M E T A L G E A R S O L I D 2 ================================ Sons of Liberty *********************************************************************************** PLATFORM: Playstation2 AUTHOR: GheddonLN E-MAIL: yggdrasil_999@yahoo.com STARTED: Can't remember LAST UPDATED: September 21 , 2002 VERSION: 3.26 *********************************************************************************** NOTE: All of the information here(item locations, etc) is from the NORMAL difficulty. I have little to no knowledge about higher difficulties, so don't bother about asking me. =================================================================================== 0.TABLE OF CONTENTS =================================================================================== 1.INTRODUCTION 2.VERSION HISTORY 3.COPYRIGHT NOTICE 4.CREDITS 5.BASICS 6.CHARACTERS 7.WALKTHROUGH 7.1.Tanker 7.2.Plant 7.2.1.Shell 1-The adventure has started 7.2.1.Shell 2-The adventure continues 8.WEAPONS 8.1.The weapons 8.2.Where they're found 9.ITEMS 9.1.The items 9.2.Secret Items 9.2.Where they're found 10.ENEMIES 11.CURIOSITIES 11.1.Fun stuff 11.2.Secrets 11.3.Fun things to do 11.4.US to PAL changes 12.DOGTAGS 13.OUTRO =================================================================================== 1.INTRODUCTION =================================================================================== MGS2 is without any doubt one of the most successful games ever. It sold a load of copies, and sure it was good. Combining some of the best graphics you will see in videogame, with outsanding voiceovers, sound effects, and plot, Konami certainly did a good job with MGS2. MGS2 puts you in the role of Solid Snake, a lone mercenary, who, along with Otacon, is in charge of taking out every single Metal Gear in the earth. It's something his groups has been doing for years. Still, their hardest work was about to arrive: collect as much data as you can, about Metal Gear RAY, a new breed of Metal Gear. This is where everything starts... This FAQ, if you were lucky, was a lot different before. It had a lot of useless things packed on it, and ASCII charts certainly inflated its size. Plus, writing was poor, let alone the grammar. So, I decided to open a new file, and start a new MGS2 walkthrough. It's a new version of my old one, so it's cosmetically the same one. But on substance, it is much different, with better writing, and better info. You won't find previous stories transcripts here; instead, you'll find weapons and items listing, dog tags, enemies, and an extensive and detailed walkthrough. As a final word, I hope you enjoy the game, and I also hope you use this FAQ, and that you find it helpful for when you're stuck. Onward. -GheddonLN =================================================================================== 2.VERSION HISTORY =================================================================================== Version 3.00: An all new version of the guide. I don't have knowledge about the previous versions of it, but I can tell you that everything you'll find here is 100% new. Version 3.23: Fixed up some of the FAQ's section. Version 3.24: Fixed a credit. Version 3.26: Added some contributions. =================================================================================== 3.COPYRIGHT NOTICE =================================================================================== This FAQ is intellectual property of José F. Vargas, known as GheddonLN. Anything that needs to be done regarding the guide must be first discussed with the author via e-mail. All rights reserved. NOTE: Just to let you know, that if you're going to post this guide in your website, you're in charge of updating it by YOURSELF. This means I won't be sending you any updates. Look for them by yourself. If you can't take such burden, then don't ask for any permission, as I won't give it to you. =================================================================================== 4.CREDITS =================================================================================== Konami: For developing such an excellent game. Contributors: For making this a better guide. Adrenaline: Her FAQ is great, and contains a lot of info which I used to do some of this FAQ's sections. Also, thanks for the Shell 1-2 connecting bridge tip!. Chad Gibbons: For submitting an easter egg. Thanks! XIAmerican Dream: For telling me what B.D.U really meant. Me: For writing this guide :) =================================================================================== 5.BASICS =================================================================================== ******** CONTROLS ******** DIRECTIONAL PAD === ------------------- The directional pad consists of four arrows, which you can use to move your character around the screen. You can combine to arrows in order to move diagonally. If this is the first console you buy, you may think that using the directional pad(d-pad) is quite hard. Actually, it isn't. It's very easy to move things with it, but at the same time, is not very comfortable. Stick with the sticks :) LEFT STICK === -------------- This analogic stick has the same function as the d-pad: moving yourself around. It's a lot comfier than the d-pad, and a little easier to work with. I play all of my games with the stick: it ownz :). RIGHT STICK === --------------- The right stick is not a very useful button. When the situation arises, you'll be able to move the camera with it. TRIANGLE BUTTON === ------------------- Considered by the game as the action button, this is the button you'll use to do pretty much everything in the game: use it in order to open doors, to jump boxes, to hang from rails, and lot of things. You can also use it to skip CODEC conversations. CIRCLE BUTTON === ----------------- The circle button is used as your karate button. Press it repeatdly in order to perform a kick-n-punch combo. SQUARE BUTTON === ----------------- This is the attack button. Use it while unarmed to grab enemies, and throw them into the floor, or to chokehold them if you're able to. Once you have a gun equipped, or a weapon in general, press this button to use that weapon. X BUTTON === ------------ If you're stationary on an x place, press this to crouch. Now, while crouching, move the analog stick towards any direction in order to crawl, like a roach. Crouching is different to crawling, but you already knew that. Also, while you're running, press the x button, and Snake will do a diving somersault/roll. This can be used to stun enemies, and to evade them. R1 === ------ Use it to access first person view mode. You'll also use it in order to quit first persn view mode. R2 === ------ Use it to access your weapons inventory. L1 === ------ Use it to aim at your enemies, and to run while aiming. L2 === ------ Use it to access your items inventory SELECT === ---------- Use it to access the CODEC screen. START === --------- Pauses the game. ************** GENERAL BASICS ************** >>>>DIFFICULTIES<<<< * VERY EASY * If you absolutely, positively want to finish the game without any kind of trouble, accept no substitutes. Playing in very easy makes the game kinda pointless, as it features some brainless guards, your item holding capacity is almost endless and you find ammo and weapons 24/7. If you bought the game because you heard from somebody it was good, chances are that you don't know a flying damn about it and the only way for you to beat it is to play in very easy. * EASY * A little improvement over very easy. The game reduces your holding capacity but only by a little, but still, you almost take no damage, and you'll find plenty of ammo and rations. Guards are very scarce, like in very easy. They die from two or three shots. In conclusion, playing in easy is like playing in very easy, with some minor improvements. * NORMAL * A giant leap from easy, this is the kind of game I like to play. Like its name suggests, everything in this difficulty is normal. Your life gauge, the damage you take, the ammo you find, etc. It's worth mentioning that your item/ammo holding capacity is dramatically reduced from the very easy and easy difficulties, and when you find a weapon, you'll find it almost empty, bullet-wise. Enemies are way more resistant, but still a little to easy to kill(unless you find yourself against a huge group of backup units. Then you have trouble). * HARD * This is where things get... hard. An awesome chang4 takes place when you play at hard. First off, the games ask you if you want the "game over" screen to appear when you're discovered by a guard/camera. This is like a prologue on how hard will it be for you to survive a gunfight. Your life gauge also shortens. Same goes for your item capacity. Guards are way more resistant(you don't want to fight them...) too. * EXTREME * After playing a few hours on extreme, your home-mates will be seeing some things flying through your room. Extreme, in the MGS2 language, means frustration, paranoia and some screaming. Guard's bullets hit you like a 200 megaton bomb, let alone the bosses. Your life gauge is almost non existent, and ammo is scarce. Rations can only be obtained by shaking the guard's bodies, and it seems guards don't walk around with rations, as they are very scarce. In conclusion, play in this difficulty at your own risk. >>>>GAUGES<<<< LIFE GAUGE: The primary gauge. It shows how many health snake has, and is depleted when he's hit by bullets, punches, kicks, etc. You can "heal" it by using rations. If it is depleted totally, your character will die and the game over screen will appear. OXYGEN GAUGE The oxygen gauge appears while you're underwater. It depletes as time passes, and you can only recover it by getting out of the water. If it depletes, your life gauge will begin to empty itself and you know what happens then... STUN GAUGE: A boss only gauge. It represents how many stuns the boss can stand. Kick/Punch or use the tranquilizer to deplete it. Once you empty it out, the boss goes down and the battle is won. GRIP GAUGE: The grip gauge indicates how longer will you be able to hold your grip. It depletes very fast, unless you train yourself by doing pushups. If you do 100, you'll gain a grip level, and your bar will become harder to deplete. >>>>MISC. STUFF<<<< BLEEDING ======== Once you've taken substantial damage from your enemies, and your life gauge is almost empty, Snake will start to bleed. Bleeding means losing health gradually(it doesn't kill you though) and leaving blood drops across the floor. These drops will alert the enemy about your presence around, and they will look for you. You'll become an easy target, as all of the blood leads to you, unless you used a BANDAGE to cure yourself, or the bleeding stopped by itself. To make it stop by itself, lay low and wait a few minutes. FLATTENING ========== When I first played Metal Gear Solid, I thought that flattening was one of the coolest features it had. Now, in MGS2, this features expands. Your, apart from hiding from your enemies, can use flattening to maximize your effectiveness in gunfights. Flattening serves as cover to your enemy's bullets, and when near a corner, you can do a jump-out attack and let a few bullets fly towards your enemy. Flattening is one of the primary ways to survive in this game, so if you're a newcomer in the series, learn how to master it ASAP. RADAR ===== The radar is your primary instrument for survival. It won't get you alive from a gunfight, whereas it will help to prevent gunfights. The radar is a little screen which appears in the top corner of the screen. It shows a digitalized version of the area you're in. This includes boxes, walls, instruments, etc, but not items. However, it does includes YOU, and most importantly, your enemies. You are represented as a yellow dot on the radar, while your enemy is a red dot, whose line sight, which represents how far he can see, is represented as a cone. This cone can be blue, when your enemy is doing his patrol, yellow, when the enemy has heard/found something suspicious, or red, when the enemy has found you. The radar has five modes. It is first NORMAL. Your are exploring the area, nobody knows you're around, the guards are doing their job. If somebody sees you, he'll try to call for backup. If he manages to make his call, the alarm will sound, the radar will go off, and you will be in ALERT mode. Everybody, including the ass- kickers backup unit is looking for you. If you manage to evade them until the alert bar is empty, then you'll go into EVASION, that's when the enemies have lost you, and must find you. If this bar empties, then you'll go into CAUTION mode. Backup unit members will leave, but the local guards will intensify their patrols. Once caution bar empties, you'll return to normal. The fifth and less important mode is JAMMING. It happens when a strong electric field is around you, or when you throw a chaff grenade. While on jamming, the radar goes off for a while(until the jamming bar empties). CODEC ===== The CODEC is the only way you have to contact your friends and supporters. To access it, press the SELECT button. A black screen, with frequency numbers written on it, will appear. If you somehow managed to memorize somebody's frequency(it's pretty hard for me :) then, using the left and right buttons, look for it, and press the circle button to call him/her. If you want to make this easier, press down while on the frequency selection, and you'll access the CODEC's memory. You can select any saved frequency there, and do a call. You'll use the CODEC to save your game, look for advice, or just to bug around. ROLLING/CRAWLING ================ To CROUCH, press X. Snake will stand on his knees, and he will be able to hide himself behind boxes, or simply stand there like he's thinking about something. If you move the stick towards any direction, then Snake will throw himself into de ground, and start crawling towards the direction you pushed the stick. Keep in mind that crawling and crouching are different, but both of them are useful on their. Crouching will serve to hide, as well as crawling, and sometimes, they'll be your allies on gunfights... ok, ok, I just added this to take space. Crawling/Crouching on gunfights will earn you a gameover screen. Rolling, however, it's probably one of the game's most versatile movements, thanks to its multiple uses. Rolling is also easily executed, and get you of some hairy situations. To roll, simply press X while running. A roll will stun enemies for a second or two, and if you're very skillfull, that's enough to get your ass out of the gun-arena. You can also to cross, say, a gap in a wall or in the very same floor, and prevent detection/death. Either way, you'll find yourself rolling a lot. But I assure your that you won't crawl or crouch as much. KARATE KID ========== As a well-educated FOXHOUND ex-member, Snake learned something of judo/karate/ninjutsu/street ass-kicking, etc. However, unlike in Jackie Chan's movie, your repertoire is rather limited, as it consists only on punching and kicking... maybe Snake wasn't as well educated as I thought. Anyway, to punch/kick, de-equip any weapon you may have on your hands, and press the Square button repeatedly in order to perform the after-mentioned judo/karate/ass kicking techniques. Unfortunately, this is not very useful, as it doesn't deliver a lot of damage. Bosses can be taken down with punches and kicks thanks to the stun bar, but enemies can only be stunned... yes it's the same, but bosses don't wake up after a while, but enemies do. If they DO wake up, they'll immediately go into caution. CHOKE-HOLDING ============= If an enemy doesn't know you're behind him, he lacks a sixth sense. But apart from that, if you're very skillfull to get VERY near his back without alerting him, press the square button, and you'll grab him in a chokehold. Now, there are numerous uses to this. Some enemies are light-hearted, so they won't shoot you while holding a hostage. You can also just hold the square button for a minute, and then see them fall on the floor, stunned. Or you can tap the square button very fast and destroy the guard's. This is only a cosmetic movement, IMHO, as it has not very useful... uses(as I said, IMHO!). Somewhere in the game, it will become imperative to use in order to advance. Also, keep in mind that in order to keep an enemy in a choke-hold, even if you don't want to stun him, is to keep the square button pressed. He'll fall stunned sometime, though. SHAKE IT! MOVE IT! ================== Once you've put a bullet through your enemy's head, he'll spit some blood, and then slump on the floor. While there, stand on top of him, and press the square button, and hold it in order to move the dead/stunned/slept body around. If you press and de-press the square button repeatedly, you'll "shake" the body. You'll actually just grab and throw the body, but this is considered shaking in the game(and in numerous places through the net). Shaking has its rewards, as the enemy may sometime leave in the ground what he had in his pockets, which can be a ration, a pack of bullets, a medicine, a diazepam, or anything that is normally of some use to you. FREEZE! ======= Instead of choke-holding, you can perform this cool-ass move(not as cool once you go through the game for about the tenth time). While behind an enemy, aim at him with anything that's a gun(don't try with your night vision goggles, doh!). Snake will scream "freeze!" in his gruff voice, and the enemy will raise his hands. Now, you can just dispatch him with a head-shot(or a groin/ass-shot for that matter), or you can put yourself in front of him, and aim your gun at his head. If the guard's a coward, he'll dance at you an throw something, which can be a dogtag, or a ration. If he's brave, he'll try to make you shoot him. If you want to get a reward, be intelligent an shoot him at any of his arms. He'll then dance at you and give you something, without any doubt. Keep in mind that if you take too long to do anything, your enemy will hit you, and call for backup. You can prevent this by looking at his eyes. If suddenly they shine, they guy is going to try something nifty. Take immediate action if that's the case. LOCKERS AND DOORS ================= To open doors, press the triangle button. So, that's it. Everything about doors. Yes, I wasted a section on this. Well, let's talk lockers now. They're more useful than a flippin' door, of course. You can store things inside. You can find some posters inside, which Snake will use to apply the law of five against one(if you don't understand, don't' bother about asking :). You can also find some nifty items such as ammo and rations. And you can hide inside them, by flattening against the locker inside "wall". While inside, you can bang your head in the locker's door by pressing R1(this actually used to see through the locker's little window), you can kiss the posters, if there is one, and other things. But you won't get inside the locker to do this senseless things. You'll get inside a locker to hide from enemy. They normally don't suspect of lockers, so you're safe there unless you do some kind of horrid sound. HANGING MODE ============ Hanging has to do with gripping bars, previously explained. Press the triangle button while near a rail, and your character will go into hanging mode. The grip bar will kick in, and it will gradually deplete as you hang. Once it is empty, or you when you press x, Snake will let the pain go, and fall. If you're too high, or there is water down, you'll go game over. Press the triangle button to exit hanging mode. Also, while on hanging mode, you can press L2/R2 in order to do pushups, so you can increment your grip level, thus incrementing the time you can hang on rails. FIRST PERSON VIEW ================= Press the R1 button to access first person view. You can do a few things while in this mode. Press both the l2 and r2 buttons in order to stand on your tip-toes and make yourself a little taller(read: you'll be able to look/shoot at higher things). You can use your weapons while on hanging mode, to improve your aiming and to reduce ammo using. Problem is that while in FPS, you're an static target, thus the enemy will be able to dispatch you easily. FPS is very useful when destroying things that aren't alive, and when an enemy is not aware of your presence. AIMING-WHILE-SHOOTING ===================== Yes, even in third person view Snake is an static gunfighter. In order to fix this, press the L1 button while aiming with a gun. That way you'll be able to run around while you empty your clip on your enemy's carcass. =================================================================================== 6.CHARACTERS =================================================================================== Warning: This section could contain spoilers, as it talks about characters who appear in later portions of the game. Read at your own risk... SOLID SNAKE =========== Solid Snake comes back after being the hero at Shadow Moses. He's retired foxhound, and, along with Otacon, he has formed the Philanthropy group, which is in "charge" of eradicating the metal gear menace across the world. He's your typical bad-ass: muscles, a three-day beard, gruff voice, and a "I don't give a damn" attitude. OTACON ====== The scientist who urinated his pants in the first game(well, not exactly the first game. The first 3D game :). In this new presentation of MG series, Otacon is in charge of recollecting data of the Metal Gears around the world, so his anti- terrorism group(who are ironically considered terrorists) Philanthropy can work. He will save your game during the first part of the game, and will give you advice. OCELOT ====== Ocelot was the first boss you met in the first game. Now, he's allied with the Gurlukovich army, and he's seeking to steal the Metal Gear Ray. He takes a very active role throughout the story of the game. GURLUKOVICH OLGA AND SERGEI =========================== Key persons of the Gurlukovich army, Sergei being the boss, and Olga being his daughter. Sergei makes an alliance with Ocelot in order to steal MGR, so they can liberate Russia, but is later bretayed. Olga is his daughter, like I stated before, and one of the finest soldiers the army. You'll battle her once. * WARNING! WHAT COMES NEXT IS _NOT_ SPOILER FREE. IT COULD RUIN YOUR GAMEPLAY. READ IF YOU WANT TO * RAIDEN ====== Once you reach the plant chapter, you'll leave Snake, and you'll take the role of Raiden, the wussy blonde guy anybody likes. He's the new member of the reformed foxhound, and, under command of Colonel Campbell, he seeks to eradicate the terrorist force inside the Big Shell, in order to rescue the president. He's a rookie, having only taken VR missions - more than a thousand of them, to be precise - and this will be his first real mission. He'll meet some friends along the way, and will uncover some shocking truths. COLONEL CAMPBELL ================ Colonel Campbell was the leader of the operation during the Shadow Moses incident. He was Snake's right hand during the mission, and supplied him with tips and tricks. Now that Foxhound has been reformed, Colonel campbell makes his triumphal return, but this time around he'll be in charge of Raiden, a rookie on the field. He'll be your right hand during the whole game. He'll supply you with tips, tricks, but will get very annoying fast. ROSE ==== Rose is Raiden's girlfriend, who she met in the federal hall, in discussion about King Kong. Since then, they've been boy and girl. She's been called to this mission as a data analyst, mainly because she already knows Raiden and can give him support. She will save your game once you call here. PLISKIN ======= A SEAL member, Pliskin makes his first cameo whne you meet Vamp in the Strut B. He'll then appear throughout the game quite a few times. He's like a colonel, but younger, and gives you better tips. Raiden will find himself trusting Pliskin more than the Colonel. STILLMAN ======== Peter Stillman is a recognized bomb expert, who works with NYPD. He was called by the SEALs to be in charge of the bomb disposal process during the big shell operation. However, the SEALs were wiped out, thus he must know work along with Pliskin and Raiden in order defuse all of the bombs scattered across the big shell. VAMP ==== Vamp --who developed an special taste for blood during an incident regarding a church and whatnot-- is your typical cool-blooded assasin. Is a wizard with the knives, and uses them as his primary weapon. He can deflect bullets with them, and is skillfull enough to read human muscles thus making him able to prevent being hit by any kind of attack. He loves drinking his enemy's blood. FORTUNE ======= "I'm lucky in war and nothing else". That's the best way to describe Helena Dolph Jackson, daughter of Scott Dolph, best known as Fortune. Fortune somehow can't die: everybody who's tried to hit her with a gun or a melee attack has got his or her attack deflected thanks to some magical field around fortune. If somebody is not able to put an end to her misery, she rewards that somebody with a shot of his massive railgun. FATMAN ====== Some maniaco who was hired by dead cell(the terrorist group) to rig the big shell with c4s. He's actually a dead cell member, but I didn't find a better word to describe him than hire. He's fat, he's crazy and he's bald. Laugh and grow fat!. CYBORG NINJA ============ Somebody you know, hahahahaha... well, let's get going. The ninja, who identifies "itself" as Mr X makes some brief appearences, and normally helps you. RICHARD AMES ============ Richard Ames, first known as "Ames" is a hostage who holds valuable information. You will need to contact him to obtain some shocking info about the terrorist's plant and the truth behind them. THE PRESIDENT ============= The president, who shows an strange attitude when you first find him, made a deal with the terrorists: he would gave the terrorists the code they needed in order to activate the nuke if they let him live, or something like that. Anyways, he's then feeling terrible about what he did, taking into account he's putting a lot of innocent lives to play. So, he decides to do something quite radical... E.E. ==== E.E., best known as Emma Emmerich, is a computer whiz, stepsister of Hal Emmerich alias Otacon. She's the one who created Arsenal Gear operative system, and she's the one who created the MO disk that corrupts this very same operative system... ironic isn't it?. You'll have to babysit her during a portion of the game, because her legs are useless, as she was injected with something. SOLIDUS SNAKE ============= An impersonator of the legends of legends. And I'm not talking about Solid Snake. Oh no. Solidus is an spitting image of the very same Big Boss, in whichever angle you look at him. Not too mention he's abilities with guns, and extreme intelligence. He wants, conveniently, to be the next Big Boss. Too bad Raiden doesn't want him to be... =================================================================================== 7.WALKTHROUGH =================================================================================== Before we get started, I would like to point a few things: •This walkthrough is for the american version of the game. If you're european, then you shouldn't be using this FAQ. Use DemonSLAYER's excellent PAL walkthrough instead. •On a very similar note, this walkthrough is for the NORMAL difficulty. I have little to no knowledge about hard difficulty, and I've only played a few hours on extreme. If you want to know more about these modes, you could check Adrenaline's FAQ, which somehow covers them, or specialized FAQs, found under the "In Depth" header. •Just for kicks, I would like to point out that I refer to the M4 as M16 in the whole document. I just got used to M16, and when I noticed it was M4, it was too late: all the guide was filled with "M16". I hope this doesn't confuse you. •Bosses are not listed during the walkthrough. They're conveniently placed under enemies section, along with other enemies(doh!) •Eh, well, have fun!. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX -- THE TANKER - THE START OF EVERYHING -- XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX PROLOGUE === ------------ The prologue cinema is quite long. You first see Snake in the George Washington bridge, with a green coat. He then launches himself towards a nearby tanker, where the first chapter of the game takes place. As he lands, he calls Otacon immediately, to report his status. You'll then see some lengthy cinemas regarding the Gurlukovichs. Dash through them if you want to. The game will start soon. AFTER DECK === -------------- After the long ass cinema, you'll finally take control of good old Snake. You only have your tranquilizer gun, and a few bullets for it. There are three enemies in this area. One is patrolling the left area of the first floor. You'll find the second one in the far right section of the second floor. The third guard is patrolling around the third floor. Start off by going right. Take the small flight of stairs you first see, and snag the CHAFF GRENADE behind a box. Advance towards the end of the ship, and snag the PENTAZEMIN. Your main objective is to get into the ship. You can explore the second floor to get some nifty items(there is nothing in the third floor). In the far left of the first floor there is also a ration. To follow me, you must head towards the left section of the first floor, where there is a guard patrolling. Sleep him out, and look for a other, next to a set for stairs. Smash the triangle button to open it. You're inside. DECK A-CREW'S QUARTERS === -------------------------- You have two options. You can either go left, or turn right. Turning right will earn you nothing, so make your way along the left corridor, until you reach two sliding doors. A guard is patrolling the right corridor. Forget about him right now, and go through the sliding doors. Open the lockers, and snag any item you find. Go out, and take care of the guard, and advance through the corridor towards a sliding door at the end of it. DECK A-CREW'S LOUNGE === ------------------------ Across the corridor is a set of stairs. Take them, and snag the stun grenade. There is a sliding door there, which will take you to the engine room. Ignore it for now. You'll get here later. There are three guards guarding the lounge. One of them is sleeping in his duty, while the others are doing their usual routine. Take out your M9, and sleep the three of them from afar. Take the flight of stairs where the guard was sleeping, and go through the right sliding door. DECK B-CREW'S QUARTERS(STARBOARD) === ------------------------------------- To the south there is a orange-ish and tight corridor, where a guard patrols. There is a ration somewhere in this corridor. Take out the guard, and snag the ration. To the far north is another guard. You can just ignore him, and go up the starboard in the far-left cargo room. DECK C-CREW'S QUARTERS(PORT) === -------------------------------- There is a camera in the right corridor. Flatten against the wall, and slide towards the far right. Open the locker, and snag the item inside. There is a duct in a small room in the right, in where you'll find a ration. Take the stairs next to the locker afterwards. DECK D-CREW'S QUARTERS === -------------------------- As soon as you enter, a blind guardian(hehe...) passes and enters the dining hall. Now, you can just enter the hall, and rush your way towards the boss. But instead of doing so, go to the far right room, the pantry. Snag the M9 bullets, and collect your cardboard box. Don't try to exit just now, as a guard is in his way to the pantry. Hide yourself in your box, until the bastard sleeps. Shoot at him to sleep him for sure. Make your way towards the dining hall afterwards. As soon as you enter, the camera zooms in into a camera. You should then see a guard. Take aim, and send him to wonderland. Grab the ration that's in the counter, and then go through the sliding door in the bottom right portion of the screen. Be careful, though, as there is a guard patrolling the area. Take the stairs up. DECK E-THE BRIDGE === --------------------- Watch the cinema, and grab the goodies. Open the left hatch-door. NAVIGATIONAL DECK, WING === --------------------------- Freeze! Snake screams after the Russian woman has finished her talking. She raises her arms, and shows her unshaven armpits. Watch the awesome video. Fight Olga using the strategies given to you in the enemies section. After the battle, you'll have the USP in your inventory, but it's empty. Return to the bridge, and collect a pack of bullets. Come back to the win. Olga's gone. But there still some things to do. If you follow the corridor to the left, you'll find a flight of stairs, which take you to a big-ass tower. Climb the tower up, and get the thermal goggles. Be careful when you go down, as there could be a guard patrolling the tower. It's hard to kill him, so it's better just to evade him. To the far right there is another wing. A wet box floats around. Be aware of the guarding that patrols the area. Once you're done, get into the bridge. DECK E-BRIDGE === ----------------- Take the stairs down, to the DECK D-CREW'S QUARTERS. DECK D-CREW'S QUARTERS === -------------------------- You can collect the USP bullets the camera guard, but you would hit alert mode. However, you can just return to the deck to stop alert mode. Either way, make your way through the dining hall, and go downstairs. DECK C-CREW'S QUARTERS(PORT) === -------------------------------- If my memory serves my right, there will be a guard patrolling the area. Kill him with you USP, to see some blood splashing(yeah!). Evade the camera and take the leftmost set of stairs. DECK B-CREW'S QUARTERS(STARBOARD) === ------------------------------------- Take the sliding door in the right portion of the corridor, near a cargo room. DECK A-CREW'S LOUNGE === ------------------------ Go down the stairs(be aware of the guards), and advance to the right. Go down the stairs to where the stun grenade where. This time, do go through the sliding door to the engine room. ENGINE ROOM === --------------- As you enter, advance forwards, and Snake will see Raven's shadow. Hopefully for Snake(and for you... fighting Raven with an USP... geez!) it is not Raven. It's just a doll. There is an ammo box here too. Open the lockers. The first one has an horrid surprise. Take the sliding door in the room's left wall. Hey, there is a guard who's not aware of your presence. Shoot at him(with the M9-using the USP is risking your life), or if you want, do a combo of punch and kicks at him to send him flying. This isn't recommendable, because the guard that's distracted will hit a guard who's not distracted when he hits rock bottom. The distracted guard will die, but the other one will survive, and once he wakes up, he will send the game into caution mode. Either way, go down, towards your TV screen, and take the stairs down. There is a guard doing patrol in the left corridor. Wait him to turn his back at you, and threaten him to get your dogtag. Dispose of him then. Go down the stairs, but stop as you reach a corner, as there is a guard looking to the left and to the right. Flatten against the wall, and do a jump-out attack. Shoot down the guard. To the left is a small bridgie. To the other side, the corridor goes down, and up. Go up, and collect the item. Go down, and then turn to the left. You'll see a set of stairs, and a corridor going all the way up. You can go up, which is the long way. It earns you some items, and a meeting with a guard. If you go up the stairs, you'll find a guard who doesn't give a damn about you, and that's quickly disposed. Either way, both roads will take you to the third floor, where a guard and a sliding door is. Kill the guard, and go through the door. ENGINE ROOM(PORT) === --------------------- As you enter, Snake hides behind a corner. A guard enters the scene, and talks about the plan. Wait him to finish his transmission, and hit him in the head with your USP. Hide the body in a locker. Grab the goodies in the area, and approach the laser fence. Otacon will call you, and explain you some things about it. Afterwards, crouch, and equip your scope. Detect the three explosives, which are connected to three panels. These explosives will go kaboom once Snake makes contact with the laser fence, and can only be de-activated by destroying the panels connected to them, using a fire weapon, in this case, your USP. The first panel is in bottom left portion of the bomb-filled hall. The other one is to the right. The third one is on a small platform near the roof. Take out your SOCOM, and look for the leftmost panel(the bottom one). Take aim, and take it out. Proceed with the disposal of the right panel. Once you're done with both, climb the control box, the one that's nearby the lockers. Once there, hit FPV, and stand on your tip-toes(press both L2 and R2 at the same time). Look, there is a panel there. Blow it up. You should hear a malfunction sound. This means the laser fence has been deactivated. You can now cross it without any kind of trouble. Open the hatchdoor at the end of the hall. DECK-2(PORT) === ---------------- As you enter, through the speakers a voice will talk. He alerts the marines that the Verrazano Bridge has been passed, and that they must go to the holds. Passing the Verrazano Bridge means Snake won't be able to use it as a drop-off point. Don't worry. That's not your problem. Now, don't worry about marines finding you as they go towards the holds. They somehow reach them magically... or maybe they were somewhere else in the ship, so they were able to get there... or maybe(and this is the most probable thing) the marines the voice called for are dead... Advance through the corridor. As you go on, you should spot some small alcoves which all hold items, which go from rations to ammo packs. Flickering lights in the rooftop means enemies could spot you. Hopefully, onley one guard patrols the long corridor. Wait for him inside an alcove, and shoot him down with your M9. Then, take it somewhere nobody will see you, and put an USP bullet through his head, or groin for that matter. When the corridor turns right, at its end, you'll see a soldier listening to some hard music. If you're good enough, you'll be able to pass by him without him spotting you. Or you could just M9 him out, to prevent any kind of trouble. Be aware though, as there is another guard in the far right of the corridor, who's almost asleep. Now that you've taken care of the other guards in this area, you can just kill the semi-sleep guard with your USP. Once you're done with him, open the hatchdoor. Moving on... DECK 2, STARBOARD === --------------------- Follow the corridor, and enter any alcove you find to calim rations and ammo packs. You won't get too far before a cutscene starts. Gurlukovichs are entering the area stealthy, fearing a marine, fearing Snake. After the notice the perimeter is clear, the call for their boss. Sergei Gurlukovich gives the russians exact orders. Once he's done, the Gurlukovichs continue with their routine. Somehow, they spot, Snake, and an intense battle starts. This is the first major gunfight in the game, and you'll enjoy it quite a lot. Soldiers will shoot you from different directions, and some of them may even throw you grenades. Crouch behind the crate farthest of the soldier's attacking post, and and enter FPV. Take out your USP, and de-crouch yourself. Take aim, and let the lead fly. Go for head shots. After a couple of soldiers, the battle will be finished. Watch the following cinemas. HOLD 1 === ---------- After Snake is finished with Otacon, you'll regain control of the game(and you will be given a new task: take four photos of RAY; a front one, a left one, a right one, and one that includes the marine insignia). You should see a timer ticking in your screen. You've gotta move fast, or else you're roast chicken. Go down the ladders to the first floor, and then head towards the bottom wall, as far as you can from the distracted marines. Don't try anything funny on them, because they will either discover you, or game over you out, if you kill them. Head to the left, and crawl below the proyector. There is a soldier next to the proyector. He won't notice you. Shoot at his neck with your M9. Don't try his head, he's got a shield... Once you reach the far-right part of the room, move forwards. You could also climb the ladder there, and snag some M9 bullets. Anyway, move forwards, and be aware of the white metal grate. Walk _slowy_ through them, as running will make such sound it will alert the nearest marine, thus forcing you to run desperately, which is normally worth a lot of marines chasing your ass. So, read my advice, and walk towards the sliding door. HOLD 2 === ---------- If you move immediately to the north, trying to reach the sliding door effortlessly, you'll come across a pile of boxes, which definitely block your way. So, instead of going north, turn left as you enter the hold, and crawl under the proyectors. Make your may to the leftmost side of the room. Keep in mind that the proyectors here will shift ocassionally. This means that marines will be sometimes looking to the left, sometimes looking to the right. This will force you to use the multiple grates and boxes here as hiding places. Once you're in the leftmost wing of the room, advance forwards, being sure that you don't make any sound when you walk over the grates. Hide behind the container when marines shift views, and then move forwards. A pile of crates block your way, and a soldier custodies the other side. Hopefully, there is a small gap between two crates for you to peek through. Take aim, and send a M9 bullet through this gap, looking for the guard's head. Once he's asleep, go around the container next to the crates. Be aware, though, as this container is very near to the marines. You could sleep nearby marines, or flatten aginst the container, or whatever you want. Once on the other side, advance forwards, to the sliding door. HOLD 3 === ---------- As you enter, the game immediately focuses its attention in RAY, the enormous bipedal. A small group of guards are in this hold, listening to the very same Scott Dolph. After the cutscenes finish, get familiar with the area's layout. It's photo time. First off, put yourself in the center of both cameras. This gives you a clear shot at RAY's center. Take out your camera, and store the photo in its memory. Move on to the left, where you should see the "computer" you'll use in order to send the photos. Advance to the north of the computer, and sleep the guard there. Look for the marine's insignia, and store it in your camera's memory. You can also take the left photo from here. Do it. Return to the rightmost part of the room, and advance northwards. Sleep the guard out, and collect your right photo. Return to the computer, and press the action button in order to access it. Snake will send the photos to Otacon. Keep in mind that he's very exigent, and that he may not like your photos. Be sure you take the best ones. Once you're, cutscenes will kick in. They take a bunch of time, so be sure you have it. Once they are done, save your game. Be ready for whatever. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX --- THE PLANT CHAPTER --- XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX It's been awhile since the tanker incident. After it exploded, a huge amount of toxics spilled into the water, thus contaminating it. This made necessary the Big Shell, a decontamination facility, in the first place. Terrorists have now possession over it, and its your job, Raiden, the newest member of the reformed foxhound, to rescue the president, who's amongst the hostages, and to disarm the terrorists by any means necessary. *********** _____________________ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ_____________________ SHELL 1 _____________________ ---THE ADVENTURE HAS STARTED--- _____________________ _________________________________________ STRUT A, DEEP SEA DOCK === -------------------------- As you go out of the water, and after the cinemas finish, you'll take control of your new character, Raiden. You'll be floating in a small pool. There is a ladder to the left, which takes you out of the water. Instead of doing so, dive in. Colonel Campbell(NOOOO! Again!?) will call, and explain yout the basics of the game. After listening to all of the crap he says, continue to dive in, towards the bottom of the pool, and collect the thermal goggles. Go back to the surface, and go out of the pool. Next to the ladder is a rail. Hang up, and grip your way to the right. Once you've reached a small alcove, stop hanging out(press triangle), and enter the alcove. Collect the Shaver. Exit the alcove the same way you entered: by hanging. Now, there is a door in the north side of the area, next to a group of lockers. Before going there, you may want to collect the goodies around here. Once you're done, open the lockers, get the ration, and try to open the sliding door next to them. As you do, Raiden spots a guard, who immediately leaves. Raiden then calls Colonel, and tells him the characteristics of the guard he just saw. After the call has ended, you'll regain control of Raiden again. Go through the door Raiden just opened, and follow the path towards another door. As you open it, you'll see a cinema. Somebody we know took care of the two guards in the area, using his bare hands!. He then took the elevator all the way up. You should who he is. After Raiden contacts the colonel _again_, you'll have a new semi-objective: find a "node" and use it. The node is like a workstation, and is in this room, in the wall next to the elevator. Access it with triangle button. Once you do, you'll have to input your name, nationality, sex, age, etc. As a sadienote, if you put Hideo Kojima as your name, the game will immediately fix the other information so it matches Kojima's. This nodes are used to get your Soliton Radar working. Once you've accessed the node, the guards will begin to wake up. You must find a place to hide, quickly!. The best one is in the gap between a stack of crates. Place yourself there, and wait the guards to wake up. They'll hit caution immediately, and will start looking for you. You mst now wait for the elevator. Hide there until the elevator comes. Go out of your hideout, being sure the soldiers don't spot you, and get into the elevator. Colonel then throws at you more information about the mission. STRUT A, ROOF === ----------------- As you arrive, explore the area. There are some goodies scattered around. Afterwards, look for a fence next to the elevator, which has a hole on its bottom. Crawl through it. Colonel will call you. Ignore him. After you've finished crawling, Colonel will call you again(argh!), and informate you about SEAL 10 movements. After he's done, go through the sliding door. STRUT A, PUMP ROOM === ---------------------- As you go down the stairs, a guard leaves his post. He's going to do his daily routine at the Strut's roof. This means that if you go to the roof again, you'll find him around. Anyway, there is still one guard in this area. He's in the cubicle area. In the cublicle there is also the node. Our node. You must fool the guard in order to get access the node. Wait him to distract himself for a few seconds, and go running towards the node. Download the radar, and then get out of the cubicle. If the guard catches you, hide in a locker(there are some of them in both the right and left sides of the area) and wait the danger to pass. Inside these lockers there are also items you may want to collect. Now, our objective is to reach Strut B, but first off, we're going to visit Strut F, to get the goodies that lie there. But before we get going, collect the now accessible Chaff grenade, in the rooftop. Afterwards go through the door to the top-right of the screen, which leads to the AF connecting bridge. FA CONNECTING BRIDGE === ------------------------ In order to move from one strut to other, you must go through these bridges, which are normall patrolled by soldiers, whose duty is to prevent anybody without authorization to cross from one strut to other. Some bridges are also custodies by cyphers, a special flying mechanism, equipped with a camera. If it detects an unknown being, such as you, they will send a radio transmission to the backup unit, and they will come storming in, along with alert mode. In this bridge, there is one cypher. This one is the basic one, as it is not equipped with guns. To take out cyphers for good, you need a gun. You don't have one, so you'll have to rely in the chaff grenade you have. There is also one in the lower level of the bridge. Deploy the chaff, and make the cypher go crazy for a few seconds. Make use of these precious seconds to get to the other side. You could also just run when the cypher is not looking, but it's way more dangerous. STRUT F, WAREHOUSE === ---------------------- You'll be in the second floor of the two floor warehouse. A guard has just finished his patrol, and reports to his partners. Advance to the right, and collect the ration, which is floating here. Go through the door in here, and collect the M9, the first weapon of the plant. There is also ammo here. Collect it. Afterwards, go back to the bridge. FA CONNECTING BRIDGE === ------------------------ The cypher will be around again. Your M9 is not the weapon to use against him, so don't bother. Instead of using another chaff, notice that the bridge has two floors. Going through the lower one makes dodging the cypher much easier, as there are numerous pipes that will block its view. Either way, cross the bridge and enter Strut A. STRUT A, PUMP ROOM === ---------------------- Access the sliding door in the northeast part of the room. AB CONNECTING BRIDGE === ------------------------ This bridge has a very peculiar form. It is like a rectangle. In the midst of its there is a bunch of stuff. So, that leaves you two hallways to use, and both of them are custody by guards. Colonel immediately suggests you to use hanging mode, as if he wanted you to use it for the first time. Unfortunately, hanging is not the best way to pass the bridge. There is a more easier and efficient way to do so. Just put yourself in the middle of both hallways, and wait until you've got a clear shot at the guards. Sleep them with one shot apiece (go for headshots). Cross the bridge and enter Strut B. STRUT B, TRANSFORMER ROOM === ----------------------------- As you enter, Raiden notices the walls splattered with blood. Just around the corner, you find bodies of Seal Members, lying in their own blood, with knife scars all over their body. Raiden then hears the screams of three other SEALs, who engage combat with a dark being, who wears a black coat. The coat man dispatches the SEALs easily, using only his knives. Once he's done, he drinks the blood of one of them. He spots you afterwards, and goes for the killing. Hopefully, a SEAL member enters, and saves you. The strange coat man, who is called "Vamp", then leaves. Enter lieutenant J.G. Iroquois Pliskin. He's been stabbed in the hand, but it's nothing special. Look at his face. There is something special going on. Things get fishier after he shows his extensive knowledge about foxhound and its training modes. He talks a little bit about VR, and then moves to a comfier place. If you have the shaver in your inventory, you'll give it to Pliskin. He'll give you a pack of cigs, along with the second. Don't forget his frequency: 141.80, as he's a valuable informatory. Once you're done with him, grab that SOCOM ammo that's upstairs, and access the node. Head to the west, and get the goodies inside the lockers. Go through the sliding door then. BC CONNECTING BRIDGE === ------------------------ As you enter the bridge, you'll spot a group of two soldiers shooting at a cocoa skinned hottie, who carries an enormous railgun. Enter fortune, lucky in war and nothing else. Both soldier do their best to hit the woman, but bullets fly out as they approach her. Another group of soldiers enters the scene. One of them sends a grenade towards Fortune, hoping it would kill her. The grenade turns out to be a dud. Without any other option, guards approach Fortune. She shows her disappointment: those full-armed SEALS weren't able to kill her. Her pain and misery won't end here. It's time to end the guard's. She then prepares her massive weapon, and lets the pain go. Rays go out of the gun like a grim reaper looking for its victim. Afterwards, the bridge is blown out, along with the Soldiers on it. Bravo team now doesn't exist. Fortune's taken them out. And they have the prez. This could mean trouble. Snag the chaff the near the now disappeared bridge. Then, advance towards Strut C. STRUT C, DINING HALL === ------------------------ As you enter, you'll spot two door-less rooms. These are the bathrooms. Inside, open the toilet's doors and snag the items inside. Look yourself at the mirror, and get out. Advance upwards through the corridor. A cutscene kicks in. You enter the kitchen, and you find a lone man, who's later identified by Peter Stillman, a bomb disposal expert, brought by the SEALs. He's considered the bomb disposal guy, and his job here is to disarm the bombs planted by terrorists, who plan to blow up the big shell. Pete explains the duo that he won't be able to do so, because of his leg (it doesn't work good) and the lack of protection. Pliskin then suggests Pete to teach them how to defuse bombs. Raiden seems worried at first, having no experience in the field. Stillman then explains the guys that bomb disposal is easier than it looks, having the correct tools. He then shows you the Coolant Spray, a special spray that will freeze anything after a few seconds. He takes out a C4 of his own, and turns it on. It's living, you see. Afterwards, he freezes it with the Spray. It does work it seems. That's ok. Now we need something for us to locate the bombs. Stillman explains Raiden and Pliskin that Fatman, the creator of the C4s you'll have to freeze, always leaves his signature in the bombs he builds: a trace of his fine cologne. So, using the Sensor A, which is conveniently given to you by Stillman. He then gives you the PAN CARD # 1, which you'll require in order to defuse the bombs. After you're done with him, he'll hide in a pantry. Pliskin and you will then split roads again. As you regain control of Raiden, head southwards towards the Strut's lobby. Enter the rightmost bathroom, and look yourself at the mirror. Look upwards then. There is a C4 there, ticking, living. Wipe it out using the coolant. Raiden will immediately contact Stillman. He shows himself worried, at that wasn't an effective demolition place. Pliskin also reported other locations, and all of them seem to be wrong. Hmmm... Go out of the bathroom, and head into the BC connecting bridge. BC CONNECTING BRIDGE === ------------------------ There will be a new cypher patrolling the now destroyed bridge, to prevent any surviving SEAL to tell his story. No that you have a fire weapon, you could very well take it out. Or jam it up. Either way, cross the bridge and head into the Strut. STRUT B, TRANSFORMER ROOM === ----------------------------- After the incident with the SEALS, terrorist sent two guards to patrol the area. One is immediately south of the door you used to access the area. Sleep him out from afar. The other one is patrolling the inner room, around the node. Look closely at your radar, and wait for the appropriate moment to ambush him. Considering that the other one is asleep, kill this one immediately. Afterwards, kill the sleeping one. Once you're done with both guards, it's time to do business. The C4 is in the inner alcove, and it's a bit tricky to find. Look for an energy panel next to the door that leads to the locker room. You should notice that the panel has one door open. Press the action button in order to close it. This will reveal a well-hidden C4. Freeze it up, and contact Stillman. Afterwards, go to the outside hallway, and follow it all the way the door leading to the bridge. AB CONNECTING BRIDGE === ------------------------ Take out the guards again, and enter Strut A. STRUT A, PUMP ROOM === ---------------------- Now that you have a PAN CARD, a new room has opened to you. Head southwards, and turn right. There is a level 1 door in front of the lockers here. Go through it to enter THE pump room. Before you do, you may want to sleep the cubicle guard, and hide him in a locker to ensure he doesn't wake up, as you're going to use your un- suppressed SOCOM a few times inside the pump room. In the pump room, there is a guard patrolling, and a camera. Take out the guard immediately with your SOCOM, and then destroy the camera. You now are free to explore the area, without any trouble. The bomb here is also a bit tricky to find, and trickier to explain how to find. Head to the bottom wall of the room. You should see a small path to the left of the pumps. Go through it. Tubes block your way, so crawl your way towards the left. After you reach some red tubes, crouch southwards. You'll be next to the pump, and next to the C4. Take out the coolant, and sleep the C4. Raiden will contact Stillman then, and will report his status. After Raiden's done, Stillman will be all but happy. That wasn't the correct place to put a C4. Well, it doesn't matter you, so get moving. Return to the cubicle area, but this time head towards the AF connecting bridge. AF CONNECTING BRIDGE === ------------------------ Now, apart from the cypher, you'll have to deal with a guard. The best way to work with these two is to kill the guard first with an effective headshot, and then the cypher. Once you're done with them, cross the bridge and enter the Strut. STRUT F, WAREHOUSE === ---------------------- You'll be in the second floor, and guards patrol the area. There is nothing of special interest in this floor, for now, so head down. You'll be in a semi-open area, and guards in the second floor may be able to see you. There is a guard patrolling the area. It's not recommendable to dispatch him. Instead, be stealthy, and dodge him. Head towards a corridor in the south part of the room, and advance through it. There are two doors here: one to the left, and one to the right. Access the right one, and get the items there, the mine detector being the most important. Head outside, and access the left door. Inside, there are a bunch of lockers, items, as well as a NODE. Grab all of the goodies. Once you're done, look for a duct in the room's bottom wall. Crawl all the way through it. You'll land in front of two floating boxes. One of them contains the SOCOM suppressor (YAY!) and the other one SOCOM bullets. Grab them, and return to the room with the NODE. Go out. It's time to look for the bomb. Go to the open area I mentioned before, and equip your sensor. You will notice you're very near the bomb. It is enclosed between a pile of crates, in the room's left wall, next to the door that takes you to the FA connecting bridge. The only way to get inside the crates is to get into the second floor, and hang from the rail above them. Then, let yourself go. You'll find inside the C4's private alcove. Freeze it up, and get out by climbing the boxes inside. Now, look for the stairs that lead to the second floor. Use them, and go through the sliding door that is in front of the stairs. EF CONNECTING BRIDGE === ------------------------ As you try to hop in the bridge, a soldier from the heliport takes out his binoculars, and starts to investigate. Do no try to hop in the bridge then, because the guard will easily spot you, call for allies (cyphers in this case, you'll later know why), and kick your arse. You could wait him to stop staring at the bridge, and leave, or you could use all of your marksmanship and kill him from afar with your SOCOM... in one shot, or else he'll call for the cyphers. Pretty challenging. Once you're done with the bastard, head towards the bridge. A "must-answer" call kicks in. A mysterious, face-less man, who identifies himself as deep throat, awares you of the presence of Claymores in the bridge. He recommends the use of the Mine Detector. Although Raiden doesn't trust him, you must: there are Claymores all over the bridge. That's why Cyphers storm you when alert mode kicks in: guards would get their asses killed if they tried to fight you in the mined field. Equip the mine detector. The claymores invisible shape will be transmitted to your radar, along with their line of sight. Get into the C's line of sight, and you'll fly away from here... Instead, crawl towards each C, and you'll grab them. Collect all seven of them, and enter the Strut to the other side of the bridge. STRUT E, PARCEL ROOM === ------------------------ There is little to be done here. The NODE is to the far north of the room. There are two guards here, and one of them makes occasional reports. So, if you're going to kill them, hide their bodies so the backup won't find them once they come to see why the guard has stopped to make his report. Download the map from the NODE as usual, and go up the stairs that are in the right wall of the room. This will take you to the heliport. STRUT E, HELIPORT === --------------------- Advance to the left, and approach the stairs. You'll see a cutscene. A woman dressed with the Gurlukovich's uniform is talking to somebody. That woman is Olga, who's gotten beautiful thanks to her hair change. She reports to the "somebody" on the other line what she has seen: first off, she saw somebody hiding under a cardboard box, in the Shell 1-2 connecting bridge. The "somebody" then says that he'll put a trap there. Olga also mentions a cyborg ninja. After she's done with the "somebody", Raiden will do a jump out attack, and will try to hold Olga up. She won't show herself worried about this, and will just jump away, and disappear in the horizon. Raiden will immediately contact Pliskin, who gives Raiden a small bio of the woman he just saw. It seems Pliskin knew her from before. The SEAL does admit it, saying that they had met before. Once the conversation has finished, you'll find yourself halfway through the stairs. Go down, and keep heading left. There will be a guard here, next a to pack of Claymores. Dispatch the guard stealthy, and snag the Claymores. Return to the stairs, and take them up. You'll be in the heliport, along with a bunch of stuff, such as crates, barrels, and a harrier. The harrier is in the far north part of the heliport. There are two guards here, three to be exact, but you sniped out the third one while you were in the EF connecting bridge, didn't you? If you didn't, you'll have to take care of him. Kill all guards in order to perform your duties without any kind of pression. Head towards the harrier, and crawl under it. There is a C4 living on one of its wheels. Freeze it up. You will immediately contact Stillman, and do your usual report. Pliskin will then call in, and will report that he found a pack of odorless C4s at the bottom of Strut H, which the sensor can't detect. Stillman then immediately realizes that there IS something wrong going on, and decides to go to Strut H to see the bombs by himself. Oh crap, he cannot walk! Wait, he can? After the conversation, head back to the parcel room. STRUT E, PARCEL ROOM === ------------------------- Head towards where the NODE is and advance to the right. Go through the Sliding door. ED CONNECTING BRIDGE === ------------------------ Only one guard patrols the room. If you want your life to be easier when you get to Strut D, go downstairs to the bridge's lower floor, and head towards the Strut's entrance. STRUT D, SEDIMENT POOL === -------------------------- If you entered through the bottom entrance, the NODE will be next to you. Download the radar. There are three guards in the area. One, who makes occasional reports, is in the lower level, and can mess you up. The other two and in the upper level. Don't worry about them for now. Advance leftwards, and you should have a meeting with the reporting guards. Like any of them, if you kill him, the backup unit will come to investigate why he hasn't been making his reports. So, if you dispatch him, be sure to hide his body. On your way leftwards, you'll stumble across a flight of stairs. Ignore it, but do grab the SOCOM bullets behind it. Keep going leftwards, until you hit the end of the road. Activate your sensor. It immediately shows you're _very_ near the bomb. See the maintenance hatches in the floor? Open them. One of them holds the C4 you were looking for. Freeze it up. You will then contact Stillman immediately. He'll say you now have to freeze an odorless bomb at the bottom of Strut A, and for that, you will need Sensor B, which he left in Strut C. Conveniently, we're only a bridge away from Strut C. Go upstairs, and dispatch the guard near the stairs. Advance to the left, and go through the sliding door. CD CONNECTING BRIDGE === ------------------------ As you enter, you'll spot a camera... but it won't spot you. You could evade it, and enter the bridge stealthy, but it's better to blow it up. Now, in the bridge, there is a lone guard. Blast his brains out from afar, and cross the bridge. Be careful though, as floor panels will fall as you go through the bridge, and you could fall with them. STRUT C, DINING HALL === ------------------------ There are two guards here now. One in the dining room, next to the kitchen, and one in the bathroom area. Your main objective is to collect the Sensor B, which floats in the now opened pantry. Be aware of the guard in the dining hall. Once you collect the Sensor, you'll contact Stillman to make your usual report. Pliskin then calls in, and tells the team he's going to defuse the last of the C4s. Stillman screams at him not to do it. It's too late however. Having defused all of the baby bombs sent the big bombs to an active status. Now you will have to defuse the ultra-bomb at the bottom of Strut A---and you have 400 seconds to do so. Make your way towards Strut A. Pass the connecting bridge between B and C, being aware of the cypher (blast it out). In Strut B, there are new guards. Kill the one in the outside hallway, and make your way towards the BA connecting bridge. Cross it, dispatching the guards on the way. STRUT A, PUMP ROOM === ---------------------- Look for the stairs leading to the roof in either the right or left portion of the area. STRUT A, ROOF === ----------------- The elevator is waiting for you. There is a guard here. Be sure he doesn't catch you, or else the elevator won't work. Once you're one your way down, something quite impressive will happen. STRUT A, DEEP SEA DOCK === -------------------------- As you arrive at the deep-sea dock, you'll quickly notice that the area is now filled with new items. Snag 'em up, and go through the corridor to the left. Advance through it, and you'll reach your starting area. Head southwards towards the small pool you used to enter the plant. See the sub suspended over it? Put yourself in front of the sub, and crawl. Look up pal. There is a C4 living there. The C4 you were looking for. Take out the coolant and blast the C4 away. It's gone. Finally, the C4 threat is gone. Make your way towards the elevator. Colonel will contact you as you walk. He'll tell you that terrorists just shot in the head a hostage. Foxhound's satellites caught it clear as day. They say that will kill a hostage every hour, in retaliation of your bomb-disposal doings. Damn them! As Raiden head towards the elevator, a cutscene ensues. Fortune arrives at the area, looking for somebody to end her misery. Raiden couldn't, so she gets mad at you. She then aims her massive railgun at you. You now what does that mean... Although fortune has a small-ass life bar, your bullets will never hit her. Never. But her awesome rail cannon will hit you, and very hard at that. So, roll around constantly, to prevent a direct shot. Don't trust crates, as Fortune's gun will make short work of them. Once the place has taken enough, Colonel will call in, ending the battle. He tells you that Fatman has placed a C4 in the heliport, and that you, Raiden specifically, must de-active it within 300 seconds (or was it 400). Watch the scenes that follow. Afterwards, you will need to haul your ass towards Strut E, heliport. First off, go downstairs (be aware of the claymores) to the pump room. Take the connecting bridge towards Strut F. Proceed to Strut E, and then to the heliport. STRUT E, HELIPORT === --------------------- As you enter the heliport, turn left, and go upstairs. Snag the SOCOM bullet, and defuse the C4 in the middle of the everything. Enter the maniac then. Fatman appears on roller blades, and with red wine on a crystal cup. He says it's time for party. For some explosive party. You must now fight with the craftsman. See the enemies' section for more details. Once you've taken out Fatboy, you'll have to defuse the mother bomb. It is conveniently placed under Fatman. Move his body away, and get freeze up the C4. Now the bomb threat IS finally gone. Shake Fatman's lifeless body to get Stillman's dog tag. Head towards the stairs, trying to leave the heliport. A ninja then comes flying out of the firmament. He presents himself as Mr. X, the same one who called you then in the EF connecting bridge. He informs you about the situation. You must get to the hostages, which are in the Shell 1 core, and find somebody named "Ames". Ames what you say? Our ninja friend has no idea. He then gives you the goodies: a B.D.U, which you'll use to infiltrate the Shell 1 Core while remaining undetected, a cell phone, and a level 2 PAN CARD. However, in order to efficiently use the B.D.U, you'll need to equip the terrorist's gun: the AK, which we are going to get now. The AK (as well as other weapons...) is in the Strut F, warehouse. Head into Strut E, parcel room and head towards Strut F. STRUT F, WAREHOUSE === ---------------------- As you enter, immediately go downstairs. There will be a guard patrolling the area, by the level 2 doors. Should you take him out, that's your problem. I would recommend doing so, though, and then dragging him to the cargo room, behind the level 2 doors. Inside the cargo room, which is encrypted as a level 2 security area, you'll find the necessary AK, which now completes your disguise. Don't get all happy though: this disguise is only useful while on the core, as outside enemies use different colors. They'll be able to see through your uniform. Like I said before the AK is not the only thing you'll get here. Head upstairs, and look for level 2 doors. One of the rooms encrypted as level 2 security areas has a laser fence. The panel is in the very same room. Blow it with your silenced SOCOM, and claim the prize: the M16. Then, head towards the EF connecting bridge. EF CONNECTING BRIDGE === ------------------------ A guard is on lookout from the heliport. He can mess up with your plans, so dispatch him using your SOCOM (screw the AK for now). Cyphers fly around. Use either the M16 or the AK to blow 'em up. Advance through the bridge, but take the adjacent semi-corridor, to the left. After you're halfway through this semi- corridor, floor panels will start to fall. Run like hell, until you reach the entrance door to Shell 1 core. Snag the AK bullets next to the door. Equip the B.D.U, and the AK. Enter the vertex. SHELL 1 CORE, 1F === -------------------- Now that you've entered here, a few words of advice: •Inside the core, never try to do something flashy, such as crawling, or your rolling attack. This will make guards investigate you, and blow your cover up. •Don't bump into guards. If you do, your B.D.U is unequipped immediately thus alerting the enemy about your presence. •Not un-equipping the B.D.U is something quite obvious, eh? Well, be sure that your AK is always on its place, too. Un-equipping it will alert guards ASAP. •As additional tips, if you get discovered, look for a lone corner, and put on your clothes. When guards find you, they'll think you're a normal soldier, and will continue looking. You've fooled 'em twice. Ok, enough of the tips. Advance to the left of the door you just used to enter, into the hallway. Notice all the guards around. Hopefully you have these clothes. It would have been impossible to fool all of these guards, even if you were the very same big boss (which would have been awesome...). Head down the corridor, and enter the small alcove to the left. Inside, there are a few goodies for you to grab, as well as the NODE. Access it and download the radar. Once you're done, inspect the lockers to get the rest of the prizes. Go back into the corridor, but this time head upwards, and turn left when you can. There is the elevator. Call for it. The camera will check on your uniform. If it is wrong, then the alarm will sound. Once the elevator arrives, enter, and select the B2 floor. SHELL 1 CORE, B2 COMPUTER ROOM === ---------------------------------- The computer room is right in the middle of the area, and you'll have to go around it. Either use the left corridor or the right corridor. What's better, use both, and get all of the items. Once you reach the Computer room's entrance, go through it of course. This is a very tricky part. Because the space is extremely limited and there are soldiers around, you may bump into one of them, and you what those that mean, eh? The NODE is in the top left portion of the room, along with a box. Download the area map. Now, you're here because you need the Directional Microphone, which we'll use later. It is in this very same room, to the left. Once you've got it, get out of the computer room, and head towards the elevator. Call it up and head towards the B1. SHELL 1 CORE, B1 === -------------------- As you enter you will see a soldier doing an eye-scan, and entering the hostage room. That's when you need to go. Problem is that your eyes are encrypted correctly, thus you won't be able to access the hostage room that easy. Dammit! Anyway, turn to the right and enter the small alcove here. The NODE is standing there. Access it, and download the radar. Open the lockers inside the alcove and get all of them items. As you try to get out, you'll see a soldier coming towards you. He'll stare you for a few minutes, and then will give you the back. You'll be tented to kill him for turning his back at you, but don't do it. Instead, de-equip your gun, and grab him in a chokehold. Now, carefully, take him towards the eye scanner. He'll try to liberate himself. If he does, press the Square button two or three times rapidly in order to discipline him. Put his face into the retinal scanner, and enter the hostage room. Keep in mind that if he's asleep this will not work: he must be alive, and with his eyes open. HOSTAGE ROOM === ---------------- As you enter, Colonel calls in and gives you a few words of advice, which I'll reproduce here. First off, there is a single sentry in the area, taking care of the hostages. You mustn't try to dispatch him with your guns nor with your hands. Doing so will get you caught, and will finish you game immediately. Thus, keep it good with guard. Also, be careful when using the Directional Mic (you'll be using it: read the next paragraph). If the guard sees you with it, he'll come to question you. Immediately equip the AK, and stand still while the guard questions you. Well, our job is to find a guy called Ames amongst all of these hostages. SO, what the hell! You scream. How do you find him? It's easy, if you know what to do. First off, let me tell you that Ames has a pacemaker. This is your only clue the find him, and the only one you need. In order to identify if a hostage has a pacemaker or no, point the directional Mic. Towards him. If his or her heartbeat sounds like "dum, dum--BEEP--dum, dum--BEEP--dum..." then you know he has a pacemaker. Once you've found Ames, press the Triangle button to call for him. Ames talks to Raiden about the situation. He explains you about what the terrorists are up to, and reveals some shocking things. The Colonel's been hiding something it seems, eh. During the conversation, "Snake" will appear, but in a room conveniently located far away from you. "Snake", who's actually Solidus, will talk with Ocelot. Point the Mic. towards them, and listen to what they've got to say. You can skip the eavesdropping if you want to. Or if you want some fun, point the Mic. towards the left of where Solidus and Ocelot are. Hear Johnny Sasaki doing his stuff in the bathroom. He's having a pretty rough time. Afterwards, Ocelot will begin to approach you. You have 10 seconds in order to equip your gun. Don't try to move. Don't move when you don't have the AK equipped. Don't move when you have the AK equipped. If you do, Raiden's body will be filled with lead and it will be gameover. Ocelot will talk you with you and Ames. Ames dies. Ocelot then says you must identify yourself. He orders a troop leader to take out your balaclava, which immediately identifies you as Raiden, and not as a soldier. You've been discovered, wise guy. Just when Ocelot is about to send Raiden to better land, Mr X appears, and saves the day. Raiden escapes while the Ninja takes care of the soldiers. As you step out of the hostage room, a voice tells the soldiers to be alert: somebody's infiltrated the core, and he may be in their own colors. Damn, you're fucked! You'll have to hide until caution runs out. There is a guard in the NODE room. Dispatch him silently (SOCOM), and hide in there until Caution finishes. Once it does, call for the elevator. Head towards 1F. SHELL 1 CORE, 1F === -------------------- If you somehow got here while on caution, then return to the B2, and wait caution to stop. Otherwise, backup units will be all over the place, significantly increasing the number of threats you'll have to overcome. If caution has run out, turn right, and take out the camera from afar with your silenced SOCOM. Take care of the guards in the hallway. Make your way towards the door leading to the EF connecting bridge. Freedom at last. EF CONNECTING BRIDGE === ------------------------ We must now get the to the Big Shell's second shell. For that, you'll need to cross the Shell 1-2 connecting bridge, which is full of bombs and laser fences. So, in order to successfully cross the bridge, you'll need to obtain a precision rifle, a.k.a a sniper rifle. However, after reading Adrenaline's guide, I quickly noticed that you could cross the bridge without the use of the PSG1. You just need the SOCOM. So, how do I do it? Check SL's FAQ... Now, our main objective here is to reach the Strut F. Keep in mind that cyphers govern this bridge once again, so wipe 'em out. Access the Strut F. STRUT F, WAREHOUSE === ---------------------- In here, open all doors encrypted as level 3 doors. Two of them contain some worthwhile prizes: the Grenade Launcher, along with ammo for it, and PSG1. In the room you got the PSG1, look for a duct in the right wall, and crawl through it to get the PSG1-T. Once you've gotten your prizes, head to the Strut D. Use the level 3 door in the second floor, to the north, to access the Shell 1-2 connecting bridge. SHELL 1-2 CONNECTING BRIDGE === ------------------------------- As you enter the bridge, Pliskin contacts you and explains the situation. Semtex has been planted all over the bridge, along with its control unit. A laser fence prevents you from going further. In order to get to Shell 2, you will need to defuse all of the Semtex, not by using your coolant, but by destroying all of the control units here. First off, turn around. There will be two control units just above the entrance to Strut D. These can be easily taken out with your SOCOM. Another one is just next to the laser fence. Proceed and destroy it with your SOCOM. The next ones require the use of the sniper rifle. First off, there are two next to the Strut G entrance. One is to the left of the entrance, right in the middle of four semtex charges. Take a pentazemin, a carefully take it out. The left one is also in the same conditions: enclosed by Semtex. It requires the very same precise aiming. After you've taken care of it, unequip the sniper rifle for a few seconds, and walk a little to the left. Equip your binoculars, and zoom in the Sons of Liberty flag. You should see the control unit behind it. Blow it up. The next control unit is a little far away from you. There is a cypher hovering around Shell 2, in the horizon. Zoom in the PSG1. You should see that it has a control unit on its head. Take a pentazemin, and take aim. Be sure you hit the control box, not the cypher, or else it will make everything go kaboom. Once you've taken care of it, return to the bridge. Another control unit is halfway through the bridge, to the left, next to a pump. The last control unit is to the right, on a small ledge next to the bridge. Birds enclose it. You may have to kill a few of them in order to destroy the control unit. Once you've taken care of the control units, cross the laser fence. Once you do, a cutscene ensues. Pliskin and his "friend" are on a Kasatka, when suddenly Solidus Snake appears. He uses all of his Big Boss like skill, and outplays Pliskin helicopter. Solidus then falls into a Harrier, in where Vamp is. The battle commences. For information on how to beat the Harrier, check the bosses' section. Once you've taken him out, the bridge will be devastated. You will be asked if you want to save your game. Do so. _____________________ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ_____________________ SHELL 2 _____________________ ---THE ADVENTURE CONTINUES--- _____________________ _________________________________________ As you regain control of raiden again, head towards the left of the now destroyed bridge. You should a flight of stairs leading down to a ration. Grab the ration, and immediately return to the platform, as the stairs will fall to the water. To the north is an enormous gap between you and the entrance to Strut G (which is blocked). If you're good, you'll be able to jump from this platform to the other, and get the AK suppressor. It can be done, and the AK suppressor is worth it. If you couldn't then hang from the right rails, and fall in the pipe. Walk northwards, being careful of not walking over bird shit, as it will make Raiden slip and fall into the water. Once you reach the end of the pipe, climb the small platform. If you turn left, fire will start, and your chances of getting the AK suppressor will end there. Instead, turn right, and follow the corridor, until you reach a dead end. Hang away, and throw yourself into the corridor below. As soon as you do, two guards appear in an adjacent corridor. If you suppressed the AK, equip it, and kill the guards with it. You could also use the PSG1, but you must kill both fast or else they will get alerted. Either way, advance through the corridor towards the right. You'll find two holes on the corridor along the way: one can be easily rolled over, while the other will require you to hang. At the end of the corridor, there is a ladder. Climb it up. STRUT L, PERIMETER === ---------------------- Guards will look through the windows from time to time. If you happen to be standing in front of a window while they look, they'll call for an armed cypher to take care of you. So, you could just the soldiers to look away and pass stealthy. But the best way to the floor them is to crawl all the way. Yes, indeed. Crawl, and move rightwards. Crawl as fast as you can, as some floor panels will fall when you touch them. If you're slow, you'll go out with them. Once you reach the far right part of the perimeter, you will see a gap. There is apparently no way to cross it, uh? Think twice. Flatten against the wall, and continue heading rightwards. Once you reach an obstacle on your way, crouch, and keep moving rightwards, while flattening, until you reach the other side. Move on. Halfway through the corridor, a guard will burst out on you. If you're not careful, the yellow liquid may hit you. It doesn't do any harm, and it's actually cool. Anyways, once you reach the end of the corridor, drop to the catwalk below. To the right is a small flight of stairs, which takes you to the KL connecting bridge. Grab the goodies and the catwalk, and ascend to the connecting bridge. There is a cypher around, so be careful. On the connecting bridge, you should see a small corridor enclosed by gun-cyphers. This corridor takes you to the Shell 2 core. Equip the M16, and blast away all of the cyphers. Cross the bridge and enter the core. SHELL 2 CORE, 1F AIR PURIFICATION ROOM === ------------------------------------------ As you enter, you'll spot Olga. Some lengthy cutscenes follow, and you'll be able to eavesdrop on Olga if you want to. Afterwards, you will have to find a way to destroy the electric unit inside the prez's alcove. That's the only way to deactivate the electrified floor Olga just activated. Don't step into this floor, or you'll be roast chicken. Or wait, step into it. The animation that follows is quite funny. Anyway, head towards the left, and then upwards grabbing the goodies along the way. You should see a few ducts on your way: keep them in mind. Also, there is a small room equipped with gun cameras. Destroy them while you can. There will be a rest room before the elevator. In the rest room, you'll find the NODE. Download the radar, and then take the elevator. Select the B1. SHELL 2 CORE, B1 INFILTRATION CHAMBER #1 === -------------------------------------------- As you pop out of the elevator, turn right to find the all-necessary NODE. Access it, and download the area map. Next to the NODE you'll see a flight of stairs. Take them down, and hop into the water. Colonel immediately calls in, and explains Raiden about the basics of swimming. Once he's done with the talking, it's time do business. Our main objective here is to find the Nikita. Dive in, and advance forwards through the flooded corridor, until you reach a floating box. It contains the Nikita. Grab it, and return to the elevator. If you happen to run out of air while underwater, use any of the rest points in order to replenish your oxygen bar. SHELL 2 CORE, 1F AIR PURIFICATION ROOM === ------------------------------------------ Remember the ducts I mentioned a while ago? Send a remote controlled missile through any of them. Once you reach the prez's room, look for the control panel. Be aware though, as when the prez sees the missile, he will run away, and sometimes the brainless will run in front of the missile. Dammit! Be careful, it's all I have to say. Once the panel explodes, head towards the electrified floor and cross it. Enter the prez's room. After President Johnson grabs Raiden's balls, he'll talk business. He mentions that the terrorists already have the code. It is incredible. The president himself gave the code to the terrorists! Damn it Johnson, what were you thinking!? Anyways, after talking a bunch of gibberish, he'll ask Raiden to kill him. Surprise! He wants to atone his sins: if he dies, the terrorists won't be able to reconfirm the code, thus making the nuke ineffective, saving billions of lives that way. Raiden refuses, but is Ocelot who makes short work of Johnson. After all of that crap, grab the ammo that's been left in the room. Prez Johnson is now in heaven, looking at you. It seems your mission is now objective- less, uh? Well it isn't. Johnson revealed some shocking information about Arsenal Gear, and mentioned Emma Emmerich, who's somewhere in the flooded area of the Shell 2 core. Is now your job to find her. First off, head towards the filtration chamber... Ah, yes. I forgot to mention it. You know have the level 4 PAN CARD, as well as a MO disk or Virus Disk in your possession. SHELL 2 CORE, B1 FILTRATION CHAMBER # 1 === ------------------------------------------- When I'm about to replay this game, I always think of this part: it's quite challenging. But it's more challenging to explain it. I'll do my best. First off, get into the water. Advance through the flooded corridor as if you were to collect the Nikita. However, turn right as soon as you can. Advance through the corridor. Halfway through it, turn to the left, and grab the night vision goggles which are in a small alcove. Return to the corridor, and advance forwards. Turn left then. Head upwards, but be aware of an opening to the left side. Go through it and follow the corridor until you see an opening to the right. Go through the small hallway. To the other side, immediately turn to the left, and then right when you can. Head upwards, and turn right. There will be a hatchdoor here if I remember correctly. Open it. A dead body of somebody you know floats over you, lying in a pool of blood. Go through the hatchdoor. This is without any doubt the hardest part of the whole underwater expedition. This area is filled with a bunch of debris. Maneuver around them, using oxygen points when necessary to replenish your health. Once you reach surface, after all of the debris, go through the sliding door. You'll meet Vamp. He'll talk a little more about Arsenal. Starting to become an Arsenal expert huh? You'll then have to fight the vampire. Refer to the boss section for strategy on how to beat him. Be careful not to fall in the water. Once Vamp has been killed, go through the door in the northwest part of the room. More water. Dive in. This time around, the route is much easier. Advance to the left through the flooded corridor, then up, and then right. Take the first left you can. You're on surface. Yay! Go through the door, and enter the locker room. If you check your radar, which can be downloaded in the NODE here, you'll quickly notice that there is a harmless human being here. It's hidden in a locker. Detect the correct locker using your radar, and open it. You'll find a nerd looking girl. Like somebody you know, she will pee in here pants once he sees you and your gun. Raiden immediately pulls back his weapon, and gets all friendly with the girl, which is no other than Emma Emmerich. E.E. doesn't believe Raiden is a good guy, but immediately changes her opinion about him once Raiden uses his nanomachine: any of the common guards have them. After all of the talking, you must take Emma back to the Air Purification room, in the first floor. This mean swimming with her. There is a problem, though. She's not able to swim, as she's scared of waters. This problem is quickly resolved, and you'll soon take control of both Raiden and Emma. If you go out of water, you'll quickly notice that E.E. cannot walk, and that you'll have to grab her hand with yours (which should be weaponless) in order to move with her. Damn. SHELL 2 CORE, 1F PURIFICATION ROOM ================================== As soon as you enter, your radar gives you a glimpse of what's to come: guards are governing the area now. You must cross the whole floor in order to return to the KL connecting bridge. Problem is that you now have Emma, and she can't walk. And you can't make her walk unless you're weaponless. Dammit Emma. This means we'll have to kill every guard in the area to safely cross it along Emma... First off, put Emma to rest in the small alcove to the right of the elevator. Once you've done so, head towards the rest room. A guard inhabits, and will take long pauses at each of the rest rooms doors. Once he's not looking, hold him up, and give him a good headshot with your hopefully suppressed SOCOM. It's not recommendable to leave the body there, lying in a pool of blood. Instead, take it to where Emma is. Hide the body there. Take the hallway adjacent to the rest room all the way down. Halfway through it, however, a sentry will come out of the elevator, and will patrol the hallway. Hide in the room where the gun cameras where (that's why I told you to destroy them) and wait the sentry to turn his back at you. Dispatch him, and hide him in the camera room. There is also another sentry in a short hallway to the left of the hallway adjacent to the rest room. He's looking at a malfunctioning sliding door, and is giving you his back. Dispatch him without any trouble, and hide him inside the camera room. Take the small flight of stairs next to the camera room down. There are two guards here. Well, maybe going downstairs wasn't such a good idea. Go upstairs again, and enter FPV. Stand in your tiptoes. You know have a clear shot at both guards. Bien! Send them to outer heaven :) Return for Emma, and drag her along to where the two guards you just dispatched where. Leave her here, and take the small flight of stairs to the right. Just as you do so, another enemy magically appears. Immediately hide behind the crates, and wait him to turn his back at you. Wait, don't. Now that there are no guards, take out your M16, and kill him. Even if he sees you, he won't be able to tell the story. It's fun to see the guard screaming while a barrage of bullet pierce his body, you know >=). KL CONNECTING BRIDGE === ------------------------ If you were thinking "how the hell I'm going to cross this bridge, as it has some missing floor panels!?" Well, hopefully, the fixed that. You can now cross the bridge easily along with Emma. Once you reach the KL connecting bridge, you'll quickly spot a patrolling guard. Wipe out your SOCOM and put a shot in his crotch (or head for that matter) to kill him. Grab Emma's hand again. Notice all the fire that appears when you try to reach Strut L's door? Wipe it out using the coolant spray, and head towards the Strut's door. It results that is a level 5 door. Damn!!!!!. Oh well, Emma has the level 5 PAN CARD! That's good Emmy. Open the door and enter the vertex... eh the strut. STRUT L, SEWAGE TREATMENT FACILITY === -------------------------------------- Leave Emma by the entrance. If you were missing a good massacre, rejoice, as here you'll use your killing skills. There are two guards, which patrol the short hallway. Why bother about being stealthy? There are just two of them! Take out your M16, and blow your cover up. Fill the poor guys' bodies with lead. They won't be able to call for the backup unit, as they will be dead. Return for Emma, and cross the hallway. Open the hatchdoor, which reveals an enormous ladder. It seems Emma can handle it. Good. STRUT L, OIL FENCE === ---------------------- Another cool part of this game, gameplay wise. We need Emma to cross the oil fence. Problem is that the Oil Fence is patrolled by cyphers, soldiers and is rigged with claymores. No problem. It's time for some sniping action. Wait Emma to embark upon her task. Equip the PSG1, and take a pentazemin. Equip the Thermal Goggles then. Emma's path is filled with claymores. Clear it for her. There is also a guard patrolling the area. Kill him. Basically, all you have to do here is to destroy Cyphers and to kill guards AND to destroy claymores. Pliskin (now known as Snake, for hopefully obvious reasons) will call you sometime. He'll tell you he's found a sniping spot, and that he'll be able to help you, if you call him. Now, if you call him he'll start shooting at things along with you. He's very good at this, so you should definitely call him. After Emma has covered enough of the oil fence a cutscene will commence. Vamp will jump out of the matter, and will grab Emma as a hostage. You'll now have to kill him. See the boss guide for more reference. Or wait, don't. Just shoot at Vamp's head with your PSG1 a few times to dispatch him. Sorry wise guy. You're out... DAMN! He's stabbed Emma! Snake rescues her and supplies you information about he situation. It seems the wound is very serious. You must now get to Emma. Raiden will climb back the ladder, and when you finally get to control him, he's already at Strut E! Enter the parcel room. STRUT E, PARCEL ROOM === ------------------------ Not too much to do here (well, you could get the digital camera... see the curiosities section for more information about that). There is a lone guard, but he's apparently too occupied with rock (probably Iced Earth... YEAH!) Get into the EF connecting bridge. EF CONNECTING BRIDGE === ------------------------ There are three replanted Cyphers in the bridge. Ok... wipe 'em out. Once you've taken care of them, head towards the corridor, which serves as a pre-Shell Core. Notice the gaps on it. You'll have to hang your way towards the Shell's core entrance. If your Grip bar is about to deplete, stop hanging when in front of a panel. However, don't get too comfy there, as the panel will start to fall. Hang immediately if that's the case. SHELL 1 CORE === ---------------- Take the elevator. Some lengthy cutscenes, and a lot of surprises. You'll find yourself in a torture room, naked. Solidus will strange you. Mash the triangle button to prevent your oxygen bar from depleting. ARSENAL GEAR, STOMACH === ------------------------- After you've been freed, you'll quickly notice that you're naked and that you're grabbing your crotch with your hands. For this, I would like to write down some notes that could save your skinny ass: •First off, you won't be able to punch as effectively as when you had your clothes. You can only use one hand, remember! Also, I would like to point out that you mustn't try to take out the guards you'll soon meet with your bare hands. They've gotten tougher, and harder to kill. Thus, melee weapons become ineffective. •You won't be able to handle, as both of your hands are required to perform this action, and both of your hands are occupied with your balls. Get it? Ok, that's about it. Once you've practiced enough with Raiden, open the locker in this room, and snag a medicine. This medicine could save your life, you know. As you're clothe-less and Arsenal is extremely cold, the flu may catch you, and you will start to sneeze which means the enemy will be able to detect you. Turn to the right and advance. Download the radar from the NODE here. ARSENAL GEAR, JEJUNUM === ------------------------- As you enter, advance rightwards. Colonel calls in and says some messed up things. From now on he'll start calling you and will then say a bunch of gibberish. Ignore all of his calls. Really. Go up the stairs to the right. You'll be in the second plant. Follow the corridor northwards, being aware of the guards around. If you do find a gap in the floor, do a roll over it. Keep going north. There will be a guard here, next to the sliding door that you need to cross. Holy crap! If he hasn't detected you, elaborate some kind of strategy to fool him: I normally just run past him and go through the door (hint, hint...). ARSENAL GEAR, ASCENDING COLON === --------------------------------- As you enter, Colonel will call in again. This time around, keep answering his calls. After around one billion, Rose will call you. Hear to what she's got to say (hmmm... so that's what Rose and Raiden were doing in Rosee's flat, eh? >=). A cutscene will commence then. Snake's back. He'll give you your clothes, your items, your everything, as well as the high frequency blade. Practice with it. Try to get Snake's dog tag by hitting him enough for him to fall, and then shaking him. Once you've practiced enough, move on to the north door, at the end of the corridor. ARSENAL GEAR, ILLEUM === ------------------------ Alert mode will kick in immediately. Take out your M16 or the Stinger, and send bullets or missiles flying through the hordes of enemies to take them out. Snake will help you. He's pretty skillful with the guns, and you should do whatever he does. Keep in mind that swordsmen are too tough for Snake: in case one shows, kill it by yourself, using the H.F.B. After a lot of killing, alert mode will stop, and a door will open. Go through it. ARSENAL GEAR, SIGMOID COLON === ------------------------------- More carnage. Take out everybody. Sometimes, the screen may show a false Mission Failed screen, which, instead of Mission Failed shows "Mission Mailed" or something like that. Use the little screen here in order to keep playing. Once you've taken out enough guards, watch the cutscenes that follow. You'll then have to fight some RAYs. See the boss section for details. ARSENAL GEAR, RECTUM === ------------------------ Watch the cutscenes. Solidus will choke you sometime. Press rapidly Triangle in order to prevent death. It's very hard, and people say it's harder in higher difficulties. If you manage to survive, watch the awesome cutscenes, and listen to the boring CODEC calls. FEDERAL HALL === ---------------- Well, it's the final battle. Nothing to say here actually. Refer to my boss guide for more help. Once you've finished Solidus, sit back and enjoy the ending. ---- CONGRATULATIONS! YOU'VE FINISHED METAL GEAR SOLID 2 ---- =================================================================================== 8.WEAPONS =================================================================================== XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX --- THE WEAPONS --- XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX ************ TRANQUILIZER ************ Your start off with it in the tanker, and you find it very soon in the plant. The tranquilizer is a small, non-damaging weapon. It fires a dart per square button press (read: it reloads after every shot), and is used to sleep your enemies. A good placed shot will send them to wonderland immediately. Hit them in the chest or the hand, and you may have to wait a minute or two before amorphous visits them. Is a very basic weapon, useful on its own, but you'll forget about it fast, once you get your SOCOM silenced. ********* USP/SOCOM ********* The USP and the SOCOM are basically the same... well, they aren't but in the game they are. Both are lightweight weapons, with a medium fire rate, good accuracy and decent power. The USP is equipped with a light module that serves as a lantern while in a dark area... useless. The SOCOM, however, comes equipped with a laser- aiming module (I think that's the right name) that improves your aim. Not by much, but it does. The USP, which you'll find in the tanker, is quite useless due to the lack of silencer. Plus, you have the tranquilizer. The SOCOM is way more useful. You can silence it, and it's the correct weapon to kill guards without doing any kind of sound. You get the USP after beating Olga, and Pliskin gives the SOCOM to Raiden after the Vamp scene. ************** AK MACHINE GUN ************** I love this baby. It's my preferred weapon, as it causes so much mayhem. The AK has an extremely fast fire rate, meaning it will deplete the whole clip in matter of seconds. This means bullets flying and piercing bodies everywhere. Total catastrophe and pools of blood ensured. Add a suppressor to it, and you get one hell of a gun. Still, due to its lighting fire rate, accuracy is somewhat diminished, let alone ammo lasting. Indeed, ammo will disappear fast if you use it a lot. Make sure you use it only when you need to. You'll find at the Strut F warehouse first floor, in the top right room. **** M-16 **** See the above description. However, remove suppressing capabilities and the overall usefulness part. As not being a silencing-capable weapon, the M-16 is best used when alert kicks in irremediably and your only way to survive is to dispatch a few guards. You'll find yourself using this weapon when you screw up very badly, or when the story requires you to (I.e. when the game sends you to alert mode because of the story). I've noticed it had lesser accuracy than the AK, but more power. Still, stick with the AK. You'll find the M16 at Strut F warehouse, second floor. **** PSG1 **** The PSG1 is a sniping rifle, thus it requires you to be stealthy and have a strong pulse (read: use a diazepam) in order to be used correctly. Once you equip it, the crosshair kicks in, and you start to tremble. Take a pill, and look for the enemy. Take aim, and press the square button. Hear the horrid bang (horrid enough to alert nearby and not-so-nearby guards), and watch your enemy go down. This weapon is best used when a few enemies are around, and you want to dispatch them for afar. It kills in one hit and is necessary for your character to reload after each shot. You'll find in the Strut F warehouse. ****** PSG1-T ****** A variation of the PSG1, the PSG1-T is also a sniper rifle, but instead of using it for killing purposes, you'll use it for sleeping purposes. It works the same way as the PSG1, but it will sleep your enemies, instead of killing them. You'll get it in a duct in the same room where you get the PSG1. ******* STINGER ******* The Stinger missile launcher is probably one of the most useless weapons in the game, talking about general gameplay. I say general gameplay, because certain boss fights will require you to use the stinger in order to emerge victorious. It deploys missiles that lock on target automatically once it detects it. The missile travels at medium speed, meaning that agile adversaries will be able to dodge it if skillful enough. Its destructive power is incomparable, yet its usefulness is very limited due to the extreme sound it makes after being deployed. Pliskin will throw it at you once the Harrier battle starts. ****** NIKITA ****** Nothing to do with La Femme Nikita if you were wondering. The Nikita is a very versatile missile launcher. But, like the saying GheddonLN invented, versatile-ness is not the same as useful-ness. I say versatile because you can control the missiles you deploy, either in third person view or in first person view, until they run out of gasoline. Once they do, the hit ground and go kaboom. However, these missiles will alert guards upon their presence, and because they're slow, guards will most likely shoot it down. When it blows up, it makes a lot of noise, which is normally worth of an alert mode. You'll get it en the flooded B2 of Shell 2 core. **************** GRENADE LAUNCHER **************** Refer to the previous two weapons. However, remove remote-controlling capabilities, and remove also a lot of points from the usefulness scale bar. ************ STUN GRENADE ************ What's the purpose of this? At least in the first game it has its uses, like in the COM Tower. But now, what's the point of it? Yes, it stuns automatically every guard within range, but it also sends the game into alert mode. Blah, Konami ruined it. ************* CHAFF GRENADE ************* Unlike its brother, you'll use the Chaff quite often... well, not often. A few times. It jams any electronic device within range (that includes your radar) for a while. It is useful to jam Cyphers out, cameras. Problem is that Cyphers and cameras are very limited, so are the Chaff uses. ******* GRENADE ******* The normal, basic grenade. Once you remove its lock, you have a few seconds to throw it, or it will explode in your hands. Fortunately, this is not the case here: equip the weapon, and press and hold the square button in order to throw the bomb. Raiden will remove its lock then. Is a very powerful weapon, as it kills anything upon touch. Problem is that is very hard to aim with this. You may send the bomb too far from your enemy, or too near to you. ** C4 ** Once you plant a C4 in the floor, you'll be able to detonate it via remote control, which is no other than the Circle button. The C4 has its uses, like for example, putting it along the crates during the fight with Fatman and detonating it when he passes by. ******** CLAYMORE ******** The claymore is a special bomb that when planted in the floor, will create a "field" in front of them. If somebody enters that field, represented as a cone of sight in your radar, the bomb will explode. This bomb has no remote capabilities. This could be bad or good, depending the situation you want to use it. ******************************* MAGAZINES (BOTH EMPTY AND PORNO) ******************************* The empty magazine works like a grenade: you throw it. However, it won't explode. Instead, it will make such sound that will confuse guards. If you throw it very near you, guards will find you easily. The purpose of this is to fool guards, making them think you're somewhere you aren't. Cool, uh? The porno magazine (don't open your eyes like that; wise guy :) is placed in the ground once you press the attack button. You won't be able to grab it again, but you won't need it anyway. When guards walk around, they'll start looking at the mag for a few minutes, giving you time to do your things. ******************** HIGH FREQUENCY BLADE ******************** The ultimate killing device. A metallic work-of-art, this thing rocks. You'll use the right analog stick in order to swing it. A full-circle swing is enough to take out a bunch of guards around you in one or two hits. But the best and most effective way to use the High Frequency Blade is to tap on the R3 button to do a stinger attack. It pierces your enemy's stomach, and kills him in one hit. Problem is that it takes a lot of time to equip and de-equip, and is pretty slow. An otherwise superb weapon. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX --- WHERE THEY'RE FOUND --- XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX ** M9 ** Tanker: You start off with it. Plant: You'll find it in the Strut F, warehouse. *** USP *** Once you've beaten Olga in the Tanker, you'll get this weapon. ***** SOCOM ***** Given to you by Pliskin, after you've dealt with Vamp in the Strut B, transformer room. ************** AK MACHINE GUN ************** Found in the Strut F, warehouse. *** M16 *** Also found in the Strut F, warehouse. **** PSG1 **** This one is found at a small alcove in the Strut F, warehouse second floor. ****** PSG1-T ****** In the same room where you got the PSG1, look for a duct in the right wall. Crawl through it, and you'll see this gun floating. ******* STINGER ******* Given to you by Pliskin in the Shell 1-2 connecting bridge, once the battle with the Harrier starts. ****** NIKITA ****** Found in Shell 2 core, in the flooded basement. It is floating around. **************** GRENADE LAUNCHER **************** Found at the Strut F, warehouse. ******************** HIGH FREQUENCY BLADE ******************** Given to you by Snake once you find him in Arsenal Gear. =================================================================================== 9. ITEMS =================================================================================== XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX --- ITEMS --- XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX ______ |RATION| Food packed in cold hard metal. This it receives a description of "Metal ŻŻŻŻŻŻ ready to eat" by the game. Rations --which are found by shaking soldier's bodies and by finding them around the different areas of the game-- will recover your character's health by a lot when used. Use them when you're running out of health to prevent bleeding issues, or any kind of trouble. You could also equip them while in a dangerous battle, to ensure that when your health depletes, you'll revive, thanks to the ration. _______ |BANDAGE| Absorbent pad used to cure nasty wounds. These appear when your life ŻŻŻŻŻŻŻ gauge is orange. That means Snake is about to bleed. As you bleed, you'll lose health, and you'll start to leave blood signs in the floor, which will serve the enemy as clues of your whereabouts. Administrate a bandage in order to cure the wound and stop blood and health losing. You could also use a ration, but I would recommend you to reserve these for more dangerous situations. _____ |CARDS| These special cards, whose correct name is PAN card, are charged with ŻŻŻŻŻ nanomachines. When you have them in your equipment, these nanomachines will connect to yours, thus making you a living PAN card, and making you able to open PAN doors without having to take out the card of your pocket. These cards come in five varieties: from level "1" to level "5". Level one PAN will only open level 1 doors. However, higher leveled PANs will also open lower leveled doors. _________ |AP SENSOR| This sensor has on it a special engine which detect any kind of ŻŻŻŻŻŻŻŻŻ harmful life form in the perimeter. Once it detects the bastard, it will send a radio signal (yeah right) to your dualshock controller, and will make it vibrate. Once it does, you know somebody who wants to bite you in the crotch is around. Wipe out your gun, and let the paranoia hit you. This thing sounds like a useful gadget, but it is not, as the vibration is very weak. So, there could be an enemy in your back, but you won't notice until the backup unit is shooting at you. _____________ |CARDBOARD BOX| A "gadget" which has served Snake in numerous missions. This ŻŻŻŻŻŻŻŻŻŻŻŻŻ versatile box can be carried in your very same pocket, and it's a good way to fool your enemies. Hide in it, and put yourself near other boxes, and enemies may confound you with a pack of oranges. Or, move around with it, stopping when an enemy looks at you. This will confuse them, and will give you time to run like a rabbit. Keep in mind that this is not 100% effective, as some clever soldiers may blow up your cover, and bite you in the ass. __________ |BINOCULARS| These are used for long terrain reconnaissance. Equip them, and the ŻŻŻŻŻŻŻŻŻŻ scope vision will kick. Numerous lines, figures and bunch of crap will appear onscreen. Any of them is worth of your attention. Just hit the X and CIRCLE button to zoom in and out. Use the binoculars to detect far away things, such as soldiers, items, semtex bombs, semtex bombs panels, and other things. These are quite useful at times, but they will be sitting in your inventory for the most of the game. Too bad. I really like them. _______________ |THERMAL GOGGLES| If you thought the binoculars, wait to see these. Like the ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ binoculars, use them for not-so-long terrain reconnaissance. But you won't find yourself using them for that. As thermal goggles, they detect any kind of heat signal. This includes guards, either dead or alive, explosives such as claymores and C4s, and even items, of course!. These goggles are very potent. They trespass walls, and make you able of seeing what's beyond them. Use them to detect explosives, and to develop strategies on how to evade them. Also, a very efficient device to see enemies in the darkness. _____ |B.D.U| These letters --which are the same as "Battle dress uniform"-- ŻŻŻŻŻ are the letters that represent the Gurlukovich's uniform you'll use somewhere in the game. This uniform it's the latest way to fool guards, and certainly the most effective, that is, if you have the correct weapon, which is, in this case, the AK. Sadly, not every guard wears this uniform's colors, thus it will be useless in some areas, even if you have the AK with you. But in a certain place, it will be your only way to survive. However, it is not flawless: if you do some kind of strange move, guards will see through the uniform, and will try to inspect you. Un-equipping your AK will also alert them. Let alone being hit by a guard: this will totally blow your camouflage. _________ |SUPRESSOR| This little tube can be attached to any compatible gun you have. It ŻŻŻŻŻŻŻŻŻ will muffle the shots, thus making them practically soundless. Suppressors are attached to your gun by equipping the suppressor and the gun at the same time. When a gun is suppressed, you will be finally able to kill your enemies without worrying about the others. __________ |VIRUS DISK| The virus disk is given to you by Emma Emmerich, a computer whiz ŻŻŻŻŻŻŻŻŻŻ who joins you later in the game. She's coded it, and programmed, and did everything on it. Now that she's found out what Arsenal is for, she wants to use this disk in order to stop it. You'll travel through a portion of the game with it, until you finally give it to Snake, who along with Otacon and Emma activate the virus and destroy Arsenal's operating system. __________ |SENSOR A-B| Sensor A is given to you by Peter Stillman, once you find him ŻŻŻŻŻŻŻŻŻŻ in Strut C. He'll explain you what it is for: the Sensor A is a special sensors which percepts the odor that Fatman's C4s expulse. Stillman asked somebody to design this sensor, as he knew Fatman would leave a trace of his cologne in his C4s. Sensor B, on the other side, is FOUND by you after Stillman leaves his hideout and discover odorless C4. Sensor B beeps once it feels a C4 near. _____________ |MINE DETECTOR| The Mine Detector, found very early in the plant chapter, is ŻŻŻŻŻŻŻŻŻŻŻŻŻ a must own gadget in certain situations. The mine detector, once equipped, will localizate nearby Claymore mines. It will transmit the signal of the claymores to your radar, making you able to see the explosives on it, along with their range of sight. The mine detector won't beep, won't make your control rumble. It just will show the position of the claymores. The rest is up you. ______ |CAMERA| The camera is a tanker-only item. As a futuristic camera, it has a bunch ŻŻŻŻŻŻ of lines and graphics on its visors, which should help you to take photos. Unfortunately, you depend on your skills to take good photos. Photos can be stored on the camera's memory, which is pretty limited by the way. A photo takes up a single slot. You can "overwrite" photos. ______________ |DIGITAL CAMERA| A variation of the camera. When you take a photo with this one, ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ instead of storing it in your camera's memory, you will be able to store it in your memory card. __________ |CELL PHONE| While with this you won't be able to make phone calls, you will be ŻŻŻŻŻŻŻŻŻŻ able to receive electronic messages, which will serve you as clues on how to pass certain areas of the game. These messages are very brief, simple, but they're too to the point. Once you've got a new message, thee cell phone will ring. You will get the cell phone after beating Fatman. A special somebody will give it to you, and I'm suspecting that it is the same person who sends you the messages... __________ |BODY ARMOR| This special "jacket" will be your friend through many gunfights, ŻŻŻŻŻŻŻŻŻŻ specially when in higher difficulties. When you equip it, like the B.D.U, you'll be able to see on your character's chest!. But its usefulness goes beyond than being cool: when you receive a bullet shot with this equipped, damage will be minimized, thus making you a more long-lasting being. _________________ |DIREC. MICROPHONE| The directional microphone is a gun-like gadget, but only in ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ shape. It has the form of a handgun, and has attached a small Mic. to it. However, don't let its size fool you. This Mic. is extremely potent, and is able to hear through walls and to percept the lightest of the sounds. Once you equip it, you'll get into first person view. You'll be able to control the direction the Mic. points, or listens, in this case. It's a story driven item, and you'll find yourself it using quite a few times. _____________ |COOLANT SPRAY| You thought that bomb defusal was hard, as it involved precise ŻŻŻŻŻŻŻŻŻŻŻŻŻ reflexes and a lot of tension. Don't want to go through that, even if it is a game?. Enter the coolant spray. This is, like its name suggests, a spray, a very cool one, indeed. Once equipped, point at the C4, and let the gas go out. It will freeze the C4 after a few minutes, thus making it unable to explode. __________ |CIGARETTES| Hahaha, Snake, we got you. Nothing better than a cigarette when ŻŻŻŻŻŻŻŻŻŻ running away from your enemies, or when in the middle of a storm, eh?. The cigs are very versatile, but ultimately useless. First off, you can use a cig to prevent colds while in the open. You could also use it while aiming with a gun, to prevent hand shaking. And you can use it to see lasers. Just smoke near a laser fence, and the smoke will revel you the truth. Keep in mind though, that cigs are a double-edged sword: on one hand, they serve you for multiple purposes. On the other, they will reduce your health slowly as you smoke. Be aware. ___________________ |PENTAZEMIN/DIAZEPAM| If you're a MGS1 veteran, then chances are you were ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ calling these "diazepams". However, Konami decided to shift from Diazepam to Pentazemin. Why?. Don't know. But both of them are used for the same: take one while Sniping, and your shaky hands will calm down, for some minutes. Make use of them to destroy and kill everything. Once the effect runs out, you will begin to shake again. Take another pentazemin, in that case. ____________________ |NIGHT VISION GOGGLES| A variation of our trusty binoculars and thermal goggles. ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ These, like the other two, have a lot of lines and strange stuff on its visor. These, like in the other two, are useless, as you won't can use the NVG without accessing its visor(FPV). Once you equip the NVG, everything around you will become green, and you will be able to identify living beings and items. There is a catch, though: these are only useful while everything around you is dark. If you're in a place where there is a lot of light, your screen will become a mess, and you will go blind. Unequip the NVG in that case. ______ |SHAVER| And you thought that some of the above items were completely useless. ŻŻŻŻŻŻ Well, think twice, as you've come with the ultimate use-less item: the shaver. This thing, which is a razor, will lay dormant in your inventory for some hours, until you advance enough to find Pliskin. After he gives you his cigs you will give him this. If you DO give it to him, and last portion of the game, when you find him again, he will be completely shaved. Cool. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX --- SECRET ITEMS --- XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX _______ |BANDANA| Collect the necessary Dog Tags, and this item will appear in your ŻŻŻŻŻŻŻ inventory once you start the tanker chapter again. This is an Snake-only item, and it grants him infinite ammo. _______ |STEALTH| This special gizmo is given to you once you amass the necessary dog tags. ŻŻŻŻŻŻŻ You will get it in both the tanker and the plant, but it's way more useful in the plant, as it is longer and there are more enemies. Once you activate this thing, your character will become invisible --not invincible, but invisible, which is way better, and cooler. Nobody and anything will be able to see you: fool enemies, play with them, or kill them with style while you have this item. It's way too cool. _________ |BROWN WIG| These are a plant-only item. Amass the necessary dog tags, and when ŻŻŻŻŻŻŻŻŻ you go through the plant again, this will be in your inventory. Equip it, your Weapons will have an infinite source of ammo, or in other words, you will never run out of ammo. This is the best prize you could get for the dog tags, even better than the Bandana. Why?. Because the only weapons Snake will handle are the USP and the M9, for which you don't need infinite ammo. Raiden, however, will get the AK, M16, PSG1, etc, for which you DO need a lot of ammo, due to the multiple enemies you'll have to kill with them. __________ |ORANGE WIG| This is another plant-only item. Amass the necessary dog tags, and ŻŻŻŻŻŻŻŻŻŻ next time you go through the plant, this will be in your inventory. This is when dog tags prizes start to get useless. This wig will grant you an infinite gripping bar, meaning you'll be able to hang all the time you want, without worrying. Useless isn't it?. Push-ups will become meaningless, and hanging is not as necessary as the game makes you think. You will get this just because you want to get everything in the game, or because you collected so many dog tags without noticing, that you got it. ________ |BLUE WIG| The blue wig is yet another plant only item. Amass the necessary dog ŻŻŻŻŻŻŻŻ tags, blah blah blah. This one is a little more useful than the orange one, but it's still quite pointless, unless you're playing in extreme mode. Anyway, the blue wig will grant you infinite oxygen, either if you're underwater or, eh, abovewater, heheh. This means that when Solidus chokes you in extreme mode, you won't lose oxygen!. Yay!. No more button mashing!. No more frustration!. Yahoo!. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX --- WHERE THEY'RE FOUND --- XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX This is a small subsection in where you'll learn how to get certain items. Objects such as rations, bandages, and others won't appear listed here, as you'll get them in multiple places of the game. Other items, such as the AP sensor, won't be listed, as you start away with them. ********* PAN CARDS ********* Level 1: Peter Stillman gives this one to you, once you find him in the Strut C, Dining Hall. He'll give it you along with the coolant and sensor A. Level 2: The level 2 Pan card is given to you by the Ninja, once you kill Fatman in the Strut E, Heliport. He gives it to you along with other items. Level 3: Once you find Ames in the Shell 1 Core, B1, he'll give it to you after a long chat. Level 4: The Level four Pan Card is given to you by the president, who lives in the the first floor of Shell 2, Core. Level 5: Emma gives the last of the pan cards to you, in the KL connecting bridge, once you find a level 5 door. *************** THERMAL GOGGLES *************** Tanker Chapter: Once you beat Olga, look for a flight of stairs that takes you to a platform with a big tower on it. Climb the tower, and in the top, you'll find the Thermal Goggles. Plant Chapter: After the starting cinemas, you'll be in a pool, inside the plant. Instead of going out, dive in, all the way down. You should be able to see an small box in the water, which are, indeed, the thermal goggles. ***** B.D.U ***** This item, which is plant-only, is given to you by the ninja once you've taken down Fatman, in the Strut E heliport. ********* SUPRESSOR ********* SOCOM: This one is a bit hard to find. While in the Strut F, warehouse, go to the first floor. While there, go south, and you should see a hallway, with doors to your left, and to your right. Enter the leftmost. Inside the room, there is a duct, in the bottom wall. Crouch and the crawl through the duct. Once you reach the other side, you will see the suppressor floating in front of you. AK: To get this one, you've got to wait until you've beaten the Harrier. After the platform's been tear up, there will be a gap between the platform you start in, and a small platform in where the AK suppressor rests. This platform is the one next to where the Sons of Liberty flag was. Make a roll while in the edge of your platform, and you should be able to land in the other side. Snag the suppressor then. ********** VIRUS DISK ********** Emma gives the virus disk to you, after you've found her. ********** SENSOR A/B ********** Sensor A: Once you've found Stillman in the Strut C, dining hall, he'll give it you along with the coolant. Sensor B: After Stillman decides to leave his hideout in Strut C(when Pliskin finds an odorless C4), go to the Dining Hall, and enter Stillman's hideout. This sensor is floating there. ************* MINE DETECTOR ************* In Strut F, warehouse, go to the first floor, and then head southwards. There is a corridor with two doors here: one on the left wall, and one of the right wall. Go thought the rightmost, and collect your prize: the mine detector. ************** DIGITAL CAMERA ************** After Emma's been stabbed by Vamp, you'll be near the Strut E, parcel room. Once you get there, you'll have two options: go up the stairs and rush your way towards the Shell 1 Core, or head rightwards. Of you go rightwards, you'll find a small room in which the Digital Camera is. ********** CELL PHONE ********** This is one is given to you by the Ninja, once you've beaten Fatman in the Strut E, Heliport. **************** DIRECTIONAL MIC. **************** The directional microphone is found in the Shell 1 computer room. It is floating in the same room as the node. Getting there is a bit tricky, as you may bump into a guard, and you what that means... ************* COOLANT SPRAY ************* Peter Stillman, in the Strut C dining Hall, along with other items, gives the coolant spray to you. **** CIGS **** Tanker Chapter: You start with it. Plant Chapter: After you're done with Vamp in the Strut B, transformer room, Pliskin will give them to you. ******************** NIGHT VISION GOGGLES ******************** The night vision goggles are *somewhere* in the Shell 2, Core B1, in the flooded room. ****** SHAVER ****** This item is gotten very early in the plant. After you start, hang from the rails in front of the pool, and advance to the right. You'll reach a small, enclosed room. Press triangle in order to jump into the room, and snag the Shaver. ******* BANDANA ******* Amass around 30 or 40 Dog Tags in the Tanker chapter to obtain this item. ******* STEALTH ******* Tanker: Collect around 60-70 Dog Tags in order to get this item. Plant: Collect between 120-125 Dog Tags in order to get this item. ********* BROWN WIG ********* Get 80 Tags in the plant to get this item. ********** ORANGE WIG ********** Collect 170 dog tags in order to get this item. ******** BLUE WIG ******** Get all of the Dog Tags in both chapters. This is a plant chapter-only item though. =================================================================================== 10.ENEMIES =================================================================================== *********************************************************************************** NAME: Gurlukovich Soldier DESCRIPTION: A medium height soldier with a guerrilla-esque(brown) uniform, a blue balaclava and an AK. You'll also find them with blue uniforms in the plant chapter. WEAPON: AK automatic rifle. WEAPON TO USE: USP/Silenced Socom. SHOTS TO KILL: Four STRATEGY: This guys are normally just patrolling around, in groups of two, three at much. They normally move a lot, so you'll have to be intelligent in order to evade them. The strategy to use is simple. Simply put yourself a little far from their line of sight, and use your silenced SOCOM to hit them in the head. If you don't have a silenced SOCOM, you have two options. If the enemy is alone, take out your USP, and use the above strategy. If the enemy is accompanied, then your best strategy would be to evade him. *********************************************************************************** NAME: Backup unit Type A DESCRIPTION: A soldier with a body armor, who is normally accompanied by other Soldiers, of the same characteristics: they have a cotton mask, and a Assault rifle. They come when other soldiers call for them, or when An specific soldier didn't report(then, they do an investigation). WEAPON: Assault rifle WEAPON TO USE: USP/Socom SHOTS TO KILL: Three to Five(not sure). STRATEGY: They're normally in groups of three or even five. Due to their body armor capabilities, they take more shots than regular soldiers(between four). They're actually not very hard, alone, but because they're supported by their friends -backup units and normal soldiers alike- they get harder. if you find yourself fighting with them because somebody alerted them, then just take out your preferred weapon(USP and SOCOM being recommended) and shoot away. After two or three soldiers, run away and hide yourself for a few minutes. *********************************************************************************** NAME: Backup unit type B DESCRIPTION: A soldier with a body armor, and an assault rifle. They also carry shields. WEAPON: Assault rifle(supported by shields). WEAPON TO USE: Fast shooting rifle(AK, M16). Otherwise run. SHOTS: Around three to destroy the shield, and three more to kill them. STRATEGY: They do appear in the tanker. If you find yourself being pursued by them, I would recommend you to hide, as their shield makes them practically invulnerable, unless you have something that deploys bullets fast. USPs and SOCOMs will get you killed, as their fire rate is not fast enough to destroy their shields. If you have the above mentioned rifle, let the bullets fly and destroy them along with their shield. Otherwise, run away Or use an stun grenade. *********************************************************************************** NAME: Backup unit type C DESCRIPTION: A soldier with yellow glasses, black armor(that includes body armor) and ultrafast assault rifles. WEAPON: Assault rifle WEAPON TO USE: AK/M16 SHOTS: Five STRATEGY: They only appear in the plant chapter, thus you're assured to have the recommended weapons. They come in small groups(two to three), but they're more resistant than the other backup soldiers, and their rifles are faster. However, they're not resistant enough to survive to a barrage of AK/M16 bullets. Just make sure you don't keep fighting and fighting them, or else the alert mode will never go away, and you'll run out of ammo. Run and hide as soon as you can- *********************************************************************************** NAME: Arsenal Gear sentry type A DESCRIPTION: A soldier with black armor, fast-shooting rifles and yellow lens. They also have jumping capabilities. WEAPON: Assault rifle WEAPON TO USE: AK/M16. SHOTS: No idea. STRATEGY: These guys are the ultimate ass-kickers. They're fast as a demon, and they're always jumping around, making them harder. They'll try to get on your six, and will then let a few bullets pierce through your back. run-n-roll a lot while fighting them, and have always the L1 button pressed and the AK or M16 always equipped. Once you see you have a clean shot, press and hold the Square button, and let the lead fly. This should make short work of them in a few minutes. *********************************************************************************** NAME: Arsenal Tengu DESCRIPTION: Soldiers equipped with high frequency blades. Jumping capabilities. WEAPON: high frequency blade. WEAPON TO USE: High frequency blade/AK SHOTS: One stinger attack/a wallop of bullets. STRATEGY: These can get pretty annoying. They deflect your shots with their blades. However, they have their weak point: a fast shooting weapon like the AK will be able to get a few bullets through the blade-shields. However, this means ammo wasting, and ammo is scarce. So, your best bet is to take out your very own high frequency blade and sting them out, for a one-hit kill. You can also slash them, if you want to kill them more elegantly. Keep in mind that they're fast and can ruin your combos. *********************************************************************************** NAME: Olga Gurlukovich DESCRIPTION: A woman from the Gurlukovich army, with soldier-esque trousers. WEAPON: USP WEAPON TO USE: Tranquilizer Gun(M9) -you have no choice. SHOTS: I'm totally ignorant about this. STRATEGY: This girl is quite easy. At first, she will talk a little bit about her childhood and parents, and a load of crap. Afterwards, take out your weapon, and shoot down the left light. Also, shoot the green piece of... cloth that's floating around in the bottom part twice in order to send it flying. Once you're done, concentrate on Olga. Take cover behind the set of crates located in the right side of the screen, and go into first person view. Wait for Olga to blow her cover(she's going to shoot at you) and strafe to blow yours. Quickly, shoot at her, and then take cover. With any luck she won't be able to hit you. Olga uses her gun to shoot at you. It is pretty damaging, so in case you get low on health, have a ration ready. Sometimes she will send a grenade flying towards you. Roll to evade it. *********************************************************************************** NAME: Fatman DESCRIPTION: Extremely fat guy with roller blades and a repertoire of C4s under his sleeve. WEAPON: Fast shooting handgun/C4s WEAPON TO USE: SOCOM. SHOTS: No idea. STRATEGY: Now, you can make this battle hard or easy. Obviously, you'll want to make it easy. In order to make it easy, after the plants the two C4s at the start of the fight, freeze them out ASAP. Now, chase for Fatman. If you're lucky, you'll find him before he plants any C4. In case you do, take aim and shoot like mad. With any luck, you'll hit him enough to make him fall. Once he does, hit him in the head. He'll stand up again then, and try to flee. Before he does, shoot at him again, and then shoot him in the head. With any luck, you'll be able to kill him without even moving. Fatman will try to ram you with his stomach while he skates. He'll also occasionally take out his handgun, and let a few bullets hit you. C4s are his primal weapons. They will blow up after a few seconds, and in case they do, it's game over. He normally plants a lot of them(like four), and then skates around. Freeze them before they go kaboom. *********************************************************************************** NAME: Harrier DESCRIPTION: A Harrier. WEAPON: Railgun, missile launcher. WEAPON TO USE: Stinger missile launcher SHOTS: Hehehehehe... STRATEGY: This guy is pretty tough. He'll fly around the arena, but is normally out of sight. When he's in-sight, he'll pass like a thunder. You'll have a few seconds to take aim, and let A missile fly. Don't try to shoot three or ten missiles are once, because, most likely, only one of them will hit the harrier. There is not a special strategy here. Just dodge the harrier's attacks, and shoot at him. Snake will occasionally throw at you rations and missiles. Be sure to pick them up. The harrier will normally shoot at you with its rail gun. It will also try to hit you on the fly. Missiles are the other way it has to attack you. Keep in mind that halfway through the fight, he'll throw a bunch of missiles to the arena, and will tear it up. You'll be most likely hit, so be sure you're nearly full health. Sometimes, the game will put you in a 2D like perspective. This means the Harrier is going to take a few minutes and try to hit you with a barrage of missiles. Move around, and roll in order to evade them. *********************************************************************************** NAME: Vamp DESCRIPTION: A weirdo who thinks he's a vampire: he drinks other people's blood, he survives head and stomach shots, and is a master with the blades. WEAPON: Knives. WEAPON TO USE: Stinger/AK SHOTS: ... STRATEGY: This guy is pretty hard. He'll occasionally jump into water, and swim for a while, before going out and sending knives toward you. He'll also jump into the arena's second floor, and throw you knives. So, have the Stinger ready in your menu, and equip it by quickly tapping R2 when Vamp comes out of the water. Take aim, and send a missile flying towards him. With any luck, it'll hit him(he's very fast). You can also use the AK. Wait for him to come out of the water, press L1 to aim, and shoot at him like a maniac. He'll evade some of your bullets, but the other "some" will hit him. I consider the Stinger to be more effective. Like I said, Vamp will rely on attacking you with his knives. He'll also capture your shadow, and will leave you motionless for a few seconds. In this case, jam the left stick to get free. A contributor also told me that you can destroy the room's lights in order to prevent Vamp from capturing your Shadow. *********************************************************************************** NAME: Vamp DESCRIPTION: See above. WEAPON: Knife WEAPON TO USE: PSG1 SHOTS: Four STRATEGY: Equip your Sniper Rifle, and take a Pentazemin/Diazepam. Zoom in, and aim at the bastard's head. Hit the square button about four times, and he goes down. Be sure you don't hit Emma. *********************************************************************************** NAME: Metal Gear Rays DESCRIPTION: Three RAYS that attack you simultaneously. They are like metallic lizards. WEAPON: Railgun, Hydro-launcher, missile launcher. WEAPON TO USE: Stinger SHOTS: Damn... STRATEGY: These guys seem to be tough(geez, there are three of them!) but they're actually pretty easy. At first, the bastards will be sitting in the horizon, and will send you _homing_ missiles occasionally. You'll hear a beep-beep in the background's music. Once it gets faster(beep-beep-BEEP!) then you know the missile is about to hit ground. Roll to dodge it. Now, what you should do is to hit whatever RAY you want in the knee. This will make it open its mouth. Send a missile towards his mouth while is open. If your missile hits home, it'll rack up insane damage. After you've done some damage to the RAY you picked, it'll come with his friends to the arena. Keep doing the same, and it will retire, but another one will come to replace it. You'll have to kill about six of them. Good luck. Like I stated before, the RAYs will attack you with Homing missiles. See above for info on how to evade them. They'll also shoot at you with their rail-guns. The rail-gun's accuracy is very reduced, so you should have no problem with it. When they start to move, they'll also use an attack in which they bend and use their knees to shoot two baby missiles. It's hard to dodge them, as they come from both sides. Walk to dodge one, roll to dodge the other. The RAYS will also try to stomp you if you get too near them. And don't forget the Hydro Cannon. *********************************************************************************** NAME: Solidus Snake DESCRIPTION: An old man without an eye, an special suit, and two blades. WEAPON: Twin Blades WEAPON TO USE: High frequency blade SHOTS: Ahem... STRATEGY: This guy is EASY!. Take out your H.F.B, and get near him. Slash him a few a times, and wait him to counter. Evade his counter, and do an stinger attack. Repeat. You'll be doing minimal damage, but he'll basically won't hit you. One ration is enough for this battle if you use my strategy correctly. He'll use his blades to do a double swing, and a powerful single swing, which both do a lot of damage. You can evade both easily, don't worry. He'll also dash at you. If he hits you, be prepared to lose a lot of health. When he dashes, he'll leave a trial of fire behind him, which is also pretty damaging. Be aware of his tentacles. If he catches you, jam on the stick, and press the triangle button to prevent oxygen losing. He also uses his tentacles to launch homing missiles at you. These are slow, and easily dodge-able, but if they hit you, they do a wallop of damage. Once you've damaged him enough, he'll let go of his tentacles. He'll become faster, and his dash attack will be more powerful. Just move around and you should have no trouble beating him. *********************************************************************************** =================================================================================== 11.CURIOSITIES =================================================================================== XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX --- FUN STUFF --- XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX ************** POSTERS TRICKS ************** There are several things you can do with this posters. First off, if there is a locker with a poster stamped on its door, get inside it, and press the R1 button to kiss the poster. Neato. But there are more things to do with posters. Open a locker door with a poster on it, and flatten against it. Knock the poster in different parts to see what happens. And lastly, stare at a poster as Snake, and call for Otacon. You'll see Snake applying the law of five versus one. Now, that's wicked. ****************** CAMPBELL GOES NUTS ****************** Once you reach the Arsenal Gear, you'll start receiving some strange calls from Campbell. It results that he wasn't a real person during the whole game. He was part of Arsenal Gear's program!. So, when you corrupted AG, you corrupted Campbell. He'll start to call you 24/7, and say nonsense things. He'll talk about the hara kiri rock or something like that. My question to gamers: Was Campbell real in MSG1?. Here is what I got... By Steven Sacks: **************** Your question is easily answered by turning on MGS for the PSX and going to Mission Briefing. Here you can view videos of the Colonel walking around the room talking to Snake, who is in the same room. Not to mention, Snake and the Colonel have a long history together. By Tim Vukman: ************** Campbell was a real person in Metal Gear Solid. If you watch the briefing "tapes", then you can occasionally see his shadow passing in front of Snake. Also, as construction of Arsenal Gear assumably couldn't have begun until the tanker incident provided a reason for the Big Shell's construction, their probably wouldn't have been an AI around to pretend to be the colonel in MGS. By Mike : ********* Well, there actually is no real indication of Campbell being fake in MGS1. Roy Campbell retired from being in Fox-hound and in the MGS1 game, he was called back to duty as operation commander for the mission. I personnally think that Campbell was real in MGS1. I can prove this because Meryl Silverburgh was Campbell's DAUGHTER (in MGS2 Meryl was not even discussed) and he showed feeling towards her life unlike MGS2 where he wasn't concerned about anyone. Come on, Campbell hated Snake in MGS2 and they were best friends in MGS1. Meryl was alive in MGS1 and not fake. I think someone took out Campbell just like Liquid did to Master Miller in MGS1 and took his Codec Number (in both versions they are the same). Plus, Campbell never told me to stop and turn off my PlayStation in MGS1. Mike PS Play MGS1. The plot is a lot better and the graphics are ok. I think that MGS1 should be remade for PS2 with the graphics technology of today. The Bosses were a lot harder and Metal Gear Rex is very very very hard if you don't know what you are doing. James Begley: ************* First off, Meryl does get mentioned in MGS2, I believe. In the beginning of the Plant Chapter, right after Raiden meets Pliskin/Snake, right after you get his codec frequency, call it about 3 times. Nothing important happens... yet. He's asleep. On the 4th or so time, you'll catch him dreaming. You can hear him mumble something, and then something that sounds like "Meryl", right before he screams "Liquid!". That's my interpretation of his mumble, anyway. Anyway, on to Campbell. When he goes nutty and starts referring to his past-life as a webworm as the "good old days", and telling of purple stuffed worms in flap-jaw space* and what-not, he says something about seeing an orange object in the sky, and being surrounded by light, and waking up at home. My theory is, the Patriots (whom I still have yet to figure ANYTHING substantial about) abducted the good Colonel, recorded his genetic data, and reproduced him digitally, as an AI... Before fighting Solidus, he and Rosemary speak of their ability to digitize life itself. As for what happened to the real Colonel, who knows, maybe they Men-In-Blacked his ass, I dunno. Your guess is as good as mine. * Subliminal confirmation that the effects of magic mushrooms can be digitally reproduced as well? Rapter21: ********* Yes he was real. The obvious reason being that he meets with Snake during the briefing videos. This Campbell is what Raiden, rather WE remember about him. In other words, the Patriots took all the Codec, or whatever, recordings and stuffed them into the AI. Hope this Helps Wesley Moore: ************* I read your MGS2 walkthrough at GameFAQs, and I read your question: "Was Campbell in MGS1 a real person?". Well, I was wondering that myself. After beating MGS2, you think "no". However, if you read the last article in the "Special" area of MGS2, you'll find the answer. The second one is 110. Just flip through that till you get to the end, and exit(yes, I did read it all, but I won't bother explaining it). The third, and last one, is 324 pages. At first, yes, my mouth did gape a bit, but, a bit later, in a fit of sheer boredom, I read it(It's actually quite interesting; just skip a page or two if it gets boring). Now, I couldn't remember the last half of MGS1 clearly(only the basics), otherwise I may know the answer, so you may want to contact someone with a MGS1 walkthrough, but here's what I found out: It's written be Natasha(one of Snake's staff in Shadow Moses), giving a fairly detailed account of Shadow Moses. Now, in the latter part of the story, when Snake is getting close to destroying MGRex, The Colonel discovers a few things that were not part of the original briefing, and finally straightens his backbone and starts to tell Snake all about the FOXDIE virus and the abort the mission, etc. However, Richard Ames(who, if you read this, you should guess is a Patriot), yes, THE Ames, whispers something to his staff, which Natasha guesses is orders to arrest Campbell. The Colonel gets on the Codec with Snake, but before he can say anything, you hear(well, Natasha hears and tells us), that there's fighting sounds and finally someone comes on saying the Colonel was under arrest. Now, I don't know about 2009, but here in '02, computer programs aren't quite advanced enough to be put under arrest, or to put up a fight. ************ CODEC TRICKS ************ Press R2 and L2 while talking through the CODEC. Also, move the sticks. Neat things will happen. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX --- SECRETS --- XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX These section is dedicated to some nifty stuff you will get after beating the game, or after doing something special while playing it. ************************ NEW "PRESS START" SCREEN ************************ Once you have beaten the game, the press start screen will change. If you remember, when you first put on the game, a red Solid Snake was the background of the press start screen. However, this time around, a blue Raiden will become the background. Beat the game again to return to Snake. **************** DIFFERENT COLORS **************** I'm not very sure about this one, but I think that when you move the right stick while in the press start screen, the background lines will shift colors. As I said, not sure about this. **** BANG **** Like the one above, I'm not very sure about this. I think that if you press one of the L/R buttons, you will hear a loud bang. Experiment by yourself. ************ EXTREME MODE ************ I will make use of the situation to tell you that extreme mode is not a default difficulty. The super-ultra-hard difficulty will be unlocked once you've gone through the game once. Afterwards, if you want to start a new game, you'll be able to select the extreme difficulty. Wouldn't recommend it unless you're prepared. ********** CLEAR CODE ********** After the ending cinema, you'll be given our stats, and a clear code. It is a randomly generated number, which is pretty long by the way. The game also gives you a web page. Write the code off, and go to the web page. There should be a place where you'll be able to input your code. Do so, and you'll get your stats, as well as your ranking!. Indeed, this web page will tell you what animal identifies you the most, depending on your stats. So, you could be a Snake, or an elephant!. Coolio. ************* DOG TAGS CODE ************* This one is given when you collect every single dog tag. Once you do, you will be given an URL, and a code. To access the website, you need the code. So giving you the URL is useless. Anyway, in this web page, there are a lot of downloadable goodies. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX --- FUN THINGS TO DO --- XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX ******** FPV FUN! ******** Apart from providing you marksman aiming, the first person view can be used to some other purposes, such as amusement. For instance, let me tell you that when you access FPV is like if you've accessed a camera: your screen is now a visor. This is a preamble of the things to come. First off, while in FPV, shoot a guard in the head or neck, and be sure you're very near him. Blood will fly through the screen, and splatter in your "visor", or in your face for that matter. But blood is not the only thing that will splatter in your camera. When there are a bunch of bugs, all together, put a C4 on top of them. Enter FPV, and detonate the C4. The bug's pieces will fly and splatter in your camera. On a less violent note, when you come out of the water, you will see water in your visor, making you blind for a few seconds. Also, while in the open, look up and search for any sea gulls. You will see them throwing some things. If you're lucky, one of these things will fall at your camera. Yuck!. ********* SHAKE UP! ********* After you come out of the water, you will be all wet, and you will leave footprints as you walk. If an enemy sees a footprint, then he will follow them towards you. And if he finds you, you know what does that mean. To prevent this, after you've taken your bath, press the X button repeatedly. Your character will crouch and stand up continuously!. While he does, all the water he had in his body will fall on the floor. Do this for a few seconds, and you'll be dry in no time!. ********* GERONIMO! ********* Ever wanted to see a guard kiss the floor like you do when your gripping bar runs out?. Well, you can, and there are multiple ways to do so. First off, you could hold up a guard who's near a ledge. Afterwards(make sure he's not looking) unequip your weapon, and punch him out!. After the third hit, you'll send the guard flying towards his doom!. Another way to do this is to hold up a guard when near a ledge, and put a C4 in his back. Get a little far away from him(not too fear, or he may de-hold up himself) and detonate the C4. Blood will splatter the floor, and the guard will superman himself towards the promised land. Lastly, you can sleep a guard, and while he's in the floor, carry him towards a ledge. Put him in the floor so half or more of his body is in the air. This will make the poor guard fall, and die while he's asleep. **** BAM! **** This is probably one of the funniest things to do, and will make you laugh for a few seconds if its the first time you do it. While going up or down a flight of stairs, perform a roll/flip. Your character will do it, but halfway through, he'll fall and hit the floor like a big piece of sh... well, you know what. ************** PROJECTOR FUN! ************** At tanker's hold number two, you will quickly notice that there are two projectors. Next to the right one there is a remote control. Stand next to it, and press the action button. The fun has started!. First off, Snake will change Scott Dolph's image from projector to projector continuously. Afterwards, instead of Scott's image, he will project a japanese hottie!. He will change the beauty from screen to screen. However, somehow he messes up, and projects Scott's image in both projectors!. The marines notice something's fishy, and turn around, just to see Snake playing with them!. It's game over then, but it's worth it. ************** STUN THEM OUT! ************** Ever wanted to use those useless Stun grenades?. No better place to do it, than the holds!. Hide behind a crate, and throw a grenade towards the multitude. Suspicious guards will investigate afterwards. If you're good, they won't find you. After the grenade explodes, all guards go down, stunned, while screaming in chorus, "Ugh". As I stated before, this will get you caught, but it's hilarious!. *********** BOXER TIME! *********** On your first time through the game, there will be a marine in hold 1 who's missing his pants!. Yes, he's in boxers!. Somehow he and his pals haven't noticed. He's just standing there, looking at Scott, and showing his boxers. Anybody seems to care, either. Take a photo of him, and upload it to Otacon. Watch his reaction. And if you thought that was good, wait until you through the game for the second time. ALL of the marines in Hold 3 will be on their boxers!. Hey Scott, don't you think it's time to set up the rules :). ***** TAXI! ***** Have enough cardboard boxes?. Yes?. Well then, try this!. Look for a conveyor belt, and climb it up. Hide inside a cardboard, and wait the belt's light to turn blue. Walk into the conveyor!. Tahdah!. You're on your way to somewhere, depending on the box you had equipped when you got in the conveyor. ************************* SASAKI'S GLORIOUS RETURN! ************************* Remember Johnny Sasaki, the guard who took care of you after Ocelot tortured you, and that always was in the bathroom?. Well, he makes his comeback in this game. You'll be able to listen him two times throughout the game. Yes, only listen to him. You won't see him, but his conversations are hilarious. Anyway, the first time you'll hear about him is in the Shell 1 Core. After you've talked a bit with Richard Ames, you'll be able to eavesdrop on Solidus and Ocelot, using your directional Mic. Instead of doing so, point the Mic to the far left, and you'll hear Sasaki doing his stuff in the bathroom. The second time you'll hear Sasaki is in the Strut L, Perimeter. While you Snipe, wait Emma the cross the second pillar. Take out your Mic then, and point towards the pillar. You should hear Emma having a conversation with Sasaki. Hilarious!. ******************** JENIFFER'S UNDERWEAR ******************** In the hostage room at Shell 1 core, there is a woman who has here legs slightly open. This is Jennifer. Now, because you're a sick bastard, you'll try to see her through her legs. She'll close them, of course. Now, if you really want to see her underwear, doze him with your M9, and then crouch. Happy looking, you sick pervert!. *********** BLOODY VAMP --->By Chad Gibbons *********** This one took me awhile to get right. Right after Vamp takes off, there will be blood dripping from the ceiling (which I noticed during the "Vamp - bloodsuck" cutscene"). You've got about 5 seconds before the blood dries up and stops dripping. If you quickly rush over to the spot with the huge blood pool beneath it (near sparking lights) and look up in FPV, a drop (or two) of blood will drip onto your visor. This took me 4 tries to get right. It's amazingly hard to do, so if you can do it, try looking up with the camera and taking a pictures to show-off with!! =================================================================================== 11.DOGTAGS =================================================================================== ---TANKER CHAPTER--- XXXXXXXXX VERY EASY XXXXXXXXX ------------------------------------------------------------------------------- # ID B.T Name Location ------------------------------------------------------------------------------- 000 - 0923 | A | Olga Gurlukovich | NAVIGATIONAL DECK, WING 001 - 0616 | B | Ross E Bowman | AFTER DECK 002 - 0704 | ? | Abraham Carille | AFTER DECK 003 - 0120 | O | Kaisser Ag Agnouche | AFTER DECK 004 - 0430 | O | Arnaud Delaunay | NAVIGATIONAL DECK, WING 005 - 1206 | B | Ryoji Makimura | DECK-A, CREW QUARTER'S 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 CHAPTER--- 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 2F 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 XXXX EASY XXXX ---TANKER CHAPTER--- ------------------------------------------------------------------------------- # ID B.T NAME AREA ------------------------------------------------------------------------------- 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 QUARTERS 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, STARBOARD 016 - 0512 | A | Takashi Ohari | ENGINE ROOM, STARBOARD 017 - 0210 | ? | Max C Wood | ENGINE ROOM, STARBOARD 018 - 1123 | AB | John W Fleming | ENGINE ROOM, STARBOARD 019 - 0108 | B | Edward B Elston | ENGINE ROOM, STARBOARD 020 - 0303 | O | Christopher D Dadah | ENGINE ROOM, STARBOARD ---PLANT CHAPTER--- 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 XXXXXX NORMAL XXXXXX ---TANKER CHAPTER--- ------------------------------------------------------------------------------- # I.D B.T NAME LOCATION ------------------------------------------------------------------------------- 000 - 0923 | A | Olga Gurlukovich | NAVIGATIONAL DECK, WING 001 - 1025 | A | Kazuya Ikeno | AFTER DECK 002 - 0918 | A | Rodrigo Spinetti | AFTER DECK 003 - 0331 | ? | Bryan D Scheibe | AFTER 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, STARBOARD 019 - 0909 | A | Almerindo Lemke | ENGINE ROOM, STARBOARD 020 - 0211 | A | Satoshi Hirano | ENGINE ROOM, STARBOARD 021 - 0625 | O | Justin C Cumley | ENGINE ROOM, STARBOARD 022 - 0930 | ? | Kristian Lindin | ENGINE ROOM, STARBOARD 023 - 0602 | A | Mika Abe | ENGINE ROOM, STARBOARD 024 - 0731 | O | Tatsuya Takada | ENGINE ROOM, STARBOARD ---TANKER CHAPTER--- 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 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 XXXX HARD XXXX ---TANKER CHAPTER--- ------------------------------------------------------------------------------- # I.D B.T NAME LOCATION ------------------------------------------------------------------------------- 000 - 0923 | A | Olga Gurlukovich | NAVIGATIONAL DECK, WING 001 - 0209 | ? | Markus A Lindqvist | AFTER DECK 002 - 0103 | O | Kenichi Takashima | AFTER DECK 003 - 0801 | O | Thiago S Parra | AFTER 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, STARBOARD 020 - 0102 | A | Philippe Ah Mouritzen | ENGINE ROOM, STARBOARD 021 - 0315 | B | Yoko Niiyama | ENGINE ROOM, STARBOARD 022 - 0128 | B | John V Teves | ENGINE ROOM, STARBOARD 023 - 0726 | B | Christian Nordstr | ENGINE ROOM, STARBOARD 024 - 1230 | AB | Jonathan Murphy | ENGINE ROOM, STARBOARD 025 - 1222 | A | Yuji Korekado | ENGINE ROOM, STARBOARD ---PLANT CHAPTER--- 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 AIR PURIFICATION | ROOM 046 - 1211 | ? | Martin Kuko | * XXXXXXX EXTREME XXXXXXX ---TANKER CHAPTER--- 000 - 0923 | A | Olga Gurlukovich | NAVIGATIONAL DECK, WING 001 - 0803 | O | Dave Cox | AFTER DECK 002 - 0208 | O | Pawel Majewski | AFTER DECK 003 - 0609 | B | Mathieu Trepanier | AFTER 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, STARBOARD 020 - 0307 | ? | Michael M Wong | ENGINE ROOM, STARBOARD 021 - 0327 | A | Manabu Nakamura | ENGINE ROOM, STARBOARD 022 - 0601 | A | Simon P Sargent | ENGINE ROOM, STARBOARD 023 - 1225 | O | Yosuke Kamezaki | ENGINE ROOM, STARBOARD 024 - 0531 | O | Clarke A Baldwi | ENGINE ROOM, STARBOARD 025 - 1116 | AB | Hideki Sasaki | ENGINE ROOM, STARBOARD ---PLANT CHAPTER--- 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 | STRUD 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 B1 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 =================================================================================== 12.OUTRO =================================================================================== "Eight fiery steps, and we're closer to the end..." Thanks for reading my guide. I hope you found it useful. NOTE. If you have any Easter egg and you want it to appear in the curiosities section, send me an e-mail with "EASTER EGG" as the subject. _______ _ _ ________ ________ ________ ________ _ _ |_______| |_| |_| |________| |________| |________| |________| |_| |_| _ _______ _ _ _ _ _ _ _ _ __ _ | | ___ | ___ | | |___ | | | | | | | | | | | | | | \ \ | | | | |_ | | | | | | | | | | | | | | | | | | | | | \ \| | | |___| | | | | | | |ŻŻŻ | |____/ / | |____/ / | |____| | | | \ \ | |_______| |_| |_| | ŻŻŻŻŻŻ| |_______/ |_______/ |________| |_| |__| ŻŻŻŻŻŻŻŻ _ _ _ |_| |_| |_| _ _ __ _ | | | | \ \ | | | | | | \ \ | | | | _ | | \ \| | | |___| | | | \ \ | |_______| |_| |__| -GHEDDONLN *END OF FAQ*