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                              FAQ / Walkthrough

                                     for


                     M E T A L   G E A R   S O L I D    2  :

                              S u b s t a n c e


                               Version : 1.30
                       Last Updated : March 11, 2002

_______________________________________________________________________________

                      Written by Eric "Yushiro" Lamphear
                       Contact : yushiro@animedream.org
                   www.animedream.org // kaneko.yuudachi.net

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   i. TABLE OF CONTENTS

       I.    Introduction

       II.   Game Mechanics

       III.  Walkthrough
          a.  Introduction to Walkthrough
          A.  Tanker Chapter
          B.  Plant Chapter

       IV.   Extras / Secrets
          A.  Beating the Game
          B.  Extra Items

       V.    Missions
          a.  Introduction to Missions
          A.  Raiden
          B.  Raiden (Ninja)
          C.  X Raiden

       VI.   Snake's Tales
          a.  Introduction to Tales
          A.  A Wrongdoing
          B.  Big Shell Evil
          C.  Confidential Legacy
          D.  Dead Man Whispers
          E.  External Gazer

       VII.  Appendices
          A.  Weapons
          B.  Items
          C.  Dog Tags
          D.  Miscellaneous

       VIII. Conclusion
          A.  Closing Notes, Policies
          B.  Version History
          C.  Credits
          D.  Disclaimer

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I.   I n t r o d u c t i o n

_______________________________________________________________________________

This is a walkthrough for the Xbox game Metal Gear Solid 2: Substance,
developed and released by Konami. I intend this guide to be a straight-forward
walkthrough that focuses on gameplay and taking you through the game in as much
detail as needed.

Remember to use whatever search option is available in the program you are
using to view this (usually "CTRL + F") to find or skip to whatever you are
looking for.

   << Notes about the guide >>
This guide is largely taken from my walkthrough for the Playstation 2 version
of the game. The PS2 walkthrugh was incorporated into this guide, and has been
re-worked and updated to work primarily for the Xbox version.  I have
thoroughly checked the walkthrough for consistency with the Xbox version and
am satisfied with it. Unlike my former PS2 guide, though, I have delved into
the extras far more, as this is the main draw of Substance over SoL (and the
fact that I prefer the Xbox Controller-S to the PS2 Dual Shock 2, but that's
just my preference).

   << Notes about the game >>
This game acts largely on the assumption that you have already played Metal
Gear Solid. The game controls are very similar and though all the games in the
series are sequels to the previous game, Substance is a direct sequel to
its predecessor. It is highly suggested that you have played Metal Gear Solid
already so that you are readily familiar with the story, characters, and game
mechanics. It isn't required, but it will make the experience more memorable
and most likely more enjoyable. The game does include some brief synopsizes of
the previous games (Metal Gear Solid in particular) in the game manual and in
the 'Special' section at the Start Menu. There are three documents available in
the Special section - all of which you should read at some point. Obviously,
these documents and the game itself are riddled with spoilers for MGS.

===============================================================================

II.   G a m e  M e c h a n i c s

_______________________________________________________________________________

The basic mechanics of gameplay will not be described in this guide.

The manual that comes with the game explains it far better than I ever could
and includes detailed drawings and screenshots of the mechanic in question.
I cannot stress enough how well this manual explains the basic movements. Read
it thoroughly and then read it again. (If you are renting the game and do not
have the manual, I apologize, but I am sure that after you play the game you
will want to buy it. If you only have the game disc for the game, you are more
than likely playing a burnt copy and I have no pity for you in the least.)
There is also a small tutorial feature in Substance to demonstrate how to
execute various moves - it is found in the 'Special' section from the main
menu.

And aside from the manual, the mechanics are nearly identical as they were
in Metal Gear Solid. There are some moves and features that were added from the 
first, which I shall go over below, but by and large, what you know from the 
first will get you very far in the second. That said, I will explain a few of 
the mechanics that the manual doesn't go over or doesn't explain to my 
satisfaction.

---New features from MGS---------

This is just a quick reminder for veterans of Metal Gear Solid about the new
features in the game that the manual only casually mentions.

- You can climb waist high objects by flattening your back against one side of
  the surface and pushing the 'Action Button'.

- You can hang from railings and bridges by flattening your back against the
  railing and pushing the 'Action Button'. This will also bring up the Grip
  Gauge which will slowly deplete - the character will fall when it reaches
  the end.

- You can now hold up enemies. (See the Hold-ups section below.)

- When in First Person View (FPV), you can not only quickly look to the left
  and right by holding the shoulder buttons, but you can also boost up a bit
  by holding both triggers.

- There are now two speeds when crawling. Hold the directional pad or stick
  lightly to move slowly and hard to move quickly.

- Finally, one of the most important features is that when using the M9, USP,
  and SOCOM and holding down the Weapon Button to fire (and the laser sight
  comes up), you can release the weapon _without_ firing by slowly releasing
  the button, instead of just quickly letting go of it to fire. Very useful.

---Hold-ups----------------------

One of the new features in Metal Gear Solid 2 is the hold-up. If you can manage
to get close enough to an enemy sentry without him seeing, you can equip
any weapon that allows you to aim without firing (either by requiring that you
release the button or press it hard) and push the Weapon Button to draw the
weapon. The character will say 'Freeze!' and the guard will put his hands up.
He will stay this way until one of two things happen - you either manage to
maneuver the character so that he is face to face with the soldier and then
point the gun (using First Person View) at his head or his crotch and he will
shake himself out of fear, releasing an item that he is carrying or the guard
will reach or grab for his weapon and attack the character. Most often, the
first item that an enemy will drop will be his dog tag, the main reason for
doing a hold-up.(For more on dog-tags, see the appendix on tags.) 

It isn't always that cut and dry, though, as there can be complications.
First off all, the enemy can only be held-up when they have not seen you or
been notified of your presence. They can only be held up when their cone is
white or yellow. (Attempting to hold up a soldier while they are cautious can
be dangerous, but it allows automatic hold-ups when they are recovering from
being asleep, knocked out, or dragged. During the time they are standing up
from one of those positions, draw your weapon (so the laser is turned on) and
when the soldier has reached an upright position, the character will
automatically say 'Freeze!) Also, enemies have a tendency to leave themselves
open when they are located in inopportune places, where you may not be able
to maneuver in front of them. Always be sure you have room to be face to face
with him, or the hold up will be for nothing. Try sneaking up behind them
while they are still moving down a hallway with their back to you. Then,
lower your weapon (by slowly releasing the weapon button) and run around to
the soldier's front. Draw your weapon again and point it at his head
(or crotch if you are feeling particularly cruel) and he will shake himself
out, unless he is a 'Tough Guy' to use the common expression.

'Tough Guys' refuse to give up their items when you point your gun at their
head and taunt you by saying things like 'If you're going to shoot, then
shoot.' When this happens, you have to shoot them. Using the M9 won't work
as it won't cause bodily damage; it'll just knock him out. You have to use the
SOCOM or USP and shoot some part of their body that is non-lethal, such as
the hand, arm, or leg. He'll then submit and shake himself out. Be careful
when doing this, if you don't have a suppressor equipped on the gun, that
nearby enemies in the area won't hear you. Later in the game, they aren't
such a problem - you'll get a grenade launcher and a missile launcher. Point
those things at them and they will quake in their boots like all the rest. Heh.

Hold-ups are quite useful, not only for getting items, but for stopping
enemies who are blocking your path. Even if there are other patrols in the
area, running up and holding them up and disposing of them will open up a path.
Or, if it is possible that another sentry will come by and find the body, hold
them up, and grab them from behind. Drag them to a place where you and the body
won't be seen and break their neck. As mentioned above, draw your weapon and
when he straightens up, he will be held up automatically. Keep that in mind
when trying to get by a tight spot.

One final note : never, under any circumstances, unequip your weapon while
within the enemy's field of vision, or he will immediately grab his and
shoot you. And call in his buddies. (If you are going to have a prolonged
hold-up, you might want to shoot out the enemy's radio, located on their
right back hip, so they cannot call in reinforcements.)

---Lockers-----------------------

Lockers are very useful things. They have four purposes. 

One - housing items. Always open lockers to check if there is anything in
them.

Two - hiding enemies in. If you knock out or kill an enemy in an area with
enemies still in it, particularly if they patrol the room/area you are in,
hide the man/body in the locker. Just grab the body by hitting the Weapon
Button, without a weapon equipped, and drag them inside the locker. It seems
that soldiers who are asleep or knocked out never wake up when in a locker,
but if they have been in there long enough, they will automatically wake up
when you open the door.

Three - hiding yourself in. If you are spotted by an enemy and there are
lockers nearby, run for it! Don't let them see you get in, obviously, and
it doesn't always work during a clearing, but oftentimes, you will be able to
wait it out until the assault teams leaves and the area returns to normal.
You can also look through the vents of a locker while inside. You can pull on
the triggers to look around a bit. Be careful when leaning forward when there
are enemies around, though.

Four - they have girly posters in them. No, I'm not being a pervert - they
are useful for distracting soldiers who are performing a clearing. If there
is a locker with a poster in it, always leave it open just in case you need
to hide in a nearby locker. If the searching guards see it, they will go and
look at until the 'Caution' mode ends, rather than searching for you.

There are a few other quirks to lockers. You can break down the door by using
the 'Punch' button. This is useless for most lockers, even locked ones. Most
of the time, locked lockers will fall inward, so you still cannot see if there
is an item in them. However, a few locked lockers in the game will fall
outward and reveal an item. If you find a locked one, always try to break it
down, just in case it does fall outward. Be careful about busting them down,
though. Nearby enemies will hear you punching it and come investigate.

===============================================================================

III.   W a l k t h r o u g h

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a.   I n t r o d u c t i o n   t o   W a l k t h r o u g h
_______________________________________________________________________________

The walkthrough is based mostly upon Hard Mode, so variances may appear in the 
number enemies and items that appear in the text of the walkthrough, as well
various other matters. However, I will list the differences, if there are any,
between the different difficulty modes for each area and try to explain ways of
getting by for each difficulty if needed - it's just that greater emphasis is
places on strategies for Hard.

The walkthrough is broken into sections based upon the area you are working in.
Mostly you will only see each area described once as you should already be
familiar with it, should you need to re-enter it. If there is some significant
change, I will list it again, but for the greater part, you will simply be told
to backtrack through the area.

The writing style of the walkthrough lends to basic lack of story spoilers as
they happen. I may make mention of important events as they occur or after
the fact. Therefore, be aware of possible SPOILERS - this is your one and only
warning.

Writing directions for the game can be confusing as the game mostly takes
place from fixed cameras that change position to make it easier to see.
Most of the time, I will base my directions upon the radar. (And even if
the direction up isn't really north in the game, for sake of ease, just know
that I will refer to it as north.)

---Starting a New Game-----------

Upon first starting a new game, there are a number choices you must first make.
Select the difficulty, the radar type, and if you wish to enable the game over
condition. The radar type and game over condition selections are fairly self
explanatory. Radar Type 1 will enable the radar and allow it to be displayed
during Intrusion View. Type 2 will enable the radar, but it will not be 
displayed in Intrusion View. Radar Off will disable the radar. As for the
game over condition, simply stated, if you are spotted, it is game over. This
game places a higher emphasis on stealth and non-violence than most games of
this nature.... other than the fact that you really CAN murder people if you
are so inclined. (Details, details...) (The last option is only offered in Hard
and the two Extreme modes.)

Lastly, as an added bonus over the PS2's Sons of Liberty, you may choose
to do only one chapter at a time, or the whole storyline, from the outset,
whereas you are required to complete the game once in Sons of Liberty.

---Difficulty Overview-----------

For my convenience, I have set abbreviations for the various difficulties
and I will refer them as such from here on :

Very Easy         [VE]   Hard              [Ha]
Easy              [Ea]   Extreme           [Ex]
Normal            [No]   European Extreme  [EE]
All Difficulties  [AD]

[Ex] and [EE] modes unlock after beating the game once. (And to be clear,
[AD] isn't a difficulty. Just an abbreviation I'll be using.)

There are several things that change depending upon the difficulty. Some of
these things are a bit more tangible, like the fact that the character's
carrying capacity for items and weapon rounds decrease as you increase in
difficulty, the numbers for which are listed in the Weapon and Item lists.
Others are a bit more vague, such as : 

- the overall number of enemies and the amount of damage it takes to kill or
  knock them out.
- the amount of damage the character takes from enemy attacks.
- the amount of items enemies carry.
- the amount of time it takes enemies to wake up from sleeping and stunned
  conditions.
- the easier it is for the character to catch cold and the frequency of
  the sneezing.
- how sensitive sentries are to noises from a greater distance.
- how often enemies try to reach for their weapon when held up.
- how often clearings are performed.
- the number of soldiers in an assault team.
- the time it takes a tranquilizer dart to take effect on an enemy.

[Ex] and [EE] modes also has a couple of added 'features'. For one, Rations are 
_never_ found lying on the floor or in 'chests' like normal items. The only
way to obtain them is from holding up and shaking out enemies. Also, when held
up, enemies will _always_ try to reach for their gun and the chances of them
ducking or hitting you increase quite a bit. The Extreme difficulties are not
for the uninitiated or careless.

In [VE], during the Plant Chapter, you don't have to log into a node to
download a map for the radar - it is already present upon entering a new area.
Also, when using the M9, it is not required to hit someone in any specific
place to knock them out instantly - any shot that hits the target will send
them to sleep right away. Last, items almost always regenerate when you leave
an area and return.

_______________________________________________________________________________

A.   T a n k e r   C h a p t e r
_______________________________________________________________________________

===Aft Deck======================

Enemies     : 3 [AD]

Items       : Bandage [x2] [VE - Ha]
              Chaff        [AD]
              Medicine     [Ex]
              Pentazemin   [AD]
              Ration       [VE - Ha]

After the dramatic opening, you start the game on the Aft Deck of the Tanker.
You may want to take a moment to become aquatinted with controls. There are no
enemies that can spot you if you stay behind the four large coils of chain.

When you are ready to go, first head over to the left and pause at the left
most coil. In a moment you will see a white cone appear on the tip of your
radar - there is a single solider over there. Depending upon whether you want
to get his dog tags or not, you could just go into First Person View and shoot
him in the head from here with the M9 (you'll be doing a lot of this). If you
want his tags, run to the staircase and hide against the wall (be sure to stay
behind the shadow that is cast on the ground). Watch his patrol pattern on the
radar and take your opportunity. As you should have noticed there is a Bandage
under the staircase.

Once the guard is down, head around the back, past his patrol area. Go down
the enclosed area on the left - there is a ration in the back, on the left
(there is an ledge off-camera that you can walk onto, on the left). Return and
go up the stairs. If you get close to the door (don't go in right now), Otacon
will call you on the Codec (green - optional) and tell you that you can open
it by pushing and holding the 'Action Button'. Pressing it repeatedly will
cause the character to open the door much faster. Go up the stairs and down
this enclosed area to another staircase. Be careful going up - there is a guard
that patrols the entire front portion of the upper catwalk. Make sure he isn't
there and go on up.

If you are trying to get his tags, I suggest waiting until he has already
patrolled the left side and has started heading back to the right. At the
bottom left corner, he will take a moment to look through his scope. The
second he puts them away and starts heading right, run forward, get as close to
him as you can and draw your weapon. You should have enough room on this front
portion to maneuver around to his front. On [Ex], you can find some Medicine
in the recessed portion of the upper wall, at the halfway point.

Head right along with catwalk until you come to the set of stairs going down
comparable to the previous set going up. Look on the radar for a guard just
below you one deck. The best opportunity to go down is when right after he
comes up a little, checks around, then starts heading back down to check the
bay with his scope. If you want to get his tags, though, try to get to him
before he reaches the railing, as it can be difficult to get yourself in front
of him that close to the railing. Once he is out, head back into the enclosed
area on this level for a Bandage. Come forward and go down the stairs. Go 
right and back into another enclosed area. Head all the way to the back and
go to the ledge on the right for a box of Pentazemin.

Come forward further, past the raised area that is similar to the wall you hid
behind for the first guard. On the southern side of the wall, there is a
staircase - go up it. There is a waist-high box in the middle of the platform.
Back up against it and push the 'Action Button' to jump over it and get the
Chaff grenades on the other side. Once you have those, you are done here.

Head back to the starting area and towards the first guard. Depending upon how
long you took to do all this and your difficulty setting, he may or may not
be awake again. Get past him and go into the very first hatch you saw to enter
Deck-A.

On a side note, if you skip one of the opening scenes (the one where Otacon
goes over the controls), you can save a single round on the M9.

===Deck-A, crew's quarters=======

Enemies     : 1 [AD]

Items       : M-9 Bullets [AD]
              Ration      [VE - Ha]

As you will notice, you enter the interior of the Tanker soaking wet, and 
most likely with a cold. Be careful about leaving footprints and that a
guard isn't close enough to hear you sneeze (it'll still happen at the worst
times, of course).

To the north, you'll notice that there is a door on the radar. Don't bother
with it - it is a one way door and the handle will come off in your hands.
Head down the hall to the right. There is a locker room on the northern wall
of the lower hallway - go in. Open the lockers by pushing the action button
in front of them. On the left most set, the bottom one contains a Ration.
(The one above contains a rather... nice... poster.) The four lockers in the
middle are either locked or empty. Of the set on the right, the top one is
empty and the bottom contains some M9 bullets and another... gorgeous...
poster.

When you are done here, you need to get past the guard patrolling the eastern
hallway. Wait until he pauses at the bottom and starts heading back. Quickly
run out the room behind him and hold him up. When you are done with him, 
head up to the door to the next area

By the way, in [Ex], the guard patrols the whole section, not just the eastern
hallway - take the Medicine as soon as you enter and just start running down
the hall on your right - he should be heading right down the southern hall,
giving you ample time to sneak up on him.

===Deck-A, crew's lounge=========

Enemies     : 2 [VE], 3 [Ea - Ex]

Items       : M-9 Bullets     [AD]
              Ration          [VE - No]
              Stun Grenade    [VE - Ha]
              USP Bullets     [AD]

Points of
Interest : The large glass window in the middle of room can be shot out. 
           However, when you shoot at it, it will leave a large mark on the 
           glass. If a guard sees it, they will investigate it. Also, the TV on 
           the right side of the lounge (showing a large machine...) can be 
           shot out.

Alright, now it gets a bit more complex. You will most likely have three guards
in here - two patrolling the lounge and one in the stair well on the far left
(similar to the one you start enter in). First, run to the back of the
stairwell and go down the stairs. You'll find a box of Stun Grenades. Do not, I
repeat, DO NOT enter the door down there yet. It won't kill you, but if you are
collecting dog tags, I suggest you wait before entering this room. Head back up
the stairs.

What I suggest you do here, whether you are collecting dog tags or not, is to
wait until the guard who is patrolling the area in the back enters the main
hallway (south of the large glass window in the middle of the room) and shoot
him in the head. Enter the lounge and wait until the other guard patrolling the
left side of the main hallway turns his back and run up and hold him up. If
you are getting dog tags, you will be returning to this room later - when you
do, just knockout the one on the left, and hold up the one on the right.

When you are done with those two, head into the back area of the lounge. In the
back right corner, you'll notice a bar. Head into the back area through the
swinging doors and grab the M9 bullets. Next, head left and you will see a 
small TV lounge. Inside, there is a Ration in [No] and below.

Next, head over to the stairwell on the far left. You should notice on the
radar that there is guard at the bottom of the stairs. (In [Ex] he patrols
up and down the stairs, making your job a bit harder.) Just go down the stairs
and wait until he opens his eyes for a second (you will see a white cone
facing down on the map), then quickly run around to his front and pull your
weapon to hold him up. (And don't ask me why he is surrounded by flies... just
get away from him before they start following you...) The door at the bottom
of this stairwell is broken, so you cannot go in. Head back up the stairs and
go to the middle of the main hallway. You should have noticed the large
staircase. Head up it and go into the door on the right side. (The door on the
left is also broken.)

Remember to drag around knocked-out enemies for items.

===Deck-B, crew's quarters=======

Enemies     : 1 [VE - No], 2 [Ha - Ex]

Items       : M-9 Bullets [VE - Ha]
              USP Bullets [AD]

This area is essentially a large circle. You want to head around to a set of
stairs going up on the opposite end of the circle. There are one or two guards
in your way, though. First, head up and there will be a quick in-game cutscene
where Snake notices a guard's shadow on the ground. What you want to do is
quickly run into the hallway (but stay out of the guard's field of vision) and
hold him up. It should be fairly easy to maneuver yourself in front of him from
his position. Once he is out, head back down the corridor to the stairwell on
the right you passed. There are some M9 bullets in the back of the room which
you cannot see due to the stairs blocking your field of vision. Use First
Person. The stairs, however, are blocked and the hatches lead to the Aft Deck.
So return to the 'circle' and head down, past the door you came in from.

In [Ha] and [Ex], there will be another guard patrolling the hallway at the
very bottom of the 'circle'. Just wait until he reaches the right side and
starts to go left again. Run behind him and hold him up. Unfortunately, you
probably won't have room to maneuver around him here. What you want to do is
run through him, which knock him off balance, then quickly turn around and
point your weapon at him again. Anyway, if you'll look at the map, you will see
that there is a very small niche in the wall in the southeast corner. Inside
there is a Ration. Proceed to the bottom most hallway and there is another,
larger, niche in its northern wall. There is a locker here that contains some
USP bullets, which you cannot get quite yet. Just remember the location.

Continue following the circle until you come to the stairwell on the left side.
Proceed up.

===Deck-C, crew's quarters=======

Enemies     : None

Items       : Chaff  [AD]
              Ration [VE - Ea]

Deck-C consists of a long horizontal hallway with a set of stairs leading up
(your goal) and a single security camera. In [VE - No] the camera is
stationary and it is a simple matter to just hug the wall and go beneath its
blind spot. However, in [Ha - EE], it is moving back and forth across the hall.
In this case, it is in your best interest to just throw a Chaff grenade and
knock it out, rather than risking being spotted. If you are spotted _quickly_
run right To the left of the staircase that you are supposed to go up, there is
a locker. Open it and get inside. (Don't go up the stairs, as there isn't a
good place to hide when you first get there.) Wait until the attack team is
recalled and exit. There is a box of Chaff grenades in the locker, by the way.

In [VE - Ea], there is a ration on the right hand side. Go into the stairwell
and face north. Drop down to your stomach and pull the right trigger. You
should notice that there is a very small air duct in the northwest corner of
the room. In the other difficulties, it is simply empty.

When you are done here, just head up the stairs in the middle room.

===Deck-D, crew's quarters=======

Enemies     : 1 [VE, Ea], 2 [No], 3 [Ha, Ex] + 1 Temporary [AD]

Items       : Box 1           [AD]
              M9 Bullets [x2] [AD]
              Ration          [VE - Ha]
              USP Bullets     [AD]

There is quite a bit to deal with on this floor. There should be two or three
sentries on the deck, depending upon your difficulty. When you first come up
the stairs you may see one go left into a room. Follow him first. Do it quickly
too, as he will have his back to you for a short while. You can follow him
between the tables and hold up if you do it quickly. Once he is down, check
around the kitchen for some items. In the back through the swinging doors,
there is a Ration. If you crawl under the tables, you can find some ammo - 
USP on the left and M9 on the right. As you should have seen from the in-game
cutscene as you walked into the room, there is a security camera watching the
southern door out of here, where you want to go. You could use some Chaff if
you want, but you can just hug the southern wall to avoid it. (Plus you'll be
able to use your radar to tell where the guard on the other side of the door
is.) The camera is stationary in [VE - Ea], but moves back and forth in [No]
and up. Unlike the camera on Deck-C, you should be able to get it without
hassle.

After watching the other guard(s) on the floor, just use the best opportunity
you see based upon their patrol patterns to take them out. When you are done
with them, there are two other points of interest - the Semtex and the 'remote
room'. On the right side, near the hallway that leads to a room in the
northeast corner (dubbed the remote room), there are two panels of IR sensors
connected to enough Semtex to blow Snake to bits. In all practicality, you
should just avoid these, but if you need to know, you can crawl underneath them
(not very wise if there are guards patrolling the adjacent halls). You can
tell where the beams are by equipping the Cigs and standing close the panels.
In the remote room, there is some ammo and a cardboard box - neither of which
you should really need, but if you want to get all the dog tags, you'll have
to go in and trigger the 'temporary man'.

The 'temporary man' here can be a bit of a pain to deal with if you want to
go into the remote room, and even more so if you are trying to get his tag.
And worse yet, I have had problems getting him to come back more than once
on the higher difficulties, so you really need to try and do this right the
first attempt. What I suggest you do is first clear out the entire Deck - knock
everyone out and do whatever else you have to do before entering the remote
room. This is just in case he is one of the 'tough' hold ups (which he is on
some difficulties) and it is just a good precaution. If you are on [Ha] or
[Ex] you'll have to deal with the extra man in the main hall, though. Knock
him out and drag him with you into remote room - just be aware that the second
you step foot inside, the other guard is coming up the stairs. Drag the body in
back and stay in the bottom half of the room until the guard enters (if you
stay on the top half, he won't enter the room, but patrol the hall and leave
again). The second the game starts to do the in-game cutscene, push X to cancel
it and run forward to the crates on the left side of the room. Duck into Box 1,
which you can grab in the remote room, right below the boxes. The guard will
walk over to the shelves in the middle of the room, and providing he doesn't
see the knocked out guard in the back, he will make like he is going to sleep
on his feet for a minute or two. As soon as he starts to nod off/the white
cone on the radar disappears, drop the box and draw your weapon.

When you are done here, head up the narrow stairs on the northern wall of the
bottom most corridor to the Bridge.

===Deck-E, the bridge============

Enemies     : None [AD]

Items       : Ration          [VE - Ea]
              USP Bullets     [AD]

After a few cutscenes and a chat with Otacon on the Codec, which start as soon
as you enter, you're pretty much done here. There are some USP bullets on the
right, but you can't get them yet. Head left to the door to the Navigational
Deck, where you will have your first boss fight. There is a Ration in front of
the door out on [VE - Ea].

===Navigational Deck, Wing=======
---Boss Fight : Olga-------------

Enemies     : Olga

Items       : M9 Bullets [AD][Regenerates]
              Ration     [VE - Ha]

In [VE - Ha] this battle is fairly simple, once you understand how it works.
Basically, you have to hide behind the crates while Olga fires a seemingly
endless stream of bullets at you, while avoiding her grenades, when she throws
them. Not as hard as it sounds.

Before you do anything, shoot the spotlight in the back-left. If you don't,
this battle will be ridiculously hard. (In [Ex] you cannot shoot out the
light... see below for details on what to do if you don't. But in any other
mode, you have no reason not to shoot the light... unless you are one of the
sickest kinds of masochists there are.)

She continuously moves around while firing at the position where she last saw
you. What you need to do is move from one side to the other without her
knowing. To do this, use the running roll. When her field of vision cone can't
see you or when she ducks behind an object to hide or reload, push the stick
as fast as you can and hit the A button almost immediately after. With some
skill, you can seamlessly switch sides without her knowing. The point of all
of this? She leaves herself wide open to direct shots in most every direction 
except for the one where she thinks you are. However, don't think you can take
your time to line up a shot - after a little while of firing in one direction 
(and not seeing you fire), she will wonder if you are really there and start to 
search around. Also, she randomly will take a miniscule amount of damage and 
become alerted (red cone) and wildly look around. And if you have left yourself 
out in the open, she WILL spot you.

When shooting at Olga, always, and I mean, always do a face shot. Not a head
shot, a face shot. If you shoot her anywhere else, it does a negligible amount
of damage. (Well, if you shoot her in the heart, it can do a good deal, but
that is a bit too hard to hit most of the time.) And when I say face, I mean
the front lower part of her head - not the back or middle of the head, or the
forehead. Shooting her anywhere but her front 1/3 of the face will do no damage
and alert her to your location.

This battle has three parts - Olga hiding behind obstacles, Olga shooting out
the tarp and hiding behind it, and then a branching path - if you shoot out
the light, the last part will be more of her hiding behind obstacles; if you
don't, it will be her shining the light in your face. For the first part, just
use the confusion method described above.

For the second part, she will shoot out part of the tarp and hid behind it so
that you cannot see her. (Why in the hell she can still see Snake and shoot
with perfect accuracy is beyond me.) This occurs when you've knocked her down
to about one half of her total stun meter. (You cannot kill Olga, since you
only have the M9's tranqs.) What you need to do hit her directly once and she
will shoot the tarp again, making it fly away and starting the third part of
the battle. Hide behind the waist high crates in the middle of the field and
go into First Person View. Draw your weapon and quickly hit the A button to
jump up, shoot, and then hit A to drop down again. You won't hit her the first
time, but keep adjusting yourself slightly until you manage to hit her. Align
yourself directly in the middle of her field of vision cone on the map and
make the camera go slightly upward from the default view. With some luck,
you'll hit her eventually.

If you've taken out the light, she will again start doing her duck and shoot
routine and the battle should be in bag for you. Just use the confusion
tactics detailed above. Avoid her grenades, though - if she starts throwing
one, move as fast as you can.

Fighting her in the Extreme levels is an entirely different beast. You cannot 
take out the light. Two shots from her will kill you. One grenade blast will 
kill you. The battle is same up until the third part. Use confusion tactics and 
then hide behind the waist high boxes. For the third part, she will shine the 
light in your face so you cannot see her in First Person View (similar to the 
tarp, but much more of a pain). You could hide behind the crates and keeping 
popping up and down trying to hit her, but because she keeps throwing grenades, 
you'll have to keep moving, and losing the position of the camera.

What I suggest you start doing is to hide on one side of the area and wait for 
her to throw a bomb. Wait for her to start to say 'Take this!' - as soon as she 
begins saying it (the approximate time she throws the grenade) run clear across 
to the other side. Don't do it before then - she can change which direction she 
throw the bomb if you start running as soon as she pulls it out of her belt. 
Starting on the right and moving to the left when she throws is the best way to 
do it, in my opinion, since there is no obstruction on the left side of the 
left most stack of crates. In the time it takes her to recover from the throw 
and turn around to shoot the light (she shoots the light back and forth across 
the field so it always shine in your direction) you should have a window of 
opportunity where you have a clear shot of her face and you aren't bothered by 
the spotlight. Keep doing this until you get your shots in.

If you happen to face her on [Ex - EE], you have my sympathy for the 
frustration you will indeed feel.

===Navigational deck, wing=======

Enemies     : 1 [AD]

Items       : Ration          [VE - Ha]
              Thermal Goggles [AD]
              USP Supressor   [AD]
              Wet Box         [AD]

After the fight with Olga, you'll have a new weapon - the USP. Unlike the M9,
it can kill and it doesn't have a suppressor, so exercise caution when using.
Be sure that you drag Olga around to get her dog tags and a couple of items
(M9 bullets and a Ration). There is another ration in the crates - it's on
what used the be right side of the screen (during the boss fight). Drop down
off of the plank you start off on. When you are done here, go right towards
the exit. (Be sure you have Olga's tags now, though - she will disappear when
you move too far from her.)

Instead of going back on the bridge, go down and you will find a path right
and a staircase. First, go up the stairs to find a ladder leading up the
ship's crow's nest. At the top, you will find a pair of Thermal Goggles. Very
useful later on. Go back down the ladder and the stairs and take the path to
the right side of the deck. (If you are playing on [VE - Ha], you can also find
the USP Supressor in the middle crow's nest.)

As soon as you approach the end of the wall, a solider will come onto the deck
from the bridge. I highly suggest that you go run out and hold him up
immediately - his back is to you and when he gets in his patrol position, it'll
take some good timing and fast legs to hold him up again without being spotted.
Once he is out, run to the right and grab the Wet Box (which has no discernable
purpose to me...).

Now you need to backtrack a bit. Head back to the bridge and pick up the USP
bullets. Head down to Deck-D and take out the guards as necessary to get down
to Deck-C. (You might want to try and grab the USP bullets under the right
table in the kitchen, but it's not that big of a deal - there will be more
boxes.)

In [No - Ex], a man is added patrolling the hallway on Deck-C after the fight
with Olga. Taking him out or holding him up is a simple matter on [No - Ha].
When you first come down, he will be going left; flatten yourself against the
left wall and wait for him to return right. Run after him and hold him up.
[Ex] is a bit tougher as he only patrols from the camera to the small room
where you start and he also looks into the room, as opposed to just walking
past it. Hide in the locker that is to the left of the staircase until he looks
in the room and turns around. When he starts heading back to the small room,
you'll have an instant before he turns left to face the small room - hold him
up in that instant and you should be fine. Go past the camera (again, use a
Chaff if it is moving) and down to Deck-B

Go around the bottom of the 'circle' and pick up the USP bullets in the locker. 
Enter the door to the Deck-A lounge. On Deck-A, you should start at a prime 
location to takeout one guard and then quickly run and hold up the other (if 
you did what I suggested when you first came here). Proceed right to the 
stairwell and down the stairs to the door to the Engine Room.

===Engine Room===================

Enemies     : 5 [VE], 6 [Ea], 7 [No - Ex]

Items       : Grenades         [AD]
              M9 Bullets       [AD]
              Ration           [VE - Ha]
              USP Bullets [x2] [AD]

Go down the hallway you find yourself in. As you approach the back room,
Snake will notice a suspicious shadow on the wall... Enter the back room and 
head for the lockers. The first one opens to reveal a dead body. Ick. The
others are empty. Hop on top of the block and grab the USP bullets.

Head back into the hallway and toward the door on the left wall. As you
should see on the radar, there is a man just on the other side. Taking him
out is not a problem, but holding him up is - there is barely enough room to
get on the other side of him. The best way I have found to hold him up is to
get on the other side of him, then run through him - it will knock him back
a few feet, but then you need to get on the other side of him again and
make sure he doesn't grab his weapon. You can also try dragging him, if you
feel you are comfortable enough with it. By the way, this guard only appears 
the first time you enter the room and never again afterwards. (Hence my warning
about entering here too early.)

Once he is out, head down the stairs. There is another guard below who is
fairly simple to take out. Just hide in the niche just right of the bottom of
the stairs until he turns around and then run up behind him. Go down the stairs
to the bottom floor where another guard is standing stationary in front of a
pillar. Wait until he turns right and run out and hold him up. Go down the path 
that runs next to the stairs you just came down and you'll find some M9 bullets 
in the back. Come forward to walkway that connects left. Run to the back on 
this catwalk to find a Ration in the back. Go down and around left to find a 
set of stairs.

There are two ways you can go here - straight back a path right of the stairs
or up the stairs. I suggest going up to take out the guard up there and to
make getting at the guard in the back (at the end of the catwalk lined with
red lights) easier. First watch the guard's patrol route on the radar, then
run up and grab him when you see it fit. Run to the back of the long catwalk
and go left onto a larger platform. There are two large, lighted niches
here - the second one down has some USP bullets in it. Be careful about coming
on here, though - in the higher difficulties a guard patrols the bottom of this
platform. Hide in the niches until he turns his back.

Run down the stairs to the bottom platform with two large blocks in the middle
of it. In the southwest corner of the area, there is a box of Grenades. Then
head to the northeastern corner to the red-lighted walkway. If the guard is
still there, the best time to run up and hit him is when he comes slightly down
the red walkway. The second he turns his back, run forward and hold him up.
There are some USP bullets in the back corner of the walkway. Go back up the
flight of stairs. There is one more guard up there - his pattern is fairly
easy to follow, but watch for the quick turn around he does down a couple of
steps. When he is taken out, head back and in the door on the left.

To the south is a door which is currently jammed. Head north and right before
you enter the small room, there will be a in-game cutscene showing a guard
coming in the door and radioing in his report. He will start making his way
to the back room. What you should do is wait inside the room, just left of the
entrance to the hallway. As soon as he comes up into the room, hold him up.

There is a box of USP bullets on top of one of the waist high structures.
(Two on [Ex].) There are also some lockers on the left wall, but there isn't
anything in them (except for a couple of posters). As soon as you try go down
the hall, Otacon will call you up (red - mandatory) and warn you about more
Semtex and IR.

For these, you can't get around them - you'll have to disable them. For the
first set, jump on top of the waist high structure that the ammo was on.
Put on your Thermal Goggles and go into First Person View. You'll notice a
brightly tinted box above some blinking lights. The bright box (has a green
light without the goggles) is the control box and the boxes with the blinking
lights is the Semtex. Don't hit the Semtex, obviously. As Otacon said you'll
have to use the USP. As you hold the gun in FPV, you should see a small slit
on the top where the laser sight is pointing - put the box in the sight and
fire. You should see the IR lines that were formerly there disappear with the
goggles on.

On most difficulties, the control box for the first set of sensor is on top of
the right side of the hall, by all of the Semtex. Just stand on the waist-high
box directly south of the hall and you will have a clear shot. On [Ha], though,
it is on top of the computer-like cabinents in the room south of the hall. On
[Ex], it is back in the hallway on the right side, but you can't reach it even
while standing on the box. What you need to do is pull both triggers while in
FPV to have Snake stand up slightly higher, which will then give you a clear
shot. For the next set, move into the narrow hallway and move as close to the
red lines as close as you feel you can safely get. Stick to the left side of
the hall, look in FPV, aim and fire. (Be sure not to send your bullet through
one of the lines, though - it will set it off.) The next one is just a bit
harder. Get as close as you can and stay on the right side of the hall. Look,
aim, fire.

When you're done, open the hatch to Deck 2.

===Deck 2, port==================

Enemies     : 3 [VE - Ha], 4 [Ex]

Items       : M9 Bullets       [AD]
              Ration           [VE - Ha]
              USP Bullets [x2] [AD]

This area consists mostly of long hallways and small side rooms. Head down the
hall to the first small room on the right - there will be a Ration inside.
Shoot out the light on the right wall. Why? Because there will be a guard
heading down the hall towards you. You need to try and take out as many lights
as you can going down to prevent him from seeing you. (He can see further down,
far outside his cone of vision, when there are lights present.) Put on your
Thermal Goggles and slowly head down, taking out lights with the M9 as you
go. You will come to another small room on the right with a dead body lying
partially in the hall. (You can drag him to get a Ration, if you need it, and
there are some USP bullets in the room.) Take out the light and start slowly
moving down the hall watching the far end. You'll soon see the red glow of
the solider - he'll start walking down the hall. RUN back to the small room and
wait for him to come. Do the same thing you did in the small room in the Engine
Room - wait for him to come past you, run out, and hold him up.

Keep going back and you will come to another room. Nothing in there, but stop 
there to take out the lights at the end of this leg of the hall (you should see 
the back wall of the corridor here). Slowly move down the hallway until you see
yet another red outline approaching from the right. In the higher difficulties
he will start to come down the hall a bit, but only a little. Wait until he
turns around and run forward to hold him up. There is another box of USP ammo
at the end of this leg of the hall.

Note that on [Ex], once you start heading west down the hall, a guard will
enter at the south end of the vertical hall, where entered. (No tag, though.)
So be sure you hide any bodies you have amassed in the small rooms.

As soon as you enter the horizontal leg of the hall, you'll hear a sentry
saying 'Nothing to report.' and snoring. If you look straight right down the
hall, you'll see a guard standing still and nodding off. You don't need to
take out the lights here, as he just stands still. Make your way towards him,
hiding behind walls when he wakes up (watch him for his pattern). Wait for
him to wake up, go to sleep for a second, then wake for a half a second - 
that is the point where you have the most time to run up in front of him and
draw your weapon. You will pass a box of USP ammo and there is another at the
end of the hall at the hatch.

When you are ready, enter the hatch that is to the right of the final sentry.

===Deck 2, starboard=============

Enemies     : None

Items       : Ration           [VE - Ha]
              USP Bullets [x2] [AD]

There are no enemies in this side of the deck (yet), so use the USP and
start taking out lights as you go right to the end of the horizontal portion
and start making your way down another vertical portion. You'll come to yet
another small room, sticking out left. STOP HERE. As soon as you move down,
you'll be brought into a fight. You want to take out the lights to one past
the block you should seen down the hall. Go in the room and grab the USP ammo
and Ration if you need them. Equip the Thermal goggles When you are prepared,
head down the hall and there will be a cutscene that begins an intense fire
fight.

First off, you can do this fight with the M9 if you want, but it is much
tougher to knock them out and the M9 will only shoot one at a time, unlike
the USP. It's tougher, but if you want to try for zero kills, you'll have to
do it.

Quickly stand up, run to the box on the right closest to you, and duck back
down. Lean against the box, so that you only have to push the weapon button to
duck out left and shoot. With the Thermal Goggles equipped, you should be
able to watch their movements quite well. Just keep swinging out, firing, and
pulling back in when the move through the hall. Keep an eye on how many
rounds are in your gun! You do NOT want to be caught out there while Snake
decides to reload - you _will_ get hit. When you run out of ammo, quickly stand
up and run to the back where there are two boxes of USP rounds and a ration
back there. Run forward and kneel down again. Fairly soon, they will start
throwing grenades at you. Watch the man on the right side of hall - you will
clearly see his outline stand up, and throw his arm back like he is throwing
something towards you. Stand up and move! You do NOT want to be near a 
grenade when it goes off - just like the fight with Olga, you will die in one
hit. (Thankfully, these guys don't have Olga's aim.) He usually throws two -
one behind the box (or wherever you happen to be) and another when you stand up
and run to the back. Use the rolling dive if you need to. Just stay behind the
box, watch them with the goggles and use Rations if needed. Eventually, there
will only be the guy throwing grenades left. You'll have a hard time hitting
him just ducking out, so you should just stand up and aim your gun at his
position using FPV - hide behind the box, crouched, and pull the triggers to
quickly jump up. When he rises to throw a bomb at you, fire away. Once that guy
is down, a small squad of three to four men will come out and start running
towards you. You will clearly see them with the goggles - swing out and mow
them down. When they are taken out, the fight ends.

===Hold No.1=====================

Enemies     : None [AD]

Items       : M9 Bullets [AD]

After the fight, there will be a couple of scenes and a chat with Otacon, who
will once again explain what you are to do - get four photos of Metal Gear RAY,
within seven minutes, without being spotted by the marines. Not that hard,
really. A few ground rules first. First, don't make any noise. That means don't
fire the USP in here, or you will be spotted. Second, don't kill the marines.
As in going up behind one and snapping their neck - Otacon will berate you and
the game will end. Third, you can tranq the marines, though. (It's actually
pretty humorous - they sleep standing on their feet.) You can also hold them
up, if you want. You won't get any items, though. (Just don't kill them.) Next,
the clock will stop when the commandant randomly decides to throw in some
stretching or having the men stand at ease. When they do this, hide! They will
look in every conceivable direction, and most likely at you.

(By the way, if says during his speech 'We have intelligence that there are
anti-Metal Gear terrorists...' he is going to falsely alert his troops. He'll
say 'Intruder to the right!' and everyone will turn. Stay hidden and don't
get too startled.)

That said, Hold No.1 is easy. Head right and down the ladder. The ladder will
end and there will be another one down. When you reach the ground, you'll see
that they are looking to the screen, which is positioned on the right side of
the room. So, head left. When you reach the projector, duck down and crawl
beneath it so Snake doesn't cast a shadow on the screen. As you reach the left
wall you will see another ladder up - it leads to some M9 bullets. You
shouldn't need them, but if you are low, they can be useful for tranqing
guards that are in your way. Head towards the back wall. Careful about walking
on the metal plating - walking across them will make a noise and everyone will
see you. Crawl across them. And make your way back. You'll find a door on the
north wall.

(There is another way across the metal plates - running roll. It is a bit
riskier, but it is much quicker. You'll have to hit X the second before Snake
is about to walk on the plate.)

===Hold No.2=====================

Enemies     : None [AD]

Items       : None [AD]

Hold No.2 throws in two projectors that switch off. The path back on the left
is blocked, so you'll have to go back right. Crawl under the projectors and go
into the lower right hand corner. Wait until they are facing left and crawl
across the floor as fast as you can. (Or, if you are feeling adventurous,
running roll across them.) Once you are in the back, head around the other
side of the screen and through the door.

===Hold No.3=====================

Enemies     : None [AD]

Items       : None [AD]

All you need to do here is grab four photos : Front Left, Front, Front Right,
and the MARINES lettering. From where you walk in, just take out the camera and
shoot the Metal Gear. The lettering is only seen on the sides of the machine.
To see it, you'll have to head straight back from the door to a niche. There
is a guard sleeping in front of it on the right side (in most difficulties),
but if you back against the wall and slowly walk behind him, it should be fine.
(Or you could tranq him.) Snap the picture and head back down. To get the other
two, you'll have to pass below the camera men and behind the marines. So long
as you stay close to the walls, you'll be fine. Snap the pictures and run back
the corner by the entrance. You should have seen the computer Otacon was
talking about when you entered. Press the Action Button to being uploading the
photos and you are done.

By the way, there are two other ways through the holds other than the path
described above. One is the underground tunnels. It takes longer, but it is
with minimal risk of being spotted (except when a Marine drops his clip through
a grate in Hold 2...). When you enter Hold 1, take a look at the floor by the 
one of the southern corners. You'll see a hatch leading to a series of very 
linear underground tunnels which lead right straight to the back of the holds. 
Quite interesting, really, but nothing too monumental. Though, if you position 
yourself well and look at one of RAY's arms in FPV (after you've climbed to the 
upper walkways), you can catch a glimpse of... a certain person.  He's only 
there the first time you look and won't appear if the first time you look is 
while a weapon is equipped...

Another way is to hang over the railing on the upper walkways and hand-over-
hand your way across. Remember that ladder up in Hold 1 to the useless ammo?
Flip over the railing and make your way north. You'll have to move quickly,
though, and waste as little time as possible, but it is quite possible. Just
don't fall... As a matter of fact, if you move quickly enough, you can make
your way all the way around the walkway (down to Hold 3 and back to 1) and
find a pair of Night Vision Goggles... not that you NEED them this close to
the end of the chapter...

Regardless of which way you take, once you upload all of the photos, there will 
be a number of excellent cutscenes and the Tanker Chapter will end.


          ALLOW THE GAME'S SCENES TO PLAY OUT BEFORE PROCEEDING
             to the Plant walkthrough. Spoilers to follow.


_______________________________________________________________________________

B.   P l a n t   C h a p t e r
_______________________________________________________________________________

===Strut A Deep Sea Dock=========

Enemies     : 2 [VE - No], 3 [Ha - Ex]

Items       : M9              [VE - Ea]
              M9 Bullets [x2] [VE - Ea]
              Ration [x3]     [VE - Ha]
              Shaver          [Ha - Ex]

Starting Conditions : Weapons - [None]
                      Items   - AP Sensor, Scope

After the introduction to the new playable character, Raiden, and his
insertion into the Big Shell cleanup facility, you begin the Plant Chapter.

You are currently in the lower portion of the dock. First of all, there are a
few items to pick up in here. If you playing on [VE - Ea], then you can get
the first weapon - the M9. (The weapon will be found later on in [No - EE].)
On [VE], the gun is underneath the shelf just north of Raiden's starting
position. On [Ea], it is next to the right-most diving suit, in fenced-off
area (where the Shaver was in SoL on the PS2). To get to it, you need to hang
off the platform above the water. Go right of the staircase that leads up to
the raised area, past the bugs by the broken ventilation duct cover, and
flatten yourself against the railing that is over the water. Hit the Action
button to flip down and then make your way right. Flip up, and grab the gun.

Providing you are playing on a difficulty where you can get the gun here, you 
can find some ammo for the gun. One is on top of the crates in the northeast 
corner and the other is underneath the shelf that is left of the stairs leading 
up to the raised area of the room.

There are two rations to be found in this room as well. One is on the right 
side of the room, on the other side of the computers on the raised area. It is 
only accessible via the ducts or crawling underneath a large tank on the south 
side of the room. The second ration is in the middle locker that lines the
northern wall of the room.

You can also find the Thermal Goggles here as well. They are in the southwest
corner of the pool, underwater. Get in the water and from the surface, take
a look in the corner. If you look closely enough, you should see the box
spinning. Dive down as far as it will let you go and grab the box. If you
don't get them here, there will be two other points in the game that they will
also appear at.

Speaking of the bugs, try not to touch them, let alone lay down on top of them.
If you do, they will infect your Rations and they will not heal for the full
amount. If you do suspect you have bugs, you'll have to shake them out. Select
you rations and equip them. Now hit the right trigger to constantly unequip and 
equip it. (I believe this is how you shake out items, but I have also heard 
that you are supposed to scroll through your inventory over and over. I think 
the unequipping works, but you might want to try both.)

One last item to get on [Ha - Ex] - the Shaver. Note that it ONLY appears on
these difficulties and will have no discernable purpose until a little later
in the chapter. It is inside the fenced-in area near the deep sea diving suits.
To get it at it, you need to go to the north side of the pool and lean against
the railing. Then flip over and hand-over-hand your way right and flip up
again when you are inside the cage.

When you are done here head for the hatch on the north wall and open it. There
will be a quick cutscene and you will have access to a hallway that leads to
the upper portion of the dock and another cutscene.

To continue on, all you have to do is go to the node in the northeast corner
of the room and hit the Action Button to activate the radar map for this area.
When you activate the node, you will be asked to fill in some data such as
your name, sex, DOB, blood type, and nationality. Then the map will
download and the Options screen will come up. To access the Options screen
again, go to any node and hit the Action Button. You will now be able to
access the overview map of the Big Shell by pushing the Start button.
However, once you activate the node, the guards will start to wake up. You may
want to try to shake them out for items before you use the node. Hit the
terminal and there will be a couple of more Codec conversations, including the
introduction of Rose... the new save girl and Jack's girlfriend.

When those are  done, the guards will begin to wake up. Find somewhere to hide 
until the lift returns and you can make your way up. I suggest the crates on 
the left side of  the room - flatten against them and hit the Action Button to 
jump up (and find a Ration). Hide behind the upper box.

If you are on [VE - Ea] you have to hold them up and get their dog tags - once
you leave this room, you won't be back for a while. And when you do come back,
they won't be here. On [No - EE], you don't collect their tags, since you
don't have a weapon to hold them up with.

As usual, watch their patrol patterns and seize your opportunity to make a
move for the elevator. If there are three sentries, you will most likely have
to take one out. Wait until he turns his back, grab him, and drag him away
from the other two (then let him go, and pull out the M9 if you have it, or
choke him). When you can, run for the lift up to the roof.

===Strut A Roof==================

Enemies     : None [AD]

Items       : Bandage        [AD]
              Chaff Grenades [AD](Inaccessible at the moment)
              M9 Bullets     [AD](x2 on [VE])

From your starting position, you should see a Bandage on top of a pallet of
boxes, south of the newly mask-less Raiden. Flatten against the crates and
jump up to grab it. Next, head down to the southwestern corner of the roof,
avoiding bird droppings as you go, to find some M9 ammo below the structure.
Grab it (if you have the M9, that is).

When you are done collecting items, head over to the structure on the left.
Both of the fences into the structures are locked, but there is a hole in the
fence by the left one. Go to where the flock of birds are gathered on the
floor. They'll fly away and you should see it. (The Colonel will call you on
the Codec about it as well.) Crawl through and enter the structure (after the
Colonel calls you again to tell you about the SEALs.)

===Strut A Pump Room=============

Enemies     : 1 [AD]

Items       : Ration        [VE - Ha]
              M9 Bullets    [AD]
              SOCOM Bullets [AD]

Head down the stairs and Raiden will watch as a single guard leaves the floor
to go to the roof. Raiden will spot the node and call the Colonel. He tells you
to make a noise to distract the enemy, but it really isn't necessary. Just
watch the sentry's patrol and run in one of the sides when he is at the far
end of the cubical-type area. Download the map and you are pretty much done
in the area. 

There are a couple of items to grab, though. There are a pair of lockers on
the sides of both sets of staircases that lead to the roof. The left set has
box of SOCOM ammo in it (which you obviously don't have yet) and the other
has a Ration. You can also find some M9 bullets in the small area in the 
structure at the top of the right set of stairs. Use FPV if you cannot find it.

When you are done, go down the back hall on the left side of the cubical-area
that the guard is patrolling to the AB Connecting Bridge. If you are on [VE -
Ea], you can hold up the sentry on the ground floor and the one on the roof if
you wish, but you'll have to hold off in the other difficulties. You can grab
the box of Chaff up there, though, that is inside the fenced-in area on the
right.

If you are on the higher difficulties, where you don't yet have the M9, you
can head over to Strut F right now and grab it, if you like. But as that is
pretty much the only thing you can get while over there, I'd suggest waiting
until you have a door key and just proceed with the sequence as follows.

===AB Connecting Bridge==========

Enemies     : 2 [AD]

Items       : None [AD]

As soon as you enter, there will be a cutscene and a Codec conversation with
the Colonel, who will mention hanging. Since you most likely cannot hold up
the guards, you'll have to hang over the railing and come back to these guys
to get their tags. (Which is unfortunate since the guy on the right disappears
after you leave the area and won't return for a little while.) The guy on the
right is stationary, so it wouldn't be best to try to get past him. Wait until
the sentry on the left comes to Strut A's end of the bridge, then run out
and flip over the railing as soon as he turns around. Be careful about the
floor, though! As you will notice, certain areas of the floor will make noise
when you walk across them (similar to the areas discussed earlier in the holds
of the Tanker), alerting the guard to Raiden's presence if the guard is too
close. You'll have to learn to recognize these areas and avoid them or be
careful upon them.

By the way, also be careful of the sentries' fields of vision while in the
daylight - they can see much farther than their cone. And if possible, don't
move while hanging in an enemy's field of vision. It is entirely possible that
they could spot you.

Hand your way over to the other side, past the guard, and enter Strut B.

===Strut B Transformer Room======

Enemies     : None [AD]

Items       : M9 Bullets         [AD]
              Ration             [VE - Ha]
              SOCOM Bullets [x2] [AD]
              SOCOM Suppressor   [VE]

As soon as you start to move into the area, Raiden will notice the wall... and
a number of cutscenes will take place.

You'll meet your newest ally, Lt. Pliskin, the master of subtlety. If you 
grabbed the Shaver in the dock, Raiden will had it over, while Pliskin gives
you his pack of Cigs and a SOCOM (without a silencer, by the way - be careful
with it). Raiden will play around the gun when you first get it - you can skip
the scene and save a bullet, if you wish.

On [VE] you will find the SOCOM Suppressor just south/southwest of Raiden.

When the scenes are all done, head done the steps, by the now sleeping
Pliskin and grab the SOCOM ammo. You should notice the node station tucked
into a niche next the stairs - download the map. (Don't attack Pliskin, by the
way - he'll shoot you with his rifle, bringing down your life.) There is a box
of M9 ammo on the walkway on the raised portion of the room. When you grab it,
head out the northern door and Rose will contact you via Codec, prompting you
to save. Do so if you wish (not critical at the moment). Go to the lockers in
the northeast corner of the hall. The left one has a box of SOCOM ammo and
the second has another Ration. The last is locked and falls inward when
punched. When you are done, head out the door on the north wall to the BC
Connecting Bridge. As soon as you try to leave, cutscenes will begin.

One last note - Pliskin can't be added to your Codec list until he wakes up. Be
sure to contact him while he is asleep, though... His subtlety shows through
again in one of the 'conversations'. (They didn't even to TRY to hide his
identity, did he?) Though, be sure to talk to him throughout the game to
learn more about Dead Cell and the events going on around you. He also
dispenses some useful advice.

===BC Connecting Bridge==========

Enemies     : None [AD]

Items       : Chaff Grenades [AD]

Once the scenes are done and you have met the most over-dramatic character in
the game, you'll be free to cross the bridge. There are no enemies here, so
just run across. Be sure to pick up the box of Chaff that is on the edge of
the now non-existent bridge that led to the Shell 1 Core.

===Strut C Dining Hall===========

Enemies     : None [AD]

Items       : M9 Bullets    [AD]
              Pentazemin    [AD]
              Ration        [VE - Ha]
              SOCOM Bullets [AD]

There are no enemies in here at the moment, so you may move around freely.
Head into the bathrooms on both sides of the room and grab the items from the
stalls. Then, head down the center hall. The door on the left wall will be
locked, so keep going. When you reach the bend, another series of cutscenes
will start.

As the Colonel told you after the events on the BC Bridge, your new mission is
disposing of the bombs, using Stillman's spray and sensor. He'll also give you
a Level 1 Card. What I'm going to do with the walkthrough is have you start in
Strut C and back track to B, A, F, E, then D lastly. In [VE - No], there are no
sentries here, so just hit the node in the cafeteria (to the left of the
kitchen, which you start in after the cutscenes) and move on to freezing the
bomb (see the paragraph after the next one). There is a ration under the
northern table that runs horizontally, by the way. Crawl beneath it. Be sure to
come back here at a later point and get the guards' tags, when they appear.

However, in [Ha - Ex], there are two enemies in here now. Stay in the kitchen,
but duck below the table on the right and stay on the right side. There is a
single sentry in the cafeteria and another patrolling the bathrooms and the
corridor outside the cafeteria. Use the stretch up view in FPV (pull both 
triggers) and watch the sentry in the cafeteria. Wait until goes to the
northern end of the cafeteria and then duck down - he will look into the
kitchen and see you if you aren't completely hiding behind the table. He will
enter the kitchen and move around the table on the left. Get out of FPV, if you
are, and you will see him on the overhead view. Wait until he starts moving
away from your table and then jump up and hold him up with the SOCOM. Get his
dog tag, and then either knock him out by punching him or go around behind him
(do NOT let him see you unequip your weapon or he WILL grab his) and unequip
your weapon and grab him from behind. Either break his neck or drag him and hit
the Weapon Button when he struggles. After a few times, he will fall down
knocked out. Killing him is easier, but it's also rather cruel. Anyway, you do
NOT want to fire your weapon in here without the silencer - the other guard
will hear it and call for backup. And you will die. Hit the node and wait for
the other guard to patrol the hallway and then return to the bathrooms. You
will have plenty of chances to hold him up will he is entering the bathrooms
(he pauses with his back to you at every corner) or while he is walking down
the hall. Just be sure to watch him once, though, to get a feel for his
movements.

Once you are able to move around freely, head to the restroom on the right
(women's). Equip the Sensor A and you should see the green blob on the map
around the sinks. Go over there and look in the mirror on the right, at the
top. There is the bomb for this strut. Pull out the coolant and spray the box
on the wall across from the mirror.

A useful trick for the bombs : If you are have problems completing the bomb
disposal mission or don't know which struts you have disposed of its bomb(s)
already, you can check it on the map. Hit the start button to bring up the
map of the Big Shell. As you'll notice, any strut that has a bomb on it will
have a small box with a 'B' inside of it. So if you're having problems, try
checking the map and heading to whichever strut still has a 'B' on it.

A useful trick for the coolant : Coolant can be used to awaken guards that
have been knocked out by your M9. Makes getting their tags far easier, as you
don't necessarily need to sneak up on them anymore - take out all of the guards
in a room from a  distance with headshots with the M9, then wake them up one
by one, switching weapons as they begin to wake up, and holding X as they
rise (Raiden will automatically yell 'Freeze!'). Useful.

When you are done here, head south the way and go out the way you originally
entered this strut.

===BC Connecting Bridge==========

Enemies     : None [AD]

Items       : None [AD]

A cypher has now been placed watching the bridge. Cyphers come in two
varieties : unarmed and armed. The one here is unarmed. (It actually appears to
be the same model that Snake spotted on the Tanker.) The armed one is gray,
sleeker looking, and happens to have a gun turret on the bottom of it. The
unarmed ones can't attack you, but they will notify the sentries and they
will come running. And you will die. So, you need to either run past it and
hope you can make it, or disable it. I suggest shooting it down. Watch its
pattern of movement and when it is turned away from you (it has a cone of
vision on the map like humans), go into FPV and shoot it down. You can use
Chaff Grenades, if you wish, but I find it easier to just take the thing down
using the SOCOM. A few direct hits to the base will send it out of control and
then it will explode.

As a side note, if you aren't sure if there are cyphers in the area, or think
there may be more than the one(s) you have taken out, go into FPV and listen
closely. If there is one in the area, you will hear the whirring sound you
should become familiar with.

Take it out and head down to Strut B.

===Strut B Transformer Room=====

Enemies     : 2 [AD]

Items       : M9 Bullets         [AD]
              Ration             [VE - Ha]
              SOCOM Bullets [x2] [AD]

Upon re-entering, you will find that guards are now patrolling the area. On
[VE - No], there is one in the hallway on the left and another in the room on
the right. It is a fairly simple matter to sneak up behind them and hold them
up (and then go behind them and grab them to take them out). Just be aware of
making noise on certain types of flooring. Get their tags, any items that may
have regenerated and head out the door to the AB Bridge.

[Ha - Ex] is a different matter, of course. Both guards are in the room on the
right and there are now two security cameras watching the hall on the left.
There is no easy way to hold up one guard without the other seeing, so what
I highly suggest is that you hold off getting their tags for now, until you
have the M9. Throw a Chaff Grenade and run like hell down the hallway. Avoid
stepping on the grates to make noises, to prevent the guards in the room from
getting suspicious. Use the running roll.

When you've got the M9 or the SOCOM suppressor, head back here. It is easier to
come in from the south, but if you come in from the north, just take out the
cameras with the SOCOM and then crawl across the hallway to the door on the
southern side. The guards inside have patrols that coincide with each other.
The inside guy's takes one half as long as the outside guy's. Wait until
the outside guy comes close to the door, pauses for a moment, then heads
east to continue his patrol. Get close enough to the door so that it opens and
then go in FPV and wait. The inside guy will soon appear - tranq him in the
head. (In_the_head. You only get one shot or he will turn around and see
you.) Pull away so the door closes and wait for the outside guy to come back
around to the door. He won't be able to see the inside guy from his route, so
you don't have to worry about that. Once he pauses by the door, rush out and
hold him up. Getting the inside guy's tag is a bit of a pain, though. Find 
a way to take out the outside guy (I found grabbing him and dragging him into
the hallway worked) and then you'll have to grab the inside guy and drag him
away from the railing - there isn't enough room to get Raiden between the
railing and the guard.

Once the guards are out, find the C4. It is located in the northwestern corner
of the transformer room, behind an open door. Close the door to reveal the
bomb. Spray it and continue on.

===AB Connecting Bridge==========

Enemies     : 1 [Ea]

Items       : None [AD]

A single guard is present and now patrolling up and down the bridge. Getting 
past him and/or holding them up is a fairly simple matter, though. He moves in
circle around the entire middle portion of the bridge. Hide either in the small
area of the bridge connecting to the middle portion, or the small niche
opposite it, and run out behind him. Mind you don't let him get too far, as you
don't want to run across the metal portions (which make noise).

(When you come back to get tags on [Ha - EE], there will be two guards, but on
[Ha] do the one on the right first, as the one on the left is a Tough Guy and
you'll have to shoot him.)

Get past him/them and head into Strut A.

===Strut A Pump Room=============

Enemies     : 1 [VE - Ea], 2 [No - Ex]

Items       : Bandage       [VE - Ea]
              Box 1         [AD]
              Ration [x2]   [VE - Ha]
              SOCOM Bullets [AD]

This room is actually a fairly simple matter. First hold up the guard in the
cubicle area and take him down; killing him would be for the best, so he
doesn't wake up while you are working in the southern room. Next, if there is
an additional guard in the room to the south (which is your goal for this strut
and now accessible due to the Level 1 Card you got from Stillman), wait for him
to come all the way right and stop and turn at the door. Rush in (his back will
be to you) and hold him up. There is also a security camera in here, in the
northwestern corner of the southern room. Just shoot it with the SOCOM.

Now you'll have to do quite a bit of crawling through these pipes. On the
south side of the mass of pipes, there are two short staircases. Go across the
one on the right and hit X to get down and crawl. Crawl north under the first
pipe, then west under the second. Keep moving west until you reach the red
pipe. As you should see, there is a Bandage on the other side and a ration
under the red pipe. Head south underneath the red pipe. You'll see the C4 on
the water tank in the middle of the room. Spray it and backtrack out of the
pipe area.

Next, head over to the left side and go over the stairs on that side. Get down
to the crawl position and head east. (Don't go under the pipe to the north -
just go straight east, just past the stairs.)  You'll be in a small enclave
with a large gray box to the south. Flatten yourself against it and hit the
Action Button to jump over it. You'll find Box 1, useful for hiding from
enemies. (Just don't let sentries see you move with it. And it is ineffective
against assault troops, as they are actively searching for you. Sentries are
tired and bored and won't search some innocuous box... even if it IS constantly
changing positions...)

When you are done here, head up the to the northern section and, if you haven't
already, go up to the roof and hold up the guard there to get his tag and
a box of Chaff Grenades, which should be inside of the fenced area on the
right. On [Ha - EE] there is an additional bomb on the roof. Get up there and
go to the fence on the south side of the area. In the eastern corner, go into
FPV and you should see the bomb on a tank on the other side. Just spray and
you're done. After that, head back into the hallway on the first floor that
leads to the FA Bridge. (Just left of the staircases on the right side of the
room.)

===FA Connecting Bridge==========

Enemies     : 1 [AD]

Items       : Chaff [AD]

There is a single cypher and a single guard here. Watch the cypher's pattern
and take it out. You don't have to worry about the guard hearing the gunshot,
though, so long as he is at the other end of the bridge.

If you want, you can just run across the bridge when the guard is down on
the lower level of the bridge, but holding him up is a bit trickier. I suggest
that you first get down on the lower level. (And grab the box of Chaff that is
at the end of the lower part, on the A side.) Now, watch his pattern with FPV.
Wait until he is making his way up the stairs and then move yourself into the
stairwell that is closet to the A side. Duck down, as he may see you. Now,
when he comes down, he will look for a second, spin around, then move into
his stairwell, pause for a second (with his back to the walkway) and then start
moving up. You can run over there and hold him up before or as he starts going
up the stairs, if you move quickly.

Once you've got his tag, enter Strut F. I suggest going in the upper door.

===Strut F Warehouse=============

Enemies     : 2 [VE], 3 [Ea - No], 4 [Ha - Ex]

Items       : Book [x2]        [AD]
              Box 2            [AD]
              Chaff            [AD]
              M9               [No - Ex]
              M9 Bullets [x3]  [AD]
              Mine Detector    [AD]
              Pentazemin       [AD]
              Ration           [VE - Ha]
              SOCOM Bullets    [AD]
              SOCOM Suppressor [Ea - Ex]
              Stun Grenade     [AD]

This is an... interesting room. It is chock full of items, but it is also
swarming with guards; including one guard who reports his progress. If he
doesn't use the radio to report that everything is clear regularly, command
will start to wonder why he hasn't filed his status report and send an
assault team to investigate. If they find him tranqed, they'll just assume
he fell asleep, kick him to wake him up, and then leave. If they can't find
the guard, they will stay in the area for a little while and may send a
replacement. If they find a dead body, they will search there area. (Always
hide dead bodies if you are going to be in the area for a while.) So, try to
keep him active. As you enter, you will see the guard moving down the hallway
and turning around. He'll file his report and then move around the catwalk and
down a staircase located in the back of the room. There should be one other
guard on the top level, and one more on the bottom (two on [Ha - Ex]).

First of all, head over to the door on the right, in the horizontal hallway
that you start in. (The door on the left requires Card 3.) Inside, you will
find (finally!) the M9 and two boxes of ammo, if you are on [No - EE], that is.
There is also a Ration outside the door, right of the crates. Head back to the
FA bridge and go down to the door on the lower level.

As soon as you enter, run over to the crates on the left. There should be a
guard just left of you. Watch his pattern, and as soon as he turn north after
facing south, run south and go into the room on the left that you will come
to. QUICKLY. There is a guard in this small hallway facing south (falling
asleep) who will turn around in a few seconds. (The guard isn't there below
[Ha].) Inside the room, get Box 2 and download the map from the node. Inside
the lockers, you can find a Ration and a Pentazemin (both of which should be
full...). One of the lockers is locked, though... Inside is a Book (of girly
pictures) which you can use to distract the guard. If you can, punch it down
and grab it. If the guard is in the hall, though, you'll have to take him out
first.

Next, use FPV to look in the southwestern corner of the room. You should see
a duct opening on the floor. Crawl in and follow the path to the room on the
right. Inside you'll find an area that is enclosed by crates, only accessible
via the duct you just came out. There will be a SOCOM suppressor and a box of
ammo inside the enclosed area. Hop on top of the waist-high crate, jump on
the next highest one, and then fall down into the area with the door, where you
will find a Mine Detector. You can also crawl underneath the cabinet right
of the Mine Detector to find some M9 ammo underneath. Once you've obtained all
of these items, you need to get back out of the room.

I suggest that you wait until the guard who is patrolling the middle area of
the room goes north, then run out and grab the guard in the hall while he is
asleep, then drag him into the room on the left. Release him and get behind
him. As he is recovering, draw your weapon and when he stands up, he will be
alerted, but Raiden will say "Freeze!" and he'll put his hands up. Stuff him
in a locker, just in case you need to hide in another locker in here and then
break down the locked locker (while the guard in the main room isn't close by)
to get the Book.

Next get the guy patrolling the bottom floor. You'll have to wait until the
guy who reports (who patrols both the upper and lower floors) just left the
floor and then wait for a good opportunity to hold up the other guy. Grab him
and drag him into the room with the node to get his tag and stuff him in
another locker. Killing him would be the best thing to do, because you
are going to be in the room for a bit longer and you don't want him to wake
up in the middle of it all and have another guard to worry about.

The other two are a bit harder as they often cross paths and are on the top
floor. What I suggest you do is to tranq the guard who doesn't come down to
the lower level by using FPV and watching him as he walks - just make sure you
do it while is moving down the walkway south, so that the other guard, who will
be coming down the stairs soon, doesn't see him. This way, he won't spot you
and you can move about the bottom floor freely to take care of the other one.
Wait until the other guard comes downstairs and hide behind the boxes that are
in the middle of the room. As soon as he comes down, he'll stop for a second
and stretch. Take that time to run out and hold him up. Get his tags and tranq
him. Now, RUN up to the top floor, using the staircase on the northeast side of
the room (don't worry about any other doors - they require higher security card
clearance to enter). Now, drag the guard who is on the top floor over to the
hallway you just came up, so that he is in the other guard's patrol route. (And
will be found when the other guard resumes patrolling and be woken up so you
can hold him up.) Now, make your way to the east side of the railing on the top
floor. You should see a big crane sticking out of the railing. Flatten yourself
against the railing just north of it and swing down. Push the A button to drop
down, and you will find yourself on top of some boxes that enclose a small area
where the C4 for this section is. Drop off the boxes into the enclosed area,
spray the bomb, and wait. Eventually, the command post will wonder why the
guard hasn't checked in and send an assault team. They enter from the door on
the bottom floor, but they can't see you behind the boxes. (Just don't make any
noise or jump out of the boxes yet.) They will quickly find the guard asleep
and kick him to wake him up. He'll wake up and then continue with his patrol.
When he goes up the stairs, he will find the other guard and wake him up. Now,
jump on top of the waist high box in the pit and crouch down, so you aren't
seen. Wait until the guard comes back down the stairs and starts his yawning
and stretching bit. Quickly stand up and shoot him in the head with the M9.
Now, run up stairs and sneak up behind the other guy as he is walking south
down his walkway. If you are quick enough you can get his tags and be out of
here before the assault team arrives. That was quite complicated, yes, but also
quite effective.

There is some ammo and a box of Stun Grenades on the bottom floor which you
should notice and pick up while you are doing all of this running around. When
you are done here, head out the door on the back wall, top floor to the EF
Bridge.

===EF Connecting Bridge========

Enemies     : None + sniper [AD]

Items       : 7 Claymores [AD](Laid as traps)

As you enter, there will be a quick cutscene showing that there is a sniper
on the roof opposite the starting position. So, take him out. Use the Scope
to locate his exact location if you need to, and hit him with the M9 (if you
use the SOCOM, the guard won't appear on the strut at all... but you won't be
able to get his tag). It really isn't too hard to incapacitate him, if you just
aim at his body. On [Ex], you'll have three gun cyphers as company, which are
easily taken care of using the now silenced SOCOM. Three quick shots to the
main part of the robot will blow it to bits.

Once you leave the structure of Strut F, and start heading up the bridge, you
will be contacted over Codec. A familiar scene will play out and you will be
warned about Claymore mines which are planted on the ground. After the Codec
conversations are done, equip the Mine Detector you just got and start
crawling. If you crawl over a mine (the red dot on the radar), you will pick it
up - removing it as a threat and adding it as a weapon to you inventory.
Grab them all and head north into Strut E. (Don't bother trying to cross the
bridge into the Shell 1 Core, as the plates of the bridge will fall away,
making it difficult for you to get back. And you don't have the security
clearance to enter anyway.)

===Strut E Parcel Room===========

Enemies     : 1 [VE - Ea], 2 [No], 3 [Ha], 4 [Ex]

Items       : Box 5        [AD]
              M4 Bullets   [AD]
              Ration       [VE - Ha]
              Stun Grenade [AD]

This room is loads of fun. </sarcasm> If there are only one or two guards,
it is fairly easy to evade them using one of the Boxes and slowly making your
way through it. Just be careful of the guard who moves through the bottom
portion of the room - he can see into the small enclosure that you start in -
flatten yourself against the bottom wall in there. In [Ha - Ex], there are
three security cameras in the room - both high up and on the black lattices
around the room. Use the Scope to find their green lights, then take them out
with the SOCOM, all while making sure you aren't seen. Two on the ones on the
bottom and the other is on the one in the northwest corner of the room.

Your best bet for this room is to take out all of the guard except one and 
hold that guy up. Lather, rinse, repeat as many times you need to get all of
the dog tags. Just be aware of the guy who sends in status reports in the
northwest corner of the room.

On [Ha - EE], there is an extra bomb in this room - it is attached to one of 
the packages. Whee. Fun. </sarcasm> What you should do is stand at the eastern
end of the long horizontal belt, near where you entered from the EF Bridge.
Equip the Coolant and wait until you see it, then spray away. (It will be on
the side of the package that faces east on [Ha], and the side that faces north
on [Ex].) It really helps if you take out the two guards who don't send in
status reports and leave the third guy, who cannot see you if you are down in
the southeast corner of the room.

There is also a staircase down on the left side of the room, but it only
leads to a small room with two Level 5 doors. You'll be back - don't worry.
There is a Ration down there, though. It's in a vent that is on the floor in
the southwestern corner of the room.

When you've completed everything you want to in this room, go up the staircase
that is on the eastern wall of the room up to the heliport.

===Strut E Heliport==============

Enemies     : 2 [VE - Ea], 3 [No - Ex]

Items       : Box 3        [AD]
              Claymore     [AD]
              Stun Grenade [AD]

As you start walking along the catwalk, a quick cutscene will take place.
Go back down the stairs and keep moving left slowly. Eventually, the camera
will turn so you can see a solider nodding off at the end of the catwalk. Wait
until his eyes are shut and then rush in and hold him up. Grab the Claymore
behind him as well and head back to the staircase.

Wait on the staircase until a soldier walks past you. Quickly run up, following
him, avoiding the metal planks that make noise, and hold him up. Knock him
out and hide him, or toss him off the roof. Next, go up to the first large
green box on the right. Flatten yourself against the box and wait, watching
the lane to the right of the row of boxes. Eventually a guard will come walking
down. As soon as he stops and starts heading into the row of boxes, run out
after him and hold him up. (Note that unlike in the PS2 version of the game,
the metal floor here is not considered noise-making.)

Once that is done, pick up the items scattered across the place and head for
the Harrier in the back. Equip the sensor and you'll notice a the green blob.
Go around to the north side of the cockpit of the plane and look at the ground
in front of the back tires using FPV. You'll see a small C4 package. Spray
it and head out of here back downstairs. Take the door in the northwest corner
of the Parcel Room to the DE Bridge.

===DE Connecting Bridge==========

Enemies     : 1 [AD] + a sniper

Items       : SOCOM Bullets [AD]
              Stun Grenade  [AD]

This time the sniper is above you, which means you cannot take him out, unless
you left him tranqed up there, and haven't gone more than a couple areas away
since doing so. There is also another guard patrolling the top and bottom of 
this bridge. What I want you to do is go out of the structure and in the small 
upside-down "T" area, flatten against the railing on the left and swing down 
and let go to drop down to the bottom part of the bridge. The sniper shouldn't 
be able to see you down here. Now you just have to deal with the patrolling 
guard. (There are a couple of boxes of ammo where you drop down, by the way.) 
It should be fairly easy for you to just duck below the various waist high 
railings and sneak close enough for you to jump out and hold him up.

Enter Strut D using the entrance on the bottom part of the bridge.

===Strut D Sediment Pool========

Enemies     : 2 [VE], 3 [Ea - No], 4 [Ha - Ex]

Items       : M9 Bullets    [AD]
              Ration        [VE - Ha]
              SOCOM Bullets [AD]

I really loathe coming into this room. For one, the cone of vision for each
of these guys is twice what it appears on the map due to the open nature of the
place. Second, walking on the levels above and below an enemy inevitably
lead to them seeing you. Third, there is a guard who reports in, which means
even if you do manage to take out all of the guards, the command post will
send an assault team if you don't keep that guy ticking. Blargh.

If there are only two guards, possibly even three, it is fairly simply to
just tranq all but one of them, hold that guy up, and get out of there. But
four is ridiculous. On top of that, you have to find the bombs. They are in
maintenance panels built into the floor. For [VE - No], it is the one on the
far left, bottom level. For [Ha] it is the two on the far left, bottom level.
Lastly, on [Ex], it is the one on the far left, and the one on the north side,
directly underneath the door that leads to the 1-2 Bridge, where Pliskin went
to, and a third just above the door on the lower level that leads to the DE
Bridge (look for the flies). My suggestion : tranq the guys, and move quickly 
over there and spray the bombs. A squad will more than likely sent in (from the 
eastern door), but if you move yourself over to the other side, they should 
find the sentries before they find you. If you have to, just tranq them again 
and get out. Worry about getting tags later, if you want to. Like the last 
room, doing one at a time and disabling the rest is in your best interest.

There's not much else I can say. I detest the layout of this room.

When you have put out the last C4, Stillman will contact you over the radio
and tell you to head to Strut C and pick up Sensor B from the pantry he was in.

To recap, a list of the C4 locations.

---C4 Locations------------------

Strut A - Pump Room, in the middle of the pipes                [AD]
Strut A - Roof, on a tank outside of the southern fence        [Ha - Ex]
Strut B - Transformer Room, behind an open electrical door     [AD]
Strut C - Women's Bathroom, on an outcropping above the sink   [AD]
Strut D - Maintenance hatch, lower level, last on the right    [AD]
Strut D - Maintenance hatch, lower level, second to last       [Ha only]
Strut D - Maintenance hatch, lower level, northernmost         [Ex only]
Strut D - On celing above door to DE Bridge on lower level     [Ex only]
Strut E - Heliport, by the back wheels of the Harrier          [AD]
Strut E - Attached to a package that is on the conveyer belt   [Ha - Ex]
Strut F - Lower level, encircled by boxes (must drop down)     [AD]

===CD Connecting Bridge==========

Enemies     : 1 [AD]

Items       : None [AD]

This is an easy one. First take out the security camera that is right above
the door Raiden enters from. So long as you stay south of it, you'll be find.
Next, hit the single cypher with the SOCOM (if it is there - it's not present
on [VE - Ea]), then watch the guard's patrol and run up behind him. Quick and 
dirty. Be careful of going down on the lower level, though - the panels fall 
out.

===Strut C Dining Hall===========

Enemies     : None [AD]

Items       : Sensor B [AD]

Go into the kitchen and look in the pantry Stillman was hiding in. Grab the
Sensor B and there will be a quick Codec conversation.

You now have a few hundred seconds to rush to the bottom of Strut A and find
the final bomb. Well? Run. Now. The amount of time varies by difficulty.

[VE] - 400 seconds
[Ea] - 400 seconds
[No] - 400 seconds
[Ha] - 300 seconds
[Ex] - 200 seconds
[EE] - <n/a yet>

Strut C is empty, throw a Chaff on the BC, run through Strut B (forget being
quite, and assuming you've already taken out the security cameras), use the M9
on AB to put one of the two guards to sleep, run to the roof of Strut A and go
down the lift.

Run down to the lower section of the dock and go around the bottom catwalk,
south of the water. See that big submersible hanging from the ceiling? Look
on the bottom. There's the final C4. Spray it. (That'll work for [VE - No]
only, by the way. On [Ha], it is still on the sub, but to get at it, you need
to go back into the fenced-in area (where you got the Shaver) and go over to
the steps between the two deep-sea suits. Look south at the sub and you'll
see it attached to the side. On [Ex], it should be attached to the wall on
the western side of the area, just opposite the sub.)

Head down the corridor and as soon as you try to enter the upper section,
a quick cutscene will take place and a boss 'fight' will commence.

===Strut A Deep Sea Dock=========
---Boss :  Fortune---------------

Enemies     : Fortune

Items       : Ration            [VE - Ha]
              SOCOM Bullets [x2][AD]

This is less of a boss fight and more of a hide-and-don't-get-hit event.
Just hide behind the crates and don't get hit by Fortune's electric pulses.
She'll pulverize the crates, so you'll have to move around a lot. Oh, and
at the beginning of the battle - MOVE! Look at the floor and you'll see a 
large dark spot growing bigger - a fire is about to break out in your position.
Move to the other side.

Just wait it out. Don't even bother shooting at her and wasting your ammo.
Eventually, you'll get a call on the Codec and then someone else will come down
the lift and there will be a couple of (somewhat over the top) cutscenes.
The pulse packs, uh, quite a punch on [Ha] and even more on [Ex] (I'm talking
9/10 of the life meter). Try to running back and forth along the back wall and
doing running rolls. Once you've got the timing of the double blasts down,
you should be able to stay ahead of them... Just be sure not to end up in the
corner while she is shooting - try to turn around and run the other way right
after she fires. Use the crouching position to have her alternately fire at
the top and bottom quarters of the two large blocks, which will give you a bit
more time. Anyway... this *should* be fairly easy.

You now have precious few seconds to run to roof of Strut E. Well? Run! Again,
it varies by difficulty.

[VE] - 500 seconds
[Ea] - 400 seconds
[No] - 400 seconds
[Ha] - 300 seconds
[Ex] - 200 seconds
[EE] - <n/a yet>

On the roof of Strut A, equip the Mine Detector and you will see that there
are a couple of mines in front of the doors. Crawl over them and run down to
the first floor. On [VE - Ea] the guard is in the same place - just rush
past him. In [No - Ex], though, he is in the hall that leads to the FA bridge.
You'll have to wait until he turns his back and rush him. Take out the guard
on the FA bridge by using FPV and run into Strut F. In F, wait for the guard
who makes status reports to head down the stairs and when the other guard who
is on the top level isn't looking, run to the back wall and the EF bridge.
On the bridge, use FPV to snipe the sniper and cross into Strut E. In the
Parcel Room, use the M9 or SOCOM to take out the guard to the left and the
one who patrols the staircase and head up. Go to the middle of the catwalk
and head up to the heliport. As you should notice, there is a single bomb
placed on the floor directly north of Raiden's position. Run up and use the
Coolant on it. A couple of cutscenes will then take place and the first real
boss fight of the Big Shell takes place.

===Strut E Heliport==============
---Boss : Fatman-----------------

Enemies     : Fatman

Items       : M9 Bullets         [AD]
              Ration             [VE - Ha]
              SOCOM Bullets [x2] [AD]

This battle can actually be quite simple once you get it down. Basically, he's
going to run around the roof planting C4s and you need to disable them with
the Coolant and still try to kill or stun him while you are doing that. You
cannot let even one of the bombs go off, or the game will end. Stick close to
him and when he plants one run up and spray it. He plants a series of bombs
(2-4, depending on the difficulty) and when the last in the series is planted
a countdown will begin. Usually, you should be able to take out all but one or
two of the bombs before the countdown starts, giving you plenty of time to
get the last one(s). Just be sure follow him closely so you can quickly get
to where the bombs are. 

Equip the Sensor A and you will be able to see which of the large boxes the
bombs are planted on. It can be difficult to determine their location, though.
They are usually on the sides of the crate, but they can also be on the top
and underneath it. For the top ones, you should see them, as the camera's
default position is overhead. For the ones underneath, just crouch down and
go into FPV. If you can't tell where he put it, look for tracks that his
rollerblades left on the ground. His bomb should be where there are circles or
lots of tracks.

Disabling the bombs is only half of it. You also need to take him down. He'll
leave you plenty of opportunities when he leaves himself open or pauses for
a minute to look at you. Shoot him with the SOCOM (use FPV for this - don't
rely on auto-targeting) or punch-punch-kick him. It won't do any (or little)
damage, but it should knock him onto the ground. He'll take about five seconds
to get back up again. During that time, get out your SOCOM or M9 (depending on
whether you want to kill him or not - it doesn't make a difference unless you
trying for zero kills) and shoot him in his big bald head. This is the ONLY
spot that will cause him a significant amount of damage. One of the best times
for knocking him down is when he is planting a bomb, but hasn't yet started
the countdown and place the final bomb. You'll have to follow him quickly, but
it is quite possible. He'll also randomly stop in the large open areas on the
north and south sides of the heliport. Last, he'll sometimes come close to
you while you are spraying a bomb and just pause there looking at you
(presumably to shoot you, but he delays for a number of seconds).

Most of the time, he'll run around planting bombs, giving you plenty of
chances to knock him down, but he does sometimes 'take a break from the bombs'
and move around the area very quickly shooting his gun at you. Your best bet
during this time is to either move around VERY quickly or hide. I suggest
crawling underneath one of the crates. On [Ha], he'll return to placing bombs
when you crawl underneath, so just go back to following him, spraying the
bombs, and taking every chance you get to knock him down. On [VE - No], though,
he'll run down the shelves on the south side of the heliport. For these
difficulties, when he is done planting bombs, I suggest you run down to the
bottom row of boxes and get underneath the second on from the right. It will
give you an excellent view of the area he skates across to go hide behind the
boxes. In FPV, have you gun drawn and aimed slightly above the default
position. When he comes into your field of vision, plug away at him. With some
skill, he'll go tumbling down. Quickly crawl out, run over, and shoot him in
the head. When you do shoot him, he quickly straightens out and will begin
firing at you and skating away. Run back to the box, crawl under and position
yourself to repeat the process.

Again, once you get his movement patterns and the actions he takes down, it
should be fairly simple for you to take him out. Once he is down, there will
be yet another cutscene. (Unless there are any bombs still active - the must
be defused before the battle will end.)

Now you have to find the final bomb and you have 1:40 to do it in. When you
first start this part, do you hear that beeping noise? The bomb is VERY
close by, as Fatman stated. Drag his body. It will reveal that the bomb is
underneath him. Spray it and you are finally done with bombs. (By the way,
when you drop Fatman's body, Peter Stillman's dog tag should fall out of him.
Grab it.) There will be a couple of quick Codec conversations and then you'll
be on the heliport again. When you start to leave and reach the south end of
the heliport, you will encounter... a seeming ally. Yet more cutscenes.

Raiden's mission now is to infiltrate the Shell 1 Core. You will have obtained
three new items - a Level 2 card, a cellphone and the B.D.U. uniform. The
phone is redundant, as Mr. X should still be able to contact you over Codec,
but I suppose it is because the Core has electronic interference that prevents
Codec signals from entering or leaving. (Hence why they cannot contact the
President.) The B.D.U. will disguise Raiden as an enemy sentry and allow him
to move about freely, even in front of the soldiers, but ONLY in Shell 1 Core
and ONLY if he has the AKS-74U equipped. So, let's go item hunting. Head to
Strut F.

===Strut F Warehouse=============

Enemies     : 2 [VE], 3 [No], 4 [Ha]

Items       : AKS-74U              [AD]
              AKS-74U Bullets [x3] [AD]
              AKS-74U Suppressor   [VE]
              C4 [x4]              [AD]
              Claymore             [AD]
              M4                   [AD]
              M4 Bullets [x3]      [AD]
              PSG1 Bullets         [AD]
              SOCOM Bullets [x2]   [AD]
                (+ whatever you may have missed, or has regenerated)

Evade the guards and enter the Level 2 doors on the top level and bottom to
find a number of weapons, including the needed AKS-74U.

If you are running low on ammo, as I was, you might want to make your way
around to some of the other struts and collect some items. If you are missing
any dog tags (and are collecting them) now would be a good time to make the
rounds and get any you don't have for the Struts. When ready, head for the
Shell 1 Core via the EF Bridge.

===Shell 1 Core, 1F==============

Enemies     : 3 [VE - Ha], 4 [Ex]

Items       : Book           [AD]
              C4             [AD]
              Chaff Grenades [AD]
              Claymore       [AD]
              M4 Bullets     [AD]
              M9 Bullets     [AD]
              SOCOM Bullets  [AD]

Immediately equip the B.D.U. and AKS-74U and keep it on as often as possible
while inside the Core. That's not to say it can't be taken off if you want
to hold up an enemy (to get their tags), just don't let the guards or
cameras see you without it on. Also, don't do anything out of the ordinary
that might be seen or heard, such as ducking, crawling, hiding in lockers, 
banging on walls, and especially firing a weapon. Be careful and remain 
incognito.

That said, head up the stairs. Go into FPV and you should soon see a guard
patrolling the hallway. There are actually two in here, patrolling both sides
of the hallway. Making sure you don't touch either of them, head south and
around the corner. Enter the door there to a small room. Go to the enclosed
area in the back of the room. In the northeast corner, you'll find the node
for this floor. To the west, you'll see a box of Chaff Grenades on top of
a crate and a series of three lockers on the wall. The bottom one has M9 ammo,
the middle is empty, and the top is locked. However, punch down the top locker
(minding the guard in the left hallway) and it'll fall outward, not inward.
Inside is some ammo for the M4. Now go to the long row of lockers along the
south wall. Inside three of them you will find a Book, a Claymore, and a box of
C4. Go into the left hall and there is a small hall that juts out to the left
of the wall, similar to the one you came in. The door inside is broken, but
there is a box of SOCOM bullets.

Now that you are done collecting items on this floor, you can just head north
to the back wall and take the elevator down. Hit the button to the right of
the elevator doors, wait for the camera to authorize you, then go down to
B2 (skip B1 for now; you'll be back all too soon). However, if you want to
collect the sentries' tags, be sure that you take out any security cameras in
the area using the SOCOM (and making sure they don't spot you without the
AK equipped) and drag them away from where you might be seen.

===Shell 1 Core, B2==============
Enemies     : 4 [AD]

Items       : AKS-74U Bullets        [AD]
              Bandage                [AD]
              Book [x5]              [AD]
              Box 4                  [AD]
              Directional Microphone [AD]
              M4 Bullets             [AD]
              M9 Bullets             [AD]
              Ration                 [VE - Ha]
              SOCOM Bullets          [AD]

As stated, skip B1 and go to B2 for now. This floor consists of a large
ring of a corridor with two rooms inside of it - the small elevator room to the
north and the larger computer room to the south. From where you start, head
right through a door. Go down the staircase and around the turn. As you come
down the steps, you should notice the Ration tucked away in a niche just left
of the bottom of the staircase. You may also see a guard - just be careful
not to touch him. Move south down the hallway, checking the lockers on the
wall that you will pass (don't worry about being seen - opening lockers is
permissible in disguise, but don't be seen going inside one and closing the
door behind you). Go to the corridor at the bottom, and go to the long hallway
on the left, parallel to the one you just came down. Check its lockers for
a few items. If you plan to take down the guards in here, come back to the
southernmost locker on this wall and punch it to find someone's... Book
collection that will rain down on you. (You can see an inaccessible book on the
top of the locker.) Just don't do it when the other guards inside the computer
room can hear you.

Move into the computer room. Watch the guards for a moment to get their 
patterns down. Wait until the guy on the right goes to his computer to look at 
his ...website... run to the room in the back left. Inside you'll find the node 
and a couple of items. Move to the open circle area of computers on the left to 
find the Directional Microphone, needed for listening for Ames' pacemaker. When 
you are done getting items here, head back to the elevator and go up to B1.

If you are trying to get dog tags, take out the guy in the outside ring
first, when he comes to the northeast corner, by the steps. For the guys
inside, lure them out of the cubicle and away from their comrades by knocking
on the wall. Don't let them see you do it or they will become suspicious of
you. Try to get them not just in the bottom hall, but over in the hall to the
left or right, around the corner, so that you aren't within the field of
vision of the other guards and when you call out the second guard, he doesn't
happen to notice the sleeping/dead body of the other guard. If you manage
to take out the guards, you can find a Bandage underneath the middle row
of computers (duck down). I would NOT recommend trying to get it unless all
of the guards are out.

Be careful about moving around in front of the parrot while there are still
guards in the computer area. If it looks at you when you are out of the
complete disguise (weapon included), it will exclaim 'It's him!' and the 
nearby guards will look at you. Other than that, the thing is pretty cute.
(Try shooting at it repeatedly with a machine gun. Heh. Better yet, use the
Coolant. HA!)

===Shell 1 Core, B1==============
Enemies     : 3 [AD] (Outside Conference Room)
              1 [VE - No], 2 [Ha], 5 [Ex] (Inside Conference Room)

Items       : Bandage         [AD]
              Book            [AD]
              C4              [AD]
              M4 Bullets      [AD]
              Ration          [VE - Ha]
              SOCOM Bullets   [AD]
              Stun Grenades   [AD]
              Thermal Goggles [AD]

As soon as you step off, you'll see a guard enter the Conference Room, your
goal, by using the retinal scan. What you need to do, is grab a soldier, while
he is still awake (he cannot be sleeping or dead - the eyes must be open)
and hold him up to the scanner. It is a fairly simple matter to sneak up
behind whichever one of them is patrolling the hall (the three of them take
turns patrolling the hall, while the other two rest in the break room), grab
him, and drag him over to the door. For getting tags, lure one of the guards
out of the break room and hold him up. Be careful about the other one hearing,
though. Be sure they are far enough away. Also, go in the room right of the
elevator to find the node and an item in the locker.

I suggest that you hold one guard up when he comes down to the end of the
top hallway (near the room with node), pauses, then turns his back on you.
Get his tag, and put him to sleep with the M9. Stuff him in the locker and
go get another one from the room (lure him into the hallway with the retinal
scanner - the other one will most likely hear, so be quick). Hold him up and
take him out. Run back to the bottom hallway, and the other guard should be
coming out. Hold him up before he sees the other guard's body. Get the items
in the lockers of the lounge, then run back to the sleeping guard and open
the door. Chances are that he has been in the long enough that he will wake
up as soon as he hits the ground. Pull out your gun and hold him up. Go
behind him and drag him over the retinal scanner. Again, he must be alive and
awake for it to work.

You'll enter the Conference Room and be faced with a room full of gagged and
bound hostages as well a guard or two who constantly report their progress.
If you stay in the room too long, the guard(s) will get suspicious and call in
another guard to patrol. If he sees you with the Directional Microphone,
he won't immediately call alert, but come over to look at it. Quickly switch
to the AK and you will be fine. Just don't let him examine you or see you
up close with anything but the AK and the B.D.U. equipped.

There are a couple of items in here as well. There is a Ration on the east
wall, near the scaffolding. There is a Bandage in the southwestern corner
of the room. Finally, behind the desk on the stage, you will find the very
useful Thermal Goggles (if you didn't already get them in the Strut A pool). Be 
sure to get them! They will be very valuable later on.

What you need to do is point the Directional Microphone at the hostages
until you can determine which one is Ames, while avoiding detection. You are
told to listen for an irregular heartbeat. A lot of help that is - all of the
heartbeats in here sound terrible. What you are really listening for is a
small electronic blip coming from one of them. Unfortunately, Ames isn't in
a fixed position. I can tell you that it is a white male with long brown hair.
That should narrow it down a bit. (Though that will eliminate all but one on
[VE]... everyone else in there will be female.)

Find him and hit the Action Button to call out to him. If you've got the right
one, a long bit of cutscenes and Codec conversations will commence. If it isn't
him, the person will either muffle that she or he isn't Ames, make a LOUD noise
(most likely attracting the guard's attention), or... <ahem> wet themselves.
Don't call out to too many people or Raiden's callings will become more and
more desperate and consequently, louder.

After the conversations with Ames and an eavesdropping session, a timed event 
will start. It's really simple - you have ten seconds to drop the Directional 
Microphone and pull out the AK. Just DO NOT move, or Ocelot will ask you where 
you are going and the game will end. Wait until Ocelot approaches you and yet 
more dramatic cutscenes will take place.

When those are done, you'll be on B1 outside the Conference Room. However,
the place will be in caution mode as they know of your presence. Run down
the hall towards the elevator. There will be a single guard in front of it,
but his back is to you. Grab him from be behind and drag him right into the
room with the node. Dispatch him and wait out the caution mode inside.

Take the elevator up to 1F. (By the way, be aware that once the door to
the elevator closes on 1F, you won't be able to go down it again, due to the
security camera.) Wait until the both of the guards in the right hallway are
moving away from you, pull into the hall, and tranq/kill them. Head out of
the door to the EF Bridge, grabbing the M9 and SOCOM ammo you will pass in the
short hall. Try to take out the guard on the roof of Strut E and throw a
Chaff or take out the cyphers. Enter Strut F.

===Strut F Warehouse=============

Enemies     : 2 [VE], 3 [No], 4 [Ha]

Items       : Grenade [x3]        [AD]
              PSG1                [AD]
              PSG1 Bullets [x2]   [AD]
              PSG1-T              [AD]
              PSG1-T Bullets [x3] [AD]
              RGB6                [AD]
              RGB6 Grenades [x2]  [AD]
              SOCOM Bullets       [AD]

Take out as many guards as necessary and raid the Level 3 doors on the top
floor. In one, you'll find the RGB6 grenade launcher and the PSG1 sniper
rifle in the other. (You can also find the PSG1-T, a non-lethal version of the
rifle, in a duct on the floor of the room. Check the radar for the exact
location.) When you're done, head back across the EF bridge, through Strut
E, across the DE bridge, and into Strut D. (Be sure to hold up the extra man
on the DE bridge that will now appear.) Knock out all of the guards and 
head for the door on the north wall.

However, if you are collecting tags, a number of guards may or may not have
just appeared, depending upon your difficulty. I highly suggest that you now
make your final rounds of the Shell 1 struts and be sure you have all of the
tags from Shell 1.

===Shell 1-2 Connecting Bridge===

Enemies     : None [AD]

Items       : None [AD]

To enter into Shell 2, you need to cross the 1-2 Bridge, which just so happens
to be wired with a rather large amount of Semtex and IR sensors. You need to
take out all of the control units (the familiar open boxes with the green
light) to disable it all. There are up to ten units scattered throughout
the bridge, which are listed below. For disabling them, I _highly_ suggest
using the PSG1. Using a SOCOM is possible, but your chances of hitting some
Semtex by accident and having to redo it all again is much higher. Also be
sure to use the Pentazemin when firing, so as not to have Raiden jerk away
at the last second and hit the explosives.

---Control Panel Locations-------

A. South of the south-most set of IR sensors on the floor to the left.

B. South of the north-most set of IR sensors on the floor to the left. Be
   careful that you don't shoot a bullet though the sensors of the southern set
   when trying to get this - use the Thermal Goggles.

C. On the tank just north of the sets of IR sensors, facing south.

D. Northwest of the northern tank (near Shell G) on the floor in the corner.

E. On the wall of Strut G, left of the entrance, facing south.

F. On top of the cypher which is hovering above Strut G (Shell 2). Do NOT
   shoot down the cypher - it too is loaded with explosives. Only shoot the
   control panel. It moves fairly often, pausing for a second or two and
   the changing direction. I suggest finding a spot where it stops, aim the
   rifle at that position and wait for it to return, rather than risking it.

G. On the wall of Strut G, right of the entrance, facing south.

H. Outside the door leading to Strut D of Shell 1, above Raiden's starting
   position. (Move north, turn around, go into FPV and look up to see it.)

I. On the small platform above the pipe that connects to Shell G and D. The
   pipe is on the right side of the bridge and a few feet lower than it. The
   sensor is surrounded by birds when you first enter, making it difficult to
   see (though, you should notice the flock of half a dozen seagulls). Shoot a
   bullet in the area and the birds will fly away.

J. Behind the Sons of Liberty flag flying to the west. (Every once in a while
   the flag will flap forward a bit, giving you a quick glance of the panel.)

K. On the bottom of the balcony of Strut D. To see it, you'll have to go on
   or down the stairs and face Strut D. It will be on the east (or Raiden's
   left when facing Strut D) side, on the large box structure next to the pipe
   that connects Strut D and G.

L. On the lower level of the 1-2 Bridge. The only way to see it is to go into
   one of the wings of the balcony, go into the upper corner and look at the
   center of the lower portion of the bridge in FPV. Now, hold both triggers
   buttons and Raiden will get on his tip-toes and you'll be able to see it.
   You can only see it while you are holding the triggers, so you'll have to 
   fire while holding them too. (You obviously cannot use the PSG1 - use the 
   SOCOM.)

M. On the second cypher flying above Strut H.

N. On the "T" balcony of Strut H. It is attached to the left side of balcony,
   on the outside, facing west (left). To see it, go in the left wing of the
   Strut D balcony and look straight ahead at the balcony. You should see the
   green glow from the control panel just below the top of it.

The number of sensors varies by difficulty. Here are the ones used in each :

[VE] - A through F
[Ea] - A through H
[No] - A through J
[Ha] - A through L
[Ex] - A through N
[EE] - <n/a yet>

Carefully take out all of the sensors that are placed, based upon your level,
and then head down the steps and make for Shell 2. But before you can cross,
Raiden will get some visitors...

===Shell 1-2 Connecting Bridge===
---Boss : Harrier----------------

Enemies     : Harrier

Items       : Stinger         [AD]
              Stinger Missile [AD]

Ah, yes. The hero shoots down the plane. Sound familiar? Don't worry - this
battle isn't nearly as hard as the fight versus Liquid's vehicle in Metal Gear
Solid. It's relatively simple, actually.

As soon as the battle starts, grab the Stinger and missiles that Snake dropped
from the Kasatka. The position I like to use for the battle is between the
southern-most tank and the open area in the middle. The most important thing
in this battle is to keep track of where the Harrier is at all times, take
shots when you get a lock (the targeting system in the middle of the screen
when the Stinger is equipped will bleep red), and when the plane pauses
nearby you, fire away like hell!

Most of the time, when the plane is just flying around, you won't have a good
opportunity to shoot at it. It will occasionally dip above the bridge when
flying low or make a slow turn around the struts - fire if you can get a red
lock and there isn't any obstruction. When the plane flies far away into the
distance, you won't be able to hit it, but find where it is coming from
(the radar will always show a red sliver in the direction where the plane
is located and point the Stinger at it. When you see the flash of light, you'll
get a better idea of the location (though, it is usually a little bit to the
right of the flash) and hold it there until you get a lock. The _second_ it
turns red, fire, drop the Stinger, and hide on the opposite side of the tank.
The Stinger missile will more than likely hit and the tank will block whatever
missiles, bullets, or air drafts that the plane sends your way.

It will sometimes go into a sequenced attack, though. One of them is that
it will fly over the top of Strut D and hover on the south side of the
bridge. During this time, quickly ge