T A C T I C A L E S P I O N A G E A C T I O N _ _ ___ _____ _ _ ___ ___ _ ____ ___ ___ _ _ ___ ___ | \ / | _|_ _|/ \ | | / _ \ | _| / \ | \ / __|/ _ \| | | | \ / _ \ | \/ | |_ | | / _ \| | | | |_|| |_ / _ \| |) | |_ | | | | | | | |\ \|_| | | | | _| | || /_\ | | | | __| _| /_\ | / \_ \| | | | | | | | | | / / | |\/| | | | || _ | | | | | _| | | _ | | | | | | | | | | | | | / / | | | | |_ | || | | | |_| |_| || |_| | | | |\ \ __| | |_| | |_| | |/ / / /__ |_| |_|___| |_||_| |_|___|\___/ |___|_| |_|_| \_|___/ \___/|___|_|___/ |_____| __ __ __ __ __ __ __ __ ___ |__ | | |\ | |__ | | |__ | | |__) |__ |__) | \ / __| |__| | \| __| |__| | |__ | |__) |__ | \ | | __ __ / \_____________________________________________________________/ \ \__/ \__/ || || || M E T A L G E A R S O L I D 2 || || S O N S O F L I B E R T Y || || F A Q / W A L K T H R O U G H || || ------------------------------------------------------- || || � C O P Y R I G H T 2 0 1 0 || || || || This FAQ/Walkthrough is Copyright 2010. This FAQ may not || || be published on any website or in any other public form || || without written consent of the authout. It is for || || personal use only. This FAQ is ONLY allowed on the || || following sites: || || || || - http://gamefaqs.com || || - http://faqs.ign.com || || - http://neoseeker.com || || - http://cheatcc.com || || || ||===============================================================|| || || || || || Metal Gear, Metal Gear Solid and Sons of Liberty are || || either registered trademarks or trademarks of Konami || || Computer Entertainment Japan, Inc. � 1987 2001 Konami || || Computer Entertainment Japan. All rights reserved. || || || ||====================---------=====---------====================|| || || || Metal Gear Solid 2: Sons of Liberty || || || || Developer: Konami JPN || || Publisher: Konami || || Platform: PlayStation 2 || || Genre: Action || || Origin: Japan || || Number of Players: 1 || || Released Date: 11/13/01 || || ESRB Rating: M for Mature || || || || || ||===============================================================|| || || || E - M A I L P O L I C Y || || || || READ THE FREQUENTLY ASKED QUESTION SECTION FIRST BEFORE || || EMAILING ME || || || || If you have any questions, please carefully read through || || the FAQ in the appropriate section first since it has || || likely already been addressed. If not, send me an email || || with "Metal Gear Solid 2" or "MGS2" in the subject so I || || read it. || || || || [E-mail:] [email protected] || || || || || ||====================---------=====---------====================|| || || || W A N T T O R A T E T H I S F A Q ? || || || || If you feel this FAQ has helped you in any way and you || || want to thank me, just give it a good rating wherever || || acceptable. Thanks. || /��\ /��\ \__/�������������������������������������������������������������\__/ TABLE OF CONTENTS [MGS2_00] __________________________________________________________________________ __________________________________________________________________________ 1. INTRODUCTION.................................................[MGS2_01] 2. UPDATES......................................................[MGS2_02] 3. FAQS.........................................................[MGS2_03] 4. PROLOGUE.....................................................[MGS2_04] 5. CHARACTERS...................................................[MGS2_05] 6. WEAPONS AND EQUIPMENT........................................[MGS2_06] 7. CONTROLS.....................................................[MGS2_07] 8. PLAYING THE GAME.............................................[MGS2_08] 9. WALKTHROUGH..................................................[MGS2_09] I. TANKER CHAPTER.......................................[tan_00] II. PLANT CHAPTER........................................[pla_00] i. Reconnaissance...........................[pla_01] ii. Bomb Disposal............................[pla_02] iii. Hostage Liberation.......................[pla_03] iv. Presidential Assistance..................[pla_04] v. The Computer Genius......................[pla_05] vi. Arsenal Gear.............................[pla_06] vii. Federal Hall.............................[pla_07] 10. ITEM LIST....................................................[MGS2_10] 11. CREDITS......................................................[MGS2_11] __________________________________________________________________________ __________________________________________________________________________ [SEARCH:] Press Ctrl + F to bring up the Search menu. Copy the code from the Table of Contents above for the section that you would like to go to. __________________________________________________________________________ __________________________________________________________________________ 1. I N T R O D U C T I O N __________________________________________________________________________ __________________________________________________________________________ INTRODUCTION.....................................................[MGS2_01] Welcome to this FAQ/Walkthrough for Metal Gear Solid 2: Sons of Liberty. First of all, I should note that I started this FAQ back in 2005 and finished the walkthrough and a few other sections back then but the document wasn't quite complete yet. This was at a time where I was starting to write way too many guides for my own good and ended up finishing... well, none of them. Five years later it bothers me thinking I've wrote this essentially for nothing so I decided to complete whatever else was needed to complete the FAQ so it's presentable and here it is. MGS2 is one of my favourite games and it's arguably one of the greatest games of all time so it was fun to write this guide. Overall this FAQ is pretty thorough although there are perhaps some sections that I normally would have included had the scenario been a bit diferent. I don't have the time or the desire to work on FAQs anymore and I'm just trying to publish what is reasonable that is still on my hard drive and this is probably the best of all those guides, and it is quite adequate. Anyway, use the table of contents to navigate through the FAQ. You'll find the walkthrough is very descriptive and gives you pretty much any detail you need to know so carefully read it before emailing me if you have any questions. Thank you. __________________________________________________________________________ __________________________________________________________________________ 2. U P D A T E S __________________________________________________________________________ __________________________________________________________________________ UPDATES..........................................................[MGS2_02] [05/07/10] - 321 KB - Final First submission. This has been on my hard drive for way too long doing nothing so I decided to just put together the final touches and submit it finally. This will likely be the only and final update. __________________________________________________________________________ __________________________________________________________________________ 3. F A Q S __________________________________________________________________________ __________________________________________________________________________ FAQS.............................................................[MGS2_03] Frequently Asked Questions Q: I'm stuck and I don't know what to do. Can you help me? A: Utilize your Codec. Someone will surely be able to help you, in virtually any circumstance. Q: Is there a max grip level I can get? How long does it take to increase grip level? A: The max level is 3. It takes 100 pull ups to increase the level. So to get to level 3 you need to do 200 pull ups. Another way to increase grip level is to drop from one rail to another, which is worth 10 pull ups. Do this 10 times for level 2 and 20 times for level 3. Remember that this is much riskier and if you miss a ledge you will fall to your death. Q: Why do I keep coughing and sneezing? A: You have a cold. Try to find any medicine if you can and use it. Try to stay out of the cold whenever you can. Q: Is there any way to stop the sea lice from eating my rations? A: Hold L2 and move the left analog stick back and forth while your rations are selected. Q: Where is the giant batch of C4 at the bottom of Strut A? A: In the Deep Sea Duck, right underneath the sub hanging over the water. Go towards the close wall by the camera and freeze it from the edge of the walkway without falling into the water. Q: I found a book on top of a locker, but how do I get it? A: Punch the locker until it comes down. It's actually a few books. Q: What's going on with Campbell in Arsenal Gear? A: Turn off the console right now! Turn off your computer while you're at it. Stop asking me questions, your mission is a failure. Q: What am I supposed to do in the Ascending Colon in Arsenal Gear? A: Just keep running back and forth to both ends until Snake comes. Q: Is there any way to get Snake's dog tag? A: Roll him a few times and he'll get knocked unconscious. Shake him down and you'll get it. If you have any other questions, please read through the appropriate section first since it may be addressed in this FAQ. If not, send me an email at the address listed near the top of this FAQ. __________________________________________________________________________ __________________________________________________________________________ 4. P R O L O G U E __________________________________________________________________________ __________________________________________________________________________ PROLOGUE.........................................................[MGS2_04] The year is 2009. Two years ago in New York City, a top secret Metal Gear project was believed to be underway. Solid Snake infiltrated the USS Discovery with instruction to discover the truth of this information and produce photographic evidence of Metal Gear if so. During this mission, a series of events led to the sinking of the USS Discovery and the hijacking of Metal Gear. The first part of the game reviews this mission. Two years after the tanker incident, a new FOXHOUND agent by the codename of Raiden infiltrates the Big Shell, an offshore environmental containment facility. The facilty was built to clean up the mess after the tanker incident. During a visit by the President of the United States, the facility was taken over by a group of terrorist by the name of Dead Cell. This terrorist group calls itself, "Sons of Liberty." The terrorists are holding the President hostage and demand 30 billion dollars as his ransom. If their demands are not met they threaten to destroy the facilty with planted explosives. SEAL Team 10 has been dispatched in addition to Raiden, an independent agent whose presense is known by no one except Colonel Roy Campbell, his commanding officer and former commanding officer of Solid Snake for the Shadow Moses incident and in Zanzibar Land. Raiden's mission objectives are to rescue the President as well as the hostages held in the facilty. __________________________________________________________________________ __________________________________________________________________________ 5. C H A R A C T E R S __________________________________________________________________________ __________________________________________________________________________ CHARACTERS.......................................................[MGS2_05] Solid Snake ___________ The man known as the living legend, and son of "the greatest soldier that ever lived", Big Boss. This is the man who is known for his extreme capabilities, making a big name for himself on his first mission with FOXHOUND. The legendary hero of Shadow Moses, Zanzibar Land and Outer Heaven. Despite being in his thirties, Snake has still got his skills and precision, and is the same professional he has always been. Otacon ______ Hal Emmerich, a survivor of Shadow Moses and a partner to Solid Snake. The name Otacon is derived from the Otaku Anime Convention, a event that occurs in Japan every year. Otacon was formerly a scientist, and creator of Metal Gear REX, the machine Solid Snake was set out to destroy, for reasons unknown to Hal at the time, although he soon learned and cooperated with Snake to destroy the nuclear-equipped walking battle tank. Sergei Gurlukovich __________________ The head of the Gurlukovich soldiers aboard the U.S.S. Discovery in the Hudson River, and a former leader of the former Soviet Army. Sergei was also involved in the Shadow Moses incident and provided Liquid Snake with the Hind D. Sergei also has a daughter, Olga, and she is also aboard the U.S.S. Discovery. Olga Gurlukovich ________________ Daughter of Sergei, Olga took part in the scuttling of the U.S.S. Discovery and had an encounter with Solid Snake. Olga was brought up on the battlefield, and "conflict and victory" were her parents. Her father taught her well and her experience and expertise are incredible. Revolver Ocelot _______________ Took part majorly in the Shadow Moses incident and fought Solid Snake, losing his right arm in the same fight thanks to a Cyborg Ninja, although he has evidently got himself a new arm. Ocelot was then an accomplice to Liquid Snake, but is now more independent and dangerous, even despite his obvious old age. Raiden ______ Arguably the main character of the game, however, not truly intentionally. Raiden is an inexperienced soldier in the field and the Big Shell is his first mission, in the hands of Colonel Campbell. His codename is initially Snake but is then changed for certain reasons involving the mission. Raiden is a young soldier, much like the young Solid Snake in Outer Heaven, with capabilities of becoming a highly experienced mercenary. Roy Campbell ____________ Colonel Roy Campbell, former superior to Solid Snake. Campbell was the head of not only the Shadow Moses Island incident but also Zanzibar Land and Outer Heaven, also where Solid Snake completed the missions assigned to him. Now Campbell is in charge of Raiden's mission in the Big Shell, supervising the whole thing and informing Raiden on what he needs to know. Rose ____ Raiden's girlfriend and also the mission analyst of the Big Shell mission. Although Raiden doesn't always speak pleasantly to Rose they both are still very communicative and able of a continuing relationship. Iroquois Pliskin ________________ A man who calls himself Iroquois Pliskin, Lieutenant Junior Grade. Raiden meets up with him in the middle and after an alarming event with a man known as Vamp. Raiden tells him about his VR experience and he doesn't seem too impressed, although him and Raiden soon work somewhat as teammates. After meeting him, Pliskin gives Raiden a SOCOM pistol, as well as Cigarettes, just in case he needs them. Peter Stillman ______________ A former member of the NYPD Bomb Squad and extremely experienced in his old work. Stillman is in the Big Shell despite his retirement because he taught Fatman, who set the C4's around the Big Shell, pretty much everything he knows about bombs, and he's here to defuse what Fatman has started. Stillman provides some helpful tips over the Codec on where some C4's might be. Fortune _______ A member of Dead Cell, known as both "Lady Luck" and "Fortune". Real name is Helena Dolph Jackson, daughter of Marine Commandant Scott Dolph who was killed in the Tanker incident, and husband of Colonel Reginald Jackson, the former head of Dead Cell when it was an anti-terrorist group, who was arrested on corruption charges. Fortune is known for her tremendous luck, and in the Big Shell the Navy SEALs are unable to hit her -- bullets will just divert away from her when near. Although this is tactically helpfully, she feels it is a curse and sometimes requests someone to kill her, to put her out of her misery, although it seems to be a bit of a trick, either intentionally or unintentionally. Vamp ____ An extremely quick man with characteristical and behavioural traits of a Vampire, hence the name "Vamp". Raiden first confronts this creature-like Romanian in a deadly situation where he is almost killed. Vamp is also a member of Dead Cell with Fortune and takes part in terrorist events with Dead Cell. Fatman ______ A madman bomber, somewhat of a son of Peter Stillman, the man who taught him at such a young age in the Navy. Fatman made an atomic bomb at the age of ten, and is now a member of Dead Cell. Fatman is the man who placed the C4's around the Big Shell in an attemp to bring the structure down, trying to outsmart his former teacher, Peter Stillman. Solidus Snake _____________ The third Snake of the "Les Enfants Terribles" project, formerly the President of the United States, under the name of George Sears. In his time being the President he was involved in the Shadow Moses Island incident, sending Ocelot to start the terrorist event. He was then forced to resign by the Patriots and has moved on, continuing as the head of Dead Cell and the one who initiated the terrorist event at the Big Shell. Emma Emmerich _____________ The younger sister of Hal Emmerich, known as "E.E." to Hal, and a computer genius. The Emmerich name has been through a lot and has become a famous, as well as infamous, name. Hal created Metal Gear REX, although not being informed of it's nuclear capabilities. His grandfather was part of the Manhattan Project, creating nuclear bombs to attack Japan, and his father was born on August 5, 1945. Unfortunately so, the Emmerich name is known for its tragic past and Emma is even up to add to it just to compete with her brother, by programming the Artificial Intelligence for Arsenal Gear. __________________________________________________________________________ __________________________________________________________________________ 6. W E A P O N S A N D E Q U I P M E N T __________________________________________________________________________ __________________________________________________________________________ WEAPONS AND EQUIPMENT............................................[MGS2_06] ________ Firearms ________ M9 __ An M92F Beretta handgun converted to fit a silencer and, most importantly, fire tranquilzer rounds, also equipped with a laser sight. The slide locks after each shot so you'll have to cock the gun after firing each bullet. The M9 is a non-lethal handgun and so it will never kill anyone nor destroy any type of equipment. The M9's purpose is mainly for stealth and professionalism, quietly taking down enemies without hurting them. Press Square to aim the M9 and release to shoot. The effect of the M9 is to put sentries to sleep but where it hits the target determines when it will come into effect. The most sensitive areas to tranquilizer rounds are the head, heart, and crotch areas. A hit in one of these three areas will instantly set the target asleep. Hitting a target in the stomach, for example, will take more time to spread around to a sensitive area, and therefore the effect is delayed. Hitting another area like the leg for instance will take even longer for the tranquilizer to come into effect. USP ___ A tactical light-equipped .45 caliber USP pistol. There is no suppressor for this handgun and it is very loud so it is smart to think before you use it. Press Square to aim and release to shoot. When aiming the USP in first person view you can look down the sights to aim, however, it also has a laser sight. Move the gun up and down to see the laser sight if you reall want to, but whatever you see through the aiming sights is what you will hit if you shoot. The USP is a very powerful handgun capable of killing sentries rather easily, but you should always try to aim for the head for an instant kill, like you should do with all handguns. This noisy handgun is only avaiable in the Tanker scenario and is only recommend to shoot cameras and control units, however, you may find it useful when fighting many guards. SOCOM _____ A Special Operations Command Mk.23 .45 caliber pistol equipped with a LAM (laser aiming module) and with a muzzle that can fit a suppressor. The SOCOM is a very similar handgun to the USP, looking, sounding, and shooting almost exactly like it's virtual twin. Unlike the USP, however, the SOCOM can fit a suppressor, which makes it a very useful weapon in areas with several guards. Just like the USP you can look down the SOCOM's very accurate sights to aim, although it does have a laser sight for assurance. Press Square to aim and release to fire. The SOCOM is exclusively in the Plant chapter and is obtained near the beginning of the scenario. M4 __ A carbine developed by the U.S. Military and the son of the XM177. This Model 4 assault rifle takes 5.56mm ammo and is equipped with a laser sight on the left side of the barrel. Hold Square lightly to aim and press or hold tightly to shoot. The M4 is very useful for eliminating multiple sentries or other certain enemies, as its rapid fire destroys anything in its path. Although it may be fun, the M4 isn't necessary to be used on regular sentries and is recommend for tougher and more dangerous enemies, as the M9 and SOCOM should be sufficient for regular guards. AKS-74u _______ A shorter version of the AKS-74 complete with a foldable stock and a laser sight. The AKS-74u provides power of that of a rifle in the form of a submachine gun and is very convenient in close corridors. Although it takes 5.45mm ammo, it is much more powerful than its 9mm submachine gun competitors. Hold Square lightly to aim and press or hold tightly to shoot. Just like the M4, the AKS-74u provides rapid fire and is very useful on tougher enemies. Thanks to the laser sight underneath the barrel you can easily see where you're shooting, although the gun is not very accurate due to its shortened length. PSG1 ____ A very expensive and accurate sniper rifle capable of shooting 7.62mm rounds. The PSG1 is semi-automatic and holds a 20 round magazine, so whatever you're shooting at very likely won't be very happy. Once the PSG1 is equipped you'll be looking through the scope. Use the Circle button to zoom in and the X button to zoom out. The buttons are pressure sensitive so you can zoom in or out quickly, slowly, or however you want. To fire the PSG1, press Square. PSG1-T ______ An exact copy of the PSG1 except it shoots tranquilzer rounds. Hence it is the M9 equivalent of the PSG1, except it is very accurate, since it is a sniper rifle. Just like the M9 the effect of the PSG1-T is putting targets to sleep, and how fast this happens depends on where you hit. Aim for the head, heart, or crotch and the target will go to sleep instantly. Unlike the lethal PSG1, the PSG1-T holds 10 round magazines, but is still semi- automatic. Exactly like the PSG1, the scope will come up once the PSG1-T is equipped. Use Circle to zoom in, X to zoom out, and Square to shoot. RGB6 ____ A six round grenade launcher. Hold Square to aim, release to fire. Just as a grenade launcher does, the grenade will explode on impact once it is fired. Because of the bulkiness and tremendous recoil of this weapon, you cannot move while firing, and you must stand still while reloading. Nikita ______ A remote-controlled missile launcher that fires missiles propelled by fuel. Press Square to fire a missile, and then you will enter the camera view of the missile. Guide it by turning left and right with the left analog stick and look around with the right analog stick. When the missile is not being guided for a second or two, it will speed up in a straight line and will continue to do so until you turn left or right. The Nikita is only really used in vents, so it is imperative that you try to counter the missile's act of moving quickly forward, unless that's what you want it to do. To do this, gently turn the missile left and right every half second or so. The guage at the top left of the missile camera screen shows the amount of fuel left in the missle. Once it starts to run out the camera will shake, then the missile will explode. Once the missile hits an object when it still has fuel, it will explode. Stinger _______ A low-altitude surface-to-air missile launcher that can be carried by a single person. The Stinger is a tremendously effective weapon and machines, but it can also be used on anything that moves. Once it is equipped you will enter the Stinger camera view and you can lock-on to targets. To lock-on to a target, find the target in the camera view and move the center of the camera over it, and you'll soon see the green box surrounding the target will turn to red and beeping is heard. Then press Square to fire a locked-on missile at the target. You don't always have to lock-on to a target and can fire any time you want. You can hold R1 for a first person view of you holding the missile launcher and fire that way if you like. ______ Blades ______ High Frequency Blade ____________________ A metallic allow blade given to you very late in the game. This awesome blade is awesome and is very useful for killing sentries. It is very tricky to use and get used to, though, but it is seriously powerful. One or two swipes will kill any guard. There are many moves with the HF Blade, mostly involving the right analog stick. Move the right analog stick up and down to perform a vertical slice, and left and right for a horizontal slice. Move the right analog stick around in a 360 degree fashion to perform a spinning sweep, and press in the right analog stick (R3) to thrust the blade forward. Whenever you're being shot at you can hold L1 to deflect several bullets, which can come in very handy. And finally, to switch the function of the blade to lethal or non-lethal, press Square. Lethal will kill someone, while non-lethal will finish the job, however, won't kill anyone, although it seems like it. __________ Explosives __________ Grenade _______ An M67 fragmentation grenade with a five second fuse. Pull the pin and throw. To pull the pin, hold square. To throw the grenade after the pin has been pull, release Square. If you hold the grenade for too long it will blow up in your face and seriously damage you. When you throw grenades makes sure you're not near the blast radius, especially since grenades don't go very far. When a grenade explodes with a guard inside its blast radius he will instantly be killed or seriously injured. Grenades are especially helpful when getting rid of multiple guards in a small corridors, however, they should only really be used in Alert Mode. Chaff Grenade _____________ An electronic jamming grenade that scatters tiny metal fragments into the air, disabling electronic devices for a certain amount of time. To pull the pin hold Square, and release it to throw the grenade. Once it explodes it will jam all electronic devices in the area, allowing you to get by without being spotted by an electronic device. Don't worry about the grenade exploding in your hand, because it doesn't harm humans. Chaff Grenades are mainly used to get by cameras and Cyphers without them noticing you, but they also can also be used to confuse lock-on missiles. Stun Grenade ____________ A flashbang grenade providing a sudden explosion of extremely bright light and a very loud bang. When throw in a guards face it will knock him unconscious. Hold Square to pull the pin of the grenade and release it to throw it. Stun Grenades can also affect you, and they will blind you for a very brief amount of time if they explode right near you. If one explodes in your hand it will only do that; it won't harm you. C4 __ A plastic explosive like clay that can be molded into any shape. C4 can be exploded by a detonator or a gunshot (or another explosive). Can be planted on floors, walls, and guards' backs. Press Square to set and Circle to detonate. You can set C4 on walls when you are pressed against them and on floors when you are crawling. C4 is basically useless here because there is no direct need for it and you don't need to pick up a single pack of it. However, it can be very fun to work with, especially putting it on guards' backs. Claymore ________ A stealth-equipped landmine; invisible to the naked eye. Claymore mines explode once a human or an object moves into its blast radius, which is only in front of it (hence "Front Toward Enemy"). With the Mine Detector you can see Claymores and their blast radiuses on your radar, and you can see them with your eyes through Thermal Goggles. You can pick them up by crawling over them, and you can plant them by pressing Square. When planting a Claymore, you can hold Square and move the left analog stick to decide where you want to place the Claymore, and the blast radius is shown. Like C4, Claymores are basically useless for you unless you want to have fun. ________________ Harmless Weapons ________________ Coolant _______ A portable bottle of Coolant Spray, used to freeze Semtex explosives. Once the item is equipped you will enter first person view with the Coolant bottle in your hand. Hold Square to spray the fluid around. When you find some Semtex to freeze, spray some Coolant at it until you hear the distinctive ringing deactivation sound of the Semtex. The Coolant can also wake up sleeping guards. Aim it down at them and start to spray. You'll notice that the guards' bodies will shake up a bit and they'll soon wake up. This is especially helpful when collecting dogtags. Directional Microphone ______________________ A portable microphone that projects sound from far away, wherever the microphone is aimed at. Very useful for listening in on conversations. Once the item is equipped you will enter first person view with the Microphone in your hand, and you can move left, right, up, down to find a source of sound. The more directly you aim at a target, the louder it will be. If the target moves back and forth, you'll need to follow with the microphone in order to hear full volume sound, although it's not really necessary to do so, since the sound is only a little quieter. Magazine ________ A magazine from a handgun that can be thrown as a distraction. Press Square to throw a magazine, although it won't go very far. Throwing magazines is pretty much useless since knocking is almost always the best thing to do for a distraction. But if you like to throw magazines at guards, then feel free to do that. Book ____ An interesting magazine with pictures of girls. Press Square to place one on the ground and wait for a guard to see it. Once a guard sees a magazine on the ground he will instantly be attracted towards it and walk right up to it. He'll look at it and then drop to the ground from excitement and start "reading" it. When a guard is looking at a book, he will have no cone of vision and will not notice you at all if you walk past him, unless you make a noise or hit him. The book will disappear after a while and the guard will continue patrolling the area. _____ Items _____ Ration ______ A standard-issue military ration. Used to recover health whenever needed. To use a Ration, open the item window and find the Rations on the list. While the item window is open and the Rations are selected, press Circle to use. Rations are found in many places including lockers and vents. Bandage _______ An adhesive pad used to stop external bleeding. Press the Circle button while selected in the item window to use. Bleeding not only drains your health but also leaves blood traces on the ground, which can give away your position, so be sure to use Bandages whenever necessary. Pentazemin __________ A drug in pill form used to calm your character down, providing more steady aim. This allows for less shaking in your scope when using a sniper rifle, making it easier to hit your target. The effect lasts about a minute. While selected in the item window, press Circle to use. Medicine ________ A type of flu medicine used to cure sickness syptoms from staying in a cold area for too long, promoting your character to sneeze sometimes, giving away your position. This includes outside in the rain in the Tanker Episode and near the end of the game in the Plant Episode, thanks to a certain reason. Continuing to staying in the cold for a while after using the Medicine will bring back the syptoms. Although you can get a cold in the Tanker Episode there is no Medicine until the specific area near the end of the game in the Plant Episode. Press Circle while selected in the item window to use. PAN Card ________ A security card allowing you to access areas through doors with the matching or lower security level on your card. Card Level 1 is obtained first, and then you make your way up to Level 5 one by one. Whenever you move near a door of an appropriate security level, the door will automatically open for you and will close behind you when you leave the door. The card does not have to be equipped to work. Cardboard Box _____________ A box used to hide your character in tough situations, helpful in areas with other boxes and crates. In the Tanker Chapter, a normal box and a wet box can be found, and five boxes can be found in the Plant Chapter, differing in the design of the box. It is best to use a box that relates to the current area you are in for best result. Equip from the item window whenever you think it will provide sufficient cover or if you feel like fooling around. You can also run while wearing the box, however, this gives no advantage whatsoever and you will be spotted if a guard sees you. Binoculars __________ Binoculars with adjustable magnification, very helpful when scouting areas far away. Labeled as Scope in the item window. Equip from the item window to enter the scope view, and press Circle to zoom in and X to zoom out. Press L2 to exit the scope view. Thermal Goggles _______________ Heat-sensing goggles, used to locate personnel and lethal objects in dark areas in general, but can also be used perfectly fine in daylight. Equip from the item window to wear, and hold R1 to see through the goggles in first person. Night Vision Goggles ____________________ Goggles used in dark areas that magnify green light inside the goggles, allowing you to see clearly in the dark. There's never really an area where Night Vision is fully necessary, and the Thermal Goggles are usually good enough. Equip from the item window, and hold R1 to see through the goggles in first person. Anti-Personnel Sensor _____________________ A sensor that detects all living objects nearby. Vibrates whenever an enemy is nearby. The harder the vibration the closer the enemy. Equip from the item window. Sensor A ________ An ion-mobility spectrometer sensor used to detect C4 scent. When a scent is found there will be a green cloud on your radar where the scent is coming from, the C4 generally being in the middle of that cloud. The cloud will still appear without the radar downloaded, however, having the radar makes it easier to pinpoint the C4. Equip from the item window to use. Sensor B ________ This sensor detects the detonator signal of the "odourless" C4 units in the Big Shell. Beeps in wavelength intervals when near an "odourless" C4, the intervals being very short when you're very close and longer when you're further away. Equip from the item window to use. Mine Detector _____________ An electronic device that locates mines and displays their locations and explode radiuses on your radar. Claymores are effectively the only mines in the game so that's what it is used for -- finding stealth-equipped Claymore mines. Uniform _______ Labeled as B.D.U. in your item window, equip to wear. The uniform is the exact same as what the soldier's wear in the Shell 1 Core, although you must have an AKS-74u equipped as well to fool them. Body Armour ___________ Lightweight armour that protects the user's chest and back area when worn. Although it doesn't stop bullets and other firepower, it eliminates the damage taken by half. Equip from the item menu. Camera ______ A digital camera (although not named so) used in the Tanker Chapter by Snake, most specifically for taking pictures of Metal Gear. Equip from the item window to enter the Camera's first person view. Press Circle to zoom in, X to zoom out, and Square to take a picture. The Camera can also be used to check a guard to see if you already have his dogtag. While looking at a sentry through the Camera press Triangle -- if a name appears by the guard you have his dogtag. Digital Camera ______________ Just like the Camera, the Digital Camera can be used to take pictures of whatever you want, however, you can save the pictures to your memory card. There is no actual purpose for the Digital Camera other than for fun, but it's nice to take pictures of funny moments and anything else. MO Disk _______ An optical disk containing a computer virus aimed to destroy GW. The virus was derived from the FOXDIE program in Shadow Moses. After getting the disk you must find Emma and have her use the disk. SOCOM Suppressor ________________ A silencer used to suppress the SOCOM Mk23 .45 caliber pistol. To attach to the gun, effectively attaching permanently, equip the Suppressor from the item window while the SOCOM is equipped. The suppressor not only muffles the blast but also eliminates the muzzle flash. AKS-74u Suppressor __________________ Similar to the SOCOM Suppressor, although meant for the AKS-74u assault rifle, the AKS-74u Suppressor silences the gunshots, although the gun is already quite quiet, and eliminates the muzzle flash. Just like with the SOCOM, the Suppressor is fitted to the gun for good after attaching. Dogtags _______ Identification tags of the Gurlukovich soldiers, named Dogtags. Dogtags can be collected to unlock secret items in further games. The number in the corner of the item in the item window is the number of Dogtags you currently have. To get a guard's Dogtag, sneak up behind him and hold him up, by aiming your gun at him while you're right up to him. Move in front of him and aim at either his head or crotch to make him shake his booty, allowing his Dogtags to fall out. Guards with Dogtags display a tell-tale flash around their neck area, but you can use the method with the Camera or Digital Camera if far away, by pressing Triangle in the Camera's view to see if a name appears -- if one does you have that guard's Dogtag. __________________________________________________________________________ __________________________________________________________________________ 7. C O N T R O L S __________________________________________________________________________ __________________________________________________________________________ CONTROLS.........................................................[MGS2_07] Control Function _______ ________ Circle Accept, Punch/Kick/Knock, Swim, Use item (in weapon/ item window) X Cancel, Crouch, Roll (while running), Skip cutscene Square Shoot/Use weapon, Chokehold/Throw/Drag enemy, Switch blade function (HF Blade) Triangle Climb, Hang, Open hatch door, Call elevator, Use node/workstation, Guide partner (hold) L1 Block bullets (with HF Blade) R1 First person view (hold), Zoom in (cutscenes) L2 Quick Equip/Unequip item, Sidestep left (against wall), Shimmy left (while hanging), Look around corner (while against wall) R2 Quick Equip/Unequip weapon, Sidestep right (against wall), Shimmy right (while hanging), Look around corner (while against wall), Tactical reload (double tap) Left Analog Stick Move character Right Analog Stick Move camera angle while against wall, Swipe up/down/ left/right (with HF Blade) R3 Thrust attack (with HF Blade) D-Pad Move menu cursor, Move character, Adjust Codec frequency Start Pause game Select Enter Codec menu R1 + L2 Sidestep left (first person vew) R1 + R2 Sidestep right (first person view) R1 + L2 + R2 Stand on tiptoes (first person view) L2 + R2 Perform pull-up (while hanging) Start + Select + L1 Soft Reset + R1 + L2 + R2 __________________________________________________________________________ __________________________________________________________________________ 8. P L A Y I N G T H E G A M E __________________________________________________________________________ __________________________________________________________________________ PLAYING THE GAME.................................................[MGS2_08] Playing The Game [gb_00] _________________________________ 1. Menus..................[gb_01] 2. Game Basics............[gb_02] 3. Combat Strategies......[gb_03] 4. Radar..................[gb_04] 5. Codec..................[gb_05] __________________________________________________________________________ 01 // m e n u s [gb_01] �������������������������������������������������������������������������� Main Menu _________ Before the main menu of the game, there is a "Press Start" screen. Press Start to go to the main menu, like it tells you. In the main menu you can see a few selections to choose from, shown below. New Game Start a new game. If it's your first time you will have to play the Tanker/Plant scenario, but in future playthroughs you can also play Tanker or Plant separately. Load Game Load a game already in progress from your memory card. Very straightforward. Options Go to the options menu, look at and change certain options. See what you can change under Options Menu below. Special View the Special Menu to read Previous Story Transcripts, view Photo Album and Dog Tag Viewer. Options Menu ____________ There are many things you can change in the Options Menu, and they can be seen below. You can access the Options Menu from the Main Menu and by logging into a node in the Plant, although you won't be able to change the Screen and Brightness Adjustment from a node. Option Selections Vibration On, Off Radar Type 1, Type 2, Off Blood On, Off Sound Stereo, Monaural Dolby Digital 5.1 On, Off Caption On, Off Own View Normal, Reverse Item Window Group, Linear Quick Change Unequip, Previous Screen Adjustment X and Y coordinates Brightness Adjustment Brightness level Codec Menu __________ When playing the game you can press Select to bring up the Codec menu and call someone for mission information and such. You can read a lot more about it including Codec frequencies in the Codec section, below, but this part explains a bit as well. When you enter the Codec menu you can press left and right to change the frequency and Circle or up to call that frequency. If no one responds, that frequency doesn't exist or is not available at the moment. To call someone you already know, press X to move off the Frequency and press down to see a list of known people and their frequencies. Move on them and press Circle to call. Weapon/Item Window __________________ During the game you can use R2 and L2 to equip and use weapons and items. It is not a tricky process but it may take some getting used to at first. To use the weapon or item window hold R2 or L2, respectively, and move the cursor by pressing up or down -- it is inverted, though, so up moves down the list and down moves up. Release when you find something you want to equip. Normally, similar weapons and items are grouped with each other and they can be accessed by press left and right once on group is found among the window. To use items such as Rations and other use items, find them in the item window and press Circle while it's highlighted. __________________________________________________________________________ 02 // g a m e b a s i c s [gb_02] �������������������������������������������������������������������������� This section explains the mechanics of the game and what you should know in order to play the game properly. ________ Movement ________ There are several methods of movement, obviously two being walking and running, but there are other such as crawling, hanging, sidestepping, and more. They are all explained below but you should realize the basics of movement. Use the left analog stick to move in all forms of movement, and depending on your situations you should consider the best way to manage a situation. Since this is a stealth game you should always walk slowly when near enemies, so they don't hear you, but other situations you can freely run without any worry of alerting anyone. Read the separate sub sections below for information on each form of movement. Walking/Running _______________ It should be no suprise that standing is the most common stance in the game, even despite stealth tactics. Running near enemies in open areas is not a very smart thing to do, unless you really know what you're doing. There are many areas in the game such as hallways and empty rooms where there's no need to use stealth tacticts, not even walking, and there are many areas with enemies inhabiting the area. Even in the latter case you can still run for the most part, since enemies don't have great hearing and running means speed. But obviously in situations in narrow hallways with enemies you should think wisely and sneaking maneuvers, such as creeping up on the enemy while he's moving in the other direction or just facing away from you, or simply closely following an enemy from behind and hiding in an alcove, patiently waiting for the enemy to come back past you, allowing you to get bt unnoticed. Another thing, always watch out for noise-making types of floors, as in floors that make a rather loud noise when you step on them. For example, in the Cargo Holds in the Tanker scenario you must walk carefully over the noisy grated floors, although they are short and there aren't very many of them. If there aren't any enemies nearby you don't need to walk, but obviously you don't want enemies to hear you if they are in the area. In cases when you're fighting a boss or enemies are alerted of your presence, it is only natural to run, since the enemy knows you are in the area. In the latter situation, quickly run to a hiding place and wait for things to calm down. On some bridges and walkways in the Plant scenario you will come up across loose floor panels that will fall to the water below as you run over them. In these cases, always run, because the panels fall very quickly and you won't make it across if you walk. There are also alternative methods such as pressing against the railing or sidewall and sidestepping, and hanging, but these take longer to do and won't necessarily work as well if you need to move quickly. Rolling _______ With both characters you can perform a roll, which can be used to quickly get out of the way or out of sight, or to knock down enemies. To perform a roll press X while running. Each character has a different roll -- Snake dives forward, performing a simple somersault, whereas Raiden performs a torso-axial flip, somewhat like a cartwheel. For both characters, the roll leaps them forward a bit so it can be used to move quickly for just a brief moment, since you'll slow down when you stand back up properly. You can also perform a roll to get to a special place, leaping across a gap, such as on the Shell 1-2 connecting bridge in the Plant, and to leap from box to box. As mentioned above, you can roll to mow down enemies, and you can sometimes knock them out in the process, moreso in the easier Difficulty Levels than the hard ones. If there are two or more enemies in a row you can roll them all or roll one or two and one of the guards may fly and knock one of the other ones down. This is very helpful for when trying to quickly escape enemies. Crouching/Crawling __________________ Whenever you are standing you can press X to crouch, even while against a wall. If you crouch in an open area and move the left analog stick your character will go prone and you will be able to crawl. To get back up first you have to press X to return to crouching and then press X again to stand. Crawling allows you to move inside ventalation systems, under infrared laser sensors, etc. Whenever you are prone you can use any weapon or item that you normally could, with the exception of a few things such as Cardboard Boxes, Missile Launchers, etc., which is reasonable. Crouching is very helpful for when standing against a short wall, so that enemies on the other side of the wall can't see you -- an example of short walls would be on the connecting bridges in the Plant Chapter, by the doorway openings. While crouched against the wall you can move left and right by using the left analog stick or L2 and R2 buttons, respectively (L2 - left, R2 - right). Crouching while against a wall can also allow you to get past obstacles on the wall that prevent you from sidestepping past them while standing, or to get past windows so that guards don't see you. You will have to do this at least once in the game. Climbing ________ You'll come across several obstacles in the game with items on top of them that you'll need to climb up on to get, as well as ladders that you must climb to continue on. The same button is used to climb up ladders as climbing on top of boxes and other obstacles. Press Triangle to climb up on an obstacle or to cling on a ladder. To move up and down a ladder, use the left analog stick -- up to go up and down to go down. Once you reach the bottom or top of a ladder you will automatically get off there. To get off on obstacle, just fall off the side of it. Sometimes boxes or crates are too high to climb, and if items are on them you'll need to find another method, such as falling from above or rolling across to it from an equal height box. Hanging _______ Whenever you find a railing by a ledge you can hop over the railing and hang on the edge, although few places don't allow it. Press Triangle when near a railing and facing it, or with you back against it, to hop over it and hang on the ledge. Whenever hanging on a ledge you will have a grip level meter. As you hang it will steadily decrease, and you'll fall once it drains. You'll hear a blinking sound when it's about to finish so be sure to get back up quickly when you hear this. Hanging from a ledge can serve multipe purposes. If an enemy passes by you while you're on the ledge he will not see you, and you can shimmy past guards while hanging. You can drop down to lower levels if they are there and even knock out guards if you land on them, by pressing X to drop. Whenever there is another railing directly below where you are hanging, you can press X to drop and then quickly press Triangle right when you reach the lower railing to grab a hold of it. Doing this, your grip level gauge will refill. Also, whenever you are hanging from a ledge you can press and hold both L2 and R2 simultaneously to perform pull-ups. Once your character pulls themself up, release both buttons at the same time, and then repeat the process if you wish to do more. Normally your grip level is Level 1, but after doing 100 proper pull-ups you will obtain a Level 2 grip gauge, and you'll be able to hang on the ledge for longer and be able to do more pull-ups without climbing back up as often. Once you do 100 more proper pull-ups with the Level 2 grip level you will obtain a Level 3 grip level. Each gauge is a different colour -- Level 1 is blue, Level 2 is orange, and Level 3 is green. Obtaining a higher grip gauge is not only more helpful for being able to hold on to ledge for longer, you can also get to places you couldn't get to before, because you can hold on longer. Swimming ________ In the Plant Chapter of the game you are able to access areas with water and you'll have to swim in order to continue past certain parts of the game. You can practice the controls at the beginning of the scenario by jumping in the water in the area. The Colonel will contact you and tell you the controls. But first you must realize that you have an oxygen level gauge while underwater, and it will slowly decrease. When it is almost finished you'll hear a beeping sound to warn you. Quickly get back up to the surface to regain some air or else your health will start to decrease and you will die if that gauge finishes as well. Once you move in the water your character will float by swimming by themself, and you can move around on top of the water by moving in the direction you wish with the left analog stick. To submerge into the water press Circle, and use the Circle button to swim forward and the left analog stick to turn when underwater. If you repetitively tap Circle while underwater your character will swim very quickly, whereas if you just hold Circle you will move more slowly in a different swimming stance. While underwater, use the left analog stick to turn and move up or down, and push in the right analog stick (R3) to perform a 180 degree underwater flip. In certain underwater areas in the game you'll be in the water for quite some time, traveling a bit of a distance, so you'll need to get some air every once in a while. You'll notice that there are air pockets where you can go up to the surface to get some air, and you'll notice that these air pockets are marked on your radar as blue circular clouds. Also when you're underwater you'll eventually find a hatch door that you'll need to open. Swim up to it and grap a hold of it by pressing Triangle, and open the hatch door as you normally would, by rapidly pressing Triangle. Guiding _______ Near the end of the Plant Chapter of the game you'll have to guide Emma quite a distance, since she was injected with an unknown substance and therefore has trouble walking by herself. To grab Emma's hand you must first unequip any weapons, and then hold Triangle. Once Raiden and Emma's hands are interlocked, still holding Triangle, you can then move with the left analog stick, although you can only slowly walk. Raiden sort of drags Emma behind him, however, she is walking somewhat by herself. Remember that you need to hold Triangle the whole time while guiding Emma. To let go of Emma's hand, release Triangle. She'll stand there, although in a slouched position, waiting for you for a while, and then after around 15 seconds she'll sit down and rest. Let go of Emma whenever you need to deal with enemies, leaving her in a safe location while you take care of things. When you come back, as mentioned above, Emma will be resting on the floor. Unequip any weapons and hold Triangle while standing near her. Raiden will put his hand out and Emma will slowly get up and grab his hand. In the whole guiding Emma process you'll have to travel through two sections of flooded corridors, one of them being very short and the other very long. Emma has a life meter and oxygen meter just like you, however, hers are both smaller for obvious reasons. Whenever underwater with her, always keep an eye on her oxygen gauge, don't worry about yours. Find an air pocket and go to the surface to get some air every now and then, and safely get to the other side of the watery corridors. Emma's life meter will start to drop once her oxygen meter does, and when that reaches zero she will die and you will fail. After the flooded corridors there will be a few other minor nuisances to take care of. There will be fire blocking the pathway on one of the connecting bridges and a hatch door in the following area. For the fire, let go of Emma and use the Coolant spray to extinguish it -- once the fire is gone it is safe to pass by, even with the heavy smoke there. For the hatch door, once again let go of Emma and use Triangle to open the hatch, rapidly pressing it to open it faster. Shortly after you'll have to supervise Emma as she crosses the pontoon bridges of the Oil Fence down at the bottom of Strut L. Use your Thermal Goggles to spot and shoot Claymores, with the help of your PSG1 (by the way, there are Thermal Goggles on the platform where you are for the whole ordeal). Use the PSG1 or PSG1-T to eliminate guards before Emma reaches them, and also take Cyphers patrolling the area with your PSG1. Pliskin will be able to help you after a short while, contact him if you need help after he tells you -- but remember, he can only see and shoot what you're looking at in your scope, but he's a real good shot. After completing this mini escapade, after the short boss, the guidance is over. Hiding ______ You'll need to be effective at hiding throughout the game. Always stay out of enemy view whenenver necessary and wait for the right moment to pass through certain areas or attack. Run up towards walls to put your back to them. Note boxes or other block objects that you can press up against and also press X to crouch when necessary. Lockers and vents are great places for hiding as well. If enemies are looking for you, it may be a good idea to find a locker (especially if there are many lockers around), but be very quiet as any noise will likely alert the enemy. If you see any vents, quickly crouch and crawl into them and wait until everything is all clear. Sometimes even hanging on railings can help you get by certain areas without enemies spotting you -- even if they are walking on the same walkway you're hanging on. In other areas make sure you're simply out of view. If it means crawling on the ground, do it. Stay out of view as much as you can. Distractions ____________ There are many ways you can distract your enemies in the game. One of the most basic distractions is simply knocking on a wall. Press against a wall and press circle to knock on it. If any enemies are nearby they will likely hear it and come to investigate. They will never know right away someone else is there so there's no worry of that but they will certainly come to check it out so prepare to get the hell out of there. If you're going to do this be sure to have a plan to use it to your advantage. Another great distraction method is to shoot any fire extinguishers you see, if there are enemies nearby. Make sure you do this with a suppressed weapon like the M9 or else you'll alert everyone of your presense. There are also items you can use to distract your enemies. Over time after using firearms you will accumulate empty magazines that you can throw at your enemies. Equip these from the weapons menu and press square to throw them. Press and hold Square more tightly to increase distance and use first person view to assist your aim. Lastly and definitely the most interesting method of distraction, you will find a bunch of girl magazines (labeled as "Books") throughout the game that you can place on the ground to attract guards. These magazines contain photos of women and guards sure as hell love them. Upon seeing a magazine, a guard will joyously run up to it and plant himself on the ground to get a little alone time with the magazine. This allows you to easily get past him and move on but don't bump into him or anything or else he'll obviously be aware of what's going on. After finding books you can find them in the weapons menu. Equip them and press Square to place one where desired. _____________ Basic Actions _____________ Basic actions include opening doors and hatches, calling elevators, and using nodes. Other similar actions such as climbing ladders, hanging, et cetera are all movement and are therefore explained in the Movement section above. The basic actions initially mentioned are explained below. Opening Doors/Hatches _____________________ Most doors in Metal Gear Solid 2 open automatically, some requiring specific level security cards, some not requiring anything. Just walk up to the doors and they will open automatically, allowing you to go through their doorways, however, unless you don't have an appropriate security level card for level restricted doors. Other doors, which would be watertight hatch doors, found on both the Tanker and in the Plant, must be opened manually by hand. Press Triangle to grab the hatch, and hold it to slowly turn it and open the door. If you repeatedly tap Triangle you will open the door a lot faster, so it's always more ideal to do. After opening hatch doors aboard the Tanker with Snake, you'll automatically run through the doorway, however, you'll have have to run through yourself in the Plant with Raiden. To open floor hatches, once again found in both chapters, approach a hatch and press Triangle to open it. In the Tanker, when in the Holds, Snake will automatically jump down the hatch into the ventalation system. Press Triangle to climb back up while facing a sidewall. In the Plant you'll come across two different types of hatches, however, only one of which that you'll actually open yourself. These are the floor hatches inside Strut D Sediment Pool, and C4 bombs are hidden in them (there's only one C4 in one of the hatches on Normal or lower). Press Triange to open the hatches and check them for bombs. By the way, these hatches are blocked by grating and are only around half a foot deep. Using Elevators _______________ The first elevator you'll encounter is a large, sort of cargo elevator at the beginning of the Plant, however, this elevator is very different from all the others. Whenever you're in the Deap Sea Dock and the elevator isn't calling it will never do anything, and other times when you come down to the Deap Sea Dock by yourself the elevator will stay down with you. The first time you meet this elevator you'll just have to wait for it to come down by itself, and then you just enter it and it will move up. To move back down whenever necessary just move towards the back of the elevator after stepping on it. Anyway, for the elevators that have a receiver that actually does something when you press it, you can call the elevator any time you want. Find the receiver and press Triangle to call the elevator. All the elevators are rather strange in the MGS series, and whenever you move to a floor the elevator will always go somewhere else, so you'll always have to wait a bit after calling the elevator, unless the doors just closed. Once the elevator arrives, move inside it and move up to the panel at the bottom left of it from the top view, facing the panel. Once the panel view comes up, select your floor with the directional buttons and press Circle to confirm and move to that floor. Select the open doors button (<>) or just press X to exit the panel view at any time and exit the elevator on the same floor. After moving to a different floor you won't be at the panel so you can simply run out of the elevator when it arrives. Using Nodes ___________ Only in the Plant will you find nodes, and you'll have to use them to download the radar for the area you're currently in. For the first node you'll need to enter your information but every node after that is just a simple downloading radar process. Below Normal Difficulty you'll only have to log in to the first node, and then you'll always have radar for the rest of the game, but on Normal and higher you'll have to download the radar in each area to see it. After finding a node, move up to it -- you'll notice the sceen flash on -- and press Triangle to log in. Radar downloads automatically and then you can change options in the following menu. Select Exit or press X to exit the menu, and to use the same node again to see the options just press Triangle while in front of it again. ____________________ Miscellaneous Basics ____________________ This includes using the Coolant spray for multiple uses, making distractions, infrared sensors, et cetera. Using Coolant _____________ After procuring the Coolant Spray from Stillman, you can select it from the item window and use it, but only in first person view. Press Square to use the spray. The spray has multiple purposes, including disposing C4 bombs, extinguishing fires, seeing infrared beams, and waking up unconscious guards (for dogtags). Disposing of C4 is easy -- just find a C4 bomb and move within a few feet of it or as close as you can if not that close. Using Square to spray, aim the Coolant at the C4 and spray for around five seconds, until you hear the distinct detonator locking sound. Disposing fires can be a little tricky at first but the thing you must realize is to always spray at the base. You can tone the fire down at first if you wish but the key is to eliminate the source of the fire, which in this and most cases is at the base. Span the whole area while spraying, getting each area for a few seconds. Sometimes it can be very difficult to dispose of, but always keep spraying at the base, spraying one foot across for a few seconds, and span across the whole floor of the fire until it finally disappears, leaving only smoke and the scorched floor. You don't need to spray the smoke or wait for it to die down, you can just go right through it unharmed. Waking up guards does have an actualy purpose, yes -- for dogtags. To first check if you have a guard's dogtags or not, if you are unsure, equip the Camera or Digital Camera, depending on what you have and what scenario of the game and hold Triangle while aiming at the guard. If a name pops up on the screen in colour, you have the guard's dogtags. If not, you don't. If you don't have any Camera, look at the guard's neck area in first person view with your scope and look for a silver shine -- if you see it then you don't have that guard's dogtags. Whenever a guard is unconscious and you want to wake him up, spray the Coolant at his face area and you should start to notice him shaking -- after around 5-10 seconds of spraying the guard should get up. It's important to find a good position before you wake him up so you're not the first thing he sees -- get behind him if you can and hold him up when he gets up. And finally, you can use the Coolant to spray at infrared laser sensors to see where the lasers are. You can also shoot flour bags, fire extinguishers, or equip your Cigs, to see the beams, but using the Coolant is the most healthy way (won't catch a cold from any particles or won't lose any health). After seeing the lasers, you know if you can get by them or not. Check the ground and if there isn't a laser around a foot away from the ground then you can definitely manage by crawling. If not, destroy any control units you can see and wait for the deactivation sound(s). Infrared Sensors ________________ Over the course of the game you will encounter several infrared sensors connected to Semtex C4 guarding paths or rooms, effectively preventing you from just running past a certain point. However, there are varous methods to get past them, including finding another passage, crawling under them, or destroying the control unit(s). All these options won't always be available for each infrared sensor encountering, but there is always a way of getting past. Starting with the basics, infrared sensors consist of two flat panels on each side of a wall or pathway. These panels are generally around seven or eight feet tall from the ground up, and how far they are separated varies, due to different sizes of rooms and pathways, however, you won't see any separated by more than around ten feet. Each of the two panels on each pair of infrared sensors are connected by several invisable laser beams, each laser differing in location (height) for each pair of sensors. These laser beams are normally completely invisable to the unaided eye, but the lasers give off heat, meaning you can spot them with the Thermal Goggles. However, there are many alternate methods if you don't have such equipment. In many rooms or hallways with infrared sensors there are fire extinguishers or bags of flour sitting around, and if you shoot either of these objects their chemicals (particles) will spew into the air like a cloud of smoke and will reveal the beams to your eyes as a result. The Coolant spray will do the exact thing, since it carries identical particles as fire extinguishers. Equipping Cigarettes near the beams works as well, since the smoke works just like the particles in flour and fire extinguishers. Don't start sweating yet, infrared sensors are easy to notice -- it's not very difficult to spot the panels on each side plus large amounts of C4 and flashing lights. But don't just go running into rooms completely blindly because sometimes they are near doors. Anyway, the first thing you should do when you encounter infrared sensors is to look for a way to get past them -- equip Thermal Goggles, Cigarettes, shoot a bag of flour, whatever you want -- just find a way to expose the laser beams to your eyes. Once you do that, take a look in first person to see if you can crawl under. If there isn't a laser beam within around two feet from the floor you should be able to crawl under. Sometimes you won't be able to crawl under laser beams, but instead you can destroy the control unit(s). You can always take out the control units instead of crawling under (if you have a lethal handgun/rifle with ammo), but crawling is the easiest, and sometimes quicker, method. In the Tanker chapter of the game, Otacon will tell you what the control units look like at a certain point. He'll tell you that they're the things with blinking green lights right next to the explosives -- and by "things" he means small box-like objects with triangular shaped heads (|\). This is basically what they look like: ___ Side View: |\ Front View: | . | |_\ |___| |__| |___| The boxes have some green colour in them as well as white. Anyway, all you need to do is shoot these control units anywhere (preferably around the center for safety) and the corresponding sensors will deactivate -- sometimes there may be several. These sensors are usually standing up on the floor or on top of obects by the wall, but sometimes they may be tipped over, attached to the wall. Late in the Plant scenario of the game, there will be a bridge covered in Semtex C4 with at least ten units spread around the area. To find all these sensors, look everywhere -- behind suspicious objects, below you, behind you, on moving objects -- look everywhere! __________________________________________________________________________ 03 // c o m b a t s t r a t e g i e s [gb_03] �������������������������������������������������������������������������� ________ Shooting ________ To shoot with a firearm, use the Square button. How you use Square varries for certain weapons. For pistols, hold Square to aim your gun, and release it to fire. With rifles, Hold Square lightly to aim your gun, and hold Square tightly to fire rapidly. You can fire single shots or bursts if you only hold Square tightly for the required time. With missile launchers, press Square to fire, and for grenade launchers, hold Square to aim and release to fire. You can shoot regular firearms from any stances from either first or third person. Each firearm, excluding missile and grenade launchers, has its own laser that will come up when you aim your weapon, which you use to see where you're shooting. You generally can't see much from third person since targets are usually out of the screen, and you can't really see at what height you're aiming at. Always use first person to fire with precision, aiming for the head if you want to kill (or tranquilize). When firing from third person you'll be hitting the torso area of the enemy, which is not the best place to shoot, however, it works fine if you fire several shots. Grenade and missile launchers don't have lasers but the Stinger has its own first person aiming view as well as a lock on system. The Nikita has its own missile camera view after you shoot a missile, and the RGB6 grenade launcher has no aiming aid at all. Each grenade you fire with it be move in a parabola once fired, meaing it will move up and back down at a steady pace. Judge how high or low you should aim to hit a specific target by this parabola pattern. If you want to shoot something far away, aim higher, but not too high. Also note that you can shoot while running. To do this hold X while holding or pressing Square. Jump-Out Shot _____________ A new feature in MGS2 is the jump-out shot, useful when an enemy is around a corner looking the other way, or in tense conditions with several enemies. While standing against a wall (or any vertical flat surface) at a corner, hold L2 or R2, whichever is appropriate (L2 - left, R2 - right) to jump out in that direction to face the enemy. Then shoot with Square. Although this attack is mostly used for third person combat, you can enter first person view and shoot like that. When you want to retreat to the wall, release L2 or R2, whichever you're holding. This tactic works wonders when fighting groups of enemies. Just find a corner for cover and use the jump-out attack to fire at them at the right moment, and go back to the wall for cover. You can even throw Grenades around a corner in somewhat the jump-out fashion. Use the appropriate shoulder button to look around the corner and press Square to pull the pin on the Grenade. You can hold it for a bit for a nice quick explosion or you can just throw it right away. After throwing the Grenade, retreat to the wall. Keep in mind that you can pull the pin before you peek around the corner, so you can use that as an advantage. ______________ Sentry Subdual ______________ This section contains less lethal methods of dealing with guards, such as just knocking them out, and is more for stealth purposes. All of these attacks at are extreme close range, with you being in around punch range. Hold Up _______ To hold up a guard, sneak up behimd him and aim your gun at him, be it a pistol, rifle, even a grenade launcher, but not a missile launcher or sniper rifle. Once you aim your gun at the enemy, your character will say, "Freeze!" and the soldier will put his hands up and let go of his gun (it will still hang by its sling, though). Holding up guards allows for simple subdual, preferably with the M9. You can also obtain Dogtags from guards and even items by holding them up. After making them put their hands up, move in front of them and aim your gun at their face -- this should cause them to show a little mercy, such as saying something like, "Please don't!" for example. But some guards will act like tough guys and won't give up their Dogtags or any items right away -- they'll say something like, "If you're going to shoot me, then shoot me." If you encounter a tough guy, play rough with him and answer his request -- shoot him in the arm or hand, but don't actually kill him. This will frighten him and he'll act like a normal guard, with his injured arm shaking like crazy in the down position. To get a guard's Dogtags or items, aim at his head or crotch. This will cause him to shake his booty, tossing out his Dogtags or any items that he might have. You can get these items by picking up and dropping his body when he's unconscious, performing a shakedown, if you like, although you can only get Dogtags from holding up guards. Choke _____ To choke a guard you need to move up right behind him, and hold Square to grab a hold of him. Be sure to be standing still behind a guard to choke him or else you'll throw him to the ground. Once you chokehold a sentry you can break his neck by rappidly pressing Square, or you can drag him to somewhere else to deal with him -- for example, if a guard is in a place with several guard, grab a hold of him and drag him to a clear room and deal with him. Take note that as you drag guards in this position you are twisting their necks every once in a while and you can kill them if you move for too long (effectively breaking the neck). At a certain point in the Plant you will need to grab a conscious guard and use him on a retinal scanner to gain access to a secure room. There are a few other guards in the area so wait by the scanner for him to come to you and grab him from behind and pull him to the scanner -- he needs to be conscious. After using the guard, he'll fall unconscious and you'll enter the room. Throw _____ To throw an enemy to the ground, press Square will running at him. Sometimes this can knock the guard out, but only really on low difficulty levels. The guard will get back up very briefly and will obviosuly be aware of your presence. Throwing guards like this can be useful for getting past guards right near exit doors that lead to a new area, since they can't call for backup in time. You can render a guard unconscious if you keep throwing him to the ground like this -- do it three or so times and he'll be knocked out. If you keep doing this the guard may throw you to the ground just before you try to throw him, so watch out. Punch/Kick __________ You should already know how to punch and kick, and it should seem obvious that you can do this to enemies. The punch and kick system works in a pattern, with a double punch and a finishing kick if you keep pressing Circle (Raiden does a double kick, one with each leg). You can do the punch-punch-kick combo to knock a guard to the ground, and you can knock him out if you do it a few times. If you just want to quickly get by, you can just kick him down and run through a exiting door if there is one. You can also punch and kick with use when you're battling a group of enemies, knocking some enemies down, knocking some out, while you deal with others. Roll ____ Press X while running to roll, which you should already know. This is very helpful for knocking down guards, and you can knock them out if you roll them a few times, or you can just quicky roll them to get by, but be sure to get out of the area quickly. If there are two or more guards in a line, rolling them is very helpful, and you can knock down two or three of them by rolling at them, but beware of them hitting you if you keep trying this. __________________________________________________________________________ 04 // r a d a r [gb_04] �������������������������������������������������������������������������� In both scenarios in Metal Gear Solid 2 you will have Soliton Radar in the top right corner of the screen. Your radar provides you with a map of your current area including obstacles and other object, and most importantly enemy locations and their fields of vision. The latter is extremely helpful when using stealth, which you should always try to do, and you can tell if the enemy can see you judging by your position to his cone of vision. If you ever enter a guard's cone of vision he will spot you and try to call for backup. If you are just outside the cone, or sometimes a bit far away, the guard will think he saw something and will go to investigate. The cone of vision of enemies on the radar can be different colours, and they all respresent different phases of how much they know of the situation. Below are the colours and explanations for all. Blue The guard is completely unaware of your presence and is patrolling as he normally would, unless in Caution Mode, where the guard is still unaware where you are. Normally the cone is bright blue, which means you are at the same height as the guard. If the colour is more faint blue then the guard is either above or below you, but is still unaware of you. Yellow The guard has heard a noise or thinks he has seen something and will go to investigate. This includes hearing a knock or another noise done by you, or you moving close to his cone of vision in front of him. The guard has not yet been alerted but is suspicious, and will go back to normal after investigating. Red The guard is aware of your presence and will try to call for backup. He'll also engage in shooting you and others nearby will as well. Your radar will be knocked offline once you enter the Alert phase but you can also see the red cones when backup guards come to check on a situation where a guard isn't responding over the radio. This also occurs if you fire an unsilenced gunshot near a guard, and he'll call for backup and check the situation. As mentioned above, your radar will be knock offline in Alert Mode, but there are other phases and modes where your radar will not be available. Whenever your radar is not available or there is a special phase occurring, a block with lettering and colour will be attached to your radar or replace your radar itself if it's offline, and it tells you which phase you are currently in and explains what's going on and if your radar will work or not. These phases are different colours as well, however some are the same colour, and they have different names. They are explained below. Normal This is the normal phase, however, you aren't told so. This is because it's all clear, everything is fine and guards are acting completely normal, patrolling their normal routes with normal behaviour. Radar is fully operational and will always be available unless in Intrusion Mode or radar is not downloaded. Caution Guards are searching for you and backup guards are almost always hunting for you as well. Your radar is fully operational but cautioned and are carefully patrolling their routes and other areas. There is a bar where "Caution" is labeled by your radar which will decrease at a steady pace. Once it is drained, the guards will go back to normal, backup guards will leave, and your radar will go back to normal, all clear. Alert Radar is offline for the time being. Your radar will stay in the Alert phase if guards can still see you, and they'll continuously shoot you while they can. Find a hiding position and stay there until at least you get your radar back in Caution Mode. Evasion This comes after Alert Mode, however, is almost exactly the same, and you radar is still offline. But the difference is that guards do not know your exact position and can't see you. As the word implies, an evasion is in progress and guards are looking for you. If you can keep hiding you will enter Caution and regain your radar, however, if the guards find you, you will reenter the Alert phase. Jamming This occurs whenever you're in an area with strong harmonic resonance or a Chaff Grenade has been thrown. In the latter case radar will only be jammed for a brief amount of time, until the Chaff particles in the air go away, and you can see a bar that decreases at a steady pace, much like the Caution phase, showing how much longer the radar will be jammed. But in the first case the radar will always be jammed in that area. When using Chaff, the point of it is to knock cameras (including Cypher cameras) offline so you can sneak past them undetected. The disadvantage, however, is that you can't see enemies on the radar since it's jammed. *Intrusion* Intrusion Mode isn't exactly a radar phase but it is significant to your radar nonetheless. Whenever you enter a locker, move under a table, et cetera, you won't be able to use your radar, even in Normal Mode. However, this is only with Type 2 radar. With Type 1 you can see your radar when in Intrusion Mode, but Type 1 is for beginners. Using Nodes ___________ In the Tanker Chapter of Metal Gear Solid 2 you will always have radar without ever having to download it, however, you will have to access small control panel units called nodes in each area of the Plant Chapter to download the radar, unless playing on Very Easy or Easy Difficulty. These nodes look like small control panel computers with a large screen, and you'll first be shown what they look like near the beginning of the Plant. The first node you use, in the Deep Sea Dock, you will have to enter a registration into the computer to be able to download the radar here and future nodes. By the way, you will have to use this first node and enter your information on all Difficulty Levels, and you won't get radar until you do so. Below shows what you information you must enter and how to do it. Name: Enter your name or any name you wish. Once the field is highlighted, use the Directional buttons to select a letter and press Circle to confirm that letter and move on to the next letter. The maximum number of characters allowed, including spaces, is 16. Press X to delete and press down when done entering your name to move on to the next inquery, unless you use the full 16 characters -- press OK if this is your case. You can also find OK among the letters when selecting and press that, but it's not fully necessary. Sex: This is your Gender, either Male or Female. Once the cursor is on the field, use left and right to change between the two. Press Circle to confirm and move on to the next field. Birthday: This is your birthdate, the day you were born, using YYYY/MM/DD format. Once the field is selected use left and right to select each date, and press Circle to confirm and move on to the next date field, until you're done. Blood Type: Your Blood Type, either A, B, AB, or O. And if you don't know there is also a "?" for you to enter. Press left and right to change it and Circle to confirm and move on to the last field. Nationality: Your Nationality, the country you were born in, not necessarily the country you live in. There is a huge list of every country so it may take a while to find yours, but they're all in alphabetical order. Press left and right to change the country once the field is highlighted and press Circle to confirm. Once you're done with the registration, press OK at the bottom left of the screen. By the way, don't go acting like a fool by entering gibberish into the fields because this information will come back up at the end of the game in a very cool way. __________________________________________________________________________ 05 // c o d e c [gb_05] �������������������������������������������������������������������������� The Codec is an advanced communication device that stimulates the small inner bones of your character's ear, so only you'll be able to hear it. Just like a radio the Codec has frequency channels and different people have different frequencies. Use the D-Pad on your controller to adjust the frequency by pressing Left and Right. Press Circle or Up to call the frequency you turned to. If it is an unknown frequency no one will respond. After calling a frequency of an actual person it will appear in a sub menu in the Codec menu. Press X to move the cursor off the frequency and press Down on the D-Pad to see the list of known frequencies. Move the cursor on them and press Circle to call them. You'll receive many Codec calls in the game, and an icon will appear in the middle of the screen and a call sound is heard when this happens. Most of the calls you'll automatically answer -- the icon will be red for these calls, which means it's urgent. Whenever the icon is green you do not have to answer it, although you probably should. To do so, press Select while the flashing green icon is on the screen. Below are the frequencies for both scenarios, although some aren't available until a certain moment in the game, when you're introduced to the character. Tanker ______ Frequency Contact Information 141.12 Otacon Otacon will tell you what you have to do in the mission and will also provides tips and information on specific people and equipment. 140.96 Otacon Use this frequency to save your game. Plant _____ Frequency Contact Information 140.85 Campbell Colonel Roy Campbell informs you on your mission objectives and what you have to do. 140.96 Rose Use this frequency to save your game. Sometimes after saving Rose will engage in a conversation with Raiden about their relationship. 141.80 Pliskin After meeting up with the supposed Navy SEAL, he will provide you with information on equipment and Dead Cell. He'll also tell you what to do sometimes. 140.25 Stillman The bomb expert in charge of the bomb defusual in the Big Shell, although only really meant to be a supervisor. Contact Stillman on possible locations for C4 units. 140.48 Mr. X You'll first be contacted by this unknown person on EF connecting bridge, warning you of Claymores in the area. This strange mystery person first calls themselves Deepthroat and isn't using burst transmission. Whenever you try to contact Mr. X, they'll never respond. 141.12 Otacon Very late in the game Otacon can provide Raiden with information on equipment and about Campbell. __________________________________________________________________________ __________________________________________________________________________ 9. W A L K T H R O U G H __________________________________________________________________________ __________________________________________________________________________ WALKTHROUGH......................................................[MGS2_09] This walkthrough was written while playing on Normal difficulty. Item locations and enemy numbers and locations may slightly vary on other difficulty levels. WALKTHROUGH CONTENTS: TANKER CHAPTER...........................................[tan_00] PLANT CHAPTER............................................[pla_00] i. Reconnaissance...........................[pla_01] ii. Bomb Disposal............................[pla_02] iii. Hostage Liberation.......................[pla_03] iv. Presidential Assistance..................[pla_04] v. The Computer Genius......................[pla_05] vi. Arsenal Gear.............................[pla_06] vii. Federal Hall.............................[pla_07] T A N K E R C H A P T E R �������������������������������������������������������������������������� �������������������������������������������������������������������������� Tanker Chapter....................................................[tan_00] "The whole thing stank...but our noses had been out in the cold for too long" After all the stunning opening cutscenes a familiar friend, Otacon, will introduce you to your items. Your weapon is an M92F Beretta converted to shoot tranquilizer rounds. You'll have to reload after each shot since the slide locks. Otacon notices your Cigs, which will steady your aim when equipped but will also lower health rather quickly. Your Digital Camera is also an item of interest. You'll need to use it to get confirmation photographs of Metal Gear. To zoom in with the Camera, hold Circle; to zoom out, hold X; and to take a picture, press Square. Otacon's Codec frequency is 141.12, just like in Shadow Moses -- contact him if you need help. To save your game, contact the frequency 140.96, which is handled by Otacon as well. Sorry, no Mei Ling this time. Aft Deck -------- Now let's get started. The rain is coming down very hard and it may be slightly difficult to see clearly, but you should easily be able to manage. There are several items scattered around the deck but to be frank, they're not all worth getting and some are guarded by enemy soldiers. If you really want them, check the main floor deck for a BANDAGE under the stairs in the west, a RATION at the northwesternmost point of the deck, and PENTAZEMIN at the northeasternmost point of the deck. Also, on the second floor deck is a BANDAGE at the northeast corner. Take note of the railings all around the deck, notably the gray gates -- these can be used to toss guards overboard. To dispose of guards this way, drag a body over to one of the gates and Snake will open it up and throw the guard into the water below. If you plan on staying in the area for a while, I recommend you dispose of the bodies so guards don't wake up and spot you, however you shouldn't be here for long and therefore it won't be fully necessary. It is rather cool to see, though. Now you should start to focus on your entry point to get inside. To be logical, the best place to enter is to the west on the first floor, past the lone guard. You can get in through other areas but this place is the most logical as it's called "Deck-A" and the others come after it in accordance. It's also the quickest way to get inside. So run up to the wall by the stairs in the west and wait against the wall for the guard around the corner to come to the edge of the wall. When he turns around, quickly dash behind him and hold him up by pointing your gun at him. Shoot him in the head and run to the door to the right. Otacon will call you to inform you on how to open the door. You can simply hold Triangle to turn the handle and open the door, but that's quite slow. If you tap Triangle repeatedly, Snake will turn the handle a lot faster and the door will open more quickly. Do that until the door opens and Snake will pass through the door to inside. Deck-A, crew's quarters ----------------------- The door to the north won't open but it will trigger a humorous event if you try to open it. Anyway, move the other way down the corridor and you may notice that you're leaving footprints on the ground with your wet shoes. There's a guard up here so make sure he doesn't see your footprints. When you reach an automated door in the corridor, move through it to find a locker room. Checking the lockers, you'll find a RATION in the first locker on your left and M9 BULLET X 15 in the last locker on your right, against the far wall. Move outside the room and against the small area of wall next to the right door. Wait for the guard to turn around once he stops near you, and shoot him in the head to give him a little beauty sleep. Move down the corridor and through the door at the end. Deck-A, crew's lounge --------------------- Entering the area, Snake will lean against the left wall to spot a guard. When he starts moving away from you down the hall, take care of him. After that, you can wait in the hallway for the other guard in the area to come out to the hall in front of you, then put him to sleep. Moving into the lounge area, you can find M9 BULLET X 15 behind the bar and a RATION by the plasma TV at the other end. Down the stairs in the west is a sleepy guard with USP BULLET X 15 behind him, however you do not have the USP yet. Back over by the lounge, move up the small stars by the camera and go through the door at the right side of the stairs. Deck-B, crew's quarters ----------------------- In the hallway, move north a little to get Snake's attention of the guard around the corner. You can get rid of him when he turns around and starts to move down the hallway. If you check out the southern area of this place, you'll find a guard patrolling the area and a RATION in a corner near the northeast area of where the hallway changes colour. Moving on, make your way all the way west to reach some stairs -- move up them. Deck-C, crew's quarters ----------------------- Right after entering the area, Snake will notice a surveillance camera in the hallway ahead. You have no lethal weapons and no Chaff Grenades at the moment, so you'll have to sneak past it. There's a blind spot right beneath the camera -- if you lean against the wall, you'll be able to move past it like that. After the camera in a locker by the stairs is some CHAFF.G (Chaff Grenades)... after you get past the camera, great. Over to the east in a crawlspace is a RATION. Other than that, you're done here, so head up the stairs by the locker. Deck-D, crew's quarters ----------------------- After moving up the stairs, a guard will pass by the camera into the room to the left. Use this time to run over to the right. Otacon will call you to tell you about the infrared sensors and Semtex in the hallway, just to the south. You can shoot the fire extinguisher to spread around its chemicals and make the infrared beams visible -- your Cigs will do the same. Don't worry about this too much though because you don't have to get past the beams -- but if you want to, just crawl right under them (watch out for any guards though). To the north is a food storage room with BOX 1 and M9 BULLET X 15 inside. You can have a little fun shooting the objects around the room if you really feel like it. Eventually, the guard patrolling the outside hallway will go down the stairs -- use this time to move into the lounge area to the left and take out the guard in there. Watch out for the camera in the room and don't be tempted by the USP BULLET X 15 underneath it, as you don't even have the gun yet. More USP BULLET X 15 and M9 BULLET X 15 can be found under the tables in the room, as well a RATION behind the kitchen area counter. There are two ways to get to the other hall -- past the camera and through the door, or under the infrared beams in the other hall. If you take out the guard first from the other side of the lasers, it becomes a lot easier and you can just crawl under the beams. Even though there's a camera on the west side, it won't see you if you hug the south wall when you pass it to the hallway. Just watch your radar and stay out of its range and you'll be fine. Once you're in the appropriate hallway, between the camera and the laser beams, move up the stairs. Deck-E, the bridge ------------------ After the cutscene and Codec conversation, Snake notices someone outside on the deck. There's USP BULLET X 15 at the right of the room but it's useless to you now. Exit through the west door to outside. Navigational deck, port wing ---------------------------- After the cutscenes, Snake will have to fight the female soldier. BOSS: Olga Gurlukovich -------------------------------------------------------------------------- Your only weapon at the moment is the M9, so that means you'll have to defeat Olga with only that. But first, you can find M9 BULLET X 15 in between the boxes and crates ahead and a RATION in the left corner of the area towards the camera. Get a feel of the area and your surroundings. For cover, use the boxes and crates, preferably from the right side. For attacking, resort to shooting in first person from the left side of the area, in the middle, or from the right with limited view from the crates. Be sure to make use of the peeking controls in first person, if you find that more safe. While in first person, hold L2 to peek left, R2 to peek right, and L2 and R2 to peek slightly upward. Olga shoots at you a lot while running around the battle area, so watch out while she's moving. When you're attacking, be quick to act and duck behind crates when you're reloading or not shooting. Olga has a few hiding places, generally very close to you -- for one, there's the vertical object near the left of the area, from which she will peek and shoot at you. When she peeks out, quickly shoot her in the head and move somewhere else. When Olga is on the right near the crates, either shoot her from the right or the left. If you're at the right, she might not see you and you'll be able to hit her more easily. Her other hidng spot is behind the shelf object near the back of the area. There's a sheet cover on that which Olga will eventually shoot to block your view a little, and after that she'll shoot it off and it will fly away. A bit after the cover flies off, Olga will use the searchlight behind her to blind you, and I mean that literally -- you can barely see a thing and it's very annoying. Whenever you move around to different places, Olga will change the direction of the light to shine at you. What makes it worse is that you can't even shoot it out on Normal difficulty or higher. You can defeat Olga before she starts with the searchlight, however, and it is very convenient if you do. It's real hell with that light blinding you, however you can try to work around it. You can see pretty well in third person view, so locate Olga that way. Then enter first person view and locate her using your sense and what you saw in third person view. It can be difficult, but you'll have to deal with it. You can also see Olga in first person view when you're not looking directly at the light -- locate her and then move your gun on her, thus making you blind for the moment, and shoot where you think she is. Throughout the fight, Olga may toss a few grenades your way and they are easy to avoid once they land, but act quickly. Once Olga's stamina meter is drained, the fight will end. -------------------------------------------------------------------------- A cutscene will roll after defeating Olga and Snake picks up Olga's USP. Don't go Rambo style with the USP, you don't want to go raising hell. After the cutscene, grab the RATION off the ledge to the right and head off to the southeast. Move up the stairs to the right and start climbing up the tower on the higher platform. At the top of the tower you can find THERM.G (Thermal Goggles). Climb all the way back down and move back down the stairs, then continue east. A guard will come out the door over to the right. Quickly put him to sleep and investigate the slightly higher platform to the east to find a WET BOX. Then move through the door the guard came out through back to inside. Deck-E, the bridge ------------------ Now that you have the USP, you can collect all the USP ammo around the place found in previous areas, starting with here. When you're ready, move down the stairs in here. Deck-D, crew's quarters ----------------------- Take out the guard in the room to the west and grab all the USP ammo in the room, safely (for the ammo under the camera, get it when the camera turns to the right or throw a Chaff Grenade). Check your radar and move to the other hallway when the guard there isn't looking, then run for the stairs and move down them. Deck-C, crew's quarters ----------------------- Just as you move down the stairs, a guard will pass in front of you. Enter first person view and tranquilize the guard once he's past the view of the surveillance camera over to the left so you don't raise suspicion. Once he's unconscious, feel free to destroy the camera with your new USP, since no one else is here, then move down the stairs past it. Deck-B, crew's quarters ----------------------- Once down the stairs, make your way east, past the guard in the hallway, and head through the door on the left side of the hallway past the guard. Deck-A, crew's lounge --------------------- Wait at the door and shoot the guard in the head as he walks by the stairs, putting him to sleep. Move down the stairs and run over to the right. Now move down the stairs over here and go through the door down there after getting the STUN.G (Stun Grenades). Engine room ----------- Follow the corridor ahead for a menacing shadow of a familar character... Moving around the corner, thankfully it's just a projection of an action figure by a flashlight. Climb onto the crates to get the USP BULLET X 15 and check the left locker for a surprise. Moving on, go up to the door to the left to encounter a vulnerable guard -- he's stretching. Use this time to hold him up and shoot him in the head, with the M9 of course (just like mentioned earlier, don't go raising hell -- there are plenty of guards in here). If you can see another guard on a railing far in front of you, put him to sleep as well. Now you won't have to deal with him later. Head down the path by the stairs and wait for the guard patrolling the area to head down the path away from the camera. Then run down the stairs and put him out of action. Continue along the railings and run down the stairs to the north. You can find M9 BULLET X 15 north of the stairs once down them. Just past the stairs around a corner is a guard facing the other direction. Hold him up and put him to sleep. You can dispose of the guards over here by moving to the north and throwing them off the ledge by opening the gate there, but that's not fully necessary. Find the small section of stairs to the left and grab the RATION at the north end of the narrow pathway. Then head back south and move around to the west. Move up the stairs here, wondering what the guard up on the ledge is up to. Hold up the guard and shoot him in the head to give him a little rest. Then take out your Camera to see what the guard was looking at on the very far wall off the railing. Ah, nice poster... Feel free to take a picture of it for a present to Otacon, later on. Head back downstairs and head north towards the guard patrolling the area. Take him out and grab the USP BULLET X 15 in the corner past him. Move south down the narrow pathway to the stairs. There's a pack of GRENADES in the southwest corner over here if you want it. Run up the stairs here and you'll find USP BULLET X 15 if you check out over to the right. Continue up the next set of stairs -- if you took out the guard from the other side of the room before, he should still be sleeping. If not, take him out while he's not looking. Follow the rest of the pathway and through the door, into a room like the other side of this area. Move north for a short cutscene. The guard on the other side of the door to the south comes through the door and he says he fixed it. You can now go through that door and get the USP ammo there if you like. You'd better take that guard out now or he may interfere with you just ahead. Take him out when he's done talking on the radio as to not create any suspicion to whoever's listening on the other side. Moving further into the room, you can find USP BULLET X 15 on one of the large obstacles in here. Also note the pictures on the lockers here -- close the locker on the right for a moment of hilarity. Go ahead and take a picture of it for Otacon for a few laughs. Looking ahead, you'll notice some infrared sensors. If you try to move through them, Otacon will call you and tell you about them. There are too many sensors to get by -- you can't crawl through, which you can see if you shoot the bag of flour past the sensors in the corner -- so you'll have to shoot out the control units. The control units are the "things with blinking green lights right next to the explosives", Otacon tells you. You'll have to shoot them out with the USP you got, since the M9's knockout rounds won't work (if you don't have the USP yet, you have to fight Olga; backtrack to before the fight with Olga here in this walkthrough). There are three control units hooked up to Semtex here, just so you know. If you're playing on Easy or Very Easy, there will only be two (skip the first one mentioned here). All right, now to destroy the first control unit. First of all, it helps a lot if you take out all the guards near this area or they'll probably hear you shoot the USP and will come running in here. Anyway, for the first control unit, climb up on the obstacle in the area furthest to the left. If you look ahead in first person view, you can see the control unit -- it's behind the Semtex just in front of you. To get a better view of it, hold L2 and R2 to go on your tiptoes. Take out the USP, aim at the sensor, and shoot it out. You should hear it being deactivated and the infrared beams will disappear (if you shot the flour bag earlier, which you should have). If the flour is gone, use your Cigs to see the laser beams. Okay, one control unit down, two to go. Fall off the obstacle and move past the first sensors, since you deactivated them. Crouch in first person view and look a bit to the right -- there it is. Shoot it out, and once it's deactivated, move just past it. Stay as far right as you can for this one, since you can barely see it. The control unit here is ahead and to the left, on top of the Semtex this time. You won't be able to see its blinking green lights, but you should know what the control units look like by now. Shoot it out and make sure it's deactivated. Once the last sensors are disengaged, move forward and open the door by turning the handle to go through it. Deck-2, port ------------ Start moving down the corridor as an announcement is heard over the intercom, and grab the RATION in the first opening on the right. At the next opening by the dead guy in the orange uniform you can find USP BULLET X 15. Moving on past that you should finally notice a guard in the distance. He'll be quite far away when you first see him but you can easily take him out by moving a little closer. Continue past the opening near the guard all the way to the end of the hallway. You should hear some music coming from headphones in the area, and you'll notice that a guard dancing to the music will come from the right just ahead. He won't be able to hear you even if you knock on the wall, but that doesn't mean he's blind. Wait for him to stop by the doorway and move behind him and hold him up. Put him to sleep and grab the USP BULLET X 15 by the left wall. Moving through the right doorway and looking down through the following doorways in first person view, you should see a sleepy guard, falling asleep and waking up repeatedly. You'll notice that he keeps saying "Nothing to report", if you listen to him. He's reporting his status over the radio so headquarters knows what's going on. If you take him out and stay in the area for a while, headquarters will contact the guard, asking him why he was late with his status report, and some extra guards will be sent to check out the situation. As you head towards the sleepy guard, pick up the USP BULLET X 15 by the pipes in the pathway. Continue down towards the guard and take him out after he sends his status report. Move past him and take the USP BULLET X 15 by the end door, then go through the door by turning the handle. Deck-2, starboard ----------------- Entering the area, get the USP BULLET X 15 near the door -- what's with all the USP ammo? Then run down the hallway towards the camera. You can find a RATION in the first opening, along with more USP BULLET X 15 behind the pipes, which you'll have to lean against the wall to get. Once you move past that opening, a cutscene will play. Several guards will come through the nearby door to the holds to make sure no one is able to enter the holds. After the cutscene, all the guards will be aware of your presence and you'll have to defeat them all in order to continue. You start crouched behind a box -- right off the bat, run ahead and hide behind the next box -- put your back to it and crouch. I recommend that you use the USP for this part as it's a lot easier with it because its slide doesn't lock after each shot. If you don't want to kill anyone though, use the M9. Take note that if you try to move past this box, you'll be shot and thrown to the ground once you reach a certain area -- even if no guards are able to shoot you. From behind the box, peek around the corner and blast away at any guards standing in front of you. For the guard behind the box ahead of you, aim in first person and shoot him in the head. The guards hiding behind the corners may roll out into the open -- try to shoot them right when they stand up. After a while the guards will start taking out the lights to make it harder for you to see, since they have thermal goggles, however it's really no difference for you (if you got them after defeating Olga, you have the same goggles as them anyway). Once you kill the guards initially in the area, a few more will come and run towards you by your box. Take them out one by one and a cutscene will play. During the cutscene, Snake moves on to the next area which is the first Hold. Otacon calls you over the Codec and tells you that you need to get four photos of Metal Gear Ray -- one from the front, front-right, front- left, and one of the Marine Corps marking on the body. You'll have to get the photos while the commandant is making his speech, so you'll have limited time. Otacon tells you to upload the photos by using the workstation, which is in the same Hold as Metal Gear. Hold No.1 --------- All right, at the right of your screen you'll notice a seven minute timer, which is the time left of the commandant's speech. Looking down off the ledge, you'll notice a lot of marines standing in the Hold. Whatever you do, don't go throwing a grenade or using your USP or anything like that, because it will be Game Over if you do. Anyway, start by clinging onto the ladder and moving down. You can also, however, hang off the ledge at the top here and move along the black rope to the other side and get the M9 BULLET X 15 on the lower ledge, but that will require a high grip level, meaning you'll have to do many, many chin ups to be able to get there, and that will take time. You can also jump on the railing one floor down and shimmy along to Snake's left and take a different route through these holds, but that will also require a higher grip level. If you have the requirement to do it, feel free if you want, but this walkthrough describes the simplest route, moving down onto the main floor. After moving down the first ladder from the top, you'll have to move down another ladder. Then you'll reach the ground. Scanning the area, you'll obviously notice a large amount of marines standing in the area -- there are around sixty of them, in fact. Like mentioned earlier, it will be Game Over if they spot you, so don't screw around. Feel free to shoot them with the M9 to put them to sleep, and don't worry about them falling down -- they'll fall asleep standing up. If you check the right of the area, you'll quickly discover that it's not the best place to get by. Moving over to the left, you'll have to duck and crawl under the light of the screen projector, or else everyone will see your shadow on the screen and you'll be caught. There's a Marine standing just to the left of the projector -- don't worry about him, you can crawl behind him. Once you're away from the Marine and on the other side of the projector, you'll notice a hatch on the ground in the back left corner, which you can open and use the ventilation system to get around, but I recommend you stay up here. If you want the M9 ammo mentioned earlier, you can get it via an easier method -- climb up the ladder here. Anyway, now you want to start moving north, but you'll notice a guard standing in your path ahead. You can sneak behind him, just be very careful and walk very slowy. Note the metal grating behind him -- if you step on any of these grates while running, any marines nearby will hear it and will come to investigate. Continue north, still walking slowly, and you'll see a door on the wall ahead. If you want to have a little fun here, you can move along the wall in front of the marines and they won't see you. Don't move towards them though, or they probably will see you. Continue on through the west door on the wall to Hold No.2. Hold No.2 --------- In this hold, a cutscene will play shortly after entering the area showing you that there are two projectors and two screens in here and they will alternate every once in a while. What this means is, while you're walking along the side of the guards when they facing the other direction, they'll face you and spot you if you're in the open when the projector changes. So note the patterns of the projector switch and hide whenever necessary, then wait for the projector to turn back. If you don't want to get into all that, you can simply use the vents by opening the hatch to the left and climbing down the ladder. Investigating the left pathway in here, you'll find that it's blocked off by some crates and a guard is patrolling the area. So head over to the right, first crawling under the projector's light and behind the guard at the right of the projectors. At around five minutes to go in the commandant's speech, he'll say "at ease", and there will be a little rest session. When this happens, quickly find a hiding spot because guards will be looking all over the place. Once you're on the right and the guards are facing the left, slowly walk down the path over the grates and go through the door behind the projector screen and the large crates. Hold No.3 --------- A cutscene will play once you enter this hold -- Metal Gear!? By the time you get in this Hold, the commandant will probably start his stretching session, at around four or so minutes left. Quickly find a place to hide if this is your situation, and wait until everything goes back to normal to continue, since the marines will be looking all over the place as part of their stretching exercise. One very important thing in here: don't try to shoot the commandant, even with the M9, or you will be found. Anyway, just to the right after entering the Hold (from the east) is the workstation Otacon mentioned. Now it's time to get the pictures. You're already at the front-right of Metal Gear, but try to find the perfect spot -- at a 45 degree angle in between the yellow line on the ground around the workstation and the bright coloured, thick line on the ground moving north is a great spot. Get Ray in the center of the picture for best expectations. If you hear a digital sound effect or Snake says "Good" or "All right" after you take the picture, that's how you know it will work. Now onto the front view -- move around the ledge with the camera man above you to the center of the room and face Ray. Aim up so Metal Gear is in the center of the picture. Okay, now for the front-left photograph. Move around the next camera man ledge to the left and stand in the back left corner of the room. Moving at a 45 degree angle from the corner of the room, move about two meters forward and take the picture from there, after aiming up at Metal Gear. And now for the Marine Corps marking. You can find it in a few places, but two areas are great -- on the sides of Metal Gear, at the back of the room; either left or right side. The left is probably the best because the right has a guard that sometimes walks around the area and he may get in the way, but you can easily shoot him with the M9. For the marking, zoom in just a bit to get the best picture -- you want to make sure that you can see the marking actually on Metal Gear -- but not too much. That's all the photos -- now get back to the workstation and send them to Otacon. Somewhat near the end of the commandant's speech, he'll suddenly throw a false alarm alert -- he'll yell "Intruder to the right! Intruder to the left!" out of nowhere and it will alert the guards temporarily. Hopefully you'll be out of view when or if this happens... When you get back to the workstation, press Triangle to start up the computer. Otacon's program will load and your pictures will be uploaded. Otacon will comment on your pictures to tell you how they are -- if a picture isn't good enough, you'll have to take another one. If you took pictures of some funny things mentioned earlier on, you'll give Otacon quite a laugh as well. If you get all the photos, several cutscenes will roll. If not, get the pictures you need and come back here to upload them. After all the cutscenes, you'll be asked if you want to save. This is the end of this scenario, so you'll probably want to save. P L A N T C H A P T E R �������������������������������������������������������������������������� �������������������������������������������������������������������������� ..................................................................[pla_00] T H E B I G S H E L L After the Tanker episode, a new scenario will roll out, introduced by a cutscene. You'll probably notice your character being called Snake, but you should note an unfamiliar voice as well as the familiar Colonel Campbell from the first Metal Gear Solid. In the following Codec conversation with the Colonel, your character's codename is changed to "Raiden". Campbell's frequency is 140.85 as always -- call him whenever you need assistance or mission clarification. All right, now for your missions objectives: You must infiltrate the Big Shell (which you have already done), safeguard the president and the hostages within the Big Shell, and disarm the terrorists by any means necessary. 01 // r e c o n n a i s s a n c e __________________________________________________________________________ Reconnaissance....................................................[pla_01] "The terrorists call themselves 'Sons of Liberty.'" Strut A Deep Sea Dock --------------------- After all the cutscenes you can begin to scout the area for items. Up the small stairs in front of you in the middle locker is a RATION, as well as another RATION in the east against the wall which can be acquired by either using the ventilation system by the stairs or by crawling under the tank object in the southeast section of the area. You'll also notice an item on the other side of the fence from your initial position. Press Triangle to hang onto the ledge by the railing and move past the fence. Press Triangle again to climb up on that side and get the SHAVER. On Easy and Very Easy, you'll find the M9 here. On Normal and higher, you'll have to do without it. Anyway, the Shaver is not a necessary item and you don't have to get it, however it will provide a longer cutscene later on in the game and some small differences elsewhere. If you decide to take a swim while you're in the area, the Colonel will specify the controls. There's no need to swim now since there's nothing in the water, so it's time to move on. But if you dove in the water, find the ladder at the northwest of the area and press Triangle to climb up it. Up the small stairs in the area, open the hatch on the door by turning it and Raiden will open the door. You'll hear some noises while you turn the handle, but do continue. A short cutscene and a Codec conversation will play afterwards. Run down the hallway after the conversation and to the door around the corner for another cutscene. Via Codec, the Colonel will tell you about a "node", which will allow you to use radar in the Big Shell, if you're playing on Normal or higher difficulty. Access the node before the sentries in the area wake up. At the northeast of the area in front of the node, the small terminal against the wall, press Triangle. After the cutscene, a Name Entry screen will come up for your information to be inputted. It requires: name, sex, birthday, blood type, and nationality. Obviously you don't have to use your own information, but I recommend you do for the sake of enjoyment later on. After completing the entry, the radar will download -- exit the node. In a Codec conversation after downloading the radar, Rose will be introduced -- she is Raiden's girlfriend and the mission data analyst. Contact her if you need to save your game. Her frequency is 140.96. Shortly after, the two sentries out cold on the ground by you will wake up. The elevator isn't here yet so get out of the way while you can. Run south and hide in the alcove in the boxes and crates in the area, against the barrels, and duck. The guards will search the area and the elevator will come down here shortly. You can get by one of the guards by performing a cartwheel on him, but that won't be necessary. Just a bit after the elevator arrives, the left guard will move into the hallway to the west, leaving you a perfect path to the elevator. Make a run for the elevator, watching out for the other guard. Strut A roof ------------ After the Codec conversation on the roof, climb onto the crates just south of you and get the BANDAGE. There's also M9 BULLET X 15 in the southwest, which will only be of use to you if you have the M9 (depending on the difficulty you chose). You can also spot an item on the other side of the northeast fence, but you can't get it yet. Around the area you'll find several areas with bird crap on the ground, specifically around edges of railings and walls. If you run over these areas, Raiden will slip and fall on his back. No health is lost during this, however it is very funny to see. Anyway, you must find an entry point to get inside. Head over to the west fence. Unless you disturbed the birds over here, they'll be somewhat blocking your view of a hole in the lower section of the fence. The Colonel will call you to tell you what to do here, but it's quite simple. Duck down and crawl through the hole and the Colonel will call you again. Afterwards, move through the door to the south to go inside. Strut A Pump Room ----------------- Run down the stairs to notice two guards talking. One tells the other he's headed to the roof and the other will stay down here. Raiden makes a move down the stairs and through the corridor over near the guard, looking for the node in the area. You'll need to get past this guard to get to it. You can wait for the perfect time when the guard isn't looking and run the appropriate way, but there is a better way to do it. Via Codec, Campbell will tell you to distract the guard by knocking on the wall. Press against the wall and press Circle to knock. Get off the wall so you can see which way the guard goes to investigate and move around where he's not going. From there, it's easy access to the node -- log in to the network to access the radar. To escape the area, either distract the guard again or just wait for the right time and get out of there. Once clear of the guard, you can check out the left lockers to find SOCOM BULLET X 12, even though you don't have the gun yet. Over by the right lockers you can find a RATION in the far right locker. Now it's time to move on. If you don't have the M9 yet, it's best to get it now and you're in the best location to head off and get it. So take the east path by the node area and go through the orange door to the FA connecting bridge. FA connecting bridge -------------------- Coming into the area, Raiden will notice a flying object hovering over the bridge. The Colonel will call you and tell you it's a Cypher, and if it spots you an alarm will be trigered. However, you can blind it for a brief time period if you throw a Chaff Grenade and you can destroy it with a lethal firearm. You have neither of those right now, however you can find Chaff on this bridge. When the Cypher is at the far side of the bridge, make your move by running out in the open and quickly move down the stairs to the lower section of the bridge. Grab the CHAFF.G against the left wall -- now you're set. If the Cypher is still hovering the top section of the bridge you could probably make it by running east and going through the door in the small hallway, however it's best to enter Strut F from the upper level. Throw a Chaff Grenade and run up the east set of stairs, then quickly dash to the east and go through the door in the small hallway. Struf F warehouse ----------------- After entering the area, quickly run to the east side of the hallway and grab the RATION behind the boxes near the wall. Move through the blank door (no Levels marked on it) and grab the M9 and the two boxes of M9 BULLET X 15 beside it. You can check out the rest of the warehouse, even though pretty much every door requires a card, but you'll come back here later anyway, and you only really came here to get the M9. So head back through the orange door to the FA bridge. FA connecting bridge -------------------- Back on the bridge, toss a Chaff Grenade to disrupt the Cypher and run to the west after it explodes. Go through the door at the west end of the bridge. Strut A Pump Room ----------------- Now that you have the M9, you can put the guard in here to sleep. Either if you do or you don't, make your way to the hallway on the west side of the node area and go through the orange door there. AB connecting bridge -------------------- Out on the bridge, Raiden will notice two guards and will talk with the Colonel. He suggests hanging on a ledge and moving past the guards that way. That is a great method, but if you have the M9 you can just use it to get rid of the guards. If you choose the hanging method, quickly run to the west, taking the south path on the bridge. The guard on this side is over at the other end, and he'll stay there for a while. Wait a bit, then grab a hold of the ledge. While hanging, move along to the left, passing the guard if he walks by. Climb up on the other side once you're clear of the guard. From here, it's easy access to and through the west end door -- go through it. Strut B Transformer Room ------------------------ Run a few steps forward in the hall for an absolutely stunning cutscene. Raiden will eventually be able to talk to one of the SEALs. He reveals his oddly familiar face and he tells you his name is S... his name is Pliskin. Iroquois Pliskin. After a few cutscenes, Pliskin will give you his CIGS, as well as his SOCOM. If you got the SHAVER in the opening area, Raiden will hand it to Pliskin. Pliskin tells you his frequency is 141.80. Contact him if you need information on the place or Dead Cell. After all the cutscenes you'll see Pliskin sleeping on the stairs, refreshing himself of energy. Now you can have a little fun here. If you aim your gun at Pliskin, at that exact second he'll suddenly whip his gun around and aim it at you, followed by a comment on your childish behaviour. Feel free to fool around if you like, but Pliskin won't hesitate to shoot you if you shoot him or hit him. Just beside the stairs are SOCOM BULLET X 12 and a node. Log in to the network and download the radar via the node. Checking around the gory room, you'll find M9 BULLET X 15 on the upper ledge at the top right corner of the screen and you may notice a beeping sound when you stand near the north door in the room. Close the open door beside the automatic door to spot a stick of C4 on the wall. You can't do anything about it now, so just move on. Just north outside the room is a RATION in the middle locker and SOCOM BULLET X 12 in the left locker. When you're done here, exit through the northwest orange door to the BC bridge. BC connecting bridge -------------------- After the cutscene, the Colonel will tell you that your new priority is removing the C4's in the Big Shell and that there's a bomb disposal expert in Strut C. Run along the bridge, grabbing the CHAFF.G near the end of what's left of the BC-Shell 1 connecting bridge, and go through the orange door at the end of the bridge in the small hallway. Strut C Dining Hall ------------------- Just ahead of you on each side of the hall are washrooms, but don't worry about investigating them now. Just move forward down the hall and around the corner for a cutscene. The bomb disposal expert, Peter Stillman, is here. Pliskin will come to accompany you in the cutscene and Stillman will go through how to take care of the C4's. You won't be dismantling the bombs; that's not for amateurs. You'll be using a temporary freezing measure. Stillman will give you a demonstration -- he activates a C4 and sprays some coolant on it, which freezes the detonator. The spray can be used from several yards away, so don't always think you have to get as close as possible. Stillman will also show you a sensor to locate the bombs on your radar. There will be a large green cloud on your radar where the C4 is in each area. It's pretty big, but it's better than nothing. As Stillman tells you, there's one C4 in each strut of both Shell 1 and 2, but Pliskin will be taking care of Shell 2. 02 // b o m b d i s p o s a l __________________________________________________________________________ Bomb Disposal.....................................................[pla_02] "Kid, this is THE bomb disposal guy." After the cutscenes, you'll notice that you have a COOLANT spray, SENSOR A, and a LV.1 CARD. To use the Coolant, equip it to enter first person view, then hold Square to use the spray. Sensor A will help you locate the bombs on your radar and the Level 1 Card will allow you to access Level 1 areas. In the earlier cutscene, Stillman locked himself in the pantry right beside you and he's still in there right now. So why not try to bother him a bit? Put your back against the door and continuously knock. To make it even more humorous, move around back and forth against the wall while you're knocking. At first, Stillman will try to tell you nicely that he's annoyed, but eventually he'll outright tell you, "Stop bothering me!" It's hilarious to hear yourself and I recommend you try it. All right, that's enough fun for now. If you look around the room (move over to the left section of the room), you'll notice FHM posters on the wall... Nice. While you're enjoying those, download the radar from the node in the northwest. Now it's time to look for bombs. Exit to the hall to notice a green cloud at the bottom of your radar. Examining your radar closely, you'll find that it's in the women's washroom, the east washroom at the south end of the hall. Move up to the right side of the counter by the mirrors, which is just around the center of the cloud on your radar. You should start hearing the pulse of the C4 in the area. Equip the Coolant to enter first person view. Look up -- there it is! Spray some coolant on the sucker to freeze the detonator and Raiden will report to Stillman via Codec. You may have noticed that Stillman never told you his Codec frequency, but you'll see it when reporting to Stillman. It's 140.25 -- contact him whenever you need information on where to find the bombs. Checking the rest of the women's washroom, you'll find PENTAZEMIN in the stall closest to the exit door and M9 BULLET X 15 in the farthest away stall. If you enter the men's washroom to the west you can find SOCOM BULLET X 12 in the left stall as well as a nice poster on the inside of the door. If you stick around in Strut C for too long, guards may come into the area to patrol. Try to leave before they come -- exit through the orange door in the northeast to the CD connecting bridge. CD connecting bridge -------------------- Out on the bridge, there will be a guard slowly walking towards you. If you decide that you want to run across the bridge on the lower level down the stairs, run and don't stop -- the floor boards will fall below as you run across them. Just as you enter the small hallway at the other end of the bridge, Raiden will notice a camera on the wall. I suggest you just blast it with your SOCOM, but you can also move under its blind spot. Either way, move through the orange door aftering moving past the camera. Strut D Sediment Pool --------------------- Entering the area, you'll notice a few guards in here. It'll make things easier if you just take them out, however the guard patrolling the lower level down the stairs sends status reports over the radio. Let him be for now. Right off the bat, take care of the guard on the same walkway as you down the small stairs just ahead (the guard by the wall to your left) and you'll probably want to get rid of the guard patrolling the center column area on the upper level. After, move around to the other side of the stairs, on the normal height walkway by the door, and grab the SOCOM BULLET X 12 there. If you stand on the hatch near the guard you took out just earlier, near the stairs, the Colonel will call you. Accept the call and he'll tell you that you can open the hatch, as well as all the others in the area, and that there may be something interesting inside them. Keep that in mind as you continue your search for the C4 in this strut. Just past the hatch are the stairs, but if you continue past there you'll find a small gray gate along the railing which can be used to throw guards into the water below to dispose of them. Remember that if you need to take care of some business (be sure to toss the status report guard down there if you are going to take him out, so the guards that come to check on him at least don't find him). When the guard downstairs is patrolling the east side of the lower level, move down the stairs and move quickly. Despite the knowledge of the guard down here being in charge of the status reports, you'll probably want to put him to sleep to access the node in the east for the sake of radar -- download the radar via the node. If you check the hatches over here, you'll find nothing. So head over to the left side of the stairs, first getting the M9 BULLET X 15 behind the stairs. If you follow the path all the way south with Sensor A equipped, you'll notice a green cloud on your radar. Check the hatch further south to find a C4 inside. Equip the Coolant and freeze the C4. Now you'll want to get to the DE connecting bridge. But if you took out the status report guard earlier, some extra guards will probably be here by now. Just wait them out while in the west. Once the guards are gone (or if they didn't even come), run back to the stairs when the guard down here heads over to the east, and move up to the upper level. Check out the center column area on the upper level to find a RATION in the small alcove in the fence. On the normal height walkway on the upper level by the east door is PSG1 BULLET X 10, however you don't have that sniper rifle yet. Move up the small stairs nearby and exit through the orange door to the DE bridge. DE connecting bridge -------------------- Outside, Raiden will move against the wall and notice a guard on strut E looking down from there at the bridge. As you can see, his cone of view is considerably large because of his vanatage point. Don't let that scare you though -- you can easily take him out with the M9 if you can pinpoint the laser with precision, which shouldn't be very difficult. Another guard patrols the bridge -- just wait for him to come up top and eliminate him for the time being. At the east end of the bridge on the lower level are STUN.G and SOCOM BULLET X 12. Make your way to and through the orange door in the small hallway on the upper level of the bridge to strut E. Strut E Parcel Room ------------------- Upon entering the area, you'll notice that this place is a box distribution area and you'll also notice the volume of the working machines. Guards won't be able to hear you as well as normal, but don't go trying to make them hear you -- take it easy. The guard on the other side of the conveyor belt in front of you may start to stretch after a while -- take him out while he's doing thing. Keep in mind that he's in charge of sending status reports over the radio, so act quickly if you plan to stay in the area for long. Moving to the east of the northern portion of the room you'll find the node -- download the radar. Just south of the node, you'll find BOX 5 on the platform at this end of the conveyor belt. Continuing south, you'll find the stairs, but first, there's more to do here. Check your radar to make sure the guard patrolling the conveyor belt area near the stairs isn't looking at you. Take him out by coming up behind him if you can, moving around the crates near him. At the south side of the boxes near the guard is M4 BULLET X 30, but you don't have the M4 yet. At the north side of the boxes under the conveyor belt is STUN.G. At the southwest area of the room are some stairs. If you move down them you'll find the MINE.D (Mine Detector) next to some boxes lying around. Make sure you get that since it will come in handy later. Right beside the Mine Detector on the ground to the left is a vent that has a RATION inside. Back upstairs, you've probably already noticed a platform where you can move onto the conveyor belt with a Box equipped -- at the south of the room a little to the west. If you climb on it and equip a Box, you'll shortly hear a beep and the belt will stop. Once it stops, step onto the belt with the box to be transported somewhere around the Big Shell, depending on your box. If you're going to try this now, just use the box you just got in this room, Box 5 -- this box will send you to the currently inaccessible room downstairs, however a box is blocking the platform to get off in there and you'll be sent back up here to the platform where Box 5 was originally located. If you try another box, you'll be sent to a different strut, corresponding to the box you use. If you do use another box, make your way back here to continue. Anyway, if you checked the area with Sensor A equipped, you'll find no C4's in this area, however there is yet an upper level to explore. Move up the east stairs and go through the door up there. Strut E heliport ---------------- Once outside, move up the small stairs in front of you and a cutscene will play just ahead, followed by a Codec conversation with Pliskin. Afterwards, continue up the rest of the stairs to the roof. Two guards are up here, but given the several boxes and shelves around the area it should be extremely easy to sneak up behind them and put them to sleep. Scouting the roof, you'll find two items around the area. Just west of the stairs is a shelf with a cover on it, blowing in the wind. On the north side of it is BOX 3. To the north of that area are several large crates -- on the far side of the southwest crate in that area is STUN.G. With Sensor A equipped, you'll find that a green cloud is on your radar to the north, by the Harrier. Examining your radar closely you should find that the center of the cloud is at the center of the Harrier. Nothing is seen on the jet, so lie down by the left wing right beside the Harrier's body, looking towards the center of the cloud. When you enter first person you'll see the C4 just ahead on the wheel blocker. Equip the Coolant and start spraying -- due to the distance that the C4 is away from you, it will take a little longer to freeze than the others. Stand up again and head back down the south stairs. From there, you can continue west around the corner to meet up with the guard up here -- if you put him to sleep earlier he may still be sleeping. If not, let him have some more sleep, even if he's already sleeping on the job. Then take the CLAYMORE box past him. Now run back around to the east and go back through the door down the small set of stairs over there. Strut E Parcel Room ------------------- Move down the stairs and quickly run along the east wall there to the south. If you do it fast enough, the guard near you shouldn't see you. Exit through the orange door at the southeast. EF connecting bridge -------------------- Run down the hallway here to the left and start to move south on the bridge. You'll receive a Codec call from an unknown person not using burst transmission, which may feel like deja vu for MGS1 veterans. This person tells you that there are stealth-equipped Claymore mines on the bridge ahead. You should've just gotten the Mine Detector in strut E -- if not, go back and get it now for the sake of conveniency (it's down the stairs in the southwest). Equip the Mine Detector to see the blast radius of the Claymores on the ground. Checking your radar, you'll notice seven Claymores on the bridge. You can actually move past them all while standing, although it requires you to be very careful and smart. However, I recommend that you pick up at least a few Claymores, especially since you'll be passing through here a few more times and you may forget about them. Lie down and collect the CLAYMORES by moving over them -- don't worry, they won't explode if you stay low and crawl. At the west of the wide bridge is a narrow bridge leading to the Shell 1 core. There's no point in going over there since you don't have a Level 2 Card just yet so the door won't open. All you'll find other than that is some AK ammo which is also useless to you right now. Not only that, if you try to cross the bridge most of the floor panels under you will fall just as you pass over them. If you're too slow you may fall into the sea below. If you do go over there though, you'll have to hug the railing to get back safely. Better not bother with it anyway. Once at the south side of the wide bridge, go through the orange door in the small hallway ahead. Strut F, warehouse ------------------ First of all, you should've came here earlier to get the M9, but if you didn't it's in the southeast room on this floor waiting for you. Anyway, from where you entered the warehouse, you're on 1F. The node is on B1, so move down the stairs to the east. Press against the wall and crouch by the boxes, pressed against the railing. Make your move on the guard down here when he's looking the other way. Keep in mind that one of the guards upstairs will come down here every once in a while to check out the situation, so you'd better hide the guard down here somewhere out of view of the east and center area of this floor. Just hide him behind one of the south boxes in the area or in a locker in the southwest room and you'll be fine. But if you must, you can take out the guard when he comes down here before he sees the other guard lying on the ground, however make sure you understand that he's in charge of status reports. At the end of the stairs directly to the west is STUN.G and south of the stairs on a box is SOCOM BULLET X 12. You may also notice other items on stacked boxes in the area, but you can't get them from down here. Moving on, move south to find a hallway and grab the CHAFF.G at the south end of it. In the hallway, enter the west room and download the radar via the node at the left of the room. In the southwest corner of the room is BOX 2 and inside their respective lockers in the room you'll find a RATION and PENTAZEMIN. In the east room in the corridor you'll notice items on the other side of the obstacles in the room, which you can't get from here. You can, however, duck down and get the M9 BULLET X 15 under the shelf to the right of the screen. Remembering the items in here, enter the west room again to discover a vent at the southwest of the room. You can crawl through it to the other room and get the SCM.SUPR (SOCOM Suppressor) and SOCOM BULLET X 12. To attach the SOCOM Suppressor to the SOCOM, equip the Suppressor in the item window when the SOCOM is equipped and the Suppressor will disappear from the item window and will permanently be attached to your SOCOM. Once back in the main area on B1, out of the ventalation system and both the rooms, equip Sensor A and you'll notice the green cloud along the west wall and you can actually see the pulsing C4 on the other side of the stacked boxes there. You won't be able to get at it from here so head back up the stairs in the east to 1F. If you didn't take out the guard that comes down to B1 sometimes, you can do it now. But I recommend a better method -- take care of the other guard, the one patrolling the east side of 1F, and try to hide his body -- that way, a status report won't be missed and more guards won't come. If you want to know where to put the body, you can drag it all the way to the open southeast room, but you can also simply hide it in the corner behind the box in the east of the center of this floor (by the SOCOM ammo). Speaking of that corner, you'll find SOCOM BULLET X 12 there. But anyway, now that only the status report guard is roaming around, you'll be able to investigate the area whenever he's downstairs, or you can just take him out and do what you want to do quickly. Now let's freeze that C4... All right, the C4 in this area is at the west of B1, however it can't be reached from down there. on 1F, you'll notice railings around the large opening that exposes the B1 floor and you'll see that you can hang on the west railing and fall down and land inside the boxes blocking you from reaching the C4 on B1. So hang on the railing in the west -- when the status report guard isn't looking or is moving downstairs or upstairs, but not when he can see you from either area -- and drop down on the stacked boxes. Fall down to the area inside the boxes and freeze the C4 with the Coolant. After the Codec conversation, climb up the dark gray box to the north and then climb onto the east boxes and fall down onto the main B1 floor. Using the same railing method you used to get to the C4, you can get the BOOK on the center stacked boxes on B1 and the M9 BULLET X 15 on the southeast boxes on B1. For the Book, hang on the south railing, move to the right over the boxes and drop down. Once on the crates with the Book, you can cartwheel off the southeast corner of the stacked boxes to get to the M9 ammo boxes. Then you can fall back down to the B1 floor. Now that you're done here, move on to the FA connecting bridge by moving through the orange door in the southwest corner of either floor -- 1F is probably best. FA connecting bridge -------------------- Out on the bridge, you'll notice that the Cypher from before is still here and there's also a guard on the bridge. From the upper level you'll be able to destroy the Cyper with your suppressed SOCOM (if you didn't get the Suppressor, it's in the southeast room on B1 in strut F -- use the vent in the southwest room to get to it). If on the lower level, it will move down there shortly. After destroying the Cypher, you can run all the way to the other side of the bridge. If the guard patrolling the stairs area might get in your way, put him to sleep. Go through the orange door at the end of the hallway at the west end of the bridge to continue. Strut A Pump Room ----------------- Returning to strut A, a guard will be patrolling the computer area just like before. Just wait for him to go over to the left and run by the opening. If you check your radar with the help of Sensor A you'll find no traces of a bomb in this main room, so pass through the door along the south wall near the east. Now that you have the Level 1 card, you can access this area. If you take a look at your radar in here you should see the green cloud at the bottom left of the radar screen. It's in the middle of all the pipes in the center of the area and it's a bit hard to get to. The lone guard in this room will be patrolling around the whole pump area and you should be able to get rid of him pretty easily. If you take the west route from the door you'll meet a camera near the west wall, however, on the north wall. There's no direct need to destroy the camera or move under it because you can take the south route (along the east wall) from the door, which is free of cameras. Although there is SOCOM BULLET X 12 under the camera, if you really want it. At the southeast of the large room is a small set of stairs. Move over them and start your way through the maze of pipes. First, after the stairs crawl foward under the first pipe and continue by going east under the next pipe. Move past the opening just after the pipe and crawl under the next pipe. After that is a red pipe -- first of all, there is a RATION past the red pipe to the left. Anyway, move underneath the red pipe and crawl south, following the pipe's path. When the pipe turns west and then back south, the C4 is just east of that -- you should hear it pusling. Crawl into the open area where the C4 is and freeze it for a Codec conversation. It seems that Pliskin found a big suprise -- "a hell of a lot of C4'a packed at the bottom of the strut" (strut H, Shell 2). Not only that, those C4's are "scentless" and are placed in a very strategic position, unlike all the C4's you've found. Pete tells you the truth about himself and sets off to strut H to check the bomb. Meanwhile, you've got one more to go. Exit the maze by moving back north under the red pipe and crawl east under the pipes until you reach the east pipe wall (the camera angle will change once you get to the area before the pipe wall, looking like you can't go any further but you can -- move under the pipe at the right of the screen). Once there, move under the last pipe to the south and run over the stairs. If you're interested in a cardboard box, go to the southwest stairs in the room. Move over them and duck down right after them. Crawl under the short pipe just to the right and stand up on the other side. Climb up on the machine towards the camera and fall down on the other side and grab BOX 1. Climb back over the machine and under the left pipe and back over the stairs. Exit the room through the northeast door and go through the orange door in the west hall in the main room, when the guard isn't looking, to the AB connecting bridge. AB connecting bridge -------------------- Outside on the bridge, you can simply take out the guards with the M9, but if you really want to, you can just use the hanging method from before -- grab a hold of the railing when the respective guard isn't looking and move past him, then climb up. Then go through the orange door in the small hallway at the other end of the bridge. Strut B Transformer Room ------------------------ Investigating the area, you'll find two guards scouting around -- one in the hall around the corner and the other in the east room. You don't need to shoot them if you use precision and stealth, but it will probably make things easier if you do. You should remember the C4 in this area from before, if you closed the door of the machine in the northwest of the east room in the strut. So enter that room and find the location with Sensor A and your radar. If the door of the machine in the corner by the C4 is open, stand near it and close it. Once the door is closed, freeze the last C4 and a Codec conversation will follow. Pete is convinced that there's another sealed C4 in large quantities like the one in strut H, somewhere at the bottom of strut A. He tells you that he made a sensor that can scent even those "scentless" C4's and that it's waiting in the pantry in strut C. Unlike Sensor A, Sensor B offers a sound beacon, not a cloud on your radar. The shorter the interval between beacons, the closer the target. Remember that. Now you've got to get Sensor B, so head to strut C -- exit this room through the door by the frozen C4 and go through the orange door to the north to the BC bridge. BC connecting bridge -------------------- Out here will be a Cypher which you can either destroy with the SOCOM or wait for to descend. While watching the Cypher from the hallway, it will shortly move below the bridge to investigate there -- when this happens, run down the bridge and through the orange door in the hallway at the bridge's other end. Strut C Dining Hall ------------------- Run around the garden and enter the Dining Room through either door in the following hallway. Find the pantry in the northeast and grab SENSOR B inside. Raiden will call Stillman and Pliskin will join in on the conversation. Pliskin freezes his last C4 and it starts the timer on Peter's bomb and very likely the one at the bottom of strut A. Now that the baby C4's have been knocked offline, the big ones have started counting down. You have 400 seconds to get to the bottom of strut A and freeze the C4 down there. Listen to Pliskin -- "Get to the bottom of Strut A now!" Quickly exit the room to the hallway and go through the orange door at the south of the hallway. BC connecting bridge -------------------- If you destroyed the Cypher here before, you can easily run down the bridge. If not, it will shortly investigate under the bridge, giving you time to get to the other side. Go through the orange door at the other end in the small hallway. Strut B Transformer Room ------------------------ Right after entering the area, take out the guard ahead of you in the hallway, unless he's already sleeping or dead. Then quickly run down the hallway and go through the orange door at the end around the corner. AB connecting bridge -------------------- Since you want to get to strut A quickly, just take out the guards on this bridge if you haven't already. Then go through the orange door in the small hallway at the other side of the bridge. Strut A Pump Room ----------------- Right after entering the area, the guard by the computers won't be looking, so dash down the hallway and go over to the west. Quickly move up the stairs and go through the door to the roof. Strut A roof ------------ On the roof, there is a guard patrolling the area but you can get to the elevator without him seeing you. Run through the open gate and onto the elevator -- move towards the back of it so it starts its descent. Via Codec, Peter will call you to tell you his situation and that you must freeze the bomb at the bottom of Strut A. Strut A Deap Sea Dock --------------------- Once the elevator stops, run onto the main floor and equip Sensor B. No sound beacon is heard in here, so move past the differently-arranged objects around the room. There are two boxes of SOCOM BULLET X 12 and a RATION by the boxes. Anyway, in the southwest is a door. Go through it and run down the hallway to the dock area where you started the mission. Right when you enter the room, with Sensor B equipped, you should hear the sound beacon, however the intervals are not very close. Run down the short stairs and head around to the south end of the room on the other side of the water. You should hear the beacon speeding up over here. If you move towards the east or west wall, the sound beacon interval will slow down. Hmm... Well, there's a large submarine hanging in front of you. You can't really see the bottom of it, even when you look in first person when standing right close to the water. So move in between the two railings by the edge of the railing-free area by the water and duck. Enter first person and look up -- there it is to the right! Equip the Coolant spray and freeze the sucker. You're quite a distance away, but it will freeze. Raiden will contact the Colonel to tell him he defused the C4, since Stillman is, well... Anyway, now the bomb threat is over. You must move on to your next objective -- rescue the president. Get back to the upper level. Head back to the northern hallway and Campbell will call you near where the hallway turns right. After his news, continue around the corner and through the door at the end of the hallway for a cutscene. Fortune comes down the elevator in the cutscene and is determined to fight you. The elevator closes behind her and moves back up. She requests you to kill her, but good luck with that... BOSS: Fortune -------------------------------------------------------------------------- Just to let you know, there is no way you can kill Fortune. Bullets will just stray away from her when you shoot at her, as seen before with the Navy SEALs. And if you get shot by her massive weapon, you'll receive a lot of damage. So you should be all defence here. -------------------------------------------------------------------------- The idea of this fight is stay alive, since you can't kill Fortune. Even when she doesn't see you, she will shoot all over the place. She'll shoot boxes, barrels, the forklift, and anything else in the area. Try your best to take cover from her shots. Initially there are several objects which aid your ability to hide, however, most objects around the room will be destroyed in this epic battle. Try to stay away from gas barrels -- if they explode when you're near them, Raiden will set on fire! Not good... And for the other objects in the room, some will go flying once they've been hit enough times, and they will knock you to the floor if they hit you. So stay away from whatever Fortune is shooting at. If you look around the battle area you'll find a few items. There are two boxes of SOCOM BULLET X 12 -- at the middle and right of the center area -- and a RATION to the left. After some time, the elevator will make some noise -- looks like someone wants to come down here. Continue to stay out of Fortune's way, hiding behind the objects in the room. Towards the end, the only major objects useful for hiding will likely be the two large crates towards the camera. Just stay behind those and you should be safe. Stay alive a little longer and Campbell will call you to tell you that Fatman contacted him directly. He placed a C4 on the heliport and is waiting for you -- you have 400 seconds left until the C4 explodes. After talking on the Codec, the battle will end in a cutscene. -------------------------------------------------------------------------- The elevator comes down here with Vamp on it. At the end of the cutscene, Raiden enters the elevator and it ascents to the roof. Strut A roof ------------ As you can see in the corner of your screen, you have 400 seconds to freeze the C4 on the roof of Strut E, the heliport. Choose which gate you want to go through (east or west), but before you go through, something feels wierd about this... Equip the Mine Detector. Aha -- there are two CLAYMORE mines by each of the two gates, in the area between the gate and the door (for both east and west sides). Lie down and pick them up as you pass them, and go through the door, from either side. Strut A Pump Room ----------------- Quickly run down the stairs, and if you took the west path on the roof, there will be a guard standing right at the bottom of the stairs, but luckily he's stretching -- hold him up and put him to sleep. If you're at the east, you won't need to shoot him because he's quite far away and he's stretching. There's another guard in the area, and he's on the east side of the computer area, in the hallway. Knock on the wall to distract him and take another path to get around him. Them run through the orange door in the east hall (where the guard was) to the FA bridge. FA connecting bridge -------------------- A lone guard patrols this bridge, and he's initially at the other end. You can take him out when you first see him, but he'll move down the stairs to the lower level of the bridge shortly after you enter the area, anyway. Moving on, when he's "out of the way" (or actually out of the way; downstairs), run down the bridge and enter Strut F through the orange door at the end of the small hallway at the other side of the bridge. Strut F warehouse ----------------- Entering the warehouse, press against the wall in the camera's view and wait for the guard coming towards you to turn around, then take care of him. The other guard up here will shortly see him if you leave him there, but that's a good thing -- when this happens, take out that guard. Move along the railings to the north, and move down the hallway there. Once around the right corner, go through the orange door there. EF connecting bridge -------------------- Move out onto the bridge, and don't worry about any fresh Claymores here, because there are none. But if you didn't take care of them before, they'll still be here. Also, there's a guard on the heliport looking down off the ledge, and he can see the bridge here. He won't look over at the bridge for a while, however. But if he spots you, he'll call for backup. Anyway, run down the bridge and enter Strut E through the orange door in the hallway at the north end of the bridge. Strut E Parcel Room ------------------- Once inside, follow the east path to the stairs -- if you dash from the door right away, the guard to the left won't see you. But if you want to be safe, stop and take that guard out. Then move up the east stairs and go through the door at the top. Strut E heliport ---------------- Run up the small set of stairs and go around the west bend. When you reach the stairs, move up them. At the top of the stairs on the heliport is SOCOM BULLET X 12, and you should also see a live C4 ahead to the left. That C4 is what the timer is all about -- freeze it with the Coolant. Enjoy the cutscene and meet Fatman. Yes, you'll have to fight this over-sized man in roller skates, so prepare yourself. BOSS: Fatman -------------------------------------------------------------------------- It's time to start the party! Fatman tells you how this situtation works, to begin with -- he'll plant a bomb and you'll have to freeze it before the time runs out and it explodes. He'll originally plant two, but he'll plant three as the fight progresses. But don't think you only have to freeze the bombs -- you'll also have to kill him, so start shooting him whenever he's near you, if you have the time. As for the bombs, he'll call them out as he plants them, except for at the beginning since they've already been planted. The timer will start once all bombs in the specific group have been planted, although you can freeze them before they're activated. When the battle starts, equip Sensor A, since Fatman is only planting the baby C4's. The first C4 is to the east, on the small crates near the ledge, facing you. Run up to it and freeze it with the Coolant. The other C4 is to the west (south from where you start). It's on the south side of the crate where the cloud on your radar is. Before Fatman plants some more C4's, shoot him and knock him down, then shoot him in the head when the time is right. When shooting Fatman when he is upright, you'll have to hit him four times (with the SOCOM) to knock him to the ground. Then he'll start to get up, and you'll see stars over his head. Once he puts his head up and stops it (he'll shake his head for a bit and get up if you don't shoot him). you'll have a chance to shoot him in the head, inflicting a lot of damage. Hold L1 to keep your gun aimed at his head when in first person, then shoot when the time is right. You can repeat this once he gets up, but he'll get at least a little bit away each time. When Fatman plants the second group of C4's, they'll all be in random places. Just make good use off Sensor A and your radar. Look everywhere around the green clouds on your radar -- on all sides of the crates, on top of them, and even under them. They can be on the large crates, the small crates, the shelves in the southwest, and even gas barrels. For some C4's, it may look like they're on a large crate, judging from your radar, but they might actually be on the small crates, to the north, if they're that close. Also, the C4's planted on the shelves in the southwest can be very difficult to find. They'll always be planted underneath one of the shelves on the left shelf itself. After Fatman plants his C4's, he'll usually go back to the north of the area and laugh at you or something. When he does this, quickly freeze the C4's and quickly run to him and perform the strategy above (knocking him to the ground by shooting him, then shooting him in the head). Sometimes after he gets up, he'll act like a fool and do a little dance, letting you repeat the strategy. When he's following you when you're freezing the C4's he'll usually shoot at you. To get him off your back, knock him to the ground by shooting him four times. Around the heliport are several useful items. There is SOCOM BULLET X 12 in the northwest, M9 BULLET X 15 in the northeast, SOCOM BULLET X 12 in the east in between the crates, a RATION in the southeast, SOCOM BULLET X 12 in the southwest, and STUN.G in the west in between the crates. After freezing several bombs, Fatman will stop planting bombs for a while, that is if the fight's not over yet. You probably already got a glimpse of Fatman's gun, which is quite similar to the Glock 18 (fully-automatic pistol). Whenever he shoots at you, either try to get out of the way, or shoot him yourself. Be careful when you're shooting near C4's, because you can guess what happens -- Game Over. This fight can be long or short, depending on how you take action. Your main role is to kill Fatman -- the C4's are just to keep you busy. So always try to get some shots off at Fatman to knock him to the ground, even when you have C4's to freeze, and shoot him in the head. This method, especially shooting him in the head, makes for a quick battle, as it does a lot of damage. Once Fatman's health bar is drained, he'll scream and the fight will end in a cutscene, unless there are any activated bombs. If there are, quickly freeze them and the fight will end. -------------------------------------------------------------------------- In a cutscene while Fatman is dying, he activates the "biggest bomb in the entire place". He tells you that it's somewhere in this area -- it's very closeby. After the cutscene, you'll have 1 minute and 40 seconds to find and freeze the bomb. With Sensor A equipped, you're radar is showing that it's right around Fatman. Checking are the crates he's leaning against, there's nothing in sight. Hmm... What about under him? Grab him (hold Square) and pull him away from the crates -- there it is -- then set him down. Quickly pull out the Coolant and freeze the C4. By the way, Peter Stillman's dogtags will fall out of Fatman when you drop him. 03 // h o s t a g e l i b e r a t i o n __________________________________________________________________________ Hostage Liberation................................................[pla_03] "Solid Snake did die. But he's also here in the Shell." After the Colonel comments you via Codec, he tells you that you must rescue the President and the hostages. Then, Pliskin will call you to tell you that he was out cold for a while... He also says that the bomb that Stillman was after crippled Strut H, and he also says that the President and the hostages weren't in Shell 2. They must be in the Shell 1 Core... After Pliskin abruptly ends the conversation, run south towards the stairs, and enjoy the strange cutscene. Looks like it's "Mr. X". The Ninja tells you the name of a man who knows the location of the President -- his name is Ames. He also tells you that the hostages are being held in the B1 conference room in the Shell 1 Core. To identify Ames, the Ninja tells you to listen in to to his pacemaker with a Directional Microphone. Other than a lot of helpful information, the Ninja gives you a LV.2 CARD, and B.D.U. (Gurlukovich soldiers uniform), and a PHONE. You need to use the B.D.U. to convince other guards in the Shell 1 Core that you're one of them, but you'll also need an AKS-74u, like them. There's one in Strut F. And to save you some trouble, don't go trying to fool guards in the Shell 1 struts by wearing the B.D.U., even with the AK -- they wear different- coloured uniforms and have different guns. After all the cutscenes and Codec conversations, feel free to take a look at your new items -- the B.D.U. is quite funny to see Raiden wearing. Anyway, move all the way around to the east, and go through the door down the small steps. Strut E Parcel Room ------------------- Move down the stairs and take the east past south -- you should be able to make it past the guard in the area if you move quickly. Once in the southeast, go through the orange door there to the EF bridge. EF connecting bridge -------------------- Out on the bridge, run all the way to the other side, since you have to get an AK, but beware of the sentry Cyphers that will arrive in the area shortly. Once at the other side, go through the orange door in the small hallway. Strut F warehouse ----------------- With your new Level 2 PAN card, you can search some more rooms here this time around. On the main floor up here, 1F, you can find a total of four boxes of C4 in the northeast warehouse room -- two on the ground in the room and two in the lockers. In the center area on 1F, the west room contains an M4 and M4 BULLET X 30, however, they are on the other side of infrared sensors. You can shoot out the control unit on the locker at the bottom left of the screen, or you can shoot the fire extinguisher on the south wall of the room to see the lasers. The lasers don't go very low, so you can crawl under to get the items. Also, in the locker in the room is more M4 BULLET X 30. If you can deal with the guards up here, you can get these items. If you can work around the status report guard, you'll be fine. But it can be hard, and taking him out for the moment will give you lots of time to get the items up here before more guards come. And when they do, the guards will only stay upstairs -- furthermore, they'll leave right away after they wake up the guard, if you took him out without him seeing you. All right, time to move downstairs. When the guard down here isn't looking, shoot him in the head and hide his body in the northwest or the south, so that the status report guard doesn't see him if and when he comes down here. With yout Level 2 card, you can access the north room on B1, through either the east or west door. Inside, you'll find an AKS-74U, three boxes of AKS-74U BULLET X 30, M4 BULLET X 30, and SOCOM BULLET X 12. Now that you have an AK, as well as an M4, you can move on to the Shell 1 Core. So go back up the stairs to 1F and go through the orange door nearby, back out to the EF bridge. EF connecting bridge -------------------- Once you return to outside, so will the menacing sentry Cyphers, after a short while. Go ahead and test out your new babies -- the AK and M4 -- by shooting them down. Then, when the area is clear, make your way down the west bridge towards Shell 1. If you foolishly decided to run down the bridge earlier, you'll pay for it now. Since almost all of the floor panels are gone (if you ran on them earlier), you'll have to walk pressed against the railing or hang and move along the ledge to get to the other side. If not, just run down the bridge, not stopping until you get to the end, unless you enjoy falling hundreds of meters into water. At the other side of the bridge is the same AK ammo as before, although you can actually get it now that you have the gun. In the small hallway, continue on by going through the orange door, to the Shell 1 Core. Shell 1 Core, 1F ---------------- Right after entering the area, Rose will have some information for you, and Campbell will just tell you what you already know. Right after entering the core, equip the B.D.U. and AKS-74u, to appear as a Gurlukovich soldier -- matching the rest in the Shell 1 Core. In the view of the camera angle to the left after entering the core is a surveillance camera. With the uniform and AK equipped, you can walk right under it, no problem. The uniform is the key thing in here, but you'll also NEED the AK -- if you don't have it, guards will question you, and you won't be able to continue on from this area (the AK is back in Strut F if you don't have it). Move up the stairs ahead to enter the main hallway, but watch out so you don't bump into any guards -- if you do, your uniform will be unequipped and the guards will spot you. Also, don't try any unusual behaviour like cartwheeling, knocking on walls, crawling on the floor, aiming or shooting your weapon -- just act normal like the other soldiers. If a soldier spots you doing something irregular, he'll yell out "Hey, you!" or something identical, and if you run away the alarm may go off. Just stand there and let the soldier(s) approach you, and they'll take a look at you. If you just stand there, everything will be okay, and they'll go back back to their patrolling position. You'll probably notice surveillance cameras virtually everywhere in this area, so keep your uniform on at all times. Anyway, you want to find the node for radar -- take the south path at the hallway and go through the door around the corner. To node is at the northeast of this room, and there's also CHAFF.G on a box nearby. If you check the lockers at the northwest of this room, you'll find M9 BULLET X 15 in the closest locker to the camera angle, and after breaking the door down on the furthest locker, you'll find M4 BULLET X 30. Once you download the radar, exit the room through the west door, to the west hallway. Run past the camera and get the SOCOM BULLET X 12 by the broken-panel door down the small stairs to the west. Continue down the hall past the guard over here and run around the far corner, to come across the elevator. On the wall to the right of the elevator is a surveillance camera, which examines soldiers carefully when they call the elevator. The only way you'll be able to access the elevator is if you have the B.D.U uniform and the Ak equipped -- if you don't have the uniform, the camera will notice this and the alarm will sound. If you only don't have the AK equipped, the same thing will happen. If you do cause the alarm to go off, however, just run out of sight of the soldiers and when they come to you, you'll blend in -- however, you'll have to wait for the alert and evasion to end to be able to call the elevator again. Anyway, With the B.D.U. and AKS-74u equipped, call the elevator and the camera will check you through, opening the elevator door. Enter the elevator and move down to B1. Shell 1 Core, B1 ---------------- After exiting the elevator, Raiden will notice a solider using the retinal scanner to grany him access into the conference hall, where the hostages are being held. You'll need to get in, too, but you don't even have the Directional Microphone yet, which you'll need to find Ames. Checking the floor, you won't find the Mic, however, you will find a RATION through the east door in one of the lockers, along with the node, to download the radar. Exit the room and run down the hallway, past the guard if he's there, to find M4 BULLET X 30 at the end of the hallway. Enter the room to the north and investigate to lockers to find STUN.G and SOCOM BULLET X 12. Anyway, the Mic is not here so head back to the elevator, carefully avoiding the guard in the hall. Call the elevator and go down to B2, since the Mic wasn't on 1F either. She11 1 Core, B2 Computer Room ------------------------------ Exit the elevator and choose the path you wish to take through either door -- east or west -- and follow that path through the door and down the two sets of stairs. In an alcove after the east stairs is a RATION. There's a guard patrolling the hallway outside of the computer room area down here, and three guards inside the computer room. Run down the hall and around the corner and move into the computer room. Be very careful in here so that you don't bump into any guards. Watch their movements so you know their respective paths. At the northwest of the room is the D.MIC (Directional Microphone), so you can go back to B1 after getting it if you wish. At the northeast of the room is BOX 4 and AKS-74U BULLET X 30, as well as the node to download the radar. If you were curious enough, you might've also noticed the BANDAGE under the central control panel -- crawl under it and get it when none of the three guards are looking, and the same for when you get up. One of the guards in the room will be searching the internet for hot girls from time to time, and it's quite funny to see, but it also works to your advantage if you want the Bandage. By now you're most likely aware of the parrot at the north the room, speaking rather random sentences. First of all, don't even try to shoot him, even if you take out the guards in here. The bullets will stray away from the cage before the hit it, similar to Fortune. Not only that, if any guards are near the parrot, they'll hear the parrot call out "Enemy sighted", and the alarm will sound. So to make that short, don't mess with the parrot. Anyway, the parrot blurts out a few different senteces, and eventually he may hint at something -- "Top of locker, top of locker". Hmm... lockers? If you check the hallway to the west of the computer room you find four lockers. Enter first person and you should notice a book on top of the left locker. You can't get it unless you knock it down, so break the door down by punching and kicking. Try to do this when the speedily guard patrolling this hallway is somewhere else. Anyway, five BOOKS fall down to the ground! If you're full of Books after picking some up, place one or two in the computer room to have a little fun with the guards, and also so you can get the other Book(s). If you check inside the lockers here as well, you'll find SOCOM BULLET X 12 and M4 BULLET X 30. And if you check the east side hallway lockers, you'll find M9 BULLET X 15. All right, you should have gotten the Mic in the computer room already, so return to the north elevator and move back up to B1, after calling it. Shell 1 Core, B1 ---------------- Okay, first of all, download the radar off the node in the northeast room if you didn't do it before or never came here until now. Now that you have the Mic, you actually have a reason to enter the conference hall in the east, however, you'll have to deal with a retinal scanner. If you go up to the scanner by the door and try it, your retinal patterm won't be recognized, which should already be obvious -- not to mention, the Ninja told you earlier that nothing but the real thing will suffice. So what you have to do is "use" a guard's retinal pattern to access the conference hall. Your first idea might be to put a guard to sleep and drag him over to the scanner, but that won't work -- the guard must be conscious. So grab the guard roaming the hallway by the neck from behind (hold Square with no weapon equipped), when he's near the scanner for your own convenience, and pull him over to the scanner. Turn him around while holding him so he faces the scanner and Raiden will process him through, and then he'll fall to the ground unconscious and Raiden will move through the door. After the short cutscene, the Colonel will tell you over the Codec about Ames and his pacemaker, which you already know. But he also tells you how to use the Mic to find Ames -- stand in front of a hostage with the Directional Mic equipped, and if you think you hear a pacemaker, press Triangle and Raiden will ask the person if they are Ames. On Normal difficulty, finding Ames should be tremendously easy because there's only one male hostage in the entire room, and the rest are females. What I mean is, it's logic to check the odd man out first (no pun intended). Ames already seems like a male name, but you'll notice the pacemaker sound when you check the male out -- when the guard in the room isn't looking. So take out the Mic, duck down and listen in to hear for the beeping sound -- if you hear it, press Triangle for a cutscene. On Hard difficulty and higher, it will be more difficult to locate Ames because of the variety of people, and the fact that there are both men and women. However, Ames is unique from everyone else by his hairstyle and he's always the same male character. After the cutscene and Codec conversation with Ames, in which he tells you that the President is in the Shell 2 Core on 1F, he'll tell you to listen in to "Snake" and Ocelot, and there will be a period where you'll be able to listen in to there conversation with the Mic, and you can unequip it. You should listen to their conversation, however, if you turn the Mic to the left by the metal pillar just past the door marked "Keep Out", you'll be able to listen in to someone having bathroom troubles! In this completely hilarious situation, the man mentions him being in Alaska and getting his clothes robbed from him... Sounds familiar... Hey, it's Johnny Sasaki from the first Metal Gear Solid! The serious conversation with Ocelot and the man who calls himself Solid Snake is pretty interesting, but listening in to Johnny is just damn hilarious. The situation with Johnny will end when he says "There's no paper", and later on, on the other channel, Olga will enter the room and communicate with the two men. Anyway, after the Microphone segment and the Codec conversation, Ames gives you his LV.3 CARD. Then Ocelot enters the area, and Ames tells you to pick up your AK. You'll have ten seconds to equip your AK, and whatever you do, DON'T try to move, or you'll be caught, followed by "Game Over". If you don't equip your AK within the ten seconds, the same thing will happen. So stand still and take out your AK, then a cutscene will play. In the cutscene, Ocelot will take off your balaclava and it will be permanently gone, rendering the B.D.U. useless unless you want to look like a fool. Due to some help, Raiden makes his way back up the stairs and to the main hall on B1. Campbell tells you via Codec that now you must find the President, although that's about the fifth time he's said that so far. Over the radio, all guards will be briefed of your presence and there will be a Caution around the whole Shell 1 Core. Back in the B1 hall when you can play, quickly run north and around the corner towards the guard there. Hold him up and shoot him in the head, then call the elevator and go up to 1F. By the way, since the B.D.U. offers no purpose anymore, there's no real point to wear it. Shell 1 Core, 1F ---------------- Once you arrive on 1F and the elevator doors open, watch your radar and stay inside the elevator. If the Caution is still on, there will be a backup guard outside the elevator. If this is your situation, wait for the guard outside to turn around and go over to the west, then run out of the elevator and take him out from behind, because he'll turn around and face you again shortly. On the east wall is a surveillance camera, and there's another one on the left wall just around the corner. From a fair distance away, take out your suppressed SOCOM and destroy both the cameras -- move around the corner and take out the second one after the first. If you missed the SOCOM Suppressor, then you can use Chaff or just take the west hallway and move under the camera over there. Either way, you'll have to pass more than one camera, so you might as well just take this east route. As an alternate method, check your radar to make sure the guards in the east hall aren't near you, and throw a Chaff Grenade. When it explodes, run out in the hall and take out the guards down the hallway, and continue south down the hallway out of the view of the second camera. Whichever method you use, you should take out all the guards in this hall since the uniform is useless now. Move south down the hallway, and when you reach the small exiting hallway to the east, you'll see the same camera from before watching the door area, and under it are is M4 BULLET X 30 and SOCOM BULLET X 12. You can move along the wall down the stairs to get past the camera and get the items when the camera is facing the left, but it's easier to just shoot it out. Once you get the items, exit through the orange door here. 04 // p r e s i d e n t i a l a s s i s t a n c e __________________________________________________________________________ Presidential Assistance...........................................[pla_04] "Is this some kind of sick joke -- I thought you came to kill me!" EF connecting bridge -------------------- All right, now that you've escaped the core, you can focus on finding the president. On the pathway outside again, go down the short hallway through the right opening. You should hear Cyphers, and if you enter first person you'll also notice that the floor panels on the bridge have been replaced, if you made them fall earlier, however, they will fall again when you run over them, so keep that in mind. As for the Cyphers, they'll come around shortly -- from the opening before running down the bridge, one should come from the south and one from the north, as well as one to the east on the other side of the bridge. Destroy them with the AK or M4 and start your crazy run down the bridge to the east. Once you cross the bridge, you may notice a soldier's large cone of view on your radar -- he's to the northeast on the heliport, looking down from there. You should be able to take him out easily with the M9. There aren't any new Claymores on the menace-looking wide bridge, so don't worry about that. Remember that you got a Level 3 PAN card from Ames, and if you remember the warehouse eariler, you should also remember several Level 3 doors. So run south and go through the orange door in the small hallway there, entering Strut F. Strut F warehouse ----------------- Once in the hall, run to the west and shoot the guard coming from the east to the south of you when he stops in your view. It would be wise to get that guard's body out of the way, so pick him up and drag him into the northwest warehouse room up here, with the thanks to your new card. While in the room, grab the RGB6 grenade launcher behind the boxes at the northwest of the room, and the two boxes of RGB6 BULLET X 6 -- in the northeast corner and on the box in the room. While your in that room, the status report guard up here should go donwstairs. When he does, exit the room and enter the east warehouse room at the center of this floor. Get the awesome PSG1 sniper rifle and the PSG1 BULLET X 20 beside the locker. And if you open the locker you'll find more PSG1 BULLET X 20 inside. You may also notice a ventalation system opening at the east of the room, in between the two different stacks of boxes. Crawl in the vent to find the PSG1-T, the tranquilizer PSG1, at the end. Once done here and out of the vent, exit the room and enter the southwest warehouse room to stock up on explosives. After entering the room, first take the SOCOM BULLET X 12 by the door and the three GRENADE boxes around the room. Checking the locker in the room, you'll find PSG1-T BULLET X 5 inside. The status report guard should be upstairs by now -- you'll be leaving now so feel free to take him out if he's in your way. After doing so if necessary, exit through the orange door in the north hallway on 1F. EF connecting bridge -------------------- Okay, now that you've got all the supplies that you'll need (more than enough, actually, to be frank), you want to get to the Shell 2. So you must get to Strut D and pass through the north door in there. On the bridge, get to the north small hallway and go through the orange door there. Strut E Parcel Room ------------------- Once inside, you can quickly run along the east wall to get to the north, but the guard to the west will see you, however, he won't be sure and will just come to check -- by the time he gets to where you were, you'll be gone anyway. But if you prefer, quickly run in between the conveyor belt and the boxes in the east and duck down to the floor. Start crawling to the north and make sure you're not in the guard's view when you pass the opening to the west, by the east stairs. Once you get to the northeast, run west behind the first yellow machine of the conveyor belt. Then crawl on the ground from there to the west, just beside the conveyor belt so the guard there doesn't see you. Once you reach the next yellow machine, stand up and go through the orange door there to the DE bridge. DE connecting bridge -------------------- Run to the opening in the short hallway, and you'll notice on your radar that there's a guard on the lower level of the bridge and an overlooker above you, who has a clear view of the bridge, however, looking left and right (from his point of view). There's also a guard on the lower level towards the other end of the bridge, but you can't see him on your radar from here. The best and fastest strategy here is to dart down the upper level of the bridge as soon as the overlooker turns to a different side (north and south of the bridge on your map). If you do that, you can make it past his long cone of vision before he turns back and spots you. If you prefer taking the lower level and dealing with the two guards down there, wait for the overlooker to look to the north so that he can't see the stairs, then quickly run down the stairs and make your way west, managing with the guards. Either way, go through the orange door in the small hallway at the other end of the bridge, on 1F for convenience in Strut D. Strut D Sediment Pool --------------------- Right after entering the area on 1F, you'll be able to run straight to the north door up here without any guards seeing you. But if you decide to move slowly for no reason at all, take care of any guards you have problems with. Anyway, run up the small set of stairs in the north and go through the orange door there to the Shell 1-2 connecting bridge. Shell 1-2 connecting bridge --------------------------- Once on the bridge, Raiden will lean against the wall an check out the bridge, then Pliskin will call you. He'll tell you that there are IR sensors on the bridge that will set off the Semtex charges if you go through them, and you can see the sensor panels if you look through the doorway. Raiden will take a look through his scope and he'll say which object he thinks is the Semtex and the control unit, and he's right. The packages of Semtex are the stick-like objects wrapped with wire, with small blinking orange lights, and the control units are the objects usually right beside the Semtex that have large blinking green lights (the control units are only faintly blinking) -- you should already know this from the Tanker chapter. It should come naturally to know not to shoot the Semtex charges, because you know what happens when you shoot explosives... Or do you? Well, I think it's best if you don't find out. Okay, now let's start deactivating these control units, starting with the one closest to you. Remember that you'll hear the sensors being deactivated once all the control units have been destroyed -- if you try to go through before destroying them all, Campbell will call you to tell you that you haven't destroyed all the control units yet. All right, for a start, move on the stairs near the sensors and move to very near the bottom of them, and start to look around. First, if you look down to the left, you'll see two control units separated by a short distance and with some Semtex in between. Destroy those two with the SOCOM and then look straight ahead from the stairs -- destroy the control unit on the orange pillar-type object with the SOCOM as well. Still having the SOCOM out, you should be thinking where someone would put a control unit that's out of your vision when looking this way. Turn around, just to make sure, and look up -- there's one, just above the doorway! Sneaky, isn't it? That's all you should destroy with the SOCOM, just to be careful -- take out the PSG1 and scan the area to the north again, but look further with the aid of the scope -- use Circle to zoom in, X to zoom out, and Square to shoot. And if you want to steady your aim, use a Pentazemin. For the first control unit with the PSG1, look through the scope to the left of the pillar-type object ahead of the stairs, down at the northeast corner of the bridge. Looking between the railing (you can also shoot from the ledge back up the stairs if you like), you should see a control unit in the corner -- steady your aim and shoot it out. If you're still on the stairs, move back up to the top and stand at the right side of the ledge here, by the solid railing. Look through the PSG1 scope at the doorway to Strut G of Shell 2 -- you should see a control unit among several Semtex charges at the left of the doorway (the opening, not the actual door to enter Strut G) -- zoom in and be careful when you shoot that one out. On the right side of the same doorway, although a bit further out, is another control unit surrounded by several Semtex charges. Once again, be extremely careful when shooting this one, and don't hesitate to use a Pentazemin if you think you might need one. Next up on the list, if you look just south of the control unit on the right side of the doorway to the north, you'll see a suspicious group of seagulls, and it looks like they're hiding something. Shoot near the birds, or at them if you're that cruel, to scare the seagulls away, revealing a control unit on its back -- shoot it out. There were two control units to the right of the north doorway, so it seems logic that there's another one on the left side, so check around there. Quite a bit far out from the doorway you'll see a "Sons of Liberty" flag waving in the wind. If you're standing at the far right of the ledge at the top of the stairs, you should be able to see a bit of what looks like a control unit behind the flag when it waves back and forth, and after a while the flag will make a big jump, revealing the whole unit. You should be able to see the unit every second or so from the far right of this ledge, so you should know where you have to shoot -- yes, you can shoot through the flag, it's only fabric. The sensors won't deactivate just yet, although it seems that there are no more control units left. By this time, you've most likely noticed the Cypher flying above Strut H ahead of you, and if you call Pliskin via Codec a few times, he'll tell you that you weren't thorough enough and that he had some trouble with Cyphers in the area. Hmm... Examine the Cypher closely in your scope when it stops in the air -- there's a control unit on it! For this control unit, you must be EXTREMELY careful that you only hit the control unit, because it's right on top of the head of the Cypher. And if you miss and hit the Cypher's head, or anywhere else on the Cypher, it will send a command to explode the Semtex charges on the bridge, resulting in your death and failure of the mission. Definitely use a Pentazemin for this one. Follow the Cypher -- aiming at the control unit -- while highly zoomed in on it with your scope. When it stops, quickly and precisely shoot the control unit. After the last control unit is destroyed, you'll be informed that the sensors have been deactivated, by a short cutscene and the deactivation sound. If nothing happens, you didn't destroy all the control units. Read above to find out the control unit(s) that you missed -- there are 10 units in total. Once the IR sensors are deactivated, run down the stairs and past the sensors, and Pliskin will call you. Pliskin found a Kasatka helicopter and that he's coming your way. After the following talk with the Colonel, Pliskin arrives in the Kasata, and heads over to the heliport of Strut E, but just then Raiden spots the main who calls himself "Solid Snake". Pliskin's helicopter returns, and an interesting event occurs. Snake? Anyway, it looks like this guy is ready for battle and he even stretches his muscles, somehow. After the stunning events in the cutscene, you'll have to fight the Harrier being flown by Vamp, with Solidus Snake in the back, and you'll have to protect the Kasatka. BOSS: Harrier -------------------------------------------------------------------------- Before the fight, Pliskin, or shall I say Solid Snake, throws you the Stinger Missile Launcher. After the cutscenes, pick up the STINGER and STINGER BULLET X 10 on the bridge. Also, Snake may throw you other items throughout the battle, such as RATIONS and STINGER BULLET X 10, depending on whether you need them or not. Anyway, time to start shooting the Harrier. Equip the Stinger to enter its first person view mode and track down the Harrier. This fight is very similar to the fight with the Hind in the first Metal Gear Solid, especially using the radar system to locate the target -- the Harrier in this case. On your radar you'll see a small red arrow moving around the edges of your radar, which is the location of the Harrer. Look at your radar and equip the Stinger when facing the direction where the Harrier is. Then use your eyes and the Stinger's lock-on feature to shoot the Harrier. When following the Harrier with your Stinger, you can almost always lock- on to it, even if it's behind a building. But if it's really far away you'll have to wait for it to come a little closer. A lot of the time the Harrier circles the bridge, and you can easily fire a Stinger missile at it while it's doing this. Stinger missiles move very fast and can easily catch up to and hit the Harrer when it's circling the bridge. Also note that the Kasatka is in the battlefield area as well, and you can lock-on to it, too. Whatever you do, don't ever shoot the Kasatka, even though it will take a lot more than one Stinger missile. When searching for the Harrier in the Stinger's first person view, be careful not to lock-on to the Kasatka, and if you do, aim away from it or at the Harrier and make sure the target isn't on the Kasatka before you shoot. Another thing about the Kasatka, sometimes Snake may say "I'll take care of it" and will shoot the Harrier with the machine gun, but this doesn't really do anything. The Harrier is an extremely fast airplane, and is very close to impossible to hit without locking on when it's far away, however, when it's close and hovering above you, or your Stinger is locked on, it's a different story. So make sure you make good use of the Stinger's lock-on feature and when the Harrier is above you. The Harrier has quite a few attacks, not all of them being missile or gun-power related. Naturally, the Harrier can fire missiles, but not for a while in the fight. Its main fire power early in the fight are its dual machine guns, which will throw you to the ground if they hit you. The Harrier will only use these machine guns when it's hovering around you, so you can easily fire Stinger missiles at it, although it will continue to fire, so you better take cover as well. Great places for cover are behind the pillar-like objects on the upper level and the large blocks on the lower level -- press against them on the other side from where the Harrier is shooting, and crouch if necessary. Two of the Harrier's attacks are non-fire power related. The first is when the Harrier is super far away to the east or west of the bridge, and it will come at you really fast, slamming you to the ground if you don't do anything about it, even if you're on the lower level of the bridge. To avoid this, lock-on to the Harrier with the Stinger as it begins to approach you, and fire a missile at it -- the missile should hit the Harrier and it will cancel the atack. The other non-fire power attack is when the Harrier hovers above you -- if you stay under it you will be burned at bit by its burners which allow it to hover the way it does. If the Harrier does this, quickly run out of the way and shoot it with the Stinger. After the Harrier has around half health, it will fire several bombs in the air which will then start to come down towards the bridge. When this happens, quickly run down the stairs at the west of the bridge to the lower level, and you won't be hurt. If the bombs land when you're on the top of the bridge, they will inflict a lot of damage and will set you on fire, although it will shortly go out. The bombs also destroy the northern part of the bridge, but this is beneficial in a way because you can get to the lower level of the bridge more easily. Also when the Harrier has around half health, it will try more deadly attacks, such as shooting individual lock-on missiles, and several normal missiles in a row. For the lock-on missiles, quickly equip your Stinger when they're fired and lock-on and shoot them before they reach you. As for when the Harrier hovers near you and fires several missiles across the bridge, run around a wide area in a rectangular fashion -- downstairs is good. Run around the perimeter of the lower level, around both large blocks, and you should be fine. Repeat the methods of shooting the Harrier with the Stinger mentioned above, and the battle will end in a cutscene once the Harrier's health bar is drained. -------------------------------------------------------------------------- After the brilliant cutscene, Snake will inform you that the President is all yours, and he and his partner Otacon tell you the truth about themselves. Rose will contact you afterwards and will ask you if you want to save. Now you have to get to the President, and Rose will tell you that you should be able to get to the Shell 2 Core from Strut L. Standing on the remains of the Shell 1-2 bridge, you'll notice some fire at the left side of the screen, which is blocking access to get to the stairway there (the stairway ends but something is on it). If you move up to the fire, your Phone, received from the Ninja, will ring, and there will be a text message saying to use the Coolant to put out the fire. So use the Coolant to cease the fire. Aim at the ground at the base of the fire and put out the whole area here -- if you only try to put out a side of the fire, it will come back. Once the fire is gone and only sparks and smoke remain, you can move past the formerly fiery area (if you don't put out the fire you won't be able to move past it, and you will also set on fire). On these stairs here is a RATION, at the bottom of it where it ends, rather close to the top. But the thing is that the stairs are barely hanging onto the bridge, and it wll fall if you move on it, however, after a certain amount of time. If you run very quickly, grab the Ration, and quickly return to the bridge, the stairs will falls right after you step back on the bridge, so you have to act fast if you want the Ration. Also from this side of the busted bridge, you can see a box of PSG1 ammo on the other side of the demolished bridge, on a lower platform. In between you and it, however, is a large open gap, which you will plummet to your death in the water if you fall into it. If you stand on the northeast section of this side of the demolished, the extending platform, you can perform a cartwheel and land on the other side, by the PSG1 ammo. This is very difficult to do because you have to cartwheel the jump perfectly -- there is no margin for error. If you wish to get to the other side with the PSG1 ammo, position yourself at the top left corner of the extended platform and perform a cartwheel slightly to the left just after you start running, and you should land on the platform. Those who manage to do this can claim the PSG1 BULLET X 20 on the lower platform, and there's also PSG1-T BULLET X 10 up the stairs past it, and even an AK.SUPR on the other side of the fire ahead, which you can get after putting out the fire. From there, you can fall off the higher ledge to the right to continue. By the way, equip the AKS-74u and the AK Suppressor to attach the suppressor to the gun permanently. But if you choose to take the less riskier method, although still quite dangerous, locate the extending rail at the east side of the south side of the bridge. Move to the yellow rail, which is connected to it, just south of it and jump over and hang on the railing. From there, move north on the extended railing and drop down on the large orange pipe below -- if you aren't too sure if you'll actually land on the pipe instead of falling into the water far below, look down in first person view. After on the pipe, if using that method, start to move norh on the pipe, walking slowly. As you proceed, you'll notice bird crap on some areas of the pipe, and you absolutely will slip and fall off the pipe if you run over those areas. If you want to be as safe as possible, crawl northward on the pipe. Either way, climb up the ledge at the north end of the pipe, which is where the strategy for the other method ended above. Now by the north wall on the medium-height ledge, climb up the east ledge and start running along the walkway there. As you run along the black floor panels ahead, some will fall to the ocean below, just like the floor panels on the Shell 1 Core bridge. No differently, don't stop running once you reach the first falling floor panel, however, you can stop once you reach the small orange floor area ahead, or past it. This walkway ends here, however, there is a railing which you can use to fall down to the walkway below. Grab a hold of the railing and look down in first person while hanging, to see of you're above the lower bridge. Fall down when you're aligned with the bridge. LG connecting bridge -------------------- First of all, this area is not marked when you enter it, unlike every other area, however, once you fall down to this bridge from the ledge above, you'll be on the LG connecting bridge. Once on the lower ledge, two guards will come from Strut L to check the situation from the parallel, higher bridge here (the actual LG connecting bridge). You'll be spotted if you rus run along the bridge down here, so take them both out with the M9 from a distance. Once the guards are down, continue along the bridge to find a gap, measuring two floor pieces long. There is no railing where the gap is, but you can simply cartwheel over the gap or move against the far, solid wall, pressed against it, to continue. On the other side you'll find another gap very shortly. It measures three floor pieces long so you can't cartwheel over it, and there is no area to get past it while against the wall or railing, however, there is a railing. Hang on the railing and climb back up once past the gap, then climb up the ladder just ahead. Strut L perimeter ----------------- Once along the perimeter of Strut L, start to move down the pathway, but stop and put your back to the wall before moving around the corner. The are several windows along the pathway ahead and there are two guards inside the hallway through the windows. I recommend you try your best not to cuase an alert because a funny event will occur just ahead if you don't. Wait at this side of the pathway for the close guard to stop at the first window. Then move out so you can see him in first person and shoot him in the head. You can either wait for the other guard to come and take him out when he comes to check the first guard, or you can go to him and use the same method, but be careful where you step. There are two floor panels in a row that will fall once you move on them, and these prevent you from being able to move pressed against the wall while crouched all the way past the windows. Although, you can duck down while against the wall and make it to jsut before those panels, stopping under the third window. Then wait until the coast is clear and cartwheel over the two faulty floor panels. And from there, you can continue against the wall while crouching. Once past the windows, move around the corner to find a large gap in the walkway, with six floor panels missing, and there is no railing. There is, however, space for your feet to move along while against the wall of the building. Start stepping towards the other side of the gap while against the while, and you'll come across a vent object that is sticking out from the wall, disallowing you to continue while standing up. Forget about your worries and crouch while against the wall. With your head just fitting under the vent object, continue to the other side of the gap, and you can finally move away from the wall once there. On the other side of the gap, move around the corner a few meters away, and if you're not in the process of an alert (Alert, Evasion, Caution), a guard on the roof of the strut above you decides that he can't hold in his bodily fluids, and he'll start to take a piss onto the ledge that you're walking on, thinking nobody is around. This is probably the most hilarious part of the game -- you can actually stand where he is pissing and it will bounce off your head, just like it normally would, with realistic sound effects and physics, and it will even rumble your controller a bit. If you fire a bullet up at the railing near him, he'll stop to look around a bit, but he'll continue shortly after. The guard will go back to duty once he's done his business, and you'll finally be able to stop laughing. That was great, but anyway, continue down the walkway and around the corner ahead. The ledge ends here and there is another bridge below. Hang on the railing and fall down below when you're aligned with the lower bridge -- look down in first person to make sure. KL connecting bridge -------------------- Just like the LG bridge, you won't be notified of the change of area, but you'll be on the KL connecting bridge once you land on the lower bridge from the railing above. After landing, take the AKS-74U BULLET X 30 beside you and move north down the narrow bridge. Past the stairs at the end of this narrow bridge is a RATION. Move up the nearby stairs to the actual KL bridge. Hearing several Cyphers, forget about them for a second and get the PSG1 BULLET X 20 and CHAFF.G by the inaccessible Strut K (something is wrong with the panel) to the north. Run south down the bridge past the Shell 2 Core bridge opening, to find SOCOM BULLET X 12 by the doorway to Strut L. You don't have a Level 5 PAN card so you can't access Strut L right now. Now head over to the Shell 2 bridge opening with the Cypher army in the sky. You can throw a Chaff Grenade to get by the Cyphers here, but I recommend you destroy them all because of the complexity of the walkway to Shell 2. Destroy the four Cyphers and take a look at the path ahead. The short stairs just ahead are completely gone, although cartwheeling over the gap should be easy -- however, watch out so you don't fall off the north side of the bridge after cartwheeling, since there's no railing after where the stairs used to be. Moving on, you'll find another gap shortly after the first one. Either press against or hang on the railing to get past the gap, and climb back up on the other side if you used the hanging method. From there, continue west and go through the orange door in the small hallway. Shell 2 Core, 1F Air Purification Room -------------------------------------- After entering the area, Raiden will notice that Olga is in the area and will take out the Directional Microphone to listen in, and you'll be able to aim it as she moves around. Afterwards, a cutscene of the electrical floor in the area will play -- high-voltage currents will be activated, delaying you from getting to the President inside the inner room on this floor. You'll be able listen in to Olga a little more, then she leaves and Raiden contact the Colonel. In order to turn off the electrified floor, you'll need to destroy the circuit board in the inner room with the President inside, by shooting a remote-controlled missile through the ventalation system. But first, you'll need to look for a remote-controlled missle launcher. Call Snake to see if he knows where one is -- he'll tell you that he saw something on B1 (Shell 2 Core), although most of that floor is probably flooded by now. So you'll probably have to swim to look for a remote-controlled missle launcher. If you want to toy around with the high-voltage floor in the hallway ahead, feel free to do so, but only if you have a fair amount of health, unless you want to die. Raiden will receive a serious shock and will fall to the floor. Before going straight down to B1, investigate the area first. First of all, you'll notice a person with a cone of vision inside the inner room of this floor -- that's the President. You'll also see his health bar under yours, which will be useful for later. Down the stairs to the west of you is NIKITA BULLET X 10, even though you don't have the Nikita yet, and SOCOM BULLET X 12 on the box. Note the vents here for when you get the missile launcher, by the way. Moving west, you'll find M9 BULLET X 15 at the bottom of the west stairs, and a RATION in the camera view up the stairs. Just inside the room near the Ration (on the east wall in this hall) is NIKITA BULLET X 10, however, two sentry cameras are on the walls in the room and you don't even have the Nikita yet. But if you look north off the ledge in first person, you'll see a vent here as well -- remember this for later, just like the other vents. Moving north down the hall, you'll find CHAFF.G in the short hallway to the west by the door with the broken panel. In the northwest area of this floor, in this hall, is a little doorless room with M4 BULLET X 30 and a node inside it -- download the radar. In the north hall past the elevator is more M4 BULLET X 30 against the east wall. If you put your back against the wall of the President's room from this area near the elevator, a short cutscene will play of the President walking around, and he'll move towards the wall if you knock on it. You can't get to him yet so call the elevator over here and go down to B1. Shell 2 Core, B1 Filtration Chamber No. 1 ----------------------------------------- At the sound of dripping water in large quantities, exit the elevator and log in to the node nearby. Then move over to the stairs and move down them to enter the water below. Paddle around the corner above the surface to reach a wall (it's actually part of the roof, but the area is flooded). You'll have to submerge into the water to continue. Just so you know the swimming controls, you can paddle around on the surface by using the left analog stick, and press Circle to dive down into the water. When underwater, press Circle to swim forward -- to swim faster, press Circle rapidly, and to swim in a calm and slow motion, hold Circle. On your radar you'll notice several blue circles (they're more like small clouds) -- these are air pockets above the surface of the water. If your oxygen meter is running low, find an air pocket to regain some oxygen, then go back down. Once you get your whole body wet, swim forward all the way to the south end of the hallway, and the NIKITA is found there near the ground. The Nikita is a remote-controlled missile launcher and will work for what you have planned, so you can return to 1F after getting it. If you need air, there's an air pocket directly above where the Nikita is. Just in case you're interested, there are more items in these watery corridors, but since you'll come back and explore more of the area later, you can just wait until then. From the air pocket above where the Nikita was, check your radar and swim back straight north all the way to the north wall. Emerge from the water and run up the stairs around the corner to the dry hallway. Call the elevator and return to 1F. Shell 2 Core, 1F Air Purification Room -------------------------------------- Now that you have the Nikita, you can use one of the vents in the area to guide a missile to inside the President's room and destroy the circuit board. There are three vents where you can shoot the missle through -- there are two at the east side of the lower area in the south right beside each other, although at different heights. The other one is off the north ledge in the southwest room, which is in the east hallway. They're all good places to shoot a missile from, however, from the southwest room is probably the best -- if you miss the circuit board by using a different vent a few times, you may receive a text message from your phone telling you to use the southeast room vent with ease. If you decide to shoot from that room, stand on the box inside there (after the two sentry cameras on the walls are destroyed) and face to the north. Equip the Nikita and shoot a missile, trying to send it through the vent just ahead on the wall. Using the Nikita is rather simple; it's probably easier than you think. Once it's equipped, pressing Square will shoot a missile from it in the direction that you're facing. Right then, you'll see what the camera on the missile sees and you'll guide it like that. When guiding a missile, if you don't press any direction on the controller, the missile will dart in the direction that it's facing at the time. To slow it down, turn it's direction a little. Continue doing that -- turning the missile back and forth -- every once in a while if you don't want the missile to speed up. Each missile has a certain amount of fuel which is used to propel it. You can see how much fuel is in a missile by green bar at the top left of the screen when in the missile's camera view. It will descrease as the missile flies around. Once the fuel gets low, the camera will start to shake and you'll hear a beeping sound, letting you know that the fuel is just about gone, and the missile will explode once all the fuel is gone, regardless of the missile's location -- keep that in mind. When guiding missiles through vents, the missiles will automatically move up or down if the vent does so, so don't worry about that. And if you want to look around in the missile's camera view, push the right analog stick in the direction that you want to look. Anyway, follow the vent's path in the missile camera mode for it to enter the President's room. Once you're in here, you have to be extremely careful not to hit the President with your missile. Sometimes he'll crouch or dive on the floor, which is great, however, sometimes he acts like a complete idiot and runs into the missile, causing his death and mission failure, so you have to watch out for that. Try to move your missile along the walls of the President's room to make sure you don't hit him, if necessary. Once in the President's room, you must find the circuit board for the electrified floor -- it's in the northeast corner of the room, however, not being able to see your radar while in the missile camera mode may confuse your sense of direction. From the southwest room, after following the vent with a missile, navigate your missile to the far left corner of the room -- the circuit board is the large blue box by the wall. From both the southeast vents, after navigating through either vent, the circuit board is in the far right corner of the room. If you choose to use one of the southeast vests over the southwest vent, you'll have to crouch to shoot a missile into the left vent, and you'll have to climb and stand on the box in front of the right vent to shoot into it. If you use the left vent, the low one, you'll see some Stinger ammo near the end of it -- remember that. Whichever vent you use to destroy the circuit board, the electrified floor in the northeast will go offline. Make your way to the northeast and run up to the door on the offline electrified floor to enter the President's room in a cutscene. The President will tell you about a computer expert named Emma, and that she's on B1 of the Shell 2 Core -- you'll have to find here and stop Arsenal. The President will give you a LV.4 CARD to access the area where Emma is, and he'll also give you an MO DISK. After all the cutscenes and conversations over the Codec, get the SOCOM BULLET X 12 just near you. Remembering the Stinger ammo in the low vent, move to the south wall. Find the vent on the ground on the south wall and get the STINGER BULLET X 10 inside it to the right. Exit the room through the right door. Talking with the Colonel over the Codec, he'll inform you that you have to find Emma on B1, which you already know. After talking with Snake and Otacon and watching the cutscenes, head off to find Emma. Call the elevator in the north and go down to B1. 05 // t h e c o m p u t e r g e n i u s __________________________________________________________________________ The Computer Genius...............................................[pla_05] "No! I hate water! It's hopeless! I can't swim!" Shell 2 Core, B1 Filtration Chamber No. 1 ----------------------------------------- Once back down here again, exit the elevator and run down into the water to the right. This time you want to get to the southwest of the area, and you'll have to swim around for a while to get there. Pay close attention to your radar when swimming, looking for hallways where you can turn, even though the correct path is mentioned in this walkthrough. Whenever you're low on oxygen, find an air pocket on your radar, a small blue cloud, as soon as you can and go up to the surface. Once in the water down the stairs, swim around the corner and submerge into the watery corridor as you start your way south. If you're interested, you'll find a RATION in the place of the Nikita from earlier, at the south end of this hallway. Anyway, take the first right from the stairs, which is the only open passage in the hall. In the first room here on your right you can find NVG (Night Vision Goggles). Move west all the way to the west wall by the air pocket, and refresh your oxygen gauge if necessary. When you first come up to the surface after initially submerging, Otacon will call you to tell you that Emma can't swim, but you'll have to persuade her somehow when you reach her, because the whole floor is almost completely flooded. Moving on, eye out your path by looking south from the air pocket in first person, and start your way down the corridor. Take the first left, and you'll notice a large spiky ball. You'll find a few of these on your watery journey -- they're mines. If you swim into them, they will explode and get away with lowering your health a bit, so watch out for them. To see the mines on your radar, equip the Mine Detector -- all mines are small red dots. All right, swim around the bomb, preferably over it, and swim around the right corner. Now in a short hallway, take the right path at the wall, and swim through the right doorway after that. Ahead of you are two more mines, although they're placed somewhat to your convenience. Swim under the first mine and then swim over the second, but low enough so that you fit under the doorway just after. Before trying to open one of the doors over here, swim up to the air pocket for some fresh air, because you'll need it. Eye the west hatch door from the air pocket in first person, and swim down to it and start to turn the hatch. Once you're near the door, just hold or repeatedly tap Triangle -- do the latter to open the door faster. Raiden will finish opening the door in the cutscene, and there will be a little surprise after it's opened. Afterwards, take a look at the area through the door and swim up to the right, over the collapsed girder in here -- there's an air pocket just past the girder, in the north. Once past the first girder, swim south under the collapsed girder here and swim over the girder to the southwest. Once there you can simply swim over the next girder ahead, and you'll find the exit door in the northwest. However, there's STINGER BULLET X 10 just under the air pocket closest to the exit door if you want it. Moving on, grab a hold of the hatch on the exit door and turn it. Once the door is opened, you'll notice an air pocket just above, however, the stairs to exit the water are a few meters to the north. Swim up to the surface of the water by the stairs and climb up to the dry floor. Run through the Level 4 door ahead of you to continue. Shell 2 Core, B1 Filtration Chamber No. 2 ----------------------------------------- After entering the room, a cutscene will play. It looks like Vamp is still ticking, and he's here to try to kill you... again. BOSS: Vamp -------------------------------------------------------------------------- At the beginning of the fight, Vamp will be standing on the water ahead of you. Pull out the SOCOM and shoot him in the head. This should cause him to dive in the water. He'll come back up again and he'll jump up to the upper walkway in the room, and start to walk on the railings. Aim up at him and shoot just ahead of him when he's walking and your bullet(s) should hit him. If you contact Pliskin or Campbell over the Codec, they'll tell you that it looks like Vamp is anticipating the trajectory of your incoming bullets, however, Pliskin tells you not to use the lock-on function -- he's referring to L1 (holding L1 while your gun is aimed will lock-on to the target, although it's useless here). So don't go wasting time by holding L1 and rely on your own skills to hit Vamp. Looking around the room you can find a RATION in the southeast, two boxes of M4 BULLET X 30 and RGB6 BULLET X 6 in the northeast, M9 BULLET X 15 in the northwest, and SOCOM BULLET X 12 in the southwest. These items may reappear throughout the battle if you need them, but only if you're not near their spawning areas at the time. To familiarize you with Vamp's attacks, he only has once effective attack, although it's actually not that effective, and his other attacks are easy to avoid. Anyway, what Vamp will do the most often to attack you is throw knives at you, which move quite slow through the air, oddly enough. They knives appear as blue-coloured light objects when they're in the air, for some reason, but they'll take off health when the hit you. Near the beginning of the fight, Vamp will probably throw knives individually, but he'll shortly start throwing more than five of them in a row, and you can hear him throw them by a distinct whirring sound. Other than that attack, Vamp only has one other attack until he introduces another attack, which is not damage-inflicting. But anyway, the other attack is him slashing you with his knife, which can only be done at very close range. Don't be paranoid about him coming out of nowhere and slashing you, because that won't happen. If he's on the same level walkway as you and he's walking slowly, looking at you, he's coming to slash you. When Vamp is walking towards you and you try to shoot him with a weapon that shoots bullets, he'll dodge all your shots by jumping. Sometimes when he jumps he comes closer to you, so you shouldn't shoot him when he's like this. If you shoot at him with bullets, he might do a flip and land right beside you, quite possibly leaving you open to attack. So instead of using bullets in this situation, pull out the RGB6 or even the Stinger to shoot him, or just run away. If he ever does get to you, however, quickly do a cartwheel in the direction where he is not, to get away. You'll notice that Vamp will jump into the water many times durin the battle, either from the center of the room or the sides of the lower walkway. First of all, you'll die if you fall in it because you won't be able to get back up, due to the high amount of oxygen in the water. Despite this, Vamp will go for a swim very often, however, this is a positive point. Whenever Vamp is swimming below in the water, you can take out the M4 or AKS-74u and shoot at him. Hold L1 while aimed at him in first person when you can see -- don't worry, he can't deflect any bullets that he can't see, especially when he's underwater. If you shoot at Vamp with the SOCOM while he's underwater, you can hit him, but it's a little harder because it's a single shot weapon, compared to the rapid fire of the M4 and AKS. Also, whenever Vamp is underwater, you'll see his oxygen level guage under his health. He'll normally come up before it runs out, but you can pull out the Stinger and shoot the surface of the water to severely lower his oxygen guage, which may cause him to lose a bit of health before he comes up. Whenever Vamp comes up from the water, he'll either jump on the lower or upper walkway. Whenever he jumps to the lower walkway, he'll stand crouched there for a few seconds -- shoot him in the head whenever he's doing this. Vamp will move around the area very quickly, especially when he's on the upper walkway railings. It can be frustrating trying to shoot him while he's moving up there because he'll throw knives at you very often, leaving you very little time to shoot him. Always make sure you never reload when he's moving around up there, because you can't move while you reload and it leaves you open to attack. And when you're shooting Vamp up on the railings in first person, stop and run away whenever you see him throw knives at you. Near the end of the fight, Vamp will be more aggressive and use different methods of attack. He'll start doing flips towards you and even cling himself to the wall near you -- whenever he does this, run away or he may attack you. And finally, Vamp begins is other attack once his health bar is almost all drained. He'll start throwing individual knives at you which glow orange instead of blue, and these knives prevent you from moving, beside turning your body. While you're stuck on one of these, Vamp will be jumping around the room, throwing blue, lethal knives at you, but there's a simple way to avoid them. Whenever Vamp throws blue knives at you while you're stuck on a red knife, they'll easily hit you if you just stand there. Whenever you hear the whirring sound of knives being thrown, duck right away. Once they knives reach you, they will go right over your head. However, if you're already crouching when the knives are thrown, they'll definitely hit you, even if you stand up. So always stand up whenever Vamp is jumping around, and duck only after the knives are thrown, then stand back up once they pass you. You'll probably find out yourself that explosive firearms work very well in this battle. Whenever Vamp is on the lower walkway with you, you can effortlessly shoot an RGB6 grenade round at him, and it might even knock him in the water. But there is a better and faster method than using the RGB6 -- the Stinger. If you use the Stinger you can finish this fight very quickly. Whenever you see Vamp not in the water, lock-on to him and shoot him with a missile. Whenever he's in the water, shoot the surface of the water with a missile a few times, to lower is oxygen, causing him to come back up. Then repeat the strategy. After Vamp starts to get aggressive with his sudden increase in speed, and using more of a variety of attacks, you should be able to finish him off with one or two Stinger missiles -- lock-on is your best friend. You should be able to kill Vamp with normal weapons, or the RGB6, but hey, who's watching? -------------------------------------------------------------------------- After defeating Vamp, Raiden will talk with the Colonel, and then Snake, after the cutscene. Snake reminds you that Emma is in the locker room to the north, so start your way there by going through the northeast door. Grab the RATION on the other side of the door and head west down the hallway to find... more water. All right, time to get wet again, run down the stairs and into the water. This time traveling through the watery corridors of B1, you don't have radar because the node is nowhere to be seen, but the locker room is very close by. Start off by submerging into the water and swimming under the roof blocking the surface. Go through the right doorway after the stairs, and you'll find AKS-74U BULLET X 30 through the doorway just ahead, although there is also a spiky ball mine there. Go around it to the left to get the ammo. Back in the hall, swim down towards the other end (turn right from the stairs doorway, or turn left from the AKS ammo doorway, depending on where you are) and be sure to swim under the mine near the roof just ahead. Continuing down the hallway, swim past the first doorway on the left if you wish to get some items. Through the right doorway at the end of the hall is PGS1-T BULLET X 10, accompanied by two mines -- you can easily swim in between the two mines to get the ammo, just don't move up or down once you're aligned with the ammo box (to stay away from the mines). Also at the end of the hallway, through the left doorway and down that hallway past a mine, is B.ARMOR (Body Armor) -- move under the mine to get to it. Back in the original hall, go through the first doorway on the left, as if you were coming from the other side of the wall (when coming back from the two doorways at this end of the hall, it's the doorway on the right, past the doorway righy by the wall, of course). Once in the hallway, swim under the high mine ahead of you, go through the doorway past it and move around the corner and up the stairs. Now on the dry floor, go through the door to the left to find the node -- there it is! Download the radar and move down the small set of stairs to the locker area. Move around the railing at the left side of the stairs and grab the PENTAZEMIN on the lower ground. If you check your radar, you'll probably notice a white dote inside one of the lockers, which should be Emma. But first, check the other lockers -- Raiden will slide them open and you'll have to move inside them to where you can't see from the overhead camera to get any items that are there. In the southwest locker in the room, you'll find a BOOK deep in the locker, and two boxes of C4 in the northwest locker on the west wall. In the southeast locker on the east wall, you'll find THERM.G (Thermal Goggles) deep in the locker. If you fool around in the room planting C4's and exploding them or something like that, or even knocking on the locker with the white dot on your radar, you'll hear a girlish whimper. Once you open the white dot locker, which is the center locker on the north wall, a cutscene will play. Emma is inside the locker, and Raiden will pull her up. She claims that she can't swim, which shouldn't be a surprise to you, but Raiden manages to convince her that he'll do the swimming, and she'll just hang on. The place begins to flood, so Raiden will go back to the stairs with Emma and submerge under the water. When you can play, take a look at your radar, which should make things a lot easier here, however, the distance from here to the other stairs is not far at all. On your screen under you're health and oxygen guages, you'll find Emma's. You'll notice that both of hers are very short, so you'll have to move quickly -- use any air pockets in the area if necessary, although you should be able to make it to the other stairs in just one of Emma's breaths. Starting off, go through the right doorway and go around the corner. Continue south, under the mine here, and turn right once you go through the doorway ahead. Move under the mine in the hallway and swim through the left doorway at the west end of the hall, then move up the stairs to the left, up to the dry floor. Because Emma was injected with something earlier, she can't really walk by herself, so you'll have to pull her. When standing near Emma with no weapon equipped, press and hold Triangle to grab her hand, and move like you normally would while holding Triangle to pull her with you. To continue, go through the door just ahead, but before you do that, you may want to contact Snake's frequency for some humour. The first time you call, Snake will tell you to go to Strut L, but Otacon will answer next time you call. He'll go on about the Big Shell and about it being a cover- up and all, but after that, an absolutely hilarious event happens. Enjoy it for yourself. Once you move through the door in the corridor with Emma, a cutscene will play. Raiden will take a short rest with Emma in the cutscene, and Raiden will contact the Colonel. Campbell tells you to take Emma to Strut L since the Shell 1-2 connecting bridge is destroyed (taking Emma over it would be pretty hard to do...). You should be able to get to Shell 1 from the Oil Fence at the bottom of Strut L. After the Codec sibling rivalry is over, grab a hold of Emma and take her south around the walkway. Whenever you're holding hands with Emma, you won't be able to use any weapons, so keep that in mind for later on. And if you leave her alone for a while, she'll sit down and rest until you try to get her up again. When she sits down, move up to her and hold Triangle -- she'll slowly get up and then grab your hand. Moving on, move to the south door in the room and Raiden will prepare himself and Emma for the next swim, and he'll step into the water -- this happens after all the cutscenes and Codec conversations, by the way. From the surface, submerge into the watery corridor and go through the left doorway once through the doorway just ahead of you, into the room with the demolished large girders. For the best pathway, swim up near the roof and over to the right. Swim over the girder there, as well as the next one, and move under the girder near the roof ahead. From there, swim to the left and go through the doorway up to the air pocket -- Emma should need air by now. In first person, eye the the doorway to the north, and you should see a mine there. Submerge into the water and stay left of the mine, swimming right against the top left side of the doorway. Just when you go through the doorway, hug the left wall and ascend so you stay clear of the mine, however, quickly descend once you pass it so you move under the next mine, then continue down the pathway. Swim through the doorway ahead and move around the left corner -- just after that, go through the right doorway and down the short hallway, through the doorway at the end. Take a left around the corner, then turn right, through the doorway, at the west wall. Emma should start to need some air now, so head up to the air pocket just to the north at the end of the hallway. From the air pocket, eye the east hallway in first person and dive back down in the water. Follow the hallway all the way to the east wall, then take a left. Move around the corner just ahead and up the stairs. Now you'll have to pull Emma again. If you try to take Emma to the left, where a whole lot of bugs are seen, she'll let go of Raiden's hand and won't continue with you with the bugs there. Somewhat off topic, you'll find M4 BULLET X 30 by the west wall past the bugs and the elevator. If you stand over the bugs, you'll receive an email with your Phone. It tells you to use the Coolant to drive the bugs away. That's one option, which is easy, however, takes up some time. If you plan to do that, equip the Coolant and spray each group of bugs until they are completely gone, following and continuously spraying them until they're gone. If you contact Campbell a few times, he'll suggest tranquilizing her, which is very simple. If you wish to do that, take out the M9 and shoot her in the head, putting her to sleep for the moment. You can also knock her out, which can be done by performing the punch-punch-double kick combo or cartwheeling her a few times. Either way using this method, call the elevator and toss her in it. Then go up to 1F. Shell 2 Core, 1F Air Purification Room -------------------------------------- Exit the elevator with Emma and look at the bottom left of your radar -- looks like you have company. Bring Emma to the south wall, not any closer to the west, however, and take out the guard in the room to the west when he's not looking -- he should stretch once in a while; run behind him when he does and shoot him in the head. Going back to get Emma, check out the east end of the hall past her -- you'll find AKS-74U BULLET X 30. By the way, if Emma is ever spotted by any sentries, they'll call for back up and will start to shoot her, just as if she was you. So just as you would normally stay out of trouble (you should, at least), do the same with Emma. Don't leave her alone near a guard, unless you're about to deal with the guard. If you or Emma is ever spotted by a guard, quickly take him out or at least cartwheel him to buy some time. Whatever you do, don't let the guard call for backup by any means -- fight with him until the bitter end. Retrieve Emma -- with no weapons equipped -- and start your way to the southwest, first moving to the west hall and getting the SOCOM BULLET X 12 in the northwest. If you start moving south down the west hallway, you'll notice a guard in the small hallway to the west on your radar. Leave Emma out of the way and take care of the guard. You can run down the hall and take the guard out from behind if he's facing the other way in the hallway, or you can just wait back by Emma and take him out from a distance. Once the guard has been taken care of, feel free to pick up the SOCOM BULLET X 12 by the door with the broken panel in the hallway where the guard was, then continue south with Emma to the southwest corner of the area, and grab the PENTAZEMIN in the southwest corner of the hallway. There's a guard down the stairs to the east, so leave Emma up here and go take care of some business. You'll notice that as you start to go down the stairs, a guard will arrive on this floor from the elevator (where did he come from? B1 is flooded and there were no guards there, anyway...). You'd better wait for him in this hall and take him out while he starts coming this way, because he'll probably cause you some trouble if you don't -- he'll come all the way around the whole floor. Anyway, once you take him out, you can move on with the comfort of knowing that he's out of action, or at least for a while. Run down the stairs and press against the wall just to the east of the stairs, and move so you can see around the corner here while still on the wall. Wait for the guard patrolling the area to come up and stop near you, then take him out the second after he turns around. Run to the east past his body to discover another guard here, a sleepy guard. Take him out from behind, and retrieve Emma and take her up the east stairs, behind the box in the hallway there. Once up here, the guard in the exiting hallway right near you will enter the hallway and turn his head around, inspecting the area. Shortly, he'll face the north and start walking that way. I recommend you take him out when he starts walking to the north, instead of just sneaking by behind him and leaving the Core, because there are items in the room past the electric floor. Once he's down, enter the former President's former room and grab the RATION and M9 BULLET X 15 at the west of the room, and PSG1 BULLET X 20 and AKS-74U BULLET X 30 at the east. Checking the low vent on the south wall, you'll find PSG1-T BULLET X 10 inside the vent to the right. Return to Emma in the hall by the boxes and take her to the exiting hallway in the east. Pass through the orange door at the end of the hallway with her to the KL bridge. Make sure you go through the door holding her hand, or else she won't follow you to the bridge. KL connecting bridge -------------------- At the sound of a Cypher outside, let go of Emma's hand and move to the doorway ahead, picking up the RATION there. Just through the doorway here you'll find PSG1 BULLET X 20 and CHAFF.G. In first person, look down the bridge to the east to spot a Cypher looking at the bridge near the bridge directly connecting Strut K and L. Take out the SOCOM or PSG1 and destroy it. Another Cypher should poke into the picture to the east as well, however, closer to you than the other Cypher. Take it down and go back to Emma. Unequip your weapon and pull Emma onto the bridge. No more Cyphers should be around, so make your way east with Emma, moving over the "repaired" gaps in the bridge. Once you reach the top of the ascending ramp, which is in the place of where the stairs were sometime ago, stop and investigate the area in first person and by looking at your radar. You'll notice a guard to the northwest a bit, patrolling the north area of the actual KL bridge. He shouldn't be able to see you even when you're standing up at the top of the ramp, so take him out from there. Scanning the area for items, the east narrow bridge will do you good. Check the narrow bridge down the nearby stairs where the guard was patrolling to find SOCOM BULLET X 12 at the north end of the bridge and M4 BULLET near the south. Return to Emma and start your way south down the bridge to Strut L, and you'll almost immediately find a fire blocking the bridge. You'll receive an email in your Phone about dealing with the fire, but you should already know what to do with the fire. Take out the Coolant and spray the fire at its roots until only sparks and smoke remain. Once the fire is gone, don't worry about the taunting look of the sparks and smoke and pull Emma past the blackened floor and to the orange door to Strut L in the small hallway at the south end of the bridge, for a cutscene. Raiden discovers that the door to Strut L is Level 5, and he doesn't have a Level 5 Card, however, Emma remembers her LV.5 CARD around her neck and gives it to you, allowing Raiden to pass through the door to Strut L. Strut L Sewage Treatment Facility --------------------------------- Once inside, leave Emma by the door and put your pack to the wall ahead of you and check around the corner. If you look around the corner fast enough you'll notice a guard standing by the doorway down the hall. You can take him out if you can do it before he goes through the doorway and out of your sight, but don't worry if you don't get him. When he's gone, run to the right and grab the SOCOM BULLET X 12 by the inaccessible door. If you wait against the wall for the guard to come back in the hall if you didn't get him, he won't come. He'll just stay in the other room. While hugging the west wall in the hallway leading to the south room, move slowly so you're not heard trampling on the nosiy floor. Looking into the room while pressed against the outside of the doorway, you'll notice that there are two guards in the room. One is close to the doorway, and the other is on the other side of the railing in the room. A simple method is to take out the further guard while back a little north in the hallway. When you see him stop when he's visible through the doorway, take him down. Then slowly move and press against the left side of the doorway again and wait for the close guard to turn the other way. When he does, he may notice the other guard or he may not -- either way, slowly move through the doorway and take him out. Another method you can do here, however, is throwing a Stun Grenade into the room through the doorway, but make sure you're not in the view of the guards (go back north a little first, then throw it). Then run into the room and put the guards to sleep while they're helplessly on the guard, if you use this method. Once the guards are down, return to Emma and navigate her south into the room with the guards and around to the south side of the room. Let go of her hand and turn the hatch on the door here to open it, then pull her through the doorway and into the room a bit for a cutscene. Raiden will open the floor hatch in the room to find a ladder, and Raiden and Emma will move down the ladder to the Oil Fence in the cutscene. Strut L Oil Fence ----------------- As Raiden scans the area with his scope, he notices that there are several sentries and sentry Cyphers. The pontoon leading around to Strut E is very narrow and Emma will have to go alone. Raiden will contact Snake about the situation, and he'll tell you that it's time play sniper. Meanwhile, he'll start his way to Strut E, to the other side of the Oil Fence. Take note that if you ever need ammo for the PSG1 or PSG1-T, there will be boxes of PSG1 BULLET X 20 and PSG1-T BULLET X 10 on this level of the tower you're on, however, they only appear once you have a certain amount of ammo left. Starting off, Emma will move onto the Oil Fence. In first person, look at Emma so she's in the middle of the screen and then equip the PSG1. As Emma is walking on the pontoon, she'll fall quite often, but she'll never fall into the sea, unless you shoot her. Anyway, just to be careful, equip the Thermal Goggles to check the area for any hidden explosives. On the path of the pontoon, several meters away from Emma, you'll notice five heated objects in a row, which are stealth equipped Claymores. If Emma moves near one, which she will unless you destroy them, they'll blow up and she'll fall into the ocean. With the PSG1, shoot the individual Claymores well before Emma gets to them, using a Pentazemin if you need one. Looking past the wobbly pontoon bridge, you'll notice a tower like the one you're sniping from, and there are guards patrolling around it, on both floors. You won't always be able to see all the guards from here, but they won't be able to see Emma if you can't see them. If they do see her, from where you can see them, the guards will be alerted and more guards will come to shoot her. While this is happening, Emma will just crouch down and hope the bullets miss her -- instead of laying back, take out the guards with either the PSG1 or PSG1-T, whichever you prefer. Always follow Emma in your scope as she makes progress over to Strut E. Even if you don't see guards on the towers, they can and probably will come out of nowhere, from your vision at least, and spot Emma. Do keep a lookout for the near future of Emma's path, however, cautiously be aware of guards popping out of nowhere on the towers. Looking past the first tower in Emma's path, you may notice a sentry Cypher looking over the next pontoon bridge. More Cyphers will come later, anyway, so you might as well take it out now. By the time Emma steps up on the first tower and moves around the backside, there will probably by another Cypher checking out the middle pontoon bridge. Take it out and start scouting the pontoon bridge for any Claymores with your Thermal Goggles. You wont find any here, so start looking for guards on the next tower -- take them out well before Emma gets close to the tower. Once Emma reaches near the middle of the second pontoon bridge, Snake will call you to tell you that he reach his sniping position from Strut E, and you can see him on the upper level of the far right tower when looking through your scope. Don't go shooting him, thinking he's an enemy sniper. Snake tells you to call him if you want him to start shooting. Although Raiden acts like he's useless when you call Snake for help, it's recommended that you do so. Having Snake just lie there and do nothing won't do you any good, so why not have him help you? If you do call him for help, he'll only shoot enemy forms that you're looking at through your PSG1 scope. He shoots only one bullet at a time, but he's a good shot. When he's shooting sentries or Cyphers, feel free to join in on the shooting to quicken the target's death. You can help Emma through this area all by yourself, but having Snake help can get things done faster and more easily. Make sure no guards can be seen at the second tower in Emma's path when she closes in on the place, and you may notice that she takes a lot of time behind this tower. Take out the Direction Mic and aim it at the tower that Emma is behind. Listening it, you'll notice that she meets up with Johnny behind the tower! He's not having the greatest time again and desperately heads for the toilet. Before Emma moves onto the third pontoon bridge in her path, clear any Cyphers in her area and around the whole area. By now you'll probably notice that Cyphers come from above you and make their way over to the pontoon bridges, and you can take them out before they get there. Now that Emma is on the last pontoon bridge, check the path for Claymores with your Thermal Goggles. You'll notice two near the center of the bridge, although some meters away from each other. Zoom in on them and take them out with the PSG1 before Emma gets close to them, and use a Pentazemin if your aim is shaky. If you want to have some fun in the area while you're waiting for Emma to make her way across to Strut E, you can shoot down some seagulls with the PSG1 -- use the PSG1-T if you don't feel like being too cruel to the birds, although shooting them down isn't very nice, either way. Anyway, if you shoot down enough birds (around 5-10), the Colonel will call you to tell you how cruel you are, and it's quite funny. Another way to get rid of guards and Cyphers in the area is to use the Stinger, but be sure you don't lock-on to birds, unless that's your thing. Using the Stinger makes things more simple, however, due to its lack of ammo and overkilling abilities, you should probably only use it to have some fun, and then switch back to the PSG1. Once Emma reaches the approximate middle of the third pontoon bridge, a cutscene will play. Vamp comes up from the water and grabs Emma by the neck, holding her still, while facing you. You could call this a boss or you could not, but either way, it's extremely easy. BOSS: Vamp 2 -------------------------------------------------------------------------- Right away, zoom in very closely on Vamp and try to get a clear shot off at his head. Don't hesitate to use a Pentazemin -- Emma's life is on the line. Whenever he's holding her, he'll sort of strangle her and lower her health a bit. To prevent this, keep shooting Vamp. Getting Vamp in the head inflicts the most damage and ends the battle the quickest, however, it can be dangerous aiming for his head because Emma's head is right under his most of the time. Sometimes Vamp will be holding Emma's arm in the way of his head -- you can shoot the top or side of his head as a countermeasure, or you can just shoot him in the gut or his legs, unless Emma is in the way. This is rather simple because of Vamp's small health bar and the fact that his head is almost always in clear view for you to shoot. It will only take a few shots to Vamp's head, or his body, to end the battle. -------------------------------------------------------------------------- After the cutscene, Raiden seems to run across the Oil Fence to Strut E and climb up the ladder there, although we can't see him doing so. Strut E Parcel Room ------------------- After the cutscene, you'll be in Strut E of Shell 1. You have 300 seconds to get to the B2 Computer Room in the Shell 1 Core to deliver to MO Disk -- hurry! Turn the handle on the door near the floor hatch to open it, and move into the hall identical to Strut L's through the doorway. On the other side of the railing is SOCOM BULLET X 12 if you want it, but anyway, run through the orange door at the west side of the room. Continue west and you'll notice that you can get inside the parcel storage room here with your Level 5 Card, and you'll find the DG.CAMERA (Digital Camera) inside, which can be used to take pictures and save them to your memory card. Back in the hall, hearing a guard listening to music with headphones, start running up the nearby stairs at the west wall. The guard with the headphones, and also the only guard in the room, should be a bit to the northeast when you come up the stairs, or maybe even closer to you. If you wait for him, he'll move around to the east wall and then come south and start his way over towards you. Because he's sort of dancing to his music, he can't see in front of him all the time and every half a second or so he won't be looking straight ahead, however, don't let this make you think you can just run right by him. Take him out and run through the orange door in the southeast, to the EF bridge. EF connecting bridge -------------------- Entering the area, you'll hear Cyphers. Run west to the doorway and look in first person. One Cypher is just ahead of you, another past that to the right a bit, and another one is checking out the bridge connecting to the Shell 1 Core to the west -- the SOCOM should suffice. Once the Cyphers are down, you'll notice no Claymores on your radar with the Mine Detctor, if you got rid of them earlier. Checking the Shell 1 Core bridge here, you'll notice that several floor panels are missing, if you ran along them when you left the Shell 1 Core earlier. If this is your situation, press against the railing or hang on it, and make your way to the other side of the bridge like that. If you hang on on the bridge, you'll have to jump back up once you reach the solid wall when the railing ends, onto the safe spot there, but you can simply cartwheel over the two-panel-wide gap or press against the wall to get by. Once past all the gaps, continue west to the small hallway at the other side of the bridge and go through the orange door in the hallway. Shell 1 Core, 1F ---------------- Once inside the Core, you'll notice the all the cameras in here won't work if you took them out earlier. Also, if you still have the Mine Detector equipped after from checking the EF bridge, you'll notice three CLAYMORE mines on your radar just south after entering the main hallway, west from the door you entered the area from. You don't need to take that path, though, and it's a longer way to the elevator so it's pointless to do so, anyway. After entering the hallway just north of the Claymores, run north down the hallway and around the corner with the bug-covered floor. In the north hallway, the elevator is open, so enter it, and you'll move down to B2 in a cutscene. Shell 1 Core, B2 Computer Room ------------------------------ Raiden arrives in the cutscene to deliver the MO DISK to the computer- unfriendly Snake, and the disk is put to use. After a few cutscenes, a scene with Raiden, Snake and Otacon will play, and it seems that it's time to leave the Plant, however, the game isn't over yet. After the cutscenes, Rose will call you to ask you to save, even though Raiden seems to be "offline". A R S E N A L G E A R Several more cutscenes will start to roll, and you seem to be somewhere you haven't been. In an interactive cutscene, where you can look around a bit, hit Triangle repeatedly to get through Solidus' torture. After quite a while, Olga will enter the room to talk to you alone. She tells you several things, one regarding your gear -- Snake has all your stuff. Olga tells you to wait a bit untl she lets you out of your torture bed. She'll punch Raiden to make everything seem normal to anyone watching, and she'll leave afterwards. Rose will then contact you to talk for a bit. 06 // a r s e n a l g e a r __________________________________________________________________________ Arsenal Gear......................................................[pla_06] "Amazing how you walk around like that." Arsenal Gear - Stomach ---------------------- Just after talking with Rose, Raiden will be released from the torture bed, naked as a human eye. Some strange thoughts might overcome you about trying to see just what exactly is under Raiden's hands. Whenever you're done playing around with Raiden's nakedness, you can find a RATION under the computer desk just to the left of the torture bed. The southwest door in the room won't open, and the same for the southeast room (probably a washroom, anyway). Checking the northeast locker, you'll find MEDICINE. If you stay naked as you are for a long time, Raiden may get a cold, and that's what the medicine is for. Contact the Colonel, and in the second conversation, he'll mention that you won't be able to hang, throw, or chokehold anyone in your current state, and a hilarious conversation starts up regarding why you can't do this (imagine chokeholding a guard from behind while naked...that just seems wrong...). The Colonel will also tell you that you'll receive more damage when you're attacked, since you have no protection at all. Anyway, move through the northeast door and log in to the node in the room to download the radar. Then continue through the east door. Arsenal Gear - Jejunum ---------------------- Starting in this area, you start to get strange transmissions from the Colonel, first starting off with voice static and somewhat strange talking behaviour. After talking with the Colonel, you'll notice an Arsenal Tengu soldier patrolling the area on the other side of the large boxes near you. Slowly and quietly press against the box and move to the right side of it, and wait for the Tengu to turn around and head the other way, then dart to the box to the east. You can continue running to the stairs just ahead, but if you ran late, you might want to wait -- if so, press against the east side of the box. Just to inform you, these Arsenal Tengu soldiers are extremely advanced, especially compared to Gurlukovich guards. Their scouting techniques are extremely more careful, looking virually all around them, and then can even turn their heads while walking. Not only that, they carry mighty P90 submachine guns, and if you're spotted by a Tengu, you'll almost immediately enter alert mode. As if being naked with no weapons wasn't bad enough, you'll have to adapt to dealing with better enemies without using any weapons. Don't worry, the walkthrough for this area is very helpful and will help you through the area without being spotted once if you do it right. If you're still on the lower level, pressed against the box, wait for the Tengu solider to move to his southernmost position on your radar, and once he turns back around to move north again, run to the stairs just ahead of you on the east side of the area. You can continue on the lower level, however, things get very tricky, and you'll have to go up to the upper level eventually, so why not do it now? If you wish to look for items on the lower level, however, there's a RATION around the center of the area, at the east side near some boxes, and MEDICINE in the northwest by the large box against the north wall. Turn your computer off right now. Cut the cord -- the mission is a failure. Honestly though, you've been reading this walkthrough for a long time now. Can't you just play the game yourself? You'll ruin your eyes sitting so close to the computer screen, stop it right now. You must continue your m-mission. I need scissors! 61! On the upper level, once up the stairs, press against the north wall, with an Arsenal Tengu just around the corner. Wait for him to turn around and move back north, then run west over the walkway bridge to the west side of the upper level, and move to the south when over there to find BOX 5 near the railing (if you found this box in the Big Shell, it's already in your gear, but you don't have your gear right now). This box matches the surroundings of Arsenal Gear and works very well when hiding. Moving on from the west side of the upper level, move north with Box 5 equipped, and you'll come across a surveillance camera on the wall by the next walkway bridge. You can slip by under the camera's blind spot with the box equipped if you're right next to the wall, but you can also do it another way. First of all, there's a Tengu in the north and might see you if he's close by. When the Tengu is far away, unequip the box and move under camera's blind spot while pressed against the wall, however, move on the wall when the camera is looking to the north, and continue north when it's looking to the south. Once you're past the camera when the nearby Tengu isn't looking, just set down with your box beside the box-object just past the camera, and start watching the Tengu's patterns so you can get by him. What you'll notice is that the Tengu moves from his southerhmost position, right near you and your box, north to the next walkway bridge, and without looking behind him, he walks a bit down the bridge. So you can follow him when he moves north, and move past him once he moves on the bridge. Just remember to be quick and quiet at the same time. With your Box equipped like always, start following the Tengu once he moves north, keeping your distance for some insurance, and stop behind him when he stops and looks at the bridge. When he moves onto the bridge, continue moving north. You can continue all the way north if you didn't make your move too late; if you did, you might want to set down beside the tall box object just past the bridge. If you do so, wait for the Tengu to start moving back south until you continue north. By now you've probably noticed the several mass-produced Metal Gear RAY's in the hangar -- just be glad that they're not in use right now. Anyway, continuing northward at the west side of the upper level, and stop at the last walkway bridge, near the north wall. Look east through the hole in your box and take note of the Tengu's walking pattern -- the one in the northeast of the area. You might want to get a little closer though. If you stand up with no box equipped, when no one is looking, you'll notice a door past the Tengu's path in the northeast -- that's where you'll want to go to meet Snake. Past this walkway bridge on the east wall is a surveillance camera that you'll have to get past. Wait for the Tengu to be somewhere not near you, and when the camera looks to the north, run down the pathway and set down with your box just under the camera. From here through your box's hole, you'll notice that the Tengu's southernmost point is close to the surveillance camera, but he won't see you if you're under the camera with the box. Anyway, from there he turns around and then starts down the east pathway to the door, leaving an open opportunity for you to get to a better vantage point. You'll notice a long box object to the north, near the wall -- when the camera is facing to the south, run north and hide behind the box in the north. Wait for the Tengu to come back to this hallway and move south, then quickly make your move. Very speedily run south around the box and run east down the hallway to the door, and go through it. Arsenal Gear - Ascending Colon ------------------------------ Just like in the last area, you'll receive transmissions from the Colonel around every ten seconds, but this time you'll have to answer them in order to continue, even though they're manual calls (meaning you'll have to press Select to answer them). Snake isn't anywhere to be seen, so check the area out meanwhile. Run all the wall north to discover that the door won't open. Run back south and all the way to the south door to find a RATION, and also that the door there won't open either. If you've answered a few Codec calls, a video clip of a Japanese woman is displayed in place of your soliton radar. Throughout the whole clip, your Codec will be sounding off like crazy, but the video clip will stop if you answer a call while it's on. The clip will go on for some time -- once it's over or whenever you want, answer your Codec. After some MGS1 and some just completely random Codec calls, you'll receive a call from Rose. Once it's over, a cutscene will play. Snake is finally here... About time, man. Raiden puts back on his gear -- everything you had from when you were captured is still in your equipment. Via Codec, Snake mentions that there are 25 Metal Gear RAY's that you may have to fight. After talking on the Codec, Snake will hand you an HF.BLADE (High Frequency Blade) that Olga left for you. Snake will tell you how to use it and you'll be given a time to play with your new toy. Move the right analog stick up and down to perform a vertical slice, and move it left and right for a horizontal slice. Turn the right analog stick around in a circle (360 degrees) to perform and spinning sweep. Push in the right analog stick (R3) to thrust the blade forward. Hold L1 without executing an attack with the blade and Raiden will hold the blade horizontally and can even deflect a bullet or two. One last thing, which Snake doesn't tell you, if you press Square when the blade is equipped, Raiden will switch the function of the blade -- lethal or non-lethal (non- lethal is like punching someone, while lethal is like shooting someone). While practicing with the HF Blade, you'll probably discover that you can try out some moves on Snake, but he'll punch and kick or even shoot at you if you do, although you can easily get away. In fact, you can even knock out the legendary Solid Snake. Switch the function of the blade to non- lethal and swipe Snake a few times. To avoid his attacks, run away after knocking him down. Once he's knocked out, you can drag his body around, and his dogtags will fall out when you drop him. The practice session will end after a while, and Snake and Raiden will get ready to move on to the next area in a cutscene. Snake tells you that if you run out of ammo, you can have his. Snake has infinite ammo, thanks to his bandanna. If you need any ammo, he'll toss you some, but only for the M4 and SOCOM since he doesn't have anything else. Snake and Raiden move on to the next area after a Codec conversation. In another hangar, Otacon calls Snake and Raiden, and Raiden tells him about the Colonel's transmissions, and he'll look into it for you. If you need anything else, contact his frequency -- it's 141.12. Arsenal Gear - Illeum --------------------- After talking on the Codec, a Cypher comes out of nowhere and spots Snake and Raiden, and you'll enter alert mode. Thanks to the Cypher, you'll have to fight an army of Arsenal Tengus as they continuously jump out of nowhere. Just like the last hangar, there are two levels -- the Tengus will be on both levels, so you'll have to watch yourself. Not only will they shoot from up there, they can also jump down to the lower level. Take note of the different types of Arsenal Tengus here -- there are some with P90's and some with HF Blades. The ones with the blades can deflect some bullets -- keep shooting them and they'll eventually take some hits and die. Even though you just got the HF Blade, it's probably best for you to use an assualt rifle for this area. If you stick to the M4 or SOCOM and run out of ammo, Snake will toss you M4 BULLET X 30 or SOCOM BULLET X 12, whichever you need, so pick it up if this happens. The SOCOM works pretty well in this hangar, and you may be surprised by its effectiveness, however, enemies are usually far away and assualt rifles generally work better here. You can still use the blade, however, you'll have to run up to enemies, consequently losing more health, most likely. Although the only assulat rifle Snake will throw you ammo for is the M4, feel free to use the AKS-74u, just try to conserve ammo when shooting. At the beginning Snake will start shooting Tengus ahead of him -- join in and do the same. Make good use of the lock-on function with your guns by holding L1 -- this will make things might easier. After a little shooting, Snake will crouch and press against one of the boxes at either side of the room, so do the same, but on the other side. If there are any remaining enemies, take them out with jump out shots. Enemies won't only shoot you, and they'll actually shoot at Snake a lot. Take advantage when you're not being shot at and take out any enemies you can see, especially the ones shooting Snake, since he has health, too. Once all enemies in this section are down, move away from the box and run deeper into the room, and Snake will follow you. More Tengus will enter the area for you to kill again. Look up on the upper level as well as right in front of when you shooting the enemies. Snake crouch by a box again, but you can continue killing the enemies. Move on to the next section once all these guys are dead. Do the same thing for this section as the Tengus come, and the same for the rest of the entire area. If you ever need health, Snake will throw you a RATION. Once you get to the end of the area, it can be a good idea to use the blade, if you want to use it. Since enemies will be closer to you, things wll be easier. Run up to them and swipe them a few times, or use the spinning sweep to instantly kill one or even a few enemies instantly, if they're close enough. If you ever want to shoot while running in third person, hold X while holing Square. Once all the enemies are dead, the door at the end of the hangar will open and Otacon will call you, regarding the Colonel. Afterwards, Snake and Raiden will continue to the next area through the door. Arsenal Gear - Sigmoid Colon ---------------------------- After the Codec conversation, grab the RATION in front of you and go through the doorway into the large circular room ahead. Run to the center of the room and a cutscene will play. A swarm of Tengus jump from above and surround Raiden and Snake. It looks like you'll have to take them out. Use the same strategies as in the hangar just before. Snake will toss you M4 BULLET X 30 or SOCOM BULLET X 12 if you ever need the ammo, so watch out for it when you're running low. At the beginning of the massive battle, Raiden will have the SOCOM equipped. Instead of putting it away and taking something else out, actually give it a try. It will probably surprise by how well it actually works, honestly. In third person, fire a few quick shots at enemies in the screen and it will kill them rather quickly, especially since Snake is making such a big distraction with his noisy M4. Same as before, there are the two kinds of Tengus: ones with P90s and ones with HF Blades. The Tengus with the blades can be more tricky to eliminate here in this open space, but you can run up to them while shooting and bump into them. Then move behind them and kill them from there. After killing a few HF Blade Tengus, killing the ones with P90s is like slicing butter. As I already mentioned, use the same strategies from the previous area in this large open area. While shooting in third person, hold X so you can run at the same time, which makes things easier for you and harder for the Tengus. You'll notice that as you kill the Tengus, more will jump down from above. If you look up in first person at the east and west sides of the area, you'll see ledges up there, and the Tengus come from the doors up there. They move rather quickly, though, so it's probably best to wait for them to come down to you until you shoot them, especially since you'll very likely be shot by another Tengu already on the main floor if you stop and look up there. After a while of shooting, a screen will come up that says "Fission Mailed", which is very identical to the "Mission Failed" screen, however, it is just a trick that the Colonel is probably trying to do. Anyway, the battle will still continue in the small screen at the top left and you can move around like you normally would, which may be somewhat difficult to do, but it looks really cool. The screen will go back to normal after a bit and you'll fight with the normal screen again. Continue fighting the Tengus with the same strategies, or try the HF Blade. It works better in this area than the last because some Tengus usually land right beside each other, and they always land on the sides of the area. Find a common place where they land and stick around there. Take the Tengus out as they land, and when two or more land in the same spot, perform the spinning sweep by moving the right analog stick in a circle. After more fighting, the "Fission Mailed" screen will come up again. Keep on running around the room and blasting away your gun or continue using the HF Blade to eliminate the Tengus. The screen will go back to normal again, and a cutscene will play once you and Snake have taken care of around 50 Arsenal Tengus. In the cutscene, Raiden will move up a ladder, leaving Snake behind at his request. Arsenal Gear - Rectum --------------------- After the cutscene of Solidus talking from somewhere, he'll continue while you are given the opportunity to move around. You might want to take the time to practice using the HF Blade, because you'll only be able to use it later in the game. Also feel free to play around in a cardboard box or something, if that's what you want to do. Once Solidus is done talking, another cutscene will play. Several Metal Gears are seen coming towards Raiden in the cutscene and it looks like they want to fight you. And yes, you'll have to fight back. BOSS: Metal Gear RAY Army -------------------------------------------------------------------------- Once you've gotten over the fact that there are three Metal Gears in front of you, as well as many more in the distance, you'll have to destroy them. The best weapon, and pretty much the only weapon, for this fight is the Stinger, with its lock-on capabilities. You probably won't know exactly where to shoot RAY yet, but if you call Otacon, he'll tell you to aim for RAY's head section. Start off by equipping the Stinger, and fire a locked- on missle at the head of the Metal Gear RAY right in front of you, the middle one. As already mentioned, Otacon tells you to aim for RAY's head section, although that's not the only area you can shoot. When looking at a Metal Gear RAY with the Stinger equipped, you'll see three green squares around selected areas, which are the head and both legs. You can lock-on to these three areas with your Stinger, however, only hitting the head causes damage. Whenever you fire a missile at a RAY's leg, it will stumble over on the "injured" leg, not causing any damage, though, and it will get back up. Shooting a RAY's leg isn't pointless, though, because it can be sufficient to prevent attacks if you don't have enough time to aim for the head. This battle will be very long and difficult, so be sure to have your Rations equipped at all times so Raiden will automatically use one if his life bar fuly drains. If you don't have any, try not to worry too much about it, since some will appear during the fight. Having at least one or two Rations really helps, however. Anyway, if you call Otacon again, he'll tell you that you should be able to throw a Chaff Grenade to confuse the Metal Gear RAYs for a moment. Toss a Chaff Grenade and run around so that you're not hit if one of the RAYs shoots at you. When the Chaff explodes, you'll notice the three RAYs shaking a bit, but that's not all it does. The Metal Gears can attack with their lock-on missiles, which come from their backs, even when a Chaff Grenade is thrown, however, the ability of the missiles locked-on to you won't work. If you stand still, they'll hit you, but not if you run somewhere else. Normally when lock-on missiles are fired from RAY's back, four right after each other, they will lock-on to you, and you'll hear a beeping sound with the intervals shortening -- you might want to run when you hear this. No, seriously, RUN! Whenever these missiles are fired, they won't hit you if you constantly run around the area, by not if you run back and forth a meter or two, or in small circles, or anything like that. When the missiles hit the ground they will explode, inflicting a lot of damage and knocking you down if near the explosion. When you're running away from the missiles, they'll explode right behind you as you run, however, not if you start running seconds before the missiles hit the ground (they'll hit you if you do this). Whenever you throw a Chaff, the missiles will lock-on to your initial position, which happens when they are fired with Chaff particles already in the air or when a Chaff Grenade explodes when the missiles are in the air, however, they will stay locked-on to that position due to the interference. So whenever the Chaff particles are in the air and missiles are fired from the back of RAY, you only need to run a few meters to escape the radius of the explosion. And when a Chaff explodes while a missile is in the air, run away from your current position to escape the explosion. Sometimes lock-on missiles will be fired over and over among the three Metal Gear RAYs, even while some missiles are already in the air, but you'll just have to deal with it. To take action, toss a Chaff Grenade while you're running from the missiles to cause confusion to the lock-on system. Take the time to run away from your current position and fire a Stinger missile at one of the RAYs. Metal Gear RAY also has two other attacks from the position off the platform your on. One of the attacks is a simple machine gun firing from RAY's left arm. Whenever you see one of the Metal Gears moving their left arm in front of them, they're probably getting ready to perform this attack. If you try to fire a missile at one to stop it and it hits its arm, it won't do anything except look like it did something (a lot of red gush will come out). But if you hit one of its legs, it will stop the attack (the arm blocks the head, so the legs are really your only options). The other attack is a light discharge attack, which is done every often and will very seldomly hit you even when the Metal Gears decide to use the attack. The attack is a discharge or blue light, aimed at the large platform you're on. It will steadily aim at one spot at first, then it will move slightly towards the inside of the battle platform, but in a straight line, which is easy to avoid. If it hits you, it won't inflict very much damage, so don't worry about it. RAY's most common attack is the lock-on missiles, so you'll have to do a good job dodging those. Throw a Chaff Grenade whenever you can to give you an opportunity to run away from your current position and fire Stinger missiles at the RAYs. Whenever you're running away from the lock-on missiles, don't feel that you have to constantly be running. If you see another RAY fire lock-on missiles just before the ones in the air explode, you should easily be able to stop when the current missiles explode and fire a Stinger missile at it and start up running again -- just do it quickly. Try to balance out among the three Metal Gear RAYs when shooting missiles at them, because it will come to your advantage later on. But if you're not plainly trying to damage RAY, meaning you're trying to prevent or stop an attack, you don't always have to aim for RAY's head section -- you can also aim for the legs. It won't cause any damamge but will do the job in preventing or stopping the attack. However, always try to aim for the head if you can, unless you don't have much time and only manage to lock-on to the legs, but both are always sufficient for preventing attacks. By now, there will probably be six boxes of STINGER BULLET X 10 around the battle area, one at each vertex of the third innermost hexagon on the floor. And if you need health there will be a RATION in the center of the innermost hexagon on the floor. All these items reappear throughout the battle, so pick them up if you need them. After a while, the first RAY will jump up on the large platform you're on. If you're very close to it when it lands or if it steps on you, you'll lose some health and fall to the floor. Anyway, now that one RAY is up here, it'll try to introduce another, and essentially the best, attack to you. The attack is firing two lock-on missiles from it's legs; one from each. This attack is difficult to avoid because of the speed and how close the missiles start to you. To avoid these missiles, immediately start running perpendicular to where the missiles come from (run to the left or right, not towards the missiles or towards the camera, because the missiles will hit you if you do so), unless you're running forward at the left or right side of RAY -- in this case, continue running that way. If you only run, however, the missiles will hit you. But if you perform a cartwheel just before the missiles get to you, you should get out of the way. Try to perfect this motion -- if you cartwheel to early and land, you won't be moving and the missiles will hit you. And if you cartwheel to late, well, I think you know what will happen. You can safely avoid this attack a lot of the time by not allowing RAY to do it. Whenever RAY is about to shoot the lock-on missiles from his legs, it will usually move its legs up and dowm a bit (not always, though) and then set them down and stand still for a moment. If you shoot a Stinger missile while it's doing this, it won't be able to try it again until after it's hit, allowing you to do the same thing. In short, shoot a missile at RAY whenever you see it standing still, looking at you, unless it's already too late and it's already just about to fire at you. You shouldn't always try to do this, though, because you should be trying to balance out the health bars of all the Metal Gear RAYs so that one doesn't have too much health when it gets its turn to come up on the platform. Another method you can do, though, is run around the battle area to the side of RAY while it's getting ready to shoot the missiles. Because then it will have to turn to face you and start all over again, although sometimes it doesn't work. If you're ever running away from locked-on missiles from one of the outer Metal Gears and you see that the Metal Gear on the platform is ready to fire the special lock-on missiles, continue running and cartwheel when necessary, to avoid the special missiles, as well as the other missiles from one of the outsider RAYs. Also when a Metal Gear is on the platform, it will usually try its machine gun attack. If RAY is far away from you when it does this, you should be okay and you should be able to run towards the camera on an angle, away from the bullets, to avoid the attack, but if RAY is close to you, it becomes more difficult. But do try to run away from the camera at an angle, away from the bullets, and you should be able to get away. Try to take note of which health bar matches which Metal Gear -- that way you can quickly get one off the platform to progress in the battle, letting another Metal Gear jump on the platform and another one enter the area. Once you drain the health bar of the Metal Gear currently on the platform, it will shortly leave the stage and go back to the others, and another Metal Gear will get its turn to get up real close to you. The Stinger is the only weapon you should truly use in the battle. You can also use the RGB6 at close range by aiming up high enough, and you can also use the Nikita, however, these weapons are very ineffective and either can't get to the head or it is very difficult to do, making them pretty much useless. Stick to the Stinger for the entire fight -- it's very effective and there should be plenty enough ammo around the battle area. Once you've killed five Metal Gear RAYs on Normal, the battle will end in a cutscene. On Hard you will have to destroy 20, and 25 on Extreme. Good luck! -------------------------------------------------------------------------- After a few awesome cutscenes roll, you'll be asked if you want to save. No, that wasn't the final battle and the game is not over yet, believe it or not. It might be smart to save. After the save option there will be an interactive cutscene, with Solidus in front of you. He'll pick Raiden up and try to suck the air out of him again, although it's harder than before -- INSANELY harder. Tap Triangle as quickly as you possibly can. Don't worry when your oxygen gauge runs out; that's bound to happen. After your oxygen gauge runs out, your health will start to drain, but do continue tapping Triangle like crazy, even if you're health is almost all gone. Just be happy if you live the excercise. N E W Y O R K C I T Y Welcome to the Big Apple. 07 // f e d e r a l h a l l __________________________________________________________________________ Federal Hall......................................................[pla_07] "We're all born with an expiration date. No one lasts forever." Federal Hall ------------ After several more cutscenes and arriving in New York City, Campbell will call you. After the strange conversation, Solidus will continue talking to you on the roof of Federal Hall, and the final battle will begin. BOSS: Solidus Snake -------------------------------------------------------------------------- Checking your weapons, all you'll have is the HF.BLADE that Solidus just threw to you, since you presumably lost all your weapons to Solidus back on the top of Arsenal Gear. You better hope you're good enough with the HF Blade or you're in for a beating. Brace yourself! Just as a note, you have the option of choosing between using the lethal HF Blade or the non-lethal one, and these correspond to each of the health bars at the top of the screen (just like any other fight). The end result is the exact same and the only reason to use the non-lethal blade is that this will not count as a kill among your game stats once the fight is over (irrelevant unless going for a no kill run). To switch between the blades, press Square and watch the HF Blade box at the bottom right. Red is lethal and blue is non-lethal. At the beginning of the fight, very quickly run up to Solidus just in front of you and swipe him three times, knocking him to the ground. Keep that in mind, too -- if you hit if three times in a row, he'll fall to the ground. Once he gets up, he may streak across the roof to somewhere else, leaving a trail of fire behind him. If he does, get away from the fire as quickly as you can or you may be set ablaze -- if you set on fire, perform a few cartwheels and the fire should go out. The only item in the area is a RATION at the upper left corner on the roof. It won't reappear -- that's all you get, other than your own Rations. It also might be a smart idea to wear you Body Armor if you have it. The most effective attack with the blade is the up and down, and left and right strikes. Performing anything else just takes too much time or just isn't as effective. Whenever you strike with the effective attack listed above, Raiden will move forward a bit at each strike, which will come in handy whenever trying to get closer to Solidus, however, it will probably also become an annoyance when attacking from the front because Raiden may move off to the side, leaving himself open for attack. When you're right near Solidus, try to run towards him and slice him with the simple strikes. You'll notice that Solidus will defend himself by blocking his body with his two blade sometimes, and the only thing Raiden will cause are some sparks. When he's blocking your attacks, try to get behind him and strike him from there. A sly technique is to perform a cartwheel while running at Solidus so that you land just past him. He'll avoid the cartwheel attack, leaving his back open for attack -- swipe him a few times so he falls to the ground. Sometimes after Solidus gets up from the ground, as well as other times, he'll try to whip one of his mechanical arms at you if you're in his range, throwing you to the ground. To avoid this, just run away from him so that you're not in his range. Solidus has a few attacks, some of which you've already seen. His most basic attack is striking with his two HF Blades, which can hurt you quite a bit if he hits you. He may also kick you if you're near him sometimes, throwing you to the ground (yes, you're on a roof but you get the point). It's sometimes easy to avoid the quick kick because you can usually see it coming, and it becomes a majaor advantage because you can easily get behind him during and after the kick and strike him to the ground. To avoid a kick from Solidus when you see it coming, quickly pick a direction and perform a cartwheel that way, and Raiden should be out of the way in no time. Other attacks including his mechanical arms are grabbing you and throwing you to the ground, and firing missiles through the end of the arms. You should be able to avoid the missiles by running around them but you can also deflect them by holding L1 sometimes. L1 comes in more useful when Solidus is using his blades to strike at you, and you can block these attacks by holding L1. A rarer attack from Solidus is when he grabs you with his mechanical arms and holds you high up in the air. You'll notice an O2 gauge appear at the top left of the screen. Quickly tap Triangle to hold your breath and wiggle all the buttons on the controller to get out of the attack. If you escape the attack, which is very easy to do, you will fall back on the ground without any damage and you'll suprise Solidus and might be able to strike him. If you don't escape the attack, Solidus will slam you on the ground, inflicting a bit of damage. Speaking more about Solidus' mechanical arm, which is also an attack, although not threatening, he'll pull himself on the side of the building next to the roof and will jump back down after a few seconds. If he lands on you it will hurt, but it's very easy to avoid -- just keep running. If you stand near Solidus he may try an attack involving both his blades at once, using them equally to strike you from above. When he does this attack, it leaves his back open for around two seconds, allowing you to easily get behind him and strike him from there. Once Solidus' health bar is around half, he'll get rid of his mechanical arms. That would naturally seem as a relief, but it's not amazing news. Just like Solidus says, "this is where it gets interesting." Without the arms, he'll move more quickly and aggressively, sometimes streaking towards Raiden from nowhere and smacking him to the ground. Carefully avoid the fire in Solidus' wake and constantly run around so that he won't be able to hit you so easily when he comes at you. Another alternative is to just hold L1 while facing Solidus so that you block his blade attacks after he races towards you. After successfully blocking, take a few swipes to knock him to his ground and prepare for the same thing to keep happening. Be careful when blocking though. He may take a few swings so just wait until he looks vulnerable and then go at him. If he takes some swings and then does a lunge attack straight at you, strike him back right after that lunge since he should be vulnerable. If you choose to run around and wait for Solidus to swarm towards you, cartwheel just before he gets to you so that you can position yourself to swipe him and knock him down again. After knocking him down each time, it's advisable to run away and wait for him in another area. Whether you're doing this or the blocking method above, just repeat the process until the end. Always be wary of his kicks when he's in close proximity -- either block or get out of the way and wait for your time to strike again. Repeat until Solidus' health bar is drained and say your final farewell to the former US President. -------------------------------------------------------------------------- After defeating Solidus you've finished all the gameplay so just sit back and enjoy the ending cutscenes as well as a little surprise somewhere in there. You'll know it when you see it. __________________________________________________________________________ __________________________________________________________________________ 10. I T E M L I S T __________________________________________________________________________ __________________________________________________________________________ ITEM LIST........................................................[mgs2_10] TANKER ______ WEAPONS M9 USP ITEMS Cardboard Box Wet Box Camera Digital Camera Cigs Binoculars Thermal Goggles PLANT _____ WEAPONS M9 SOCOM M4 AKS-74u PSG1 PSG1-T RGB6 Nikita Stinger ITEMS Coolant Directional Microphone Level 1 PAN Card Level 2 PAN Card Level 3 PAN Card Level 4 PAN Card Level 5 PAN Card Uniform (B.D.U.) MO Disk Digital Camera Body Armor Cardboard Box 1 Cardboard Box 2 Cardboard Box 3 Cardboard Box 4 Cardboard Box 5 Shaver Cigs Binoculars Thermal Goggles Night Vision Goggles AP Sensor Sensor A Sensor B Mine Detector SOCOM Suppressor AKS-74u Suppressor TANKER ______ Weapons -------------------------------------------------------------------------- Name: M9 Location: Held from the beginning of the scenario. Notes: An M92F Beretta handgun modified to fit a suppressor and further modified to fire tranquilizer rounds, also equipped with a laser. The slide locks after each shot, and so the slide must be cocked again to continue fire. The effect of the round varies depending on where shot, and the head, heart, and crotch are ideal targets for instant take-out shots. -------------------------------------------------------------------------- Name: USP Location: Procured from Olga after defeating her on the Navigational deck. Notes: An HK .45 caliber USP tactical pistol, equipped with an LAM (laser aiming module) and an attached light. Powerful, but very loud. Use caution when using, and try not to alert any nearby guards. -------------------------------------------------------------------------- Items -------------------------------------------------------------------------- Name: Cardboard Box Location: In the storage room, Deck-D Crew's quarters. Notes: Use for cover, but only in reasonable locations with surrounding objects. Sit still while equipped next to another set of boxes or in another reasonable area, off to the side of a hallway or a path in a room. If a guard is suspicious he will not hesitate to lift up the box and see you. -------------------------------------------------------------------------- Name: Wet Box Location: On the elevated platform, Navigational Deck, starboard wing. Notes: Very similar to the regular cardboard box however it can only be used outside on the rainy deck. -------------------------------------------------------------------------- Name: Camera Location: Carried by Snake at the beginning of the Tanker chapter. Notes: Use to take photos of Metal Gear in the cargo holds. Press Circle to zoom in, X to zoom out, and square to take a photo. -------------------------------------------------------------------------- Name: Digital Camera Location: Carried by Snake at the beginning of the Tanker chapter after having beaten it once or more previously. Notes: Use to take photos at your own leisure. Press Circle to zoom in, X to zoom out, and square to take a photo. -------------------------------------------------------------------------- Name: Cigs Location: Held by Snake at the beginning of the Tanker chapter. Notes: Equip to blow smoke on motion lasers to make them visible. Also helpful for steadying aim. Snake loses health while Cigs are equipped so don't use them for too long at a time. -------------------------------------------------------------------------- Name: Binoculars Location: Held by Snake at the beginning of the Tanker chapter. Notes: Use as a scope to get a closer view of whatever you want. Use Circle to zoom in and X to zoom out. -------------------------------------------------------------------------- Name: Thermal Goggles Location: Up the ladder on the platform at the top of the mast, Navigational Deck. Notes: Equip to view your environment by measures of heat. Useful for locating personnel and laser beams. -------------------------------------------------------------------------- PLANT _____ Weapons -------------------------------------------------------------------------- Name: M9 Location: Inside the southeast storage room on 1F, of Strut F Warehouse (Normal or higher). Held from the beginning of the game on Easy or lower. Notes: An M92F Beretta handgun modified to fit a suppressor and further modified to fire tranquilizer rounds, also equipped with a laser. The slide locks after each shot, and so the slide must be cocked again to continue fire. The effect of the round varies depending on where shot, and the head, heart, and crotch are ideal targets for instant take-out shots. -------------------------------------------------------------------------- Name: SOCOM Location: Handed to Raiden from Pliskin in one of the cutscenes after the shootout in Strut B Transformer Room. Notes: An HK .45 caliber SOCOM (Special Operations Command) Mk23 tactical pistol, equipped with an LAM (laser aiming module) and with a barrel thread that can fit a suppressor. Very similar to the USP in almost every aspect. A very loud gun, and so it's extremely necessary to attach the suppressor when it is found. -------------------------------------------------------------------------- Name: M4 Location: Inside the west storage room at the center of 1F, Strut F Warehouse, which requires a Level 2 PAN Card. Notes: A Model 4 Advanced 1 (M4A1) 5.56mm carbine, standard issue of the US Military and US Navy SEALs, equipped with a laser. An accurate and effective rifle, widely considered one of the best modern rifles, and firearms for that matter, in the world. -------------------------------------------------------------------------- Name: AKS-74u Location: Inside the large storage room at the north of B1, Strut F Warehouse, which requires a Level 2 PAN Card. Notes: A small, "mini" version of the Automat Kalashnikov Model 74 (AKS-74), as a special purpose 5.56 mm assault rifle, equipped with a laser and a foldable stock. Also fits a suppressor. Its grandfather, the AK-47, is the most widely known, used, respected, durable, and consistent weapon in the word; and the AKS-74u takes part of that respect as it is a very consistent and versatile firearm. The AKS-74u is required to sneak into the Shell 1 Core and perform your hostage duties. -------------------------------------------------------------------------- Name: PSG1 Location: Inside the east storage room at the center of 1F, Strut F Warehouse, which requires a Level 3 PAN Card. Notes: An HK PSG1 7.62mm semi-automatic sniper rifle, complete with a scope and laser. Very accurate and powerful, but always aim for the head. -------------------------------------------------------------------------- Name: PSG1-T Location: Inside the vent in the east storage room at the center of 1F, Strut F Warehouse, which requires a Level 3 PAN Card. Notes: An HK PSG1 semi-autmatic sniper rifle modified to fire silenced tranquilizer rounds. Very accurate and effective at far distances. Although a shot in the heart will work, aim for the head for better and more consistent results. -------------------------------------------------------------------------- Name: RGB6 Location: Inside the northwest storage room, Strut F Warehouse, which requires a Level 3 PAN Security Card. Notes: A six-round semi-automatic grenade launcher. Launched Grenades have around the same power and blast radius as regular Grenades. Generally can't shoot very far, especially with accuracy, and therefore best at short to medium range. -------------------------------------------------------------------------- Name: Nikita Location: Straight ahead at the end of the watery corridor, after crawling into the water of the Shell 2 B1 Filtration Chamber No. 1. It will be somewhere else in the area on high difficulty levels. Notes: A remote controlled missile launcher, capable of guiding missiles while they're in the air. Missiles fly at a fairly slow pace at first, but speed up if aren't manipulated. Each guided missile runs on fuel, and the missiles blow up once this fuel runs out. Drive a missile into the target to destroy it, be it a person or object. -------------------------------------------------------------------------- Name: Stinger Location: Thrown to Raiden by Pliskin on the Shell 1-2 connecting bridge, during the Harrier boss fight. Notes: An FIM-92 Stinger infrared homing surface-to-air missile launcher. Locks on to targets with homing missiles and is capable of destroying basically any type of aircraft and landcraft. -------------------------------------------------------------------------- Items -------------------------------------------------------------------------- Name: Coolant Location: Obtained from Stillman, Strut C Dining Hall. Notes: Use to freeze C4 found throughout the plant and put out fires. Can also be used to wake up unconcious or sleeping guards. Can only be used in first person. Equip and hold Square to spray once close enough to your target. Upon procuring, it can be equipped from the weapon selection menu. -------------------------------------------------------------------------- Name: Directional Microphone Location: Near the node in the Shell 1 Core, B2 Computer Room. Notes: Point at a target to listen in on converations. It is used automatically in some cases (although you still have to aim it to use it effectively), however it can also be used for fun in other cases. Upon procuring, it can be equipped from the weapon selection menu. -------------------------------------------------------------------------- Name: Level 1 PAN Card Location: Handed to Raiden by Stillman in a cutscene, Strut C Dining Hall. Notes: Permits access to all doors in the Big Shell with a "1" marking or lower. -------------------------------------------------------------------------- Name: Level 2 PAN Card Location: Given to Raiden by the Ninja after defeating Fatman, Strut E heliport Notes: Permits access to all doors in the Big Shell with a "2" marking or lower. -------------------------------------------------------------------------- Name: Level 3 PAN Card Location: Acquired from Ames in the hostage room, Shell 1 Core, B2. Notes: Permits access to all doors in the Big Shell with a "3" marking or lower. -------------------------------------------------------------------------- Name: Level 4 PAN Card Location: Obtained from the President, Shell 2 Core, 1F Air Purification Room. Notes: Permits access to all doors in the Big Shell with a "4" marking or lower. -------------------------------------------------------------------------- Name: Level 5 PAN Card Location: Procured from Emma after bringing her to the Level 5 door on the KL connecting bridge. Notes: Permits access to all doors in the Big Shell with a "5" marking or lower. -------------------------------------------------------------------------- Name: Uniform (B.D.U.) Location: Procured from the Ninja after beating Fatman, Strut E heliport. Notes: The same uniform that the Shell 1 Core soldiers wear. Carrying an AK while wearing this uniform will fit you right in with them and no one will be the wiser. Just don't do anything irregular or bump into other soldiers (the latter of which unequips the uniform). -------------------------------------------------------------------------- Name: MO Disk Location: Obtained from the President, Shell 2 Core, 1F Air Purification Room. Notes: Used in a cutscene in the Shell 1 Core, B2 Computer Room -------------------------------------------------------------------------- Name: Digital Camera Location: Inside the room down the stairs in the Strut E Parcel Room basement (requires Level 5 card) after having previously beaten the game. Notes: Use to take photos at your own leisure. Press Circle to zoom in, X to zoom out, and square to take a photo. -------------------------------------------------------------------------- Name: Body Armor Location: Near a mine in the submerged Shell 2 Core, B1 Filtration Chamber No. 2. Notes: Wear to decrease damage inflicted. -------------------------------------------------------------------------- Name: Cardboard Box 1 Location: On a platform in the pipe maze, Strut A Pump Room. Notes: Equip for cover. Useful among other boxes and out of the way. -------------------------------------------------------------------------- Name: Cardboard Box 2 Location: Inside the southwest room, Strut F Warehouse (requires Level 1 Card). Notes: Equip for cover. Useful among other boxes and out of the way. -------------------------------------------------------------------------- Name: Cardboard Box 3 Location: Near the shelf on the roof, Strut E helipad. Notes: Equip for cover. Useful among other boxes and out of the way. -------------------------------------------------------------------------- Name: Cardboard Box 4 Location: Right by the node in the Shell 1 Core, B2 Computer Room. Notes: Equip for cover. Useful among other boxes and out of the way. -------------------------------------------------------------------------- Name: Cardboard Box 5 Location: On the end platform of a conveyor belt near the node, Strut E Parcel Room Notes: Equip for cover. Useful among other boxes and out of the way. -------------------------------------------------------------------------- Name: Shaver Location: On the other side of the fence at the beginning of the Plant chapter, Strut A Deep Sea Dock. Hang on the railing by the water and shimmy across to get past the fence. Notes: Raiden gives this to Pliskin when they first meet and this changes Pliskin's facial appearance later on in the game. If you don't get it in the first place, nothing will happen. -------------------------------------------------------------------------- Name: Cigs Location: Acquired from Pliskin in the Strut B Transformer Room. Notes: Equip to blow smoke on motion lasers to make them visible. Also helpful for steadying aim. Raiden loses health while Cigs are equipped so don't use them for too long at a time. -------------------------------------------------------------------------- Name: Binoculars Location: Held by Raiden from the start of the Plant chapter. Notes: Use as a scope to get a closer view of whatever you want. Use Circle to zoom in and X to zoom out. -------------------------------------------------------------------------- Name: Thermal Goggles Location: In a locker in the locker room where Emma is hiding, Shell 2 Core, B1 Filtration Chamber No. 2. Notes: Equip to view your environment by measures of heat. Useful for locating personnel and laser beams. -------------------------------------------------------------------------- Name: Night Vision Goggles Location: Inside the middle north room in the submerged Shell 2 Core, B1 Filtration Chamber No. 1. Notes: Allows you to see effectively in the dark and underwater. -------------------------------------------------------------------------- Name: AP Sensor Location: Held by Raiden from the start of the Plant chapter. Notes: Detects the presence of enemy soldiers. Vibrates when enemies are close. The more intense the vibration, the closer the soldier(s). -------------------------------------------------------------------------- Name: Sensor A Location: Acquired from Stillman, Strut C Dining Hall. Notes: Detects C4's with Fatman's signature scent. Displays a yellow cloud on your radar when a baby C4 is nearby -- this is the general area of that C4. -------------------------------------------------------------------------- Name: Sensor B Location: Inside the empty pantry after diffusing all the baby C4's, Strut C Dining Hall. Notes: Detects C4's that do not have the same scent as the baby C4's (C4's that Sensor A cannot detect). Instead of providing a range on your radar the Sensor will beep when close the unscented C4's. The more rapid the beeps the closer you are to the C4's. -------------------------------------------------------------------------- Name: Mine Detector Location: Down the stairs and at the end of the hallway under the box distribution area, Strut E Parcel Room. Notes: Detects mines and displays them on your radar as yellow cones. Crawl over these coned areas to pick up the claymores in their places (do not walk over these areas before doing so). -------------------------------------------------------------------------- Name: SOCOM Suppressor Location: On the far side of the southeastern room on the basement floor, Strut F Warehouse, blocked off by some boxes. You must enter the room on the other side of the hallway and use the vent in the room to go to the other side of the eastern room and get it. Notes: Attach to the SOCOM to suppress your fire. Once attached it cannot be removed. -------------------------------------------------------------------------- Name: AKS-74u Suppressor Location: Behind a patch of fire along the alternate path of the Shell 1-2 connecting bridge. Notes: Attach to the AKS-74u to supress your fire. Once attached it cannot be removed. -------------------------------------------------------------------------- __________________________________________________________________________ __________________________________________________________________________ 11. C R E D I T S __________________________________________________________________________ __________________________________________________________________________ CREDITS..........................................................[MGS2_11] - Thanks to GameFAQs and IGN for hosting this FAQ - Thanks to Hideo Kojima and Konami for making one of the best games ever - Thanks to Harry Gregson-Williams for creating a top quality soundtrack and the best ever MGS theme - Thanks to everyone that uses this FAQ COPYRIGHT 2010 END OF FILE