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 FAQ/Walkthrough for Metal Gear Solid 2 Written by black hole sun Email addy: lauriafour74@cs.com Last Updated on November 3rd 2002 Version: Final This guide may NOT be freely distributed among the WWW. This guide may NOT appear on ANY site, or be linked to on ANY site, but GameFAQs and GameSpot. This guide may not be ripped off, meaning you cannot paraphrase this and re-submit it under your name. It may not be redistributed electronically or physically, except for personal, private use. Anyone who violates these terms of service is subject to the punishment of the full extent via various copyright violations. ==--==--==--==-==--==--==--==-==--==--==--==- Version History ==--==--==--==-==--==--==--==-==--==--==--==- Version Final | Nov. 03 | Final update. Fixed a lot of lousy and unclear grammar in some parts of the walkthrough, but I mainly focused my attention to the tutorial section. Oh and hey, guess what. I’ve received a total of *2* emails regarding MGS2. Now, I’m not sure if that’s good or bad thing; if the reason is because this FAQ is so incredibly awesome that you people need not contact men for help or even contribute stuff, which is good, or, the more-then-likely reason, is that not too many people are reading this because MGS2 is so old. Ah well. OH WAIT! Don’t think that just because I wrote that that means you get to flood my inbox with sympathy questions and whatnot. No no, my inbox is always full enough. So, if I don’t want your email, just what AM I saying? I really don’t know...okay, I’ve been up too long. Ciao, and enjoy the guide! Version 5.0 | Oct. 05 | Hey, c'mon people, rate this guide! Preferably with a 'Yes' :) Anyway, I don't expect to touch this file again, just stopped by for a quick grammar fix. Version 4.0 | Sept. 16 | Weapons section patched up. Lot’s a grammar mistakes there. Version 3.0 | Sept. 09 | More grammar fixed. As you can see I dawdled around with the format a bit. Also, I fixed (again) the boss guide mistakes and 79 character violations. I added some more item descriptions also. Version 2.0 | Sept. 08 | Changed a lot of grammar, added some more strategy, and fixed the boss guide's format as it so badly needed it. Version 1.0 | Sept. 06 | First Version sent in. All things are complete. THIS GUIDE WAS WRITTEN FOR THE HARD DIFFICULTY LEVEL! NOT [EX] or [NO] or easier. Just wanted to get that out of the way. ______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ -T a b l e of C o n t e n t s- _____________________________________________________________________________ Look here, then press CTRL + F to find what you’re looking for ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 1) Intro...................................................Complete 2) Tactical Espionage Handbook.............................Complete • Controls.............................................. • Radar Manual.......................................... • Stealth Tactics / Enemy Info.......................... • Actions / Commands.................................... 3) Weapons and Items Catalogue.............................Complete 4) The Walkthrough.........................................Complete • Tanker................................................ • Plant................................................. 5) Codicil.................................................Complete • Boss Guide............................................ • Dog Tags.............................................. • Rewards............................................... @\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@ 1) I n t r o d u c t i o n @\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@ Many Metal Gear fans say this game ruins the series because of the unrealistic storyline and quirky characters. Well, if you ask me that is a load of B.S. They talk as if Metal Gear Solid was realistic or believable. Some people really need to get out more. Err, I’m not here to write a review, I’m here to write a guide, dammit! And that’s what were getting to, so be patient, young grasshopper. What MGS offered on the PSX was simple: a stealth based action game whose purpose was *not* to kill everything in sight. Well as it turned out people loved it and it ended up selling millions and went down as one of the greatest PSX games ever. MGS2 is all that the infamous MGS was, and maybe a little more; offering more moves, more intelligent guards, more variety, and more replay value, minus the uber endings, but who cares. Some of the characters that were in MGS made an appearance in this game: Snake, of course, Liquid(well...kind of...I suppose you’ll see what I mean later), Otacon, Emma. There are a great many new characters as well, all with unique characteristics and personality. The realism aspect of combat has been one-upped, and this game is MUCH tougher then MGS. Anyone who liked the former will like MGS2. The storyline is confusing at first to those who never heard to backstory. Well, you needn’t worry for too long as things will soon explain themselves, vaguely as they come. The first thing you won’t get is the transition of characters about 1/4 into the game. Yes, I was disappointed at first, and so were many people, but it does not take away from the experience this game offers. Metal Gear Solid 2. This is the game you’ve all been waiting for. This was the reason you bought ZOE, to play the MGS2 demo over and over again. Dis is da sh!t you’ve begged for from good Mr. Kojima. And now you need help. Not to worry. Scroll down and your questions shall be answered. @\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@ 2) T a c t i c a l E s p i o n a g e H a n d b o o k @\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@ Here, in the espionage handbook, we’ll go over the basics that you will need to know to fill the shoes of Solid Snake and his descendents. ____ ///\\\ Controls \\\///ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻ Of course, you must know the controls setup in order to play the game at all. Right Analog: * Swing Sword Left Analog: * Move character X button: * Roll * Duck / Crawl (duck, then move the analog stick) * Go back (menu) O button: * Punch / kick * Confirm (menu)  button: * Take out weapon / Shoot * Pick up / drag bodies * Choke /\ button: * Open lockers * Activate Nodes / Computer R1: * Switch to FPV L1: * Nothing R2: * Weapons inventory * Stand on toes (R2+L2 when in FPV) L2: * Item inventory ____ ///\\\ Layout \\\///ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻ The basics of the basics are here. Basically a hand to walk you through the challenging menu screen and brain twisting radar operation (0_o) ______________________________________________ \--Difficulty levels--------------------------\ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ --Very Easy [VE]-- I am ashamed at anyone who starts the game like this. I don’t care if you’ve ever played a videogame in your LIFE, this difficulty is TOO easy. Guard detail is almost non-existent, all you have to do is activate one node and the radar appears ALL the time, for EVERY strut, with or without you activating another node. Don’t let me catch you on this difficulty or I’ll...I’ll...talk really bad about you on the internet! There! That should set you straight! --Easy [EA]-- This is for people who have never played any action oriented(e.g. hunt&kill type games like Halo). Guard detail is low, you get an ass load of storage space, item placement is generous, and rations easy to find. --Normal [NO]-- This is what I started the game with. This is for people unfamiliar with Metal Gear yet are gaming vets familiar with the action genre. Guard detail is average, item storage moderate, and guards have normal intelligence. --Hard [HA]-- This is where things get tricky. Not recommended for the first time user; only for those MGS vets. I can beat this difficulty with ease, though. Guards have a high awareness, item storage limited, weapon storage limited, you take a lot more damage on this mode, and items are tough to find. --Extreme [EX]-- “ARRRRGGGGGGGGHHHHHHHHHHHH!” *Throws PS2 out the window* You will get that feeling many times in this difficulty. This is obscenely difficult. You can barely hold any items or weapons, guards see you miles away, alert=death, items can rarely be found at all, and you can only carry 1, that’s right, 1 friggin’ clip for each gun. Bosses are impossible, two hits from ANYTHING and your out cold. Feeling lucky today? _____________________________________________ \--Using the Radar---------------------------\ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ The radar is an essential component to the display you must learn to use. The radar, when activated, shows the layout of the surrounding areas, and the life forms in the vicinity. A red dot indicates a hostile. Once you see that dot, you will also see some kind of cone on it, like a light. The light is the guards’ range of vision; his awareness. Do not get in the path of the light, in which we’ll call cones, otherwise the guard will see you. Note that camera’s also have cones. Notice that each cone is a particular color. --Blue Cone: This means the sentry is patrolling his normal routes at a normal status. He sees nothing out of the ordinary. --Yellow Cone: This means the sentry has heard or seen something suspicious and will investigate the situation further. --Red Cone: This means the sentry has spotted you and is attacking you or radioing his commander for back up. --No Cone: This means the guard is either dead, unconscious, or sleeping on the job. The radar can be VERY helpful, as the camera is not always where you want it to be. The radar, giving away enemy positions, can reveal what’s around the corner or if its safe to proceed. _____________________________________________ \--The Codec---------------------------------\ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ The Codec is a little device that attaches itself to the users ear and makes emits vibrations that only the user can hear. Many important people will contact you on this thing. To access it, press SELECT. Press down on the D-pad to look at the frequencies the you have been informed of. This will be the only means to save your game; calling either, depending on what point in the game your on, Otacon or Rose. Always listen to incoming calls, as the words ‘Press Select’ will appear onscreen when an incoming call is waiting. It often contains very useful information or storyline bits. ____ ///\\\ Stealth Tactics / Enemy Info \\\///ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻ So. You think you can start the game with guns a blazin’ and kill everything easily like in Red Faction or Halo, right? Wrong. You gonna get mowed down faster then you can say HOLY CHEESE AND GRAPE SANDWICH! Well okay, maybe you wouldn’t say that, but regardless STEALTH is the law here and if you don’t abide by it you will be killed. The enemies aren’t stupid like in Red Faction, Halo, or any other FPS. They are extremely intelligent, and you must learn to get around them instead of killing them. Don’t like it? Too bad. Live with it or get another, less challenging game. _____________________________________________ \--Reporting Guards--------------------------\ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Many enemies in this game report in to a commander over their walkie- talkie, every minute or so after an interlude of pacing. When they report ‘Nothing here’ or ‘nothing to report,’ it’s basically an all-clear sign. If the guy on the other end doesn’t receive the usual transmission on time, because, say, you knocked him out or killed him, he will get suspicious and send out a search team. This will only result in Caution mode if the search team finds the guard in question dead, or if they find him injured, like if you punched him or shot him in a non-fatal area. If the guard the search team finds is just knocked out from a dart from the M9, they will kick him awake and everything will resume to normal, with the soldiers just thinking that he had a really bad hang-over (or something). It’s generally best to avoid these men, but sometimes knocking them out will be essential. When you must knock them out, be sure to wake them up when your done with what your doing so a search time won’t be deployed. If a search team is deployed, a neat trick to avoid the search team is to go through a loading point. The search team will disappear when you return and the reporting guard will remain unconscious. Neat trick, but pretty unrealistic >_< ____________________________________________ \--Reading the unconscious guard------------\ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Whenever you knock a guard unconscious, a symbol appears over his head. These symbols represent the way you knocked him out. If you knocked him out via martial arts, the symbols will be stars. If you knocked him out using the M9, the symbols will be Z’s. Stars tend to wake a LOT faster then those hit with a dart from the M9: about a 2 minute difference, meaning guards knocked out using force wake up in about 30 seconds while those put to rest with the M9 rest for up to 2 and a half minutes. Note that this varies between difficulties, the harder the difficulty the shorter both types sleep. You’ll know a guard is coming ‘round when you see the amount of symbols over his head decrease. For example, when you first knock a guard out from an M9 three Z’s will appear over his head. Eventually the Z’s will decrease in number from 3 to 2 to 1, then he wakes up. The same goes for the stars over a guy head when you knock him out. To wake the guards up faster, for such a reason as to claim a dog tag, you can use two different tactics. If you have Coolant, you can spray him until he wakes, which is the best and most efficient method as you only have to spray him for about 5 seconds. If you don’t have Coolant, you’ll have to do it the old fashioned way by picking the guard up and dropping him. This takes a lot longer and you have to pick him up and drop him a LOT, but its better then just waiting for him to manually snap out of his doze. _____________________________________________ \--Causing a distraction---------------------\ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Now we must go over how to distract a stationary guard. If rendering a stationary guard dead or unconscious is not an option, you’ll have to get him away from his post. There are many ways to do this. You can throw an empty [gun] magazine, which will cause him to inspect the noise it makes. You can knock on a wall, done by leaning against a wall and pressing the O button. Or you can give him a glimpse of yourself, which results in a yellow cone on the radar, then go around him to where you need to go while the guard is inspecting. You can also shoot an M9 bullet near him, and the noise will prompt his attention. To get past the more frequent roving sentries, again without means of lethal force, you can use the above methods or you can drop a magazine. No, not the empty magazine that goes in a gun. I mean the FHM mags that are found along levels. The game calls them ‘Book.’ Drop one in the line of the guards path and he’ll get all excited and start to read it, ignoring all his duties. _____________________________________________ \--Leaving a Trail---------------------------\ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ On the Tanker level, you will come inside all wet because it’s obviously raining outside. If you don’t shake down like a dog, done by tapping X, you’ll leave wet footprints in which guards can trace to your position. Always shake down [if your wet] before entering an inside area. There is another trail guards will follow. Blood. When your health gauge turns yellowish, your character will start to bleed, and if a guard sees it, of course he’ll follow the trail. Patch this problem up by crouching, while remaining stationary, to heal. Or, use a bandage, which are found throughout the levels and stops the bleeding instantly. _____________________________________________ \--Catching Colds----------------------------\ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Colds are annoying little bugs you can catch from staying out in the cold too long. When you catch a cold, your character sneezes often, alerting your presence to nearby sentries. This can be very tiresome, because as your sneaking up on a guard to hold him up/strangle him it’s not helpful if Snakes sneezes and the guard suddenly turns around. To cure these bugs, pop a Medicine. There are only a handful of these in the game, none of which (that I know of) are on the Tanker. _____________________________________________ \--Locker Shenanigans------------------------\ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Yeah, we’ve all heard this hype of using lockers as a way to stuff bodies / hide / etc. Well here’s how you do it. To stuff an unconscious (or dead) body in a locker, get unarmed then pick The body up using the  button. Hold that button and go into an open locker. Your character will automatically stuff it into the locker and close the door. If the person is unconscious, he will not wake up unless you open the door. If he’s dead, well um, I guess he also won’t waking up any time soon. Another use for the locker is to hide. This is EXTREMELY useful when your spotted by the enemy. The enemy will NEVER open the locker unless he sees you enter it. So, open the locker using the action button, looking like /\ [a triangle]. Get inside then lean back against its wall and your character will automatically close the door. You can remain in the locker as long as you want. If your characters heartbeat speeds up, it means an enemy is very near, so don’t pop out of it just yet. You can also look out the small grate using the R1 button. If you happen to enter a locker with a poster girl on the inside, zoom into it with R1 and Snake will make a ‘smooching’ sound. LOL. Lockers also contain many useful items. However, sometimes they are locked. To open them, use the O button to punch its door down. DO NOT KICK IT. Continue to punch it until it falls back. It will fall inward if you kick it, cutting off item access, so don’t press O too quickly. Once it falls, go claim your prize. _____________________________________________ \--What to do when caught--------------------\ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Many times in this game you’ll be spotted. Well, don’t throw in the towel, as you may yet escape. In Evasion, the interval after Alert, if you aren’t well hid you’re practically dead. First, try running out a loading point. Many times the alarm will cease, as the guards cannot pass loading points. If this tactic doesn’t work, then hide, FAST. Run away from the scene of the crime and find a locker, which is your best bet, and hide in it. If the locker isn’t available, climb into a vent or get under something. If THAT is not available, find a dark corner to take refuge, or get behind a crate and duck. I HIGHLY recommend you waiting until things return to Status Normal, because even in Caution there are extra amounts of guards and they are more alert then they normally would be. ____ ///\\\ Actions / Commands \\\///ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻ ____________________ \\ The Choke Hold \ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ A good way to silently put to death an enemy without creating too much noise, or if you need to create a human shield in a gun fight, is to grab hold of a guards neck in a strangle-like position. To do this, approach the backside of an unsuspecting enemy, UNARMED. Get up to the enemies back, then repeatedly tap the  button. Snake will grab hold of the guard’s neck and hold him in front of himself as a shield. Note your character _must_ be standing still to initially grab hold of the guard; if you’re moving and you approacj the backside and press the square button, your character will just flip the guard over. When you have a guard prisoner, you have two options. To kill him, or to drag him somewhere. To put him to death, repeatedly tap , which would snap his neck. To drag him somewhere, simply move the analog stick _while holding_ the  button. Remember though that the guard you hold captive WILL struggle, and if you let it continue he will escape. To stop his dissidence, you must discipline him by giving him a good tug by pressing  once. Also, while you’re in this mode, nearby guards will RARELY fire at you, and if they are so audacious the bullets will most likely hit your captive. If you’re caught in Evasion or in a gun fight, it’s a good idea to try and take a prisoner so you may quietly back out of the room without too much trouble. However, taking someone prisoner will be a little tougher in the ascribed situations, because they will most always be facing you and thus will duck under Snake’s outgoing arms. To pull off a successful capture, punch the intended victim a few times, THEN press  while the foe is recovering, guaranteeing Snake’s or whomever’s capture. ____________________ \\ Peeping Corners \ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ It’s a good idea, before rounding a corner, to have your character look around it, because you never know what could be there. To do this, stand up against the wall near the corner. The camera will shift to view a little ways beyond it. If you want to see further, you can hold the L2 or R2 buttons, whichever way you want to lean (L leans left, R leans right), your character will do so. Be careful with this though, as if the enemy is right around the corner he will spot you, which, like, is NOT good. _________________ \\ Hanging Mode \ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ A good method of getting around hordes of enemies on the Tanker and some occasions in the Plant is to go into hanging mode. Hanging mode is where Snake jumps over a guard rail and hangs onto the outside edges. This only works on waist-high rails, mind. To do so, flatten your back against the rail and press /\. Once you’re on the ledge, move left and right on the analog stick to shimmy where you want to go. Your character cannot, remember, hang forever. He has a grip gauge that appears below the health gauge. Once the grip gauge depletes, your character loses his grip and falls to whatever is below. The grip gauge corresponds with the health meter, in that the more health you have, the slower the grip gauge depletes. So basically you can hang longer at full health then you could when you’re bleeding. A worthless piece of knowledge circulating around the internet is the ability to upgrade your character’s grip gauge so he can hang longer. To do this, you must do pull ups, hanging over a ledge and climbing back up, several HUNDRED times. This is ABSOLUTELY worthless, tedious, and a waste of time and effort. But hey whatever, it’s your choice. I myself wouldn’t waste a minute on such frivolous aspirations. ___________________ \\ The Shake-down \ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ When you put someone unconscious or dead, you can shake down their bodies to search them for items. To do this, get up near the body and press and hold the . Your character will pick up the body. You can now move it wherever you like, as long as you hold the  button. Drop it to search for items, as when the body hits the floor it vibrates and lets loose any items on the guard. Try and drop the body several times to make sure you’re not missing any items. Be warned, though, that the more times you drop an unconscious body the faster the he will wake. _________________ \\ Swimming 101 \ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ In a certain part in the game, you will be required to swim as fast and as fluently as possible. Swimming is very hard to control at first, so let me go over it step by step. To swim forward, tap the O button. To swim faster, tap O repeatedly. To go left or right, well that’s a no-brainer. However, going up and down is disorienting at first. It all depends on where the camera is positioned, for the game to determine whether to send our character up or down. If the camera is below your character and you move the analog stick down, intending to go down, the game may very well send your character up instead. There isn’t much I can help you with there because I can’t play the game for you. You’re just going to have to get used to it. Remember that when you are underwater you have an oxygen gauge. Once it starts to get low or beep, find an air pocket or surface to replenish your characters breath, otherwise they will drown. Sometime when you’re swimming you’ll come across small black spheres with prongs sticking out. DO NOT swim into them, as they are old-fashioned mines that were once used against submarines. Once you start to bleed there is no way to stop it unless you surface or you have a bandage, so watch out. ___________________ \\ Roll/Cartwheel \ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Occasionally you’ll required to roll or cartwheel; other times it’s not required but it will be very useful. When running, press X to do a roll/cartwheel, depending on what character you are. The roll is very helpful when sneaking past a guarded hall, and the cartwheel is just as effective for knocking enemies on the ground or unconscious. Be careful when you’re in disguise, though, as guards may get suspicious of such acrobatic feats. Cartwheeling down steps can be very helpful if you’re running away from something or to something. You can only cartwheel in the Plant Chapter, as that’s where the characters switch. In rolling down a flight of stairs your character will literally JUMP to the below landing. He won’t lose any health. You cannot however, cartwheel UP stairs, because your character will fall and hit his head. No health taken away, but ouch, it sure looks like it’d hurt. _________________ \\ Martial Arts \ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Ah, yes. What kind of stealth tactician would Snake be without proper hand~hand combat training? Well, the answer is not much. What was Link without his sword prowess? What’s Yuna without her Aeons? What’s Star Fox without an Arwing? Um, to get back to the point, punching and kicking in close quarters is a much-needed tactic to put guards unconscious. To accomplish this dazzling escapade, press the O button (punch). Press it once to do a single punch, twice quickly to do a combo, and thrice quickly to do a punch-punch-kick-twirl thingy. This will rarely knock out a guard on the first attempt; on Hard/Extreme two of these punch-punch-kick combos are required to knock a guard unconscious. Be warned, though, that once the guard wakes up from your melee fists he WILL radio help, sending the game into caution. _______________ \\ Strafe/FPV \ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Well, this game is in third-person view, and not only that but you cannot have your gun pointed at anything while running. Unless you use strafe mode. Strafe mode is when your character holds out his gun and has the chance fire on the run. To do this, point your gun at anything and hold L1. You can now run, think, shoot, live. Ha, the Half-Life slogan. Err, too many references to too many different games. The third person view, while very helpful in game of this type, has its disadvantages. Mainly, the camera is not always where you want it. In fact, rarely can you see farther in front of yourself then two or three yards, or depending on where the camera is, what’s behind you. Not only that, but you cannot point your gun up or down, and its hard to aim correctly in this view. Fear not, though, Konami has a remedy. Its called the FPV (first-person-view). You can press R1 at any time to switch the camera to the point of view of your character. You can shoot like this, which is the only way you can move your gun vertically, but you cannot move. Simply put, you must learn to master this method enough so you can switch [to FPV], shoot, and go, in less then 3 seconds. @\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@ 3) W e a p o n s / I t e m s C a t a l o g u e @\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@ Here I will go over all of the games weapons and items, but NOT where to find them. Most will be mentioned in their appropriate places in the walkthrough, some you will just have to find them yourself. C’mon, how about thinking for ourselves a bit, eh? ____ ///\\\ Weapons \\\///ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻ This section goes over every one of the games’ weapons and describes them. I will *not* go over the real life weapons they represent, as they do represent real life weapons. Check the Real Weapons FAQ for more on that. _____ \ M9 \ The M9 is a stealth masters instrument. It’s silent, non-lethal, ŻŻŻŻŻ and the perfect overall tool for the sneaky bastard you are at heart. This a single shooter, meaning once you fire a round Snake or ****** will have to pump it, so it’s no good for taking on many enemies at once. It has deceptively long range though its size is rather small. Note that it is a non-lethal force and only fires tranq darts. For the most effective shot, aim for the head, as sleep will overcome a guard instantly. ______ \ USP \ A small, lightweight handgun that Snake finds on the Tanker level. ŻŻŻŻŻŻ He takes it from the hands of the boss Olga after she’s neutralized, but at first it contains no ammo. It does a decent amount of damage, and it’s mission-critical as its the only gun on the tanker that can be used to blow up the bomb-control terminals which you’ll find a little latter. I wouldn’t recommend it for regular use, as it’s as loud as(however loud that might be, but it’s sure to be pretty loud). _________ \ Socom \ The Socom is mainly a Navy SEALS or other branch military hand ŻŻŻŻŻŻŻŻ gun. It’s pretty effective when you need something killed, but like the USP it’s incredibly loud and any nearby enemies will immediately radio for back-up. You’ll get this on the Plant level. It has a medium range, and anything that breach’s that range doesn’t hit its intended mark. Not good for boss fights because, well, it’s a hand gun, but it’s extra useful when taking out troublesome Cyphers. ____________ \M4 Assault \ This is the basic machine gun we all see in the movies. Since ŻŻŻŻŻŻŻŻŻŻŻŻ it comes with no sound suppresser, it’s not a wise choice unless your taking out Cyphers or are in a boss battle. With normal recoil and fast firing rates it’s a must have for boss’s like Vamp. ___________ \ AKS-47u \ A soviet assault rifle with some similarities to the M4. It ŻŻŻŻŻŻŻŻŻŻŻ is more powerful then the latter though, yet it’s just as loud. If you’re in Evasion and need to clear a path to hide, use the AKS-47u as it’ll take guards out with 1 or 2 shots. This gun seems to be in every FPS I’ve ever played, by the way, under one name or another. ________ \ PSG-1 \ One of the games’ two sniper rifles, this one causes ŻŻŻŻŻŻŻŻ deadly force on any distant enemy. Especially useful in finding faraway bomb control units, hint hint. Since your characters hands will shake a lot when using the scope, making aiming a pain in the ass, pop a pentazemin, a pill that stills the nerves. It is very powerful, but if ya didn’t know it is most certainly NOT a close range weapon. _________ \ PSG-1T \ This is virtually the same thing to the PSG-1, but it fires off, ŻŻŻŻŻŻŻŻ instead of lead, tranq darts similar to those found in the M9. Use this with a clear consciences when you need to take out a distant guard. __________ \ Nikita \ Le Femme Nikita...mmmm...err, the Nikita is a rocket launcher. ŻŻŻŻŻŻŻŻŻŻ Not just any rocket launcher, though. This one plagiarizes Perfect Dark’s ‘Slayer,’ as when you fire it, you CONTROL the moving rocket, aiming where it goes. This is like, neat-o-rific. You can fly it just about anywhere...except up or down. You can only move it left or right, but still it’s pretty cool. A great use for it is to scout around corners or to stage an ambush. Most boss’s are susceptible to this weapon as well. __________ \ Stinger \ The Stinger is a rocket launcher, the second of the two. You ŻŻŻŻŻŻŻŻŻŻ cannot control its movements like the Nikita, but you can move the thing vertically or downward and it does have a lock-on feature. Lock onto something by holding the aiming recital on it. When it turns red, fire away and the missile will almost always hit its target for a hefty bit of damage. _______________________ \ High-Frequency Blade \ This is given to...someone by Snake. A sturdy, ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ reliable, killing machine this thing is. You can turn it into two modes: normal or tranquilize. Make the connection in your little brain. Well, you get this VERY VERY late in the game, like fight-before-the-final-boss late. You get to use it on normal soldiers, but an ass-load of them at that. Well, since...your--character--has such great reflexes, if you’re in defense mode [R1], you can block bullets. To swipe, spin, and use other attacks use the right analog stick. It kills most enemies with one swipe, except when you’re fencing with another blade-wielder. _______ \ RGB6 \ A standard grenade-launcher. Ha, its sad that I call it ‘standard.’ ŻŻŻŻŻŻŻ Boy is the youth getting violent...err, okay no term paper here. It fires grenades a short distance, and when I say short I mean 10 feet short. It shoots it in an arc BTW, as gravity has its way on the thing, so it’s no good for precise accuracy. In fact, it’s not very good at all, but whatever floats your boat... __________ \ Grenade \ I found no point in the game whatsoever where I absolutely had ŻŻŻŻŻŻŻŻŻŻ to have used a grenade. It’s good for clearing large amounts of enemies, duh, but if you’re any good you shouldn’t be around large amounts of enemies. If you’re above the age of 7, you’ll know the function of this little device. ________________ \ Chaff Grenade \ The chaff grenade disables any electronic equipment in the ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ area by sending out small pieces of metal which reflect commands machines need to operate correctly. Meaning Cyphers, security camera’s, and the like. It’s loud though, and noise attracts guards, so use it wisely. Don’t bother throwing any if you have a gun; any 4 bullets will destroy a Cypher or Camera. Of course, if you don’t a have a gun or if you do and have no ammo for it, then its a must have. ___________ \ Claymore \ A hand-sized landmine. Place it anywhere you please and let the ŻŻŻŻŻŻŻŻŻŻŻ enemy walk all over it. However, this is as useless as the grenade, as it’s so loud and inconvenient to place. _________ \ Semtex \ A small pocket of Carbon-4 that when detonated makes a large ŻŻŻŻŻŻŻŻŻ blast. It’s triggered using the detonator. ____ ///\\\ Items \\\///ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻ ______________ / Ration / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ A ration is a packet of spam, ready to fill Snakes hungry tummy! Err, no. But it is healthy crap that heals about 50% of your life gauge on [NO], 40% on [HA], 30% on [EX]. You can only carry 5 on [NO], 3 on [HA], 1 on [EX]. Equip them to save yourself if your fatally wounded, i.e. your shot/lose all your life and the ration automatically activates. These are a precious find indeed, so never use them wastefully. ______________ / Bandage / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ This fixes up those nasty little cuts, just like mommy did! Only the cuts your gonna get don’t come from falling off a tricycle. Use it when you are bleeding and don’t have the time to crouch and heal. Especially useful in boss fights and when in Evasion and you need to hide. ______________ / Pentazemin / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Pentazemin are anti-depressant pills that still the vibration of the muscles in your limbs. Meaning, when you snipe, your characters hand’s won’t shake until it where’s off, which is about a minute. This is a MUST if you intend to use the sniper rifle at ALL. ______________ / Medicine / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ A little pill that cures the flu you get when your out in the rain too long. Useful because when you have the flu you sneeze a lot, and when you do guards come and inspect. I have NO idea where to find these, so if you find one consider yourself special. ______________ / Cigarettes / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Highly addictive and hazardous to you’re health. But really, they have a use. Not only are they Snake’s ‘good luck charm’ but when equipped, you can see tripwires otherwise invisible to the naked eye. So if you see some, um, don’t go through them! Smoking also acts as an anti-depressent, much like pentazemin should you ever run out of. It takes away health too, so don’t have the cigs out for too long unless necessary. ______________ / Scope / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ These are a version of binoculars, only like, really better. It has the same use as a scope on a sniper rifle, only it doesn’t fire anything. Press O to zoom in and X to zoom out to look at stuff(e.g. pictures of barely dressed models :) ______________ / Sensor A / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ This is used on the Plant Chapter, and its for detecting ‘Fatman’s bombs. Don’t ask, you’ll learn later. Your radar will now display a yellow mist...meaning that a bomb is nearby, so search the area. The bomb can be above or below you; don’t expect the sensor to do [any] of your work for you. ______________ / Sensor B / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ This detects the crap that Sensor A cannot. Problem is, it doesn’t show up on your map. It only makes a beep when your close to it, kinda like the hot-cold system. _________________ / AP Sensor / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ The AP Sensor detects when someone, a human, gets close. You will be able to hear your characters heart-beat, as like when your in a locker, and when someone nears you, your heart will speed up. Very useful when you don’t have the radar activated. _________________ / Mine detector / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ This tells you where mines called claymore are placed. It displays the mines on the radar in yellow. To pick up the mines, crawl over their position, and your character will pick them up. __________________ / Thermal Goggles / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Thermal goggles detect heat patterns and amplify/display them in a reddish hue. A great alternative to finding those pesky C4 or when you lack night vision goggles. Another use for them is to detect if a guard has dog tags. _________________________ / Directional Microphone / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ The directional microphone looks like a gun. But its not. Point this in any direction to amplify words, heartbeats, anything. Not much to explain here, except when you use it your cover is blown, so make sure no ones looking if you must use it at all. For some odd reason its listed in the weapons catagory. _________________ / Coolant / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Well, I know its listed in the inventory as a weapon, but c’mon. Its not the kind thing you can hold up someone with. Well, you could try of course, but “Stick ‘em up! I got Coolant and I’m not afraid to use it!” isn’t all that affective. This has many other uses though. It can freeze up bombs Fatman likes to plant, it can detect trip lasers when you spray it, making them visible, it can wake up sleeping guards, should you ever want to do that, and it can put out fires when sprayed enough. Luckily the amount of Coolant yo have is infinite, so don’t worry about conserving. __________________ / Cardboard Box / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ A small box you can cower and hide under. Most guards will not look under the box, unless you move with it or are in Caution/Evasion/Alert mode. There are several types of boxes; six in all that all have different designs that you must match with the background if you intend to hide successfully. For example, a ZOE box would not do well in a kitchen. Guards will get suspicious and tip it over. And when they do look under, you are toast, so watch it. Remember that these won’t work when trying to sneak past camera’s. _________________ / BDU / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ An enemy uniform you’ll find later in that game. Equip it to wear it. However, just because you have it on does NOT mean guards will recognize you as friendly. If your uniform is different from that of the other guards in the area, as yours might be dark brown while there’s is more of a black and white, your masquerade will become transparent and you’ll be shot full of holes. Not only do you have to be in the right area, you MUST carry an AKS-47u at ALL TIMES. _________________ / Book / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ There’s nothing really in here you’d expect from a normal book. Its a FHM magazine with pictures of ladies wearing [next to no] clothes and in--questionable--poses. Too bad you can’t look at them, but hey if you want cheap pr0n go to your local supermarket. You can put the mag on the floor in front of a guards’ patrol route to have them abandon his post and “read” it(the guards reaction to them are hilarious), while you may quietly slip by or hold them up. These are very rare to find so only use them when its a necessity. _________________ / MO Disk / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Given to Raiden by the president, this MO disk contains a virus that would make Metal Gear Aresenal a useless heap of metal. This is the key to stopping the Metal Gear and stoping the Patriots schemes. It can only be operated by someone who knows the codes, passwords, and all that other computer jargon. You must protect the person who can operate this disk at all costs. _________________ / Suppressor / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ A silencer for the Socom found at the Plant chapter in Strut F. This is one of the most useful items you’ll find, because you now have the ability to shoot out camera’s without being heard, or make a silent kill. A must have, IMHO. @\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@ 4) W a l k t h r o u g h @\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@ MGS2 is divided into two chapters. One is the Tanker chapter, in which you’ll start the game playing as Snake. The other is the Plant Chapter, in which you’ll finish the game as someone else. To quickly go to the Plant Chapter section Press CTRL + Find and type in ‘ii.’ with the period and without the quotation marks. _____________________________________________________________________ \___________________________________________________________________/ \______________/ T a n k e r C h a p t e r \_____________/ Snake will land on the tanker wearing his stealth camo, with the intentions of quietly slipping in, snapping a few photos of the new Metal Gear (which Otacons sources said was onboard), and quietly slipping out. Well, the camo breaks down of course, so the ‘quietly’ part is going to have to be compromised. The ship is comprised of U.S. Marines, but soon onboard our hero learns that the ship has been taken over by some Russian armed forces. Bah, its always the ruskies (1950s slang term for Russians). After that little scene, and seemingly endless FMV and Codec conversation, you get to control the legend himself, Solid Snake. ____ \@@@\ Aft Deck ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Now is the time to familiarize yourself with the controls and whatnot. And remember it’s raining; if you stay in one place too long Snake will catch cold, and he’ll start to sneeze every so often, alerting his presence to nearby enemies. Peering up in FPV you’ll notice a guard on an above deck. Run to the left, avoiding the above guards’ gaze, to the aft deck portside. You may want to scout around the deck to search for some useful items before you go any further, as some pentazemin (which is absolutely worthless in this level) and some bandages can be found. After you retrieve what items you wish, put to sleep the patrolling guard near the hatch on the portside. You have the option of throwing his body overboard by dragging him towards the small circle of white on the deck floor, but know that that counts as a kill. Go to the set of stairs but do not ascend them; all doors up there are locked on [HA]/[EX]. So, go through the hatch by rapidly pressing the triangle (/\) button. ____ \@@@\ Deck-A, Crews Quarters, Starboard ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Inside, have Snake shake down himself to get him dry, otherwise he’ll start to leave footprints. Proceed down the hall. There is a guard patrolling this hallway; his route is only as far as the locker room on [HA] and easier, but on [EX] his route extends through the whole corridor. This may be an advantage, since his back will be turned longer, making it so you can hold him up or put him away, whichever one best suites your taste. If you kill him, make sure to put his body in one of the lockers. Remember to search the lockers as well, as Rations and posters of hot Chinese chicks can be found. Note also that lockers can be used to hide in as well, should the need arise. So, continue the mission by heading through the sliding door on the opposite end of the corridor. ____ \@@@\ Deck A, Crews Lounge, Starboard ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ A cutscene will commence, showing two guards patrol a lounge. The one patrolling back and forth along the hall is easy; just put a dart in his head when his back is turned. As for the other guard, east of the hall, near a bar: go up to the wall on the opposite side of the guard and tap on it(O button) when he is range to draw him towards you. As he approaches you, drop him while you sit on the stairs. If you don’t want to take that risk, just ignore him and run up the stairs next to the lounges hall; he shouldn’t spot you. If you do put him to sleep though you can enter the lounge he guarded and search the bar to find 9mm ammo. At some point, you should go up the steps west of the hall and enter the slider door. ____ \@@@\ Deck B, Crews Quarters, Starboard ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Approach the section on the map where a guard is marked to be. Cutscene will take over showing Snake’s awareness of him. You can either shoot him in his head while he’s not looking or get his dog tag; either way its a breeze because this one is so unobservant and secluded. There is no other guard detail you need encounter. Down the hall and to Snake’s right are a set of stairs next to an inoperable hatch. Climb them. ____ \@@@\ Deck C, Crews Quarters ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ FMV will focus on a camera examining the corridor. Sneak by it by holding Snake’s back against the wall and moving slowly by. This doesn’t always work, however, in fact, rarely _ever_ can you get by the thing on [HA] and [EX]. If(or should I say ‘when’) your spotted, the camera will send a single attack commando. To avoid him, advance down the hall towards some stairs. A locker is next to them: climb in. If you don’t feel like entering the locker, continue past the stairs a small room with piled crates. Next to the crates is a vent near floor level. Crawl in: This is where you may wait out Evasion and Caution without anyone noticing you. After your ordeal is over, go up the stairs next to the locker. ____ \@@@\ Deck D, Crews Quarters ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ This deck is sparsely guarded, though it may seem otherwise because the area is so small. The first guard you’ll see will pass you. DO NOT go into the door where he went(the messhall); just go down the corridor. You’ll find a pair of sentries, one stationed to the left of the intersection and the other patrolling a hallway past the sensor panels. Put to sleep the stationary guard when he isn’t looking, then tap on the wall to bring over the patrolling guard. He cannot pass the sensor panels: he will have to go all the way around, through the messhall, to inspect the sound. You should have more then enough time to _crawl_ past the sensor panels and ascend the stairs. ____ \@@@\ Deck E, the bridge ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ After some more cutscene, enter either hatch to battle Olga. Check my Boss Guide for more. After you defeat her, shake her down for her dog tag then make your way back into the bridge. Backtrack all the way down to the lounge. This time though, head towards the unguarded stairs to the south of the lounge. A slider door leading to the engine room awaits. ____ \@@@\ Engine Room ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ The engine room is densely occupied with Russian troopers. Do not use your newly acquired USP, otherwise Alert will automatically process. That leaves your M9. If you ran out of ammo, just use the strangle tactic for the following encounters. The objective here is get to the starboard side of this engine room. Let’s begin. There is a single sentry patrolling the first catwalk; put him to rest, drag his body inside and stuff it in a locker. Note the acion figure of ‘Raven’ from MGS. He’ll shoot little pellets at you if you aggravate it >_> Go down the stairs, take out the pacing sentry from a position on the landing. He won’t notice you, unless, perchance, your on Extreme, in which case yous should go into hanging mode, drop down and sneak up behind him. After he is ‘taken care of’ head down the next set of stairs to find another guard, this one a little harder to see as he’s right around the corner. Get as close as you can to the corner(his back will be turned), then drop him. Cross the bridge to the walkway. Cavort along it, ignore the set of stairs to the right, and cross the next bridge. Approach the square block to the south, serving no apparent purpose except for something you can crawl under if your spotted. Climb the stairwells to the engine room starboard side. FMV will exhibit a guard coming out of the door, who will inspect this small room then walk back into the Engine Room. Avoid him by hiding in one of the lockers to the left. After he is past, take out your USP and shoot the bag of white stuff near the floor past the sensors. This will force show of the trip lasers that the sensor panels have equiped. To deactivate the panels, shoot out their green control units placed near them. The first one you’ll have to stand on the block near the locker to see. Once you destroy it, the first sensor panel will shut off. Pass it and get as close as you can to the second panel, then look to the floor to your right. Shoot it out then pass the second sensor panel. Get up to the third one and look down and to the left; its back is turned to you so you may have trouble spotting it. Afterwards, head on through the hatch. ____ \@@@\ Deck 2 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Your object here is to...make it to the other side of the corridor. The corridor is darkly lit because of all the malfunctioning light bulbs, which helpfully makes it difficult for the enemy to see you. However, each light bulb just happens to light back up when you approach them, revealing your location at most inopportune times. The remedy? Whip out your M9 and shoot out all the lights beforehand. You’ll find some dead U.S. marines along the way; shake them down to find useful items. This deck has only 3 total guards, but when ANY of them sees you, even for a second, a never-ending Alert transpires. You may exit back through the hatch if this happens, ending the Alert. Anyway, two guards regularly patrol the corridor. Equip thermal goggles and shoot them out from a distance. At the point where the corridor turns at a 90° angle you’ll have only to face one more sentry. This one has a hangover: he falls a sleep for a second, awakes for a second, then calls into his commander with a lazy ‘Nothing to report...’ then falls asleep again. Memorize the pattern he follows, then dash by him through the loading point. Cutscene, and you’ll become in a battle with about 15 Russians. I recommend USP ammo to do them in; if you run out there is a couple of boxes behind you. Though they may seem never-ending, they aren’t. Just blast the pigs from the cover of your crate until they all fall. Note that they WILL throw grenades; you should take out thermal goggles to better see them incoming. You cannot continue down the corridor until all the guards are dead, but you CAN however move from crate to crate, getting a little closer to your objective point. After they are all dead, cutscene will take over. ____ \@@@\ Hold 1 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Tricky, tricky. Here you must make your way through 2 Holds to get to the hold the Metal Gear is in, then you must take a series of pictures of the Metal Gear from 4 different angles. The holds you’ll try and sneak through are filled with marines, currently in a long briefing(speech is more like it) via a projector screen. Hah, they don’t even know the ship has been taken over. Restore confidence in your nations defence :P ? Anyway, if you alert _any_ of the marines its a game over by the way of a stylish execution. This part is especially overwhelming to most newbies, but really it isn’t all that difficult. The only tough part is pulling the whole job off under the time limit, 6:00 on Hard. When the FMV concludes, open the hatch and grab the ammo, then climb down the ladders to the bottom of the hold. Stay close to the back wall and approach the projector. Put to sleep the marine standing next to the projector, then CRAWL under its light beams, because if you don’t Snake’s shadow will appear on the projector screen and, well, game over. At the other end of the hold, make your way, hugging the walls and putting to sleep as necessary, to the door. ____ \@@@\ Hold 2 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Turn right, towards the projectors. This is the hardest hold your going to have to trek. Crawl under the projector’s beams, silence the troublesome guard. Continue to hug the wall past the projector. SLOWLY make progress down the stretch heading to the loud speakers. Try move only when the sliders for the projector change’s frames and the room darkens, or you may hie safely when the Commander starts to have the whole crew ‘exercise’ by turning their necks in various directions. Put to sleep anyone you might think will notice you. Once your through the door, you’ll arrive at Hold 3, where the Metal Gear is housed. ____ \@@@\ Hold 3 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ There are 4 total pics required by Otacon. He needs a front left, front right, front, and a picture of the MARINES logo. First, take out the single pacing sentry, as he’ll prove to be a real pain in the arse if you let him stay conscious. Afterwards, move left, past the platform with the cameraman on it, to the back of the troops. You won’t be noticed unless you stupidly make noise. At the middleground between the camera’s platforms, snap a photo of the Metal Gear, taking care of the front shot. Now climb onto each of the platforms the cameramen are on and snap a photo of Metal Gear from there, which takes care of the front-left and front-right shots. Now you must get a shot of the MARINES logo. Go to the stage where the Colonel is babbling. There is a passageway underneath the stage: enter it and cross it. You won’t be noticed unless you let the roving sentry stay conscious, which I specifically told you not to. Hang a right at the end and you’ll be in a perfect position to take a pic of the logo. Do so. Return to the entrance to Hold 3 and go to the computer on the tray / press the /\ button. Some program will take over, and ensuing will be a whole lot of techno-babble. Eventually a pixilated Otacon will show his smiling face. If your photos are acceptable, Otacon will say ‘good job’ or ‘we can use this’ or something along those lines. If not, go out and try again, as he’s pretty particular with these things. Once you snap all the photo’s he needs, cutscene will take over. The level, and Snake’s life (why must you be so cruel, Hideo?!) will end. ________________________________________________________________________ \______________________________________________________________________/ \______________/ P l a n t C h a p t e r \_____________/ The Plant is an environmental facility supposedly used to filter out the toxic oil chemicals leaked from the terrorist sinking of the Tanker, 2 years ago. Well, nothing is as it seems here as this is the game’s final level, though a long one at that. Your main objective, given to you by your Colonel Cambell, is to infiltrate and find/rescue the president. Um, it gets much deeper then that...you’ll find out soon enough as this part of the game has more plot twists then a bag of pretzels. As you will notice, you now control a young adult in his mid 20s code-named ‘Raiden’. He is NOT Snake from the Tanker level; Snake died along with the sinking of the Tanker. Many people get confused about this transition :P. You will control him to the games final fight, so get used to it. He is a newb; never been out in a real mission before, just VR training, though he is said to be one of the best at it. VR however, is not reality as Raiden soon finds out. He has all the same moves as Snake did, only he does a cartwheel instead of Snake’s traditional roll. The person you can call to save is Rose, Raidens girlfriend. She’s called an ‘analyst,’ apparently to make her sound like she has a purpose other then to save and annoy theout of you with her emotional outbursts. Onto the level layout, the facility is constructed into strut platforms connected by bridges. A fall means instant death from this height, so be careful. Its got even more places to escape the enemy then the Tanker, a LOT more I should say, and it has many more items and weapons then you’ll find a use for. Its guard detail is a lot more dense, and their are new surveillance devices being used here called Cyphers whom if they see you send the game into Evasion. Stealth is of the utmost importance in the level. ____ \@@@\ Deep sea dock ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Jump into the water to find some thermal goggles, while familiarizing yourself with Raiden and his swimming actions. I shamefully forgot the goggles, as I just remembered them while typing this. Don’t make the same dumb mistake :| Approach the hatch. (Note that there is a little duct right next to the steps, which if you crawl in to leads to a ration) Open the hatch to find a Russian soldier, much like the one encountered on the Tanker. Walk down the hall, and FMV will initiate. The guards here will be unconscious, just the way you like them, and you’ll get a glimpse of someone riding up the elevator. Could it be...? No, of course not! Anyway, quickly activate the node, then run behind the crates in the back because the guards will soon arouse. If they see you, Alert will take its course, but no other guards will be summoned. Regardless, don’t let them see you because your currently weaponless. When the lift finally reaches bottom, ignore the guards and get on it. It will take you to the roof of what is called Strut A. ____ \@@@\ Strut A roof ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Approach the wire fence and your Colonel will kindly explain that there is a way to crawl through. Do so and enter the door. ____ \@@@\ Strut A ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ FMV will display a guard watching over the node. Tap on the wall, enter the cubicles and activate the node while the guard is off dallying with the false noise. The radar will now appear. Note you must activate the node for every strut in order for it to appear. Go to the right of the cubicles to a pair of lockers. Ascend the steps to find yourself back on the roof. Quickly grab the chaff grenade then head back in. Move towards the cubicles and turn right. Go through the door to find yourself at the AF Connecting bridge. ____ \@@@\ AF Connecting Bridge ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ The bridge is patrolled by a surveillance camera mounted on a floating gun turret. This is called a Cypher, and can only be destroyed by bullets from a lethal weapon. If it sees you, it will summon an ass-load of Cyphers and guards. To disable it for a time, throw a chaff grenade onto the bridge. This will make it malfunction: for a limited time. Run across the bridge and enter the door. ____ \@@@\ Strut F warehouse ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Strut F is heavily guarded with reporting troopers and alert sentries. But all you have to do for now is get the M9, a silenced tranquilizing pistol. Make sure no one is in the hall, then run to the door across [the hall]. Inside you’ll find the M9 with ammo for it. Exit Strut F back to Strut A. From there, enter the door on the left hand side of the cubicles. ____ \@@@\ AB Connecting Bridge ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Two guards patrol the bridge, and if either spot you Alert and Evasion will happen almost immediately. The Colonel recommends you go into hanging mode. This is not necessary if you have the M9, with which you can to put both guards to sleep, but if you lack the ammo (which you shouldn’t) or don’t have the M9 (which you should), approach either sides of the protective rail when the guards’ back is turned. Flatten Raiden’s back against it and flip over the side with the /\ button. From here, shimmy to the other side. Remember this tactic for future use. ____ \@@@\ Strut B Transformer Room ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ As soon as you step in you’ll watch another FMV, displaying a disgusting blood sucking freak named Vamp (pun intended), and someone who looks _remarkably_ like Snake, though he claims he’s just a marine named Iroquis Pliskin. After some more cutscene he’ll hand over a Socom. You may want to point it at him to see his reaction. Anyway, activate the node and leave Strut B through the door next to the lockers (need I say to search those too?). ____ \@@@\ DC Connecting Bridge ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ You’ll watch a battle between SEAL Team 10 and Fortune. Notice that everything they shoot at her misses. She lets this ‘amusing’ charade continue for a while then whips out her big giant rail gun and blasts the bridge to pieces, along with the entirety of SEAL Team 10. Luckily, you don’t fight her. Yet. The bridge is emptied of everything; no snipers, no cyphers, no guards. Enjoy it because this will probably be the only time in the game where it’s all peaceful like this. Cross the bridge to Strut C. ____ \@@@\ Strut C Dinning Hall ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Pass the bathrooms, enter the door to watch a cutscene that will last about 10 minutes. Agonizing, but informative nonetheless, as it gives a little more info about the mysterious plot. The “African American” is Stillman, the bomb specialist. He’ll give you some Coolant and Sensor A and send you out on a little errand to find and defuse the bombs someone called ‘Fatman’ planted. Right when the cutscene ends, hurry and find the node, under a picture of a HOT model. I said hurry, because two guards have entered the Strut and are commencing to patrol it. One is patrolling the kitchen, the other the restrooms and main hall. Put a dart in the head of the one in here, then do the same for the one in the hall. If your spotted, you can hide in one of the restrooms stall’s and wait out Caution. Turn on Sensor A (keep this on at all times) as there is a bomb in this very strut. The bomb in is located in the womens restroom. Go to the sink and look up. Spray the C4 package until frozen and you here something like a timer go off. Stillman will Codec you with some worries. Afterwards, exit this strut back to Strut B. Note that you can press START and find out which bombs you missed: the struts with bombs remaining will have little B’s marked on them. ____ \@@@\ Strut B Transformer Room ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Two guards now defend the transformer room, the very room where you ran into Pliskin and Vamp. Not only that, but two camera’s are now active in the hall. Ugh. Shoot the cameras and the guards will hear / Alert will happen, so avoid them for now and enter the transformer room. From the entrance, snipe the two guards with your M9. If you get caught, simply hide in the locker. When the guards are ‘ZZZZZzzz-ing’ off, shoot out the two camera’s in the hall with your Socom. Reenter the Transformer Room. Sensor A will tell you that the bomb is right next to the door. You see nothing. C’mon, think a little! Close the door to the machine to find the bomb. Freeze it, then backtrack further to Strut A. ____ \@@@\ Strut A ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Re-take out the guard near the node, then head into the door to the south of the cubicles. There is a single sentry and camera here. Make sure the soldiers’ back is turned before you attempt this, though. Approach the south end of the room. Climb the little step ladder and get down on the ground and start crawling. The guard will not see you, even on Hard. Don’t know about Extreme, though. Anyway, crawl towards the point where the yellow cloud on your radar is densest. Through the pipework you’ll find the bomb attached to some kind of machine. Spray it out of commission, then put the guard and camera out of commission. Exit Strut A back to Strut F Warehouse. ____ \@@@\ Strut F warehouse ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ The bomb here is a bit tricky to find. It took me about 10 minutes of random searching to find the bloody thing, and who knows how many Evasion modes/mission failed screens :P. Put the reporting guard to sleep and the other guard patrolling the upper level. Yes, I know a search team will come because of it, but you shouldn’t be in sight when they finally arrive. Still on the upper floor, go to the west end of the warehouse. Approach a section of the railing that is indented. Go into hanging mode on it, drop down onto the below crates and drop down again towards the bomb, which you should see by now. Remember, the single guard patrolling this floor WILL see you if your in hanging mode too long, or if you are on one of the crates when he passes by, so make sure he’s asleep before you attempt this. Wait for the search team to come and go, then carefully make your way out of the stacked crates. Turn towards the south to find a snoozing guard with his back to you and his face in the wall. Ignore him and go to the door at left, Raidens right, to a locker room with the warehouse’s node. Open the locker to find Pentazemin. Near the fruit crate is a vent; you can’t see it because of the camera angle, so switch to FPV and scan the wall. Crawl into the vent, and at the other end you’ll find a suppresser: a silencer for your Socom. VERY useful :). Equip it in from your items inventory, then take out your Socom to put the silencer on it. You cannot take the silencer back off, but why would you want to? Exit to the upper floor, north end of the strut and out the door. ____ \@@@\ EF Connecting Bridge ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ The bridge is patrolled by a few Cyphers and a guard high atop a lookout tower. First you must tranquilize the guard, because if you shoot out the Cypher the guard will notice and call for back-up. So, do so then use your Socom ammo to blast the Cyphers out of the sky. If you lack the ammo, just use a chaff grenade. Mr. X will call you via codec, warning about some mines are placed in the area. Good info, whoever you are! Turn on your thermal goggles and shoot them out. Continue to Strut E. ____ \@@@\ Strut E Parcel Room ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ This strut is basically a package / mail processing facility with conveyor belts and all. But don’t expect to find Bob the mailman here. There are 3 guards, one reporting, and 3 camera’s. Ouchie. It would like, REALLY help if you got the Socom suppresser in Strut F, in which case you could take out the camera’s under the guards’ noses. If not, put the guards to sleep and destroy all the camera’s, as there is no way to get by them. After you do so, make sure to wake the reporting guard up with Coolant so a search squad won’t be sent. Now, back to the bombs. Notice on your radar (the node is in the north corner, right of the door) that the yellow is spread all around the conveyor belts. That’s because the bomb has been placed on one of the packages going round and round and round. Wait long enough and a package will go by, making a beeping noise; spray it as fast as you can before the conveyor belt treads it away. Note that on [NO] mode or easier this does NOT appear. There is one more bomb in this strut, on all difficulties. So, head up the stairs to the right of the packaging machines to the Strut E roof. ____ \@@@\ Strut E Roof ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ You’ll arrive on a catwalk about 20 ft. below the roof. Go up the steps to get on the roof. There are two guards there; put both to rest because this bomb will require a little searching. Go to the stationary fighter plane to the north. If you crawl towards the jet’s wheels, you’ll find the bomb planted on them. Clever, Konami, clever. Disable it. Backtrack inside the strut. Find the doorway in the back of the parcel room, a little ways ahead of where the reporting guard is, left of the node. Enter it. ____ \@@@\ ED Connecting Bridge ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ This bridge is so lonely...with only one soldier patrolling it. Below on the catwalk some ammo and a stun grenade can be found, if you decide it’s worth the risk of being seen. ____ \@@@\ Strut D Sediment Pool ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Another densely guarded area. First off, dart in the head ALL those on the upper floor, but NOT the guard on the lower floor because he reports in. The bomb, on [HA]/[EX] only, is located under one of the black hatches on this floor. The hatch is next to the currently-locked door. Open it with /\ to find the bomb. The bomb below, on all difficulties, is a bit trickier to get to, because you have to get by the reporting guard. Go down the stairs when he is on the other end of the walkway, then head left, Raiden’s right. You’ll find the bomb under the last black hatch. Once you defuse the bomb, notice a timer has started ticking because Fatman planted another bomb, this one back at the Deep sea dock. To get out without being seen you can put a dart in the guards head, hurrying out the door, or you can disguise yourself with a box. Either way make your escape fast. Once you’re out of Strut D, head back to Strut A Roof, where the lift has conveniently arisen. Take it down. ____ \@@@\ Deep sea dock ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ This bomb is SO easy to find. Head to the starting point of the level. Find the bomb hanging on the bottom of the mini-submarine. On [EX] it is different; it’s on the wall west of the submarine. If you ask me the [VE] to [HA] placement, under the mini sub, was harder to find :P Once you defuse the bomb re-approach the elevator. A cutscene, followed by a battle with Fortune. Check my Boss Guide. After the battle ceases, another timer goes on. Head to the Strut E Roof. ____ \@@@\ Strut E Roof ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ The bomb is plainly put in the center of the platform. Meh. Afterwards, Fatman will appear on roller blades. Memorable quote: ‘Laugh and grow fat!’ Wise advise for us all ;). Check my Boss Guide for more on Fatman. After he is killed, ANOTHER timer will go on. This bomb is actually UNDER the body of Fatman; drag him away to find the C4. This is the same on all difficulties. With that taken care of, Mr. X will approach you. He will give you a Lvl. 2 keycard, the BDU, and a Cell Phone. Nifty. Now you need to get the AKS-47u to go along with your stunningly stylish BDU. The only place this is located is Strut F, so go to it! ____ \@@@\ Strut F warehouse ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Head to the lower level of Strut F and into the door to the left, Raidens right, of the stairs. The AKS-47u is in the back right corner. Make sure to pick up the ammo for it as well. Exit the warehouse to the EF Connecting bridge. ____ \@@@\ EF Connecting Bridge ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ With your equipment readied, its time to rescue the president. He’s in the Shell 1 Core, which the EF Connecting bridge conveniently leads to. Turn to the left to the bridge connecting to the Shell 1 Core. You must run across it, as each section will flap down upon contact. Don’t worry about the Cyphers and sniper; you’ll be on and off the bridge in no time. ____ \@@@\ Shell 1 Core ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Put on your newly acquired BDU uniform and equip your AKS-47u. No enemy will harm you, UNLESS you bump into one of them, in which case (for some stupid reason) the uniform automatically removes itself and Raiden’s true identity is revealed. This in mind, carefully head to the left to a locker room. In the back corner is the node; I suggest logging into it. Once done, approach the elevator in the east end of the strut and call it down. Make sure you’re properly dressed, as the camera above the elevator doors will activate to check on who’s using the elevator. Once inside, send the elevator to ‘B2’. ____ \@@@\ Shell 1 Core B2 Computer Room ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Head down the steps and proceed to some lockers in the back corner of the room. You’ll find an issue of For Horney Men--err, FHM mag on top of it. To get it down, punch the locker. Instead of just one, FIVE mags will fall down! Whoo-hoo! This will attract a guard; just play it cool and let them examine you. Head into the computer room and find the directional mic in the center-left. To the right is the node and a box, BTW. Get back onto the elevator and take it to 1F. ____ \@@@\ Shell 1 Core B1 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Cutscene will display a guard entering the hostage room using the retinal scanners. The door can ONLY be opened by registered and authorized personnel, of which you are not. For now, turn to the right, Raidens left, to find a small locker room. Activate the node, go back into the hall. Find the pacing sentry. Do NOT kill him. Instead, get a strangle hold on him. Discipline him if he gets rowdy, then drag him towards the retinal scanners. Raiden will push the poor fools’ head into the scanner, thus opening the door for him. I like a resourceful man. ____ \@@@\ Hostage Room ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ In here you’ll be required to find Ames, the presidents advisor, by listening to the sound of each one of the hostage heart’s using the directional mic. This Ames fellow happens to have a pacemaker, making his heartbeat different from the rest. In this room you CANNOT, I repeat, you CANNOT tranquilize or kill ANY of the guards, 1 on [NO] and easier, 2 or 3 on [HA]/[EX]. So you’re going to have to make your search for Ames stealthily. Well, following this guide you will not have to search at all. Ames is located in the back of the room near an antenna-looking thing. He’s got long dark hair and he’s sitting alone. Duck down next to him, take out your directional mic, and press /\ to call out to him. Cutscene will commence. Note if you call out to the wrong guy it will alert a guard, so make sure you only call out if your sure it’s Ames. After your Codec conversation, you’ll listen in on a chat with Ocelot, Olga, and someone else.. Whenever someone is talking, point the mic towards them to amplify the sound. Afterwards, you’ll gain control of Raiden. A timer will count down 10 seconds. Take out your AKS-47u and DO NOT MOVE, POINT YOUR GUN AT ANYTHING, OR DUCK!!! Ocelot will immediately have you killed. Don’t ask me. Basically, drop your controller and just watch. More cutscene will take over. Mr. X will arrive again, sword and all ready to help your escape. You’ll gain control of Raiden in Caution mode back at B1. Wait out the caution period, exit Shell 1 back to, you guessed it, Strut F warehouse. ____ \@@@\ Strut F warehouse ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Put to rest the guards on the upper level, quickly enter the room to the right of the hall you originally entered this Strut with. Inside is the PSG-1, a sniper rifle. Take it and its ammo. Exit Strut F to the Strut D sediment pool. There, enter the door on the upper floor, previously locked, to arrive at the Shell 1-2 Connecting bridge. ____ \@@@\ Shell 1-2 Connecting bridge ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ This is one of the most hated parts of this game. Easy if you ask me. Here you’ll have to find and disable the 10 bomb sensors placed around the vicinity, 10 on [NO]/easier, 12 on [HA], 14 on [EX]. Well, here goes. 1. On the big pipe you see from the cutscene. 2. On the floor next to the sensor panels. 3. Same as 2. 4. Turn around and face Strut E. You’ll find it above the doorway. I was stumped on this four HOURS I tell ya. 5. To the left and on the wall of the Shell 2 Core’s entrance, flanked on all sides by C4. 6. To the right of the Shell 2 Core entrance on the wall, again surrounded by C4. 7. Behind the ‘Sons of Liberty’ flag waving in the distance. Take out your PSG-1 and when the wind reveals the bomb control panel, blow it. 8. On a balcony to the Raiden’s right of the Shell 2 Core. Go to the right hand side of the balcony you are on. The thing is in the distance, surrounded by seagulls. 9. Go to the left part of the balcony. You can see this panel on the walkway ahead of you. 10. On the Cypher hovering above Shell 2. Use the PSG-1 and some pentazemin for this job. Hard Only - 11. Get on the steps and flatten your back against the railing. You’ll see it, below the balcony. Use your Socom. 12. Move towards the right hand side of the balcony. Tip toe (in FPV, press R2+L2) to see it on the below platform. Extreme Only - 13. On the second Cypher above Shell 2. 14. Look where you shot out the control box to the left of the Strut G entrance. From there, look down to the left. You’ll see it surrounded by C4, but you can only see the side of it. Pop a pentazemin here to make sure you hit the correct one. Once you disable them all, pass the sensor panels. Cutscene will commence, and a boss fight with the Harrier (remember the stationary jet on the Strut E Roof?) will follow. Again, see my Boss Guide section. After the fight you’ll learn what you (well, I did anyway) already suspected: this ‘Pliskin’ is actually THE Solid Snake! Even ol’ buddy Otacon is on the helicopter with him. He was the one who infiltrated the Big Shell before you, knocking out those enemies in the beginning. Cool. Still, you don’t get to control Snake :_( After the fight, the platform you’re on will be shattered and on fire; it no longer bridges the Shell 2 Core. To the left near and the flames (put them out with Coolant), run down the steps to find a ration on the landing. Quickly run back up before the steps creak and break and drop into the ocean. Approach the rail, flatten Raiden’s back, and then go into hanging mode. Shimmy Raiden over the orange pipe and drop down. At the southern end of the pipe is another ration, if you want it. Run over the pipe, but watch out for the bird crap as it will make Raiden slip and fall. Hop up the ledge, run across the catwalk, avoiding the broken pieces of it. At the end of the catwalk, again go into hanging mode and drop down to the lower catwalk. Some guards will appear on the above bridge; put them to sleep. Climb the ladder at the other end. ____ \@@@\ Strut L Perimeter ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ The windows are guarded by a pair of sentries; they will poke their heads out each window as they pace back and forth. Either crawl by or put them to sleep. If your spotted/Alert mode proceeds, a single Cypher will appear; shoot it down and wait for Evasion/Caution. Make your way around the strut on the little ledge. You’ll find, if you didn’t get caught, a guard above you “relieving himself.” Err, you gotta do what you gotta do I guess. Bathing in the...stream...is not recommended. Anyway, continue to another balcony where you can enter the hanging mode and drop onto the next catwalk. Run across it for ammo, then go up the steps. Take out an assault rifle, blow each of the Cyphers floating around into the blue below. Don’t worry, they won’t cause an Evasion or Alert even when they see their ‘friends’ getting shot. Head to the bridge connecting to Shell 2. At the beginning of the bridge is a gap, and you can’t go into hanging mode to cross it, so you’re going to have to cartwheel over it. The rest of the bridge should be no trouble; continue to sidestep over the gaps or go into hanging mode. ____ \@@@\ Shell 2, Air Purification Room 1F ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ You’ll enter with a cutscene and listen to a half-hour talk between Olga and Ocelot. Wait this out or speed it up with the X button. Afterwards, head to the right. Notice the floor is electrified, as the FMV so nicely pointed out. Gotta shut off the power. How? Do as I say, that’s how! Firstly, look around. Do you see any air-purifying devices around here? Neither do I. Nice detail, Konami. Anyway, to the left of the entrance is a small area with some crates and vents you cannot climb in. Proceed from there, down the hall, past the break-room(which is where the node is located, BTW), to the elevator. This one does not require you to be dressed in any special way. ____ \@@@\ Shell 2, B1 Purification Chamber no. 1 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Activate the node, then notice on your radar several blue spots. Step into the water and you’ll find that the blue spots are air pockets you can use if you need to replenish your O2 gauge. We’ll only be here for a second so you really won’t need to. Swim straight down the flooded corridor, not going anywhere else but straight as its easy to get lost here. At the end of the corridor, a dead end in fact, you’ll find a box floating near the bottom. It’s the Nikita; pick it up and get back to shore, then take the elevator back up to the Shell 2 Core 1F. ____ \@@@\ Shell 2, Air Purification Room 1F ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ On [NO]/easier, skip down a paragraph for more. On [HA]/[EX], read here, this paragraph. On [HA]/[EX] the president will be asleep. ‘So what?’ you ask. Well, it just so happens he’s asleep right in front of the electrical panel controls that you need to blow up. Figures. So, take out a rocket launcher or machine gun, and fire a few rounds at the wall opposite of the prez to wake him up and move away from his current position. He won’t fall back asleep, so don’t worry. Go down the main hall, past the break room, to a door on Raidens left. Inside is a small storage room with a pair of sentry-cameras. Destroy both, then climb onto the block. Take out your Nikita, let ‘er rip straight forward. Fly the Nikita missile into the vent and make your way to the presidents room. The president will see the rocket, and the complete ASS will run back towards the electrical panels and dive to the floor. This part is SO annoying. Its all a game of luck; the president WILL see the rocket and run away no matter what; it all depends WHERE he runs away. If he runs/dives next to the electrical panels, he’s toast if you detonate it anywhere near him. OCCASIONALLY, and I do mean OCCASIONALLY, he’ll dive towards the door and whimper. When he does this, quickly run the rocket into the panels because that is your only chance to do so. Evidently, the prez only dives away from the panels when the game feels you have wasted enough Nikita rockets. Good luck :| After you destroy the panels, the floor in front of the door to the prez’s room will no longer be electrified. So, go meet with the prez. A long FMV will proceed, so grab a bag of popcorn and a strawberry soda (mmmmmmmm...my favorite :). After all the talk ends, head back down to the flooded chambers. Your Lvl 4 key card will get you a lot farther then you could before. ____ \@@@\ Shell 2 Core, B1 Filtration Chamber No. 1 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ This part is the hardest in the game for some people. It was for me at first too; but I’ve been through it so much I can navigate it in my sleep. Remember to get a glance or two at the many lovely pictures of models posted in here ;). Once you get your feet wet, dive under and turn right at the first opportunity. Wiggle Raidens butt down the corridor, ignoring the dead end at left unless you want some Night Vision Goggles, which are worthless BTW. At the end is an airpocket and a left-hand turn. Grab some air and turn the corner. Swim further down the corridor, turn left again. Turn right a little ways before the dead end. Grab a few looks at the ladies, too. Turn right again and open the hatch. The body of Peter Stillman will come floating out. Ignore it and enter the chamber to find it in shambles with knocked down wire fences all over it. It should be fairly easy to navigate to the other side though. Open the hatch, turn right and you’re out of the water. Enter the door to find...Vamp. Check my Boss Guide section. After Vamp is defeated, enter the door opposite the one you entered. Another swimming segment. Turn RIGHT. The room to ahead of you has nothing but mines and ammo. Swim along the corridor and turn LEFT before the air pocket. Swim down the hall, left again. You’ll arrive at stairs, marking the end of the swim. There, that was easy now wasn’t it? Look in all the slider closets, and in one you’ll the naive but cute, Emma Emmerich. You’ll have to have her swim on your back, in a somewhat ‘questionable’ position ;), all the way back to the Shell 2 Core, Air Purification Room 1F. Have fun. Remember Emma’s O2 gauge depletes a lot faster then yours does, especially if she’s injured, so make sure you take frequent breaks from the swimming and let her catch her breath. A dead Emma would not please Snake and Otacon. At the end, when you surface next to the node, Emma will run away and refuse to go any further because of the sea lice scattered near the elevator. Sheesh. Just use Coolant to spray the bugs back into the walls. ____ \@@@\ Shell 2 Core, Air Purification Room ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ According to your radar, the vicinity is now looted with soldiers. Ugh. Emma is as slow as hell, you can’t carry a gun when dragging her along, AND your supposed to be sneaky? So, your going to have to render unconscious or dead ALL enemies here. Approach the break room with the node in it, kill the guard, then pick up his body and drag him past the elevator to a depression in the walls. This will hide it from view of a guard that will appear later on. Scan the radar and the hall will be all clear. Take Emma into the hall, and a guard will appear out of no-where. Meh. Put that guard to rest, then enter the storage room with Emma. Leave her there for a while as she’ll do nothing but get in the way. Note that she recovers health when sitting. Upon laying your feet on the steps, a guard will come down from the elevator, like I warned. Kill or disable him. Go to the short wall past the storage room facing south. Stand on Raidens tippy toes to look over it and aim for the heads of the two guards who happen to be _very_ troublesome. Afterwards, take the hand of Emma and drag her to the exit, only to find yet another newly spawned guard. Apparently Kojima just decided to dump all sence of reality in this place. Whatever. Shoot the guard dead, then go through the door to the GL Connecting bridge. ____ \@@@\ GL Connecting Bridge ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ The gaps on the bridge are all covered up, and as impromptu as it appears, it will work. However, a pair of Cyphers have appeared as well as a guard high on the roof of Shell 2 with his annoying binoculars. Make sure you drop the guard on the roof before attacking the Cyphers, as he’ll notice. Help the ably slow Emma across the bridge. You’ll encounter another guard, but he is out of your way. Approach the fire to Raidens right. Put it out using Coolant, then drag Emma across to the door. Emma will give you a key card for it. ____ \@@@\ Strut L, sewage treatment plant ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Down the hall are two guards. Each patrols half of the parapet. In FPV, get in the doorway and wait until both guards are in your sights, then drop both with darts. Pull Emma through the hatch. More cutscene. ____ \@@@\ Strut L Oil Fence ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Here is a tedious piece of work. From your starting position, you must shoot out the Cyphers, guards, and C4’s whom all are aiming for Emma. You only get 5 pentazemin on Hard, a pitiful 3 on Extreme. This’ll be tough. First off, take out your thermal goggles (if you don’t have them, you may just be screwed). DO NOT waste a pentazemin for this: blow up, by shooting, all of the mines on the bridge Emma is on. Now just wait until guards arrive on the struts ahead of you, and snipe them as necessary. Cyphers are deadly here; make SURE you destroy them as they can kill Emma within 5 seconds. As for the human enemies, if any sees Emma, they will sound an alarm and a few more guards will come, which is the only time(besides when shooting out the second set of mines) you should waste pentazemin. Should you ever run out of Pentazemin, equip Cigarrettes as they have the same affect, though you’ll lose some health. When Emma is 3/4 the way across the oil fence, Snake will call in and say he’s ready when you need him. Well, you need him NOW so immediately radio him after your intro. To have him shoot stuff, just look at enemies and Cyphers with the scope on your PSG-1. He will NOT, though, shoot out landmines, as that is your job. And the last set of mines are the real back-breakers. Pop pentazemin and shoot them out. What, that didn’t help? Well, sorry, I cannot play the game for you. There is nothing I can say except I hope you’re a good sniper and have had practice. If you haven’t, its time to learn, and learn fast. After Emma passes the second set of landmines, Vamp will appear, again. He’ll capture Emma and attempt to snap her neck, each try taking away what little health she has. Get a good aim for Vamp’s head and fire. If you hit him, leave your crosshairs there and hit him again. Notice that Vamp uses Emma as body armor, so make sure you don’t hit her. Use ALL pentazemin you have left for this little fight, and if you run out use Cigarettes. If you need more, a box will occasionally appear to Raidens right, but you don’t have a lot of time before Emma is killed. After the omnipotent Vamp FINALLY falls into the ocean, you’ll arrive back at Strut E. You’ll receive a time limit to get to the elevator at the Shell 1 Core. Bah, you can make that time with 150 seconds to spare. Get there, and after you and Snake exchange words, and find poor little Emma dead from injuries she suffered at the hands of Vamp, Snake will betray you! :O ____ \@@@\ Arsenal Gear Jejunum ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ You get to control a nude little Raiden. Its rather sickening to see Raidens white ass move as he walks :| After you’re released by Olga, head to the locker to the right of the exit. Open it to find medecine, which will be semi-useful for the upcoming excursion. Once in the Jejunum, Colonel calls via Codec. All of his calls from here on out will be...strange. In other words, don’t even bother answering the codec calls; he’ll say some pretty messed up sh!t I warn you. Being naked, self-conscious little Raiden won’t move his hands from his private areas. You cannot go into hanging mode or choke anybody. Meh. Head to the right side and go up the steps. Bypass the guards in black to the walkway to the right, knock out the guard there and cartwheel(yes, he can do that) over the gap. Run as fast as your legs can carry you as this part is almost impossible to not get spotted. Keep a runnin’, hugging the right hand wall until you come to a causeway heading right. Follow it and enter the door, past the safety of a loading point. ____ \@@@\ Arsenal Gear Ascending Colon ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Run to the north, ignoring the omnipresent calls from the Colonel, until a model appears on your radar. Afterwards, start answering all incoming messeges because a single call out of the maelstrom of absurdness from the Colonel will be from Rose. You’ll learn she is a spy, sent by...the Patriots. Interesting. After some more talking, aimlessly walk around until Snake appears out of the shadows, giving you all your gear back, and the High Frequency Blade. You can knock Snake unconscious here; use the swords knock-out function(press the square button). Once you do, shake him down for a dog tag. Only on [NO] though will the name be Solid Snake. After some more running around, practicing with your sword, cutscene will take over and you and Snake will exeunt the Ascending Colon. ____ \@@@\ Arsenal Gear Jejunum ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Nothing to do here but slaughter and pillage and chop the heads off of omnipresent foes that come at you. Snake will toss you a bone now and then, either a ration or ammo. He will do most of the work here, but make sure you take out the guys with swords with your own High Freqency Blade as they block Snakes machine gun fire rather well. After a while of hack-slash action with your sword, Alert mode will end and a door will open. Go in with Snake. Take the Ration, then get ready to hack/slash your way through more amounts of suicidal foes. Some can’t wait to die! After the melee ends, and you have bloodied the floors enough, Fortune will arrive. You won’t battle her though. You’ve got bigger fish to worry about: Metal Gear RAY. You’ll be transported to an arena and battle 5 Metal Gear on Normal, 12 on Hard, 20 on Extreme. See the Boss Guide. After you beat them... ____ \@@@\ Arsenal Gear Rectum ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ After the fight with the MGR, you’ll wake up at somewhere called a ‘rectum’. Solidus will start to choke you; hit /\ repeatedly. I recommend you taking your other hand off the controller and use your index finger to rapidly hit the /\ button from a vertical position. This part is hell; I died like 50 times before I lasted long enough so that Solidus let up on his grip. He WILL eventually do so BTW. And after what seems like HOURS of cutscene via Codec or FMV, you’ll arrive at the final showdown with Solidus Snake on the roof of Federal Hall. See my Boss Guide. After you beat him, you’ll be bewildered out of your mind with the ending cutscene. I will not be covering the storyline, as I don't understand it myself :P !@ !@ !@ !@ !@ !@ !@ !@ !@ !@ !@ !@ !@ !@ !@ !@ !@ !@ !@ !@ !@ !@ !@ !@ !! T H I S J U S T I N !! Hideo Kojima has made this games storyline stranger than ever. If you are frequently on the GameFAQs message boards, you’ll have known that Hideo Kojima, the games producer and director, was quoted in saying that the Tanker Chapter is a VR mission. Check on the MGS2 GameFAQs message board for more, but don’t email me about it. I recently learned of this development. !@ !@ !@ !@ !@ !@ !@ !@ !@ !@ !@ !@ !@ !@ !@ !@ !@ !@ !@ !@ !@ !@ !@ !@ Well, so ends one great game. Kudos to those who beat it on Extreme. So, until next time, later d00ds! @\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@ 5) C o d i c i l @\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@\@ A codicil, for those with lesser command of English, is basically a fancy word for appendix. Here I’ll be going over Boss strategy and give you ladies and gents out there some Dog Tags advice and where to find them for the Hard and Extreme modes. ____ ///\\\ Boss Guide \\\///ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻ As in the previous Metal Gear, this game has bosses. This section gives strategy on how to defeat them all. I will describe in depth the boss’s attacks and strategy on the right; I will summarize the data on the left, which is the text enclosed with the (|) characters. ____________________________________________________________________________ O l g a G u r l u k a v i c h ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Sex: Hairy armpits, but yeah she’s a female Weapon: USP Difficulty: Medium Olga is the first boss in the game, on the Tanker, and you play as Snake. Right when the battle starts, SHOOT OUT THE SEARCHLIGHT!!! She will use it later on to blind you, and its hella hard to hit it out with all that glare. Boss’s attacks: Olga attacks by firing her Socom wildly __________________ wherever you are. This is easy to avoid; just / S u m m a r y \ crouch behind the crates. Her next attack is / \ throwing grenades. Whenver you hear her yell | Don’t let her see | “Take this!” Move out of the way now otherwise | you. This will con- | you’ll be blown up and instantly killed. | fuse her about your \ | position. | Olga will soon shine a search light into your eyes. | | Shoot it out beforehand. On Extreme, the thing | Whenever you hear her| is indestructable, making hitting Olga hella hard. | yell ‘Take this!’ | If you stay out of FPV, the light won’t be too bad. | that means she’ll | I’ve never beaten her on Extreme; this FAQ is not \ throw a grenade. / for Extreme modes. Go check Morph.’s Extreme Boss ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ FAQ for more on the subject. Strategy: Now that you’ve been briefed on her attacks, time ___________________ to conjure up an offensive. The best way to do / S u m m a r y \ this is to get her to think you’re behind one / \ crate but really you’re elsewhere. To do this, get | The best way to attack| behind one crate, then let her see you. Afterwards | Olga is to make her | crawl over to another position, peep your head up, | think you are in one | and stick her a tranq dart. This will be easy | position, but in | because she won’t be looking and firing at you, | actuality you’re some- | rather she’ll be shooting the crate you previously | where else. Cause a | were behind. You will have about 8 seconds to | distraction somewhere | switch to FPV and aim and fire before she realizes | then crawl to a new | her error, so you shoudn’t have much trouble, that | position. She will co-| is if you shoudn’t if you took out the searchlight | centrate fire on the | in the beginning. If you didn’t, well, sucks for | area where she heard | you. | the distraction. This | | means she won’t be | | looking at you so you | | may hit her in the | \ head with a few darts./ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Items/Health: There are several boxes of M9 ammo to the far left, should you run out. There are no rations in this fight on Hard. Do NOT waste any rations in this fight. Whenever you start to bleed, just crouch behind the crates to heal. _________________________________________________________________________ F o r t u n e ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Sex: Female Weapon: Rail gun Difficulty: Medium Fortune is, as she says, lucky in war but nothing else, meaning she can kill almost anything yet she herself cannot die. This is especially true in this fight. You cannot kill her. You cannot damage her. Period. So, what do you do? Wait. Boss’ Attacks: CROUCH behind the large set of crates, crouching ___________________ becuase she’ll blow the top off with her big giant / S u m m a r y \ rail gun. If you don’t feel like crouching, not only / \ will you have to dodge her insanely accurate rail | Fortune cannot be | attacks, she also shoots things above and in front of | damaged. Just hide | you, such as beams or barrels, which fall one Raidan | behind a crate and | for heavy health loss or blow up in his face. So, STAY | wait it out, dodging| PUT where I told you. If she blasts the crate you’re | fallen pipes she | hiding behind to pieces, move behind another crate. \ shoots down. / Eventually, Vamp will arrive, and the fight will end. ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Strategy: Avoid her attacks, and do as I said and crouch behind the crates. Don’t waste a sinlge bullet on her. Items/Health: There is a ration to the northeast, and some Socom ammo to the west. Nothing else. Make sure you don’t get caught on fire when she blows open the barrels. _________________________________________________________________________ F a t m a n ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Sex: Male Weapon: AKS-47u/C4 Difficulty: Hard Fatman. A former member of Dead Cell. Maybe Dead Cell becoming disbanded made him go a litte loony. Maybe he coudn’t handle ther real world. Maybe he just didn’t get hugged enough as a kid. Whatever the reaseon he is a hopeless mad- man whom you must put out of his misery. Boss’ Attacks: Fatman not only is insane, he is incredibly ___________________ kamikaze. When you first start the fight he’ll / S u m m a r y \ begin by setting about 3 bombs around the / \ arena, forcing you to disable them with your | Disable all bombs | Coolant. Take out your Sensor A to find them. | Fatman plants FIRST | They can be placed anywhere, but most likely on | before staging any | the storage bins, above or even UNDER them. On | attack. | [HA]/[EX] you have very little time to find | | and defuse them all, so right when you hear | Do not worry about | Fatman say ‘One...,’ meaning he has placed one, | his machine gun fire.| go and find it and defuse it, then follow Fatman. | | He will only start the bombs’ tickers when he sets | He often will try and| all of the intended in place. He will set as many | run into you, taking | as 4 to as low as 2. This is your first priority. | away heavy amounts of| A nice thing though is that when your spraying | health. Cartwheel to | Coolant on a bomb, Fatman 90% of the time just \ avoid this. / watches you. ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Fatman has two other attacks besides setting bombs. One, he fires his very inaccurate AKS-47u. Don’t even worry about it; apparently he cannot tell the difference between you and a storage bin as he shoots both. His second attack is just running into you. He carries a lot of weight and the impact is like running into a refrigerator. To avoid him cartwheel out of the way. Strategy: Fatman himself is on roller-blades, and he’s wearing ____________________ a blast suite, making hitting him hard and doing / S u m m a r y \ decent damage is harder. The key is to trip him off / \ his able skates. You will get few opportunities | To attack, knock him | to do this, but mainly when he stands in place to | down using the punch | set up a bomb. Walk up to him, punch and kick him | button whenever he | to make him trip. He will get up slowly, giving you | stands still. As he | he opportunity to blast him in the head with your | gets up, shoot him in | Socom. The only other opportunity to knock Fatman | his head. | down is when he pauses and says “Let’s take a | | little break...,” preparing himself for attack | When Fatman goes into | mode, where he skates around and randomly shoots at | attack mode, make sure| stuff. So, as he is talking, box him down. | you heal yourself if | | bleeding as this is, | The other time you may trip him is AFTER he | likely, the only | sets up some bombs when the timer is ticking. While | opporunity to do so | your searching, Fatman will sometimes taunt you but | because you won’t have| most of the time he just stands in place, skates in | time when disabling | circles, or follows you peacefully. If you have a \ Fatmans' bombs. / good idea where the bombs are and have some time to ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ waste, knock him down then and put a few in that big white bald egg-head of his. The 3rd way to knock him down is too put about 7 bullets in him. The force will knock him over. This is a big ass ammo waster, don’t even bother. The last possible way to do it would be to cartwheel into him. This is very useful when he is moving, but make sure you start the cartwheel early because he often bumps Raiden gets his feet get in the air. Items/Health: If you need a ration, one appears to the right of the stairs and will reapear exactly twice on Hard mode. When you are bleeding and Fatman is in attack mode, take time to crouch and recover as that is likely the only chance you will have. ______________________________________________________________________________ H a r r i e r ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Sex: All depends on how you look at it... Weapons: Homing missile, chain gun, bombs, cluster bombs Difficulty: Hard The harrier is an F-15 fighter jet. And all you have to defend yourself is a dinky rocket launcher through the whole fight. Needless to say, its pretty hard. Boss’ Attacks: The Harrier attacks in a whopping 5 different ways. ___________________ Firstly, it fire’s chain gun bullets on a fly-by or / S u m m a r y \ as an intense session of mercieless shelling. / \ Avoiding the fly-by fire is easy; just cartwheel | Harriers most frequent| out of the way. To avoid the constant shelling, run | attack is a low fly- | to the below platform and crouch behind the square | by, firing a few | blocks. Note the harrier WILL switch positions to | chain gun rounds. Car-| hit you from behind, so switch sides as he does. | twheel out of the way.| | | Its second attack is a series of homing missiles. | When the Harrier | Avoid these by getting getting onto the stairs | starts its continous | leading down to the below platform. The Harrier | chain gun attack, get | only fires off its misiles from the east, making | below on the platform | it so the missiles cannot possibly hit you IF your | and duck behind the | on the stairs. | blocks. Remember to | | switch sides when the | Its third attack is a variation of the homing | Harrier does. | missiles; they are two large torpedo-type cylinders | | that reach their mark almost EVERY time. They give | When the Harreir laun-| off a beep, letting you know how close they are. | ches a series homing | | missiles, just get on | Harriers forth attack is positioning itself above | the steps and no | Raiden, thus exposing him to the toxic fumes it | missile will hit you. | gives off. Avoid this by running down to the below | | platform. | When it lowers itself | | just above your head, | The fighter jets’ final attack is dropping a series | your character will c-| of cluster bombs. This attack is almost impossible | hoke. Run below to av-| impossible to evade, but thankfully it only | oid this. | executes this once in the whole battle. | \_______________________________________ | To avoid its cluster bomb attack, run below and KEEP MOVING. / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Strategy: To defeat the Harrier, all you must do is pound it _____________________ with rockets from the Stinger. This is best done / S u m m a r y \ when it approaches you from the east or west / \ at a straight angle, ready to execute a short burst | Fire rockets at it as | fire. So, lock on and let ‘er loose. The Harrier | its approching to dam-| will very elusive; it often flys out of sight, | age it without losing | insanely quick around the arena, making attacking | health. | pretty hopeless. Another way to damage it is the | | interval after it fires the series of homing | Attack its bottom when| missiles. After it does, the jet will just swing | it tries to suffocate | back and forth for a little bit, giving you enough | you. | time to get a few blast’s off before it darts off. | | Another time to attack is when it tries to | Attack it after it fi-| suffocate you with its fumes. Get on the stairs, | nishes firing its hom-| look up, and fire a few rounds off. The fumes do | ing missiles. It will | not take away THAT much health, so if you can spare | just float there for a| enough, try this. | while, letting you hit| \ it. / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Items/Health: You will never run out of Stinger ammo as you have a friend from above: Snake in the chopper. He will toss out rockets whenever you run low. Not only that but he occasionally tosses out rations. Very useful is your little friend. Remember to use the rations often; very often. Snakes’ chopper will not be shot down, unless you decide to go rouge on him. _________________________________________________________________________ V a m p ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Sex: Male Weapon: Knife Difficulty: Hard Vamp is your regular blood sucking, half-dead parasite. No, I am not talking about your ex. Boss’s Attacks: Firstly, he walks along the above rail on the catwalk, ____________________ spitting out small knives. Each knife does a hefty / S u m m a r y \ amount of damage, but they are easy to avoid. / \ | Vamp attacks mainly | Vamp’s second attack is more powerful and accurate. | by throwing knives. | He slowly walks towards you and then does a slashing | Avoiding them is very| motion, instantly killing you unless you have next | easy; just keep | to full health. DO NOT TRY AND FIRE AT HIM, OR TRY | moving. | ANY OTHER COUNTER-ATTACK WHEN HE SLOWLY WALKS | | TOWARDS YOU! You WILL NOT survive. I guarantee it. | Don’t try to counter | When he runs in for the slash, he pauses for a split | Vamps knife attack; | second before he executes it; that’s your chance to | just get out of his | get away. It isn’t long enough to run away, as his | way. | swipes have such long range, but you can cartwheel | | away. Or you can even get on the ground and he won’t | Later on in the fight| hit you. | Vamp will attack with| | knives a LOT faster | When you do enough damage to Vamp, he will use the | then he did earlier; | above tactic, but only he will use it a LOT faster: | unless you get a run-| he will get out of the water and immediatly run at | ning start you will | an astounding speed towards you and quickly whirl | most likely be hit. | the kill. Basically, you cannot escape his swipe | | unless you had a running start or cartwheel away at | At the begining of t-| a most precise time. Good luck. | he battle, shoot out | | the lights. This will| | stop him from using | Vamp’s third attack is the cheapest. He casts | his shadow attack. | his shadow attack on you, making it so you cannot | | move for about 10 seconds, while he walks towards | Don’t fall into the | you and swipes. You CAN stop him from doing this: | water, otherwise you | at the begining of the fight, shoot out all the \ will drown instantly./ lights! No light, no shadows, no shadow attack. ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Strategy: Aright, now to cover how to attack. When Vamp jumps ____________________ into the water and swims around a bit, you can try / S u m m a r y \ and hit him, but only for a little damage; save your / \ ammo. When he jumps out of the water onto the | Wait until Vamp jumps| surface, he’ll slowly crouch [sometimes], as in pose | out of the water, | for the camera’s. That’s your chance to shoot him. | shoot him when he | | crouches as in a pose| Vamp is invincible when he is, literally, on fire, | | which means he gets a red glow about him, which he | Vamp is invincible | does often. Another way to attack him is when he is | when he is on fire. | on the above rail, readying to throw knives. He’ll | | drop his guard for a second, and the flames on him | Attack Vamp when he | will extinguish. The last, and most effeicent way to | throws knives / he | damage Vamp, is to shoot when he is in the process | loses his fiery glow.| of throwing knives at you(NOT when he is whirling | If he manages to thr-| and throwing several knives in succession; just on | ow any knives, shoot | spot). No, I am not crazy. Take out an assault | them to have them fal| rifle, and while he is tossing the knives, fire at | harmlessly to the | him. Not only will you damage him, but you can get \ ground. / away undamaged if you shoot the knives as they come ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ towards you, causing them to fall harmlessly to the ground. This is an excellent strategy if I do say so myself. As you deal more damage to him though, Vamp will less often use his normal burst like fire of knives and more often use his whirl-and-throw-an-ass-load-of-knives-while-on- fire attack. So, try and use Stinger rockets on him. These will do damage to him if he’s ablaze or not. Special Note: If you fall in the water, you die. Vamp explains it has a heavy oxygen concentration, making it so you cannot float. Well, for some reason HE can float. But, you forget this is the same Vamp that survived the bullet in the head so it should come as no surprise. Items/Heath: Near the doorway leading out to where you came is are several boxes of AKS-47u and Socom and grenade launcher ammo. A ration can be found in the left hand corner. Try and save all your rations for the later part of the battle. _________________________________________________________________________ M e t a l G e a r R a y ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Sex: ? Weapon: Chain gun fire, homing missile, stomp Difficulty: Medium Metal Gear is the games second to last boss. On [HA] you must battle 10, that’s right, 10 Metal Gear Rays as opposed to the 5 or less on Normal and eaiser. Each is virtually the same, so I’ll go on and explain how to beat them. MGR looks like a praying mantis. A metal, grotesquely overgrown praying mantis. You gotta kill these things, and a lot of them at that. Have fun. Boss’ Attacks: MGR attacks mainly by thrusting homing missiles into ___________________ the air. The closer the are to you, the faster the / S u m m a r y \ *beep* sound they produce. You can always outrun / \ them coming from the air, though. | To evade the homing | | missiles just keep | MGR’s second attack is throwing a pair of homing | moving. The closer th| missiles, but this time they are thrown horizontally | -e missiles are, the | and you cannot outrun them. All you must do is duck | faster their beeper | and let them pass. If you’re hit, you’re dead, so make | will sound. | sure you’re ducking when they are deployed. | | | Avoid the chain gun | Its third attack is just spewing bullets in a chain | fire by cartwheeling.| gun like fire, easily avoidable by cartwheeling. | | MGR’s fourth attack is a laser ray it unleashes from |To escape the grasp of| its head. It only does this when you are right in | the horizontal homing| front of it and relatively close; but nonetheless | missiles, all you | getting trapped in it usually means death. Its fifth | must do is crouch | attack is just stomping the ground, sending out a | and let them pass. | small damaging shockwave when you are under the MGR. | | Basically, don’t get under it. Now, on to the | Don’t get too close | offensive. | to the MGR because it| | might use its laser | \ blast. / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Strategy: To attack the Metal Gear Ray, you must use your ____________________ Stinger missiles and hit its head. Their are more / S u m m a r y \ efficient ways of attacking though. To get the best / \ results, blast its leg, forcing the head to open, | Damage MGR by hitting| then quickly blast it in its head before it closes. | it with Stinger miss-| This will take away maximum damage. | iles. | | | Beware, as you will not always have the time to | Succeed maximum dama-| shoot its leg AND head because homing missiles will | ge by hitting it in | quite often be tailing you. Do NOT attempt to attack | its leg first, then | in both places if _any_ missiles are chasing you. | hitting it in its | | head. | Once you do enough damage to a MGR, it will jump out | | onto the center of the platform. There is no | Stop it from getting | difference, except he’s, obviously, closer _and_ you |a turn by continuously| can use the following strategy. When the MGR jumps | hitting it in its | onto the center of the platform, the other two MGR’s | leg. This will cancel| will usually just spectate, or MAYBE send out a few | all attacks it would | homing missiles. This lethargy gives you a great | execute and force it | opportunity. Shoot the current MGR in its leg, then | to lean to one side | head, taking away maximum damage. After it finishes | and recover. While it| running in place recovering, blast it again in the | is recovering, blast | leg, as when you do all attacks currently being | it in the head. | attempted by the MGR will be immediately canceled. | Repeat and it will | | more then likely not | Take the opportunity to blast him in its head. \ get any turns. / Repeat. MGR will never get a turn this way, unless ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ of course you must run away from homing missiles. You know when you defeat a MGR when it runs off of the arena. It may see like the MGR is recovering, but its not. Items/health: You should never run out of ammo in your stinger. Ammo boxes for it are scattered all around the arena. As for health, a ration appears twice in the center of the arena, but only try and retrieve it after you defeat a MGR and a short ‘break’ commences, the ‘break’ meaning no particular MGR will be displayed by the camera because the MGR are currently awaiting reinforcements. Whenever you need health, try NOT to use a ration. Rather, duck to heal. Of course you’ll be attacked; quickly avoid the melee then duck again. Repeat until you have recovered enough health so your not bleeding. _________________________________________________________________________ S o l i d u s S n a k e ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Sex: Male Weapon: Tentacles, Homing missiles, High frequency blade Difficulty: Very Hard Solidus Snake is the games final showdown, the final boss fight. Snake uses a wide array of attacks; he skids across the roof spewing out flames as he does, much like Captain Falcon from SSBM did. Snake will show no mercy as he relentlessly comes at you, pounding away with his tentacles and double swords. He shouldn’t be any trouble, however, once you finish reading below. Boss’ Attacks: There are two parts to this fight. In the first part, ____________________ Solidus will mainly attack by chopping at you with / S u m m a r y \ both his swords. Keep moving to ward them off and he / \ shoudn’t hit you. | Avoid his tentacle | | grab by just keeping | Solidus has several uses for his Tentacles, which he | a move on it; speed | uses a lot in the first part of the battle. He uses | is a virtue here. | them in the wall jump, in which he leaps to the wall | | then falls to you. This can be avoided by your | Watch out for his | constant moving. His second tentacle attack is the | wall jump; if he lan-| grab, in which he attempts to grab Raidens throat | ds on you your as | and choke him. This also is easily avoidable, but if | good as dead. | he does manage to get you in his grip, tap the /\ | | button to hold Raidens breath. Even if you lose no | Avoid his missiles by| health from his choking, you WILL however lose | running to the ledge | health when he slams you into the ground. His final | and hanging over. You| tentacle attack is the cheapest: he sends out a | cannot avoid them | sextet of homing missiles that you CANNOT avoid by | any other way. | running away. They travel at a high rate of speed | | and have deadly accuracy. If your hit, your killed. | When the second part | In avoiding these you must hang over the edge of the | of the battle begins,| roof; MOST of the time they will miss, but | Solidus will start to| occasionally one will hit its mark. | slide back and forth | | along the roof and | When the second part of the battle begins, signified | start fires. Keep | with brief cutscene and Snake saying ‘...Now it gets | moving and cartwheel-| interesting!’, Solidus will begin to use his \ ing. / deadliest attack: sliding across the roof, creating ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ flames as he goes. He did this occasionally in part 1, but now he does it whenever he can. Cartwheel as fast as you can when he starts up, because even if you avoid the flames, when Solidus comes to his stop he’ll jab out his blade hitting you if your anywhere near. This is a game of luck; it all depends on where Solidus is facing as he readies his move, and where you are. Strategy: I have figured out a great offensive you may use in __________________ the first half of the fight. To execute it all you must / S u m m a r y \ do is hang over the edge of the roof. Solidus will / \ run to you and slowly carry out a downward hack. | For the first part | While he is in the process of doing this(when he | of the fight, lure | holds both swords above his head, gaining power), | Solidus to the edge | press /\ to make Raiden climb back up. Solidus WILL | then have Raiden go | finish the attack and hit Raiden dead on, but it will | into hanging mode. | go straight through Raiden and he’ll lose no health | Solidus will start | because he’s invincible when he climbs up from any | to do a downward | ledge. Snake will be open to a counter as he recovers | hack; pull yourself.| from his miss; do a couple combos on him until he | Raiden is invincible| falls. Continue to do this until the second part of | as he climbs up. | the fight, in which it is most ineffective because | While Solidus is | even though he’ll do the downward hack and miss, | recovering, give him| he’ll recover a LOT faster and before Raiden can move | a few hacks. | his sword for a counter, Solidus will kick him to the | | ground. | | | During the second | For the duration of the fight, your going to have to | half of the fight, | side-step Solidus’ Captain Falco-like attacks. | the above tactic is | Thankfully though Solidus throws off his | much less effective.| annoying tentacles. When Solidus stops from his flame | Avoid his his ‘Capt.| running to attack, be certain your out of his way so | Falco’ attacks; he | he misses with his swipe or stab. When he misses, | will come and end | you’ll have a few seconds to deliver your blow. After | his attack with a | you do, and Solidus falls to the ground, move away | stab or slash. When | because he’ll go on another flame run which if your | he misses, counter. | in his way you’ll catch fire. If that happens, run | | and cartwheel to put it out. Continue to side-step | | his attacks and hitting him when he misses. | | Eventually you’ll get the mother bugger, ending his \ / life with a dramatic slow-mo FMV. ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Items / health: There are no items whatsoever on Hard/Extreme. You shouldn’t have any rations, as you probably used them all up on MGR. Don’t worry, because I had no rations either during this fight yet still managed to kill him. You will NOT have the time to duck and recover if your bleeding, because of Solidus’ extreme aggresion; so, you must maintain good health throughout the fight. The key is to not lose ANY health during part 1 of the fight; you’ll need it all for part 2. If you lose any amounts of health during part 1, just kill yourself and start again. Make sure your health level is above his at all times; I finished him off when my health level was near empty, but so was his. ____ ///\\\ Dog Tags \\\///ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻ Dog Tags are little identification tags strapped around the necks of guards. To obtain dog tags, you must learn the art of the hold up. To hold up a guard, your main principle and foundation is silence. When a guard has his back turned, or when he’s sleeping, sneak up to about a foot from his head and point any gun you have at him. Snake or the other character will say ‘Freeze!’ and the guard will raise his hands in submission. To get him to drop stuff, notably the dog tags, your going to have to get in front of him. To do this, still holding the square button, hold L1 and move around to the guards’ front. Don’t worry about your victim escaping; he’ll go nowhere if you move fast. Once in front, point you weapon at the ‘private parts’ of the guard, or his head. He will proceed to plead for his life, and while doing so shake, thus dropping any dog tags or items on him. Note if he has dog tags he wil drop these first before any item. Once he does this, put him to death or to sleep because you can’t expect the guard to sit there forever... Note that on Extreme, and in some rare cases on Hard and Normal, the guards you hold up won’t plead for their life, but rather say ‘If your going to shoot, shoot!’ or ‘What are you going to do?’ or even ‘Just try and pull the trigger!’ This has a certain significance, in that he will NOT shake down to give you a dog tag or any items. Not only that but will soon pull out a gun and try and play hero. To get him to obey, shoot him in one of his limbs with any gun other then the M9. He will then realize your are deadly serious about your threats, and will proceed to shake down once you point your gun in his head or crotch area. Sometimes you might hold up a guard facing a wall, making it pretty tough to get in front of him. All you have to do though is strafe into him and the guard will move away from the wall. Here are some lists of guards I have captured for Hard/Extreme. I haven’t yet played [VE] or [EA], and when I played [NO] it was the first time I picked up this game, so I was more concerned with staying alive rather then finding dog tags. ---------------- Hard [TANKER] ---------------- _________________________ _____ ______ ________________________________ |Num. Guard Name | DOB |Blood | Location /ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ | 00 Olga Gurlukovich |0923 | A | Navigational Deck, wing | 01 Markus A Lindqvist |0209 | ? | Aft Deck | 02 Kenichi Takashami |0103 | O | Aft Deck | 03 Thiago S Parra |0801 | O | Aft Deck | 04 Chris J Matzdorf |0819 | ? | Navigational Deck, wing | 05 Adrian B Scholvinck |0102 | A | Deck-C, crews quarters | 06 Julius Jun |0228 | B | Deck-A, crews quarters | 07 Kazuki Nisimura |0302 | A | Deck-B, crews quarters | 08 Zhang Chao |1030 | ? | Deck-B, crews quarters | 09 Vishal Kapur |1007 | O | Deck-A, crews lounge | 10 Victor A Cruz |0107 | B | Deck-A, crews lounge | 11 Larry D. Lionberger |1021 | ? | Deck-A, Crews Lounge | 12 Celeste D Sauls |0602 | O | Deck-D, crews quarters | 13 Danielle Ford |0714 | O | Deck-D, crews quarters | 14 Jeniffer A Mauck |0925 | O | Deck-D, crews quarters | 15 Daniel A. Olsson |0624 | O | Deck-D, crews quarters | 16 Youseff Fassi-Fihri |0817 | O | Deck 2, port | 17 Sean P Cullen |0315 | ? | Deck 2, port | 18 Lars Crama |0525 | AB | Deck 2, port | 19 David Chau |1230 | B | Engine room | 20 Philippe Ah Mouritzen|0102 | A | Engine room | 21 Yoko Niiyama |0315 | B | Engine room | 22 John V Teyes |0128 | B | Engine room | 23 Chritian Nordstr |0726 | B | Engine room | 24 Jonathon Murphy |1230 | AB | Engine room \ 25 Yuji Korekado |1222 | A | Engine Room ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ---------------- Hard [PLANT] ---------------- _________________________ _____ ______ ________________________________ |Num. Guard Name | DOB |Blood | Location /ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ | 00 Liquid Snake |???? | ? | Arsenal Gear, ascending colon | 01 Yomato Hagiwara |0406 | O | Srut A Rooftop | 02 Chris Walker |0909 | ? | Strue A Pump Room | 03 Brian D Hagerman |0704 | O | Strut A Pump Room | 04 Makoto Sonoyama |0821 | B | AB connecting bridge | 05 Christoph C Reinicke |0906 | AB | AB Connecting bridge | 06 Justin D Ebersole |0820 | ? | Strut B Transformer Room | 07 William A Catacucan |0120 | ? | Strut B Transformer Room | 08 Natalie Yip |1016 | O | BC connecting bridge | 09 Kelsy L Clark |0506 | ? | Strut C Dining Hall | 10 Bjoern Heide |0412 | AB | Strut C Dining Hall | 11 Daniel Y. Kato |0705 | A | CD connecting bridge | 12 Alexandre RC Dantas |0106 | O | CD connecting bridge | 13 Jason Enos |0730 | ? | Strut D Sediment Pool | 14 Josiah F Thorne |0715 | O | Strut D Sediment Pool | 15 Yoshikazu Matsuhana |0803 | O | Strut D Sediment Pool | 16 Claudia Cd Diessner |0408 | A | Strut D Sediment Pool | 17 Gary K Yong |0309 | ? | DE connecting bridge | 18 Devon V. Tailor |0804 | A | DE Connecting Bridge | 19 Chris Kramer |1018 | A | Strut E Parcel Room | 20 Ikuya Nakamura |0205 | B | Strut E Parcel Room | 21 Andrea Ebeler |0323 | AB | Strut E Parcel Room | 22 James N Janovsky |0504 | O | Strut E Parcel Room | 23 Nathaniel Lord |0604 | O | Strut E heliport | 24 Chris M Flohr |1001 | A | Strut E heliport | 25 Gary J Davidson |0712 | O | Strut E heliport | 26 Carlos Kiho |1229 | O | Strut F warehouse | 27 Andrew N Bartlett |0406 | AB | Strut F warehouse | 28 Tim U Chan |0619 | ? | Strut F warehouse | 29 Futoshi Satou |0721 | A | Strut F warehouse | 30 Shinpei Murakami |1207 | A | FA connecting bridge | 31 David A Lesslie |0307 | O | Shell 1 Core, 1F | 32 Brian R Strack |0813 | B | Shell 1 Core, 1F | 33 Skip M Murray |1120 | A | Shell 1 Core, 1F | 34 Axel R. Zijderveld |0929 | ? | Shell 1 Core, 1F | 35 Kamren Keenan |0212 | ? | Shell 1 Core, B1 | 36 Tomonori Morita |0210 | A | Shell 1 Core, B1 | 37 Julien Jd Dort |1120 | A | Shell 1 Core, B1 | 38 Steven Schmitt |0918 | AB | Shell 1 Core, B2 Computer Room | 39 Michael O Kress |0703 | AB | Shell 1 Core, B2 Computer Room | 40 Stephane Tudela |0408 | B | Shell 1 Core, B2 Computer Room | 41 Yoriko Shimzu |0323 | O | Shell 1 Core, B2 Computer Room | 42 Yun-Ho Kim |0322 | A | KL connecting bridge | 43 Jun Sekegawa |1010 | AB | Strut L Sewege Treatment Facility | 44 Joey P Gonzales |0105 | A | Strut L Sewege Treatment Facility | 45 Christopher Heck |1117 | ? | Shell 2 Core, 1F Air Pur. Chamber | 46 Martin Kukowka |1211 | ? | Shell 2 Core, 1F Air Pur. Chamber | 47 Alex N Martinez |1223 | A | Shell 2 Core, 1F Air Pur. Chamber | 48 Chul Kwon |0727 | A | Shell 2 Core, 1F Air Pur. Chamber | 49 Giovanni Cavalliere |0913 | O | Shell 2 Core, 1F Air Pur. Chamber | 50 Gabriel Freitas Peres|1125 | O | Shell 2 Core, 1F Air Pur. Chamber \ 51 Peter Stillman |1116 | A | Strut E heliport ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ------------------ Extreme [Tanker] ------------------ _________________________ _____ ______ ________________________________ |Num. Guard Name | DOB |Blood | Location /ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ | 00 Olga Gurlukovich |0923 | A | Navigational Deck, Wing | 01 Dave Cox |0803 | O | Aft Deck | 02 Pawel Majewski |0208 | O | Aft Deck | 03 Mathieu Trepanier |0609 | B | Aft Deck | 04 Cory A. Noll |0406 | AB | Navigational Deck, Wing | 05 Joshua D. Casnocha |0429 | ? | Deck-C, crew’s quarters | 06 Louis K. Stevenson |1031 | ? | Deck-A, crew’s quarters | 07 Michael D. Rogers |0818 | O | Deck-B, crew’s quarters | 08 Gianluca Peruzzo |1121 | O | Deck-B, crew’s quarters | 09 Travis J. Lujan |1230 | A | Deck-A, crew’s lounge | 10 Brendan M. Randall |1014 | B | Deck-A, crew’s lounge | 11 Chris D. Bernd |1029 | O | Deck-A, crew’s lounge | 12 Chantelle M. Blair |1224 | B | Deck-D, crew’s quarters | 13 Eduard V. Fernandez |1031 | A | Deck-D, crew’s quarters | 14 Yoji Shinkawa |1225 | AB | Deck-D, crew’s quarters | 15 Niko Ionixx Horn |0215 | B | Deck-D, crew’s quarters | 16 Adnan Hadzic |0403 | B | Deck 2, port | 17 Shu Tajima |0928 | O | Deck 2, port | 18 Stuart J. Batchelar |0307 | ? | Deck 2, port | 19 Masataka Nishiyama |0402 | O | Engine Room | 20 Michael M. Wong |0307 | ? | Engine Room | 21 Manabu Nakamura |0327 | A | Engine Room | 22 Simon P. Sargent |0601 | A | Engine Room | 23 Yosuke Kamezaki |1225 | O | Engine Room | 24 Clarke A. Baldwi |0531 | O | Engine Room \ 25 Hideki Sasaki |1116 | AB | Engine Room ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ------------------ Extreme [Plant] ------------------ _________________________ _____ ______ ________________________________ |Num. Guard Name | DOB |Blood | Location /ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ |00 Hideo Kojima | 0824| A | Arsenal Gear, Ascending Colon |01 Takeshi Sato | 0731| O | Strut A, Rooftop |02 Shinji Yamashita | 0801| B | Strut A, Pump Room |03 Ryan T. Cronkright | 1119| AB | Strut A, Pump Room |04 Josef Karsch | 0813| A | AB Connecting Bridge |05 Emmanuel YL Passian | 1130| O | AB Connecting Bridge |06 Lee M. McCowan | 1027| O | Strut B, Transformer Room |07 Hiro Miyajima | 0510| AB | Strut B, Transformer Room |08 Drew J. Elmer | 0101| ? | BC Connecting Bridge |09 Toru Kawakami | 0330| A | Strut C, Dining Hall |10 Adam J. Sarpolis | 0205| AB | Strut C, Dining Hall |11 Jyunpei Hirano | 1207| A | CD Connecting Bridge |12 Kyle S. Carrigan | 1126| A | CD Connecting Bridge |13 Matt J Van Leeuwen | 0921| AB | Strut D, Sediment Pool |14 Matthew B. Boyett | 1104| O | Strut D, Sediment Pool |15 Collis R. Williams | 0910| ? | Strut D, Sediment Pool |16 Nobumitsu Tanaka | 0109| B | Strut D, Sediment Pool |17 Matthew C. Miller | 0712| B | DE Connecting Bridge |18 Alex C. Wilson | 0810| ? | DE Connecting Bridge |19 Yoshiyuki Koido | 1219| A | Strut E Parcel Room |20 Tsunehiko Shibata | 0606| B | Strut E Parcel Room |21 Ryan Sheffer | 0313| O | Strut E Parcel Room |22 Carlos X. Luna | 1205| A | Strut E Parcel Room |23 David A. Ginepri | 0717| ? | Strut E Parcel Room |24 Emmanuel Phung | 0814| O | Strut E Heliport |25 Micheal A. Hare | 1222| O | Strut E Heliport |26 Alan J. Harries | 0615| O | Strut E Heliport |27 Marco O. Scherrer | 0728| AB | Strut F warehouse |28 Edmond V. To | 0727| O | Strut F warehouse |29 Chevrinals Thomas | 0421| O | Strut F warehouse |30 Hiroshi Yokote | 0703| A | Strut F warehouse |31 Beri B. Pottsstam | 0103| ? | Strut F warehouse |32 Kenichiro Shigeno | 0110| B | FA Connecting Bridge |33 Kaori Yamada | 0808| O | Shell 1 Core, 1F |34 Ryan J. Crane | 0803| O | Shell 1 Core, 1F |35 Gareth J. Lewis | 0126| O | Shell 1 Core, 1F |36 Andreas R. Ramsauer | 1228| O | Shell 1 Core, 1F |37 Justin A. Cagle | 0614| B | Shell 1 Core, B1 |38 Christopher S Korte | 0602| B | Shell 1 Core, B1 |39 Mashiro Yoshinaga | 0410| B | Shell 1 Core, B1 |40 Daisuke Nishimura | 0816| A | Shell 1 Core, B2 |41 Viana S. Mauricette | 0128| O | Shell 1 Core, B2 |42 Chen Yung Kok | 0429| AB | Shell 1 Core, B2 |43 Anthony J. Barrit | 0524| AB | Shell 1 Core, B2 |44 Kaori Yae | 0520| A | KL Connecting Bridge |45 Isao A. Sato | 0105| B | Strut L Sewage Facility |46 Ryan J. Schettle | 0401| A | Shell 2 Core, 1F |47 Andy Lam | 1016| ? | Shell 2 Core, 1F |48 Hiroaki Yoshiike | 1013| O | Shell 2 Core, 1F |49 Cedric Krolikowski | 0314| A | Shell 2 Core, 1F |50 Sebastian J. Pitman | 0210| ? | Shell 2 Core, 1F |51 Mark A. Matuszewski | 0831| AB | Shell 2 Core, 1F |52 Xavier R. Garcia | 0306| A | Shell 2 Core, 1F \53 Peter Stillman | 1116| A | Strut E Heliport ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ____ ///\\\ Rewards \\\///ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻ You earn rewards by collecting certain amounts of dog tags. These rewards are accesible through your next game. They are as follows: _________________ / Digital Camera / You get this for beating the game on any difficulty. ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ __________ / Bandana / Collect 46 Dog Tags. This allows you infinite ammo when worn, but ŻŻŻŻŻŻŻŻŻŻ it can only be used during the Tanker Chapter. __________ / Stealth / Collect 76 total dog tags. This is a stealth camo that makes you ŻŻŻŻŻŻŻŻŻŻ invisible to enemies. ____________ / Brown Wig / Gather up 80 dog tags from the plant. This allows Raiden ŻŻŻŻŻŻŻŻŻŻŻŻ infinite ammo. Obviously its Plant Chapter exclusive. ____________ / Orange Wig / Gather 170 Dog tags at the Plant. When equiped the grip guage ŻŻŻŻŻŻŻŻŻŻŻŻŻ is infinite. Not very useful at all; not worth the effort if you ask me. ___________ / Blue Wig / Gather all Dog Tags from each level. This allows infinite oxygen ŻŻŻŻŻŻŻŻŻŻŻ guage. Not at all worth the effort. ~End of Document~ __________________________________________________________________ Copyright 2002 İ Paul ‘black hole sun’ Lauria ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ