps | Hints and Strategies --------------------------------------------------------------------------------- | - For [HA - EX], go to the southeast |-- If you have not collected Dog Tag corner of the roof near the fence to | from the guard at Strut A, Roof, find the bomb on the other side of the | this is the time now. tank. Switch to First Person View. | | - Use the Coolant to "freeze" the bomb. | | - Return to Strut A, Pump room and head | to the Strut F, Warehouse. | | --------------------------------------------------------------------------------- ------------------ Strut F, Warehouse ------------------ Area Analysis : Phew!!! I finally manage to draw a layout for both levels of the Warehouse. Note that the diagrams are not drawn to scale. The diagrams may be missing some minor details like showing the correct positions of the crates. Also, I won't show the details inside each room. Forgive me for the bad diagrams. For Lower Level Warehouse: ------------------------- ___________________ | | __ | R2A R2A || | | ^ ^ || S| |__ | _______ | ____||__| | | |XXXX X | |BOXX XX | |XXXX BX x| ____| XXX xx| | XXXX X| | ________ _____________| | | | | | | To FA / | | R1A R1B | Connecting _/ / | | | | Bridge |______| |________| || || ||_____________|| |_______________| \ Duct For Upper Level Warehouse: ------------------------- To EF Connecting Bridge [Lv1] / _____________ /___ | ___________ | ________| | || | | | R3C | | R2C || S| | |____ __| |__ ___||__|__| | ____________ | __________| | | _______|_____ |___| R2B | | Region A | | R3B |___| / _|__ __| |____________| |____ ___| \ Duct | | Duct |_______________ ____________X _| | | | | || | R3A | | R0A |_____|| | | | |______| __|_ ___| |___ __| \ To FA <-_______________________| Duct Connecting Bridge Legend ------ X - Crates, Boxes etc S - Staircase that links between the upper and lower level of the Warehouse BO - The location of the bomb [C4] B - Book lying on top of the crates Region A - Region A is enclosed by railings. Stand near the railings and look down to see the lower level of the Warehouse. Region A is simply "empty"- You will know it when you go there. You notice that I have used abbreviations to represent the various rooms. The first letter is always R. The second letter is a number and this number represents the security level of the door. If the number is 1, you need Lv1 PAN Card or higher to open the door. If the number is 0, no PAN Card will be required. If the number is 3, you need a PAN Card with security level equal to or higher than 3. The third letter helps to distinguish the doors of similar security level. For example, R1A is the first door with security level 1, R1B is the second door with security level 1 and so on. I will be using the above abbreviations whenever you need to come to the Warehouse the next time. Explanation: ----------- I won't discuss the details inside the rooms with security level 2 and 3 since you cannot access to these rooms now- I will discuss later. R0A - For [NO - EX], you can get your M9 Tranquiliser Gun here if you didn't get it earlier. R1A - The Node, Cardboard Box 2 and a Book are located here. R1B - For [EA - EX], you can find the Socom Suppressor here. The Mine Detector is also found here. With the Lv1 PAN Card, you can now enter the door [security level 1] that leads to the EF Connecting Bridge. Enemy Analysis : [VE] - Two enemies. [EA - NO] - Three enemies. [HA] - Four enemies. [EX] - Five enemies. A guard at the top level of the Warehouse is the reporting guard. Take on this guard last. Items/Equipment : Cardboard Box 2 [AD], Mine Detector [AD], Socom Suppressor [EA - EX]. Weapons : M9 Tranquiliser Gun [NO - EX] [If you didn't get earlier]. --------------------------------------------------------------------------------- Steps | Hints and Strategies --------------------------------------------------------------------------------- | - Go to R1A and activate the Node. Get |-- Every room contains some ammunition the [Cardboard Box 2] here. | and items. Remember to take them | whenever there is a need to. - Punch and kick the sealed hatchlocker | until the door falls outward. Get the |- Some of the items here are found Book. | on top of the crates. | - Search the southwestern part of R1A |-- Use hatchlockers to hide bodies. and crawl through the duct to reach | R1B. For [NO - EX], you can get the |- Whenever you attempt to drop from [Socom Suppressor] at R1B here. Climb | the upper level Warehouse to the over the crates and then grab the | lower level Warehouse [through [Mine Detector] here at R1B. | hanging at the railings near | region A], make sure that there - Go to upper level Warehouse. Go to the | are no guards at the lower level railings [near Region A]. | Warehouse or the guards are tran- | quilised. If not, when you drop - Hang over the railings and find a good | down, the noise may alert the spot to jump such that you land on the | guards. crates that are at the centre of the | Warehouse below. Get the [Book]. |- If you are spotted by any of the | guards, you can either: - Go to upper level Warehouse, hang over | the railing and jump onto the crates | 1)Enter the exits that lead you that are at the bottom left of the | to the FA or EF Connecting Warehouse below. You should find the | Bridge. bomb. | 2)Hide inside either one of the | two ducts. Notice that there - Use Coolant to "freeze" the bomb. | is a duct at each level. | 3)Hide inside any hatchlocker. - Go to the upper level and enter the | 4)Use Cardboard Box 1 or 2 to door that leads to the EF Connecting | hide. Bridge. | 5)Get a "human shield". | 6)Restart the game. | --------------------------------------------------------------------------------- -------------------- EF Connecting Bridge -------------------- Area Analysis : The diagram shows a rough layout of EF Connecting Bridge. To Strut E Parcel Room 1F ^ | | | ____| |____ | | To Shell 1 __| Claymore | Core 1F <-__ Mines | | | |____ ____| | | | V To Strut F Warehouse There are around 7 Claymore Mines on the bridge. The left platform leads to the Shell 1 Core 1F. If you step on the left platform, the floor panel will fall. Therefore, you must run across it. If a Gun Cypher spots you and shoot you, your character will pause for a while and he will fall to his death. However, don't go onto this platform first. You can't access to Shell 1 yet as you do NOT have the required security card. So, head north and go to Strut E, Parcel Room. Enemy Analysis : [AD] - No enemy. Though there is no guard stationing on the bridge, there are Claymores here. But if you look up towards the Strut E, Heliport, you will notice a guard standing there, using his binoculars to search the bridge for intruders. Do look out for Cyphers in this area. --------------------------------------------------------------------------------- Steps | Hints and Strategies --------------------------------------------------------------------------------- | - When you head north towards the centre |-- Use the Scope to locate the guard of the bridge, a codec conversation | stationing at the Heliport. will occur. See below. | |- Do NOT use the Socom to shoot this - After the codec conversation, use your | guard. Use M9- You don't want to M9 Tranquiliser Weapon to tranquilise | kill him yet. [His Dog Tag?] the guard at the Heliport. | |- Where is our long range sniper - Equip the Mine Detector and crawl | rifle when we need it? Anyway, along the bridge to collect the | M9 is sufficient to hit him. Claymores. | |- If you do not tranquilise the - Enter the door to the north to reach | guard at the Heliport and attempt Strut E, Parcel Room. | to crawl along the bridge to get | Claymores, the guard may spot you. | |- It is possible to use Thermal | Goggles to detect the Claymores. | Try switching to First Person | View mode. | --------------------------------------------------------------------------------- Codec Analysis : You meet an enigmatic figure here- this mysterious person contacts your character and warns him that there are Claymore mines set on the bridge. His codec frequency is 140.48. 1)What is his/her real identity? 2)What type of suit and weapon does he/she carries? 3)Think about the nickname, the codec frequency he/she uses. 4)Relate him/her to a "person" you know. What happened to this "person" at the end of Shadow Moses incident? [The Original MGS] --------------------------------------------------------------------------------- ------------------------ Strut E, Parcel Room, 1F ------------------------ Area Analysis : The Parcel Room is a place where boxes are nicely packaged and are transported to different areas. There are many large conveyor belts for transporting the boxes. Try using the conveyor belts as a cover. There are many boxes of ammunition worthwhile to take. Try crawling if there is a need to. Despite the fast-moving parcels, the guards here have reasonably good visibility. The Node is located at the top-right corner of the room. To the left of the Node, you should be able to see a stack of boxes with the label "The Orange". In the western part of the room, there is a staircase that leads you down to another small room that has two Lv5 doors. In this small room, you should be able to see a stack of boxes with the label "Z.O.E". For the time being, you cannot open these two doors. The Lv5 doors are each red and blue. Check out the southwestern part of this small room [near the Z.O.E boxes] to find a duct. What can you find? In the eastern part of the room, there is a staircase that leads you up to the Strut E, Heliport. In the top-left corner of the room, there is a door that leads to the DE Connecting Bridge. The DE Connecting Bridge also leads to the Strut D, Sediment Pool. However, we will go to Strut E, Heliport first. For [VE - NO], there will be no bomb for you to diffuse at the Parcel Room. For [HA - EX], there is one bomb waiting for you to be diffused. This extra bomb is attached to one of the moving boxes on the conveyor belt. The problem lies here- the bomb is not stationary. Enemy Analysis : [VE - EA] - One enemy. [NO] - Two enemies. [HA] - Three enemies. [EX] - Four enemies. If I am not wrong, there should be one missing guard here for [AD]. This will mean that there should be a total of two enemies for [VE - EA], three enemies for [NO], four enemies for [HA] and five enemies for [EX]. I will inform you when this "missing" guard is back to the Parcel Room. For [HA - EX], there will be some surveillance cameras. For [NO - EX], there should be a reporting guard here. Extra Stuff : Cardboard Box 5 is the awesome "Zone of the Enders" box. Because this box is too attractive, it might gain the guard's attention instead of provide a good concealment. The Cardboard Box can be used as a means of transportation. Try climbing onto the platform on the southwestern side of the Parcel room and equip a Cardboard Box. Wait until the conveyor belt stops. Quickly hop onto the conveyor belt. You will be transported to a place. Repeat this procedure using different Cardboards. You can call this the "Parcel Travel" trick. More details can be found in the Secrets and Bonuses section. Items/Equipment : Cardboard Box 5 [AD], Digital Camera [AD], Mine Detector [AD] [If you didn't get earlier]. --------------------------------------------------------------------------------- Steps | Hints and Strategies --------------------------------------------------------------------------------- | - Go to the top-right corner and acti- |-- For [HA - EX], use the Socom with vate the Node to download the map. | Suppressor attached to destroy | the surveillance cameras. Use - Go to the northeastern part of the | Scope to locate the surveillance room and climb onto the platform to | cameras if neccessary. get the [Cardboard Box 5]. | |- For [NO - EX], whenever you enter - For [HA - EX}, diffuse this extra | the room via any of the entrance, bomb. | make sure you look out for guards. | If you simply rush into the room, - You can find the [Mine Detector] at | the guard(s) might spot you. the small room near the Z.O.E boxes by | taking the southwestern staircase if |- For [HA - EX], my advice is stand you didn't take it earlier. | near the platform where you get | the [Cardboard Box 5] and use the - Equip Cardboard Box 5 [Z.O.E Box] and | Coolant to "freeze" this bomb. try the "Parcel Travel" trick. You | Because the bomb is not stationary, will be transported to a room where | you may have to wait there for the you can take the [Digital Camera]. | bomb to travel back to the same Then, equip the Z.O.E box and hop onto | spot and then freeze it again. the conveyer belt to return back to | The bomb may need to travel a few the main Parcel Room. Check above for | cycles before it is completely the "Parcel Travel" trick. | "freezed". You have to note that | when you are using the Coolant, - Explore the room and take all the | the spray can also attract the things you can find. | guards. It's advisable to take down | the guards first before you attempt - Once everything's ready. go to the | to diffuse this extra bomb. eastern part of the room and up the | staircase to get to Strut E, Heliport. |- The blue Lv5 door leads you to an- | other small room where you can | find the [Digital Camera]. Though | you cannot enter this door yet, | you can use this "Parcel Travel" | trick to get into this room. | |- Remember the locations where you | find the "The Orange" and "Z.O.E" | boxes? If you are spotted, equip | the appropriate Cardboard Box | and hide there. Stack near | "similar" boxes. Do you still | remember this technique? I hope | you still do remember. | --------------------------------------------------------------------------------- ----------------- Strut E, Heliport ----------------- Scene Analysis : Moving to the base of the stairs, up to the helicopter landing pad, a scene occurs. Your character overhears a radio conversation made by a familiar Russian woman. You should be able to guess her identity by her nationality. Maybe, that explains why the Russian private army is here. 1)Who do you think is the one talking to the Russian woman? 2)What is the "annoying fly"? 3)What "unusual" person did this woman see? Can you relate this to the mysterious person who call you earlier to warn you of the Claymores buried in the EF Connecting Bridge? 4)The woman mentions about someone hiding in a Cardboard Box. Relate this to the man hiding inside the Cardboard Box you see in the CD Connecting Bridge. What is the response of the person the woman is talking to? Be careful when you are crossing the connecting bridge- traps? Codec Analysis : Right after the cutscene ends, your character will contact Pliskin. He knows a lot about the background of this Russian woman. 1)According to Pliskin, what had happened to Colonel Sergei Gurlukovich? 2)The relationship between this Russian woman and this Sergei- well, you should be able to guess it... 3)Who NOW commands the Russian private army? 4)Where is the Russian private army patrolling? Area Analysis : From the base of the staircase, ascend up to reach the top where the Heliport is. There is a Harrier to the north. The bomb is hidden just under the wing of the Harrier. There are large crates and some iron grates here. If you fall down from the Heliport, the impact of the fall will kill your character instantly. Enemy Analysis : [VE - EA] - Two enemies. [NO - EX] - Three enemies. From the base of the staircase, head to the left to see a guard. You should find a Claymore near this guard. This is the guard who uses the binoculars to detect intruders at the Connecting Bridge. Therefore, if you have tranq- uilised him at the EF Connecting Bridge earlier, you should find him sleeping now. Use Coolant to wake him up and quickly capture him to get his Dog Tag. For [VE - EA], there is a guard patrolling the top of the Heliport. For [NO - EX], there are two guards patrolling the top of the Heliport; one guard patrols the north and another guard patrols the south. You should be able to get Dog Tags easily from all the guards here. Items/Equipment : Cardboard Box 3 [AD]. --------------------------------------------------------------------------------- Steps | Hints and Strategies --------------------------------------------------------------------------------- | - After the scene, decend to the base of |-- To locate the bomb easily, I will the staircase and go to the left side | advise you to let your character to collect the Claymore and the Dog | crouch or crawl. While maintaining Tag from the guard there. | this position, use the Coolant | to spray at the bomb. - Ascend the staircase to the top where | the Heliport is. | | - From the top of the stairs, move to | the left to get the [Cardboard Box 3]. | | - Explore the Heliport, take all the | things you can find here and get | Dog Tag(s) from the guard(s) here. | | - Head to the Harrier to the north, find | the bomb and use the Coolant to | "freeze" it. | | - Head back to Strut E, Parcel Room and | enter the door at the top-left corner | of the room to go to the DE Connecting | Bridge. | | --------------------------------------------------------------------------------- -------------------- DE Connecting Bridge -------------------- Area Analysis : The DE Connecting Bridge consists of two levels, the upper level bridge and the lower level bridge. Your aim is to enter either of the two doors on the other end of the bridge. The door at the upper level bridge leads to the upper level of the Strut D, Sediment Pool while the door at the lower level bridge leads to the lower level of the Strut D, Sediment Pool. My advice is enter the door at the lower level bridge because a Node is located at the lower level of the Strut D, Sediment Pool. There are some items to collect at the other end of the lower level bridge. Make full use of the two staircases on each end of the bridge to ascend and descend. Enemy Analysis : [AD] - Two enemies. There should be one guard here. The other guard is not here at this moment. I will inform you when this "missing" guard is back to the bridge. --------------------------------------------------------------------------------- Steps | Hints and Strategies --------------------------------------------------------------------------------- | - Capture the guard here and get his Dog | Tag. | | - Head to the Strut D, Sediment Pool via | the door at the lower level bridge. | | --------------------------------------------------------------------------------- ---------------------- Strut D, Sediment Pool ---------------------- Area Analysis : The Strut D, Sediment Pool consists of two levels, the upper level and the lower level. The paths follow a circular arc for both levels. At the upper level, there is a platform at the centre and this platform is linked to the upper level by three small connecting bridges. The angle between any of these two small connecting bridges is likely to be around 120 degrees. [360/3 = 120] If you fall from the platform to the bottom waste disposal, your character will be killed instantly. When you first enter the Sediment Pool via the lower level door at the DE Connecting Bridge, you should be able to notice the Node nearby. At the upper level, there is a small staircase to the north that leads you to a Lv3 door. This Lv3 door leads to a connecting bridge that links between Shell 1 and Shell 2. However, you cannot open this door yet. Just below this Lv3 door at the upper level Sediment Pool, you should be able to see a disposal gate. I suppose you do know what to do with the bodies of unconscious or dead guards. At the western side of the upper level Sediment Pool, there is a Lv1 door that leads you to the CD Connecting Bridge. Remember the person hiding inside a Cardboard earlier? The CD Connecting Bridge leads to the Strut C, Dining Hall. There are hatches in the floor. Make sure you check them. The number and location(s) of the bomb(s) varies depending on the difficulty level you are playing. [VE - NO] - 1 bomb. [HA] - 2 bombs. [EX] - 3 bombs. The locations of the bombs are as follows: [AD] - Inside the most far left hatch at the lower level of the Sediment Pool. [HA] - Inside the second most far left hatch at the lower level of the Sediment Pool. [EX] - Inside the northern most hatch at the lower level of the Sediment Pool. [EX] - The third bomb in [EX] is found at random places. Possible locations include inside the second most far left hatch, inside the far right hatch and on the northern staircase. Enemy Analysis : [VE] - Two enemies. [EA - NO] - Three enemies. [HA - EX] - Four enemies. There is a reporting guard at the lower level of the Sediment Pool for [AD]. Extra Stuff : Here is a cool way of moving from the upper level of the Sediment Pool to the lower level of the Sediment Pool but it is very risky. At the upper level, simply hang over the rail. Then, press the X button to drop. When your character starts to fall, quickly press the Triangle button to let your character grab onto the rail below. Timing is important here. If you fail, then your character will fall into the pool that is full of toxin waste. This leads to Game Over!!! --------------------------------------------------------------------------------- Steps | Hints and Strategies --------------------------------------------------------------------------------- | - Activate the Node. | | - Get Dog Tags from the guards here and | explore the area here. Take all the | things you can find here. | | - Open the hatch(s) that contain(s) the | bomb(s). Use Coolant to "freeze" the | bomb(s). | | - Once the bomb(s) is/are completely | "freezed", a codec conversation will | occur. See below. | | - Head to CD Connecting Bridge by via | the door at the western side of the | upper Sediment Pool. | | --------------------------------------------------------------------------------- Codec Analysis : When you have completely "freezed" the bomb(s) in Strut D Sediment Pool, Peter Stillman will contact you. He will elaborate about the incident regarding the explosion of the church five years ago- the incident that changed his entire life. He also mentions something about his "crippled" leg. Pliskin also contacts you and discusses about a special type of odourless bomb. Think about the locations where the bombs were found. Were the bombs expected to appear at these places? Is there a trap? How come this mission is carried out so smoothly? Near the end of the scene at the Strut C, Dining Hall, Peter Stillman mentions something about a "backup plan". I hope you know what this "backup plan" turns up to be- the "unexpected" can happen anytime; something needs to be "created" to detect the "unexpected" bombs. --------------------------------------------------------------------------------- ---------------- Further Analysis ---------------- If you have followed the walkthrough closely, you should already have diffused all the bombs. If not, see the World Map by pressing the Start button to view the areas you have not diffused the bombs yet and proceed on to diffuse the remaining ones. If there are some Dog Tags not collected yet, go and get them now. --------------------------------------------------------------------------------- -------------------- CD Connecting Bridge -------------------- Area Analysis : If you are entering the CD Connecting Bridge via the Strut D, Sediment Pool, you should spot a surveillance camera mounted to a wall. Be careful. The CD Connecting Bridge consists of two levels, the upper level bridge and the lower level bridge. If you step on the lower level bridge, the floor panels under you will fall off as you step on them. You can either run across the lower level bridge or side-step along the bridge. If not, take the upper level bridge. Enemy Analysis : [AD] - One enemy. There should be one guard here. The other guard is not here at this moment. I will inform you when this "missing" guard is back to the bridge. Beware of Cyphers! --------------------------------------------------------------------------------- Steps | Hints and Strategies --------------------------------------------------------------------------------- | - Get Dog Tag from this lone guard. |-- Use Socom attached with a Suppress- | or to take down the surveillance - Go to Strut C, Dining Hall via the | camera and the Cypher here. door on the other side. | | --------------------------------------------------------------------------------- -------------------- Strut C, Dining Hall -------------------- Area Analysis : Done Before. Enemy Analysis : [AD] - Two enemies. I am not sure whether the guards are here at this moment. But if there are enemies here, there should be two guards patrolling. Items/Equipment : Sensor B. --------------------------------------------------------------------------------- Steps | Hints and Strategies --------------------------------------------------------------------------------- | - Search the pantry where the Navy bomb |-- In case, you forget. To get to expert used to hide to find the | Strut A, Pump Facility / Roof. [Sensor B]. | | Strut C, Dining Hall - A codec conversation may occur. See | | below. Timer occurs. | Strut B, Transformer Room | | - Go to Strut A, Pump Facility / Strut | AB Connecting Bridge A, Roof. | | | Strut A, Pump Room | | | Strut A, Pump Facility / Roof | --------------------------------------------------------------------------------- Codec Analysis : The above codec conversation occurs only when you have diffused all the bombs and collected the Sensor B. You can collect the Sensor B even if you have not diffused all the bombs yet. [But you must diffuse the bomb(s) at Strut D, Sediment Pool first before you can get the Sensor B.] Pliskin will inform you that he has completely "freezed" the last bomb- is there a trap? The timer appears. Once the timer ends, the odourless bomb at Strut A, Deep Sea Dock would explode. Depending on the difficulty, the time limit will vary. However, you should be more than enough time for you to head to Strut A, Deep Sea Dock. --------------------------------------------------------------------------------- ------------- Strut A, Roof ------------- Area Analysis : Done Before. Enemy Analysis : [AD] - One enemy. --------------------------------------------------------------------------------- Steps | Hints and Strategies --------------------------------------------------------------------------------- | - Take the elevator down. |-- If you can afford the time, get | Dog Tag from the guard at the - A codec conversation occurs when the | roof here, provided that you elevator is descending. See below. | have not done so. You should be | able to get his Dog Tag easily. - Head to Strut A, Deep Sea Dock [Part | One]- it is the place where the Plant | Chapter begins. | | --------------------------------------------------------------------------------- Codec Analysis : What happen to Peter Stillman at the end of conversation? --------------------------------------------------------------------------------- ---------------------- Strut A, Deep Sea Dock [Part One] ---------------------- Area Analysis : Done Before. A submarine is being suspended above the pool. For [VE - HA], the final, odourless bomb is hidden under- neath the suspended submarine. For [EX], the final, odourless bomb is placed on the wall west of the submarine. Enemy Analysis : [AD] - No enemy. Items/Equipment : Thermal Goggles [AD] [If you didn't get earlier]. --------------------------------------------------------------------------------- Steps | Hints and Strategies --------------------------------------------------------------------------------- | - Equip Sensor B to detect the bomb. |-- The location of this odourless | bomb will not be shown on the - Locate the final bomb. For [EA - HA], | Radar. the bomb is place underneath the sub- | marine. For [EX], it is placed on the |- With the Sensor B equipped, you west wall. | should hear a beeping sound as you | approach the bomb. The closer you - Use Coolant to "freeze" this bomb. | are to the bomb, the beeping sound | will have a higher frequency. - A codec conversation occurs. See | below. |- Stand at the southern part of the | Dock [near where you can jump into - Head to Strut A, Deep Sea Dock [Part | the water and crouch to see the Two]- it is the place where you acti- | bomb. Use Coolant from here. vate your first Node. | | --------------------------------------------------------------------------------- Codec Analysis : There are two codec conversations worth highlighting. One occurs immediately after you have diffused this bomb. The second one occurs after you have entered the watertight door to the north. I refer to these two as "First" and "Second" respectively as shown below. First - 1)What happen to the duct for diverting the contaminated sea water? 2)What happen to the central section of shell 2? 3)What about the toxins? Second - The terrorists have started to retaliated. One of the hostages have been shot on the roof. 1)How many hostage(s) do the terrorists plan to kill every hour? [usually all cruel terrorists would say this in the movie.] No matter what, your first priority will be to rescue the President. As for the other hostages, I just have to say to them, "What a pity!"- The President is a "Very Important Person". But the problem is where is the President? --------------------------------------------------------------------------------- ---------------------- Strut A, Deep Sea Dock [Part Two] [Boss Battle: Fortune] ---------------------- Scene Analysis : Fortune, the "lady luck" is lucky only in war and nothing else. As you make your way to the elevator, she appears. Here are two sentences said by Fortune: "I can't tell how happy I am when you are alive." "Like you finish off my father." 1)According to Fortune, who do you think is she expecting to be here? 2)His father? Who is her fath..er? There are two other sentences said by Fortune worth thinking about- it tells you how Fortune views her life. 1)What impression of Fortune does she give you? To get a full picture of what Fortune says, my hint to you is find out the real name of Fortune, her background etc from your comrades via the codec whenever you have the opportunity the next time. Area Analysis : The crates at the top deck have been rearranged. Some new items are scattered over the place. Other than that, there is nothing else special. Boss Analysis : This is probably the easiest boss fight in MGS2. Fortune is so "lucky" that she can't be beaten- She can't be killed yet. No bullet can penetrate into her body, remember? Patience is a virtue that leads to the key of winning this battle. --------------------------------------------------------------------------------- Boss | Hints and Strategies --------------------------------------------------------------------------------- | - Just hide behind the crates and dodge |-- Fortune blasts the room with a her attacks. | large rail cannon. The damage | is massive so avoid any direct - Wait till the elevator descends down. | hit. Then, wait for a while until Colonel | contacts you via codec. See below. |- Don't waste any ammo. | - Battle ends after the codec conversat- |-- Keep moving by rolling from one ion ends. A scene occurs. | side of the room to another. | Her cannon can destroy the crates. | --------------------------------------------------------------------------------- Codec Analysis : Colonel tells you that Fatman wants to meet you at the Strut E Heliport. Fatman is up to something- it has to do with bombs... --------------------------------------------------------------------------------- ---------------------- Strut A, Deep Sea Dock [Part Two] [After Boss Battle] ---------------------- Scene Analysis : Vamp appears. He mentions something about Fatman. 1)How does Vamp describe Fatman? The rest is quite straightforward to understand. I just wish to highlight one sentence said by Fortune. "Why am I the only one that cannot die?" - Think about this! --------------------------------------------------------------------------------- ------------- Strut A, Roof ------------- Area Analysis : The countdown begins as the elevator reaches the roof. There are two claymores placed near each side of the two doors that lead to the Strut A, Pump Room. The time limit varies for different difficulty levels. Enemy Analysis : [AD] - No enemy. The guard will not be here for the time being. --------------------------------------------------------------------------------- Steps | Hints and Strategies --------------------------------------------------------------------------------- | - Equip your Mine Detector when you are |-- Strut A, Roof / Pump Facility at the roof. Crawl to get Claymore and | | make your way to Pump Room. For [VE - | Strut A, Pump Room EA], the "missing" guard at the Pump | | Room [Part Two] is back. Get his Dog | FA Connecting Bridge Tag if you can afford the time. | | | Strut F, Warehouse - Make your way to the Heliport. On the | | way, tranquilise the guards if there | EF Connecting Bridge is a need to. If you forget how to go | | there, see right. | Strut E, Parcel Room | | - At the Heliport, ascend the staircase | Strut E, Heliport to the top. There is a bomb at the | centre of the Heliport. Use Coolant | to "freeze" it. A scene then occurs. | | --------------------------------------------------------------------------------- ----------------- Strut E, Heliport [Boss Battle: Fatman] ----------------- Scene Analysis : You finally get to meet this sterotypical mad bomber. Fatman mentions a lot of things like his aim to be the most famous bomber etc. There are two important points to take note: 1)What is Fatman's reaction when your character mentions about the ransom? "That crook died a dishonourable death six months ago" "The liquidation of Dead Cell?" What does the above two sentences mean? Area Analysis : The Harrier is gone here. Other than that, there is nothing else special. Boss Analysis : Fatman is not a difficult opponent to beat. However, this boss battle will be quite long mainly because of these three reasons: 1)Heliport is a big area. This makes finding him difficult. At the same time, there are many good hiding places for you. 2)He skates around. This makes him move and travel very fast. 3)You are often kept busy because you have to diffuse the bombs he set. Fatman will skate around and find a good location where he can plant a bomb. He will then try to defend the bomb. Take him down by using a Socom and quickly defuse the bomb by using Coolant. Fatman will quickly move to another place to plant another bomb. The cycle repeats many times. After planting a few bombs, Fatman will rest for a while. This is your chance to shoot him. [Skating is quite tiring, especially for a fat guy like him, right?] When a new bomb is set, a timer pops up. Once timer reaches zero, the bomb explodes and that's the end of you. So, the challenge arises: You have to diffuse the bombs and find a chance to shoot him at the same time until he is down. You need a lot of Socom Bullets to win this battle. Remem- ber to memorise the possible locations where boxes of Socom Bullets can be found. Take the ammo only when you need it. Extra Stuff : When Fatman stops for a rest, seagulls will sometimes come near him. Switch to First Person View and look at him to see what the seagull will do to him. --------------------------------------------------------------------------------- Boss | Hints and Strategies --------------------------------------------------------------------------------- | - Fatman is planting a bomb. |-- Equip your Sensor A to find the | location of the bomb(s). =>Shoot Fatman with a Socom before the | timer begins. This cancels the setting |- There are many possible locations up of the bomb. | where Fatman can place the bomb. | Shelves, barrels, large crates etc - Fatman is in close range of you. | are all possible locations. There | are three levels for each shelf =>Try knocking him down with punches and | and all levels are possible to kicks. When he is down, use Socom to | contain a bomb. Bombs can also be shoot him. | placed at the bottom of, on top | of or on the sides of an object - Fatman bends down, with his head pos- | like crate or container. Do check itioned to your shoulder level. | every area thoroughly. | =>This is the best moment to shoot his |- Look at the ground for the tracks head to inflict great damage on him. | leave behind by Fatman. The tracks | might lead you to the location of - Fatman charges at you. | the bomb. | =>Try performing a roll to dodge it. |- Try running while shooting. Hold | L1, Square and the direction. - Fatman shoots you with his gun. | |- When he attempts to charge at you, =>Dodge it by all means. | do NOT go into First Person View | because you cannot run when switch - Fatman stops for a while in a large | to this view. My advice is go into open area. | First Person View to aim and shoot | him only whenever he is temporary =>Shoot him. This is a rare chance. He | unconscious or he stops for a rest. might rest for seconds in the north, | centre and south areas of Heliport. |- It's possible to use Claymores and | C4 to take Fatman down. But, I | feel that chasing after him with | Socom is the best method. | |- When his life gauge is very low, | you might want to skip defusing | the bomb and go after him. If he | dies, battle ends and the bombs | will not tick anymore. | --------------------------------------------------------------------------------- ---------------- Strut E Heliport [After Boss Battle] ---------------- Scene Analysis : After the codec conversation below, approach the staircase and a scene occurs. Remember the mysterious person who warns you of the buried Claymore at the EF Connecting Bridge? You finally get to meet him/her. He/she tells you that there is ONLY one person who knows the location of President and this person is Ames. Ames is being held in B1 Conference Hall of Shell 1 Core. He/she will also tell you how to deal with certain security system in Shell 1 like the surveillance camera and the Retina Scanner. It is quite self-explanatory. What you really need now is the AKS-74u weapon. Lastly, he/she also mentions something about the nuke in Big Shell- very crucial point! Take note. 1)He/she says that he/she is a messenger of "???". What is "???"? 2)What are the differences between the guards stationing at Shell 1 and those not stationing at Shell 1? Relate this to uniform and weapon. 3)What type of duty does Ames serve as for the President? 4)What unique characteristic distinguishes Ames from the rest of the hostages? 5)What item do you need to detect Ames? 6)What is housed inside Big Shell? 7)Which two evidences show that the terrorists already have the access code to launch a nuke? When the scene ends, you should have the B.D.U, Cell Phone and Lv2 PAN Card in your inventory. Codec Analysis : After "freezing" the final bomb, the Colonel and Pliskin will contact you subsequently. 1)What reason did the Colonel give when your character tells him that Fatman is not aware of the ransom? 2)When your character mentions about the toxins in Big Shell, what is Pliskin's response? From the two responses in 1) and 2), what can you conclude? Is there something that you do NOT know? Or one of them must be lying? Status Analysis : Though your character can now disguise himself as an enemy soldier, the uniform indicates that he is supposed to be stationing at Shell 1. Therefore, the disguise is not helpful in other areas, other than in Shell 1. Furthermore, you need a weapon to make the "disguise" more convincing. Area Analysis : Done Before. Extra Stuff : Once the scene ends, call Pliskin to ask information regard- ing this mysterious person. What is his reply? He seems so confident. So, let's just believe what he says. Items/Equipment : B.D.U. [AD], Cell Phone [AD], Lv2 PAN Card [AD]. --------------------------------------------------------------------------------- Steps | Hints and Strategies --------------------------------------------------------------------------------- | - After beating Fatman, equip Sensor A, |-- A new guard has been added to drag Fatman's body to reveal the final | each of these bridges: bomb. Use Coolant to "freeze" it. | | 1)DE Connecting Bridge - "Shake" Fatman's body to find Peter | 2)CD Connecting Bridge Stillman's Dog Tag. | 3)BC Connecting Bridge | - Approach staircase. A scene occurs. | This accounts for the "missing" | three guards earlier on at these - After the scene ends, you should head | three bridges. for the Warehouse at Strut F before | heading to Shell 1. On your way, you |- In order to collect Dog Tags from should collect Dog Tags from these | these three guards, the shortest three new guards on the bridges and | way is to head to the DE Connect- also other Dog Tags you have not | ing Bridge via the Parcel Room collected yet before entering Shell 1. | and go anticlockwise till you The AKS-74u is found inside the | reach the Warehouse. Warehouse. | |- For [VE - EA], you can also get | Dog Tag from the guard at the | Pump Room [Part Two] [Machinery | Room] if you didn't get it | earlier on. | --------------------------------------------------------------------------------- Mission : Your aim is to go to B1 Conference Hall of Shell 1 to find Objective Ames. 1)Find out the location of the President from Ames. 2)Find out information about the nuke, the terrorists' plans, the patriots etc from Ames. --------------------------------------------------------------------------------- ------------------ Strut F, Warehouse ------------------ Area Analysis : I will be using the diagrams that I used earlier on. Check the diagrams for reference. With the Lv2 PAN Card, you can now open the doors with Security level 2. For rooms with Lv3 security, we will discuss the details inside them later on. R2A - The AKS-74u is located in the northeast corner of this room. For [VE], the AKS-74u Suppressor is also located near the left door at the southwest corner of R2A. R2B - There are infrared beams inside this room. The control box lies on top of a locker. The M4 Semi-Automatic is found here. R2C - There are two lockers in this room. You can find some C4 and Claymores here. There is a stack of boxes with the label "McFarlane Toys" here. The Warehouse will be a good place for you to get your ammunition, especially after the long battle with Fatman. Get as many like AKS-74u Bullets, Claymore, C4, M4 Bullets, Socom Bullets etc here. Enemy Analysis : [VE] - Two enemies. [EA - NO] - Three enemies. [HA] - Four enemies. [EX] - Five enemies. A guard at the top level of the Warehouse is the reporting guard. Take on this guard last. Weapons : AKS-74u [AD], AKS-74u Suppressor [VE], M4 Semi- Automatic [AD]. For [EA - EX], the AKS-74u Suppressor is found at the Shell 1-2 Connecting Bridge. I will tell you how to get it later on. So, don't worry. --------------------------------------------------------------------------------- Steps | Hints and Strategies --------------------------------------------------------------------------------- | - Go to R2A and get the [AKS-74u]. For |-- Use your suppressed Socom to take [VE], you can also find the [AKS-74u | down the control box at R2B. Suppressor] here. | |- Before you head to the EF Connect- - Go to R2B, shoot the control box to | ing Bridge, make sure you have deactivate the infrared beams. Then, | collected the Dog Tags from the get the [M4 Semi-Automatic] here. | three newly added guards at the | bridges. - Explore the Warehouse and take the | items you need. [Don't forget about | Books too!] | | - Head to the EF Connecting Bridge. | | --------------------------------------------------------------------------------- -------------------- EF Connecting Bridge -------------------- Area Analysis : Done Before. Enemy Analysis : [AD] - No enemy. --------------------------------------------------------------------------------- Steps | Hints and Strategies --------------------------------------------------------------------------------- | - Tranquilise the guard standing on the |-- Since there are quite a few Cyphers Heliport that acts as a lookout over | around, my advice is use a Chaff the bridge. | Grenade to take them down. | - Take care of the Cyphers here. |-- The floor panels on the left plat- | form will fall whenever your char- - Run along the left platform till you | acter steps onto them. So, you reach the end. Collect the AKS-74u | must run fast. Still remember Bullets. | this? | - With the Lv2 PAN Card, you can now | open the door that leads to Shell 1 | Core, 1F. | | --------------------------------------------------------------------------------- ---------------- Further Analysis ---------------- You should always have your B.D.U and AKS-74u equipped at all times when you are inside Shell 1. There are some important points to take note of: 1)Do NOT bump into any of the guards. If you bump into a guard, you will automatically unequip your B.D.U and your attempt to disguise will be backfired. 2)If you happen to bump into a guard, knock him unconscious by punching and kicking and quickly equip your B.D.U before other guards spot you. 3)Consider this case. You bump into a guard and quickly you knock him down and equip your B.D.U and AKS-74u. When this guard wakes up, he will not be able to identify you even though he has spotted you earlier. 4)Do NOT crouch/crawl/roll/punch/kick or do anything unusual in front of a guard like firing, knocking on the wall etc. 5)If you happen to do anything unusual and an enemy soldier notices you, he will come and question you. Just stay calm and let your character remain standing. Don't move. If you run away, the guard will sound an alarm. --------------------------------------------------------------------------------- ---------------- Shell 1 Core, 1F ---------------- Area Analysis : The diagram shows you a rough layout of Shell 1 Core, 1F. Forgive me for the bad diagram. _____|=E=|______ | _______SC___ | | | | | | | | | To BC _| | ______ | |_______ To EF Connecting <- _ | | MR | | __SC___ -> Connecting Bridge | |__|_ ___|__| | Bridge | | |________________| Legend ------ =E= - Elevator MR - Main Room SC - Surveillance Camera The Node is found inside the top-right hand corner of the Main Room. There are many hatchlockers here. There is a surveillance camera when you come in from the entrance via the EF Connecting Bridge. The surveillance camera near the elevator will not let you use the elevator unless you are equipped with the right uniform and weapon. If you do not have the right uniform and weapon, alarm will sound. The door that leads to the BC Connecting Bridge cannot be opened. Wonder why? Someone has destroyed the platform in the BC Connecting Bridge that leads to Shell 1. Still remember where the navy rescue team was last wiped out? Enemy Analysis : [VE - EA] - Three enemies. [NO - EX] - Four enemies. With the B.D.U and AKS-74u equipped, you can go near the enemies. This makes collecting Dog Tags easier. --------------------------------------------------------------------------------- Steps | Hints and Strategies --------------------------------------------------------------------------------- | - When you first come into Shell 1 via |-- Disguise yourself. Sneak behind EF Connecting Bridge, take down the | the enemy. When he is unaware, surveillance camera by using Socom. | switch your weapon to either M9 | or Socom to capture him. You - Go to Main Room and activate the Node. | cannot use AKS-74u or M4 to cap- | ture a guard. Why? Firing occurs - Open every hatchlockers in 1F. There | the instant you press the Square are many useful items hidden inside | button when the AKS-74u or M4 these hatchlockers. | are equipped. | - Get Dog Tags from the enemies here. |-- Do NOT go to B1 first. Figure | out why? - Equipped the right uniform and weapon, | take the elevator and go to B2. | | | --------------------------------------------------------------------------------- ------------------------------ Shell 1 Core, B2 Computer Room ------------------------------ Area Analysis : The moment you come out of the elevator, you should see two doors, one on the left and other on the right. Both doors eventually lead you south to the main computer room. So, I guess I don't need to elaborate further. To the west and outside the computer room, you should see four hatchlockers. The Cardboard Box 4, Directional Microphone and Node are found inside the main computer room. Another point worth mentioning is that there is a parrot with the nickname "copycat" kept inside a cage in the northern part of the computer room. Have fun playing with the parrot. And the two computers that are switched on as well. [You should see a desktop screen in each computer...] [I give the parrot the nickname, Copycat.] Enemy Analysis : [AD] - Four enemies. The place is very heavily guarded. One guard patrols out- side the main computer room. The other three guards patrol inside the computer room. The guard outside the main computer room has good hearing. If he hears anything com- ing from the room, he will run into it and check it. He runs fast so do not bump into him by staying close to the wall. The computer room is concentrated with guards. The guard outside the computer room should be the first one to get Dog Tag from. It is a great challenge to get Dog Tags here. Extra Stuff : The computer room is a fun place to be in. Try figuring these out yourself. If you plan to take any picture, make sure you do it fast. The reason is you cannot equip your B.D.U and Digital Camera at the same time. If you equip the Digital Camera, your character will be wearing the usual Foxhound suit. If the enemy sees you in this suit, he will realise that you are an intruder. You should have the Digital Camera with you now even if you are playing the game for the first time. I have told you how to get it earlier on. So, it's time to say "cheers". 1)Explore the main computer room to find three different posters. Each poster is associated with a Konami game. [Konami, how dare you advertise your games here?] Take pictures of these posters. 2)Notice the two computers that are switched on? Wait for a guard to come near any of the computer. Notice his hands? What do you see? Take pictures. Compare what you see in the two different computer screens. 3)Try shooting at the parrot with M9/stare at it in First Person View/use Coolant to spray at it. What is its reaction? Unequip either the B.D.U, AKS-74u or both and watch how it reacts. [Be careful... whatever you do to the parrot, there is a high risk of getting spotted. I have warned you!!!] 4)If there are two guards happening to stand and chat near the parrot, remember to go near the parrot to hear what it has to say when the two guards leave later on. This is "men's secret". 5)To the west and outside of the main computer room, face the four hatchlockers and look up. What do you see? Relate this to 4). Is this the secret? The problem is how to get the items on the top? Lastly, don't forget to take a picture of the parrot. The parrot will sometimes imitate certain humourous and weird words. Just stay calm. Items/Equipment : Cardboard Box 4 [AD]. Weapons : Directional Microphone [AD]. --------------------------------------------------------------------------------- Steps | Hints and Strategies --------------------------------------------------------------------------------- | - Go to the main computer room and act- |-- You might need a few tries to get ivate the Node. | Dog Tags from the guards here. | The simplest way that I can think - Take the [Cardboard Box 4] and the | of to get Dog Tags from these [Directional Microphone]. | guards is to first tranquilise | the guards with your M9 weapon, - To the west of the computer room, you | then slowly drag each guard to should see four hatchlockers. Try | a safe place. Wake each guard punching and kicking one of the hatch- | up using Coolant, then capture lockers to get the item on top of it. | each of them. Then, get all the | Dog Tags here. - You might want to save your game and | hang around the computer room. See |- I have a way to lure the guard Extra Stuff above. | out who is patrolling at the | southern part of computer room. - Take Dog Tags from the guards here. | First, place a Book just outside | the entrance [at the south] that - Explore the area and take the items | leads to the computer room. Knock you need. Open the hatchlockers here. | on the wall. This lures the guard Remember to check underneath the cen- | out and he examines the Book. tral control panel in the computer ro- | Wait until his cone of vision om. Crawl inside to get a Bandage. | disappears. Surprise him and get | his Dog Tag. | - Head to the elevator and go to B1. |-- If you plan to get the Bandage It's time to find Ames. | underneath the control panel, make | sure you have taken down the | guards here. | |- The [Cardboard Box 4] looks like | a box of McFarlane Toys. | |- If you happen to get spotted, | | 1)Hide and crouch inside a hatch- | locker. | 2)Run to a safe place and dis- | guise again. | 3)Get a "human shield". | 4)Restart the game. | --------------------------------------------------------------------------------- ---------------- Further Analysis ---------------- It is quite unusual to find a parrot inside a computer room. The guards wouldn't be so "free" to spend the time to keep a parrot here, especially when you consider the amount of "amazing" pictures found here to keep them "entertained". Certainly, the parrot must be belonged to someone else. But who? If you hang around the computer room long enough, the parrot may mumble a word that has a first letter "H". Maybe, the parrot misses someone- this may be a vital clue. Go and think about who's the owner(s) of this parrot! --------------------------------------------------------------------------------- ---------------- Shell 1 Core, B1 [Outside Conference Room] ---------------- Scene Analysis : The scene is self-explanatory. You see a guard entering the Conference Room after he has verified his identity at the retina scanner. The only way to get into the Conference Room is to drag a guard to the retina scanner and use the guard's identity to open the door. Once the door is opened, you enter the Conference Room to find a bunch of hostages here. You notice that if your character is equipped with the B.D.U, the scene will also show your character wearing the B.D.U too. If your character is not wearing the B.D.U, you character will be be in his usual Foxhound suit- a very noticeable difference. Area Analysis : As usual, the diagram below shows a rough layout of B1 level in Shell 1 Core. ________ _______ _____ | | ______|===E===|_____|XX | | | | R1 |___ | R2 \| ________________|_____|___| | | | \ |XXXX | RS|_ Duct | | _ -> To Conference Room ____\ ______| | | | |__________________| Legend ------ ==E== - Elevator RS - Retinal Scanner X - Hatchlocker R1 & R2 - Rooms R1 - The Node is located here. There are two hatchlockers here. There are two boxes, with one stacked on top of the other. Examine the floor her. At the top right corner of the room, you should find a small duct. The duct does not lead you to any special place. R2 - There are four hatchlockers. The rightmost hatchlocker is sealed. There is a vending machine here. But, too bad, no drink for you. There is also a poster pasted onto the wall. There are also some small boxes stacked just outside R2. Enemy Analysis : [AD] - Three enemies. Two guards rest inside R2 while the other guard patrols along the corridor. The three guards take turns to patrol the corridor. That means when the guard has finished patrolling the corridor and this guard returns to R2, another guard will take over him to inspect the corridor. Whenever a guard finishes his inspection, he will say "All Clear". This applies to [VE - NO]. As for [HA - EX], I am not quite sure. Extra Stuff : Do you still remember the poster inside R2? You should see three familiar celebrities. They were the actresses of a Hollywood movie. Well, the name of the movie is printed in the poster. Remember to take a picture of this poster. Konami, how much are you paid to advertise this movie? --------------------------------------------------------------------------------- Steps | Hints and Strategies --------------------------------------------------------------------------------- | - Go to R1 and activate the Node. |-- You might want to use the same | technique like what you did in - Get Dog Tags from the three guards | the B2 Computer Room. The guards here. | here are easier to get Dog Tags | from as opposed to those inside - If all guards have been tranquilised | the computer room. See below: during the collection of Dog Tags, | take the elevator to other level and | Get Dog Tag from guard who is then come back here again. The guards | inspecting the corridor. are back again. | | | Knock on the wall or punch/kick - Wait for the guard to patrol the corr- | the sealed rightmost hatchlocker idor. When he stops for a while to | to lure the second guard out. rest, unequip your AKS-74u, go near | Tranquilise him, drag him to a him and grab him. | safe place, wakes him up and get | his Dog Tag. | - Drag him to the retina scanner and | | position him such that he faces the | Equip B.D.U and AKS-74u. Sneak scanner. The door opens. A short scene | behind the third guard and get that shows the hostages inside the | his Dog Tag. | Conference Room will occur, followed | | by a short codec conversation with the | Use the hatchlockers to hide the Colonel. | the bodies of the enemies. | |- When dragging the guard towards the | Scanner, press the Square button | ONCE to choke him if he attempts | to struggle to free himself. Do | NOT press the Square button too | many times. You DON'T want to | strangle him to death yet. | |- Consider using the left analog | stick to move and turn. Adjust | using the stick until guard faces | the scanner. | --------------------------------------------------------------------------------- ---------------- Shell 1 Core, B1 [Inside Conference Room] ---------------- Scene Analysis : Ames tells you that the President was moved to the first floor of Shell 2's Core section a while ago. He also provides information about the nuke to you. Later on, there will be a conversation between Ocelot and the terrorist leader, followed by another conversation between Ocelot and Olga. As for the rest, it's self- explanatory. After watching the entire scene, remember to think about the questions below: About Ames, 1)Who is Ames working for? Who sends him? Is he sent to keep tabs on the President? If yes, why? 2)When your character mentions about a hostage being killed every hour until the ransom is paid, what is Ames's reaction? Think about this: Who is the one who told you that a hostage is being killed every hour? 3)When your character mentions about the ransom, what is Ames's reaction? 4)What happen to Ames eventually? What causes this to happen? 5)What is Ames trying to say to Ocelot towards the end of the scene? Does this tell you anything about Ocelot? About President, 1)According to Ames, what is/are the possible reason(s) that make(s) the terrorists not able to hurt the President for the time being? 2)What will the terrorists do to the President after they have got what they want? About conversation between Ocelot and terrorist leader, 1)What happen to Shell 2? [Flooding?] 2)What has been placed at the Shell 1-2 Connecting Bridge? 3)What is so special about Ocelot's right arm? A transplant operation? 4)Relate this to 3). If you have talked to your comrades earlier via codec, one of them might mention something about the corpse of Snake. What is missing in Snake's corpse? Anyway, this codec conversation is optional- if you get to hear it, that's good. If not, forget it and move on. About conversation between Ocelot and Olga, 1)What is the main topic of this conversation? [Two years ago, what happen to Olga's father at the Tanker? What has that got to do with Ocelot?] About Nuke and Metal Gear, 1)What was the purpose of the inspection tour? 2)What does the Black Case serve as? 3)Why would they hide a Metal Gear in an offshore plant? 4)What was the main purpose of building the Big Shell? 5)How does the login works? 6)Has the terrorists obtained the password entry? If yes, is the President cooperating with them? Why? "The man in the sneaking suit" "The girl to start the system" "Only a few more steps to Outer Heaven" "Liberate Manhattan, pull it offline and turn it into some kind of republic" "You never escape the La-li-lu-le-lo" "DIA turns out second rate liar" What is DIA? Think about the above six statements too. Area Analysis : The stage is located in the western part of the Conference Room. Go up the stage and look at the flag. What do you see? The rest is quite self-explanatory. Enemy Analysis : [VE - NO] - 1 enemy. [HA - EX] - 2 enemies. [Not sure yet...] There is a reporting guard here. Don't ever think of taking on the guard(s) here. The alarm will sound if you do that. If you are spotted, that's the end of the game. There is no Dog Tag to collect here. I don't know this applies to [EA - NO]. But for [VE], I roam around long enough in the Conference Room. Just don't find Ames at this moment. When you have stayed long inside the Conference Room, the reporting guard here will call in another guard. Hence, there are two patrolling guards. This occurs when you have roamed around here for about 10-15 minutes. Contact me if you have any information. Items/Equipment : Thermal Goggles [AD] [If you didn't get earlier], Lv3 PAN Card [AD]. Extra Stuff : There is a female hostage who tends to open her legs widely. [I can guess what you are thinking...] She closes her legs if you look at her. See if you can locate her yourself. Try tranquilise her and take a picture of her. Equip the Directional Microphone and use it on different hostages by pressing the Triangle button. Their reactions can be quite amusing. Try this on an old lady. But this can easily draw the guard's suspicion. So, switch to AKS-74u most of the time. Try "abusing" the hostages by smacking them with your AKS-74u [Pressing Circle]. This sounds rather cruel. Be prepared to get a scolding from Colonel and Rose. How about running and then get tripped down by the legs of a hostage? During the conversation between Ocelot and the terrorist leader, move the microphone left towards the Lavatory. [The microphone should be pointing towards to the pole that has a flag attached to it.] What do you hear? He's making a "big business" in the restroom. Who is he? "Big Business" = Making "Chocolate Cake". The location of Ames is random- so far, I haven't figured out any pattern that can predict Ames's location. However, I will give you detailed description of Ames to enable you to locate him easier. See below. --------------------------------------------------------------------------------- Steps | Hints and Strategies --------------------------------------------------------------------------------- | - Get the [Thermal Goggles] behind the |-- If the guard suspects you and podium on the stage if you didn't get | approach you for questioning, do it earlier. | NOT move or attempt to run away. | Instead, simply equip your B.D.U - Explore the area and take the items | and AKS-74 quickly. The B.D.U you need. Have fun interacting with | should be equipped at all times. the hostages. | |- Use the Directional Microphone - Locate Mr. Ames with the clues given | to hear someone's heartbeat ONLY to you. Look at the right column for | when the guard(s) is/are NOT hints and strategies. | looking at you. | - When you are sure he is Mr. Ames, |-- Do NOT perform any unusual moves switch to Directional Microphone and | like Crouching/Crawling/Rolling/ point it at him. Press the Triangle | Punching/Kicking etc in front of button to address him. | any guard. | - A scene occurs followed by a codec |-- Description Of Ames: conversation with Mr Ames. Continue | watching the remaining scenes until | 1)Male Ocelot enters Conference Room. | 2)Brown, thick and long hair | 3)Wearing a suit with a red tie - Timer pops out. Equip your AKS-74u | 4)White coloured skin and don't move until a scene occurs. | You should then receive the [Lv3 PAN | This should narrow your search. Card]. | Don't bother about the female | or bald hostages as they are cer- - When you regain control of your char- | tainly NOT Ames. acter, you realise that you have | entered into Caution mode. |- Method 1) | - Get Dog Tags from all the guards at | Ames have an unusual heartbeat. Shell 1 if you have NOT done so yet. | Point the Directional Microphone You might want to wait for the Caution | towards Ames. You should hear a mode to revert back to normal. | ringing/beep sound periodically. | - Exit Shell 1 and head to the EF Conn- |-- Method 2) ecting Bridge. | | Look at the back of Ames. He is - At the EF Connecting Bridge, beware of | the ONLY male hostage in the room the Gun Cyphers and the guard standing | to have his hair completely cover- at the Heliport who is using the bino- | ed his neck. culars to search the bridge for intru- | ders. Tranquilise the guard from far |- During the scene when you are away and use Chaff Grenade to deal | overhearing conversation, adjust with the Cyphers. | the microphone back and forth | such that it points as near as - Head to the Strut F Warehouse via the | possible to the speaker. The EF Connecting Bridge. | nearer it is pointed to, the | larger the font size of the | subtitle and hence greater sound | signal results. | |- When Ocelot enters the Conference | Room and approaches you, stay | still with your B.D.U and AKS-74u | equipped. If you run or do any- | thing funny, it's game over. | |- During caution mode, attack teams | are launched. It is advisable for | you to hide in the hatchlocker or | the duct in R1 until everything | resumes to normal. | --------------------------------------------------------------------------------- ---------------- Further Analysis ---------------- Now that your character no longer has the facemask, the B.D.U is completely useless. Without a full set of uniform, you can never put on a good disguise. If you haven't finished collecting all the Dog Tags from the guards at Shell 1, get them now. The Dog Tags are slightly harder to get now because you can no longer disguise yourself. Thus, it gets a little bit difficult to sneak behind the guard and then capture him. If you plan to get the Dog Tags when Caution mode is still on, the guards are more alert than usual- my advice is wait until Caution mode is gone. --------------------------------------------------------------------------------- Mission : Cross the dangerous Shell 1-2 Connecting Bridge to get to Objective Shell 2. There are Semtex and IR in the bridge. 1)Rescue the President who is currently being held at the Shell 2 Core, 1F. 2)Find out information about the nuke, the terrorists' plans, the patriots etc from the President. But first, let's go to the Warehouse to collect some important weapons and items. --------------------------------------------------------------------------------- ------------------ Strut F, Warehouse ------------------ Area Analysis : I will be using the diagrams that I used earlier on. Check the diagrams for reference. With the Lv3 PAN Card, you can now open the three Lv3 doors at the upper level Warehouse. Finally, all the rooms in the Warehouse can be accessed. R3A - There are some Grenades which you can take here. Open the hatchlocker to find a box of PSG-1T bullets. R3B - The PSG-1 Sniper Rifle is found in the top corner of the room. You should also see a stack of boxes with the label "McFarlane Toy". From these boxes, look to your right to find a duct. Crawl into the duct to find the PSG-1T Tranquiliser Rifle. R3C - The RGBG Grenade Launcher is surrounded by boxes at the top left corner of the room. Enemy Analysis : [VE] - Two enemies. [EA - NO] - Three enemies. [HA] - Four enemies. [EX] - Five enemies. A guard at the top level of the Warehouse is the reporting guard. Take on this guard last. Weapons : PSG-1 Sniper Rifle [AD], PSG-1T Tranquiliser Rifle [AD], RGBG Grenade Launcher [AD]. --------------------------------------------------------------------------------- Steps | Hints and Strategies --------------------------------------------------------------------------------- | - Get [PSG-1 Sniper Rifle], [PSG-1T | Tranquiliser Rifle] and [RGBG Grenade | Launcher] from the respective rooms. | [Don't forget about Books too!] | | - Explore the area and take the items | you need, especially ammo. | | - When you are ready, head to the EF | Connecting Bridge. Head to Strut D | Sediment Pool via the EF Connecting | Bridge. | | - Remember the Lv3 door? Open the door, | enter it to get to Shell 1-2 Connect- | ing Bridge. The door is just above the | disposal gate. | | --------------------------------------------------------------------------------- --------------------------- Shell 1-2 Connecting Bridge --------------------------- Codec Analysis : Pliskin will inform you that there are Semtex and IR placed at the bridge. You need to shoot all the control boxes to disable the infrared sensors on the bridge- it's the same situation Solid Snake encountered in the Engine Room two years ago but is more challenging this time. If you miss the shot and hit any C4, that's the end. The control boxes are scattered everywhere on the bridge. To ensure a good shot, it is preferable to use the Sniper Rifle. Call Pliskin and he will explain why you need it and where you can get it. If you approach near the infrared beams, the Colonel will contact you and ask you not to proceed further. Equip the Thermal Goggles to see the infrared beams. Area Analysis : The bridge consists of two levels: the upper level and the lower level. You cannot get to the lower level due to the Semtex and IR here. The staircase on the left of the central portion of the bridge leads you to the lower level. Observant players will notice that there is a word "G" on the far side of the door on the bridge. The door on the far side leads to Strut G. How to observe? Your scope, of course. Other point of interests would be the flag and the birds. What is written on the flag? Find it out yourself. Lastly, there are two orange pumps directly in front of you. The pump nearest to you will be called the 1st pump and the one further will be the 2nd pump. Enemy Analysis : [AD] - No enemy. Extra Stuff : Some faq writers at gamefaqs may suggest you to use Socom to hit all the control boxes to challenge yourself- I happen to disagree. Read below to find out why. "The challenge is not about using Socom to take down all the control boxes. The greatest challenge is choosing the most appropriate weapon to use under the many different circumstances." - From Mr YSF. Given the fact that there are control boxes that are in close range and long range to you, when should you use Socom or the PSG-1? [Note that PSG-1T cannot destroy the control boxes. Don't equip the wrong rifle.] Check the column that says "additional" to find out whether it is advisable to use Socom or PSG-1 to destroy the respective control boxes. Accuracy + Speed + Steady = Greatest Challenge. --------------------------------------------------------------------------------- Steps | Hints and Strategies --------------------------------------------------------------------------------- | - Destroy all the control boxes care- |-- Take a Pentazemin to steady your fully. Refer to below for help. | shots whenever you use PSG-1. | - Once all the control boxes are des- |-- Contact Pliskin if you need help troyed, a codec conversation occurs. | on how to use the Sniper and also See below. After the conversation, a | how to locate the control boxes. scene occurs and a boss fight starts | after the scene ends. | | --------------------------------------------------------------------------------- ------- Summary ------- Depending on difficulty level, the number of control boxes present varies. Difficulty Level Control Box No. Total No. ---------------- ------------------- --------- [VE] - 02 to 04, 08 to 10. - 6 [EA] - 01 to 04, 07 to 10. - 8 [NO] - 01 to 10. - 10 [HA] - 01 to 12. - 12 [EX] - 01 to 14. - 14 --------------------------------------------------------------------------------- No.| Location | Hints and Strategies | Additional | --------------------------------------------------------------------------------- 01 | Above the door leading | Look behind you to where you | [EA - EX] | | to Strut D. | first come from. | Socom | --------------------------------------------------------------------------------- 02 | Attached to the 1st | You can see it. No problem, | [AD] | | orange pump. | right? | Socom | --------------------------------------------------------------------------------- 03 | Left side of bridge | From staircase, check the floor | | | near the first small | to find two control boxes aligned | [AD] | | staircase. | in a straight line. The further | Socom | | | one is control box no. 04 | | --------------------------------------------------------------------------------- 04 | Same as 03. | See 03. | [AD] | | | | Socom | --------------------------------------------------------------------------------- 05 | Hidden behind the | Wait for the breeze to cause the | | | flag. The flag is lo- | flag to flap it out far enough to | | | cated on the far left | reveal the control box. Estimate | [NO - EX] | | side of the door lead- | the location and wait for a | PSG-1 | | ing to Strut G. | chance to shoot it. | | --------------------------------------------------------------------------------- 06 | On the ledge where | Give a warning shot and scare the | | | flock of birds clust- | birds away. You will then have a | | | ered around. The ledge | clear view of the control box. | [NO - EX] | | is on the far right of | Time to shoot it. | PSG-1 | | the Strut G doorway. | | | --------------------------------------------------------------------------------- 07 | On the right wall of | The control box is surrounded by | | | the Strut G doorway. | six bundles of C4. | [EA - EX] | | Left of the ledge. | | PSG-1 | --------------------------------------------------------------------------------- 08 | On the left wall of | The control box is surrounded by | [AD] | | the Strut G dooway. | five bundles of C4. | PSG-1 | --------------------------------------------------------------------------------- 09 | Northwest of the 2nd | The control box is facing east as | | | orange pump. From your | the green light is emitting in | | | starting position, | that direction. The best shot | | | head left and use your | will be to aim directly at the | [AD] | | Scope to find it lying | green light. The best position to | PSG-1 | | directly north of you. | aim is to stand near the left | | | Far left side of the | railing of the small staircase. | | | bridge. | The shot is 100% successful, at | | | | least for me. | | --------------------------------------------------------------------------------- 10 | Attached to the top of | Wait until the control box faces | | | a Cypher. The Cypher | you before you shoot. Don't shoot | | | can turn around such | the Cypher or it will explode and | [AD] | | that the back of the | that's the end of the game. The | PSG-1 | | control box faces you. | toughest one- so destroy this | | | | control box last. | | --------------------------------------------------------------------------------- 11 | Near a pipe on the | To see it, stand on the first, | | | bottom of the balcony | small staircase and face east to | [HA - EX] | | of Strut D doorway. | see the balcony wall. | Socom | --------------------------------------------------------------------------------- 12 | Go to the right hand | You can only see the control box | | | side of the balcony, | when you tiptoe. Therefore, you | | | switch to First Person | have to rely on the Socom instead | [HA - EX] | | View and tiptoe. Look | of the PSG-1. Obvious answer, | Socom | | at the lower level | right? | | | bridge to find the | | | | control box. | | | --------------------------------------------------------------------------------- 13 | Same as 10. | A control box is mounted on the | [EX] | | | second Cypher. | PSG-1 | --------------------------------------------------------------------------------- 14 | On the left wall of | You can only see the sides of | | | the Strut G doorway. | this control box. Control box no. | [EX] | | From control box no. | 08 is surrounded by five bundles | PSG-1 | | 08, search the bottom | of C4. | | | left wall of it. | | | --------------------------------------------------------------------------------- Codec Analysis : Pliskin introduces a partner to you. After that, your character contacts the Colonel. He will tell you some information about Solid Snake and Hal Emmerich. He also tells you about the organisation set up by Solid Snake and Otacon and what the organisation does. Still remember the name? Phil...? The rest is quite self-explanatory. --------------------------------------------------------------------------------- --------------------------- Shell 1-2 Connecting Bridge [Boss Battle: Harrier] --------------------------- Scene Analysis : The terrorist leader appears. Pliskin seems to have a very strong reaction when he sees him. The rest is self- explanatory. Eventually, the boss battle begins. 1)What is the name of this terrorist leader? 2)Why does Pliskin react so strongly when he sees him? 3)What is the relationship between Pliskin, the terrorist leader and Big Boss? 4)What is the relationship between the terrorist leader and the former President? Area Analysis : With the infrared beams deactivated, you can now go down the staircase on the central right side of the bridge to the lower level. The lower level bridge consists of many pumps and pipes which you can make use of for hiding. However, the downside is that the lower level bridge gives you little opportunity to attack as compared to when you are on the higher level bridge. On the other hand, you are easily vulnerable to attacks due to the open area on the higher level bridge as it does not provide a good hiding. After a while, the Harrier will release a volley of missiles that will blast the entire central section of the bridge. This creates a huge hole, allowing you to jump down to the lower level bridge. Boss Analysis : The boss battle is not really hard compared to others. Pliskin and his partner will control the Kastaka while the enemy will control the Harrier. Your main target is the Harrier. [I hope you know how to differentiate be- tween a Chopper and the plane.] Pliskin will drop some Stinger Missiles for you to take whenever you run out of ammo. For [VE - HA], Pliskin will drop Ration occasionally but NOT for [EX]. If you happen to shoot the Kastaka, Pliskin will get annoyed and might reduce the amount of supplies to aid you. The best part is that Pliskin will occasionally help you by attempting to fire a grenade at the Harrier. He will say something like "I'll take care of this." The challenge lies in locating the Harrier. If you have trouble locating the Harrier, the battle may end up taking a lot of time. The Harrier is represented by a big red arrow on the radar while the Kastaka is represented by a small red dot on the radar. If the life gauge of the Kastaka reaches zero, you also lose the game. Weapons : Stinger Missile Launcher [AD]. At the end of the scene, Pliskin will drop the Stinger Missile Launcher onto the bridge. The boss fight begins. Pick up the Stinger Missile Launcher immediately after you regain control of your character. --------------------------------------------------------------------------------- Boss | Hints and Strategies --------------------------------------------------------------------------------- | - The Harrier can charged at you. |-- When the Harrier is about to fire | a volley of missiles to blast the - The Harrier can fire missiles at you. | central section of the bridge, It is possible for the Harrier to fire | make sure you run away from there two missiles at one go. | towards the door that leads to | Strut D. You know this will happen - The Harrier can use the machinegun to | when a FMV is shown. fire rapidly at you whenever it is in | close to you. |- If you happen to come into contact | with fire, your life gauge starts - When the Harrier flies from one side | to decrease gradually. To counter of the bridge, it is important that | this problem, let the character you adjust your character's position | perform some rolling. Eventually, FAST and then quickly attack it. | the burning fades. The best way is to choose "UNEQUIP" | in the Option mode. Then, tap the R2 |- Before shooting the Harrier with button to perform a Quick Change. This | your Stinger Missile Launcher, you unequips the Stinger Missiles. Quickly | should always make sure that the turn and adjust. Then, tap R2 button | target is locked-on as this in- again to equip Stinger missiles. Aim | flicts greater damage. This can and then shoot. | done by pointing the crosshairs | at the targetted areas such that - The Harrier can repeat a series of | it turns red. sequenced moves. It is important that | you try to anticipate the actions and |- When Stinger Missile Launcher is grab the opportunity to attack it. | equipped, your character views in | Scope mode. Press the R1 button to | return to the usual First Person | View. Adjust your view. This is | useful if you wish to switch your | view quickly to the sides. | --------------------------------------------------------------------------------- --------------------------- Shell 1-2 Connecting Bridge [After Boss Battle] --------------------------- Scene Analysis : After defeating the Harrier, you get to meet the mighty Metal Gear. Vamp performs an amazing stunt- have you ever seen any Chinese martial art movies before? How about seeing someone performing a "Qinggong"? Never mind if you don't understand what I mean- But Chinese martial arts fans should understand. 1)Regarding the Metal Gear you see in the Big Shell, do you think this is the same type as the one Solid Snake saw two years ago on the Tanker? Codec Analysis : Colonel and Rose tell you that it is possible to get to the main core from the other side of Strut L. The Colonel advises you to follow the railings down and then jump onto the pipes. You will be prompted to save your game eventually. More tougher challenges await you so save now. Area Analysis : The Shell 1-2 Connecting Bridge is in a complete wreckage. For [EA - EX], the AKS-74u Suppressor is located just outside the Strut G door. The strong burning fire and the destruction of the central portion of the bridge make you get there even difficult. The rest is self-explanatory. Enemy Analysis : [AD] - Two enemies. Items/Equipment : AKS-74u Suppressor [EA - EX]. Extra Stuff : If you approach near any strong fire, the Cell Phone rings. You can feel the vibration. Equip the Cell Phone to receive an e-mail. I thought the Cell Phone is useless? Finally, it has one use. Why can't the character use the cell phone to e-mail a person? Unfortuately, no. Only someone e-mails you but NOT the other way round. Anyway, this e-mail will tell you how to deal with the fire on the bridge- you probably already know how to put out the fire. Try figuring the method out yourself. So, I will just simply say "put up the fire" whenever there is a need to rather than elaborating the method on "how to put up the fire". --------------------------------------------------------------------------------- Steps | Hints and Strategies --------------------------------------------------------------------------------- | - Put up the fire in front of you. For |-- The left staircase is unstable and [VE - HA], there is a Ration on the | will collapse. So, get your Ration left staircase that once led you to | fast before the staircase collapses the lower level bridge. | and your character falls to his | death. - Move to the right railing, leap over | it and then hang onto it. Move along |- Position yourself. Look down in the railing until the orange pipe is | First Person View to check whether directly below you. Drop down onto the | the orange pipe is directly below pipe by pressing the X button. | you. Then, drop down. | - For [VE - HA], look at the pipe toward |-- Slowly walk or crawl along the Strut D to find a Ration. Get the | pipe. Try to adjust your character Ration if you need. Go back to initial | to the centre of the pipe for every position and continue your way up | few steps he move. There is a very until you come to a point on the pipe | high chance of slipping off and where you can see bird droppings. | falling, especially if your | character runs. - From where you see the orange pipe, | look to the left and you should see a |- To hop onto the left platform, left platform. Perform a Torso-axial | you must ensure that your position jump to hop onto this platform. | is in line with the platform. | Hold the d-pad in the desired - From this left platform, move up to | direction and press the X button doorway and put out the fire. For | to perform a torso-axial flip. [EA - EX], get your [AKS-74u Suppress- | or] here. Collect the Bullets here. |- As you move along the walkway, | certain floor panels will fall - Head to the right and jump down to the | so you must run fast. lower level walkway. Notice that this | also connects you to the orange pipe. |- Eventually, you get the [AKS-74u | Suppressor]- you now have a - Simply follow the path of the walkway | machine gun that can "silently" until you reach the end. Flip over the | kill people. railing at this end. Hang it, adjust | and then fall to the platform below. |- PSG-1T is prefered to be used | when it comes to tranquilising - Two guards emerge out from the higher | these two guards at the higher level bridge. Tranquilise these two | level bridge. guards either with your M9 or PSG-1T. | |- To add on, the two guards do NOT - Proceed on until you come to the first | have Dog Tags. gap. Either do a side-stepping or a | torso-axial jump to get to the other | end. | | - Continue the path until you come to | the second gap. Flip over the railing | and hang it. Slowly make your way, | past the gap and then hop back onto | the platform. | | - Continue the path until you come to | a ladder. Climb up this ladder to go | to Strut L Perimeter. | | --------------------------------------------------------------------------------- ------------------ Strut L, Perimeter ------------------ Codec Analysis : It's time to clarify a lot of doubts you have with your comrades via codec- it's optional but this helps you understand the plot better. First, call Pliskin. Pliskin finally reveals his REAL identity. Anyway, you should be able to guess his identity long ago. He also tells you the reason why he chooses the name, Iroquois Pliskin. You also get a chance to talk to Pliskin's partner. You get to find out what had really happened to Solid Snake two years ago at the Tanker and how did everyone believe that Solid Snake was dead? Pliskin and his partner also tell you their reasons for coming to the Big Shell. 1)What are the two reasons why Pliskin's partner is here? After Pliskin has revealed his real identity, go to codec screen. You notice that the word "Pliskin" has been changed into Pliskin's REAL name. Contact Pliskin for a few times to ask him issues about Outer Heaven and the relationship between DIA and Nastasha Romanenko etc. Who is DIA? Pliskin also tells you what "Manhattan" actually means. Next, contact the Colonel to tell him about the real identity of Pliskin. You should remember that the Colonel Campbell in MGS1 has a strong friendship with Solid Snake. 1)What is the Colonel's reaction? Does he tell you to trust or don't trust Pliskin? Are you surprised by his reaction? Some Profound Statements: "A legend is nothing but fiction. Someone else tells it, someone else remembers, everybody passes it on" "There's something my best friend said to me once. We are not tools of the government or anyone else. We need to remember -- to spread the word -- to fight for change. And, that's what keeps me alive" Area Analysis : The diagram below shows you a rough layout of Strut L Perimeter. | |<--- To KL Connecting |_|__ Bridge ____|___ \ [Jump down] \ \ \ \ PB -->\ \ Legend / / ------ PA -->/\/ /\ IP - Initial Position _____________ // PA - Position A |_ _ _ _ _ _ _|// PB - Position B IP->|______________/ \ Catwalk Enemy Analysis : [AD] - Three enemies. Two guards will move from window to window and look out the window to see the catwalk. There are iron grates on the catwalk. If you walk on the iron grates, a loud noise will be produced and this may alert the guards. If you are spotted, the guards will radio some gun cyphers here to attack you. If you manage to sneak past the guards undetected and reaches PB, you will see the third guard standing on a platform above you. Extra Stuff : The third guard is making a "small business". Try fire a shot at the platform on which this guard is standing on. This pauses his "small business" but he will then come back after a while to finish up his "small business". What will happen if your character comes into contact with this "waterfall"? "Small business" = Making "waterfall". --------------------------------------------------------------------------------- Steps | Hints and Strategies --------------------------------------------------------------------------------- | - Move along the catwalk without being |-- A good way to move along the cat- discovered. Some of the floor panels | walk will be either to crawl or along the catwalk will fall when you | crouch and sidestep to the other step on it. You have to move fast. | end. The problem lies on those Continue moving until you come to PA. | floor panels that fall easily. | - At PA, the ledge is too thin and the |-- Another way to move along the cat- gap is too long to jump over. Further- | walk will be by hanging onto the more, there is an obstacle directly | railing. The only thing to take above your shoulder level. The only | note is that whenever you want to way is to crouch and sidestep across | hop back onto the platform or hop the gap using the thin ledge. When the | over the railing and hang, make obstacle is directly above you, do NOT | sure that the guards are far away, attempt to stand or else your charact- | otherwise they can spot you. er will hit his head against the obst- | acle and he will fall to death. |- I have devised a strategy to get | to the other end of the catwalk - Continue moving until you get to PB | easily. At the first window you and see the third guard. Have some | come to, quickly tranquilise the fun. | first guard using M9 [Or PSG-1T] | without being discovered. The - Continue moving until you come to an | second guard approaches the first end. Jump over the railing and hang. | guard to wake him up. Quickly, Adjust yourself until a platform is | hang onto the railing and move directly beneath you. Jump onto the | to the other end. By the time, platform and you are now on the KL | the two guards are back to their Connecting Bridge. Before you jump | usual position, you should have down onto the platform to KL Connect- | already made it to the other end. ing Bridge, notice that there are | Cyphers. You might want to destroy |- There are four possible ways for some of the Cyphers here by shooting | your character to avoid coming at them with your suppressed Socom | into contact with that "waterfall". or AKS-74u. | The first way is disrupt him by | firing a shot upwards. He pauses. | Then, quickly move. The second | way is simply hang onto the | railing. The third way is simple. | Skip the cinematic when you come | to PB. Quickly run to the other | end. You might be able to reach | other end before he starts his | "small business". The fourth way | is the simplest- wait until he | finishes his making his "small | business". | --------------------------------------------------------------------------------- -------------------- KL Connecting Bridge -------------------- Area Analysis : The diagram below shows the rough layout of the KL Connect- ing Bridge. _____ Legend | SK | __ ------ |_ _| __| | | |___/__ | IP - Initial Position | ___/ | | SK - To Strut K __ PA | | | | | SL - To Strut L | |____/___| | S | | PA - Position A | ________ | | | S - Staircase To _| | | | |IP|_ Shell 2 _ | | | |____| Core, |__| | | 1F _| |_________ | SL |------\\ |_____| The doors to Strut K and Strut L have been damaged. However, there are some ammunition placed near each door. Enemy Analysis : [AD] - No enemy. There are some Cyphers here. --------------------------------------------------------------------------------- Steps | Hints and Strategies --------------------------------------------------------------------------------- | - Get the ammunition on the bridge if |-- You can use a Chaff Grenade to you need it. | handle the Cyphers here. If not, | use the suppressed Socom or - Handle the Cyphers here. | the suppressed AKS-74u to care- | fully destroy all the Cyphers. - Move to PA. You realise that a portion | of the bridge is damaged. You have to | let your character perform a torso- | axial to jump over the gap. | | - After passing PA, there will be one | more gap. Perform a sidestep using the | thin ledge to get past the second gap. | | - Continue moving and enter the door | that leads to Shell 2 Core, 1F. | | --------------------------------------------------------------------------------- -------------------------------------- Shell 2 Core, 1F Air Purification Room -------------------------------------- Scene Analysis : A scene occurs immediately you enter Shell 2. You over- hear a conversation between Olga and the terrorist leader. You discover that a section of the floor outside the room, where the President is kept, is electrified. The only way to deactivate the high voltage current is to destroy the electric distribution panel inside the room where the President is kept. [Sounds similar... Remember MGS1?] The rest is quite self-explanatory. Codec Analysis : The Colonel will contact you via the codec to tell you how to destroy the electric distribution panel. But you need to find something first- what is this "something"? Call Pliskin to find out the location of this "something". Area Analysis : The diagram below shows the rough layout of Shell 2 Core, 1F Air Purification Room. It is NOT drawn to scale. _____ _ |==E==| ____ | |_______| |____| | | __ ___________________| | | | EDP __| | R1 | President's |______ | |_____| Room ##### | | |XXXXX| |----| | To HI | |XXXXX|______________|XXXX| | To KL Connecting <--|_____ XXXXXXXXXXXXXXXXXXX|--> Connecting Bridge _| R2 |XXXXXXXXXXXXXXXXXXX| | Bridge | |_____|__ ____________| | | ||||| |___| V ||||| | |____|____________________|_____| Legend ------ R1 - Room 1 R2 - Room 2 ==E== - Elevator V - Vent ||||| - Staircase ##### - Electric Floor XXXXX - Wall/Vent EDP - Electric Distribution Panel The door leading to HI Connecting Bridge is damaged. You can find a Node and a vending machine inside R1. Look at the eastern wall of R1 in First Person View. What do you see? Please remember what you see here- you might need it for help later on. There are two surveillance cameras inside R2. A box of Nikita Missiles is found inside R2. After destroying the two surveillance cameras, stand on the low-level crate and switch to First Person View. Look to the front and you should see a vent from a distance away. If you look to your right, you should see another vent but it is sealed by grates. Search the area marked "V" as shown in the diagram above. You should be able to find two vents. One vent is at a lower level and another vent is at a higher level. Remember the location of these two vents. Enemy Analysis : [AD] - No enemy. Extra Stuff : If you feel that your life is too long, simply go ahead and step on the electric floor. Your character gets shocked. Quickly, rotate the left analog stick to free yourself from the shock. In R1, flatten your character against the east wall. The camera will adjust to reveal a portion of the President's room. Knock on the door rapidly several times. How does the President react? --------------------------------------------------------------------------------- Steps | Hints and Strategies --------------------------------------------------------------------------------- | - Go to R1 and activate the Node. |-- You might want to destroy the two | surveillance cameras in R2 now by - Explore the area and take the items | using your suppressed Socom. you need. | | - Take the elevator to Shell 2 Core, B1 | Filtration Chamber No. 1. | | --------------------------------------------------------------------------------- ----------------------------------------- Shell 2 Core, B1 Filtration Chamber No. 1 ----------------------------------------- Area Analysis : The diagram below shows ONLY a PORTION of the Shell 2 Core, B1 Filtration Chamber No. 1. ______ |__ | _____ |__| | ___|==E==|_______|__| | | N | | To the |____________________| | N other parts <--- ++ | ^ of B1 _________ ____ ++ | | Filtration | | | | W --- E | NVG | | | | Legend |_____| | | S ------ |++ | |++ | ==E== - Elevator |NRL| N - Node |___| NVG - Night Vision Goggles NRL - Nikita Remote Control Rocket Launcher ++ - Air Pockets You might wonder why I make a diagram that shows ONLY a portion of Shell 2 Core, B1 Filtration Chamber No. 1. The reason is simple. At this point of time, just focus on getting the Nikita Remote Control Rocket Launcher and the Night Vision Goggles. Don't bother to explore deeper than what is expected at this moment. Without the Lv4 PAN Card, you won't go far. In conclusion, it's a waste of time exploring any further. You will have a chance to explore here later on. When that time comes, expect a full diagram. The area from the staircase and beyond will be heavily flooded. You need to know the controls for swimming well. Whenever your O2 gauge is about to reach zero, look for blue light spots on the floor. The blue light spots on the floor are represented by light coloured circles on the radar and a ++ on my diagram. There are air pockets directly above these spots. Simply swim to upwards to the top to breathe for some air. Lastly, the diagram [same for the complete one later on] has been made to fit what is shown in the map by your Radar. Use the map as a reference for directions- the directions will NOT be based on your character's perspective. The reason is simple- if the directions are based on your character's perspective, it gets even complicated because there is NO fixed way of defining the direction of your character's perspective. It is also advisable that you make some reference to the map on your radar whenever I am explaining the directions. Enemy Analysis : [AD] - No enemy. Items/Equipment : Night Vision Goggles [AD]. Weapons : Nikita Remote Control Rocket Launcher [AD]. --------------------------------------------------------------------------------- Steps | Hints and Strategies --------------------------------------------------------------------------------- | - Activate the Node that is located to |-- The moment you descend the stair- the right of elevator. | case, the Colonel will contact | you. He's here to remind you how - Go right and descend the staircase. Be | to swim. [Longwinded, right?] prepared to swim. | |- Whenever you reach a spot that has - Head south until you reach the first | air pockets directly above it, spot that has air pockets directly | remember to swim upwards to the above it. You notice that there is a | top to breathe for some air- it door on the west. | does you no harm. | - Enter the door and continue travelling |-- Don't take the risk to explore a west until you see a door on the | big area at one go without taking south. | a breathe of air. | - Enter the door on the south to come to |-- If your O2 gauge isn't long enough a small room. Grab the [Night Vision | to last, do not take the risk to Goggles] here. Then, return to where | explore an area, instead find the the staircase is. | nearest place to take a breathe | of air. - From the staircase, head south until | you reach the end of the path. Grab | the [Nikita Remote Control Rocket | Launcher] here. | | - Head north until you reach the stair- | case. Ascend the staircase and then | take the elevator to Shell 2 Core, 1F. | | --------------------------------------------------------------------------------- -------------------------------------- Shell 2 Core, 1F Air Purification Room [Rescuing President] -------------------------------------- Scene Analysis : After destroying the electric distribution panel, enter the room where the President is kept. A scene then occurs. The President then explains the function of the organi- sation, the Patriots and the new Metal Gear model, Arsenal Gear. He also asks you to find Emma, the system programmer of the new Metal Gear model. About the current President, 1)When the President first meet your character, what "funny" action does he do? 2)Did the President input the code sequence because he can't withstand the torture or did he input the code sequence willingly? Why did he do this? 3)What is the President after? Compare it to that of the terrorists. 4)What did the President originally intend to do to achieve what he desires to sought after? 5)Think about the background of the President. 6)What happen to the President eventually? About the former President, 1)What is the relationship between the former President and the terrorist leader? 2)What incident that occured two years ago caused the former President to step down? About Ocelot and the terrorists, 1)Who sent Ocelot to be one of Liquid Snake's accomplice at Shadow Moses two years ago? 2)What was the purpose of sending Ocelot there? What results after sending Ocelot? 3)Is there any relationship between Ocelot and the Patriots? Relate this to the final words of Ames and the President? 3)How is "Outer Heaven" related to the main objective of the terrorists? About the Patriots, 1)How many members make up the organisation of Patriots? 2)What word is used to describe the committee set up by the Patriots? 3)What is/are the function(s) of the Patriots? 4)What supreme power do the patriots hold? Greater than that of the President? 5)What do the Patriots currently fear/worry most? 6)What will happen if the organisation of Patriots cease to function? About Arsenal Gear, 1)How does the structure of Big Shell related to the development of this new Metal Gear? 2)What is Arsenal Gear capable of? The GW system? What does GW stand for? Think of a famous person. 3)How does Arsenal Gear solve the Patriots' worries? 4)What serves as the key to activate Arsenal Gear? 5)What are guarding the Arsenal Gear? Why is this an ironic? About Emma and the MO Disk, 1)What is the relationship between Emma and Otacon? 2)How can Emma and the MO Disk stop the activation of Arsenal Gear? Area Analysis : Refer to the diagram of Shell 2 1F earlier. Let's just do some recap: There are three vents where you can fire your Nikita Missiles into. Two of them are in the southern portion of 1F near the region marked 'V'- an upper level vent and a lower level vent. The third vent is inside R2. Simply stand on the low level crate and look in First Person View to find the vent. All the three vents lead to the President's room. The three paths are quite straightforward. So, I guess I don't need to explain the three routes in detail or create maps to shwo these three routes. The vent inside R2 offers the easiest route for navigation while the lower level vent in the southern portion of the room offers the most tedious route. If the vent is too low, crouch in front of it before you shoot. If the vent is too high up, stand on some low level crates or tiptoe by holding L2 and R2 before you shoot. Enemy Analysis : [AD] - No enemy. Extra Stuff : If you failed to destroy the electric distribution panel after firing a few shots of Nikita missiles, your Cell Phone will vibrate. Equip the Cell Phone to receive the e-mail. The e-mail advises you to take the easiest route. Try out all the three routes. Attempt the route offered by the lower level vent if you find the other two routes too easy. Certain vents are sealed with grates. A few shots of Nikita Missiles can destroy the grates. This "clears" the path. However, it's totally redundant to destroy the grates since all the three routes mentioned above will lead your missiles into the President's room. You don't want to waste any unneccessary Nikita Missiles, right? Remember the east wall inside R1- you see a two-level map. Need help guiding your Nikita missile to the President's room via the vents? Refer to this map. For [HA - Ex], the President is sleeping near the circuit panel. If you simply shoot the circuit panel without waking the President up, the President will also be killed by the explosion and when this happens, the game ends. Even if you wake him up, there is a possibility that the sleepy President returns back to the original position near the circuit panel. [HA - EX] are certainly far more chall- enging than the rest- you have to think of a way to wake up the President and at the same time, make sure that he will not return to the same position again. Items/Equipment : Lv4 PAN Card [AD], MO Disk [AD]. --------------------------------------------------------------------------------- Steps | Hints and Strategies --------------------------------------------------------------------------------- | - Collect some Nikita Missiles first. |-- You can find boxes of Nikita Miss- | iles inside R2 and near the right - Head to either one of your preferred | staircase in the southern part of vents. | 1F. | - Fire a Nikita missile into the vent, |-- To slow down the direction of the guide it into the President's room and | Nikita missile, press left or shoot the electric distribution panel. | right gently to adjust the direct- | ion a little. - When the electric distribution panel | is destroyed, a short scene occurs, |- For [NO - EX], consider doing this showing the destruction of the panel. | to wake the President up: The floor leading to the President's | room is no longer electrified now. | 1)Fire a Nikita missile and hit | a wall. [East wall in R1?] - Enter the President's room. A long | 2)How about using C4? scene will occur. | |- You might need a few tries as you | guide the missile into the Pres- | ident's room but don't give up. | It's not really that difficult. | --------------------------------------------------------------------------------- Mission : 1)Rescue the system programmer, Emma of Arsenal Gear who was Objective believed to be in captivity on the flooded B1 level. 2)Hand the MO Disk to her and assist her in stopping the launching of Arsenal Gear. --------------------------------------------------------------------------------- -------------------------------------- Shell 2 Core, 1F Air Purification Room [Searching For Emma] -------------------------------------- Scene Analysis : Almost everything that are said during the codec conver- sations and the cutscenes are important. Many of your doubts are clarified but new questions are bombarding you at the same time. [I got a headachne when I was writing this...] Things that are clarified: 1)The important events regarding the Tanker incident two years ago. [Eg. How did Solid Snake become the No. 1 wanted terrorists after the Tanker incident two years ago?] 2)Your comrades confirms the presence of the new Metal Gear, Arsenal Gear. Unanswered doubts: 1)Everything that has to do with Ocelot again. Think about his acts, his words etc. [It's that damn Ocelot again..] 2)The Tanker incident two years ago- Was the Patriots involved? If so, what role did the Patriots play and why are they involved? Codec Analysis : After regaining control of your character, it's time to contact your comrades- it's optional but advisable. Contact the Colonel and he will provide you with Emma's life story. The background information of Emma is self- explanatory but kinda lengthy. Since Emma's background is not relevant to the main plot, I will not say much. Contact Pliskin repeatedly until Pliskin's partner answer on behalf of Pliskin. It's an amusing conversation. Enemy Analysis : [AD] - No enemy. --------------------------------------------------------------------------------- Steps | Hints and Strategies --------------------------------------------------------------------------------- | - After a long chat with the President, |-- Search the southern wall of the exit the President's room. | President's room. You should be | able to find a vent at floor - Your comrades will contact you via the | level. Crawl into it. You should codec. A few cinematic cutscenes will | be able to find some Stinger be presented to you in between codec | Missiles. There's a Book inside conversations. | the vent also but to get it, | you need to destroy the grates - Once you regain control of your char- | along the way. See if you can acter, head to the elevator. | find the Book yourself. If you | don't need the Book, don't bother - Take the elevator and go to Shell 2, | to waste Nikita Missiles to B1 Filtration Chamber No. 1. | destroy the grates. | --------------------------------------------------------------------------------- ----------------------------------------- Shell 2 Core, B1 Filtration Chamber No. 1 ----------------------------------------- Scene Analysis : After opening the watertight door that leads to Region A, a short scene occurs. You see a corpse belonging to a familiar person- who is he? Codec Analysis : When you first catch your breath at any airpocket, Pliskin's partner will call you and tell you something about Emma. 1)What is Emma's greatest phobia? 2)What caused Emma to develop this phobia? Be prepared for more challenging and difficult underwater mission later on. Area Analysis : As promised, here's the complete diagram of the Shell 2 Core, B1 Filtration Chamber No. 1. ______ |__ | _____ |__| | ___|==E==|_________|__| | | N | | |______________________| | |++ ++ | |++ _____ _____|++ | | |____ | | ____| | | | || NVG || | | | | ||_____|| | | | | | To Lv4 | |_______ _______| | N Door | | | | | | ^ / | |__ | | ___| | | _/_ |++ | |__|_ _|_|[A]|++ | W --- E | | |++ | |++ | | | | |___|_____________ |___| S | | | | |___| | | |___| [C] [B] | | __|___|______\_______/________| |____ |[W]++ W |_| ++ |_| ++ |_| W ++ [W]| | ++ | |_| ++ |_| ++ |_| | ++ | |___/___| |_| |_| |_| |________| / |_|_|___________|_|____| [D] \ Region A Legend ------ ==E== - Elevator [W] - Sealed watertight N - Node door NVG - Night Vision Goggles W - Watertight door [A] - M4 Bullets that can be [B] - PSG-1T Tranquiliser Rifle opened [C] - Stinger Missiles [D] - Ration ++ - Air Pockets [B], [C] and [D] are located at the respective ++. The heavy PSG-1T Tranquiliser weapon and Stinger Missiles sinks to the bottom of the water. The Ration floats on the water. The Ration is there ONLY if you are playing [VE - HA]. Region A is enclosed by two watertight doors: one on the left and the other on the right. Region A can be quite a confusing maze but it isn't really that difficult to make your way through. Unused cans, crates, girders etc are all dumped into here. With so many unwanted waste, the water naturally gets polluted and the vision here is definitely poorer compared to other regions. Enemy Analysis : [AD] - No enemy. There are some small circular black coloured mines floating around here. Avoid coming into contact with these mines as these mines are explosive and will take away a portion of your life. The reason why I didn't place the location of the mines into my diagram is because I didn't count and remember them. Also, I don't know whether the number of mines present here depends on the difficulty level or not. Extra Stuff : There are three posters that show pictures of a sexy woman each. See if you can find these three posters. The real pity is that you cannot take a photo with your Digital Camera when you are underwater. This means that you cannot save those cute pictures onto your memory card- it's a challenge to take pictures when you are underwater but unfortunately, you can't do that. There's a cute little rubber ducky floating around the Filtration Chamber No. 1. Still remember the action figure in the Engine Room? The second action figure can be found here too. See if you can locate both of them. It's optional to find them. If you can't find them, just focus on your mission first. At the bottom of the water, press X to stand on the floor. When standing on the water, use d-pad to walk. Feel the tremendous pressure of the water? Items/Equipment : Night Vision Goggles [AD] [If you didn't get earlier]. Weapons : PSG-1T Tranquiliser Rifle [AD] [If you didn't get earlier]. --------------------------------------------------------------------------------- Steps | Hints and Strategies --------------------------------------------------------------------------------- | - Your aim is to enter the Lv4 door. |-- Equip Mine Detector. The mines are With the map given above, I believe I | represented by small red dots on can save the trouble of writing the | your radar. text out. Use the Radar along with | this map and you should be able to |- Swim slowly past the mines and find this Lv4 door. | you should be able to avoid body | contact with the mines. If you - Remember some of the tips I gave you | swim too fast, there is a high when you first come to this Filtration | tendency for your body to come Chamber? Here's some additional tips | into contact with the mines. The See the right column. | worrying factor is the decreasing | O2 gauge- you have to swim fast. - After entering the Lv4 door, a scene | will occur. Be prepared for another |- Open the watertight door quickly long boss fight. | by tapping the Triangle button | rapidly. Notice that there are | air pockets near the two watertight | doors? If your O2 gauge is running | out, take a breath first. Don't | force yourself to open the door | at one go if you can't. | |- When you are inside region A, | look for gaps that allow you to | make your way through. The blue | light emitted at ++ can serve as | a guide for you to make your way | through. | |- Take the ammos only if you need | them. | --------------------------------------------------------------------------------- I will split the Shell 2 Core, B1 Filtration Chamber No. 2 into three parts. The first part of the area is where you fought Vamp. The second part of the area is another flooded region. The third part of the area is the control room where Emma is located. --------------------------------------------------------------------------------- ----------------------------------------- Shell 2 Core, B1 Filtration Chamber No. 2 [Part One] [Boss Battle: Vamp] ----------------------------------------- Scene Analysis : You meet Vamp, the blood freaking guy. He's here to stop you from interfering with Arsenal Gear. The final check procedure for launching Arsenal Gear is about to start. 1)According to Vamp, how is Arsenal Gear capable of creating a nuclear threat? 2)"Human muscles are quite eloquent." What does it mean? 3)What is so "special" about the pool of water below? Vamp mentions something about Dead Cell being responsible for the mass murder of innocent civilians. What happen six months ago? Think about the two important phrases below: "World of deceit" - Vamp "We might be the only ones telling the truth" - Vamp Keywords: Deceit and Truth. 1)Does the "world of deceit" exist? Is there anyone or organisation responsible for creating this "deceit"? 2)Is there any false report regarding the Dead Cell? Area Analysis : Look up to find a light in each of the four corners of this room. The centre of the room is hollow. If you fall into it, you will fall into the large pool of water below. There are railings on the east and west side of this hollow area but NOT on the north and south side. Search the room and you should be able to find some Socom Bullets, M4 Bullets, a Ration and the RBG6 Grenades. The items here REGENERATES the moment you RUN OUT of them. Note that the Ration is available here ONLY if you are playing [VE - HA]. Take these items ONLY if you need them. Boss Analysis : Vamp is quite a tough opponent and this boss battle will most probably take as long as the previous two one. You have seen Vamp performing amazing actions before. But first, let's talk about some basic rules. 1)Do NOT fall into the pool of water below. You will die instantly. 2)When Vamp glows red, he is IMMUNE to all firings from handguns and rifles. Do NOT waste any unneccessary ammos. Only heavy weapons like Stinger Missile Launcher, RGB6 etc can hurt him at this moment. 3)Whenever you attempt to shoot Vamp, aim in First Person View. Do NOT use the L1 auto lock-on feature. Vamp seems to possess a special ability that allows him to predict the direction of the bullets whenever the auto lock-on feature is used. This applies ONLY to handguns and rifles. [Not for Stinger etc] The problem is that you are almost defenseless when you are aiming in First Person View because your movement is restricted. Vamp's main attacking weapon is knife. He can throw a clusters of knives directly at you. He can also leap all the way up to the upper railing and roam around the room to find opportunity to attack you. Vamp can also hide himself by going underwater into the pool. The general pattern for him is he will come out of the water to attack for a while and then go back into the water to stay there for seconds. The cycle then repeats itself. He seems to glow red for most of the time whenever he's not underwater. Above all, he has another lethal attack that is very hard to dodge. I call this the "Shadow Knife" attack. Other writers call this attack differently but it should mean the same thing. Vamp ONLY uses the "Shadow Knife" when his health is low, around 35% or less. This is how the attack works. Vamp will attempt to track down the location of your shadow. He then pins your shadow to the floor with a knife. When this happens, your character is "freezed" or cannot move for a certain duration. You also cannot use any item and weapon for the time being. Vamp then attacks you with throwing knives. Lastly, there will be NO radar for you to track down Vamp's location except for [VE]. The reason is simple. You have not activated the Node located at Shell 2 Core, B1 Filtration Chamber No. 2 yet. This makes the battle a little tougher. --------------------------------------------------------------------------------- Boss | Hints and Strategies --------------------------------------------------------------------------------- | - Vamp is inside the water. |-- Stand near the entrance of the | room and switch to First Person =>You can do either one of these three | View. You have a clear view of the things: | room. This makes you locate Vamp | easily. [except when he's under- 1)Look down into the pool and track | water]. him down with your Stinger Missile | Launcher. Lock-on him whenever you |- Now for the Stinger trick. This is spot him and fire a shot into the | what many people call. Whenever water at him. | he's on the platform you are stand- 2)Stand near the centre of the room | ing on, use the Stinger Missile and use your RGB6 Grenade Launcher. | Launcher, lock-on the target and Hopefully, most of the grenades | fire a few shots rapidly at him. fall into the pool and some will | Repeat this method whenever you damage Vamp. | have the chance. You should be 3)Destroy the lights in this room. | able to inflict great damage on This is the perfect opportunity to | him. The problem is that you have blow the lights out without worry- | limited Stinger Missiles. ing of being attacked. | |- Using either the Stinger Missile - Vamp throws knives at you [Normal] or | Launcher or RGB6 Grenade Launcher slashs you with knives. | to shoot at Vamp when he's under- | water can stun him, thus reducing =>You should be able to dodge them. | his Stun Gauge. Water vibrates? | Yeah, right! - Vamp leaps out of water. | |- Most of the knives that are thrown =>This is a perfect opportunity to shoot | towards you are directed at your him but you must aim and shoot fast. | head. Crouching or crawling helps | you to dodge the attacks. Watch - Vamp stands on the platform you are | the knives flying past above you. standing on and walks towards you. | This technique also works even if | you are "freezed" when he pins =>Wait for a chance when he is not glow- | your shadow. Though you can't ing and quickly use your AKS-74u or M4 | move your legs when "freezed", to shoot him. However, do NOT let him | noone says you can't bend down to come TOO CLOSE to you. | crouch or crawl. | - Vamp is glowing red. |-- If you manage to destroy all the | lights, Vamp cannot use the =>Don't shoot him with your handguns or | "Shadow Knife" attack. Instead, rifles. If you have some Stinger | he will go berserk, moving wildly Missiles left, fire a shot at him. | around the room and throw knives | at you. When this happens, move - Vamp uses the "Shadow Knife" attack. | and dodge. Equip a Rifle, run | around in circles and fire at =>Shoot the lights if you have not done | the same time. so, When the room is dark, Vamp cannot | pin your shadow. The reason is simple. |- You might also want to plant some No light = No shadow. | C4 around the room and when Vamp | is near them, detonate them. It's | not advisable but worth trying. | --------------------------------------------------------------------------------- ----------------------------------------- Shell 2 Core, B1 Filtration Chamber No. 2 [Part Two] ----------------------------------------- Scene Analysis : The final check procedure of Arsenal Gear has begun. Your comrades have also secured the computer room. The rest is self-explanatory. Area Analysis : After defeating Vamp, you might want to grab any items left behind. Then, enter the door in the northeaster corner to get to the second part of the Shell 2 Core, B1 Filtration Chamber No. 2. Be prepared for another swim now. The worse part is that there will be NO radar to guide you except for [VE]. Luckily, this area is NOT that complex as that of the Filtration Chamber No. 1. Below shows the diagram of the second part of the Filtration Chamber No. 2. _______________ | | [C]| To third part | | | of Filtration |____ | | Legend Chamber No. 2 |____| | | ------ |____| | | _______ ^ |____| | | [A] - Ration | [B] | | | | | | [B] - AKS-74u |_ _| |---------- | | | Bullets | |________________|____| - -| [C] - Body Armour |++ ++ | [D] - PSG-1T |++ ++ | Bullets | _________________________ _| | | | | | [A] | [D]| |_______|_|_|_|_________ _____|____| | To first part | of Filtration <----| Chamber No. 2 Enemy Analysis : [AD] - No enemy. As usual, there are some mines around. A mine is placed in the small room where you can find [B]. Two mines are placed in the small room where you can find [D]. Items/Equipment : Body Armour [AD]. --------------------------------------------------------------------------------- Steps | Hints and Strategies --------------------------------------------------------------------------------- | - Get the [Body Armour] here. Refer to | the diagram above for its location. | | - With the diagram above, I hope I can | save the trouble of writing crappy | text again. You can make it, right? | | --------------------------------------------------------------------------------- ----------------------------------------- Shell 2 Core, B1 Filtration Chamber No. 2 [Part Three] ----------------------------------------- Scene Analysis : You will have a hard time trying to persuade Emma to swim. The keyword is "glasses". Pay attention to some sentences that are related to "glasses". The rest is self-explanatory. Lastly, what makes Emma unable to walk properly? Area Analysis : The Node is near the door. There are lockers on the west and north side of the control room. Hmm...Where is Emma? She must be hiding. Search the area to find some Book, C4, Pentazemin here. Don't forget about searching lockers too. Whatever you do, open the centre locker of the top row LAST. Enemy Analysis : [AD] - No enemy. Extra Stuff : Try knocking on the locker. A sound will be heard if someone/something is inside it. How about using the Directional Microphone also? Searching for heartbeat? Items/Equipment : Thermal Goggles [AD] [If you didn't get it earlier.] --------------------------------------------------------------------------------- Steps | Hints and Strategies --------------------------------------------------------------------------------- | - You can find the [Thermal Goggles] |-- Emma has a short O2 Gauge. It is inside a large locker on the east wall | advisable for you and Emma to if you didn't get it earlier. | catch a breath at the air pockets | whenever you have the opportunity. - Activate the Node. | |- If Emma dies, the game ends. So, - Explore control room and find Emma. | don't force your way out through | the flooded areas in the chambers. - Carry Emma, swim all the way through | Catching breath and avoiding mines the flooded filtration chamber No. 2. | are important too. Go up the staircase. Hold Emma's hand | by holding the Triangle button and |- With the Node activated, the enter the door to the place where you | Radar is now available for use. fought Vamp earlier. | This makes navigation a lot easier | as you make your way through the | flooded filtration chamber No. 2. | Get the Body Armour if you have | NOT done so earlier. | --------------------------------------------------------------------------------- At this point of time, I am assuming that you have already knew the REAL identity of Pliskin, Pliskin's partner and the relationship between Pliskin's partner and Emma. From here onwards, I will be using their REAL names. For example, I won't be using the name "Pliskin" from here onwards. The reason for sticking to the name "Pliskin" earlier is to minimise spoilers. Instead of using "your character", I will also use your character's real name. [There will be some readers who would read the walkthrough FURTHER than their game progress and if I use the REAL name of Pliskin earlier on, they might come across spoilers unintentionally. If you have NOT played the game till this far yet, do NOT continue reading below. --------------------------------------------------------------------------------- ----------------------------------------- Shell 2 Core, B1 Filtration Chamber No. 2 [Part One] ----------------------------------------- Scene Analysis : Raiden and Emma will take a short break here. Your comrades will call you via codec. You get to know more about Otacon and Emma's childhood days. The Colonel also tells you that you can hold Emma's hands by pressing the Triangle button. Keyword: Family's Dark History. You are told to take Emma to Strut L and then use the ladder down onto the oil fence from there. Codec Analysis : This is optional but worth trying out. Contact Solid Snake until Otacon appears and requests you to let him talk to Emma. You know it's sibling rivalry. Snake and Raiden un- willingly get drawn into the hot debate. Think about this: 1)What's the REAL purpose of Science? To benefit all mankind or just to help an individual to attain his/her dream? Area Analysis : Done Before. Enemy Analysis : [AD] - No enemy. Some Claymores have been placed on the western side of the Chamber. On the other hand, the eastern side of the Chamber is freed of Claymores. Extra Stuff : If you approach near the Claymores [with no Mine Detector equipped], your Cell Phone beeps again and you will be warned of the presence of the Claymores here. Try spraying Coolant at Emma's face. Her reaction? --------------------------------------------------------------------------------- Steps | Hints and Strategies --------------------------------------------------------------------------------- | - After regaining control of Raiden, |-- Approach near Emma. Then, hold the equip the Mine Detector. | Triangle button to hold Emma's | hand. Use d-pad to walk. To - Crawl and take the Claymores on the | release the hand, release the western side of the chamber. If not, | Triangle button. avoid the western side of the chamber. | |- Here's something you should know: - See the right column for some tips on | how to guide Emma. | 1)When holding Emma's hand, you | are defenseless as you cannot - Guide Emma and enter the door that | equip any weapon or fight. will lead you to Shell 2 Core, B1 | 2)If you wish to scout the place, Filtration Chamber No. 1. | leave Emma in a remote and safe | place so that she will NOT be | spotted by enemies easily. | 3)When Emma's Life gauge is low, | let her rest. When she sits | down, her Life Gauge is grad- | ually filling up. | --------------------------------------------------------------------------------- ----------------------------------------- Shell 2 Core, B1 Filtration Chamber No. 1 ----------------------------------------- Scene Analysis : After you exit Filtration Chamber No. 2, a scene occurs. Raiden shows Emma the MO Disk and Emma will tell you all she knows about Arsenal Gear and GW. The scene is also accompanied by several long codec conversations. 1)Who created the program that is stored inside the disk? 2)Who created GW? 3)What is GW capable of? Relate to issues like censorship, the Y2K problem etc. 4)What is designed to protect the GW system? Lastly, regarding that talkactive parrot in the computer room, who is its owner? Codec Analysis : It's optional again. Contact Solid Snake again. The sibl- ing rivalry continues. The heated debate gets even more out of hand this time. The fussy Emma refuses to come to the elevator because she is afraid of the bugs there. Try contacting the Colonel for a few times until he suggests a method to help you to lead Emma. Colonel, how can you ask Raiden to do this to the poor girl, Emma? It's cruel. What is this method? I let you find out on your own. Area Analysis : Refer to the map earlier if you need help on how to get past the flooded filtration chamber No. 1. Bugs have been gathering near the elevator. Enemy Analysis : [AD] - No enemy. Extra Stuff : If you try to drag Emma to the elevator, the Cell Phone will vibrate. Equip the Cell Phone and receive the e-mail. You will be taught another method of leading Emma. This method is NOT cruel as opposed to what that Colonel's method but is troublesome. --------------------------------------------------------------------------------- Steps | Hints and Strategies --------------------------------------------------------------------------------- | - After the long scene ends, guide Emma |-- Compared the Colonel's method and and swim all your way through the | the Ninja's method. It does tell flooded filtration chamber No. 1 until | something about the personality you reach the elevator. | of them. | - Use either ONE of the two methods: | Man is Mars? Woman is Venus? | Men hate trouble. Women is less 1)Colonel's method. | careless than men most of the 2)Ninja's method. | time. Just something irrelevant. | - Enter the elevator and go to Shell 2 | If you try out the Colonel's me- Core, 1F Air Purification Room. | thod, be careful of your Rations. | --------------------------------------------------------------------------------- -------------------------------------- Shell 2 Core, 1F Air Purification Room -------------------------------------- Area Analysis : The Shell 2 Core, 1F Air Purification Room is quite heavily guarded now. Below is a modified diagram of the map of Shell 2 Core, 1F Air Purification Room. I have enlarged it to clearly show you the location of all the enemies. _____ __ |==E==| _____ | |_______| |____| | | A | | _ _____________________| | | | EDP __| | | R1 | |_______ | B | President's ##### | | |______| Room ##### | _______| |XXXXXX| |----| |____ | C |XXXXXX|______________|XXXX| F | |_______ |______ XXXXXXXXXXXXXXXXXXX| ____| / _| R2 |XXXXXXXXXXXXXXXXXXX| | \ To HL | | |XXXXXXXXXXXXXXXXXXX| | To KL Connecting | |______|__ ____________| | Connecting Bridge | ||||| |___| ||||| | Bridge | | \ D / E | | |_____|____\___________/____|______| \ / WS ES Legend ------ WS - West Staircase ES - East Staircase A to F - Represent the Guards As for the rest of the symbols, I don't need to explain further, right? Enemy Analysis : [VE - EA] - Three enemies. [B, D, F] [NO - EX] - Six enemies. [A, B, C, D, E and F] You MUST attempt to get all the Dog Tags here during this trip. You won't visit here anymore unless you want to waste time coming back. The problem is whether you can come back here or not later on. Before you leave here to KL Connecting Bridge, make sure you have collected all the Dog Tags here. The guards here are tricky. To make certain guards appeared, certain conditions must be fulfilled. A - He appears ONLY in [NO - EX]. For [NO - EX], there are two conditions to fulfill in order for him to appear. A short FMV will be shown when he appears. 1)Emma must NOT be inside the elevator. 2)You reach the top of WS. He patrols outside the elevator and also along the west corridor outside R1 and R2. B - He appears in [AD]. No special condition is needed to make him appear. C - He appears in [NO - EX]. No special condition is needed to make him appear. D - He appears in [AD]. No special condition is needed to make him appear. For [VE - EA], he has a longer patrol route that covers the area in between the WS and ES. E - He appears in [NO - EX]. I am actually NOT quite sure when he will appear. But I think he appears right after Guard A arrives. He has a very short patrol route near the two vents. The fact that his patrol route is near to Guard D, this makes collecting Dog Tag from Guard D difficult. When you want to capture Guard D for Dog Tag, you wouldn't want Guard E to see, right? F - He appears in [AD]. To make him appear, you have to drag Emma all the way to ES. He pops up into the room all of a sudden [with no FMV unless guard A] so be careful. He patrols along the east corridor that is outside the President's room. Follow the steps below to get all the Dog Tags. Correct me if there is any error regarding the information above. --------------------------------------------------------------------------------- Steps | Hints and Strategies --------------------------------------------------------------------------------- | - Put Emma inside the elevator first. |-- For [VE - EA], as long as you act | fast, there isn't a need to dis- - For [VE - EA], here are the steps: | pose the bodies. | 1)Get Dog Tags from Guards B and D. |- For [NO - EX], taking all the Dog 2)Drag Emma all the way to ES. Hide | Tags from these six guards may her there. Guard F should appear. | take quite some time. During the 3)Get Dog Tag from Guard F. | process, some of the guards that | you have tranquilised earlier - For [NO - EX], here are the steps: | might wake up. You don't want them | to wake up and spot Emma when you 1)Get Dog Tags from Guards B, C and | are collecting Dog Tags from the D. Dispose Guard D's body so that | other guards. To counter this Guard E will NOT find his body. | problem, here are some tips: Remember that Emma is STILL in the | elevator? | 1)Always tranquilise the guard by 2)Drag Emma all the way to R1 from | shooting his head. The effect the elevator. Hide Emma well. | seems to last slightly longer 3)Go to WS. Guards A and E should | comparatively. appear. | 2)Return to where the tranquilis- 4)Get Dog Tags from the Guard A. Take | ed guards are. Tranquilised Emma to R2 for hiding. | them again by shooting their 5)Get Dog Tag from Guard E. | heads if they are about to wake 6)Drag Emma all the way to ES. Hide | up. You might want to consider her there. Guard F should appear. | retranquilising the guards 7)Get Dog Tag from Guard F. | after step 1) and 4). | - Once you have collected all the Dog |-- In case, I remember wrongly about Tags, go to KL Connecting Bridge by | when Guard E will appear. If both taking the exit on the east. | Guards D and E appear at the same | time, M9 both of the guards by | standing at the bottom-left corner | near WS. Drag Guard D to a safe | place. Use Coolant to wake him up | and get his Dog Tag. Repeat the | same procedure for Guard E. | |- For [NO - EX], it is best to dis- | pose the body of Guard D at the | bottom left corner of the room. | The body of Guard B is advisable | to be disposed at R2, in case, | Guard A sees it when he is patrol- | ling along the corridor. | |- You would want the area to have | fewer enemies as possible. So, do | NOT fulfill the conditions that | cause additional guards to appear | until you have taken care of the | other guards. | --------------------------------------------------------------------------------- -------------------- KL Connecting Bridge -------------------- Scene Analysis : It seems like ONLY Emma can solve your problem. Area Analysis : Please refer to the diagram of KL Connecting Bridge which I used earlier on. You realise that the bridge has been repaired by adding wooden planks to fill up the gaps. There is fire near the door leading to Strut L [SL]. The door leading to Strut K is still malfunctioning but the door leading to Strut L has been repaired. The problem is that the door leading to Strut L is a Lv5 door. You ONLY have up to Lv4 PAN Card. Enemy Analysis : [AD] - One enemy. There are two Cyphers here. A guard has been placed near the door leading to Strut K [SK]. Items/Equipment : Lv5 PAN Card [AD]. --------------------------------------------------------------------------------- Steps | Hints and Strategies --------------------------------------------------------------------------------- | - First, leave Emma just outside the | door. Your job is to scout the area. | | - Destroy the Cyhers first. Get Dog Tag | from the guard here. | | - Put out the fire near the door leading | to Strut L. | | - Pick up any items along the way. | | - Go back to where Emma is. Drag her to | the Strut L door. A scene occurs. | | - Once scene ends, you end up in Strut | L, Sewage Treatment Facility. | | --------------------------------------------------------------------------------- ---------------------------------- Strut L, Sewage Treatment Facility ---------------------------------- Area Analysis : The diagram below shows you a rough layout of Strut L, Sewage Treatment Facility. To KL Connecting Bridge ^ __ | _______________ | [A] | Legend |_________ ______| ------ | | | | [A] - Socom Bullets _____| A |___ A to B - Represent the Guards / __________| W - Watertight door / / FH - Floor Hatch / / \ \ \ B \__________ \________ W __| | FH | |_____________| Enemy Analysis : [AD] - Two enemies. --------------------------------------------------------------------------------- Steps | Hints and Strategies --------------------------------------------------------------------------------- | - Leave Emma at the entrance while you |-- Here is a way to help you to scout the area. Get the Socom Bullets. | obtain both Dog Tags from the | guards here. - Get Dog Tags from both of the guards | here. | 1)Knock on the wall to lure | Guard A. - Open the watertight door to come to a | 2)Tranquilise Guard A and drag small area. | him to entrance where you | leave Emma. - Open the floor hatch here. The ladder | 3)Wakes Guard A up by using the below takes you to Strut L, Oil Fence. | Coolant. Get his Dog Tag. | 4)When Guard B is about to turn | and head south, run up to him, | capture him and get his Dog | Tag. | --------------------------------------------------------------------------------- ------------------ Strut L, Oil Fence ------------------ Scene Analysis : Emma and Raiden climb down the long ladder to get to the Oil Fence. It's self-explanatory here. Area Analysis : To get back to Shell 1 from here, the only way is to cross the Oil Fence using the pontoon bridges that links between Strut L and Strut E. The problem lies in the fact that the pontoon bridges are too narrow to accomodate two persons. As a result, Raiden must guide Emma across the Oil Fence by clearing the path for her. This begins another sniping mission. Take note that it's going to be a long walk. [I just wish that Emma would walk faster...] Enemy Analysis : [AD] - Too many enemies. Expect many guards and Cyphers here. There are just simply too many for counting. No Dog Tags here. Claymores may or may not be planted on the bridges. See below: 1)For [VE], there will be no Claymores on the bridges. 2)For [EA], there will be some Claymores ONLY on the nearest platform to you [or where Strut L is]. 3)For [NO], there will be four Claymores on the nearest platform plus two other Claymores on the far right side near Strut E is. 4)For [NO - EX], there seems to be more Claymores than in [NO]. I have NOT played [NO - EX] so I can't say much here. Your task is simple. While Emma walks on the bridges, you stand on the base of Strut L and use your PSG-1 and PSG-1T to take out as many Claymores, Cyphers and guards. If you are NOT fast enough to take out the obstacles, Emma might get spotted and a bunch of Cyphers and guards will start attacking her. If Emma dies, that's the end. The ammos nearby you also regenerates whenever you run out of it. Someone will also contact you via codec and he mentions that he is willing to help you. Just contact him ONCE more time and he will join in. Simply point near an enemy when in Scope View and he will shoot this enemy. This is helpful if your bullets and Pentazemin are about to run out. I let you figure out who this person is. [Who is good in using a sniper here?] Extra Stuff : Check the upper part of Strut E to find someone lying on the floor. He is getting ready for some sniping action. Who is he? He's the one who says he can help you in this sniping mission. See above. Try doing this to this person: 1)Shoot him using the PSG-1T to tranquilise him. Contact him via codec. Any response? 2)Shoot him using the PSG-1. It hurts him but he won't die. Where is his Life Gauge? However, he can shoot you back with his sniper and that does damage you. After hurting him, contact him via codec. What is his reaction? Try pointing the Directional Microphone at Emma and the person who is helping you on your sniping mission. What do you hear? Items/Equipment : Thermal Goggles [AD] [If you didn't get earlier]. You should be able to find the Thermal Goggles nearby if you didn't get it earlier. --------------------------------------------------------------------------------- Steps | Hints and Strategies --------------------------------------------------------------------------------- | - Equip the Thermal Goggles. |-- The Mine Detector is useless for | locating the Claymores here - Some guidelines to follow: | effectively. Try and figure out | why I say this. 1)Destroy the Claymores first with | your PSG-1 whenever Emma is about |- Take a Pentazemin to steady your to approach them. | shots. 2)Use your PSG-1T to tranquilise the | guards. You should strive for mini- |- Here's some tips on how to use mum kills. Use PSG-1 ONLY if you | your sniper rifle effectively. run out of PSG-1T Bullets. | 3)Use your PSG-1 to destroy the | 1)Double tap R2 for two Quick Cyphers. | Changes whenever there is a 4)Always shoot targets in advance | need to reload the weapon. even before Emma reaches there. But | 2)By laying on the ground, do look out for Emma occasionally. | it makes your aim more | steady. - Call for help if you need assistance. | 3)If you plan to take out the | guards with either your - Guide Emma all the way until she is on | PSG-1 or PSG-1T, try to the far right side nearer to Strut E. | shoot at their heads. A scene then occurs. Be prepared for | 4)When you are equipping either a very short boss fight. | the PSG-1 or PSG-1T, you | should zoom in before you | shoot at an enemy for greater | accuracy or zoom out if you | are scouting the area for | enemies. Why zoom in or | out? Figure out yourself. | |- If Emma is spotted, don't panic. | Destroy all the Cypers and tran- | quilise all the guards that are | nearby to Emma. Once that's done, | Alert or Caution mode should dis- | appear. Everything resumes normal. | --------------------------------------------------------------------------------- ------------------ Strut L, Oil Fence [Boss Battle: Vamp] ------------------ Scene Analysis : The cutscenes before beating and after beating Vamp are self-explanatory. The blood freaking guy, Vamp won't give up easily as he appears to hunt you again. 1)What do you think will happen to Emma eventually? Area Analysis : Done Before. Boss Analysis : This is one of the easiest boss fights in MGS2. Here's a quote from Morph's Extreme Boss fight faq. "If you can't beat him, I am not sure how you got this far." - From Morph. --------------------------------------------------------------------------------- Boss | Hints and Strategies --------------------------------------------------------------------------------- | - Take a Pentazemin if neccessary. |-- It is NOT neccessary to wear the | Thermal Goggles during this boss - Equip your PSG-1 or PSG-1T. Zoom in by | fight. pressing the Circle button. [Press X | button to zoom out.] |- If Vamp's head is blocked, try | aiming at Vamp's shoulders. - Aim at Vamp's head and shoot him until | his Life/Stun Gauge runs out. |- To avoid Emma being hurt during | the conflict, you might want to - Battle ends with a short cutscene and | use the PSG-1T. The damage on some codec conversations. | Emma is lesser if you happen to | shoot her by accident. - Eventually, you land up in Strut E, | Parcel Room. |- For [VE], one shot at Vamp's head | will end the battle. | --------------------------------------------------------------------------------- Mission : You have to deliver the MO Disk to the Shell 1 Computer Objective Room on the B2 level within a given time duration. You are entirely sticked to your mission. You can't go anywhere else except entering the places that will eventually lead you to the computer room. If you attempt to enter any area that you are NOT supposed to enter, your comrades will stop you by giving you a call. --------------------------------------------------------------------------------- ------------------------ Strut E, Parcel Room, 1F ------------------------ Status Analysis : Most of the enemies are now onboard the Arsenal Gear. Even if you are sighted, you wouldn't have to worry about the backup being called. Area Analysis : You start off in a small area of the Parcel Room where you previously can't enter because you do NOT have the reguired security PAN Card. The conveyor belts are no longer moving and transporting of parcels are no longer possible. That will mean that you cannot rely on any of your Cardboards to transport you quickly to a Strut. Enemy Analysis : [AD] - One enemy. What is this guard listening to? Why is he still here and not at Arsenal Gear? Forgetful? This is the last guard that is stationing at the Big Shell. For [VE], this lone guard is standing inside the room where the Digital Camera is kept. Simply enter the blue Lv5 door. For [EA - EX], this lone guard is patrolling inside the main room of the Parcel Room where the conveyor belts and parcels are. Items/Equipment : Digital Camera [AD] [If you didn't get earlier]. --------------------------------------------------------------------------------- Steps | Hints and Strategies --------------------------------------------------------------------------------- | - Timer appears. |-- You have to get the Dog Tag from | this guard fast. It's your ONLY - Enter the door near you to come to a | chance. Don't forget the timer. small room. Grab the Socom Bullets | here. Enter another door on the west. |- If you have followed the walk- | through closely and collected all - You should come to a small room where | the Dog Tags along the way includ- the two Lv5 doors are. [By the way, | this last guard at the Parcel you come from the red Lv5 door.] | Room, you should have all the Dog | Tags for the difficulty levek you - Get the Digital Camera if you have not | are playing, except the 000 Dog done so. | Tag. Refer to Dog Tag checklist. | - Get Dog Tag from the lone guard here. |-- If you have forgotten to collect | certain Dog Tags, I just have to - Enter the door that leads to the EF | say it's too bad. You have to re- Connecting Bridge. | play the same difficulty level | once again from start and collect | the missing Dog Tags. | --------------------------------------------------------------------------------- -------------------- EF Connecting Bridge -------------------- Area Analysis : Depending on the difficulty level you are playing, there may be gaps in the left platform initially. The left plat- form is the one that will take you to Shell 1 Core. If I am not wrong, there should be no gaps on the left platform initially for [VE]. However, the floor panels still fall if Raiden steps on it. For [EA - EX], I am not really sure but as difficulty level increases, you can expect more gaps in the left platform. Enemy Analysis : [AD] - No enemy. The guard, who was standing on the Heliport and scouting the EF Connecting Bridge with a binocular, is no longer there now. However, there are some Cyphers around. --------------------------------------------------------------------------------- Steps | Hints and Strategies --------------------------------------------------------------------------------- | - Destroy all the Cyphers using your |-- You might want to use the Chaff suppressed Socom or AKS-74u. | Grenade. | - Cross the left platform and enter the |-- Gaps on the left platform? It's door that leads to Shell 1 Core, 1F. | no big deal for you, right? How | about this? Side-step? Hanging? | Perform a torso-axial flip? | --------------------------------------------------------------------------------- ---------------- Shell 1 Core, 1F ---------------- Area Analysis : The south side of the corridor is placed with some Clay- mores. If you look north from the entrance towards the elevator, you notice that there are bugs all over the floor. Enemy Analysis : [AD] - No enemy. --------------------------------------------------------------------------------- Steps | Hints and Strategies --------------------------------------------------------------------------------- | - Get the Claymores if you need it. |-- Those digusting bugs... you know | how to deal with them, right? - Handle those bugs. Remember to check | your Rations to ensure that no para- | sites feed on them. | | - Take the elevator to Shell 2, B2 | Computer Room. A long scene occurs. | See below. | | --------------------------------------------------------------------------------- Scene Analysis : You will be shown a series of some of the most spectacular Metal Gear Solid 2 cutscenes. Emotional, Friendship, Death, Betrayal, Action etc - everything's here. Make sure you have reserved one saved file earlier on so that you can replayed the scene again. It's my most favourite MGS2 scene. As usual, I am going to bombard you with questions. About the Emmerich Family, 1)What happen to Emma eventually? 2)What was the main cause of the death of Otacon's and Emma's father? How does this lead to the present sibling rivalry? 3)What is Otacon's philosophy about life and happyiness like? When did he start to have this philosophy? 4)What is Otacon's main mission now? How is he going to carry out his mission? [Don't forget the hostages.] About the MO Disk and Arsenal Gear, 1)With the MO Disk in possession, do you think the launching of Arsenal Gear can be halted? If no, why? Can the disk be altered when it left Emma? If that's the case, who could have altered it? If the launching of Arsenal Gear cannot be stopped, what is the ONLY solution left? 2)When Raiden asks Solid Snake whether there is a way to go onboard Arsenal Gear or not, what is his response? [Remember Solid Snake's response. It's important!] 3)With the terrorists all onboard the Arsenal Gear, what will happen to the rest of the Big Shell? Sink? Towards the end of the scene, you will have another great surprise from Solid Snake and "???". Who is "???"? I'll leave you to find it out on your own. I thought Solid Snake and "???" are ene... How come? Eventually, you will be taken to a tortune chamber inside Arsenal Gear. From here, another scene continues on but we will talk about it in a while later. --------------------------------------------------------------------------------- Mission : You are now inside Arsenal Gear. The final hours of Metal Objective Gear Solid 2 has come- the time to have confrontation with the remaining terrorists is approaching. The final few battles await you. --------------------------------------------------------------------------------- --------------------- Arsenal Gear, Stomach --------------------- Scene Analysis : You will be taken into the torture room inside Arsenal Gear. You will find Solidus and Ocelot here. From here, you get to find out more about Raiden's past. Solidus also tortures Raiden by choking him using his tentacles Eventually, Olga will come in. She will then have a codec conversation with you when Solidus and Ocelot have left. The rest is self-explanatory. As usual, it's time to bombard you with questions. About Raiden, 1)What was his childhood days like? Relate it to the civil war. 2)What was the relationship between Solidus and him? 3)Two other names/titles of Raiden. 4)How does his childhood days affect his present life? 5)Who frees Raiden? Why? About Olga, 1)She tells you why the MO Disk didn't manage to stop the launching of Arsenal Gear completely. 2)Who sends her here? 3)What is/are the reason(s) for her to betray her troops? 4)Was there a feud between her and Solid Snake years back? If yes, is the feud solved? How? 5)Where can you get back your gear? Get from who? "I find it nostalgic" - Ocelot "We are also in the memories of Shadow Moses" - Ocelot "We are pawns for the S3 plan" - Olga Think about the above three statements. What is the S3 plan? Shadow Moses? Status Analysis : Raiden is in such a ??? state- to put it simply, a variety of words appear in my mind. Funny, pathetic, pitiful, disgusting, "beautiful" etc Raiden can't afford to be spotted by enemies. If he gets spotted, death is likely to be inevitable. Don't forget that you are inside Arsenal Gear- a place where you can expect all the enemies to gather here. Can you imagine a bunch of soldiers chasing after a na... man? Area Analysis : Just follow the directions below. Pretty straighforward. So, don't expect any diagram/map. For [VE - HA], check underneath the computers on the left wall for a Ration. Check the locker near the northeastern door for Medicine. Enemy Analysis : [AD] - No enemy. Extra Stuff : Try punching, kicking or even a rolling. Where is his left punch? His left hand? You can never imagine Raiden to be in such a state, right? Try flattening Raiden against the bed. Where are his two hands now? No longer covering? But that damn canned bottle obstructs... Unfortuately, no matter how you position Raiden, there seems to be no way of seeing "it". The "it" is being covered up by Raiden. The designers didn't leave any loopholes. Too bad! When Raiden regains control of himself, exit and enter the torture room. What is so special about the name of the room? Try exiting and entering the room several times. --------------------------------------------------------------------------------- Steps | Hints and Strategies --------------------------------------------------------------------------------- | - During the middle of the scene when |-- Consider the state Raiden is in Solidus tortures you, tap the Triangle | now. Not only he is unarmed, he button quickly to prevent the O2 gauge | is quite handicapped. Eg. He can- from deminishing. | not hang from the rails, drag and | strangle an enemy to death, exe- - Watch the scene till Rose calls. After | cute a two punches and one kick her call, Raiden is released. | combination combat etc. Do I need | to spell it out why? - Rose - Explore the torture room. Get the | Ration and the Medicine here. |- Raiden is more easily subjected | to flu in this state of cond- - Enter the door on the northeastern | ition. If he sneezes, use the side to come to a small room. | Medicine to cure him. If you | don't, the sneezing sound can - In this small room, activate the Node. | give away his position. | - To your right is another door. Enter | it and you will come to Arsenal Gear, | Jejunum. | | --------------------------------------------------------------------------------- Enemy Analysis : The security at Arsenal Gear is definitely tight. Expect yourself to engage in a few gunshot fights till you get to beat the final two bosses. The most noteworthy thing is perhaps the Tengu commandos. You will be fighting a lot of them later on. The Tengu commandos are well versed in military skills. The most noticeable feature of them is the type of equip- ment they are wearing. The body is made entirely of plastic and perfectly symmetrical so that even left handed shooter can easily use it. They even have a wider cone of vision and suffer less gunshot damages than the normal enemies you have encountered previously. The Tengu commandos can be grouped into two types. One that carries a sword and another one that carries a gun. I will call them Sword Tengus and Gun Tengus for simplicity purpose. Sword Tengus - They have blades that can help to bounce back bullets. [Like the High Frequency Blade too, right?] The downside is that they can't deflect bullets that are too low. You should aim and shoot their legs. Gun Tengus - They carry P90 Personal Defense Weapon that lies somewhere in between a rifle and a pistol. The designers of the P90 and its ammunition focused on the convenience of a pistol and the penetrating power of a rifle. It fires the new 5.7 X 28 mm cart- ridge. The lightweight round feature a pro- jectile weight of 2.02 g and a muzzle velo- city of 715 m/s and low recoil. Its high piercing power can penetrate an ordinary bulletproof vest at a distance of 100 m. The Tengu soldiers can also perform a low-level spin kicks which hits your feets, causing you to trip and land on the floor. Source: From our dear Otacon via codec, of course. I extracted a portion of selected information. I'll tell you how to get the information later on when the time comes. --------------------------------------------------------------------------------- --------------------- Arsenal Gear, Jejunum --------------------- Codec Analysis : The moment you come into Arsenal Gear, Jejunum, the Colonel contacts you. Raiden says an important line: "I have never met you in person" - Raiden. Later on, you will receive several calls from the Colonel. The first call from the Colonel is compulsory to answer. but not the rest. After the first call, the Colonel will contact you repeatedly. The Colonel will say several humourous and ridiculous stuffs. Well, let's just don't care about this LUNATIC guy for the time being. If you are bored, listen to hear what the Colonel has to say but DON'T take all his words SERIOUSLY. If not, just IGNORE him all the way after the first call. Think and account for the Colonel's weird behaviour. Area Analysis : Arsenal Gear, Jejunum is a huge and heavily guarded area. It comprises of two storey. Considering the state Raiden is in now, this is a good test of your infiltration skills. Your aim is to go to Arsenal Gear, Ascending Colon by taking the northeast exit of the upper storey. Below shows the maps for the two-storey Arsenal Gear, Jejunum. For Lower Level Arsenal Gear, Jejunum: -------------------------------------- __________________ |[B] XXXXXX | | XXXXXX | SU2 <-- | | | | *--* | | | XX | ___|_ C XX _|___ | | | | XX | | | |___|_| * XX |_|___| | | __|__ __|_ |__|__| |__|_| | | | | | ++ ++ | | ++ ++ | ___|_ _|___ | | | ++ ++ | | | |___|_| ++ ++ |_|___| | [A]| __|__ __|_ |__|__| |__|_| | | | HH| | ++ ++ HH| | ++ ++ HH| ___|_ *----B---* _|___ | | | ++ | ++ | | | |___|_| ++ * ++ |_|___| | | __|__ __|_ |__|__| |__|_| | | | | | | | | ___|_ _|___ | | | XX | | | |___|_| XX |_|___| | *---A | | | --> SU1 | * | __|xxxxxx xx | To Arsenal | xxxxxx xx | Gear, <-- | Stomach |_____________________| For Upper Level Arsenal Gear, Jejunum: -------------------------------------- ____ ____ | | | | | | | |_________ SL2 <-- X| | *---F----* ---- | X| | | _________ | | | | * | | | |________| | V | GGGGGGGG __|_ To Arsenal | GGGGGGGGSC|__|_| Gear, Ascending | ________ | Colon | | | | | | |X | | | | | | X| | | | |________| | _|__ GGGGGGGG __|_ |_|__|*----*GGGG |__|_| | | ________ | | E| | | | || |X HH| | *| | HH| | X| | HH| | |________| | _|__ GGGGGGGG __|_ |_|__|SCGGGGGGGG |__|_| | ________ | | | |X * | | | | / | | | | D | | X| | | | | |________| * | _|__ GGGGGGGG __|_ |_|__| GGGGGGGG |__|_| | ________ | | | | --> SL1 | X| | X| | [C]| | | | | | | |xxxx| | | |____| |____| Legend ------ X - High Level Container + - Low Level Container SU1/2 - Staircase leading to Upper Level SL1/2 - Staircase leading to Lower Level G - Iron Grates H - Holes in Upper level. In lower level, it signifies the position you will be when you jump down the gaps in the upper level. SC - Surveillance Camera mounted onto the wall A to F - Represent the Guards * - Stopping points for the guards [A] - Ration [B] - Medicine [C] - Cardboard Box 5 Explanation: ----------- You can say that you are in luck because I took the effort to design the two-level maps for Arsenal Gear, Jejunum. I enlarged the two maps so that I have enough space to draw out the patrol routes of the enemies. Still, there's a few points to remember: 1)The Ration is available only for [VE - HA]. 2)Medicine and Cardboard Box 5 are available for [AD]. 3)The patrol routes shown in the maps are for [NO] only. However, you can still use the patrol routes above for reference even if you are playing other difficulty levels. The patrol routes shouldn't differ too much in other difficulty levels. 4)For [HA - EX], I am NOT sure how many enemies are there inside Jejunum. I believe it's six but I can't confirm it. Anyone? 5)The difference between each difficulty levels should be the number and type of surveillance cameras. In [VE], there should be no surveillance camera. For [NO], there are two as shown in the upper level map. For [EA], I have forgotten. For [HA - EX], sorry, I don't know. 6)The location of HH in both maps are approximated for the time being. You will have to give me some time to solve 4), 5) and 6). Another point of interest is the Metal Gear RAYs that are being kept here. It's impossible for me to draw out the outline of Metal Gear RAYs on my two maps here. Your Radar should show all of them so check your Radar. Enemy Analysis : [VE - NO] - Six enemies. [HA - EX] - ??? The enemies here are Tengu soldiers. Don't mess around with them. You can't afford to be spotted. The lower level is harder to make your way through to the exit as there are many low level containers that can't hide you effectively unless you crouch or crawl. Further- more, the guards at the upper level can also notice you and descend to the lower level to do a investigate. If you are in the upper level, you generally do NOT have to worry about the guards at the bottom level. On the other hand, the iron grates and surveillance camera at the upper level make sneaking difficult. I do have a sneaking route and I will be using it below. It's optional to follow but using this route, you should be able to get past quite easily plus collecting all the items here. If you want challenges, try figuring out other possible routes. The Tengu soldiers here do NOT have Dog Tags to offer you. Items/Equipment : Cardboard Box 5 [AD]. Do you still remember? The Cardboard Box 5 is the Z.O.E Cardboard Box. Though it's the only thing you can hide inside, the designation of the box will attract the enemies' attention. Furthermore, if the box obstructs the guard's paths, he will likely to examine it and you will be discovered. If the box provides successful hiding, that's good. If not, I just have to say too bad! --------------------------------------------------------------------------------- Steps | Hints and Strategies --------------------------------------------------------------------------------- | - When Guard A turns and moves north, |-- Ignore the crazy Colonel. sneak past him and head up SU1. | |- You can ONLY carry ONE Medicine - Hide behind the large container near | at a time for [AD]. If you have the staircase. Wait until Guard D | already taken the Medicine from turns and moves north. | Arsenal Gear, Stomach earlier | on and has NOT used it yet, don't - Move west and past the iron grates. | bother to take the Medicine at Consider doing a torso-axial flip to | the upper left corner of the get past quickly. Get the [Cardboard | lower level of Jejunum. Box 5]. | |- At the upper level of Jejunum, - Move north, get past the surveillance | you can perform a torso-axial camera if there is and hide behind the | flip to jump across the gap, large container. Wait until Guard E | Check the symbol "H" on both moves north and Guard D moves south. | of the maps. | - Move east and pass the iron grates. |-- If you follow my method but As usual, try out the torso-axial flip | feel that getting the Ration to get to the east quickly. Move north | and the Medicine at the lower a little till you come to a gap. This | level of Jejunum are redundant, is where "H" is. | perform a torso-axial flip to | jump across the gap. Then, head - Jump down the gap to the lower level. | north to the wall near Guard F. Move a little north and collect the | Follow the last two steps to Ration. Continue moving north till you | make your way to the exit. come to the large central container | near Guard C. |- The Cardboard Box 5 is not really | effective for hiding purposes. - Knock on the wall and Guard C will in- | However, it's better than having vestigate. Run around the opposite | nothing, right? side of the container, collect the | Medicine and go up SU2. | | - Stay behind the large container on the | west near the staircase. Peek at Guard | F. Watch out for the surveillance cam- | era near Guard F if there is. | | - Wait for a chance to move east, esp- | ecially when the surveillance camera | pans away from the bridge. Hide be- | hind the wall where the surveillance | camera is mounted. | | - Wait for Guard F to head north and | stops for a while. Quickly, hide at | blind spot directly below the surve- | illance camera if there is. Head north | and perform a torso-axial flip such | that it knocks Guard F unconscious. | | - Move to the exit on the east and go to | Arsenal Gear, Ascending Colon. | | --------------------------------------------------------------------------------- ----------------------------- Arsenal Gear, Ascending Colon ----------------------------- Scene Analysis : After talking to Rose, a cutscene occurs. Solid Snake appears and he returns you all your gears plus giving you a nice gift, the High Frequency Blade. He also tells you that he has stocked up the Stinger Missiles. When you regain control of Raiden, you should notice that your Stinger Missile Launcher is fully loaded. 1)Who gives you the gift? Solid Snake also explains the reasons for his actions earlier on. You will then have some time to control your blade. Just to do some recapping: Press the Square button to switch between Edged style [Red] and Blunt style [Blue]. Edged Style : Damage the enemy, causing enemy's Life Gauge to decrease. Blunt Style : Attempt to knock out enemy. Causes enemy's Stun Gauge to decrease. Codec Analysis : Run along the corridor here while the lunatic Colonel con- tinues to call you. In order to kill some time, let's just answer the weird messages from the Colonel till Rose calls. Rose will tell you a shocking news. Time to bombard you with questions. 1)Why else would they toss an analyst into the mix at the last minute? Who sent Rose? Rose's main duty? The rest is self-explanatory. After talking to Rose, a cutscene will appear. See above. Area Analysis : It is simply a long and straight corridor. Run south towards the end of the corridor and you should find a Ration for [VE - HA]. Enemy Analysis : [AD] - No enemy. [Solid Snake?] The first 000 Dog Tag for the Plant Chapter turns out to be the last Dog Tag you will acquire. You probably guess it- the Dog Tag is with Solid Snake. Do you dare to attack this legendary hero and "shake" his body for the last Dog Tag? Another point to note is that all the weapons, except the High Frequency Blade, cannot be used inside here. I don't know why. This will mean that you cannot use the M9 to tranquilise Solid Snake. Solid Snake will certainly re- taliate with punches and kicks if you attack him. He might even draw out his Socom and fire. Tough? Not really. Do NOT use the Edge Style [Red] on Solid Snake. You don't want to kill him. If he dies, that's the end of the game. Items/Equipment : From gear [AD]. Weapons : From gear [AD], High Frequency Blade [AD]. Extra Stuff : While waiting for Rose to contact you, a short video will suddenly override the Soliton Radar display. Don't answer any codec call while the video is playing or else, it will disappear. Continue watching the video till it ends. If you have given Solid Snake the Shaver earlier on, he will be completely clean-shaven. --------------------------------------------------------------------------------- Steps | Hints and Strategies --------------------------------------------------------------------------------- | - Move south and get the Ration if you |-- To acquire the final Dog Tag here, are playing [VE - HA]. | | 1)Switch the High Frequency Blade - Run around here, listen to Colonel's | to the blunt style [Blue] by rubblish. Luckily, a short video over- | pressing the Square button. takes your Radar to keep you enter- | 2)Go near Solid Snake. Attack tained. Wait till Rose calls. | him using the blade. Try to | hit his head so that he will - After talking to Rose, a cutscene app- | be knocked unconscious. This ears. You get back your gears plus a | can be done by slashing the cool blade. See above. | blade up/down. Press your | Right Analog stick up/down. - practice your blade. You might want to | Consider punching/kicking. get the final Dog Tag here. See the | 3)When Snake is unconscious, right column. | "shake" his body and get the | Dog Tag. - practice enough blade? Another scene | 4)Quickly, run away from Solid occurs. See below. It's time to move | Snake and practice your blade. on to the next area, Arsenal Gear, | When Solid Snake wakes up, Iieum. | pretend nothing has happened. | |- If you get Dog Tag from Solid | Snake at this moment, you are | likely to get hurt. There is an | effective way of obtaining the | last Dog Tag without getting | hurt. See below. | --------------------------------------------------------------------------------- Scene Analysis : Keep on practising the blade until a cutscene occurs. Raiden and Solid Snake are about to leave Arsenal Gear, Ascending Colon and enter Arsenal Gear, Iieum. Keyword: Infinite Ammo. When these two words are said, where is Solid Snake's hand pointing to? What is Solid Snake wearing? Otacon will contact you via codec. His codec frequency is 141.12. Raiden tells him about the Colonel's weird be- haviour. Otacon promises to help you to investigate. --------------------------------------------------------------------------------- Dog Tag : I have never thought that I will need to make such an Analysis "analysis". Anyway, you have been told that you will be engaging in many gunshot fights later on in Arsenal Gear, Iieum. Your M9 weapon can also be used now. The trick is this. After you have cleared a gunshot fight in an area, don't move further. Use your M9 to tranquilise Solid Snake from far. Quickly, "shake" his body for the last Dog Tag. In this way, you shouldn't be hurt. Wait till he wakes up. Pretend nothing has happened. Then, proceed on. You have to acquire the final Dog Tag from Solid Snake before you enter the second part of Arsenal Gear, Sigmoid Colon. The reason is simple. A gunshot fight awaits you in the second part of Arsenal Gear, Sigmoid Colon. You won't have time to get the Dog Tag from Solid Snake because the Tengu soldiers will keep you occupied. The best place to get the last Dog Tag is the first part area of Arsenal Gear, Sigmoid Colon. --------------------------------------------------------------------------------- ------------------- Arsenal Gear, Iieum ------------------- Scene Analysis : A Cypher appears, spots you and alerts all the Tengu soldiers here. Your radar is jammed. Codec Analysis : Contact Otacon and he will provide you with information about the Tenggu soldiers here- I have extracted most of the information from the codec and put it under the "enemy analysis" section. Do you still remember? Check above. Besides providing accurate technical data on the weapons and armours of the Tengu soldiers, Otacon also tells you how Metal Gear RAYs can protect Arsenal Gear. Contact Otacon several times. 1)What is the "Cooperative Engagement Capability"? 2)What are Arsenal Gear and RAYs capable of when Arsenal Gears and several RAYs are connected to one another under a unified domain? Above's optional but worth trying out. Area Analysis : There is a door to the north at the end of the corridor. This door leads you to the second part of Arsenal Gear, Iieum. Enemy Analysis : [AD] - Too many enemies. Be prepared to face a bunch of Sword Tengus and Gun Tengus. There are also snipers who are perched on the rails above. If either Solid Snake or Raiden gets killed, the game ends. Solid Snake will also drop ammunition and Ration sometimes for you to pick them up. --------------------------------------------------------------------------------- Steps | Hints and Strategies --------------------------------------------------------------------------------- | - Blast your way through tons of Tengu |-- Here's some tips to help you: soldiers. | | 1)Equip the Body Armour. For - Duck behind rectangles, cubes on the | defend, of course. sides or centre. Use Jump Out Shots. | 2)Shoot the snipers first at the | top if there are. The snipers - Wait for an opportunity to get the | have accurate shooting ability. last Dog Tag from Solid Snake if you | 3)If the Tenggu soldiers are have NOT done so. | deflecting your bullets, shoot | at their legs. - See the right column if you need help | in blasting your way through. |- Choice of Weapon: | - A codec conversation will occur as you | 1)Machine guns like M4 or AKS-74u approach the door at the north. See | will be essential to kill them. below. | 2)If you aim for minimal kills, | let Solid Snake do all the - After the codec conversation ends, | killing and follow behind him. enter the door to the north to go to | Use your M9 or the High Fre- the first part of Arsenal Gear, | quency Blade with the blunt Sigmoid Colon. | style [Blue] selected to put | the enemies unconscious. | --------------------------------------------------------------------------------- Codec Analysis : As you move north and about to enter the door that leads to the first part area of Arsenal Gear, Sigmoid Colon, Otacon calls you. He manages to find an explanation to account for the Colonel's weird behaviour. Otacon's discovery turns out to be a shocking news. I'll leave it to you to find it out on your own. --------------------------------------------------------------------------------- I will split the area of Arsenal Gear, Sigmoid Colon into two parts. The first part of the area is a small room. The second part of the area is the circular room where some more firefights will occur later on. --------------------------------------------------------------------------------- --------------------------- Arsenal Gear, Sigmoid Colon [Part One] --------------------------- Codec Analysis : The Colonel calls you via codec. What happen to Rose? The rest is self-explanatory. Area Analysis : Well, a small room actually. Get the Ration here if you are playing [VE - HA]. The door to the north leads you to Arsenal Gear, Sigmoid Colon. Enemy Analysis : [AD] - No enemy. --------------------------------------------------------------------------------- Steps | Hints and Strategies --------------------------------------------------------------------------------- | - Get the Ration here. |-- Get the last Dog Tag from Solid | Snake if you have NOT done so. - Enter the door north to get to Arsenal | This is your final chance. In Gear, Sigmoid Colon. | fact, this is the best place to | get the final Dog Tag. | --------------------------------------------------------------------------------- --------------------------- Arsenal Gear, Sigmoid Colon [Part Two] --------------------------- Scene Analysis : As Solid Snake and Raiden enters the circular room, count- less Tengu soldiers drop onto the floor. You are ambushed. After taking out the Tengu soldiers here, another scene occurs. It's quite self-explanatory. Solid Snake seems to have an unsettled feud. Is there any misunderstanding? Raiden leaves Solid Snake behind and ascends the ladder. Eventually, Raiden reaches Arsenal Gear, Rectum. 1)Who do you think will appear to settle a feud with Solid Snake? 2)What do you think will happen to Solid Snake? Although he's strong, he's no match for that powerful cannon. Area Analysis : The room is designed in a circular manner. Enemy Analysis : [AD] - Too many enemies. Expect countless Sword Tengus and Gun Tengus here. --------------------------------------------------------------------------------- Steps | Hints and Strategies --------------------------------------------------------------------------------- | - Take out the Tengu soldiers here. |-- If you have used up most of the | bullets earlier on, you might face - While you are fighting, a screen that | some problems. If that's the case, says "Fission Mailed" may appear. Con- | I strongly advise you to use the tinue the game. The game has NOT ended | High Frequency Blade to attack yet. The "Fission Mailed" screen seems | the enemies. You should take this to be a replica of the "Game Over" | chance to master all the blade screen. | attacks. | - After a while, the "Fission Mailed" |-- Ignore the screen that says screen disappears and gameplay resumes | "Fission Mailed". The fighting normal. | screen shrinks but the fight | still continues on. I suggest - Tne pattern repeats for another round | you sit close to your T.V so you should see the "Fission Mailed" | screen and keep a close lookout screen for a total of two times. | of the fight. | - When all the Tengu soldiers are taken |-- Avoid consuming too many Rations out, a scene occurs. See above. | during the firefights. Reserve | the Rations for the battles - Raiden will eventually reach Arsenal | later on. Gear, Rectum. Be prepared for two more | final battles. | | --------------------------------------------------------------------------------- -------------------- Arsenal Gear, Rectum [Boss Battle : Metal Gear RAY Army] -------------------- Scene Analysis : You hear Solidus's voices. He will mention about the S3 plans and what he really wants. 1)According to Solidus, what does the S3 stand for? 2)What do Solidus really want? A nuclear blast or not? Data about the Patriots? As you listens to Solidus' voice, you might want to take some time to practice your blade. If not, equip your Stinger Missile Launcher and get ready for the upcoming boss fight. Codec Analysis : This is optional. During the battle, contact Otacon via the codec. He will provide you with some clues and strategies to help you to take out these Metal Gear RAYs. Area Analysis : You arrive at an area that seems to be ripped directly from one of the VR training missions. The Stinger missiles here regenerate whenever you run out of them and can be taken on the outskirts of the ring. The Ration regenerates and is available only if you are playing [VE - HA]. You can take the Ration at the centre of the arena. Boss Analysis : The boss fight is NOT really hard at all but it takes a long time. Patience is what you need. You will be fighting an army of Metal Gear RAYs. Depending on your difficulty level you have chosen to play, the number of Metal Gear RAYs [MGR] you need to destroy varies. See below. [VE] - 3 MGRs [NO] - 5 MGRs [EX] - 20 MGRs [EA] - 4 MGRs [HA] - 12 MGRs ??? - I don't know/can't remember. [Wait...] You will fight at most up to three MGRs at the same time. Once a MGR is destroyed, the next MGR substitutes its place. The names of the MGRs are arranged in a certain order, which also determines the order of which MGRs appear to fight you first. Eg. RAY-RO1E, RAY-RO2E, RAY-RO3E, RAY-R04E and so on. For [NO], the last MGR to appear will be RAY-ROSE. MGRs can sometimes jump into or out of the ring. MGRs that are inside the ring attacks machine gun, rail gun and knee- fired missiles. MGRs that are outside the ring attacks with homing missiles that comes with the lock-on feature. After defeating a few MGRs, you should be able to grasp their attacking patterns and anticipate their moves. --------------------------------------------------------------------------------- Boss | Hints and Strategies --------------------------------------------------------------------------------- | - MGR outside the ring will fire |-- Use Chaff Grenades. Missiles no a series of homing missiles. | longer locks on to target auto- | matically. This makes dodging =>A "beeping" sound will be heard as a | the homing missiles or the knee- a warning whenever the homing missiles | fired missiles easier. are fired. Hard to dodge because the | missiles are locked onto Raiden. You |- Dodge the rail gun attack by can also feel the vibration. | moving a little away from the | straight path of the laser beam. - MGR inside the ring attacks with | While the laser beam continues machinegun. | to travel in a straight path, | equip your Stinger missiles and =>You should be able to dodge it. | shoot at the MGR. It is defense- | less at this moment. - MGR inside the ring attacks with knee- | fired missiles. |- Dodge missiles, machine guns etc | by performing a roll. The strategy =>Two missiles are fired and locked onto | is always moving. Don't stay in Raiden. Gives little warning. Hard to | ONE fixed place. dodge. | |- Tips of Attacking: - MGR inside the ring attacks with rail | gun. The faceplate opens up, draws in | 1)Attack the knees of MGR first. outside energy and fire a laser beam | This causes its head to lean in a straight line towards Raiden. | over the damaged knee, reveal- | ing the faceplate. =>You should be able to dodge it. | 2)Shoot the head. | 3)Do NOT concentrate on just - MGR inside the ring stomps the floor | attacking one MGR. Rotate the with its legs or perform a quick 180 | target. It's better to have degrees turn. | all three MGRs with their | knees being hurt and not able =>You can get hurt by the vibration of | to move fast rather than having the stomps or the quick turn. | one severely injured MGR but | with two other MGRs that can - Some Basic Guidelines: | blast you at full power. | 4)Fire, move and then fire. You 1)Consider equipping the Body Armour. | don't have to wait until the 2)Dodge all attacks and destroy the | Stinger missile hits the MGRs. | target. Move and find a new 3)Repeat 2) and destroy a certain | target after every fire. number of MGRs. | 4)Boss battle ends. | Missiles that hit head while the 5)Prepare to watch an extremely long | faceplate is open inflict greater cutscene. | damage. This explains 1) and 2). 6)Save your game when prompted to. | 7)Survive another torture from |- Plus (+) and Cons (-) of being Solidus by tapping Triangle button | too close to RAY: rapidly. | 8)Continue watching cutscene, follow- | +1)MGRs outside the ring won't ed by a long codec conversation. | risk firing homing missiles. 9)Final boss fight begins. See below. | +2)Gives a good view to attack | the knee and sometimes head. | +3)MGR can't see you. No rail gun | machine gun and knee-fired | missile attacks.. | -1)A very high risk of getting | hurt when it stomps its legs | or perform a quick turn. | --------------------------------------------------------------------------------- Scene Analysis : A lot of shocking events await you. It's bombardment time. I'll try to make it in a general and non-spoiler manner. I know it's "vague" to use the word "everything" but every part of the scene is important. [Almost 99%] 1)Everything about Olga and Fortune. What's their ending? What about Olga's baby? What about Fortune's mysterious "lucky" ability? 2)What happen to GW, the AI of Arsenal Gear? 3)What information does the GW contain and how does the virus from the MO Disk affect this information inside the GW system? 4)Everything about the S3 plan, especially every single sentence said by Solidus and Ocelot. How the S3 plan is being carried out? How do the "pawns" carry out their individual roles? What was expected and what was not expected inside the plan? Is the S3 plan a success or a failure? Who staged the S3 plan? 5)What happen to Ocelot at the end? What about Liquid Snake? "A sleeper in the *** of a Patriot's ***" - Liquid Snake "Why do I choose ****** as my ****? - Liquid Snake A * covers up a letter. *** means a three-lettered word. The key words of the above two statements are censored by * symbol because they reveal extreme spoilers. It's up to you to watch the scene on your own, pick up these two important statements on your own. Then, ponder over these two statements. You can expect the second torture sometime in the early part of the cutscene. Eventually, Raiden and Solidus Snake ends up in the Federal Hall. --------------------------------------------------------------------------------- Mission : "Sons Of Liberty" - Defeat Solidus. This is your final Objective mission. --------------------------------------------------------------------------------- ------------ Federal Hall [Boss Battle: Solidus Snake] ------------ Scene Analysis : I guess it's best to keep my mouth shut here. You should have no problem understanding what are the things said in the cutscene. But the codec... that's a different story... See below. Codec Analysis : Colonel and Rose call you. Be prepared to hear an extremely long codec conversation of at least TEN minutes long, provided that you didn't press the X button to skip the dialogues quickly... I don't have that patience to endure that long.] 1)According to the Colonel, what does S3 stand for? It's different from what Solidus and Ocelot said. A debate that questions the Patriots' doings drags forever as the Colonel and Rose talk continuously non-stop. [They must be on the Patriots' side. No doubt about it...] Poor, Raiden simply can't outtalk them. [Don't see stars...] Once the long codec conversation is over, the final boss fight begins. During the final battle with Solidus, contact Otacon and he will provide you with some tips on how to beat Solidus. Area Analysis : Raiden and Solidus lands on the roof of New York's earliest monument, Federal Hall. A Ration can be found in the upper- left corner of the Federal Hall's roof if you are playing [VE - HA]. Another Ration can also be found in the bottom- right corner of the Federal Hall's roof if you are playing [VE - EA]. Boss Analysis : The final boss battle is NOT really hard. A few ground rules to remember first. 1)The only weapon you have is the High Frequency Blade. So, have you mastered the blade already? 2)The Body Armour will be with you if you have taken it earlier at the Shell 2 Core, B1 Filtration Chamber No. 2. 3)Solidus is missing his left eye so he is less likely to notice and defend against attacks from his left. 4)Solidus has his tentacles with him at the start of the battle. He can use his tentacles to attack you. When his gauge is reduced to less than half, he will remove his tentacles. 5)Solidus is very proficient in handling swords. He moves fast and swiftly. 6)If you fall from the roof, game ends. --------------------------------------------------------------------------------- Boss | Hints and Strategies --------------------------------------------------------------------------------- | - Solidus uses his sword to attack you. |-- Equip the Body Armour. | =>He can perform a variety of different |- Hold L1 to defend. It also helps sword moves, including slashes that | you to block the incoming tentacle are almost unblockable. Furthermore, | missiles. his sword moves are not always pre- | dictable all the times. Some of his |- If the tentacle grabs you, tap sword moves include a downward double | the Triangle button rapidly and slash, a quick slash and multi combo | rotate the left analog stick in slashes. | any direction you wish to free | yourself. - Solidus fires a volley of tentacle | missiles. |- If Raiden gets burned, keep doing | torso-axial flip to shake out =>You can dodge the missiles easily by | the flames. Use the roll to jump performing a roll. Or move in an arc. | over streaks of fire. | - Solidus stretches out his tentacles |-- Here's some tips for fighting and attempts to grab you. His arms | Solidus. will turn green when he is about to | use the tentacles. So, stay away from | 1)Never have a front to front him when his arms are green. | confrontation with him. He | tends to assault you before =>If you are grabbed, your O2 Gauge | you have the chance to attack gradually drops. Once O2 Gauge | him. runs out, your Life Gauge depletes. | 2)Don't try the spin move or the | 360 degree attack although some - Solidus charges and performs fire | faq writers here recommend it. streaks across the roof, leaving be- | The spin move leaves you open hind a trail of fires. Solidus uses | to be vulnerable to attacks. this even MORE often after he removes | If Solidus blocks the spin move, his tentacles. After removing his ten- | he will retaliate you and most tacles, he can perform up to a triple | likely, you can't dodge it. fire streaks. | 3)The best way to attack is simply | slash up, down, left, right. =>If Raiden comes into contact with the | It is advisable to attack from flames, his body gets burned and his | Solidus's left because of bis health drops continuously. | missing left eye. Immediately, | after Solidus uses his tentacles - The survival of this final boss fight | to grab you or fires tentacle depends on how well you have mastered | missiles, Solidus is open to your blade. Anyway, enjoy this final | attack. Dodge these attacks, fight and good luck to you. | approach him from sides and | perform slashes. | 4)Occasionally, Solidus stumbles | and falls onto the surface. This | is the best chance to approach | near him and slash him as many | times you can. | --------------------------------------------------------------------------------- 'Final' Scene Analysis: ---------------------- I am NOT going to spoil the ending for you. Instead, I will be bombarding you with some important questions. 1)What is so special about the day that Rose kept asking you about? In case, you have forgotten, the day is April 30th. Some hints to you. The day is related to Raiden, Rose and Solidus. Remember that when you first met Rose, she asked you about this special day and I gave you five possible options what this day could be. Well, I am right. This special day happens to fit one of the five options perfectly. The day is ONLY related to Solidus only if you manage to beat him and watch the ending- It is so coincidence that April 30th every year will be Solidus's ***** anniversary after "today". By the way, what is the date for "today"? "Today" refers to the date with reference to the game itself. 2)Everything associated with the Patriots. 3)Everything associated with the Ocelot/Liquid Snake. 4)Remember some profound statements said inside the game. 5)By the way, what name did you input at the first Node? There you have it the end of Metal Gear Solid 2: Sons of Liberty ! |-------------------| |7) Tips and Tricks | |-------------------| Title Screen Titillation - While on the title screen press L2 to shot the screen and move the Right Analog Stick to change the background color. Codec Craziness - Move the Analog Sticks to move the Codec camera around. Press the Sticks to zoom in on them. Press L2 or R2 to hear characetrs thoughts. Camera Surveillance - Zoom in on a soldier and press the action button to see info on a soldier if you collected thier dog tags. Different Olga Cinemas - Depending on where you defeat Olga a different cinema will play. Calisthenics - Doing pullups by pressing L2 + R2 will increase your grip strength. Doing 100 then 200 and 300. Perverted Tropps - When you are in the Deck A locker room with all the lockers if soldiers start doing a clearing mode open the locker in the top right corner and if they see it they will make a funny noise with an exclamtion point above their head. Tanker Shortcut - When you first enter the Engine room look down in the corner to see a wire hanging from the side. From here you can go across the whole room if yopu have a leveled up grip gauge. In the holds there are hatches in the very back corners. If you open them you can crawl to the first holding area for easy access. Photo Evidence - Take pics of wierd or funny things to hear different reactions from Otacon. Seagull Fun - If you look up when on the top strut a bird will crap on you. Keep shooting them then call Campbell for funny remarks. ########################## # Gameshark Ver. 2 Codes # ########################## (M) Must Be On - 0E3C7DF21645EBB3 0C072E5BF8966B77 Infinite M9 Ammo - Tanker Level - 2C159BBDF8FCFE53 Infinite USP Ammo - Tanker Level - 2C159BBFF8FCFE53 Infinite Chaff Grenades - Tanker Level - 2C159CCFF8FCFE53 Infinite Stun Grenades - Tanker Level - 2C159CD1F8FCFE53 Infinite Rations - Tanker Level - 2C159C4DF8FCFE53 Infinite Bandages - Tanker Level - 2C159C53F8FCFE53 Have Therm Goggles - Tanker Level - 2C159C65F8FCFEF1 Have DG. Camera - Tanker Level - 2C159C69F8FCFEF1 Have Body Armor - Tanker Level - 2C159C59F8FCFEF1 Have Bandana - Tanker Level - 2C159C8BF8FCFEF1 Infinite Magazines - Tanker Level - 2C159CDBF8FCFE53 Infinite Grenades - Tanker Level - 2C159CDDF8FCFE53 Have Stealth - Tanker Level - 2C159C5BF8FCFEF1 Infinite M9 Ammo - Plant Level - 2C159D0DF8FCFE53 Infinite SOCOM Ammo - Plant Level - 2C159D11F8FCFE53 Infinite PSG1 Ammo - Plant Level - 2C159D13F8FCFE53 Infinite RGB6 Ammo - Plant Level 2C159D15F8FCFE53 Infinite Nikita Ammo - Plant Level - 2C159D17F8FCFE53 Infinite Stinger Ammo - Plant Level - 2C159D19F8FCFE53 Infinite C4 - Plant Level - 2C159D1DF8FCFE53 Infinite Claymores - Plant Level - 2C159D1BF8FCFE53 Infinite Chaff Grenades - Plant Level - 2C159D1FF8FCFE53 Infinite Stun Grenades - Plant Level - 2C159D21F8FCFE02 Infininte AKS-74U Ammo - Plant Level - 2C159D29F8FCFEFF Infinite Magazines - Plant Level - 2C159D2BF8FCFE53 Infinite Grenades - Plant Level - 2C159D2DF8FCFE02 Infinite M4 Ammo - Plant Level - 2C159D2FF8FCFEFF Infinite PSG1-T Ammo - Plant Level - 2C159D31F8FCFE53 Microphone2- Plant - 2C159D33F8FCFEF1 Infinite Books- Plant - 2C159D35F8FCFE53 Infinite Rations - Plant Level - 1C159D9DF8FCFE53 Pentazemin- Plant - 2C159DA5F8FCFEF5 Have AK Supressor - Plant Level - 2C159ED7F8FCFEF1 1st Pullup Increases Grip to Level 2 - Plant Level - EC159B8FF89CFE53 2C159B8FF8FCFE53 1st Pullup Increases Grip to Level 2 - Tanker Level - EC159B8DF89CFE53 2C159B8DF8FCFE53 2nd Pullup Increases Grip to Level 3 - Plant Level - EC159B8FF8ACFE53 EC159B8FF89CFEB7 2C159B8FF8FCFEB7 2nd Pullup Increases Grip to Level 3 - Tanker Level - EC159B8DF8ACFE53 EC159B8DF89CFEB7 2C159B8DF8FCFEB7 All Dog Tags Found - 3C15B02BFFFFFFFF 3C15B02FFFFFFFFF 3C15B033FFFFFFFF 3C15B037FFFFFFFF 3C15B03BFFFFFFFF 3C15B03FFFFFFFFF 3C15B043FFFFFFFF 3C15B047FFFFFFFF 3C15B04BFFFFFFFF 3C15B04FFFFFFFFF 3C15B053FFFFFFFF 2C15B057F8FCFFFF GMO Custom Codes (Tanker+Plant) - Infinite Health - 2C159B54F8FCEEEF GMO Custom Plant Codes Lv. Card (Lv225) - 2C159DC0F8FCFEFF Cardboard Box 2 - 2C159DC8F8FCFEFF Cardboard Box 3 -2C159DCAF8FCFEFF Cardboard Box 4 - 2C159ED0F8FCFEFF Cardboard Box 5 - 2C159ED2F8FCFEFF Wet Cardboard Box - 2C159DCCF8FCFEFF Wig A - 2C159EE6F8FCFEFF Wig B - 2C159EE8F8FCFEFF Wig C - 2C159EEAF8FCFEFF Wig D - 2C159EECF8FCFEFF Infinite Wig - 2C159EE4F8FCFEFF Regain Full Health When Entering New Area - 3C159B598F1CEEEF Have BDU - Plant Level - 2C159DA7F8FCFEF1 Have Bandana - Plant Level - 2C159EDBF8FCFEF1 Have Body Armor - Plant Level - 2C159DA9F8FCFEF1 Have Cigs - Plant Level - 2C159DBDF8FCFEF1 Have DG. Camera - Plant Level - 2C159DB9F8FCFEF1 Have MO Disc - Plant Level - 2C159EDFF8FCFEF1 Have Medicine - Plant Level - 2C159DA1F8FCFEF1 Have Mine Detector - Plant Level - 2C159DADF8FCFEF1 Have NVG - Plant Level - 2C159DB3F8FCFEF1 Have Phone - Plant Level - 2C159DC3F8FCFEF1 Have SCM Supressor - Plant Level - 2C159ED5F8FCFEF1 Have Scope - Plant Level - 2C159D9FF8FCFEF1 Have Sensor A - Plant Level - 2C159DAFF8FCFEF1 Have Sensor B - Plant Level - 2C159DB1F8FCFEF1 Have Shaver - Plant Level - 2C159DC1F8FCFEF1 Have Stealth - Plant Level - 2C159DABF8FCFEF1 Have Therm G. - Plant Level - 2C159DB5F8FCFEF1 Infinite Bandages - Plant Level - 1C159DA3F8FCFE53 Infinite O2 - Plant Level - 3C159B5B8F1CFE4B Infinite Pentazemin - Tanker Level - 2C159C55F8FCFE53 Max AKS-74U Ammo - Plant Level - 1C159D71F8FCFEFF Max Bandages - Plant Level - 1C159E03F8FCFE53 Max Bandages - Tanker Level - 1C159CB3F8FCFE53 Max C4 - Plant Level - 1C159D65F8FCFE53 Max Chaff Grenades - Plant Level - 1C159D67F8FCFE53 Max Chaff Grenades - Tanker Level - 1C159C17F8FCFE53 Max Claymores - Plant Level - 1C159D63F8FCFE53 Max Grenades - Plant Level - 1C159D75F8FCFE53 Max Grenades - Tanker Level - 1C159C25F8FCFE53 Max M4 Ammo - Plant Level - 1C159D77F8FCFEFF Max M9 Ammo - Plant Level - 1C159D55F8FCFE53 Max M9 Ammo - Tanker Level - 1C159C05F8FCFE53 Max Magazines - Plant Level - 1C159D73F8FCFE53 Max Magazines - Tanker Level - 1C159C23F8FCFE53 Max Nikita Ammo - Plant Level - 1C159D5FF8FCFE53 Max PSG1 Ammo - Plant Level - 1C159D5BF8FCFE53 Max PSG1-T Ammo - Plant Level - 1C159D79F8FCFE53 Max Pentazemin - Tanker Level - 1C159CB5F8FCFE53 Max RGB6 Ammo - Plant Level - 1C159D5DF8FCFE53 Max Rations - Plant Level - 1C159EFDF8FCFE53 Max Rations - Tanker Level - 1C159CADF8FCFE53 Max SOCOM Ammo - Plant Level - 1C159D59F8FCFE53 Max Stinger Ammo - Plant Level - 1C159D61F8FCFE53 Max Stun Grenades - Plant Level - 1C159D69F8FCFE53 Max Stun Grenades - Tanker Level - 1C159C19F8FCFE53 Max USP Ammo - Tanker Level - 1C159C07F8FCFE53 Hold L3 For More Time During Speech - Tanker Level - FCFD2DCCF89E6210 3C329853F8FC1C9E 3C31F373F8FC1C9E 3C31298BF8FC1C9E Hold L3 For More Time to Reach Emma - Plant Level - FCFD2DCCF89E6210 3C3FEDDFF88527BE 3C3D63F3F88527BE 3C41D833F88527BE |------------| |8) Dog Tags | |------------| ***IMPORTANT AUTHOR'S NOTE*** This guide covers the North American version of the game ONLY! I understand that the European and Japanese versions of the game have extra features, dog tags and other such changes. I can not verify these, nor do I plan to, they will not be added to this FAQ. Someone who owns a copy of these versions of the game will likely write a FAQ that covers these tags/changes. Basically this guide gives you the locations for all 361 dog tags that can be found in the game on the various difficulties. I also point out which ones are particularly troublesome to get, and how to get them. First I simply list the details for each tag as it is displayed in the special menu of the game, then I give specifics for finding the difficult tags farther down. I changed the format a little, with D.O.B first, followed by blood type, then the person's name and finally where they are found. To get a dog tag you must hold up a guard which basically involves you sneaking up behind them and drawing your gun (don't shoot it). Snake will yell "FREEZE!" and the enemy will be at your mercy. This is easiest to do from behind. Once you have the enemy in your control either hold X (with square still held) or hold L1, this allows you to move around with your gun drawn. Run to the front of the enemy and aim at his crotch or head. The enemy will get scared and shake out his/her dog tag, and any other items if you continue this. When you hold up some enemies they will be too close to a wall or railing for you to get in front of them. A good way around this is to hold L1 while you have your gun drawn, then simply run in front of them. You will knock him around a bit and after a second or two you will be in front of him and ready to steal his tag. You can also grab an enemy in your choke hold, drag him to a nearby area, let him go and aim at him from there too. Also if you manage to put a guard to sleep that you still need a tag from, you can pick him up and drop him many times to speed things up a little. Or you can spray him with coolant. However there are some enemies that I like to call "tough guys" and they won't be scared of you and your gun. These guards will ask if you're really going to shoot them, some will tell you outright to shoot them, and in either case they may try to dodge your aim and quickly go for their own gun. The only way to show these guys you mean business is to shoot them, but not kill them. So make sure you hit them in the hand or leg possibly, then aim for their head or crotch and they should give up their dog tag. Also you'll want to do this with a real gun, not a tranquilizer, as that will put them to sleep and then when they finally wake up, they'll give you their tough guy act again. I will indicate which enemies are tough guys, below. Also when dealing with these guards w/o a silencer make sure you tranquilize the other guards in the room before you shoot him, otherwise they'll hear the shot. You can also point an RGB6, Nikita Launcher or Stinger Launcher at them and they will give up their tag without a shot fired. ========== TOUGH GUYS ========== VE:T - 005,011 VE:P - 005,008,012,018,020,029,031,035,039 E:T - [NONE] E:P - 009,027,037 N:T - 010,014,022 N:P - 004,005,018,027,039,040 H:T - 025 H:P - 004,015,020,030,036,041 EX:T - 014,025 EX:P - 002,009,016,019,020,032,039,048 =-=-=-=-=-=-=-=-=-= VERY EASY (63 Tags) =-=-=-=-=-=-=-=-=-= ================ Tanker (20 Tags) ================ 000 - 0923 | A | Olga Gurlukovich | Navigational deck, | wing 001 - 0616 | B | Ross E Bowman | Aft Deck 002 - 0704 | ? | Abraham Carille | Aft Deck 003 - 0120 | O | Kaisser Ag Agnouche | Aft Deck 004 - 0430 | O | Arnaud Delaunay | Navigational deck, | wing 005 - 1206 | B | Ryoji Makimura | Deck-A, crew's | quarters 006 - 0928 | AB | Kim K Christensen | Deck-B, crew's | quarters 007 - 1114 | B | Kevin S Purvis | Deck-A, crew's lounge 008 - 0225 | AB | Yasuhiro Miyamoto | Deck-A, crew's lounge 009 - 0307 | O | Micheal C Anthony | Deck-A, crew's lounge 010 - 1230 | A | Carlos Garci Garcie | Deck-D, crew's | quarters 011 - 0618 | AB | Mineshi Kimura | Deck-D, crew's | quarters 012 - 0228 | AB | Jonathan Hancock | Deck 2, port 013 - 0304 | O | Bryn T Kershaw | Deck 2, port 014 - 1205 | B | Micheal Hurkmans | Deck 2, port 015 - 0630 | B | Ken Ogasawara | Engine room 016 - 0218 | ? | Petro Kyrylenko | Engine room 017 - 0624 | AB | Aaron F Kopf | Engine room 018 - 0513 | ? | James P Fitzgibons | Engine room 019 - 0403 | A | Alexander Strigi | Engine room =============== Plant (43 Tags) =============== 000 - ???? | ? | Iroquois Plisken | Arsenal Gear, | Ascending Colon 001 - 0325 | O | Carlos I Siu | Strut A Deep Sea Dock 002 - 0324 | O | Clinton J Heileman Jr | Strut A Deep Sea Dock 003 - 1213 | B | Mike J Newman | Strut A roof 004 - 0417 | AB | Rayyan A Said | Strut A Pump Room 005 - 0130 | A | Shigeo Okajima | Strut A Pump Room 006 - 0918 | O | Cord B Smith | AB connecting bridge 007 - 0816 | ? | Mario C Lopez | AB connecting bridge 008 - 0425 | O | Shuhei Tanaka | Strut B Transformer | Room 009 - 0327 | ? | Momoko Kawai | Strut B Transformer | Room 010 - 1129 | AB | Kengo Iwata | BC connecting bridge 011 - 0624 | ? | Daniel Modol | Strut C Dining Hall 012 - 0128 | O | Noriyuki Katsumura | Strut C Dining Hall 013 - 0131 | O | Tetsuro Sueyoshi | CD connecting bridge 014 - 0420 | O | Tony J Ylaranta | CD connecting bridge 015 - 0611 | O | Paul R Martin | Strut D Sediment Pool 016 - 0314 | ? | Leandro M Cardoso | Strut D Sediment Pool 017 - 0929 | A | Al J Josel | DE connecting bridge 018 - 1227 | A | Hyoko Hariyama | DE connecting bridge 019 - 1109 | AB | Barna K Olvedi | Strut E Parcel Room 020 - 1205 | A | Yuta Kunibe | Strut E Parcel Room 021 - 0620 | ? | Daniel C Bell | Strut E heliport 022 - 1011 | O | Yuki Miyata | Strut E heliport 023 - 0829 | AB | Nadim Daban | Strut F warehouse 024 - 0809 | AB | Timothy J Kane | Strut F warehouse 025 - 0609 | B | Allen J Chang | FA connecting bridge 026 - 0720 | A | Jean Luc Cougar | Shell 1 Core, 1F 027 - 0721 | AB | Luis A Fernandes | Shell 1 Core, 1F 028 - 0813 | A | Yuta Kiguchi | Shell 1 Core, 1F 029 - 0707 | B | Masafumi Okuta | Shell 1 Core, B1 030 - 0925 | O | Mathew R Bartz | Shell 1 Core, B1 031 - 0718 | A | Kunio Takabe | Shell 1 Core, B1 032 - 0409 | AB | Joey Simkins | Shell 1 Core, B2 | Computer Room 033 - 0627 | A | Sue G Westli | Shell 1 Core, B2 | Computer Room 034 - 0131 | O | Sam M Shrimpton | Shell 1 Core, B2 | Computer Room 035 - 0903 | O | Norihiko Hibino | Shell 1 Core, B2 | Computer Room 036 - 0308 | ? | Erik R Christy | KL connecting bridge 037 - 0920 | O | Jason C Patino | Strut L Sewage | Treatment Facility 038 - 0107 | A | Maarten Van Der Zwan | Strut L Sewage | Treatment Facility 039 - 0708 | B | Motoyuki Toshioka | Shell 2 Core, 1F Air | Purification Room 040 - 0524 | A | Adrian Thein | Shell 2 Core, 1F Air | Purification Room 041 - 0416 | A | Yuki Higuchi | Shell 2 Core, 1F Air | Purification Room 042 - 1116 | A | Peter Stillman | Strut E heliport =-=-=-=-=-=-=- EASY (66 Tags) -=-=-=-=-=-=-= ================ Tanker (21 Tags) ================ 000 - 0923 | A | Olga Gurlukovich | Navigational deck, | wing 001 - 1217 | O | Nicholas M Capone | Aft Deck 002 - 1228 | O | Donal L Gilliland | Aft Deck 003 - 0915 | AB | Joe T Holdren | Aft Deck 004 - 0513 | O | Shaun P Wilson | Navigational deck, | wing 005 - 1031 | B | Jeff K Hui | Deck-A, crew's | quarters 006 - 0806 | O | Mark W Bruce | Deck-B, crew's | quarters 007 - 0123 | B | Yukho Wong | Deck-A, crew's lounge 008 - 1122 | ? | Anders E Leiro | Deck-A, crew's lounge 009 - 0209 | O | Skrakfus Mercio | Deck-A, crew's lounge 010 - 1206 | B | Gavin S Nash | Deck-D, crew's | quarters 011 - 1108 | A | David S Eastwick | Deck-D, crew's | quarters 012 - 0502 | ? | Kozaka Kh Henri | Deck 2, port 013 - 0630 | A | Marcin A Cieslinski | Deck 2, port 014 - 0207 | AB | Thomas P Dohm | Deck 2, port 015 - 0513 | O | Enrique Camacho | Engine room 016 - 0512 | A | Takashi Ohari | Engine room 017 - 0210 | ? | Max C Wood | Engine room 018 - 1123 | AB | John W Fleming | Engine room 019 - 0108 | B | Edward B Elston | Engine room 020 - 0303 | O | Christopher D Dadah | Engine room =============== Plant (45 Tags) =============== 000 - ???? | A | Meryl Silverburgh | Arsenal Gear, | Ascending Colon 001 - 0806 | A | Thomas G Cardner | Strut A Deep Sea Dock 002 - 0714 | AB | Matthew R Vogel | Strut A Deep Sea Dock 003 - 0716 | A | Megumi Nakaniihara | Strut A roof 004 - 0326 | O | Mathew A Bullock | Strut A Pump Room 005 - 0902 | B | Addam J Drew | Strut A Pump Room 006 - 0403 | ? | Yusuke Takada | AB connecting bridge 007 - 0505 | ? | Miles D Ashley | AB connecting bridge 008 - 0326 | O | Mark E Francis | Strut B Transformer | Room 009 - 0309 | O | Kazuki Muraoka | Strut B Transformer | Room 010 - 0828 | ? | Tom A Hutchinson | BC connecting bridge 011 - 0211 | A | Corey E Louden | Strut C Dining Hall 012 - 0605 | O | Ian J Andrews | Strut C Dining Hall 013 - 1109 | ? | Tim J Veldboom | CD connecting bridge 014 - 0202 | B | David C Ratanaseangsuang | CD connecting bridge 015 - 0608 | O | Nicholas J Schreiber | Strut D Sediment Pool 016 - 0821 | A | Achim Amaan | Strut D Sediment Pool 017 - 0101 | O | Tommy Blunt | Strut D Sediment Pool 018 - 0109 | A | Mariko Nakamura | DE connecting bridge 019 - 0819 | O | Emily Britt | DE connecting bridge 020 - 0613 | A | Daniel A Longworth | Strut E Parcel Room 021 - 0605 | ? | Caroline M L Gibson | Strut E Parcel Room 022 - 0324 | B | Yuki Sawada | Strut E heliport 023 - 0206 | A | Daijiro Takeshima | Strut E heliport 024 - 1017 | O | Abigail G Sanchez | Strut F warehouse 025 - 0213 | B | Evan A Ball | Strut F warehouse 026 - 0320 | A | Juergen Jur Goessnitzer | Strut F warehouse 027 - 0106 | B | Yuko Yano | FA connecting bridge 028 - 0812 | O | Rick Naylor | Shell 1 Core, 1F 029 - 0826 | ? | Jeremy A Davis | Shell 1 Core, 1F 030 - 1025 | ? | Zephan G Kirkpatrick | Shell 1 Core, 1F 031 - 1220 | O | Kenneth Wong | Shell 1 Core, B1 032 - 0321 | A | Michael D Craft | Shell 1 Core, B1 033 - 0502 | A | Stephen D Haynes | Shell 1 Core, B1 034 - 0711 | AB | Joshua A Crandall | Shell 1 Core, B2 | Computer Room 035 - 0316 | ? | Andrew J Baker | Shell 1 Core, B2 | Computer Room 036 - 1012 | ? | Andrew J Walker | Shell 1 Core, B2 | Computer Room 037 - 0721 | B | Kazunobu Uehara | Shell 1 Core, B2 | Computer Room 038 - 0522 | A | Thomas Szediak | KL connecting bridge 039 - 0627 | A | Shuichi Hata | Strut L Sewage | Treatment Facility 040 - 1117 | O | Frank A Morales | Strut L Sewage | Treatment Facility 041 - 1025 | AB | Lee P French | Shell 2 Core, 1F Air | Purification Room 042 - 1103 | ? | Marcos A Gomez | Shell 2 Core, 1F Air | Purification Room 043 - 0402 | A | Scott K Cleary | Shell 2 Core, 1F Air | Purification Room 044 - 1116 | A | Peter Stillman | Strut E heliport =-=-=-=-=-=-=-=- NORMAL (74 Tags) -=-=-=-=-=-=-=-= ================ Tanker (25 Tags) ================ 000 - 0923 | A | Olga Gurlukovich | Navigational deck, | wing 001 - 1025 | A | Kazuya Ikeno | Aft deck 002 - 0918 | A | Rodrigo Spinetti | Aft deck 003 - 0331 | ? | Bryan D Scheibe | Aft deck 004 - 0215 | AB | Ho Yeung Tsang | Navigational deck, | wing 005 - 0829 | O | Hirosuke Moritomo | Deck-C, crew's | quarters 006 - 1109 | B | Frank Gther | Deck-A, crew's | quarters 007 - 0330 | ? | Marco G Brunato | Deck-B, crew's | quarters 008 - 0116 | ? | Jesus Bibian Jr | Deck-B, crew's | quarters 009 - 0508 | ? | Jordi C Aldea | Deck-A, crew's lounge 010 - 0517 | A | Sadaaki Kaneyoshi | Deck-A, crew's lounge 011 - 0407 | ? | Anthony D Callaghan | Deck-A, crew's lounge 012 - 0426 | AB | Craig M Weldon | Deck-D, crew's | quarters 013 - 0803 | B | Ulf T Lundh | Deck-D, crew's | quarters 014 - 0408 | A | Shinta Nojiri | Deck-D, crew's | quarters 015 - 0812 | B | Jun Tanaka | Deck 2, port 016 - 1221 | O | Bernard A Reeves | Deck 2, port 017 - 1120 | A | Evan M Martin | Deck 2, port 018 - 1123 | B | Bruno A Montenegro | Engine room 019 - 0909 | A | Almerindo Lemke | Engine room 020 - 0211 | A | Satoshi Hirano | Engine room 021 - 0625 | O | Justin C Cumley | Engine room 022 - 0930 | ? | Kristian Lindin | Engine room 023 - 0602 | A | Mika Abe | Engine room 024 - 0731 | O | Tatsuya Takada | Engine room =============== Plant (49 Tags) =============== 000 - ???? | ? | Solid Snake | Arsenal Gear, | Ascending Colon 001 - 0908 | A | Christopher J Uzdanovich | Strut A roof 002 - 0420 | O | Christophe L Lallemand | Strut A Pump Room 003 - 0905 | O | Hurell F Lyons | Strut A Pump Room 004 - 0418 | O | Juntaro Saito | AB connecting bridge 005 - 0707 | A | So Toyota | AB connecting bridge 006 - 1123 | ? | Robert J Bryk | Strut B Transformer | Room 007 - 0210 | O | Scott A Morgan | Strut B Transformer | Room 008 - 0717 | O | George T Joseph | BC connecting bridge 009 - 0611 | A | Vahe V Varujan | Strut C Dining Hall 010 - 0813 | A | Mark Mugendi | Strut C Dining Hall 011 - 0405 | O | Irene C Carvalho | CD connecting bridge 012 - 0328 | O | Jools Watsham | CD connecting bridge 013 - 0822 | ? | Adam J Schick | Strut D Sediment Pool 014 - 1130 | O | Takayoshi Ogawa | Strut D Sediment Pool 015 - 1119 | ? | Jamie A Trumper | Strut D Sediment Pool 016 - 0205 | ? | Sergio Carranza | DE connecting bridge 017 - 0930 | O | Michiko Arai | DE connecting bridge 018 - 0704 | B | Takashi Mizutani | Strut E Parcel Room 019 - 1221 | O | Christian Cr Renner | Strut E Parcel Room 020 - 0617 | ? | Andy B Gilder | Strut E Parcel Room 021 - 1212 | A | Takashi Horikawa | Strut E heliport 022 - 0504 | A | Kevin T Petty | Strut E heliport 023 - 0218 | ? | Guilherme K Saran | Strut E heliport 024 - 0916 | A | Chen Yen Wen | Strut F warehouse 025 - 0115 | A | Caroline Frechette | Strut F warehouse 026 - 1113 | B | Rafael Estaregue | Strut F warehouse 027 - 1228 | A | Tomokazu Fukushima | FA connecting bridge 028 - 0915 | ? | Monte S Tate | Shell 1 Core, 1F 029 - 0617 | A | Stephanie Hattenberger | Shell 1 Core, 1F 030 - 0530 | A | Jason B Wray | Shell 1 Core, 1F 031 - 0112 | ? | Matt T Federspiel | Shell 1 Core, 1F 032 - 0713 | A | Iiro Karvinen | Shell 1 Core, B1 033 - 0922 | B | Ray A Holdren | Shell 1 Core, B1 034 - 0414 | A | Hiro Takada | Shell 1 Core, B1 035 - 0618 | O | Eric G Macway | Shell 1 Core, B2 | Computer Room 036 - 1020 | O | Ian J Roberts | Shell 1 Core, B2 | Computer Room 037 - 0707 | A | Alexandre Bertrand | Shell 1 Core, B2 | Computer Room 038 - 0630 | ? | Peter D Mccarthy | Shell 1 Core, B2 | Computer Room 039 - 0908 | O | Ichiro Kutome | KL connecting bridge 040 - 0523 | B | Yutaka Negishi | Strut L Sewage | Treatment Facility 041 - 0831 | ? | Renata N Csio | Strut L Sewage | Treatment Facility 042 - 0101 | O | Tony J Case | Shell 2 Core, 1F Air | Purification Room 043 - 0318 | O | Paul M Blacketer | Shell 2 Core, 1F Air | Purification Room 044 - 0128 | ? | Dennis J Krimpelbein | Shell 2 Core, 1F Air | Purification Room 045 - 0612 | O | Stanley A Garcia | Shell 2 Core, 1F Air | Purification Room 046 - 0928 | B | Charles P Quivers | Shell 2 Core, 1F Air | Purification Room 047 - 0323 | ? | Sevak N Fair | Shell 2 Core, 1F Air | Purification Room 048 - 1116 | A | Peter Stillman | Strut E heliport =-=-=-=-=-=-=- HARD (78 Tags) -=-=-=-=-=-=-= ================ Tanker (26 Tags) ================ 000 - 0923 | A | Olga Gurlukovich | Navigational deck, | wing 001 - 0209 | ? | Markus A Lindqvist | Aft deck 002 - 0103 | O | Kenichi Takashima | Aft deck 003 - 0801 | O | Thiago S Parra | Aft deck 004 - 0819 | ? | Chris J Matzdorf | Navigational deck, | wing 005 - 0102 | A | Adrian B Scholvinck | Deck-C, crew's | quarters 006 - 0228 | B | Julius Jun | Deck-A, crew's | quarters 007 - 0302 | A | Kazuki Nisimura | Deck-B, crew's | quarters 008 - 1030 | ? | Zhang Chao | Deck-B, crew's | quarters 009 - 1007 | O | Vishal Kapur | Deck-A, crew's lounge 010 - 0107 | B | Victor A Cruz | Deck-A, crew's lounge 011 - 1021 | ? | Larry D Lionberger | Deck-A, crew's lounge 012 - 0602 | O | Celeste D Sauls | Deck-D, crew's | quarters 013 - 0714 | O | Danielle E Ford | Deck-D, crew's | quarters 014 - 0925 | O | Jennifer A Mauck | Deck-D, crew's | quarters 015 - 0624 | O | Daniel A Olsson | Deck-D, crew's | quarters 016 - 0817 | O | Youssel Fassi-Fihri | Deck 2, port 017 - 0315 | ? | Sean P Cullen | Deck 2, port 018 - 0525 | AB | Lars Crama | Deck 2, port 019 - 1230 | B | David Chau | Engine room 020 - 0102 | A | Philippe Ah Mouritzen | Engine room 021 - 0315 | B | Yoko Niiyama | Engine room 022 - 0128 | B | John V Teves | Engine room 023 - 0726 | B | Christian Nordstr | Engine room 024 - 1230 | AB | Jonathan Murphy | Engine room 025 - 1222 | A | Yuji Korekado | Engine room =============== Plant (52 Tags) =============== 000 - ???? | ? | Liquid Snake | Arsenal Gear, | Ascending | Colon 001 - 0406 | O | Yamato Hagiwara | Strut A roof 002 - 0909 | ? | Chris Walker | Strut A Pump Room 003 - 0704 | O | Brian D Hagermann | Strut A Pump Room 004 - 0821 | B | Makoto Sonoyama | AB connecting bridge 005 - 0906 | AB | Christoph C Reinicke | AB connecting bridge 006 - 0820 | ? | Justin D Ebersole | Strut B Transformer | Room 007 - 0120 | ? | William A Catacutan | Strut B Transformer | Room 008 - 1016 | O | Natalie Yip | BC connecting bridge 009 - 0506 | ? | Kelsy L Clark | Strut C Dining Hall 010 - 0412 | AB | Bjoern Hiede | Strut C Dining Hall 011 - 0705 | A | Daniel Y Kato | CD connecting bridge 012 - 0106 | O | Alexandre Reis Cunha Dantas | CD connecting bridge 013 - 0730 | ? | Jason Enos | Strut D Sediment Pool 014 - 0715 | O | Josiah F Thorne | Strut D Sediment Pool 015 - 0803 | O | Yoshikazu Matsuhana | Strut D Sediment Pool 016 - 0408 | A | Claudia Cd Diessner | Strut D Sediment Pool 017 - 0309 | ? | Gary K Yong | DE connecting bridge 018 - 0804 | A | Devon V Tailor | DE connecting bridge 019 - 1018 | A | Chris Kramer | Strut E Parcel Room 020 - 0205 | B | Ikuya Nakamura | Strut E Parcel Room 021 - 0323 | AB | Andreas Ebeler | Strut E Parcel Room 022 - 0504 | O | James N Janovsky | Strut E Parcel Room 023 - 0604 | O | Nathaniel Lord | Strut E heliport 024 - 1001 | A | Chris M Flohr | Strut E heliport 025 - 0712 | O | Gary J Davidson | Strut E heliport 026 - 1229 | O | Carlos Kiho | Strut F warehouse 027 - 0406 | AB | Andrew N Bartlett | Strut F warehouse 028 - 0619 | ? | Tim U Chan | Strut F warehouse 029 - 0721 | A | Futoshi Satou | Strut F warehouse 030 - 1207 | A | Shinpei Murakami | FA connecting bridge 031 - 0307 | O | David Lesslie | Shell 1 Core, 1F 032 - 0813 | B | Brian R Strack | Shell 1 Core, 1F 033 - 1120 | A | Skip M Murray | Shell 1 Core, 1F 034 - 0929 | ? | Axel R Zijderveld | Shell 1 Core, 1F 035 - 0212 | ? | Kamran Keenan | Shell 1 Core, B1 036 - 0210 | A | Tomonori Morita | Shell 1 Core, B1 037 - 1120 | A | Julian Jd Dort | Shell 1 Core, B1 038 - 0918 | AB | Steven Schmitt | Shell 1 Core, B2 | Computer Room 039 - 0703 | AB | Michael O Kress | Shell 1 Core, B2 | Computer Room 040 - 0408 | B | Stephane Tudela | Shell 1 Core, B2 | Computer Room 041 - 0323 | O | Yoriko Shimizu | Shell 1 Core, B2 | Computer Room 042 - 0322 | A | Yun-Ho Kim | KL connecting bridge 043 - 1010 | AB | Jun Sukegawa | Strut L Sewage | Treatment Facility 044 - 0105 | A | Joey P Gonzales | Strut L Sewage | Treatment Facility 045 - 1117 | ? | Christopher Heck | Shell 2 Core, 1F Air | Purification Room 046 - 1211 | ? | Martin Kukowka | Shell 2 Core, 1F Air | Purification Room 047 - 1223 | A | Alex N Martinez | Shell 2 Core, 1F Air | Purification Room 048 - 0727 | A | Chul Kwan | Shell 2 Core, 1F Air | Purification Room 049 - 0913 | O | Giovanni Cavalliere | Shell 2 Core, 1F Air | Purification Room 050 - 1125 | O | Gabriel Freitas Peres | Shell 2 Core, 1F Air | Purification Room 051 - 1116 | A | Peter Stillman | Strut E heliport =-=-=-=-=-=-=-=-= EXTREME (80 Tags) =-=-=-=-=-=-=-=-= ================ Tanker (26 Tags) ================ 000 - 0923 | A | Olga Gurlukovich | Navigational deck, | wing 001 - 0803 | O | Dave Cox | Aft deck 002 - 0208 | O | Pawel Majewski | Aft deck 003 - 0609 | B | Mathieu Trepanier | Aft deck 004 - 0406 | AB | Cory A Noll | Navigational deck, | wing 005 - 0429 | ? | Joshua D Casnocha | Deck-C, crew's | quarters 006 - 1031 | ? | Louis K Stevenson | Deck-A, crew's | quarters 007 - 0818 | O | Michael D Rogers | Deck-B, crew's | quarters 008 - 1121 | O | Gianluca Peruzzo | Deck-B, crew's | quarters 009 - 1230 | A | Travis J Lujan | Deck-A, crew's lounge 010 - 1014 | B | Brendan M Randall | Deck-A, crew's lounge 011 - 1029 | O | Chris D Bernd | Deck-A, crew's lounge 012 - 1224 | B | Chantelle M Blair | Deck-D, crew's | quarters 013 - 1031 | A | Eduard V Fernandez | Deck-D, crew's | quarters 014 - 1225 | AB | Yoji Shinkawa | Deck-D, crew's | quarters 015 - 0215 | B | Niko Ionixx Horn | Deck-D, crew's | quarters 016 - 0403 | B | Adnan Hadzic | Deck 2, port 017 - 0928 | O | Shu Tajima | Deck 2, port 018 - 0307 | ? | Stuart J Batchelar | Deck 2, port 019 - 0402 | O | Masataka Nishiyama | Engine room 020 - 0307 | ? | Michael M Wong | Engine room 021 - 0327 | A | Manabu Nakamura | Engine room 022 - 0601 | A | Simon P Sargent | Engine room 023 - 1225 | O | Yosuke Kamezaki | Engine room 024 - 0531 | O | Clarke A Baldwi | Engine room 025 - 1116 | AB | Hideki Sasaki | Engine room =============== Plant (54 Tags) =============== 000 - 0824 | A | Hideo Kojima | Arsenal Gear, | Ascending Colon 001 - 0731 | O | Takeshi Sato | Strut A roof 002 - 0801 | B | Shinji Yamashita | Strut A Pump Room 003 - 1119 | AB | Ryan T Cronkight | Strut A Pump Room 004 - 0813 | A | Josef Karsch | AB connecting bridge 005 - 1130 | O | Emmanuel Y L Passian | AB connecting bridge 006 - 1027 | O | Lee M Mccowan | Strut B Transformer | Room 007 - 0510 | AB | Hiro Miyajima | Strut B Transformer | Room 008 - 0101 | ? | Drew J Elmer | BC connecting bridge 009 - 0330 | A | Toru Kawakami | Strut C Dining Hall 010 - 0205 | AB | Adam J Sarpolis | Strut C Dining Hall 011 - 1207 | A | Jyunpei Hirano | CD connecting bridge 012 - 1126 | A | Kyle S Carrigan | CD connecting bridge 013 - 0921 | AB | Matt J Van Leeuwen | Strut D Sediment Pool 014 - 1104 | O | Matthew B Boyett | Strut D Sediment Pool 015 - 0910 | ? | Collis R Williams | Strut D Sediment Pool 016 - 0109 | B | Nobumitsu Tanaka | Strut D Sediment Pool 017 - 0712 | B | Matthew C Miller | DE connecting bridge 018 - 0810 | ? | Alex C Wilson | DE connecting bridge 019 - 1219 | A | Yoshiyuki Koido | Strut E Parcel Room 020 - 0606 | B | Tsunehiko Shibata | Strut E Parcel Room 021 - 0313 | O | Ryan Sheffer | Strut E Parcel Room 022 - 1205 | A | Carlos X Luna | Strut E Parcel Room 023 - 0717 | ? | David A Ginepri | Strut E Parcel Room 024 - 0814 | O | Emmanuel Phung | Strut E heliport 025 - 1222 | O | Micheal A Hare | Strut E heliport 026 - 0615 | O | Alan J Harries | Strut E heliport 027 - 0728 | AB | Marco O Scherrer | Strut F warehouse 028 - 0727 | O | Edmond V To | Strut F warehouse 029 - 0421 | O | Chevrinals Thomas | Strut F warehouse 030 - 0703 | A | Hiroshi Yokote | Strut F warehouse 031 - 0103 | ? | Beri B Pottstam | Strut F warehouse 032 - 0110 | B | Kenichiro Shigeno | FA connecting bridge 033 - 0808 | O | Kaori Yamada | Shell 1 Core, 1F 034 - 0803 | O | Ryan J Crane | Shell 1 Core, 1F 035 - 0126 | O | Gareth J Lewis | Shell 1 Core, 1F 036 - 1228 | O | Andreas R Ramsauer | Shell 1 Core, 1F 037 - 0614 | B | Justin A Cagle | Shell 1 Core, B1 038 - 0602 | B | Christopher S Korte | Shell 1 Core, B1 039 - 0410 | B | Mashiro Yoshinaga | Shell 1 Core, B1 040 - 0816 | A | Daisuke Nishimura | Shell 1 Core, B2 | Computer Room 041 - 0128 | O | Viana Siles Mauricette | Shell 1 Core, B2 | Computer Room 042 - 0429 | AB | Chen Yung Kok | Shell 1 Core, B2 | Computer Room 043 - 0524 | AB | Anthony J Barrit | Shell 1 Core, B2 | Computer Room 044 - 0520 | A | Kaori Yae | KL connecting bridge 045 - 0105 | B | Isao A Sato | Strut L Sewage | Treatment Facility 046 - 0401 | A | Ryan J Schettle | Strut L Sewage | Treatment Facility 047 - 1016 | ? | Andy Lam | Shell 2 Core, 1F Air | Purification Room 048 - 1013 | O | Hiroaki Yoshiike | Shell 2 Core, 1F Air | Purification Room 049 - 0314 | A | Cedric Krolikowski | Shell 2 Core, 1F Air | Purification Room 050 - 0210 | ? | Sebastian J Pitman | Shell 2 Core, 1F Air | Purification Room 051 - 0831 | AB | Marl A Matuszeski | Shell 2 Core, 1F Air | Purification Room 052 - 0306 | A | Xavier R Garcia | Shell 2 Core, 1F Air | Purification Room 053 - 1116 | A | Peter Stillman | Strut E Parcel Room |----------| |9) Credit | |----------| DEngel for his Dog Tag Section Dark Angel for his Character Info YSF for his Walkthrough Section Ace251188 for his Weapon and items section All the other people who helped You for reading it (I'm sorry if I forgot anyone but if I did just let me know) |--------------| |10) Copyright | |--------------| This guide may not be reproduced under any circumstances and is for private use only. Any other use is a violation of copyright