T A C T I C A L E S P I O N A G E A C T I O N ----------------------------------------------------------------------------- %@@ @@ @@@ @@@% @@ @% %@@% @@@ @@ @@@% %@@@ @@@ %@ %@ @@@ %%% %@@ @@ @% @% %@@ @% @ %@ @% %@@ @ %@ @ %@ @ @ %@ %@ @ @% % % %@@%@@ @@@ @% @ %@ @% @ @@@ @ %@ @@@ %@% @ @ %@ %@ @ @@ % %@%@%@ @% @% @@@@ @% @%@@ @% @@@@ @ @% %@% @ @ %@ %@ @ @@ % %@ @ @ @% @% @%%@ @% @ %@ @% @%%@ @ %@ @% @ @ @ %@ %@ @ @% % %@ @ @ @@@ @% @ @ @@@ %@@% @@@ @ @ @ %@ @@@% @@@ %@@@%@ @@@ %%% ----------------------------------------------------------------------------- ########################## S O N S O F L I B E R T Y ###################### "I need scissors! Sixtee-oonne!" Tactical Espionage Handbook Metal Gear Solid 2 Strategy Guide and Walkthrough Version 1.05: Released December 16, 2001 By AdrenalineSL The very latest versions and updates can be found at GameFAQs: http://www.gamefaqs.com And before we start...Just a little plug to get your adrenaline pumping. Play this song: _Wish_ by Alient Ant Farm. Rumpo! ============================================================================= What's coming up next? - Finished Boss Guide - Start Dog Tags Section - New Hard Mode Tactics section - Finished Fun Stuff - New Poster Locations - More contributions Let's see how many of these will actually materialize. Version 1.05 December 16, 2001 Well, a reader that e-mailed me today brought this my attention. I've just finished proofreading the entire guide. It was well worth it. I found so many mistakes, I could write a book entitled "Grammar-don'ts for Dummies". I did my absolute best to clean those out. But after staring at the screen for 2 straight hours, my brain hurts and my eyes are tired. I didn't want to add any more hours to this session by updating the guide with more info. Sorry! I PROMISE the next update will be refreshed with new stuff! Version 1.03 December 15, 2001 What's this??!! Another update so soon?! :) As you can probably see, it's not a huge update. Just popped in and finished the Items section. Another update won't be happening for a while, so now is good. Version 1.0 December 14, 2001 After watching Harry Potter, I had wanted to try flying on my own broomstick, but obviously that didn't go too well. So that explains the huge delay on my updates...Ok, so that wasn't a really great excuse. The long wait for Version 1.0 was well worth it. The walkthrough is now complete and several new sections have been opened and others have been completed. Check out the Table of Contents. Unfortunately, the Dog Tag section will have to wait. I'm going to go play the game over again to make new sections and hopefully, create a little plot section. Enjoy the first complete version of the guide! Version 0.5 November 24, 2001 So the expected update was a little late. At least I've gotten further than I would have. The walkthrough will be finished in the next version for sure. That's all I've been working on, so other sections are incomplete or haven't even been created yet. Walkthrough up to defusing the 5th or 4th bomb. Who cares. Also, I've added some contributions. Others are still sitting around in the inbox. Will get to those later. Version 0.3 November 17, 2001 "Adrenaline, you oaf!" I know, I know. Too many projects at once is insanity, but I'm here now and you can't do a thing about it! Haha! Anyway, I got a lot of stuff done, even though it may not seem like it. It took 5 hours of my life to type all this crap, so appreciate it or break yo'self. Anyway, like all my FAQs, the first versions are always crap, so don't expect much. The walkthrough is _almost_ nonexistent. But the next update should be further than where it pathetically is now. If you see huge errors, don't send about a million rude e-mails about why I'm better off working at McDonalds or something. ============================================================================= |_________________________________TABLE OF__________________________________| |-------------------------------------CONTENTS------------------------------| 01. Introduction 02. Chapter 1: Game Basics Basic Controls System Dissection Actions Infiltration Logic 03. Chapter 2: Walkthrough Tanker Part One Part Two Plant Part Three Part Four Part Five Part Six Part Seven 04. Chapter 3: Appendices* Boss Guide* Weapons Items Dog Tags** Item Locator Weapons Locator Node Locator 05. Chapter 4: Secrets & Easter-Eggs* Secrets** Poster Locations** Campbell Gibberish Fun Stuff** Gameshark Codes 06. Chapter 5: Outro Contact Information Legal Junk Sources Credits, Plugs, and Extra Junk Contributor Credits Closing Statement ________________________ "*" : Denotes a section that has been started on, but not yet completed. "**": Denotes a section that has not been created yet, but is listed in the Table of Contents for a preview of what's to come. _____________________________________________________________________________ |ŻŻŻŻ| 0000111.92899 |ŻŻŻŻ|-|ŻŻŻŻ|-|ŻŻŻŻ|-|ŻŻŻŻ| 0886660000113 |ŻŻŻŻ|-|ŻŻŻŻ| ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ /// Introduction /// _______________ | LOADING... | 00000000111999666 |ŻŻŻŻ|-|ŻŻŻŻ|-|ŻŻŻŻ| 983300111666 |ŻŻŻŻ| ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ You know a guide is crappy when a.) It has ugly section headers like the one above b.) It starts off with a stupid sentence regarding the crappiness of its own content c.) Opinion "b" does not make any sense d.) It is written by the coolest author to ever grace the author's house. Yes, I think all that falls under AdrenalineSL's Metal Gear Solid 2 portfolio. Honestly, I'm _already_ getting tired of it--the guide, I mean. So why am I still here? I'm wallowing in my own self-righteousness. The ultimate goal for this guide is to provide a (least) comprehensive source for the heart-stopping, stealth-based action game that is Metal Gear Solid 2. Story information for the convoluted plot will be dealt in another section I may soon have up and running. Beware! Each event written in this guide is guaranteed to have spoilers slathered all over the guide; look for information you need, bookmark the guide, and get out (but chances are, lurking spoilers may creep up on you, anyway)! In short, the intent of this powerful MGS2 guide is to help you through the game with the best possible, yet conceivably easy, methods of play. At some points of the walkthrough, I will heavily assume you don't need me to tell you to "walk forward" or "open the door". It's quite instinctive. While I may have been a little too strict in directions, it's your job to explore and then consult my guide for help. Well, we've gotten that out of the way; I'm sure you're sick of my prelude by now, so yeah. =--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Contributing Info =--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- I have a feeling I'll be wading through a sea of e-mails from this guide, so read up now, and you'll know what to expect from me. Starting now (11/17/01), I will be accepting all kinds of contributions to the guide if I deem them useful. Anything regarding items or information I've overlooked is most certainly welcome with an appreciative reply (when I'm not bogged down with other things). When you plan to contribute, please type it with appropriate punctuation and spelling! Try to make it look professional! Unless there are any glaring errors in the passages you send me, I will add them to this FAQ unaltered (unless it's only a small tidbit. You could find your name at the bottom of this FAQ)! So, spelling and correct grammar is always recommended. Also include a name you would like to be referred to as in the FAQ. If you request to remain anonymous, your request will be respected and done. Come, to the bulk of the guide! |ŻŻŻŻ| 0000111.92899 |ŻŻŻŻ|-|ŻŻŻŻ|-|ŻŻŻŻ|-|ŻŻŻŻ| 0886660000113 |ŻŻŻŻ|-|ŻŻŻŻ| ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ /// Chapter 1: Game Basics /// _______________ | LOADING... | 00000000111999666 |ŻŻŻŻ|-|ŻŻŻŻ|-|ŻŻŻŻ| 983300111666 |ŻŻŻŻ| ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ______ ______ /__/\__\_____________________________________________________________/__/\__\ \__\/__/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\__\/__/ ________________ | Basic Controls | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Metal Gear Solid is least known for its fluid controls, where wherever you direct the analog stick, your character will move in that direction. Sick. D-Pad................................................Move Character/Highliter Left Analog Stick....................................Move Character/Highliter Right Analog Stick.......................................Change Camera Angles Circle Button............................................Punch/Confirm button Cross Button...............................................Cancel/Crouch/Roll Triangle Button............................................Main Action Button Square Button.......................................Shoot/Throw/Strangle/etc. L1 Button.........................................................Aim/Lock-on L2 Button............................Open Item inventory/Equip available item R1 Button...................................................First-Person View R2 Button.........................................Open Weapons/Equipment menu SELECT Button...............................................Open Codec screen START Button............................................Pause game/Help Stuff ______ ______ /__/\__\_____________________________________________________________/__/\__\ \__\/__/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\__\/__/ ___________________ | System Dissection | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Learn about the basics of Metal Gear Solid 2, and how to get started. I'll strip each segment down for better comprehension of the game to the fullest extent. Well...as far as my work ethics will take me, anyway. Details will _not_ be 150% accurate, or even as close for that matter since I'm a fallible human (gasp!). I may add more topics as I go on with the revisions. _______________________________ / DIFFICULTY MODES /***/ / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Normally, you'd think modes are given so that they reflect the style of play in a game, which is entirely true here, but what the actual words mean are far stretched in the in-game options. Here's a quick breakdown of their cleverly hidden veins. When you select New Game, a second window appears that allows you to choose modes upon modes of difficulty in the game play. The only _significant_ difference between the modes are less or more enemies, number of guards on duty, capacity of item storage, and of course, the degree of handicaps. An example of a handicap is exhibited in Hard difficulty. If you get discovered by a single guard, it's game over for you, bub. Go back to the drawing board. Huss! Boo! Get off the stage! According to the manual and my experience, you can actually toggle that option on or off. It pretty much depends on your preference. After several sentences of trying to say, "Four modes of difficulty will be laid out on the screen for you to choose from", I will now say, "These modes range from Very Easy to Hard". I have godly intelligence. Ok, here's the real breakdown: * Very Easy * Simple stuff. Very few guards will be patrolling the areas you will try to infiltrate. Not to mention that you have a bigger capacity for items, but you'll have the same life bar length as you would in any mode. * Easy * Insert words where you see fit. Easy speaks for itself. Actually, they all speak for themselves! But anyway, just a _tad_ more difficult than Very Easy. * Normal * Normal is what you'd generally go for if this is your first walk through the game. The walkthrough in this FAQ will be covering the Normal mode, only because the author is an oafish idiot who can't do anything better than Normal, and feels that doing a walkthrough on Easy would appear wussy. * Hard * Ho-hum. Can you say "Holy fruit salad"? Normal is already a wee bit more than I can handle, but unless you pass Hard, you ain't hardcore!! I'm somewhat hard-pressed to say that I won't be able to complete this mode without some initial practice with the strangling and mangling part. Not to mention with the absence of extreme paranoia to getting caught by guards. * Extreme * Damn. That pretty much sums it up. But for the sake of acting professional, this mode will definitely induce hear-tearing, cup-flying frustration that will haunt you in your sleep. Basically, you get about an unseen amount of life, item storage is minimized, and guards are everywhere. So it's uh, infiltrate, or be shot in the ass. _____________________________ / GAME CHAPTERS /***/ / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Metal Gear Solid 2 is composed of two "chapters". The first part of the game takes place on a Marine transport ship on its way down the Hudson River. Also known as the "Tanker" chapter. You play as Snake trying to infiltrate the tanker after learning about a Metal Gear prototype being carried onboard. But things don't go as planned, as Snake helplessly watches the ship being hijacked by private Russian soldiers. Probably mercenaries. Anyone who has played the demo already has had a taste of this chapter. For reasons you will see as you play through the game, the second part of the game sets its course on a giant offshore facility called the Big Shell. Also known as the "Plant" chapter. The remainder of the game takes place here. You assume the role of a rookie member of the special forces unit FOXHOUND. As a "substitute" of Solid Snake, he's been heavily trained to refine his skills through VR training. He has had no previous experience from real-life combat situations. His mission on the Big Shell will be his first. ______________________ / GAUGES /***/ / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ The Life Gauge itself and how it functions is self explanatory, but let's go over what makes the Life Gauge decrease. Getting repeatedly, or even once, impaled by a barrage of bullets, running out of oxygen underwater, getting caught in the midst of an explosion, smoking, and looking at dirty posters for too long (leads to chronic deficiencies) all contribute to a gradual decrease in the character's life gauge, which is shown at the upper left corner. Woo, that was a long sentence. Anything that has to do with hazardous stuff will HURT your character, ok? They're not invincible just 'cause they are the heroic sprites on your TV. Now, a grip gauge is something else. It's been abridged somewhat in the final product of the game, whereas the demo depicted a much longer Grip Gauge. This gauge indicates how much longer your character can keep his grip on a ledge, rail, himself, etc. Whenever the need for a grip is ordered, the gauge will appear right below the character's health. In the beginning, it degenerates like mad, but doing pull-ups will help your character strengthen his biceps, triceps, fore muscles and other muscles for a longer, lasting clutch. When the gauge exhausts itself from overuse, his grasp loosens, and he falls to whatever's below him. If there is no support whatsoever within the next oh, 100 meters, to break his fall, he'll die a heart wrenching death ________________________ / BLEEDING /***/ / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ If Snake's life is excessively being dwindled down either by physical force or by puffing on his tobacco too much and then getting shot, Snake will begin to bleed, leaving large blots of blood on the floor. If this persists, soon the floor will be mottled with dark blood stains that make it obvious to the enemy that someone's trying to stealthily get by them. To remedy this and nurse his wounds, simply lay low in one spot for a while. Eventually, the bleeding will clot and stop flowing. However, if Snake has no possible way to rest and let his wounds heal, use a Bandage to patch up the nasty gash. ____________________________ / COMMON COLDS /***/ / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ This game is so detailed, it's possible for your character to catch the flu bug. Contracting the flu results from being drenched in the rain for too long or being exposed to coldness for an extended period. You know your character has come down with the flu when he starts to sneeze. Sneezing too often risks alerting guards within the vicinity. Alleviate his symptoms by popping a Medicine, which is a counterpart of Tylenol Cold, or something. Sneezing can be caused by other things as well, like getting sprayed with a busted fire extinguisher or scattered flour. In such cases as those, a Medicine isn't needed. If your character has become seriously ill-stricken, the pill may not take in effect. However, the nasal decongestant that is found at the very end of the game can stabilize the symptoms. It's imperative that you administer the medicine after the first sneeze, or as soon as possible. _________________________________ / READING THE RADAR /***/ / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ To be as simple as possible about understanding the radar, I will try to expound this into your brain harmlessly. Ok, the YELLOW dot is you--Snake, the man, the player. The RED dots are the locations of the guards. While the radar is handy and keeps you well-informed about the surrounding uh, people, what it doesn't do is tell you _exactly_ where they are. In many areas, there will be several levels, or floors, and on each floor, depending on what mode you're playing, there could be guards making their rounds. The radar only shows you that they're there, but it's hard to tell if they're on the same floor as you are until you check. Sometimes they can be distinguished by their faint existence on the radar, but they gradually darken when you approach them. Just keep in mind to always be alert and be weary about the guards within the vicinity. Other than the plain dots of human presence, you'll also notice a light being emitted from the dot. How much the light spreads is the radial range of what the guard is capable of seeing. Make sense? So, if you're outside of his field of vision, you're safe, and the guard won't notice you even if you're in his direct line of vision from afar (this is true as long as you have other obtrusions around the area). However, if you breach his vision range, he'll catch you and go into Alert mode. Or, he'll catch a glimpse of your shadow and investigate. The wide extension of the "light" indicates the direction he is facing. The manual calls this the enemy's "cone" since it's shaped like one. But what the hell, right? /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ [OTHER STUFF] Submitted by Kenshiro (Ehren) I've noticed while playing the game (on Normal difficulty, at least--haven't looked into this on easier modes yet) that a guard will indeed notice you even if you're just in his line of sight up to a fair bit of distance outside the cone that represents his field of vision. While it doesn't send the game into Alert Mode, it does make the guard suspicious, and will change the field-of-view cone from blue to yellow (a status already explained in your FAQ). This holds true for sentries posted on walkways/decks above and below you -- even through they may not be able to "see" you according to the radar, line-of-sight still can present problems for Snake in these instances. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ Different colored "lights" demonstrate how vigilant the guard is. If it's blue, it's normal, and the guard is just making his routine rounds. If it's yellow, something's got his attention, and he's confused and curious. When this happens, he'll look around, and a question mark appears above his head. Do this repeatedly and he'll go to your current position and investigate if accessible. If it's red, your character has been discovered! During Evasion mode or Alert Mode, the radar will not be displayed unless you have chosen that option in the beginning. Once you've cleared the two modes, the radar will pop open again in Caution mode. _____________________ / CODEC /***/ / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ The Codec is the communications device used by Otacon and Snake (or anyone else interacting with Snake). Calls are made by inputting special Codec codes that reach certain people for special reasons. Each Codec code is carefully programmed to reached the recipient safely. It is specially designed to block out any outside attempts to "tap" into the line. Memorizing the codes isn't necessary since they'll be listed by pressing Down on the D-Pad. The process of saving your progress is gone through the Codec device. Otacon does it this time, but someone else will become his substitute later. Otacon presents you a different code made strictly for saving only. As you meet more people that can help, they will provide their propriety frequency number for contact. Once you've tried to contact the person once, the frequency will be listed in the Codec phone book afterwards. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ [USELESS TRIVIA] Submitted by James Anderson The L1 and L2 buttons will trigger speech samples in the codec screen. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ _________________________________ / CAUGHT IN THE ACT /***/ / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Several things occur when you're discovered by a guard. A guard's first instinct would be to call for back-up with his radio. When he does, a special seek-and-destroy team is deployed. These special forces are often equipped with more destructive weapons and wear bullet-proof armor to deflect any shots you might endeavor. During this time, you will want to HIDE. When the teams aren't able to find Snake, you'll go into Evasion mode, where they will search for Snake. Thankfully, their AI wasn't programmed to extreme insanity. While in Evasion Mode, stay hidden, or avoid the cavalry for the time being. When they still can't find Snake by the time the gauge depletes to zero, Caution mode kicks in. In Caution mode, guards will be more alert and circle the perimeter. Once that mode ends, everything will return to normal, and the teams will be called back to their original positions. If your character stirs up a commotion repeatedly in the same area, the Alert Mode gauge will degenerate increasingly slowly, and the guards will search the area thoroughly. You'd better find a REALLY GOOD hiding spot. Guards are less likely to search lockers... /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ [USELESS TRIVIA] Whenever a guard starts to close in on Snake (aware or unaware) during any mode, you can hear Snake's heartbeat. It gets louder as the guard draws nearer. Is this a pathetic attempt of Kojima's to make the game more dramatic than it already is? Maybe. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ _______________________________ / ALERTING GUARDS /***/ / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Alarming the guards is simple. One obvious way is letting them see you (Duh). That'll do them in. Or you could shoot an object next to them that'll make a "bing" sound to prod them into looking your way. Even better, toss a Stun Grenade or some explosive that'll make pyrotechnic displays into a clogged area full of guards. They'll all go into Alert Mode immediately. It's funny, really. Be creative at how you do this. __________________________________ / MANAGING EQUIPMENT /***/ / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Snake's inventory is composed of two separate compartments: Items and weapons inventory. The Items menu can be opened with L2, while the Weapons menu can be accessed with R2. Hold the buttons down to maintain control of the equipment. Then use either the Analog Stick or D-Pad to cycle across the selective items and weapons. Common items or weapons (like the M9 and USP) are apportioned horizontally, but other times, they are allocated vertically. If you choose to go unarmed, select the box that reads "None". As you find more equipment, they will be added to your character's inventory. When you begin to find more of the same item, it will augment the "same box" until maximum capacity is exceeded. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ [USELESS TRIVIA] Want to change equipment with the press of a single button? Simply press the L2/R2 button once, and Snake changes over to the last item he's used before he had unequipped it. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ _____________________ / NODES /***/ / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ A Solition Radar system, a Node must be accessed when you enter each new area to download a map of the region. These terminals are located in various locations of the floating Big Shell plant. Without logging into these Nodes, the radar will not function or appear. Once you've accessed a Node, it takes you to the Options screen, where you can customize settings apt for your own style of gaming. In Easy and Very Easy Mode, accessing Nodes aren't necessary since the area maps will be automatically downloaded for you. _________________________ / GAME OVER /***/ / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Earning a Game Over screen is simple. Have Snake rot in a salvo of bullets, jump off a high area, drown, do anything hazardous that can kill, or until his life gauge depletes to zero, you are granted a Game Over screen. Two choices are allotted: Continue and Exit. They mean what they imply. Continue lets you pick up from the _last_ area you entered. Exit takes you back to the title screen. ______ ______ /__/\__\_____________________________________________________________/__/\__\ \__\/__/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\__\/__/ _________ | Actions | ŻŻŻŻŻŻŻŻŻ Snake is fully patented with sick moves to take down bad guys, undetected. New features and abilities have been added to set off a new hobby of stuffing unconscious bodies in lockers. For later parts of the game, Raiden has the same moves as Snake, except he's a bit more...acrobatic. /\ MOVEMENT \/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Where there's choking, there's basic movement. Thanks to the extremely, yet lovely sensitivity of the Dual Shock 2 (well, that really doesn't have much to do with movement. Oh well.), Snake can move as freely as a...free thing... Gently move the analog stick to the desired direction for a Snake-style strut. Violently gear the analog stick all the way to make Snake run! Neat-o! /\ CROUCH/CRAWL/ROLL \/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Whoa! Three actions at once! Snake wish he could. Actually, it's the same button that commands these three actions. Press the Cross button once so Snake could crouch. While he's down there, start moving him around and he'll start crawling! You can crawl under crevices, tables, shelves, anything that is do-able. To roll, run and press Cross once to tumble across, and pick Snake up for another sprint. Press Cross twice so that, at the end of his roll, Snake will be in a crawling position. You can somersault at a guard and knock him down. If you try to trundle down a set of stairs...Snake will bang his head up pretty badly. /\ STRAFING \/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Effectively useful in open-ground gunfights. With a fire arm appointed, hold down the L1 button to start running sideways and shoot at the same time. This is best used when you're in a jam with nothing to help block incoming shots. You'd generally want to use this to shoot and retreat to a nearby wall to take cover. /\ CLIMB/HANG \/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ While facing an obtrusion like a rail, press the Action button (Triangle) to leap over the edge and grab onto the rail. This action is called "hanging". No, not the synonymous meaning of "lynching". This is where the Grip gauge kicks in, if you were reading about that earlier. Press the Cross button to drop back down to the ground, only if it's not a long way down, or Snake will go SPLAT! Press the Action button to climb back onto the railing. Snake can also climb over boxes or any object that is about waist height. /\ CORNER-VIEW MODE \/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Lean Snake's back against the wall and side-step to the corner of the wall, then press L2/R2 to stick his head out and appraise the area. Press L2 to move left, and press R2 to move right. You could also get a clear view of what's around the corner by just standing at the edge. The camera will adjust so that you could get an idea of what's ahead, or behind. /\ JUMP-OUT SHOT \/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ With a gun equipped, implement the Corner-View mode technique and press the corresponding L2/R2 button to jump-out. Then press the Square button to fire a shot at the unsuspecting guard. After the shot, Snake will return and flatten against the wall to avoid confrontation with the guard if he isn't hugging the floor yet. This is a real neat trick to use when you're hard- pressed to use the more advanced techniques. /\ PUNCH/THROW/KNOCK \/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Unarmed fighting. Accost a guard without alerting him and press the Circle button to punch, punch and finish him off with a roundhouse kick combo! Tapping the button repeatedly will initiate the punch, jab, kick chain of attacks. There won't be other variants...or are there? Also, if you do this to a guard close to an edge or railing, the finishing blow will send him flying out to a pitiful demise. Cautiously belly up to a guard from behind, nearly touching him, and press the Circle to flip the guard over. It'll stun him momentarily! If you stick around and try to do it again, he may elude your attempt to embrace him and call for back-up, so be careful when you do this. Sometimes, doing this once can leave the guard dazed. When you feel like a sly fox, Snake can knock on the wall to make some noise that will attract the guards. This is really just to lure the guards elsewhere so Snake could move to his destination. But sometimes, it could be for stupid fun. Like the deal with the model's bikini area... /\ STRANGLE/HOLD HOSTAGE/DRAG BODY \/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Cruelty at its best. Hey, kids! Let's all drop our controllers, go outside and find a body to strangle! Hold it! See how you're influencing the kids, Snake? Bastard. Don't try this at home, folks. Discreetly hail a guard from behind, or when he's not expecting it, and rapidly press the Square button to start choking the victim. Do it a few times over and Snake snaps his neck. Ouchie. Using the strangling method, once Snake has gotten an enemy in his grasp, hold on to him and walk around. He'll drag the guard along with him. This technique enables Snake to hold his captive hostage. Any guards that come along will hesitate to shoot. Beware, if you stay in a single position for too long, the hostage will eventually try to pry himself loose by shaking wildly to loosen your grip. When this happens, press the Square button to discipline him into submission. Careful not to break his neck, though. /\ DRAG BODY/SHAKE BODY \/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Mistakes happen. If you overdo it on the strangling part, the guard will die a painful death and slump on the floor. Press the Square button to pick up his body. Then start moving the Analog stick to lug him around. You can drag the body anywhere. Stuff it in lockers, hide it behind boxes, dump it in the water, etc. Be creative! It doesn't have to be a rotting corpse. As long as the body is unconscious, you are able to take it in tow with no problems. While dragging bodies around can be fun, why not check if the guards have any useful items on them? It's basically the same control pattern as dragging a body, but instead of hauling it around, pick it up and drop it. This "shakes" the body into subconsciously relinquishing some items you may or may not need. Do this a few times until an item box magically pops out of their bodies. Some guards may not have any items, while others can hold cargoloads. /\ FIRST-PERSON VIEW/STRAFING \/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Well, you need to get used to the fact that you should use first-person mode very often. It will help a LOT, especially in the Plant chapter. Press R1 and hold it to log into first-person view. Actions like punching can be done during FPV (First-Person View). If you access FPV in front of a high or low object, press L2 or R2 to strafe left or right. Snake won't move out, but he'll peer around the object. And if you press both the L2 and R2 buttons, Snake will stand on his tip-toes and peer overhead. This is effective during gunfights. Release the buttons to lay low and avoid getting pelted by bullets. You can use your gun during this time and shoot back if necessary. I recommend this technique for all gunfights. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ [USELESS TRIVIA] Hang on a rail and tap into FPV. Then press the L2 and R2 buttons together to start doing pull-ups. If you keep this up and accustom Snake's arm strength to this kind of tension, it'll toughen and allow for a longer lasting Grip Gauge. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ /\ HOLD UP/THREATEN \/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Snake claims he isn't a terrorist, but he sure as hell can act like one with this neat trick. Sneak up to an enemy with a weapon equipped from behind (or jump in front of him), and quickly toggle FPV with the enemy at gunpoint. Do all this without first alerting the guard, and he will raise his hands up in trepidation. Don't lower your gun or he'll draw his weapon and shoot. A radio call for back-up will follow as well. Also, this doesn't work if he has his gun readied. If you try this trick then, you will alert him instead. Going into FPV isn't a necessity to hold-ups. It can also be done by holding the L1 button, which auto-aims the closest enemy. While a guard is being held up, start moving the gun's laser point to the "essential" areas (hehehe). He'll get so freaked, he'll piss in his pants and surrender some items. Obtaining a DogTag can be done this way. But to stay on the safe side, shoot him in the kneecaps anyway. This won't work if his back is facing you. Some guards can be stubborn and play hero. Try to stick 'em up with a more "destructive" gun and aim it at various body parts. /\ LOCKER-DEALY \/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Ah, yes. You've heard it all. The renowned MGS2 locker-stuffing method--just in time for Thanksgiving too (This game came out 11/14/01 for those of you reading this months, or even years from now ^^)! Go up to a locker and press the Action button to open it. Some lockers reveal ammunition for weapons or just plain items (sometimes dead bodies and lovely posters too). Snake can squeeze himself in a locker by going into it. Step in and Snake'll close the door. During Alert, Evasion or Caution mode, if you bang Snake's head on the door by pressing the sensitive R1 too viciously, the loud bang will alert any guards in the room. When the single guard cautiously inspects the locker, open it before he does. The door will swing open and knock him down. Hahaha! To stuff a body in there, simply open the locker door and haul it in. Snake is handy like that. Keep in mind that once you've crammed a sleeping guard in there, he will _not_ wake up no matter what. Want more fun with the lockers? Try punching them and beating them up. The bolts on the sides will eventually break upon excessive abuse and fall on Snake, striking him to the floor. Hilarious. If a locker door initially cannot be opened, punching it causes it to fall _into_ the locker (or out in some cases.). So you won't know what's inside either way! By now, I'm sure you've all noticed those beautiful Japanese models on the posters. Snake likes them, too. That's for sure. This is for some adult fun: Lock Snake in the locker and zoom into FPV. When Snake makes contact with the poster, you can hear him kissing it! Gutterhead. /\ TAKING PICTURES \/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Many missions require Snake to take pictures of certain objects. The camera can be accessed in the Item inventory screen. Once you've accessed it, Snake will not be able to move. It'll be in full FPV. Press the Circle button to zoom in, and the Cross button to zoom out; square button to snap the picture. The film strip holds 8 pictures. Once you've filled in the slots, you'll be forced to sacrifice the less important ones. A small arrow pointing up appears right below the slides. The slot the tip points to is the film the camera will use to take the next picture. If you've already filled the camera with junk pics, you can overwrite them with new ones. Just know which ones you need and which ones you don't. /\ BOMB DISARMAMENT \/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ I know, I know. You weren't trained to work under pressure at disarming bombs nor have you ever looked at all the intricate wires without fainting. That's OK. You're not required to have those skills. In the Plant, you team up with an ally to scrounge around the Big Shell to find 12 safely planted C4 bombs ready to blow the floating facility sky high. Luckily, you only have to find six, since your comrade will scour for the remaining six. Disarming the explosives isn't the scary stuff you see in movies--cutting the red wire or anything like that. Your character is equipped with a Coolant Spray to "freeze" the detonator, and a Sensor A to detect fragrances emitted by the C4s. When the Sensor A picks up the scent, it will be shown as a fairly expansive area of yellow odor. After getting an idea of where it is, start ransacking the area in FPV. The bombs are well hidden. When you locate an explosive, use the Coolant Spray and extinguish the device to postpone its detonation. ______ ______ /__/\__\_____________________________________________________________/__/\__\ \__\/__/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\__\/__/ ____________________ | Infiltration Logic | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Running into consecutive battles repeatedly defeats the whole purpose of the game--to infiltrate enemy grounds undetected. Infiltrate, by definition, means to enter gradually and without being noticed. Bravo. It's not the easiest thing to do, especially on Hard. I applaud all those who can overcome Hard or Extreme mode without throwing your PS2 out the window. I've made this section to help remind you of the common logic that goes with penetrating enemy lines...stealthily. Anymore Infiltration Logic tips are welcome. ____________________________ / DUAL SHOCK 2 /***/ / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ The Dual Shock2 Controller isn't just any old controller. It has unbelievable sensitivity in its buttons. It detects how much force you apply to each button. MGS2 is the only game I know of that puts its fine-ness to work. So what does this have to do with infiltration!? Well, for one thing, if you press the Square button to raise up Snake's gun, pressing it slowly and delicately causes him to slowly raise it. Pressing it with quick pressure causes him to immediately ready the gun. At some point, you'll accidentally ready the gun for no logical reason. Then you'll start to think that there's no way you could take it back, and proceed to release the shoot button, expending one bullet. Wait! Snake _is_ able to lower the gun again without firing. Simply _slowly_ release the button. The game can recognize it. One bullet isn't much, but it might risk alarming a nearby guard, if any. _____________________________ / PATROL ROUTES /***/ / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Each guard strictly follows a set patrol route. He will never ever breach the borders of the route unless you do anything to make him curious to investigate further. It's always wise to study his "route" pattern before rushing in to fell him. Also remember that each soldier has a fixed sight and hearing range. If Snake happens to step within that range, the enemy soldier will be alerted and call for back-up. _____________________________ / SELF-RELIANCE /***/ / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Depending entirely on your radar isn't exactly a wise thing to do. Once you have become habituated to relying on the radar, in events where the radar will be jammed, you'll become a sitting duck. Accustom yourself to using the FPV and your trusty, sharp eye. Also remember to perfect using any corners to your advantage for jump-out shots and whatnot. ______________________ / HIDING /***/ / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Have a thorough idea of your surroundings, and if you pass by any good hiding places, keep those in mind for future reference. The enemy AI has increased quite a bit, so hiding behind a door or something overt will get you caught! Dark places and lockers are usually best, but don't let them catch you going into hiding or they'll know exactly where you are! Another type of hiding is in boxes. Use the right type. For example if you're inside a room where it's dry, you don't want to use a wet box. If you use the wrong type of box, a gaurd will flip it over and attack you. Same goes for the same accordance of boxes. Orange with the Oranges. ZOE with the ZOE's. __________________________________ / DRYING OFF QUICKLY /***/ / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ After Snake takes refuge from the pouring rain, press the X button repeatedly to shake off the water and dry faster. This leaves a small puddle at your current position, but after a while, Snake will no longer leave remnants of his presence. If a guard does find footprints, he'll get curious and follow them. A blood trail also works in the same way. Tend to the wound before moving to any groups of tight security. ________________________________ / ENEMY QUANTITIES /***/ / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Unlike most games, where once you leave an area and then return, the enemies will have re-spawned. Metal Gear Solid 2 doesn't exhibit cheap detail like that. Enemy sentries will not return if you've properly disposed of the body (ie- killing). That's true unless you've reached a certain event. Sleeping sentinels will remain slumbering, executed ones will remain dead, and so on. However, sleeping beasts will eventually wake up from their concussion or nap after the circling stars or the Z's disappear. In short, the supply of manpower is limited. The enemy does not have an endless storehouse of enemy sentries to keep filling in the spots of missing guards. _________________________________ / TIPS FROM TOKXX79 /***/ / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Grabbing alerted guards: If you try to grab an alerted guard with the Square button, he will most likely duck under your arms and then kick you on the floor and raise the alarm. Instead, jab him first with the O button, and you can grab and strangle away to your hearts content. Escaping from a gunfight: If for any reason (like lack of ammo or Rations) you have to escape a gunfight, and you have a long way to run, equip a cardboard box. Not only will it reduce the enemies aim, but also when you do get hit, you'll keep running instead of losing valuable seconds in the "shot" animation. Also, when in the box your bulk size is increased and stunning the guards by running through (or past) them becomes easier. Finally, if you equip the box in a gunfight, the sheer spectacle of this will confuse the guards, and they cannot kick you so well and will hesitate to shoot too. Avoid leaving footprints: When you're in a situation when you are wet and need to move quickly and avoid footprints, just roll literally everywhere using the X button and you won't leave any. Dodging bullets: While in First Person view mode (FPV) and in a gunfight, tap R2 and L2 quickly and alternately, to strafe and avoid bullets (watch them shoot past you Matrix-style) this method is not 100% accurate since enemy fire sprays bullets randomly in your direction. But I found it to be very useful in the first boss battle. Re-using empty magazines: You can't pick up your thrown empty magazines, but you can shoot them with your silenced weapon to flip them to make a noise. Tips and trivia submitted by Tokxx79. |ŻŻŻŻ| 0000111.92899 |ŻŻŻŻ|-|ŻŻŻŻ|-|ŻŻŻŻ|-|ŻŻŻŻ| 0886660000113 |ŻŻŻŻ|-|ŻŻŻŻ| ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ /// Chapter 2: Game Walkthrough /// _______________ | LOADING... | 00000000111999666 |ŻŻŻŻ|-|ŻŻŻŻ|-|ŻŻŻŻ| 983300111666 |ŻŻŻŻ| ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ [IMPORTANT NOTE] This walkthrough covers Normal mode. If you happen to be playing another mode besides Normal, keep in mind there will be no references made to other modes. The only differences between the difficulties are the number of enemies and uh, stuff. The general directions will be the same for any mode, but there may just be an increase or decrease in the overall amount of enemies. For Normal difficulty players, I urge you to correct me if you find any widly inaccurate information like, "Strut up to the guy in loin cloths and bash him with your purse", please tell me. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ Metal Gear Solid 2 unravels the anticipation and begins on a stormy night on the George Washington Bridge. With the credits appearing on and off the screen, the player notices the brilliant light effects of the speeding cars and the gloomy weather. Soon, the player is introduced to a dark figure cloaked in a raincoat. He continues to elegantly stroll down the side of the bridge. An aura of confidence and coolness surrounds the man. As he inhales one last puff of his cigarette, he flicks it aside, into the roaring streets. Slowly, the man starts to pick up his pace. Jogging. Then he suddenly dashes and throws off his marinated confinements and becomes an existing matter of nothingness. Faster and faster he goes. With one quick gasp of air, he leaps off the side of the bridge with prodigious grace and deftness. Is he committing suicide? No. The player can see a loose outline of a bungee elastic uncoil as the man dives further into the waters below. After the resilient display, the figure unclips the support of the elastic and lands on the deck of a Marine tanker. The shock of the impact was more than the device could withstand. It falters and sends an eletric discharge through the man's body, then quits. The man slowly gets up from his initial landing position and peers into the rainy sky for a first mission objective completed. Welcome to Metal Gear Solid 2, Solid Snake. ============================================================================= __________ | Part One | ŻŻŻŻŻŻŻŻŻŻ ______ ______ /__/\__\_____________________________________________________________/__/\__\ |__ __| TANKER |__ __| \__\/__/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\__\/__/ The following sequences are rather long. This bit was where the demo started, also. Anyone who's played it will have no trouble with navigating the ship's routes, but there are a few changes you'll immediately recognize. Although the cinemas are the same, it's better that you go through them again since some of the dialogue has been changed just slightly. In this mission, Otacon acts as your intelligence advisor, so always listen to his calls. With that said and done, let's rock. AFTER DECK You gain control of Snake for the first time on the after deck of the ship. Put aside some time to get acquainted with the controls. There is a total of 3 enemy soldiers patrolling this area of the deck. Two of them can be found on higher levels; the third one secures the left ground level side of the ship. There is a [CHAFF GRENADE] behind the cargo bin on the small platform to the right. Go deeper to the lifeboats to find a [PENTAZEMIN]. Now, your temporary objective here is to find a way into the interior of the ship. There are many entryways into the ship, and they all drop Snake off at different sectors of the ship. So I won't tell you which door to go. I'll just layout the different sectors in big letters for convenience sake. Stuff. On the left side of the after deck is a lone guard making his rounds near the vault door Otacon mapped out for you in the cinema, if you even cared to watch. A revolving [BANDAGE] rests under the short set of stairs. Do what you will with the guard. I won't be telling you how to take care of guards, from now on unless I feel that they are worth mentioning. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ [USELESS TRIVIA] Dump the body overboard! Drag an unconscious body to the lifeboats sections of the after deck. Look for a squared-in white line and the emergency gate. Haul the body towards that. Snake will open the gate and toss the guard into the raging waves. A quick way of disposing bodies without worrying about their waking up. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ There's also a [RATION] behind the inflatable rafts. As Snake approaches the vault door, a Call alert appears on the screen. Press a button to receive the call. Otacon tutors about opening doors. Open this vault door to move on to the next area featured in this guide. Before you move on, however, two of the guards on the deck carry your wanted Dog Tags. DECK-A CREW'S QUARTERS A single guard patrols the corridor on the far right. The locker room can be accessed through the two sliding doors. Search the lockers for a [RATION] and some [M9 AMMO]. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ [FUN WITH THE LOCKERS] In the locker room of the first level (the ship), open the upper left most locker door to unveil a pin-up poster of a lovely Japanese model. Lean against it and tap it's bikini area. It defies all laws of logic and alerts the guards outright! This actually works for both posters. Also, if you poke her titties (There, I said it!), they make an interesting "boing" sound. Thanks to all the people who e-mailed me confirming that this is still there. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ Open the locker that reveals the model in red lingerie. Keep it open. Ok, now alert the guards and quickly hide in another locker. The guards come in and do their usual routine to search for you. However, when the first soldier notices the Japanese model, he'll stare at it and get excited! The second soldier will follow the act. After that, they completely forget about you and look elsewhere. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ Thanks to submissions by Pigeon and Cliff Harpole Open the locker door revealing the lady in the black bikini. Belly up to it and stare at it in FPV. The camera should start to move slowly up and down. Call Otacon on the Codec and watch Snake's face. Try not to soil your pants. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ The lone guard carries another Dog Tag. He is easily threatened. Afterwards, just head along down the corridor, and we're done with this area. DECK-A CREW'S LOUNGE, STARBOARD Two guards keep watch in the lounge area. A third one is sleeping on his job on the other side. There are two ways to go about bypassing them. You could either skip entering the lounge and go straight into the engine room, or just take 'em out. Either way works fine. Anyway, a [STUN GRENADE] lies at the bottom of the stairs across from Snake. The sliding door next to it is the entrance to the engine room. In the lounge area, some [M9 BULLETS] mix drinks behind the bar, and a [RATION] idles in the left corner. At the opposite end is another staircase leading down and into the engine room. But a fly-infested Russian soldier is "keeping watch" of the area. If you start to attract the flies, run as far away as possible because having a swarm of buzzing insects clinging onto Snake isn't the best way to sport his trademark gear. Also, if you've decided not to go through the engine room since you'll scale it later on, the guard will be at the bottom of the stairs, as explained above. However, if you do filter through the engine room, the inept soldier will be leaning on the rail at the top of the stairs, dozing off as usual, when you arrive in the room. Afterwards, just go up the central stairs in the main lounge room and head to the right to the next destination: Deck-B, Crew's Quarters. DECK-B, CREW'S QUARTERS, STARBOARD Two guards are on duty in this area. One south of your position; another just north of the entrance drop-off point. Both can be easily threatened for their Dog tags. After reaping the Dog Tags and stunning them, head up the stairs in the left cargo hold to Deck-C. DECK-C, CREW'S QUARTERS, PORT Immediately after entering, Snake peeks around the corner and notices a small surveillance camera on the inside wall. Looking at your radar, you may notice that the camera's vision range stretches only but a few feet inbetween. Hug the wall and start side-stepping to the other opening, walking under it. Pick up the [CHAFF GRENADE] from the locker and take the stairs up. DECK-D, CREW'S QUARTERS Just as Snake finishes climbing the stairs, a passing soldier from behind enters the mess hall to the left. Ignore the cafeteria for now. Find the pantry in the back and go in to forage for some food. Food, you won't find, but [M9 BULLETS] and a [CARDBOARD BOX] are its substitutes. As Snake goes to the back of the pantry, a groggy guard retreats into the room for a little shut-eye. Don't panic. He doesn't have the brains to survey the back of the room before snoozing. You have no choice but to shoot his ass. If you try to hold him up with your measly M9, he won't even blink an eye. He'll goad you to shoot him, even. He's not scared of some sleep; he needs it anyway. You can threaten him only with an USP, which can be obtained later. Come back when you have it, but for now, put the stubborn bastard to sleep. Notice the thin defense line of the C4 infrared sensors. These can be easily traversed by crawling under them. Scratch that plan because a guard is patrolling the rear hallway. Instead, head into the mess hall. If you haven't taken out the guard that went in earlier, do it now. He has a Dog tag chained around his neck. The moment Snake steps in, a camera is pointed out to you. Don't worry about it, though, since it only monitors the right bottom half of the room. There's a [RATION] sizzling behind the counter. A couple of content Marine staff are enjoying their evening meals on the table, as well. Exit through the other door by flattening against the wall and slowly crossing over to the sliding door frame. Be careful about the soldier on the otherside of the door. When his back is facing you, move out and hold him up for an additional Dog Tag. DECK-E, THE BRIDGE A scene occurs upon entering the bridge. It not only features a grotesque display of the entire crew, but it also highlights Snake's finding of the coordinates of the ship's destination, and a deduction about the Metal Gear made by Otacon. He deduces that this Metal Gear prototype is ready for testing. That explains why the ship's course is far off any civilizations. The new model can be deployed without Naval assistance. The rest of Otacon's thoughts get cut off by a noise that resounds from the outside. Snake focuses his eyes and looks out through the captain's viewing lounge. And who just happens to be walking around in the rain? Why, our Russian manly lady, of course! When you regain control of the tobacco-filled hero, uncork the door to the left to head out. NAVIGATIONAL DECK, WING Witness the awesome, ensuing cutscenes. It's a woman! It's a woman with unshaven armpits! Zesty. Looks like she has had some military training. Very impressive action evincement here. Your first boss battle commences. See Boss Guide for details. After injecting Olga with one more bullet, the numerous tranquilizers pumped skin deep into her finally take in effect. She ain't kidding that she belongs on the battlefield! Snake takes her gun, the [USP], for services rendered. What services? Uh, for giving us the honor to take her hairy self down before she lopped off Snake's mullethead with that bullet. Once you're in control again, shake the drowsy Olga for her Dog tag and some [M9 BULLETS]. A [RATION] makes an effort to hide in the little niche between the stacked cargo boxes. If you need the first round of USP ammo, there's a box of them in the bridge. Loop around the building to the otherside. A guard pops the door open to investigate the area. Retreat up the stairs and climb the ladder. At the very top, collect the [THERMAL GOGGLES]. By the time you start your descendency, the guard from earlier will be circling the poll on the deck. Continue down and step off into the look-out post at the bottom. Get yourself cozy. Then point and aim the M9 down through the opening. Wait for the guard to pass under it, and tranquilize him. If you're collecting Dog Tags, climb down the ladder as soon as he starts to make another round. Then follow up from behind and jump at the chance to hold him up. After he's out cold, go to the right area and pick up the [WET BOX] for perfectionism. Ok, folks, the Wet Box will NOT work indoors. It's only common sense. If a guard sees it, curiousity will get the best of him; he'll lift up the box for close inspection. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ [USP FUN] Now that you've got a weapon that can KILL, why not test it on a few guinea pigs. The one you've just put to sleep is perfect. With the USP equipped, aim the laser at his head and release the stress on him. Blood gushes out of his head, or which ever part you disemboweled. Blood will splatter all over the place, unless you've turned the Blood off in the options mode. If you're in the rain, the water will wash away the blood over time. When you decide to do this devilish deed elsewhere, make sure you've secluded yourself and the jinxed victim in an area where the USP's gunshot won't be heard. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ Head back to the bridge and backtrack to the crew's lounge where the next step in your mission lies. But first, the areas you've previously infiltrated, and now, have to re-infiltrate, have undergone a few changes. So let's get to cracking those nuts. DECK-D, CREW'S QUARTERS Don't worry about running into the guard when Snake descends the stairs. The guard that was once patrolling these hallways has now switched over to the other hallway, adjacent to the one leading to the pantry. The others are posted at their usual positions. If you haven't procured their Dog Tags yet, now is a good time to do so. Especially the pantry guard. Crawl under the C4 sensors, but drop the soldier situated on the other side before doing so. Or just go through the mess hall and improvise with the cafeteria guard. If you're going to visit the pantry for a little snack, you'd better hide the hallway guard's body well, or the passing pantry guard will kick the lethargic sentinel awake. When that happens, it'll be rather difficult to leave the store room without catching the guardsman' attention first. To coerce the pantry watchman into giving his Dog tag, you'll need to convince him with the USP. Don't fire it, though, or the heat will be all over you. Also, if he starts to get a little rowdy and high-almighty, quickly put him to sleep, or he'll duck out of the way and fire at you. Then a radio call for back-up will follow. DECK-C, CREW'S QUARTERS A new guard is ordered to patrol the narrow hallways. As Snake descends the stairs, the newly positioned guard is unaware of his presence and walks under the surveillance camera. Don't attempt to take him out at this time. If he drops in front of the camera, the alarm will sound, and you will be forced in to hiding. His patrol route extends through both hallways, but he stays in place longer in the east hallway. Torture him for his Dog tag and put him to a deep slumber. If you feel like wasting a USP bullet, shoot the camera to intercept its establishment to the main force. DECK-B, CREW'S QUARTERS Everything is the same here except Snake now begins at the western staircase, in which he came from. Return to the sliding door on the east hallway, and go to the lounge area. DECK-A, CREW'S LOUNGE A single sentry is on duty, making a beat through the main hallway. He's so set on his authorative duties that he doesn't even notice Snake's trampling butt enter the room. Stay where the door dropped Snake off and stay low. Whip out the trusty M9. Customary stuff. But then, you might want to sneak up on him and rip the Dog tag from his fleshy neck like a ravenous maniac, too. Either way works fine. The guard swatting flies is slacking off, as usual. Don't enter the engine room from there because uh, I said so. You'll be missing some Dog tags. That a good enough reason for ya, X? ENGINE ROOM, STARBOARD Snake creeps forward and notices a shadow of Raven being depicted on the wall. Look around to find a decent-sized action figure commando that'll start pelting caps if you shoot at it with the M9. The tiny caps will litter the entire floor in a matter of time. The lockers here have nothing fun that you could do with them, but the left locker boasts a rotting skunk. Clean up the mess and squeeze it back in there. Through the sliding door, a jaded guard stretches his arms and lets out a big yawn of excitement. Even better that he has his back facing you. He is at your disposal. There's another guard sentry ambling back and forth just under Snake. Don't go down the stairs. At the end of the rail, before you wind to the stairs, aim down through the opening and wait until the watchman pauses there. Then let him have what he wants. Take note of that lovely hiding spot on the right--a dark, narrow alcove. Big enough to fit plump Snake. On the next floor down, notice the stationary guard around the corner. After dispatching him, drag his body to the back and grab the [M9 BULLETS] while you're at it. Head across the ramp and wrap around. Bounce up the stairs, or ignore them. Going either way winds up on the same page, anyway. Freeze the sentinel in place and bribe him for his Dog tag with the "usual" routine--aiming at his head or crotch. Pure evilness! Cross over to the adjacent rail. Notice the guard below. Shoot him in the head just for kicks. Follow the path down and up the steps. Hide in the alcove as needed. The guard stationed here will look behind him, so if his cone falls on a stupid Snake standing on the stairs, it's hide-and- seek time. Sic 'im. Do as what ye will. ============================================================================= __________ | Part Two | ŻŻŻŻŻŻŻŻŻŻ ENGINE ROOM, PORT A guard walks through the door from the other end as soon as Snake hides behind the corner. He reports his status and affirms that everything is going according to plan. Move out of sight after the guard finishes his report. Step into one of the lockers on the left side of the room and wait until the guard finishes a quick sweep of the region. Sometimes he comes, sometimes he doesn't. Look at your radar for this. Break out of the locker. Attempt to move towards the water-tight door, and the Codec immediately rings. Otacon tells you that the following corridor is equipped with infrared sensors wired to catastrophic, plastic explosives called Semtex, or C4, for those Rush Hour know-it-alls. The only way to disengage them is to destroy the control boxes that trigger the sensors. Your M9's suppressed tranquilizer darts will be ineffective. But the USP will work quite well. Don't sweat the sound of the USP's shots. The loud noise of the engines will stifle the noise considerably. Add the [USP BULLETS] to maximize the USP's ammo supply. Now, this part is a trifle tricky. Listen to me or be damned! First, there are three "gates" of these sensors, which means that there are three control boxes for them. Touch the sensors and you bring the ship down to float with the fishies. Each control box is designated to a certain "gate" position. The control boxes can be identified by the green, rapid-blinking light. "What iz the trikky part, Adrnlurne?" Good question. The control boxes are cleverly placed so that you must have precision shooting to take them out, or you may end up blasting the explosives instead. So, the VERY BEST thing to do first is to whip out that Camera, or Scope, to locate the three detonators, or at least one. Two of them are lined up against the right wall, and the last one is inclined to the left wall. The easiest one should be taken care of first, I guess. But you should see for yourself to know exactly where the control boxes are. Ready? Okidoke. Let's get to disarming the sensors! Position Snake on the left side of the beams so that he could clearly see the right side of the wall, and everything leaning against it without any obstructions. Your still target is the control box sitting on the floor snuggled next to some C4. Hold it! Before you shoot, notice that the USP's laserpoint is hard to see since the gun itself eclipse it. BUT if you move it up and down, you can see the laser following the movement of the gunpoint. Start moving it up and down until you get a good idea of where the laserpoint is. With your gamer's intuition, adjust it so that the point lands right on the control box. Then fire. If successful, you'll hear something malfunction. If not, you'll surely know. Apply the same tactic to the remaining two. The next one is stashed up high on the right wall. Stand on the cargo, where you retrieved some USP Bullets. Focus your view so that Snake is in line with the control box. Zoom into FPV and stand on Snake's tippytoes (L2 + R2). Then blast it into oblivion. The last one takes a bit more anxiety and sharp-shooting. This box is stashed behind a tall, cylinder box sandwiched between two wired C4 explosives on the left wall. However, there is a little rift inbetween you could shoot at to connect with the control box. Stand on the right side, or ingress into the hallway, as close as possible to the box. Crouch and find the opportunist aim carefully. Do away with it. Congratulations, you've just disarmed all of the laser sensors and saved yourself a trip to the hospital for treatment on sewing your limbs back together. Furthermore, you've even avoided a 20-feet long medical bill. Moving on... DECK-2, PORT A general announcement echoes through the empty hallways ordering all Marines to report to the ship's holds for an important speech by the Commandant in 10 minutes. No, a time limit will not be placed on you, so don't scream out in distress yet. The following areas will be poorly lit because of the faltering light bulbs that will light if it feels like it or not. This also puts you at the risk of getting easily spotted by a nearby enemy sentry. The risk greatly skyrockets if Snake is in a well-lit area. Play it safe and smash the bulbs with the M9 whether they are illuminated or not. They tend to blink when you least expect it. Take the [RATION] on the right if necessary and continue up the dim corridor. Remember to shoot out the light bulbs with the M9. It will help greatly. Skulk in the dark like a stalker until you hit alcoves, which blossom useful items if you can gather them. Soon after, Snake stumbles across a corpse lying idlely on the floor in the alcove. Beware of the flies swarming around the corpse. Fill the USP with [USP BULLETS] and stock up on [RATIONS] from the side chambers. There will be a surplus of USP ammo to go around. Rest assured. Snake is not the only one that can be covered by the blanket of obscurity in the dark. Enemy sentries can also be hard to see with casual view. So equip the Thermal Goggles every now and then to check. A guard nearby will not be too far from you by now. Use the goggles to avoid any heart attacks from the alarming sound bit. The first guard Snake encounters patrols a pretty lengthy expanse. However, if you have listened to what I said earlier about the knocking out the lights, he won't spot you as easily. Beep, beep. Dog tag holder. Threaten him for it as the habituated maneuver. At the end of the corridor is a headbanging guard styling headphones and listening to some hard rock. Deftones, maybe. ^^ Don't worry about blowing out the lightbulb above him when he's around. He's too into the music to notice Snake, unless he moves in too closely. He'll also fake his status to the team on the otherside of the radio. Don't even try holding him up and yelling "Freeze!" 'cause he won't hear you, silly goose. Take him out without stirring up too much commotion because there's another guard just ahead. The lightbulbs can stay as they are now since there won't be anything to worry about in this short corridor. DECK-2, STARBOARD Collect the goods--a [RATION] and several [USP AMMO] in the side chamber. And continue forward. After going little ways into the corridor, a cutscene takes over, which shows three fully armed Russian soldiers rush into the chamber. They endorse their commander's feelings by reporting that everything is ready and in order for further instructions. After reporting to their Colonel, they begin to secure the area. As much as he may try, Snake can't hide himself. The cutscene ends, leaving Snake to mangle three Russian ruffians...and any others who feel up to joining the heat. Use the boxes scattered around the battle ground as cover. Use the FPV (L2 + R2) for this fight. Don't stay in one place too long because the guards will have some grenades ready. Once you hear it clinking against the cement, leap out of the way! Dispatch them using the USP for absolute effectiveness. Snake finishes the fight by eliminating the last of the squad. He goes to investigate the room behind the water-tight door. Snake enters the holds with full vigilance of his surroundings. A single Russian sentinel magically escapes his carnage and watches him from behind. As the soldier tries to seal him in, Ocelot appears behind him. Delighted, the soldier attempts to explain the situation, but gets cut off by a gunshot to the head. Looks like Ocelot has other plans in mind. Snake finds himself overlooking the audience hall where the Commandant is relaying his speech through a projection screen to a plethora of armed Marines. Otacon informs Snake that he must infiltrate through three holds to get to the Metal Gear. He gives Snake an alternative method to transfer the photos once he is done. Otacon also tells Snake that he hacked into the Commadant's database and stole a look at his speech to estimate that it will last for 7 minutes. This will be your first "timed" mission. Every second counts, especially towards the end. HOLD NO. 1 You are given 7 minutes to take photographs of the Metal Gear prototype and send them to Otacon. If you do not complete this mission before the allotted time ends, the speech will be over and the guards will return to their positions. Your first goal now is to shimmy on by to Hold No. 2 without attracting the Marine's attention. If Snake is spotted once, he gets taken in to custody, dictating an instant game over. Start by taking the two ladders down to the ground floor. Run along the back wall until you hit the projector's light. Shoot the guard right in the neck with the M9 since his helmet protects his skull from a headshot. Then crawl under the light. It's a funny scene if you walk through it, though. Travel up the west wall. The ladder there leads up to a stash of [M9 BULLETS], but take the trip only if you really need them. Drop the guard and continue. Whenever Snake steps over a metal grate (white block), tip-toe across them. The clanks made by his heavy footsteps will alert the nearest Marine, setting off a big chain reaction to the others. HOLD NO. 2 Don't follow the west wall from here. Crawl under the projectors and follow the east wall. The twin projectors in this room switches on and off intermittently to each of the screens. Therefore, the watchful Marines' cones will move back and forth to catch up with the projection. Now, of course, you won't find them doing that in real life...It would seem silly, no? You can foresee a projection transition when the room loses its radiance. But don't panic when the projection screen switches, the Marines have slow reaction time. They won't avert their attention until a good 1 1/2 seconds after the transition. Scramble for cover; walk along the east wall when the coast is clear. Remember to lightly walk over any metal grates. The door to Hold No. 3 is just behind the huge block. HOLD NO. 3 The Metal Gear prototype is suspended in this room; the actual speech is also held here. The real personage is here giving his speech on the dais to a smaller group of Marines crowded around the center of the room. Two cameramen from either side film this propitious event. Everyones' attention is profoundly riveted by his powerful speech. So no one will notice an intruder snapping pictures of their pride. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ [ROCK YOUR BOXERZ] Submitted by James Anderson On the first screen in the bit where you have to photo RAY (the first time through the game) there is one soldier wearing no trousers. If you go up to the platform on the left you can get a good photo of him. When you upload this picture Otacon cracks up and tells you how cool it is: "This rules!" etc. Since he says something about "any classic moments" there may be other pictures he will comment on. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ Submitted by Patrick Carroll In the tanker, if you get to the 3rd room with all the Marines in them (where you have to take pictures of Metal Gear), if you get to that room under 2 mins, all the soldiers will be wearing boxers. I'm not sure about the time (2 mins), but I do know it happens if you get to that room very quickly. I took a picture of it with the Digital Camera (that you get once you finish the game) so I'm not just making it up! :P Looks like they took that Meryl Gag from MGS1. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ There are two Marine guards posted on both sides of the room. The one on the right is secretly dozing off; he isn't trying too hard to hide his boredom. The other one is actually doing his job and well-aware of his surroundings. In the position, in which you regained control of Snake, is a perfect shot for the Front-Right angle pose Otacon wants of RAY. Whip out your camera and snap a picture. Don't zoom in too much; Otacon wants the whole enchilada. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ [USELESS TRIVIA] Be sure to have several replicates of the angle Otacon wants, just in case he trashes ones he doesn't like and sends Snake back to get more. Also, after capturing a picture, Snake may say things like "Good" and "Alright". This means that your photo will procure the best responses from Otacon. When he doesn't compliment your photo, you've got a problem. Overlap the picture and take it again. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ To get the Front Angle of RAY, work around the cameraman's podium next to you and stand behind the throng of patriotic Marines. There's a line that bisects the room on the floor. Stand on the line and take a picture of the smiling RAY for a perfect Front Angle. Moving on to the next shot: Front-left. Go around the left podium and stand little ways between the back wall and the tall cargo. Whip out the camera and zoom out as much as you can. Try to fit most of RAY's body into the picture. It doesn't matter if the overhang is blocking the head somewhat, as long as it is enough to serve as solid evidence for Otacon. He'll accept it if it's not focused too much on one particular spot. The final shot involves capturing the MARINE insignia, which is painted on the left side of RAY. Crawl behind the posted Marine soldier on the left side of the room and proceed "inside". Go all the way in; look up and search up and down for the insignia, which is the text Marine vertically painted white. Take a picture of the whole thing. It must be of clear quality or Otacon will send you back! After acquiring all these shots requested by Otacon, you must take them to the device he pointed out to you in an earlier cutscene. This machine will transfer your pictures to Otacon's sprite for viewing. During the last 1 or 2 minutes of his speech, the Commandant will yell, "Intruder to the left!" and "Intruder to the right!" Stay composed and don't panic. He's only drilling his men should this sorta thing happen. But if you do happen to land right in the spot where all their eyes focalize on you, well...you have one helluva lucky rabbit's foot, or something. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ [USELESS TRIVIA] If time runs out and the 7 minutes are up, everyone in the room will not suddenly turn their heads at once and spot you. Instead, the Commandant will go on and crack a few jokes just 'cause he's a verbose fella. Looks like Otacon's appraisal was wrong! /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ Take the pictures to the machine on the right side of the room. After taking the Marine snapshot, run through the underpass where the Commandant stands above you. The audience is much too captivated to notice Snake's bulging head so take the chance now. Take care of the guard on the other end, if you haven't already, to avoid any conflicts. Then head down and press the Action button to patch into the system. Once they're successfully sent, Otacon will critique them. If they're nice in the eyes of super Otacon, good job, you've completed the mission. And you've just complete the first half of the game. The story...takes an interesting turn here. Watch the insanely long cinemas that ensue. Don't skip them. They explain much of the plot, as does any other cutscene. Sit through it; I don't feel like giving a synopsis here. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ [OTACON FUN] Submitted by Chad Kunsman If you take a picture of the first Asian bikini girl with the camera and it ends up being uploaded to Otacon, he will comment on it and say "This isn't a picture of Metal Gear, but.....I think I'll be keeping this one anyways." /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ ______ ______ /__/\__\_____________________________________________________________/__/\__\ |__ __| PLANT |__ __| \__\/__/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\__\/__/ The Big Shell they mentioned is an offshore decontamination facility built off the coast of the New York Hudson Bay to prevent egological disaster due to the spilling of crude oil from the tanker two years ago. The Metal Gear on the U.S.S. Discovery had been retrieved by the notorious Ocelot, who caused the sinking of the ship in the first place. Now, a new mission is placed. Exactly six hours ago, intelligence say that a radical anti-terrorist group known as "Dead Cell" invaded the Big Shell and took over the compound. The president, James Johnson, who was on tour around the floating facility, quickly became involved in their insidious plan as a hostage. The group solicits 30 billion dollars from the government as ransom, or they will not guarantee his safety. If the demand is not met, the terrorists plan to demolish the Big Shell with the explosives planted around the focal points of the massive facility. If this happens, the explosion will release toxins into the water, resulting in an overload of hazardous dioxins that will ruin the ecosystem and turn the bay into a virulent goop for centuries. SEAL Team 10 has been called into operation to rescue the President. A solo effort from special forces unit FOXHOUND carries out a covert operation to infiltrate the Big Shell. The operative encroaches the Big Shell via the Deep Sea Research dock. Enter, Raiden. ============================================================================= ____________ | Part Three | ŻŻŻŻŻŻŻŻŻŻŻŻ You now play as a rookie operative from the reformed FORXHOUND. Ever since Snake left to form PHILANTHROPY with Otacon, FOXHOUND found a replacement for the legendary hero of Shadow Moses and honed him to refine his skills. Having went through 300 missions in VR training, he has had no real-combat experience and the infiltration of the Big Shell will be his first. His name, Raiden. Because of Raiden's lack of extensive knowledge about the real thing, Colonel Campbell will be your field expert through the Codec, calling you frequently to fill you in on appropriate actions. Most of the time, he can give useful information, but other times, it'll be like sitting through a late tutorial. Many of the things he'll go over with will be stuff you already know about. Wait a minute! What happened to Snake?! They say he went down with the tanker two years ago. Blasphemy! Shaddup and see for yourself. Also, before we begin, the layout and terminology of the Big Shell is simple. The Big Shell is essentially comprised of two main cores: Shell One and Shell Two. Each shell core is compounded of 6 other hexagonal shapes called Struts. To move to each Strut, you must cross connecting bridges that occassionally have tight security posted there. But we'll get to that later. Ok, let's begin, Bravo. STRUT A, DEEP SEA DOCK Raiden emerges from the water and immediately radios the Colonel for mission status. Raiden paddles over to the ladder and hauls himself out of the water. For a redeeming note to many people, Raiden's actions and the corresponding buttons are the same as when you controlled Snake. Don't worry. Raiden is capable of imitating Snake's moves, except he has his own style. It's an age thing. From where you begin after getting out of the water, go around the pool to the right side, next to a gas canister. Dive into the water and listen to the Colonel's swimming lessons, if you don't know them already. A pair of [THERMAL GOGGLES] lies under the diving spot. It's difficult to see, but it's there. Get your feet wet some more and become acquainted with the underwater controls now. Head to the spot with the open ventilation filter and scuttling bugs, and hop over the railing. You should be hanging from it. Shimmy over to the bulky diving suits on the right; then climb up and grab the [SHAVER]. The Shaver isn't anything special you could use, but it will change things very, very slightly--subtlely even. Notice the lovely cockroach and lice infestations on the walls and floors. Take a deep breath and climb into the small wind shaft. Make a right and go all they way, ignoring other intersections since they lead nowhere. Crawl out and pick up the [RATION]. Another [RATION] is stored in the middle locker at the top. Don't stay in the room too long now that you have Rations. The bugs will slowly consume any food sources. As Raiden turns the wheel on the vault door, you can hear an ongoing struggle on the other side of the door. The door swings open and Raiden ducks out of sight just in time to find a fallen Russian sentry regaining consciousness. Raiden uses his knowledge of fire arms to identify his enemies' weapon artillery. Sic. Go on through the short corridor and into the next area. The masked rookie enters the room and finds the floor littered with soldiers blacked-out on the ground. The elevator starts to go up, and just as it does, we catch a glimpse of Snake--Solid Snake! What a riveting plot, this is! Raiden contacts the Colonel in the wake of this discovery. During this time, he introduces special terminals called Nodes. More about them in the Basics section of this guide, or you could listen to his rambling. Simply put, it works like Snake's radar from the Tanker, except it's much more of a hassle. Head to the Node on the otherside of the room and log in. Enter your codename and whatever information that applies. Afterwards, it takes you to the Option screen where you can customize any settings to accommodate your new companion. After being drilled mercilessly by the Colonel again, the elevator button blinks, indicating that the elevator is coming down to pick you up. By the time Raiden runs past the guards, they start to wake up. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ [WEIRD STUFF] Jack and Rose?? What is this? A remake of Titanic?! Kojima, what in the blue hell are you thinking!?! Nothing really interesting. Move along, folks. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ Hide behind the scattered cargo on the right side in the back. The guards never check there or the center pallet. Stay there until the guardsman close to you turns away, then scramble for the central pallet. Stay low. By now, the elevator should have finished its trip down. Take the chance to dash for it and ditch the guards without alerting them. On the elevator ride up, Raiden takes off his cumbersome mask and reveals his face (not that it's really hideous or anything). The Colonel and he have a little chitchat about Solid Snake and the formation of the Big Shell. Raiden steps off the elevator and finds himself on the rooftop of Strut A on Shell One. STRUT A, PUMP FACILITY From now on, press START to bring up the map to locate where you are on the Big Shell. The Strut highlighted in orange will be the current Strut you're on. Anyway, start by collecting the goods: a [CHAFF GRENADE] in the right cage and a [BANDAGE] stacked with the crates. There are some M9 Bullets in the back, but they are currently unusable. Look for a gash in the left set of fences and climb under it. The Colonel contacts you about it, but ignore him. He's getting unduly annoying, no? By the time Raiden wiggles loose from the clawing wires of the fence, Colonel Campbell radios Raiden and informs him of SEAL's infiltration through Strut B (Dammit! Leave us alone!). /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ [USELESS TRIVIA] Careful! The bird crap by the outside railings is slippery. Run through them and the klutz, Raiden slips and falls on his back. Ouch. Furthermore, if he stays down long enough, he'll get doused by a bombardment of bird sh!t! Cool! Bird droppings can be found around the area. Occasionally, temperamental birds will try to bombard Raiden while he's just standing around. Most of the time, they miss and splat on the ground beside him. Also, look up in FPV for a while. A sea gull will take the hint and release a pile on the camera! Get rid of it by zooming out of FPV. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ STRUT A PUMP ROOM Descend the stairs to the bottom to find two Russian guards laying out duties for each other. The other one leaves to the rooftop for his early shift. That leaves you with one other in the cubicle area. Don't hafta scramble for cover now. This guard only pauses at each of the cubicle's entrances--left, down, and right. Each time he moves to the other side from his current position, he checks the bottom passage for any intruders. Simple stuff, except you don't have a weapon. No problem there, either. This will be the last time Raiden helps point out a Node--you'll have to take care of that in the future. The Colonel gives a little sly technique to lure the guard away: Flatten against the wall and press the Punch button to knock on the wall. That's not necessary. This enemy sentry is easy to get by. As soon as the guard makes his trip to the opposite end and _after_ pausing briefly to look down, slip by and go to the Node. Download the map and get the radar in focus. Hide behind the board in the center. Wait until it's safe and give him the slip again. Should anything go wrong, there are lockers to hide in on both sides of the hallway. A [RATION] idles in the lockers on the right. Going up the stairs here lead back to the roof. Head through the passage on the right side of the cubicle to the first connecting bridge. FA CONNECTING BRIDGE To move to and from Struts, you must cross bridges suspended high above the ocean. Hovering camera mechanisms called Cyphers or human sentinels usually govern the bridge from letting intruders move freely through the Struts. Taking care of guards is the same old, same old, but a Cypher is another story. Cyphers are sometimes equipped with weapons and given the authorization to violently assault sighted enemies. Uh, that means you (cue dramatic bit). A lot of the time, they don't have weapons. To effectively take out a Cypher, shoot it right in the lens with the Socom (which will be obtained later). But, this is just for reference. Right now, you gotta cross the bridge to Strut F without corrupting the natural cycle. Colonel Campbell suggests deploying a Chaff Grenade, as shown in the Codec demonstration. However, that isn't quite necessary, since we want to conserve precious Chaff for better things. When the Cypher is out of sight range, head out and down the stairs to the right. Conveniently, there's a [CHAFF GRENADE] on the left end of the bottom stretch if you want to use it, but don't, is my recommendation. Stay on the lower portion and walk it. The Cypher isn't able to detect your presence because of the huge pipes stretched along the side. Ascend the set of stairs on the other side and enter the top floor of Strut F. STRUT F, WAREHOUSE Inside the two-story warehouse, Raiden spots a guard that had just finished his rounds and is reporting to the main force. After the guard finishes his report, contact the Colonel repeatedly to learn more of the plot and about Solid Snake. Swing over to the other end of the hall to find a [RATION] behind a box. Head into the door on this side. Recover the [M9] in the space where an imaginary fourth box is supposed to be placed. Max out the ammo by collecting the two [M9 BULLETS] in the room. Backtrack to the pump room on Strut A via the FA connecting bridge. Back in Strut A, sneak by the guard and go through the door on the west hallway to AB Connecting Bridge. AB CONNECTING BRIDGE Such luck. The bridge is a little zigzag and there are two watchman posted on the bridge that constrains passage to Strut B. Fortunately, it isn't as hard as it seems. The left guardsman walks up and down the single straightway on the bridge. The other one, on the right, remains in a stationary position, constantly moving his head to the left and right looking for ominous signs of trouble. Disregard the hanging strategy the Colonel instilled on this task. Why not go the traditional way: Drop a guard and trot over the bridge. Take out the M9 and aim it at the head of the right guard. He should fall without causing a ruckus. Then go out and crouch behind the alcove on the right until the other watchman drops his guard. Scurry over to the slumbering soldier. Stop. Drop. Roll. Crawl the rest of the way just to be safe. When the live guard isn't facing your direction, stand up and scram. Simple, much? However, if you really are a stingy person to wasting one measly little M9 bullet, you can follow the Colonel's advice and hang. Then glide over to Strut B's entrance. Whatever you do, do NOT try to shimmy under the still sentry. He'll spot you! STRUT B, TRANSFORMER ROOM Ingressing further into Strut B, a cutscene takes over. The floors and walls are streaked with blood. Just around the corner, Raiden finds fallen comrades ripped to shreds by a fearsome monstrosity. Raiden listens as horrifying screams of terror emanate from the transformer room. A mysterious man attired in a dark trenchcoat is the man behind the revolting murders. It turns out he fancies the blood of terror-stricken men. Raiden, being the big, beefy warrior tyke he is, stands up to him and invites a tough battle with the superhuman monster. Fortunately for Raiden, a single SEAL member saves his skin and shoos the blood-sucking freak away. The Marine who has just saved your ass now becomes an ally of yours through the Codec. Great, another Codec chatterbox. Only, the interesting is, that he resembles Snake in every way. Well, we'll find out later. His name is Iroquois Pliskin. He has extensive knowledge about FOXHOUND and the VR program Raiden claimed as his only pride and proof of his abilities. If you have the Shaver, when the two exchange items, Raiden gives this to Pliskin only cuz he needs it. Pliskin gives you his pack of cigs and the [SOCOM] he picked up. Remember his frequency: 141.80. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ [USELESS TRIVIA] Submitted by Tim Ngai-Him Jang The name Snake uses as an alias on the Codec (Pliskin) is the name of the character (Snake Pliskin) that Kurt Russell plays in "Escape from New York" /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ When you regain control of Raiden at the top of the stairs, Pliskin takes a short nap at the bottom. There are [SOCOM BULLETS] next to the stairs on the ground level. Beside it is a Node you can log into and download a map of the area. Before moving out through the northern exit, some [M9 BULLETS] sit next to the transformers on the top level. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ [USELESS TRIVIA] With the acquired guns, aim them at Pliskin to immediately wake him and alert him into pointing his own AKS-74u at Raiden ("Think you could shoot that thing?"). Mash the punch button repeatedly or side flip by him, hitting him, and he'll call you a moron and discipline you. Don't do this too often since it does drain health from the life gauge. Start pitching hails of Socom bullets at the guy and you will have incited a royal gunfight with the field expert! Duck out of sight to keep him from sucking your health with that automatic of his. After your assualt on the poor guy, call the Colonel. He and Rose will scold you for turning against your own ally! /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ Take the [RATION] and [SOCOM BULLETS] from the lockers. Then head into the brown sliding door. BC CONNECTING BRIDGE Raiden walks in on an ongoing gun battle. Two helpless SEAL members try their best to nail a Dead Cell member standing at the end of the T-intersection bridge, but to no avail. The volley of bullets veer away from the woman and deflect elsewhere. People call her Fortune, a woman blessed with retentive luck to escape harm's way. The blood sucker from earlier makes an appearance on the bridge to retrieve the oblivious president. Several assault teams immediately enter the scene and attempt to subdue the Dead Cell members. With a moan of disappointment, Fortune activates the massive weapon slung on her right arm and points it at the approaching party. Seconds later, that portion of the bridge is blown right off the map, along with flailing bodies of the helpless soldiers. In an instant, the entire Bravo team is wiped out. The Colonel fears that this failed operation to save the president will prod the terrorists into carry out their plans. After the conversation with the Colonel, cross the bridge to Strut C and take the [CHAFF GRENADE] a soldier has left behind in his honor. ============================================================================= ___________ | Part Four | ŻŻŻŻŻŻŻŻŻŻŻ STRUT C, DINING HALL Both diverging doors lead to bathrooms. Men's room on the left; Women's room on the right. The men's room carries [SOCOM BULLETS] with a treat in the left stall. Also, if you punch the uh, door-less toilets, they'll flush. The blow dryer works too if Raiden is looking for a new hair-do. [PENTAZEMIN] and [M9 BULLETS] make way in the women's room. Jog up the central hallway and enter the kitchen. A cutscene highlights a lone officer rummaging through the cupboards for something, but gets interrupted by Raiden's sudden appearance. The man insists that he isn't from NYPD or anything of the sort. Pliskin enters and orders Raiden to put the gun down. It turns out the man is Peter Stillman, from the NYPD Bomb Squad, who was brought in with the SEAL Bravo team. Stillman is THE bomb expert, who is well known for his skills. He came here to confront Fatman, his disciple. He taught Fatman everything he knew about explosives and in a sense, created him. Peter says that there was also an engineer who was with him before the skirmish, but he hasn't seen him since. Smells like Otacon. Being short of manpower, it's up to Raiden and Pliskin to defuse the bombs themselves. Peter suggests that the best way to deal with pulsing C4 bombs is to freeze the detonator to put off its scheduled bang. Peter equips Raiden with a [COOLANT SPRAY] and [SENSOR A], which is an Ion Mobility Spectrometer. As Pliskin puts it, it's a device used to sniff out C4 in the vicinity. It'll pick up Fatman's scent spectrum as a yellow-green cloud on the radar. You'll need to log into a Node first, though. Stillman also gives you the [LV1 CARD], which is a clearance card for all the security doors marked with Level 1. If you need additional help from the old- timer, his frequency is 140.25. Log into the Node in the dining hall. Now it's time to hunt down the first bomb in this Strut. Head back out to the hallway. Sensor A immediately picks up on Fatman's signature in the women's bathroom. Go to the sink and look up. The C4 bomb is slowly ticking away in the light crevice. Use the spray and coat it with the cooling chemicals. After deactivating it, Raiden contacts Stillman to report his first C4 finding. Peter is worried that this may be a trap since Pliskin has also reported in locations of bombs that have not been planted in effective demolition points. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ [USELESS TRIVIA] At this time, contact Pliskin and he'll spill the beans on Dead Cell and also slide hints about reaching other potential locations of C4s. Also, another way to find a smaller, rough location of a bomb, is to listen for a loud beeping noise. If you could hear it, that means you're very, very close to the bomb. If the beeping tones down or disappears, you're not near it. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ [PLISKIN IS AWAKE] If you need additional help on finding C4, contact Pliskin while you're on different Struts to get hints on locations of the explosive in that specific Strut. Pliskin is a very useful source of info. Call him whenever you feel like it. He gives necessary and interesting information a lot of the time. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ Since the sediment beyond Strut C is a chore to get by at this point, it's best that we work counter-clockwise in disposing the bombs. That means we're going back to Strut B and working our way down the ladder...and eventually up again. Head back to the BC Connecting Bridge. A Cypher has been placed there to watch over the barren bridge. Either take it out with the Socom or toss a Chaff Grenade and jam its electronic parts. STRUT B, TRANSFORMER ROOM New guards have been placed to prevent further mishaps and make sure no one tries to meddle with their plans. One patrols the hallway outside the main room, and the other is circling the interior. Check the Sensor A. A C4 bomb has definitely been set here and is set to blow at a moments notice. But taking care of the guards is top priority. Both let up Dog tags. The outside hallway guard is easy enough; same goes for the other one since both have long patrol routes that allow enough time to sneak up on them. Enter the slaughter house from the north door (the one you exited earlier). To the immediate left is an open panel. The Sensor A also indicates that the bomb is around here. Close the panel door to find the bomb safely tucked behind it. Who would have thought of that! Deactivate the bomb with the coolant like so and move to Strut A on the double. Peter thinks you're too slow! AB CONNECTING BRIDGE The once stationary guard has been offered a new route to follow. Their brief pause on the endpoints are no longer so brief. If you feel up to it, you can skillfully accost them from behind and coerce them into giving their Dog tags with the Socom. Just remember, if one starts to move, so does the other. STRUT A, PUMP FACILITY The box of [SOCOM BULLETS] from the locker is usable now since you have the Socom. Sneak past the guard in the cubicle and use the Lv1 Card to gain access into the pump room. A guard's patrol route is composed of circling the whole interior. When you enter, don't bump into him. Also, there's a small surveillance camera at the top left end of the room. But you could take care of that later. Follow the guard from behind and use the usual maneuver for his Dog tag. Then head back to the first stairs on the right and start crawling through the convoluted pipe warrens. There's a [RATION] on the far left Raiden can reach with no trouble. After picking up the Ration, crawl back to the double red pipes. Follow it down by crawling down the crevice to a squared off area. The pulsing C4 bomb is here. Once it has been deactivated, find the way out of the maze and head to the stairs on the left. In the first square, crawl under the pipe to the right, hop over the obstacle and claim [BOX 1]. Shoot the surveillance camera and grab the [SOCOM BULLETS] that sit under it. Leave the pump room and go to FA Connecting Bridge. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ [USELESS TRIVIA] Go to the roof of Strut A since it's the best area to do this. Notice the flock of sea gulls above? You can shoot them with your Socom or M9, and they have the same effect on the aves as they do on humans. As the sea gulls swoop in and perch on top of the fences, knock 'em dead. After killing about a dozen or so, the Colonel contacts you and thinks you're some sick, animal abuser. Rose and he will be disgusted at your morbid display of torture. It's hilarious! /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ FA CONNECTING BRIDGE The Cypher is still here, but don't try to shoot it out this time because there is a newly placed guard here on the lookout. He inspects the top and bottom portions of the bridge on the other end. When the Cypher starts to hover back to the other side, slide down the stairs and hide in the alcove before emerging. Make sure the guard is out of sight. Enter Strut F through the bottom entrance. STRUT F, WAREHOUSE As soon as you enter the bottom level of the familiar warehouse, press up against the bottom right stack of cargo before the guard coming from the hallway spots you. Slip by him when he starts heading up, and head down the bottom passage, in which he came from. Pick up the [CHAFF GRENADE]. Enter the right sliding door. Collect the [MINE DETECTOR] and the [M9 BULLETS] under the shelf. Then head to the opposite door. The Node is here for upgrading the radar. Rummage through the lockers for a [RATION] and a [PENTAZEMIN]. Add the [BOX 2] along with the stock. Beat up on the locked locker to reveal a dirty [BOOK]. It's an adult magazine that can be used as bait to throw a sentinel off guard. Now, look for an open shaft on the south wall in FPV. Inch along the shaft and follow it to the end. When you worm out to an area barricaded by a fortress of boxes, harvest the goodies: A box of [SOCOM BULLETS] and the [SOCOM SUPRESSOR]. Attach it to the Socom right away. Back in the main warehouse, reap the treasures around the bottom floor. There is a [STUN GRENADE] in the little niche at the top. Try not to knock out the guard that comes down the stairs. He needs to make a status report every minute or so. If he doesn't, an investigation team will be deployed to dig out the source of the problem. Another [BOOK] can be obtained by dropping from the second floor to the crates. It's time to locate the bomb. The C4 particles show up on the left side of the room. It's on the lower level to be exact. However, a wall of towering boxes safeguard the bomb. You can only reach it by dropping in from the second level. Quickly dispose of the bomb and travel to the EF Connecting bridge. If you've accidentally stunned the reporting guard before collecting all the goods and locating the bomb, simply re-enter the room. The timer for the status report will reset. EF CONNECTING BRIDGE Raiden watches as a guard ascends to the heliport to survey the bridge for encroachers. Equipped with binoculars, he cements his job as the bridgekeeper. If you wait a while, he'll eventually take a break from his painful job. Or...If you feel uncomfortable about his being there, take out the Scope and make sure you know exactly where he is. Then equip the Socom, aim carefully and affix a head shot, or he'll call for back-up. Decommission him to safely cross the bridge. Ingressing further into the bridge, an enigmatic figure that calls himself "Deepthroat" (very interesting name...) contacts Raiden and warns him of the Claymore mines planted around the bridge. Raiden clearly questions his uncalled for intention to help, and not to mention unexpected arrival onto the scene, but Mr. X doesn't like to be interrogated. You know, this reminds me of an episode of the Simpsons... As he suggests, use the Mine Detector to bring up 7 dots on the radar. Notice that the mines have field cones too. If Raiden moves into their forward cone, it'll trigger the mine to detonate. However, crawl over them and Raiden picks up the Claymore mine! Do this to all to collect 7 [CLAYMORES]. STRUT E, PARCEL ROOM, 1F When Raiden enters, he arrives in a small sideroom on the southeast corner of the room. Don't pop out yet, as there is a patrolling sentry just nearby. If you think crawling behind the conveyor belts is a sly technique, think again. It quickly becomes a stupid idea as puzzled guards catch a glimpse of a moving figure in the shadows and come to investigate. There are two watchman in this room. Each located on half sections of the room. The one further up north reports in every minute and a half or so. Put the guardsman near the entrance out of commission and hug the east wall up the room. The Node terminal is situated ahead, in the northeast corner. Sneak by the reporting guard and log in. From there, head to the side room on the right wall and ascend the stairs to the heliport. STRUT E, HELIPORT Moving forward, Raiden stumbles across Olga Gurlukovich, who, luckily, is a bit preoccupied on the phone arguing with someone on the other line, presumably not her boyfriend. She cites the cyborg ninja that had helped you earlier. After the conversation, Raiden jumps out and attempts to hold Olga up. She has hair! More hair on her head! Olga, looking confident and unflinching, suddenly leaps into the air and drops below. Frustrated, Raiden reports to Pliskin for help. A box of [CLAYMORE] rests at the end of the rounded catwalk at the bottom. Go up the stairs to the heliport. There are 2 guards patrolling the entire heliport, 3 if you didn't snipe the one overlooking the bridge. The one that wraps around the Harrier plane suspended at the end has the longest route, so stealing his Dog Tag takes the cake. Pick up the [STUN GRENADE] and [BOX 3] from around the cargo spaces. The C4 bomb planted in this strut is hiding under the Harrier. Walk around to the right wing and crawl under, as far as Raiden can squeeze his big butt in. Now that you're tucked under the wing, you can easily spot the pulsing C4 on the rear brake gears. Immediately after neutralizing the bomb with the coolant, Stillman and Pliskin do a three-way calling. Pliskin reports that he has found a truckload of C4 packed at the bottom of Strut H. Stillman's intuition was correct. He had a feeling some insidious plan was in the air. Now he's confirmed his suspicions. Pliskin also mentions that these bombs were specially designed to resist detection from the Sensor. At this moment, all of Peter's pent-up feelings burst. He confesses that his leg was never crippled. He only lied so that people would sympathize him. As they say their best of wishes, the three men bomb squad sign off and continue with their missions. STRUT E, PARCEL ROOM It's time to put the loyal guard that makes periodic reports to sleep. Behind his "patrol route" is a conveyor belt with a [STUN GRENADE] underneath it. Two boxes of [SOCOM BULLETS] hide under the shelves that are aligned with the Node on the north end. Also, don't forget to pick up the uber-ZOE box [BOX 5] to sport the awesomeness from the east end of the conveyor. If you descend the stairs on the southwest corner, you'll come to an area where they hold a ton of boxes labeled ZOE, just like yours! Exit the parcel room through the northwest door. DE CONNECTING BRIDGE There's a single patrolling soldier on the bridge. Hop down the stairs to find a [STUN GRENADE] and [SOCOM BULLETS] stuffed in the shadows on the lower portion of the bridge. Enter Strut D from the bottom level. STRUT D SEDIMENT POOL Conveniently, the local network decides to make things more serviceable by placing a node just at the entrance to the strut! Download the area map and get started. Three guards govern this waste room. Two on the top level, and a third one circumnavigating the lower level. Interestingly, if you nail a guard while he's on the rail, he'll fall over and plunge into his demise in the waste water. The soldier that circles the center generator should be taken out last since he needs to report in from time to time. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ [USELESS TRIVIA] Let the bodies hit the water! There's a disposal gate on the top floor on the bottom of the door to the Shell 1-2 Connecting bridge. Drag a body to the gate and Raiden dumps the corpse into the water below, where he'll make a big splash! /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ There's a [RATION] in the fence opening of the vertical pump. [SOCOM BULLETS] are at the end of the left side. [M9 BULLETS] sit under the staircase to the second level. Equip the Sensor A to uncover Fatman's highly active signature on the left side, under the CD connecting bridge entrance. Lift the floor hatch to find it. Deactivate the final "baby" C4 bomb. Stillman reminds you of the main threat to the Big Shell--The bomb reigning the bottom of Strut A. Peter knew something like this might happen, so he's prepared a special Sensor that he's left behind in the pantry. He instructs you to go fetch it. CD CONNECTING BRIDGE Keep under the surveillence camera, but if it becomes an annoyance, blast it with the Socom. Then hide in the alcove as the single soldier inspects this end of the bridge. Once he starts to turn around and make his rounds to the other side, jump out and shoot him in the kneecaps. Then maybe take his Dog Tag. Be careful when walking the bridge! The floor panels have some loose screws that need tightening. They start to fall under Raiden, bringing him with them to the waters if he doesn't have the brains to keep moving! STRUT C DINING HALL Pick up the [SENSOR B] from the pantry Stillman locked himself in. Now that you're ready to find the motherload, Peter suggests checking the bottom of Strut A. Pliskin breaks in and reports his status. He's about to deactivate the last C4. As he does, it dawns on Stillman that the big bombs were rigged to activate when all the "baby" C4s go offline. To think that you've survived the bomb threat...You now have 400 seconds to reach the main course, or you find yourself up in smoke along with the flying fish. Head all the way to Strut A starting from the BC Connecting Bridge. Throw a Chaff to temporarily disable the Cypher. See how spare Chaffs are useful? In Strut B, the guards have magically regenerated! They've found replacements. Only worry about the outside hallway guard. Then just continue to Strut A via the AB Connecting Bridge. STRUT A ROOFTOP The elevator has returned and is waiting for commands. Quickly run to the platform without being seen. Move further back into the elevator and it'll descend to the depths below. On the way down, Stillman admits that Fatman has surpassed him in terms of techniques (I must admit that this is pretty impressive). Watch the last moments between our hero and Stillman. Following the massive destruction of Shell 2, Codec lines to Pliskin and Peter have been severed. So no calls to or from them for a while. STRUT A DEEP SEA DOCK When Raiden arrives, you'll see that the room has undergone a make over and new items have been placed among the mast. Head down to the room where you've begun at the beginning of the Plant chapter. The bomb is located under the drooping submarine. Stand on the bottom end of the pool side and neutralize the active threat from afar. The bomb threat has abated. Your new mission is to save the president. Moving back through the hallway, the Colonel announces that the terrorists have killed a hostage in retaliation to your act of defusing their bombs. Starting now, they will snuff out a hostage every hour. Things are heating up and the weight of responsibility becomes increasingly heavier. The Colonel commands Raiden to quickly return to the rooftop of Strut A. The rookie complies and heads for the elevator, but is stopped in his tracks by a feminine figure that steps off first. She waves her enormous rail gun menacingly and bids Raiden to come. In this fight with Fortune, don't waste a sweat. Just keep rolling around and avoid direct impacts from her shots. Eventually, the Colonel will end the battle and relay a message from Fatman. Looks like he's planted another bomb and asks for Raiden directly. Meanwhile, Fortune is still there tapping her foot impatiently. Raiden tries to find a way around her and resorts to the norm. The continuous bullets ricochet off Fortune and bounce towards Vamp, right in the forehead, where it will leave an ugly scar forever. Oh wait, he's dead. Fortune drops to the floor and mourns more than she could retain. Raiden takes the opportunity to slip by and ascend to the rooftop. On the rooftop, carefully work your way around the newly planted mines at the entrances to the Strut A pump room. Now your new goal is to head to the Strut E Heliport to confront Fatman. Head to the FA Connecting Bridge and proceed from there. STRUT E HELIPORT Another [CLAYMORE] claims the space at the end of the rounded catwalk to add to a growing collecting of mines you may never use. Pick up the [SOCOM BULLETS] you'll need. Raiden finds the bomb perceptibly placed in the open. As soon as it is put out of commission, Fatman emerges. He preaches nonsense as he rollerskates around the heliport. He decides he wants to play a game. A game he would love to have Raiden involved in. It's called "Find the bomb before the timer runs out and before I disembowel you in a blink of an eye, while you find ways to pump a few shells into my FAT head!!" See Boss Guide for strategies on giving him a cheap liposuction. The sensor picks up the last bomb's scent spectrum in the area where Raiden and Fatman stand. It's actually hidden under the big lard. So drag him away and deactivate the thing. Then shake Fatman for his Dog Tag. He may also drop some Socom bullets to compensate for the big waste of ammo to his face. Laugh and get fat! Or something... ============================================================================= ___________ | Part Five | ŻŻŻŻŻŻŻŻŻŻŻ Move to the bottom of the heliport and Mr. X makes a second appearance, where he gives you the [B.D.U.] which cannot be used until you've found the missing piece--the AKS-74u, a [CELL PHONE] for future notes, and the [LV2 CARD] for access to the Lv2 security doors. Besides bestowing these items, he also spells how to find the president. You can find him through talking to Ames, a member of the secret service. He also tells you of many things and secrets Raiden won't be too happy about being the only one who was not properly informed. After Mr. X's departure, head to Strut F Warehouse to collect some new wares. Just remember NOT to use the disguise yet. Even after you've obtained the AK assault rifle. The guards inside and outside the shell core wear distinguishably, different uniforms to tell which belong where. They'll see through your disguise easily! STRUT F WAREHOUSE Begin on the top floor of the warehouse, where a guard keeps watch in the rear hallway and a second guardsman will soon make his rounds to Raiden's current position. A third one isn't too far away either, but since he's hanging out on the bottom floor, we'll have to take him out first. As soon as Raiden enters Strut F, head right to the stairs and take it to the bottom level. At this time, the lower patrolling soldier should be gawking at the east wall for a long time, giving Raiden the perfect opportunity to sneak into the Lv2 security room on the north wall. The cargo has been set up to be grounds for perfect hiding spots in case of an emergency. Around the room, collect the goodies, including the important [AKS-74u], which now completes the enemy illusion. By now, the guard is probably standing outside the doorway, pacing back and forth a few times. The second guard may have also made his trip down from the upper level, so stay low until they clear. When the extra guard heads back up the stairs and the original guard faces south, then east, quickly tranquilize him or give him a head shot. Then drag his body to the left Lv1 room and cram it in the locker for safekeeping. Head back up to the top floor and attend to the two guards there. Try not to black-out the sentry with the longest route since he needs to report in every minute or so. That and because he's easy to work around without going through too much trouble. On this floor, ransack the Lv2 rooms to find the [M4] assault rifle. However, be SURE to deactivate the C4 control unit BEFORE claiming the prize. Gather some [C4s] of your own and extra ammunition for the corresponding weapons. EF CONNECTING BRIDGE A look-out guard has been sent to the heliport again since you've dispatched the last one. Carefully take him out again and exercise the M4 on the gun- mounted Cyphers. Always a love. Cross the bridge midway and head to the bridge veering left. Don't forget to check for Cyphers BEFORE crossing this bridge. It's rigged to have the panels fall under Raiden and bring him to his death should he not move soon enough. Once he starts running, RUN all the way home! Pick up the [AKS-74u BULLETS] on your way to Shell One's entrance. SHELL 1 CORE, 1F Now is a good time to put the B.D.U. to good use. Then have the AKS-74u slung across Raiden's back, and you're in good shape. Remember, don't do anything out of the ordinary to attract unwanted attention, ESPECIALLY Raiden's somersault move. Never, NEVER bump into guards either because when you do, the disguise magically unequips itself and your cover is blown! Of course, you can always run around a corner and re-equip everything to fool them twice. Just keep the B.D.U. and AKS-74u equipped. This is your only ticket in. Keep it cool and play your hand right. Notice the extremely tight security. It's a very good thing that enigmatic ninja went through the trouble of fetching Raiden a pair of these fads. Two Russian soldiers walk up and down the corridor in a swing movement. Squeeze through any gaps. Head down the passage to the left and enter the locker room. Here, Raiden finds a Node, where he can pick up the latest issue of Area Maps of MGS2. Pick up the [CHAFF GRENADE] and search the lockers for [M9 BULLETS]. In the bottom row: [C4], [BOOK], and a [CLAYMORE]. Force open the locked locker by bashing it silly until it falls over for spare [M4 BULLETS]. Head out the door to the left and pocket the box of [SOCOM BULLETS] from the small hallway veering to the left. Then head for the elevator and press the Triangle to call for the lift. The camera posted above will scan for correct personnel equipment. If you don't have the right stuff, the alarm will sound. Once the search is done, Raiden is clear to enter the lift. Press the button to B2. SHELL 1 CORE, B2 COMPUTER ROOM Head out the west door and follow the square corridor that eventually wraps back to the elevator. The single guardsman assigned to keep the corridor snug and safe occassionally runs laps around the compound. He does that just so Raiden could run into him and drop the guise. Don't let that happen. 'Cause we wanna keep things on the DL here. At the bottom left of the west stairs is a little alcove where a [RATION] basks in the gloomy shadows. Look through the lockers on the east side and scour them for [M4 BULLETS] and [SOCOM BULLETS]. Then batter the top most locker from your perspective to topple the stack of Books from atop the lockers. Dirty magazine bliss! Whatever. Enter the computer room from the southern end of the compound and stare in awe at the awesome posters! Three spazzy soldiers have been posted here. The computer room isn't exactly very spacious, so be careful not to collide with anyone when walking around. Lean against the right row of computers and walk along it if the guard there constricts the little space you already have to walking. Eventually, Raiden reaches the northeast end of the room, where the cubicle houses your friendly local network. Take the [AKS-74u BULLETS] and [BOX 4] from the stash and squeeze between two goofy guards to the northwest corner, where the [DIRECTIONAL MICROPHONE] can be obtained. Look at the pretty birdy! Squawk! /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ [USELESS TRIVIA] Look at the pretty sights in the computer room: A Policenauts poster, an old Metal Gear poster and a Zone of the Enders poster are all plastered on the walls around the computer room. If you hear things like "BaBOOM!" or "Top of the locker! Squawk!", it's only that boisterous parrot in its cage. Put the purification water down. Your TV set is not possessed. Another interesting thing to watch: The guard on the lower end moves from one computer to another. If you look over to what he's doing, you'll see he's looking at dirty pictures! Ahh, the poor blighter. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ If ya need an additional [BANDAGE], you can find it laying low under the set of computers in the middle row. Leave the computer room unless you're having too much fun with the parrot. SHELL 1 CORE, B1 Stepping off the elevator, Raiden peeks around the corner to find a guard gaining entry into the hostage room using the Retina scanner. There's no way to fool that thing with what Raiden has. Head into the room at the end of the short passage to find the Node terminal and a [RATION] stuffed inside the right locker. When Raiden leaves and starts heading down the central corridor he may notice only one guard on duty. That may be so, but don't take him down, dammit! There are really three guards in the sector. It's just that two of them are on a coffee break in the lounge room. And when the current patrolling guard returns to give a positive report, they switch roles in a rhythematic pattern: The soldier that just came back will move to his stationary position in the lounge room, and another soldier will emerge from the room to inspect the hall. Yeah. Pick up the box of [M4 BULLETS] idling near the lounge entrance. Loot the lockers for [SOCOM BULLETS] and a [STUN GRENADE]. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ [USELESS TRIVIA] If you try to punch the lockers, the ruckus causes the closest guard to investigate the source of the banging. Stay still and he'll just shake it off and go back to his statue position. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ Now, it's time to speed to the next area: The hostage room. And the only thing that keeps you from doing so is the scanner. So how do we get by it without blowing the f-in' thing apart? Why, be resourceful. When a guard moves out to the hallway, strangle him and hold him "hostage". Then drag him to the scanner and face forward. Raiden then smacks his face into the scanner and all is well. From the left corner of the horizontal corridor, wait until a guard moves out to the hallway. At his first brief pause, which is on the west end of the hallway, un-equip the AKS. Then press and hold Square. If Raiden ends up flipping him over, quickly re-equip the AKS-74u and play it cool. The guard will call for back-up. Just stay out of the way during the clearing. THE HOSTAGE ROOM At this point, the Colonel contacts Raiden to draw some boundaries on things he can do and cannot do in here. The only thing that should NEVER be done is try to decommission the single sentry that circles the room. Yes, it would be much easier to go about your business, but if you lay one finger on him, Raiden gets busted. Also, don't keep the Directional Microphone equipped when the guard is around. But if he does happen to see Raiden without his AKS, quickly re-equip it and maintain your composure while he questions Raiden. Make a quick round around the outside edge of the room to collect a [RATION] and a [BANDAGE]. If you've already forgotten, you're here to find Ames, the president's bodyguard (?). So how the hell do you look for him? Well, how to locate him stems from the clue Raiden was given about him wearing a pacemaker. When Raiden points the D.M. at someone, you should be listening for a muffled beep that follows the person's heartbeat. When you think you've found Ames, press the Triangle button to confirm your suspicions. If you want to find him yourself, then skip this paragraph. The events that follow are driven by the game. Ames is tied up against a table with some boxes facing the south wall at the southern end of the room. He's easy to find because he's a loner there! When Ames is found, a series of cutscenes will take over. Ames spills the beans on stuff you would have never imagined. Witness the scenes for yourself. Raiden and Ames catch a glimpse of the Solid Snake impersonator and overhears his conversation with Ocelot. Adjust the D.M. so that the signal can pick up the conversation better. Ames gives Raiden the [LV3 CARD] and imparts his last thoughts. He instills the duty of rescuing the president on Raiden. Ocelot starts to approach Raiden. Now, you have 10 seconds to re-equip the AKS-74u or Raiden will get caught and get fed to the grinding machine! Thankfully, the time doesn't elapse in the inventory screen, so you can find a rubberband to strap it down while you take a quick restrom break. After equipping the gun, don't endeavor to escape. Stay still. A cutscene ensues that highlites Ames' death and Raiden's unmasking. The cyborg ninja appears out of nowhere and deflects the bullets while Raiden makes an escape. When Raiden steps out to the B1 hallway, a general announcement orders all personnel to give the entire core a clean sweep. The disguise doesn't work anymore since Ocelot has the mask. Caution mode is in effect and all of the guards that were previously kicking back in the lounge room are in full force looking for Raiden. You can start collecting Dog Tags if you want. Begin by going up the vertical hallway. A guard on the bisecting passage is searching the room on the end. Tranquilize him and stuff him in the locker for safekeeping. If Raiden is caught and the cavalry is after him, hide in the locker and stay DOWN. The AI of the soldiers have increased significantly. Stay in the locker until the heat dies down. SHELL 1 CORE, 1F If you've already made your way down to this level during Caution mode, you will soon find out this is suicide the hard way. Attack teams are all over the place. After everything has subsided, this is the best time to be on the move again. Exiting from the elevator, shoot the camera on the west corridor corner with the Socom to sever its signal. Then tranquilize the guard that pauses briefly under it. Peek around the corner and dispatch the last soldier in this hallway. The trip to the exit is all yours from here. ============================================================================= __________ | Part Six | ŻŻŻŻŻŻŻŻŻŻ Access to Shell 2 is now open for Raiden. However, as insinuated earlier, the bridge is rigged with a myriad of wired Semtex explosives set to devour the entire place should anyone carelessly trip the sensors. To bypass this, Raiden needs precision shooting. And for that, he needs a sniper rifle. But he can do without, for your information. EF CONNECTING BRIDGE The Cyphers that were destroyed earlier have been repaired and are back online. Customary stuff: Whip out that M4 and from the Shell 1 Core entrance, shoot down any Cyphers in sight for an insured safe trip across the bridge. Head down the bridge back to Strut F to gather some new equipment. STRUT F WAREHOUSE The Lv3 PAN Card Ames presented to Raiden gives him access to Lv3 security doors in the warehouse. First, find the [RGB6] grenade launcher and its rounds stowed in the first room on the left when Raiden enters the warehouse from the hallway. If you need to stock up on ammo, some are stashed in rooms Raiden has already looted. Then head down to the lower right room to enter the next Lv3 door and acquire the spunky [PSG-1] and some [PSG-1 BULLETS] to give it a kick start. From where Raiden picked up the PSG-1, crawl into the vent on the east wall to find a shiny, new [PSG-1T] at the end. The PSG-1T is a tranquilizer rendition of the PSG-1. The first round of bullets for this can be found around the warehouse. You've gotten what you came for, but before you leave, check other rooms for additional ammunition for the fire arms, and some [GRENADES] and [CLAYMORES]. The entrance to the Shell 1-2 Connecting Bridge is located in the Strut D Sediment Pool, right next to the disposal gate on the top floor. SHELL 1-2 CONNECTING BRIDGE On the vast field of the Shell 1-2 Connecting Bridge, Pliskin contacts Raiden and warns him about the Semtex explosives set up around the bridge. Before rescuing the president, you must rescue yourself by obliterating 10 control units for the C4--all arbitrarily placed around the bridge. Raiden helps you pinpoint the first one and which does he find? Why, the most plausible location for a control unit. When Raiden uses the sniper rifle, you'll find that he is shaking uncontrollably, which will definitely off-throw your shot in this condition. Pop a Pentazemin to calm his nerves. The first 4 control units should be easy. Three of them are right in front of Raiden: One is glued to the central pump and two of them are safely tucked next to pulsing C4's on the ground to the left. The fourth one is fused on top of the doorway entrance to Strut D. The remaining six are tricky to find. First, use the Scope to scout the rough locations, and then know exactly where they are to supplement my text-based locations. Ok, let's get the easiest ones. The first of the six to find is attached to the hovering Cypher in the distance. Zoom in on the camera mounted on top of it to find the control unit above it. Be sure to hit the box only. Move to the right alcove to get a better view of the next one. Look directly out into the distance to find this set plastered to the east of the entrance to Strut G. It's a structural outline of a Shell: Six surrounding C4s and a single control unit in the center. Carefully snipe the control box. Two down, four more to go. Then move to the left alcove and zoom in to the left of the Strut G entrance. There, Raiden finds the third bunch of the control units encompassed by several Semtex. After it's been put out of commission, look down to the bridge to find the next control unit snuggled on the left side in the far corner. The second to the last control box is planted on the wall behind the flapping Sons of Liberty flag off the west side of Strut G's entrance. Wait a while for a gust of wind to waft the flag off to the side to reveal the control box situated behind it. You may not know whether or not the shot made contact with it, so just wait for another breeze. Or you could just wipe out the last control unit to find out. The last one is situated on a small ledge below the Strut G entrance on the west wall. A flock of birds indicates its location. Aim and shoot the unit. If you end up slaughtering the seagulls instead, the warning should have drove them away, leaving an open shot. If all goes well, you'll hear a sound bit where the sensors are put out of gear. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ [ADRENALINE'S CHALLENGE] Instead of using the PSG-1 to demolish all the control units, use the plain, old Socom. I've not gone insane. In fact, it's possible. I've done it myself. When you do, e-mail me. You don't get anything special in return. Pat yourself on the back. Hint: Read the Socom description I've provided in the weapons section. No cheating. :P /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ Moving to the bridge, Raiden receives a call from Pliskin. He's found a Kasatka chopper to escort the hostages with. Pliskin introduces Raiden to his pal, Otacon. Things finally start to unravel here. As the chopper closes in on the bridge, an impious figure emerges from the shadows. Pliskin tries unsuccessfully to impale him with a volley of bullets, but Solidus is way too fast and sweeps through his assault with ease and unscathed. Pliskin can't do much in his position, so he passes on the [STINGER] and a box of [STINGER MISSILES] to Raiden. Pliskin leaves Raiden to deal with the Harrier that ascends to the surface. Following the battle, the downfall of the Harrier, and the reinstatement of Metal Gear RAY, Raiden finds the connecting bridge in fragments. His movement across to Shell 2 is limited. Approach the fire on the left to receive a page from the ninja. The ninja advises to use the Coolant Spray to extinguish the fires. Snuff out the fire. Quickly run down the stairs, grab the [RATION] and run back up before the stairs fall to the waters below. Hop over the yellow rail to the right and climb over the orange pipe extended underneath. Carefully walk down the pipe to find a [RATION] on the bottom. Then walk up the pipe until Raiden is directly aligned with the wooden plank on the left. Use the D-Pad for this. At the very edge of the pipe, somersault to the plank. Raiden should land on it, but if he's a little off balance, he'll fall to his death. Take the goods and put out the fire to acquire the [AKS-74u SUPPRESSOR]. Jump across to the catwalk on the otherside. As soon as Raiden leaves the platform, a fire breaks out behind him. Follow the rounded catwalk to the end. Keep moving because the path will fall under Raiden. At the end, leap over the edge and land on the catwalk below. At this time, two sentinels are sent out to the bridge above to inspect the wreckage of the Shell 1-2 Connecting Bridge. Stay in the shadows and inlay a headshot with the sniper rifle to each. Cross the catwalk, leaping over the first gap and shimmying across the next. Raiden enters the Strut L Perimeter at the end. STRUT L PERIMETER Luckily, the catwalk itself is devoid of enemy sentries, but two soldiers secure the insides, occassionally looking out the window to detect any signs of trouble. If they spot Raiden, even if he's standing near a window from afar, they'll call for Cyphers to take care of him. When this happens, simply go back to the ladder and lay low. Your first instincts tell you to side step under the window sills, but there is an extremely easier way to get by them without being lighted upon. All you really have to do is crawl under their noses the whole way, but with the analog stick geared at an acute angle. The floor panels have been outfitted with floor panels to fall under Raiden. By crawling as fast as possible, he can move over them before they drop. At the end where there seemingly is no path to walk on, flatten against the wall and sidestep carefully across. When you get to the protruding ventilator on the path, crouch and continue under it to the otherside. Move around the corner. A guard above is about to burst. He checks to see if the coast is clear and goes about his business. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ [USELESS TRIVIA] When nature calls, you'll have to respond. As the guard starts releasing the load on the path ahead, Raiden can stand under it and get doused with healthy urinals. Shoot at him to make him pause momentarily, frightened that he might have been caught, but he'll just give up and return to business. Naturally, after a minute or so, his bladder will be exhausted and he'll go back to his proper business. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ Drop down to the next catwalk below and grab the [AKS-74u BULLETS]. This walkway leads to the KL Connecting Bridge, which is right next to it. A [RATION] is basking in the hot sunlight on the otherside of the walkway. About a 1/4 way through the walkway, look over to the left and find a clear opening of the part of the KL bridge. Wait until a Cypher looms into view and dispatch it to make the path less treacherous. Then ascend the stairs to the bridge. From the top of the stairs, look ahead to find a small army of gun-mounted Cyphers guarding the entrance to the Shell 2 Core. Its line of defense won't last long as Raiden blasts them into oblivion with the M4. Then move across the bridge and open Raiden's arms to a bag of goods on the bridge. SHELL 2 CORE, 1F AIR PURIFICATION ROOM After watching Olga lift the switch to activate the electric floor panels, move down the stairs to the lower portion and stock up on [SOCOM BULLETS] found on the crates and [M9 BULLETS] nestled beside the stairs ahead. The small passage to the left holds a [CHAFF GRENADE] at the end, and the room opposite it houses two gun-mounted surveillence cameras. Sever their frequency with the silenced Socom since you have time now. The break room ahead features the Node and [M4 BULLETS]. More can be found in the alcove on the far right end of the bisecting hallway. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ [USELESS TRIVIA] Press up against the east wall in the break room and the camera changes the angle to an overhead view of the break room and the room on the otherside of the wall. The president is being held captive on the other side, pacing back and forth. Knock on the wall to draw his attention and he'll come to inspect the noise. Do it repeatedly and he'll tell you to "Knock it off!". This can also be done on the south wall of the outside corridor. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ SHELL 2 CORE, B1 INFILTRATION CHAMBER NO. 1 A Node is just conveniently placed to the right of the elevator, where Raiden can service and update his radar. Dip into the water. The ever-annoying Colonel radios in for last minute swimming lessons, hoping Raiden will soak in the information like a porous sponge. Idiot. Once he's gotten his feet wet, duck into the water. The O2 Gauge appears under the life gauge; it represents the amount of air Raiden still has in his lungs. If it runs out, his life gauge starts to overexhaust itself. When that happens, it's bye-bye for Raiden. Try again. Every now and then, there will be "rest points" indicated by a square of light lit upon the floor. When you see this, swim up to allow Raiden to recuperate his O2 gauge as it slowly fills. Finally, for the directions to get the Nikita, already! From the stairs, paddle forward and follow the straight, flooded corridor to the end, where Raiden bumps into and picks up the [NIKITA]. With it in hand, swim back to the stairs and return to 1F of the Shell 2 Core. SHELL 2 CORE, 1F AIR PURIFICATION ROOM Lug the portable hip rocket launcher to the tiny storage room, where Raiden has taken out the two surveillance cameras. Look for the duct on the west side of the wall with the Thermal Goggles if needed. Then fire a remote guided missile into the duct. At this point, you now control the missile. So pilot it through a few turns. The missile should reach the President's room shortly. Remember, the target is NOT the President, so veer the missile to the left and to its rightful destination--Navigate the missile to the blue control panels to the left, and the game will do the rest. Destroying the control panels deactivates the electric floor panels leading to the President's room. The entrance to the generator room is on the other side of the compound, north of the Shell 2 Core entryway. When Raiden meets with the President, not only does he grab his crotch (...), he also imparts shocking knowledge into Raiden's little pea brain about the Patriots and everything Raiden was never filled in about. Now, if I gave you a recap of the things he said, not only will it cause my brain to overload, it'll totally spoil the entire game for you. It gets a little confusing. After an immersive conversation with the guy, he gives you the [Lv4 PAN CARD] and a disc containing a virus to upload into the main compute--[MO DISK]. He prompts Raiden to kill him before the final confirmation of his vital signs is placed. Raiden refuses and incites a struggle. Before Raiden can resist, the President is shot by Ocelot. The Colonel claims that the nuclear airstrike has been neutralized, but it seems like the terrorists have other plans to carry out. Like a servant doing several menial tasks, Pliskin and Otacon directly orders Raiden to find and save Emma since she is the only one who knows how to use the disk and stop the Arsenal Gear. It's time to head back to the filtration chamber in B1. SHELL 2 CORE, B1 FILTRATION CHAMBER NO. 1 This portion is going to be hard to explain in terms of directions. So, for the sake of sanity and easy comprehension, I will lay out a map for you to supplement my use of text. So are we on the same page, now? No? Great. Let's get started. _________________________ | | _______| # # |_______ | # [2] | |___ #__________________________# _| | |////////////////////////////| | | |////////////////////////////| | | |//////// EMPTY SPACE ///////| | LEGEND: | |////////////////////////////| | --------------------- | |________________________ ___|[E]| [S] – Starting Point ___| | | |___| [E] – To Chamber No. 2 | | ___ ## ___ | | [1] – Night Vision G. | |________| | | |____| | [2] - Ration | | | | | | [#] - Openings | |____________|##|________| | | # # | Hey, Adrenaline, thanks for the cruddy | | _____ | | map. It didn't help jack ****! | | | [1] | | | | |__________| |_______| | Well, I sure hoped I helped George. It | | was the best I could do, so no | ____________________________| complaints. | | | |___ | | | [S] | |_______| My text-based directions are not based on the map, so if I say "left", it is not from the map's perspective. Rather, it's your own, as if you were playing as I chant the strict directions. Here is my pathetic attempt at a text-based descriptive guide: Starting from the stairs (Starting point), wiggle forward until the entryway to the left corridor comes up. Swim into that corridor and take a brief stop to pick up the styling [N.V.G.] from the small (left) passage. Then surf into the next corridor, where it leads up. Don't risk long swims. Take a breather at the air holes when you get the chance. Enter the adjacent corridor on the left. The next corridor to the right will loom into view shortly. Equip your N.V.G.'s to see underwater more clearly. Take the right corridor up. Follow it left and up. Open the water-tight door. A dead body will pop out to scare the heeby jeebies out of you. The next area dons fallen debris, which act as blockades. Raiden must swim around to find an opening. Don't worry. There are those air gates for breaks. It's quite frustrating, but it's much easier with the NVGs. Take the stairs up at the end to the next chamber. The following room is comprised of a square shaped walkway suspended over a high-density liquid that can drag Raiden under and kill him if he's not careful. Vamp appears in hopes of retribution to that forehead wound Raiden gave him. See Boss Guide for details. SHELL 2 CORE, B1 FILTRATION CHAMBER NO. 2 The second chamber is much smaller than the first, so a map isn't necessary. Littered throughout the flooded chamber are useful items, including the awesome [BODY ARMOR]. Hell, I'll just provide a map, so it'll save me some time to direct you with words that have failed me often. ____________________ __________ |////////////////////| |[3]| |/// LOCKER ROOM ////| | | LEGEND: |////////////////////# | | ------------------------ |____________________# | | [S] – Starting Point |[2] | [1] - Ration | _______________________ | [2] – AKS-74u Bullets | |_______________________|___| [3] – Body Armor | [1] | | |________________________##_|___| You're on a roll! [S] There you go, again. Another useless, crap map at your humble disposal. Jerk. Once Raiden reaches the locker room, log into the Node nearby. Take the [PENTAZEMIN]. You'll need it later. And plenty of it. Many of the sliding lockers are stuck, but the ones that do open reveal a [BOOK] and [C4]. Oh, and that twit, Emma. When Raiden finds her, she'll rebuff Raiden's kindness with fear, thinking he must be one of "them". Raiden finally finds a way to persuade her that he is the good guy here to save her stubborn ass. Emma's legs have been injected with a strange chemical, numbing her legs and neglecting her to walk on her own. It's Ico time! Press the Triangle button to hold her hand and drag her with Raiden. They will move at a snail-like pace and Raiden cannot equip any weapons while he's holding her. This makes Raiden completely vulnerable. So be sure to place Emma at a safe place while Raiden goes on to take care of the security. Remember, if Raiden or Emma is discovered, take a nap. When Raiden tolls Emma into the filtration chamber, her fear of water takes over, cutting off all rational thought. If you've chatted with Otacon earlier, he should have already warned you about her hydrophobic disorder. Raiden suggests that Emma listen to his heartbeat while they're underwater to kill time and get her mind off the fact that she's holding her breath for a hella long time. Keep in mind that her life and O2 gauges are almost half the length of Raiden's, so breaks are definitely a must. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ [USELESS TRIVIA] At this point, contact Snake several times for an entertaining uh, convo or something. You learn more about the relationship between Otacon and Emma. Also, if you want to have some fun with Emma (Get your head partly out of the gutter!), knock her out with the M9 or punches. Then crawl directly over her and call Otacon. Take note that you're not harming Emma by strangling her or punching her, but if you snap her neck, well, that's another story. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ Swim through the second filtration chamber with no problems. When Raiden arrives in the room where he fought Vamp, don't take Emma to the left side of the walkway, as newly planted Claymores are cluttered around that area. If you're the prick and Emma's life gets sucked down, allow her to sit down and rest. This way, her health slowly recovers. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ [USELESS TRIVIA] Contact Snake and Otacon to unravel more of the convoluted plot. Many of your questions could be answered by talking to them. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ The computer prodigy reveals that she is the one who wrote the virus to clog Arsenal's system. That probably explains her amazing ability to use it. Even you can't wipe that silly look off Raiden's face. Now, it's time to navigate through the first chamber, which proves to be a lot more difficult than the one that preceded it. In the wreckage room, if Raiden hasn't obtained the PSG-1T yet, he can find it on the floor under one of the air gates. Use the map I've provided above for assistance. Back at the elevator, if Raiden tries to lug Emma along with him through the sea of scuttling bugs (Hear that squishy sound? Yeah.), she'll scurry to a safe distance away from the sea lice and scream "Bugs!". Well what do we have here? A snobby, selfish brat suffering from hydrophobia and fears cute, little lice that eat stinky feet! Two methods, little time. Hard way: Use the Coolant to disperse every single group of clustered insects and clear the path for Princess Emma. Easy Way: Knock her lights out and haul her bumbling butt across the heap. Your choice. SHELL 2 CORE, 1F AIR PURIFICATION ROOM This part gets a little tricky. This is also the first time Raiden is to work stealthily with Emma around, so it takes some careful strategic thought. Initially, there are only two sentries posted throughout the entire area. However, as Raiden leads Emma closer to the exit, new guards start to appear, sent to thwart your progress. So technically, a total of six guards are assigned to this sector. Placing Emma at a safe place for hiding while Raiden takes care of the dirty work is key to getting out alive. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ [USELESS TRIVIA] While it's a bit late to tell you this little tidbit, but you don't HAVE to go into FPV to hold someone up. Hold the L1 button down and approach a guard with a gun equipped. Stay close and press the Square button. Raiden yells "Freeze!" and it works to the same effect. It just only saves you about half a second, or even a whole second. This technique is especially useful here. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ At the elevator, where the couple begins, bring Emma to the small alcove to the right of the elevator. Leave her there and head towards the break room, where you'll probably catch sight of an enemy cone on the radar. The guard is in the break room, taking long pauses at each entryway into the room. Lean against the wall at any entrance and wait until the soldier turns his back on Raiden. Then rush in and threaten for his Dog Tag. Knock him out with the M9. DO NOT leave his body there, especially if you've nailed him for good. Drag him to where Emma is and leave him there. If you haven't given him a headshot yet, now is a good time. Depending on your situation, two guards can appear simultaneously, but that is very less likely. Move down the long corridor. Once Raiden's walked past the storage room to the right, a new guardsman is summoned and emerges from the elevator. Hide in the storage room and wait patiently as he follows his patrol route. When the guard starts to make his way back up the hallway, towards the elevator, jump out and torture him for the popular dog tags. Take him out and store his body in the storage room. The pile will stack up soon. Return to Emma and lead her into the break room. At this time, the guard on the lower, bisecting corridor will appear. He'll stare at the door with his back facing the outside hallway for an eternity. He's easily held up and dispatched. Remember to stow his body in the storage room for precautions. Pluck the [PENTAZEMIN] stashed in the left corner at the end of the long corridor. If you need extra [SOCOM BULLETS], they are stationed at the opposite end. Look over the wall on Raiden's tiptoes to find a guard below that walks in Raiden's direction, but stops far enough away that Raiden won't be seen. Tranquilize him with the M9. The newly placed sentry on the other side won't be curious enough to investigate, but stay behind the wall anyway. Bring Emma to the staircase now and take care of the guard on the other side of the boxes that block Raiden from his view. With the two soldiers down, it's safe to lead Emma across the bottom. Before they reach the stairs to the other side, stop. Leggo of Emma's hands, flip to the crates and hide behind them. A new enemy cone magically appears as the physical form of its resident emerges from the passage to the exit. Take the chance to equip a weapon while he's still inspecting the place. Then wait until he turns his back and makes his way up the corridor. When he does, you know the drill. KL CONNECTING BRIDGE Collect the [RATION], [PSG-1 BULLETS] and the [CHAFF GRENADE] on the way out to the bridge. Go on, leaving Emma in the shelter, across the bridge. At the end of the bridge, hide against the low-hanging wall so that the camera can focus on Raiden and whatever's "behind him". Notice the patrolling guard. Wait until the guard stares out the stairs to the lower catwalk, then surprise him. He's a little stubborn. Let a Socom whiz by his body parts and he'll succumb to Raiden's arrest. Hunt for extra items on the catwalk below. A fire breaks out on the path to Strut L, so use the Coolant to soothe the flames. The entrance to Strut L dictates a Lv5 PAN Card for access. Enraged, Raiden clubs the door with his fists and curses. Seeing how pitiful he is, Emma suddenly remembers that she has a Lv5 card slung around her neck and gives it to Raiden. With the [Lv5 PAN CARD], enter Strut L. STRUT L SEWAGE TREATMENT FACILITY In this incredibly small facility, Raiden finds two enemy sentries patrolling back-to-back on a small, narrow catwalk in the shaft ahead. The one closest to the door never lets up on his watch for intruders emerging from the doorway. My way disallows the hobby of collecting dog tags, since it involves executing. You'll have to figure out how to reap their dog tags on your own! The rear watchman's patrol route seems to extend to the doorway on the other side. From the hallway, you can see enough of his body for a quick drop on the poor guy. Take out the M9 and tranquilize him. Don't kill him; it'll immediately alert the other guard. After he's down and dozing off, equip the Socom. Then storm into the room and pump rapid shots into the conscious guard relentlessly until he falls. Lead Emma into the room ahead and open the hatch on the floor to reveal the ladder. STRUT L OIL FENCE Once Emma and Raiden have completed the long descendency, it's time to evoke those sniping skills. I hope you have plenty of Pentazemins. Four, at the very least. Don't worry about being short of PSG-1 bullets, they will regenerate around the area for re-stocking. The oil fence is comprised of a series of pontoon bridges that connect to columns. The number of guards have toned down since a majority of them are boarding Arsenal Gear. The weaklings were left behind. Since the narrow walkways don't look very sturdy, Raiden decides that Emma must make her way across on her own with his sniping back-up. Raiden sees her off as she climbs down the steps and balances her way across the thin path. Grab the [PSG-1 BULLETS] nearby. If you ever run out of ammo, they'll always be ready for ya. Take Snake's advice and equip the Thermal Goggles to better identify Claymores, enemy sentries and gun Cyphers. Pop a Pentazemin and get started. Use the pills _sparingly_. On the path Emma is currently taking, there are several Claymores set ahead. Blast them out of the way before she reaches them. For the sake of a later convenience, move the scope over a few columns and scout for two other Claymores. Dispatch those before you forget, which won't be a complete shocker. Then revert back to Emma, which by now, should be nearing the first tower. Clear the path of sentries with quick kills in the head. After certain guards have been taken down, others will appear out of no where. If Emma is seen by the enemy, quickly dispose of them before the gun Cyphers swoop in. Alert and Caution mode will be negated when no more sentries are on sight. To effectively take out a Cypher in one shot, aim for the gun mounted at the tip of its "bottom". They will appear often so keep a sharp eye out. Continue to clear the path for Emma as needed. After Emma crosses the second Path, Snake will be ready in his sniping position. For now, he'll stand by until Raiden calls him for help. If you call for his help, he will do most of the hard work. However, he may need help at times with trashing Cyphers quickly. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ [USELESS TRIVIA] You can find Snake lying on his belly on the last column. If you shoot him, he'll get pissed and retaliate with a shot of his own. It's pretty funny. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ When Emma nearly finishes off the last of her excursion to Strut E, a blood- thirsty vampire pays his last respects and holds the helpless child hostage. Snake won't be able to shoot from his position so Emma's life now sits on Raiden's shoulders. See Boss Guide for details. This should be easy, though. ============================================================================= ____________ | Part Seven | ŻŻŻŻŻŻŻŻŻŻŻŻ After Vamp's final demise, Snake goes out to retrieve Emma, who was wounded by Vamp. Knowing that her time is short, Snake urges Raiden to hurry to the Shell 1 Core Computer Room. When you regain control of Raiden, he is already in Strut E. Awesome! Open the valve on the door and head into the vertical shaft. Partially camouflaged [SOCOM BULLETS] blend in on the other side of semi-circle walkway Then head into the parcel room. STRUT E PARCEL ROOM Many of the parcel transport machines have stopped functioning and one guard is left to do the work. However, he seems to be preoccupied with his angst rock. Wait by the stairs until he starts going north. Creep up from behind and motion for his respective dog tags. Before leaving, go into the Lv5 store room to pick up the [DIGITAL CAMERA], which can be used in the next game. Now exit through the southeast exit to the EF Connecting Bridge. EF CONNECTING BRIDGE Three fast-propelling Cyphers circulate the bridge. They must be demolished before Raiden can cross to Shell One unerringly. The floor panels that have previously fallen under Raiden as he escaped Shell One from an earlier mission are missing, leaving huge gaps on the bridge. To get across this, flip over the railing and glide across. Hopefully, you've been training Raiden's muscles to maintain a firm grip long enough to make it across. If he needs to "refill" the Grip gauge, flip back to the not-so sturdy panels ahead. Once he lands, _immediately_ leap back over the railing because the squares will start to falter and drop to the ocean. Then just shimmy over the rest of the way. SHELL 1 CORE, 1F The entire core has been abandoned so ditching guards won't be a problem. The southern part of the long corridor is rigged with Claymore mines set to blow in Raiden's direction. Run up through the huge swarm of sea lice. Don't spend any time bathing in that disgusting heap. Enter the elevator and a series of long cinematics will ensue. The plot begins to make some sense and the trio help answer a lot of questions you may have. Snake and Raiden leaves Otacon with the duty to evacuate the hostages as they descend to Arsenal Gear. Soon after, Snake reveals his true colors. The cyborg ninja makes a stunning appearance and unmasks himself. Quite shocking! When Raiden comes to, he finds himself in a torture chamber--nude and strapped down. Solidus performs a little cavity search and shoves his tentacles down Raiden's throat, in which you must rapidly mash the Triangle button to keep from choking to death. ARSENAL GEAR, STOMACH After being freed by an ally (The surprises just keep coming, don't they?), Raiden is now equipment-less. You'll have to control his jiggly white butt and rely on pure stealth techniques. Also, Raiden won't be able to choke or flip a guard over since his hands are a bit preoccupied. But taking guards head on isn't recommended since they've been re-equipped with advanced gear and weapons. Amazingly, their defensive skills have also improved sharply, so it's _almost_ impossible to drop guards. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ [USELESS TRIVIA] Press Raiden's back against the torture bed and he'll re-adjust himself to feign captivity. In this view, a canned drink blocks "censors" out his nuts. No matter how hard you try, Hideo's got every angle covered. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ In his current condition and the refrigerated temperature of the Arsenal Gear, Raiden is apt to catch the flu bug if he stays in one place for too long. But to counteract the symptoms, a [MEDICINE] can be found in the locker. It's imperative to administer the pill after the first sneeze. The holding capacity for this is one. Well, the few things that Raiden hasn't been stripped of are his nanocommuni- cations device, the Codec and the feature to use bring up the Solition Radar. The Node is in the room ahead. ARSENAL GEAR, JEJUNUM Raiden receives an urgent call from the Colonel. He begins to act a little awkward. From now on, if you re-enter this room and the one before it, the game will generate random names like "New York 52nd Street". Disregard it. The Arsenal's AI is starting to be scrambled by the virus that was uploaded into it. At this point, Campbell will also start to call Raiden every 10 seconds with...interesting stuff. They will begin to become UNDULY ANNOYING, so ignore them. The quotes can be found in the Chapter 4 Section, under Campbell Gibberish. The Stomach of Arsenal Gear has six total sentries posted on the lower and upper levels of the warehouse. Three on the top level and three more on the bottom that are stretched far apart from one another. Your goal is to reach the exit to the Ascending Colon, which is on the top northeast door. The hangar holds six Metal Gear RAYs suspended in activity. Stare in awe at the size of the monsters if you wish. Hide behind the freight crate as the guard moves down to inspect the south wall. When he moves back north, sideflip to the box on the right. Stay behind it until the sentry stares west. Ascend the stairs to the right. At the bottom of the second set of stairs, Raiden receives a strange call from Rose and Campbell. They tell you to turn the power off, but don't comply! When the guardsman starts moving north again, cross the walkway to the other side. Reclaim the [BOX 5] from behind the stacked containers on the bottom, which is the ZOE box. Not that it'll do much. It may keep Raiden warm for a while. Move north until he stumbles across a surveillance camera and a patrolling sentry ahead. Watch the camera's cone move fully north and make sure the guard on the other side is making his way south. Sprint across the path again and up. There's a huge gap in the ground that's impossible to jump over so drop down. Immediately crouch and lean against the low container behind you, as the guard makes a sweep of the area. Start trekking north. Don't forget the holy [RATION] in front of the large block at the right. If you strain your eyes and look ahead, you can faintly make out an outline of a guard that makes an L-shaped patrol around the single crate ahead. Accost him slowly, moving from container to container and taking cover. When he's not looking, run toward the crate and lean against the front side. There's a [MEDICINE] in the left alcove, but if you already have one, don't bother. The stairs are situated on the left side ahead. When the guard turns his back to you, make a break for it and dash up the stairs. He may have seen something whiz by him, but he won't have the brains to investigate further. The door to the ascending colon is just on the other side, but conveniently, a sentry has been placed there to insure a difficult passing. Don't forget the surveillance camera either. Cross the path to the other side without being seen by the camera and hide behind the outcropping. Raiden can easily run under the camera, but the keeper is another story. The only thing to do is to risk getting caught. As soon as the guard faces the north, blank wall, run as fast as Raiden's wimpy legs can take him to the door at the right. The sentry may have caught him, but entering the Ascending Colon will offset Alert Mode. ARSENAL GEAR, ASCENDING COLON Campbell's mysterious calls still continue to haunt you until you just feel the need to chuck the controller at the screen. However, the controller is best secured in your hand, in which you need to beat the game with. At the south end of the long stretch is a [RATION]. Keep answering all of Campbell's calls and eventually, Rose will call in, where Raiden and she disclose the truth. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ [USELESS TRIVIA] While Raiden waits for Snake to appear with his clothes, the radar will be overtaken by a video clip of a real-life Japanese model. If you answer a call it'll disappear. The e-mails I got about this were funny. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ Following the deep conversation with Rose, Snake finally gives Raiden the spooks. He motions his head to the long box behind him, which stores all of Raiden's belongings. After Raiden dresses himself and regains his Hunk-o- meter, Snake presents him with the [HIGH FREQUENCY BLADE], given to him from the ninja as a parting gift. Practice with it while you can 'cause you won't have a chance later on. When you're ready, move to the north end of the corridor. Everything Raiden has had before he was captured will still be in his inventory. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ [SNAKE'S DOG TAG] Right! The legend himself! First, knock him out cold using any old way. If he isn't down by the first assault, quickly get in a crawling position and crawl back. Snake gets angry and attacks Raiden, but by doing the above, he'll miss on every blow. Sometimes Snake may draw his Socom and incite a gun fight, which is one you may lose. Try to bonk his head until he drops. Then shake him down for Solid Snake's dog tag! He'll get a little grouchy when he awakes from the concussion. /!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ ARSENAL GEAR, ILLEUM Upon entering the field, a Cypher catches sight of the intruders and goes to warn the others. Alert mode immediately takes in effect, where the duo must slog through endless enemy lines until Raiden enters the door on the opposite end. Stick with Snake since he's a wicked shot and removes most of the weight off your shoulders. The sentries you'll face are advancely equipped with their own variations of the Frequency Blade. Raiden can't afford to switch the blade to another weapon or vice versa, since the "cycle" for Raiden to sheath and unsheath the blade takes forever. Remember, the enemies wielding the swords can also deflect a few bullets. If you're a gun person, the M4 is recommended here, or maybe even the Stinger. Otherwise, stick with the H.F.B. Once Raiden advances further into enemy lines, an invisible wall will keep him from retracing his steps. Don't worry. Snake will back you up! Stay behind a container and fight off any aggressive sentries that approach until the group near the door tones down. ARSENAL GEAR, SIGMOID COLON In the next chamber, it's the same old. A horde of fighters drop out of the ceiling and fill in those places of the fallen. Using the H.F.B. should be easier because of the enclosed space, but don't fall in Snake's line of fire. Again, watch out for the sword-wielders since they are capable of ripping you into shreds. Occasionally, a reproduction of the "Mission Failed" screen occurs, in which case you should keep your focus on the small display screen. After the onslaught of pure chaos finally abates, Fortune emerges to finish off Snake. Things get a little complicated. Snake urges Raiden to go on ahead while he deals with the damsel. Raiden hesitates and slowly backs out. Raiden ascends the ladder to a cool-looking level, where Solidus' voice will resound when you reach the center of the large, circular shaped platform. While he gives his speech, you're given the chance to make it productive. Why not practice with the H.F.B. some more before you get caught off-guard? It'll be the only weapon you can use against Solidus. Afterwards, Solidus makes a dashing, final re-appearance, he summons 3 Metal Gear RAYs as worthy opponents. Bidding farewell and thanking Raiden for a job well done to advocate his plans, he deploys the RAYs. A difficult battle commences. See the Boss Guide to make these overgrown, metallic lizard freaks scrap metal. Following the battle, more cinematics ensue. It's wonder how engrossed you'll finally get after 15 hours of the game... FEDERAL HALL The final showdown with Solidus Snake. Take him down and Raiden will become the newborn legend. See Boss Guide for details. Then watch the insanely long Ending. Try not to allow your PS2 embark on a trip out the window. Congrats, and it's been fun holding your hand through this ****. Have a nice day and read the rest of the guide, punk. |ŻŻŻŻ| 0000111.92899 |ŻŻŻŻ|-|ŻŻŻŻ|-|ŻŻŻŻ|-|ŻŻŻŻ| 0886660000113 |ŻŻŻŻ|-|ŻŻŻŻ| ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ /// Chapter 3: Appendices /// _______________ | LOADING... | 00000000111999666 |ŻŻŻŻ|-|ŻŻŻŻ|-|ŻŻŻŻ| 983300111666 |ŻŻŻŻ| ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ______ ______ /__/\__\_____________________________________________________________/__/\__\ \__\/__/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\__\/__/ ____________ | Boss Guide | ŻŻŻŻŻŻŻŻŻŻŻŻ Unlike many games where the character is patented with superhuman powers or abilities, MGS2 just presents you with hard-hitting weapons and that's all you're allowed to work with. Your character will bleed like normal humans, but will still manage to survive cutting knives and gunshots to an extent. So my point is that some bosses are hard, and I'm here to help. Hahahaha! _______________________ |+ OLGA GURLUKOVICH +| |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | Where_______________Tanker, Navigational Deck | | | | Difficulty Rate_____Medium | | | | Weapon______________USP | | | | Attack Techniques___Gunning and throwing grenades | |___________________________________________________________________________| First boss of the game, and it's quite intimidating at first, but soon you'll find out she can run and gun like the rest of the top terrorist figureheads! Throughout the fight, Olga will pause and talk about herself although it's not exactly the best time for self-introductions. For the first part of the fight, position Snake behind the brown cargo box. Stay low and face her field in FPV mode. Then use the FPV Strafe techniques. If you make Snake scarce, she will lose sight of him and scout for him. In the meantime, surprise her and sink a headshot for major damage. The nomadic soldier never stays in one spot too long. She starts to migrate from one mast to another. Olga's a very good shot, so only stick your head out when she's reloading, or moving to another fort. After chopping off about half of her life, she'll move to the back and shoot the cords to release the tarp. This impedes Snake's vision. So he won't be able to get a clear shot of her, while she can still blast Snake with a shot or two. Also, watch out for her grenades. She yells out "Take this!" to indicate she's about to release a grenade. You can hear it clinking against the soaked floor. When the tarp is up, either wait for the wind to pick it up and blow it away, or uncoil the strap yourself. If you still don't take her down after this, Olga thinks of more ways to impair Snake's vision, like shining the light in Snake's direction. Put it out by blasting the bulb. If you start to wear the ammo and Ration supply down, there are some extra stuff around the battle field. Unless you take too long to put her out of her misery, it won't be too much of a problem. Don't pay attention to her life gauge, it's a bit misleading. Worry more about Snake's. ______ ______ /__/\__\_____________________________________________________________/__/\__\ \__\/__/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\__\/__/ _________ | Weapons | ŻŻŻŻŻŻŻŻŻ Snake is very capable of accomplishing his missions unarmed, but a game is a game. And a game has weapons. Besides, what _is_ a tactical espionage action- based game without a few weapons violence. Throughout his missions, Snake will be provided with heavy-duty stealth items and weapons. Some of them, he may pick up along the way. Whatever, or rather, however he obtains them is up to you (or the game). But I'm just here to boast a weapons section for my soon-to-be comprehensive guide. In your face. ____ / M9 \ \____/ A handgun that was compressed from a Beretta M92F assault gun. It uses anesthetic bullets equipped with tranquilizers so powerful that it can literally put an elephant to sleep. It's already fully equipped with a laser sight and silencer. The shots discharged from the gun are not able to be heard, but if the bullets hit objects, a slight noise will emanate from the percussion. How quickly the tranquilizers take in effect depends on where you hit the sentry. For example, if it hits a guard's foot, it will take thrice as long for the chemical stun to travel through his body than a direct contact to the head. Keep in mind that the M9 does _not_ kill. _____ / USP \ \_____/ The second handgun Snake can find during his preliminary missions. While the USP comes equipped with a laser sight, it does not have a silencer. So whatever shot rings out, it'll be heard loud and clear by nearby sentries. This gun tends to attract guards, so don't use it unless you feel it's safe enough to. It is exceptionally powerful and capable of killing. A similar gun like this can be found later, but this pistol is available only in the Tanker chapter. If you are feeling particularly evil, stun an enemy soldier, then switch to the USP and fire at his head. Then gleefully watch the blood sail out. Psycho. _______ / Socom \ \_______/ A feather-light handgun utilized for giving the drop on unwanted or just plain annoying guards. It's essentially a newer model of the USP. You can actually find the suppressor to stifle the gunshot. When you do, this becomes a deadly weapon. It also has a neat little aiming trick that does no wrong. It's so insanely accurate, you could shoot _anything_ from afar if you do it right. First, notice the "touchdown pole" (Anyone know the correct terminology for this thing?) protruding little ways from the top edge of the gun. Put any object between them and in the gap; the bullet that escapes the gun will impinge the target with great fidelity. It's frightening to know you could do that now. Other than that, shoot guards in the kneecaps to incapacitate them and destroy nosy cameras from peeking; the Socom does it all. _________ / AKS-74u \ \_________/ A favorite among the Soviet private army. An assault rifle that is virtually used everywhere. If you ever find your character in a jam, you'll be looking to go up against rapid firing assault rifles as these. Russian guard sentries fancy toting the bugger. The AK is the second asset to completing Raiden's perfect disguise as an enemy personnel. Without it, the disguise will not work. A suppressor can be found for this weapon to tone the gunfire down to a minimum. It isn't as effective as the M4 against Cyphers, but it works. Press the Square button lightly to raise the gun, then apply more pressure to release a hail of bullets upon a target. ______________ / M4 Automatic \ \______________/ A versatile automatic, the M4 proves to shell out heavier firepower than the AKS-74u. It can pump out up to 30 bullets using one magazine, but the time Raiden uses to reload leaves him vulnerable to baneful assaults. But you can always cripple special forces in the legs to halt their pursuit temporarily. The M4 takes out Cyphers more efficently than the AK, but extra ammo for the M4 is not as abound. The M4 is also equipped with a laser sight, but it's completely useless under the daylight. When you ready the gun, press L1 so that Raiden automatically locks-on to the nearest target, then press the Square button hard to fire. _______ / PSG-1 \ \_______/ Ever played Silent Scope? Yeah, it's kinda like that, except the hefty weapon won't be held as steadily. The big, bad sniper rifle in MGS2. Its main fault is its dense weight and size. Being too cumbersome for Raiden to handle, he tends to shake, leaving him known as the lousy marksman. To remedy his shaking, pop a Pentazemin. That'll calm his nerves and stablelize the gunpoint immensely. This especially helps on the Shell 1-2 Connecting Bridge. When Raiden equips the PSG-1, your perspective will be of his looking through the scope mounted on the gun--you know, the bullseye stuff. Place the object that is to be sniped right in the center circle for a perfect shot. It seems to make a loud gunshot, but it's actually stifled due to the compressor in the gun itself. ________ / PSG-1T \ \________/ A sniper tranquilizer gun designed directly from a standard PSG-1 sniper rifle. The only difference between the two is that the PSG- 1T fires tranquilizer bullets, which does not kill. _________ / Stinger \ \_________/ The unmangeable missile launcher! Dun dun dun! Too bad Raiden acquires it late in the game and will have no substantial use for it later. Pliskin drops this as compensation for Raiden taking his place in a battle against Solidus Snake, while Pliskin "backs him up" from a chopper. An insanely powerful weapon (probably the most destructive in the game) with the instilled duty to do one thing: Mass murder (or burn things up). The Stinger is the latest model from the military, coming equipped with a built-in weak spot detector. Just aim the sucka at a target. The target's weak spots are indicated by the highlited red boxes. Fire a clear shot and the seeker will lock-on and hone in on the target. Or you can press L1 to manually fire at Achilles' heel. ______ / RGB6 \ \______/ This portable hip grenade launcher fires mortar shells at enemy targets in an arc trajectory. The recoil from each shot gives Raiden a pause between each shot so he can't shoot consecutively. And because of its prodigious size and weight, Raiden must be firmly planted in one place to shoot. When equipped, he must launch the grenade shrapnels from a first person perspective. The impact of the shrapnel is explosive and can mortally wound any surrounding victims. Press the L1 button to auto-adjust the gun to counterbalance the flying arc and press Square to fire a grenade. ________ / Nikita \ \________/ A remote guided missile launcher, the Nikita fires cute, baby missiles that can be guided using the control implemented on the weapon. Once a baby missile is deployed, you will literally assume the role of the missile and pilot it through twist and turns, where ever necessary. Crashing into any obstructions will detonate it. Don't underestimate it size; it really packs a whallop of an explosion. The Nikita is crucial in saving the president. ______________________ / High Frequency Blade \ \______________________/ An awesome metallic alloy blade given to Raiden as a gift from the ninja. Although you get it late in the game, you'll still have a lot of chances to put it to practical use. Getting used to the blade is the tricky part. The movement of the blade is controlled by the Right Analog Stick. Press up for an upperward slash, down for a downward slash, then left and right for side slashes. Rotate the stick for a full revolving swing that takes a few seconds to recover from. Press the Right Analog Stick and Raiden will thrust forward with deathening speed. The Square button controls the blade position which separates slaughtering from knocking people unconscious. The blue sword icon signifies a reverse- blade which won't kill a person. The red sword icon signifies that the blade can slice and dice. Finally, press L1 to raise the blade and defend, deflecting a few bullets. _______________ / Coolant Spray \ \_______________/ A portable pump that squirts a chemical substance into the air. Once the special substance disperses with the chemical formula in the air, it escapes the container as a gel that can adhere to an object and freeze it. Given to Raiden by Stillman, the initial objective of this spray was to coat C4 bombs planted throughout the struts on Shell One and lag the detonation time, while balking Dead Cell's insidious plan to blow the place sky high. When Raiden uses this item, he immediately goes into FPV. That means you cannot move with the Coolant equipped. Press the Square button lightly to ready it, and then harder, to eject the coolant. Other than its crucial role use as a bomb "extinguisher", it can also be used to quench fires, scatter bugs, and "smokescreen" an enemy sentry. Spray the guard in the face to induce coughing and gagging, but strangely enough, it won't be enough to render the guard useless! Be careful though. While the can has infinite expendenture, the spray does not last very long in one flow out. ______________ / Stun Grenade \ \______________/ A stun grenade is capable of stunning any soldiers within the range of its explosion. The grenade explodes after 5 seconds of its initial disengagement. Equip it and press the Square button to use it. Hold the button, aim and release. Your character deploys the grenade to the desired direction. If it ends up being unsuccessful, it'll immediately alert all guards in the field. Better start hiding. Pronto. _______________ / Chaff Grenade \ \_______________/ A Chaff Grenade is an electronic jamming device. When used in a certain area, particles of foil disperse into the air and proceed to jam all communications and electronic devices for a short while. A green gauge that overtakes the place of the radar on the upper right corner of the screen will slowly deplete to show the remaining time of effectiveness. Using a Chaff Grenade renders mechanical devices like a Cypher useless. These are abundant through out the game, but should not be heavily used. __________ / Grenades \ \__________/ The standard, pocket-sized military throw explosive. Press the Square button to deploy the grenade. It must be out of your reach within 5 seconds or it'll devour the character's hands, and probably, the arm as well. Any guards in the range of its explosion will instantly be killed, or otherwise, sound the alarm. This is best used in small corridors flooded with pursuing sentries. ___________ / C4 Semtex \ \___________/ Sets of Semtex explosives wired to burst when Raiden sets them by pressing Sqaure. Raiden starts to hook them up and lodge a charge into a corner, or where ever your directed him to place them. Once the complex bombs are wired, stand back. The Circle button is the detonator. Press it when your heart desires. Claymores don't play a specific role in missions. It just pushes to tap into your arsenist mastermind. __________ / Claymore \ \__________/ A landmine with built-in directional sensors that can detect moving objects in their forward-facing cone. When the object or person falls into that cone, it'll explode. Claymore minds can be exposed on the radar screen using the Mine Detector. They show up as yellow dots with given forward vision fields. __________ / Magazine \ \__________/ Magazines are empty bullet clips for handguns. When there's no more use for it in a gun, it can be used as a throw weapon. If you ask me, it's pretty ineffective, but it's great to avert a guard's attention elsewhere. It has mass. So if it's thrown against a wall, the blow induces curiousity for the guards. Hold the Square button to ready it and release the button to pitch it to the desired direction. When you need to get by a thick line of slacking guards, this is the thing to use. Sometimes, anyway. I did mention it could be used as a pathetic weapon, right? Right. ______ ______ /__/\__\_____________________________________________________________/__/\__\ \__\/__/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\__\/__/ _______ | Items | ŻŻŻŻŻŻŻ Where there are weapons, there are items. And it's only logical. Snake needs all the equipment he can lay his rough hands on. Without them, who knows what would become of our beloved Snake, and how _we_ think about him... Some of them may be badly written, so please contact me about anything you're confused about. ___________ / AP Sensor \ \___________/ It's a sensor that detects life forms, as explained in the in- game text. I still haven't found a real substantial use for it. It does react to nearby life forms. You could feel the rumble on the Dual Shock controller, right? That's the AP Sensor at work. I could be wrong, though, which is no surprise. Afterall, I'm only human. There's no real use for it if you have your radar. _________ / Bandage \ \_________/ A one-time use Bandage used to recuperate the loss of blood. Use this when the life gauge turns a ghastly orange. That indicates your character is bleeding. If you don't cleanse the wound, it hinders battle performance. It also leaves behind a trail of "I'm here, I'm here!" signs for enemies. Don't forget that when your character is bleeding, he will get weaker and weaker. Watch his life bar slowly dwindle away. After using a Bandage, the blood loss immediately stops with whatever life that still remains, unlike allowing the your character to recuperate and patch up the wound himself. ________ / B.D.U. \ \________/ Short for Body Disguise Uniform. The uniform matches that of the soldiers in the Shell One core, making this a perfect illusion for easy infiltration. However, the disguise does not work by itself. An AKS-74u is required to complete the perfect impersonator. While both disguise items are equipped, never do anything to attract attention, and never un-equip the AK. You'll be drawing attention like dripping sweet sugar cane juice on the floor to tempt the ants. Try not to run into any guards posted at their stations because Raiden has the tendency to remove his disguise (That moron!) when this happens. ____________ / Body Armor \ \____________/ A heavy, strap-on bullet-proof vest that can be worn to cut down any sustained damage. This item is very rare, so it's advised that it is only to be used in drastic situations (like against the final boss). The bearer will be protected until a certain extext. Constant deterioration results from excessive damage, which will cause the Body Armor to become rather useless, then. Equip it on the right item menu to put it to good use. ______ / Book \ \______/ Instead of listing it as a "XXX Magazine", Hideo wanted the game to be clean (Well, sort of) and called it a Book. Books are dirty magazines filled with erotic pictures of hot ladies. They can fulfill the fantasies of any men, including the guards in the game. Not much as a throw weapon. Rather, press the Square button to open the 'zine to a random page and set it down on the floor. You won't be able to pick it back up once it's been set on the ground. Any passing sentries who spot the book will come to "inspect" it. After a while, his cone will disappear since he's browsing through it and getting "awake". The basic purpose of the book is to act as bait to draw a guard's attention from his duty, which works very nicely. ________ / Camera \ \________/ A handheld surveillence device that captures whatever you want to be depicted. It can hold up to 8 different photos. Any photos taken after the capacity is reached, the new pictures will start to overlap old ones. The photo that is to be overlapped is indicated by a small arrow underlined below the snapshot. The camera can also be used as a binocular if you find yourself short of a Scope. _______________ / Cardboard Box \ \_______________/ An ordinary cardboard box your character can use to hide under. The character can move around with it. There is a special peekhole you can look into in FPV that is supposed to be the box' hand hold for lifting. A cardboard box, obviously, is best used when the surrounding is in relation to _same_ cargo background. For example, if you have the (California's fresh) Oranges box, never use it in accord with "ZOE" boxes. Otherwise, any passing guards will become curious, attempting to look in the hole and kicking it. Several variants of boxes can be found throughout for improvision in certain areas. ____________ / Cigarettes \ \____________/ Snake's lucky charm. When bad moments roll around, feel free to give him a puff or two to soothe and "purify" his soul. While he puffs on the cig, Snake starts to hazard his health slowly. At some point, his health will stop depleting. When that happens, smoking won't budge his health unless you restore it past the break point. Also, if you let Snake give it a puff or two, it will act in the place of the pentazemin to steady Snake's aim. Cigarettes can also be used to make the infrared sensors visible. Raiden also obtains these later, even though he hasn't established himself as a smoker (yet). ________________________ / Directional Microphone \ \________________________/ A special, compact amplification system taking the shape of a gun. Having powerful mics implanted on the end of the device, the Directional Microphone amplifies sound by over 100x. Powerful enough to hear a person's heart beat, at least. And that's exactly what you use it for. It also has the ability to penetrate walls and obstructions to focalize on conversations, but it only covers a limited distance. When the text on the screen starts to shrink, move the mic around until everything clears up again. It is found in the computer room of Shell One, right under the squawking parrot. __________ / Dog Tags \ \__________/ Dog Tags are military ID tags looped through a small chain that is worn around the neck. You could get one in real-life by going to army stores. 10 bucks each. Anyway, Dog Tags play a pretty significant role in the game. They are essential to unlocking secrets in the following games. Dog tags can be obtained through holding up guards and coercing them to surrender it, or shaking them down. Not everyone has one, though. If you want to check, you could focus the Thermal Goggles on their neck areas. For more details, read the Dog tag section below. _____________ / Lv PAN Card \ \_____________/ Throughout the Plant Chapter, you will be given a variant of 5 level security cards by supporting characters. Each Lv Card allow access to doors marked with the corresponding number to the card. Lv1 being to lowest and Lv5 being the highest. As you collect the Lv Cards, Raiden will have access to more weapons and items. It also enables him to move freely from Strut to Strut, Shell to Shell. Certain doors elicit high- level cards. __________ / Medicine \ \__________/ A flu remedy that counteracts flu symptoms when administered. In Normal mode, you can only hold one of these. They don't come in abundance, anyway. The Medicine will not take in effect if your character has been exposed to cold for an extended period of time. _______________ / Mine Detector \ \_______________/ As the name implies, it's a special device that can be used to detect small landmines called Claymores and bring them up on the radar as yellow specs. _________ / MO Disk \ \_________/ A virus modeled after the FOXDIE virus program. This disk was written by the child genius, Emma. The virus was intended to invade the Arsenal AI system. Only Emma knows how to use it. With it in your hands, it's practically useless. ______________________ / Night Vision Goggles \ \______________________/ Found in the flooded corridors at the bottom of the Shell 2 core. Used to radiate an eerie glow in the surrounding area, allowing the wearer to see naturally in the pitch black darkness. There's no real substantial use for it in the game, but it almost completes the MGS2 item collection. ____________ / Pentazemin \ \____________/ A benzodiazepine with CNS depressant. This is a form of Diazepam (Valium) which basically acts as a depressant. Though one must be careful when taking any form of Diazempam (Valium) because of it's known list of side effects since this being a BZ is much more powerful then Diazepam (Vallium). Also prescribed as an anti-anxiety. Interestingly enough, if you understood a word that was said here, kudos. It basically helps steady your character's aim and increases extreme accuracy. A must for effective use with the PSG rifles. ________ / Ration \ \________/ A standard military meal on the go. Although it doesn't taste all that yummy, it does do you the favor of recovering your character's health. If you have this equipped, it'll automatically be used when your life drops to zero. Of course, you need to have some handy, or it won't work. _______ / Scope \ \_______/ Travel-friendly binoculars used to balance spying deeds at a long- range. Press the Circle button to zoom in and the Cross button to zoom out. There's a limit to the power of the lens. When in use, the holder is immobilized because his concentration is totally focused at the view lit through the lens. This is best used to fish for a target or a Semtex control unit. __________ / Sensor A \ \__________/ Also known as the Ion Mobility Spectrometer, which basically tracks down the scent spectrum Fatman leaves on C4 bombs as a swirling yellow-green odor on the radar. This will be an indispensable item once the bomb threat on the Big Shell presents itself, as Raiden will have a difficult time ferreting the bombs from each strut without it. But after the bomb threat alights, it pretty much becomes a paddle for a game of ping-pong. __________ / Sensor B \ \__________/ Named and designed by the renowned bomb expert, Peter Stillman. Sensor B replaces the outdated Sensor A and has one property Sensor A doesn't have. Sensor B can find specially designed Semtex explosives that have the ability countermine detection from Sensor A. Having discovered the new bombs have been planted in focal points of the each Shell, Stillman prepared this sensor to sniff out the rough locations of these odorless bombs. _________________ / Thermal Goggles \ \_________________/ Thermal Goggles have infrared waves circulating the specs. So when you strap it on to your character, the player sees everything as a red, solid blur. But you are able to see objects in the dark, or hidden objects. You can scope out Dog Tags with these once you've thwacked a guard. The attention to detail deal loses its effect with the Thermal Goggles equipped. You can also use Thermal Goggles to see any invisible infrared sensors. ______ ______ /__/\__\_____________________________________________________________/__/\__\ \__\/__/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\__\/__/ ______________ | Item Locator | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ This section and the one that succeeds it (Weapons Locator) is part of the comprehensiveness I promised with this guide. While it may not be the end-all information producer, it may help those troubled souls whose first instinct is to e-mail me with inane kiss-ass remarks, followed by a head-smacking question that can be found within the walkthrough. This list is to be used in conjunction with the walkthrough, if necessary. Items, by Adrenaline's school of thought, include key items (story-driven items) or just auxiliary items that help your character complete missions with their limbs attached. Part "number" listings refer to the butchered sections of the walkthrough if you need help finding that specific item. I plan to include every location of every single item. Locations of the same item will be separated from the main list. If you have no real use for it, you could always use it as a checklist. Any opinions are welcome. Also, if I've missed any or have misleading information (which is very likely), contact me. Take note that not ALL items listed are mentioned in the walkthrough. Quick terminology: Given = Given by a supporting character _________________________ / KEY ITEMS /***/ / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Name Found in Chapter Part "#" ============================================================================= AP Sensor Default Tanker, Plant N/A ----------------------------------------------------------------------------- B.D.U. Strut E Heliport (Given) Plant Part Five Body Armor Shell 2 Core, B1 (No. 2) Plant Part Six Book Strut F Warehouse, B1 Plant Part Four Book Strut F Warehouse, B1 Plant Part Four Book Shell 1 Core, 1F Plant Part Five Book Shell 1 Core, B2 Computer Rm. Plant Part Five Book Shell 2 Core, B1 (No. 2) Plant Part Six Box Deck-D Crew's Quarters Tanker Part One Box 1 Strut A Pump Room Plant Part Four Box 2 Strut F Warehouse, B1 Plant Part Four Box 3 Strut E Heliport Plant Part Four Box 4 Shell 1 Core, B2 Computer Rm. Plant Part Five Box 5 Strut E Parcel Room Plant Part Four Box 5 [2] Arsenal Gear: Jejunum Plant Part Seven ----------------------------------------------------------------------------- Camera Default Tanker N/A Cell Phone Strut E Heliport (Given) Plant Part Five ----------------------------------------------------------------------------- Digital Camera Strut E Parcel Room Plant Part Seven Direct. Micro. Shell 1 Core, B2 Computer Rm. Plant Part Five ----------------------------------------------------------------------------- Lv1 PAN Card Strut C Dining Hall (Given) Plant Part Four Lv2 PAN Card Strut E Heliport (Given) Plant Part Five Lv3 PAN Card Shell 1 Core, B1 (Given) Plant Part Five Lv4 PAN Card Shell 2 Core, 1F (Given) Plant Part Six Lv5 PAN Card KL Connecting Bridge (Given) Plant Part Six ----------------------------------------------------------------------------- Mine Detector Strut F Warehouse, B1 Plant Part Four MO Disk Shell 2 Core, 1F (Given) Plant Part Six ----------------------------------------------------------------------------- N.V. Goggles Shell 2 Core, B1 (No. 1) Plant Part Six ----------------------------------------------------------------------------- Scope Default Plant N/A Shaver Strut A Deep Sea Dock Plant Part Three Sensor A Strut C Dining Hall (Given) Plant Part Four Sensor B Strut C Dining Hall Plant Part Four ----------------------------------------------------------------------------- Thermal Goggles Navigational Deck Tanker Part One Thermal Goggles Strut A Deep Sea Dock Plant Part Three ----------------------------------------------------------------------------- Wet Box Navigational Deck Tanker Part One _______________________________ / SUPPORTING ITEMS /***/ / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Name Found in Chapter Part "#" ============================================================================= Bandage Aft. Deck Tanker Part One Bandage Aft. Deck (2F) Tanker Part One Bandage Strut A Rooftop Plant Part Three Bandage Shell 1 Core, B2 Computer Rm. Plant Part Five ----------------------------------------------------------------------------- Medicine Arsenal Gear: Stomach Plant Part Seven Medicine Arsenal Gear: Jejunum Plant Part Seven ----------------------------------------------------------------------------- Pentazemin Aft. Deck Tanker Part One Pentazemin Strut C Dining Hall Plant Part Four Pentazemin Strut F Warehouse, 1F Plant Part Four Pentazemin Shell 2 Core, 1F Plant Part Six Pentazemin Shell 2 Core, B1 (No. 2) Plant Part Six ----------------------------------------------------------------------------- Ration Aft. Deck Tanker Part One Ration Deck-A Crew's Quarters Tanker Part One Ration Deck-B Crew's Quarters Tanker Part One Ration Deck-C Crew's Quarters Tanker Part One Ration Deck-D Crew's Quarters Tanker Part One Ration Deck-E The Bridge Tanker Part One Ration Engine Room, Starboard Tanker Part One Ration Deck-2 Port Tanker Part Two Ration Deck-2 Port Tanker Part Two Ration Strut A Deep Sea Dock Plant Part Three Ration Strut A Deep Sea Dock Plant Part Three Ration Strut A Deep Sea Dock Plant Part Three Ration Strut A Pump Facility Plant Part Three Ration Strut F Warehouse, 1F Plant Part Three Ration Strut B Transformer Room Plant Part Three Ration Strut C Dining Hall Plant Part Four Ration Strut A Pump Room Plant Part Four Ration Strut F Warehouse, B1 Plant Part Four Ration Strut E Parcel Room Plant Part Four Ration Strut D Sediment Pool Plant Part Four Ration Strut A Deep Sea Dock Plant Part Four Ration Shell 1 Core, B2 Computer Rm. Plant Part Five Ration Shell 1-2 Connecting Bridge Plant Part Six Ration Shell 1-2 Connecting Bridge Plant Part Six Ration Strut L Perimeter Plant Part Six Ration Shell 2 Core, 1F Plant Part Six Ration Shell 2 Core, B1 (No. 1) Plant Part Six Ration Shell 2 Core, B1 (No. 2) Plant Part Six Ration KL Connecting Bridge Plant Part Six Ration Arsenal Gear: Jejunum Plant Part Seven Ration Arsenal Gear: Ascending Colon Plant Part Seven Ration Arsenal Gear: Sigmoid Colon Plant Part Seven ______ ______ /__/\__\_____________________________________________________________/__/\__\ \__\/__/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\__\/__/ ________________ | Weapon Locator | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ This section is part of the comprehensiveness I promised. While it may not be the end-all information producer, it may help those troubled souls whose first instinct is to e-mail me with inane kiss-ass remarks, followed by a head-smacking question that can be found within the walkthrough. This list is to be used in conjuction with the walkthrough, if necessary. Weapons, here, include everything and all things destructive. Part "number" listings refer to the butchered sections of the walkthrough if you need help finding that specific weapon. I neither have the time nor desire to produce a massive list of all the individual ammunition locations of the weapons unless there is an unusually high demand for it. They are generally easy to come by so don't come running to this section for help. If you have no real use for it, you could always use it as a checklist. Any opinions are welcome. Also, if I've missed any or have misleading information (which is very likely), contact me. Take note that not ALL weapons may be mentioned in the walkthrough. _________________________ / FIRE ARMS /***/ / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Name Found in Chapter Part "#" ============================================================================= ASK-74u Automatic Strut F Warehouse, B1 Plant Part Five ----------------------------------------------------------------------------- High Frequency Blade ArsenalG.: Ascending Colon Plant Part Seven ----------------------------------------------------------------------------- M4 Semi-Automatic Strut F Warehouse, 1F Plant Part Five M9 Tranquilizer Gun Default Tanker Part One M9 Tranquilizer Gun Strut F Warehouse, 1F Plant Part Three ----------------------------------------------------------------------------- Nikita R.C. Shell 2 Core, B1 (No. 1) Plant Part Six ----------------------------------------------------------------------------- PSG1 Sniper Rifle Strut F Warehouse, 1F Plant Part Six PSG1-T Tra. Rifle Strut F Warehouse, 1F Plant Part Six ----------------------------------------------------------------------------- RGB6 Grenade Laun. Strut F Warehouse, 1F Plant Part Six ----------------------------------------------------------------------------- Socom Pistol Strut B Transformer Room Plant Part Three Stinger Missile Launcher Shell 1-2 Connect. Bridge Plant Part Six ----------------------------------------------------------------------------- USP Pistol Navigational Deck Tanker Part One _____________________ / OTHER /***/ / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Name Found in Chapter Part "#" ============================================================================= AKS-74u Suppressor Shell 1-2 Connect. Bridge Plant Part Six ----------------------------------------------------------------------------- C4 Mine Strut F Warehouse, 1F Plant Part Five C4 Mine Shell 1 Core, 1F Plant Part Five C4 Mine Shell 2 Core, B1 (No. 2) Plant Part Six ----------------------------------------------------------------------------- Chaff Grenade Aft. Deck Tanker Part One Chaff Grenade Deck-C Crew's Quarters Tanker Part One Chaff Grenade Strut A Rooftop Plant Part Three Chaff Grenade FA Connecting Bridge Plant Part Three Chaff Grenade BC Connecting Bridge Plant Part Three Chaff Grenade Strut F Warehouse, B1 Plant Part Four Chaff Grenade Shell 1 Core, 1F Plant Part Five Chaff Grenade Strut L Perimeter Plant Part Six Chaff Grenade Shell 2 Core, 1F Plant Part Six Chaff Grenade KL Connecting Bridge Plant Part Six ----------------------------------------------------------------------------- Claymore EF Connecting Bridge Plant Part Four Claymore EF Connecting Bridge Plant Part Four Claymore EF Connecting Bridge Plant Part Four Claymore EF Connecting Bridge Plant Part Four Claymore EF Connecting Bridge Plant Part Four Claymore EF Connecting Bridge Plant Part Four Claymore EF Connecting Bridge Plant Part Four Claymore Strut E Heliport Plant Part Four Claymore Strut F Warehouse, 1F Plant Part Five Claymore Shell 1 Core, 1F Plant Part Five Claymore Strut F Warehouse, 1F Plant Part Six ----------------------------------------------------------------------------- Coolant Spray Strut C Dining Hall Plant Part Four ----------------------------------------------------------------------------- Grenades Engine Room, Starboard Tanker Part One Grenades Strut F Warehouse, 1F Plant Part Six ----------------------------------------------------------------------------- Socom Suppressor Strut F Warehouse, B1 Plant Part Four Stun Grenade Strut F Warehouse, B1 Plant Part Four Stun Grenade Strut E Parcel Room Plant Part Four Stun Grenade Strut E Heliport Plant Part Four Stun Grenade DE Connecting Bridge Plant Part Five Stun Grenade Shell 1 Core, B1 Plant Part Five ______ ______ /__/\__\_____________________________________________________________/__/\__\ \__\/__/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\__\/__/ ______________ | Node Locator | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ What's a Node? I honestly hope you didn't come to this section to find that out. Let me redirect you to the appropriate place to garner such information: Chapter 1 Game Basics. Alrighty, then? Okidokie. Fellow MGS2 player, I feel your frustration of not knowing where exactly skulking sentries can be. That feel of paranoia; that "Oh my god! A guard is going to see me!" feeling you can't shake off, and you just literally wait for the extremely alarming "alert" sound bit that can easily give you a trip to the hospital to take over. Sometimes, it can be fun, rolling around, leaning against corners and peering around to check the area. Then imagining you're the elite 007 carrying out an important mission while humming the Mission Impossible theme. (o_O) Ok, so I am really digressing from the main point of this section. Nodes come into play in the Plant chapter. As you probably know (otherwise, you wouldn't come here for help, genius), you need them to prevail the radar and display imaginary diagrams of enemy patrol routes of that area. This section was designed to become your safehouse for sanity-saving locations of these Nodes. How to read the list works exactly like the two "Locators" that preceded this. Place Where Part "#" ============================================================================= Strut A Deep Sea Dock Second room; northeastern corner Part Three Strut A Pump Room Northeast corner of cubicle Part Three Strut B Transformer Room Bottom level next to the south stairs Part Three Strut C Dining Hall Cafeteria; behind the glass panel Part Four Strut F Warehouse Bottom level; inside left Lv1 room Part Four Strut E Parcel Room Northeast corner of room Part Four Strut D Sediment Pool To the right of the room entrance Part Four Shell 1 Core, 1F Northeast corner of locker room Part Five Shell 1 Core, B2 Right small cubicle in computer room Part Five Shell 1 Core, B1 Right room from the elevator Part Five Shell 2 Core, 1F Break room on the otherside Part Six Shell 2 Core, B1 (No. 1) Near elevator drop-off Part Six Arsenal Gear: Stomach In the room outside torture chamber Part Seven |ŻŻŻŻ| 0000111.92899 |ŻŻŻŻ|-|ŻŻŻŻ|-|ŻŻŻŻ|-|ŻŻŻŻ| 0886660000113 |ŻŻŻŻ|-|ŻŻŻŻ| ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ /// Chapter 4: Secrets & Easter-Eggs /// _______________ | LOADING... | 00000000111999666 |ŻŻŻŻ|-|ŻŻŻŻ|-|ŻŻŻŻ| 983300111666 |ŻŻŻŻ| ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ Reading the sections ahead means that you have agreed to not bang your head against the wall and send a mail slathered with curse words to the author for reading something that has totally ruined the experience of MGS2. The following sections were designed as requitals for a grueling experience with the game. The author _assumes_ that you've finished the game _at least_ once and therefore, know what all the hooey you are about to read is. Okkkaayy! ______ ______ /__/\__\_____________________________________________________________/__/\__\ \__\/__/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\__\/__/ ____________________ | Campbell Gibberish | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Campbell gibberish has nothing to do with the game play. Rather, it's just a stress reliever to lift the tension off your sullen face. I've found Campbell's psycho blabbering hilarious, and I've had a few requests for doing this section, so here it is. Looks like Colonel Campbell sniffed too much glue when Raiden was held captive in the torture chamber. Not really maintaining his role as a field advisor, he becomes the comic relief, cracking out RANDOM things and calling so frequently you just want to cry out in distress. The explanation to this stems from the fact that Emma's partially uploaded virus is starting to affect the Arsenal AI and scramble messages through the Codec. In fact, the Colonel you know was never a real person. He is a manifestation of the GW program implanted in Arsenal Gear. Although the virus wasn't uploaded completely, it still managed to have some kind of effect on the entire AI. Colonel Campbell, being part of Arsenal's AI, made contact with the virus and started to trip out (In my theory, but I'm only human. Any add-ons are welcome.). The manipulation system malfunctioned and Campbell only knew to blurt out extremely random things. And here they are. Any that I've missed can be sent to me. "Raiden something happened to me last Thursday when I was driving home. I had a couple of miles to go -- I looked up and saw a glowing orange object in the sky, to the east! It was moving very irregularly...suddenly there was intense light all around me -- and when I came to, I was home. What do you think happened to me?" "Variety level 13 -- Rescue Maryl, the return of Genola." "...Infiltrate... ...the enemy fortress... ...Outer Heaven! ...Destroy... ...The final weapon... ...Metal Gear!" "Kawanishi-Noseguchi, Kinunobebashi, Takiyama, Uguisunomori, Tsuzumigataki, Tada, Hirano, Ichinotoriim Uneno, Yamashita, Sasabe, Kofudai, Tokiwadai, Myoukenguchi." "Honestly, though, you have played the game for a long time. Don't you have anything else to do with your time?" "An Anemone or Clematic Plant's juice can cause a rash. When pruning them it's a good idea to wear gloves." "I hear it's amazing when the gamouse purple stuffed worm in flap-jaw space with the tuning fork does a raw blink on Hara-kiri Rock. I need scissors! 61!" "Actually, there is something I have been meaning to tell you but I just couldn't...I think you should know, though. On Saturday morning last week, I saw a guy leave Rosemary's room. How should I put it, it was like they were..."intimate". I'm sorry. Sorry to bring this up during the mission, but..." "President Baker should be somewhere to the south of where you blasted through the wall. Hurry and save him before the terrorists discover his code." "Actually, I am in really bad shape financially. I pay money to my ex-wife as part of our divorce settlement, among other bills. I just had no choice but to make you pay for lunch the other day. I'm really sorry." "Your mission is to infiltrate the fortress Galuada, rescue the hostages and neutralize Metal Gear before its assembly is complete." "I was a North American Fall Webworm in my past life. Those were the good old days...What were you in your former life?" "You got a PSG-1? You can use that against Sniper Wolf. Hurry up and save Meryl!" "Even my patience has its limits. I just can't leave this thing up to you any longer. I'll do the fighting! You can just go home!" ______ ______ /__/\__\_____________________________________________________________/__/\__\ \__\/__/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\__\/__/ _________________ | Gameshark Codes | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ I don't usually add Gameshark codes to my FAQs, but this is an exception since I've had dozens of people asking me for them. Know that this is a form of cheating and you won't get anything out of it other than pure satisfaction (or lack thereof) by completing the game with infinite lives. While graceful people like me, who take care of our PS2 and disallow the use of such a device that risks damaging the system, slave to complete the game the hard way. Yet, we become idyllic at our accomplishment and may use a few cheats secretly. The bottom line is: I did not hack these codes myself. These were taken from the people who gave birth to Gameshark at www.gameshark.com. Do NOT ask me for anymore. If you want to take a look at their frighteningly large compilation of such ungodly codes and basic shiznat, visit their site. These codes are property of the Gameshark crew. Word. The following is only a selected few from the eye-popping array of codes the GS boys cranked out for us. If you want more, visit that damned site! (M) Must be on Tanker Level Plant Level ============================================================================= Infinite Rations Infinite M9 Ammo Have Bandana 2C159C4DF8FCFE53 2C159D0DF8FCFE53 2C159EDBF8FCFEF1 Infinite USP Ammo Infinite Socom Ammo Have Stealth 2C159BBFF8FCFE53 2C159D11F8FCFE53 2C159DABF8FCFEF1 Have Digital Camera Infinite RGB6 Ammo Have Body Armor 2C159C69F8FCFEF1 2C159D15F8FCFE53 2C159DA9F8FCFEF1 Have Body Armor Infinite Nikita Ammo Have D. Camera 2C159C59F8FCFEF1 2C159D17F8FCFE53 2C159DB9F8FCFEF1 Have Bandana Infinite Stinger Ammo Have N.V.G. 2C159C8BF8FCFEF1 2C159D19F8FCFE53 2C159DB3F8FCFEF1 Infinite Grenades Infinite M4 Ammo Have Socom Supp. 2C159CDDF8FCFE53 2C159D2FF8FCFEFF 2C159ED5F8FCFEF1 Have Stealth Infinite Books 2C159C5BF8FCFEF1 2C159D35F8FCFE53 1st Pullup Increases to GripLv2 Infinite Rations EC159B8DF89CFE53 1C159D9DF8FCFE53 2C159B8DF8FCFE53 Have AKS-74u Suppressor 2nd Pullup Increases to GripLv3 2C159ED7F8FCFEF1 EC159B8DF8ACFE53 EC159B8DF89CFEB7 1st Pullup Increases to GripLv2 2C159B8DF8FCFEB7 EC159B8FF89CFE53 2C159B8FF8FCFE53 2nd Pullup Increases to GripLv3 EC159B8FF8ACFE53 EC159B8FF89CFEB7 2C159B8FF8FCFEB7 |ŻŻŻŻ| 0000111.92899 |ŻŻŻŻ|-|ŻŻŻŻ|-|ŻŻŻŻ|-|ŻŻŻŻ| 0886660000113 |ŻŻŻŻ|-|ŻŻŻŻ| ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ /// Chapter 5: Outro /// _______________ | LOADING... | 00000000111999666 |ŻŻŻŻ|-|ŻŻŻŻ|-|ŻŻŻŻ| 983300111666 |ŻŻŻŻ| ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ ŻŻŻŻ [!][!][!] READ THIS BEFORE E-MAILING ME [!][!][!] My contribution to the Metal Gear Solid 2 community has been this FAQ, and I neither have the time nor desire to regurgitate information from this FAQ and pass it on as individual help. If it's not here, then I don't know. Don't bother me. You can e-mail me, but if you think you're a sly fox and try to spam my inbox with multiple duplicates of the original mail, you are a pathetic little man. I rarely reply to any mails unless I feel they are worth my time and effort. And PLEASE, DO NOT SEND ANY types of chainletters! No matter if it's a dying child diagnosed with liver disease or whatever, I don't care. Leave me out of it. Other than that, valid questions, comments, criticism, etc. are welcome. For you lazy blokes, here's a rundown on my e-mail rules: Do's: - Send me a question which cannot be found in the CURRENT version of the guide. - Be specific! I cannot stress this enough. I get tons of e-mails a day, and it will be very helpful if I can scan through them quickly. And that is when you come into play. Specify what you want, how you want it and whatever. - State the name of the game you are talking about. I do not have psychic powers! - Check the newest version of the guide before e-mailing me! And READ it! I will not answer you otherwise. - Try to put your English skills to good use (good grammar, spelling, etc.) - Drop a line telling how good my FAQ is. ^_^ Don'ts: - Ask a question that has already been explained in the guide. All you need to do is peruse it. - Send me any help on the walkthrough. - Request that I send you an updated version of my FAQ. The answer will be no. Just check GameFAQs.com or other sites that have my FAQ! - E-mail me with something stupid. - Type in all CAPS or in PRETTY COLORS like yellow. That's just blinding. - Send me an e-mail in another language. I may or may not understand it, but I will ignore you nonetheless. - Ask me to be your friend! - Send me something just to annoy me. CHAT NOTICE: Please DO NOT add me to your list and then ask "Who are you?". If you're going to add me to your list of wonderful buddies, please note that I'm that insane MGS2 author, or whatever the hell you need to remind you. I'm just so sick of getting that all the time. You either add me and know who the fuck I am, or I block you. It's simple, really. If I don't answer you, it either means it's already in the FAQ, or I don't know the answer. Also, keep in mind that I'm STILL playing through the game. So keep your mouse-clicking fingers off the "Send Mail" button for now (unless it's something that can help this FAQ improve). Take care and G'day. E-mail: narnia_M3@hotmail.com MSN Messenger: see above ICQ: 70967247 ______ ______ /__/\__\_____________________________________________________________/__/\__\ \__\/__/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\__\/__/ ____________ | Legal Junk | ŻŻŻŻŻŻŻŻŻŻŻŻ The unofficial Metal Gear Solid 2 strategy guide created November 15, 2001. İ 2001 AdrenalineSL. All rights reserved. All rights reserved including the right of reproduction in whole and in part in any form. Playstation 2 and Playstation 2 logos are registered trademarks of Sony, Inc. Metal Gear Solid 2 is a registered trademark of Konami, Inc. The author of this document is in no way affiliated with Sony Entertainment of America. You may not place this document on your website or reproduce it in any way without the author's consent. This Metal Gear Solid 2 FAQ/Walkthrough is written by AdrenalineSL, who holds all copyright for this document, in whole and in part. This guide may be used for private and personal use only. You may not permit anyone under any patents to reproduce it, in part or in whole, or use it for profitable purposes. All content within this file is owned and created by Stephanie Lee. Should you attempt to infraction under the fallacy that you are right, it must be said straight out that you are a moron. This guide may be distributed freely assuming everything within this file is fully intact and I receive my proper credits. It may not be distributed for profit or any means of economical gains. Please do not modify or swindle this FAQ in any way, even if you find errors, wildly inaccurate information, grammatical idiocy, et cetera. Get it? Get it?! Get that clear, you thief. Think before you steal. DISCLAIMER: Metal Gear Solid 2, the Metal Gear Solid 2 logo, and all related characters are copyright and property of Konami, Inc. ***************************************************************************** Webmasters- If you want to use this guide, just ask for permission. To make this known, here is a list of the official or authorized carriers of this FAQ: GameFAQs Neoseeker Happy Puppy GameShark Game Winners All other sites are FAQ stealers that do not respect copyrighted works! And if I do grant permission, I reserve the right to ask that it be removed for any reason! I also sincerely urge you to keep ALL my FAQs UPDATED! UPDATED! UPDATED! Outdated versions of FAQs are the devil! Are we clear on both terms here? Great. Sources -------- Some parts of the guide could not have been made possible without the help of the following sources: - The instruction manual for leading me to delve into much of the basics and other information. - Gameshark.com for all the listed GS codes in the guide. Thanks Kevin. Credits, Plugs and Extra Junk ------------------------------ - Thanks to AstroBlue for modifying my pathetic MGS2 art! Much luv! - ATadeo for indirectly helping me with my FAQs and for getting them on the net in the first place. - CJayC for practically dominating the internet gaming society. Sort of. And having the patience to reply to all my whiny e-mails, as well as hosting all of my crap-ass work on his awesome site. - ToastyFrog for the sudden surge of inspiration to write this FAQ. - All the loyal readers who e-mailed me saying that they enjoy my FAQs! - Don't forget the guy who gave me this game for free! Much love and hugs! - Anyone else who wants to be thanked! –You could be here!- Contributor Credits -------------------- Thanks to the readers of this FAQ who have taken some time aside to e-mail me with corrections, tips, hints and suggestions; the guide is immensely improved by their efforts. The people that are listed here are not particularly special than the other contributors listed throughout the FAQ, but they have sent me small tidbits of information I've incorporated into my own info. Credit due to them is found here. Here they are, in no particular order: - Kenshiro (Ehren) for the additional info. on "Reading the Radar". - Ferretguy316 for adding another cause for your character's sneezing. - Snakerboy01 for the cigarette tidbit about its use as a substitute for the diazepam and pentazemin, and the infrared sensor thing with Thermal Goggles. - Jiggly112588 for also noting that the cigarettes can be used to make the infrared sensors visible. - Cliff Harpole for confirming the "boing" sound in the lockers. - The Gamer for Fire for the tip about drying off faster by pressing X. - EH_REMRAF for giving a complex description of the Pentazemin that I used in the Item section. - HiFi14 for the tip about hiding in the appropriate boxes in "Hiding" of the Infiltration Logic section. _____________________________________________________________________________ ************* CLOSING STATEMENT ************** _____________________________________________________________________________ At first, the guide didn't turn out too well, as other complete FAQs kept rolling in like tumbleweeds blowing in the wind, or something. I kept my updates at a minimum, striving to complete it with great accuracy and style; not really focusing on total completion. After intense work and re-shaping of the guide, I must say it is this version I am happy with after over 3 weeks of exposure to the public. So sleek, it plays like a symphony. I've worked hard. And still, the guide needs serious minting. I have high hopes for this guide to be one of my best. It may turn out to be if I can mold my idyllic thoughts into existence. Well...keep the e-mails coming. It's those little things that make me feel like gold (especially when I need the inspiration to finish this FAQ). Get out. ~AdrenalineSL Shameless plug--Other FAQs by yours truly: http://www.gamefaqs.com/features/recognition/8212.html ============================================================================= MUCHAS GRACIAS!! ============================================================================= /^ ^^ /// / // ^ ^ /O%G%/t( ///// O(@@ 6@e /RG(t////~t%K^/ //^/ DeFtones @#(((^ ^//~6K%^^^^ R@G%/~ //(CK@ @@B6((~/ ^^^~/~t%@ @@R6((~((/%/~(/CO@ / @@GC%GtC~/~((tte@@^ /@QGCCtCCt%tCCQQR@@/^^/ RBC%tCCGGC/GCeR@@@///// (#O((%%CGG#KKR@BB@et/~// et(/tt(K@@#K#eGGOQet//// C~/(((OB#OGC%6eGGKGGC(/// ^^ % /(OKeC%tCC6C6666OG%~// / / ^(t/~%G6(tC%(%tC%%C6%%/////// ^ ^%/(%KCC(((%((/(/(~// //^//~// C/%R@(t(/^ ^^ / / /// ^/^(t#@(((/^ !~AdrenALiNe~! ^%%@@(~/~/^ ^ ^//^// / /(//////// ^ / / R~%G^C~Gt~/^ ^ // ////// / ^^^///////G/ ~/ ///^ /// ^//^/// / / /^ / ^//// /// _Adrenaline_ Deftones 1995 ------------------------------------ The Unofficial Metal Gear Solid 2 Strategy Guide Copyright İ 2001 Stephanie Lee November 2001