T A C T I C A L E S P I O N A G E A C T T I O N
_ _ ___ _____ _ _ ___ ___ _ ____ __ __ _ _ ___
| \ / || _|_ _|/ \ | | / _ \ | _| / \ | _ \ / \ / \ | | | || \
| \/ || | | | / _ \ | | | / \_|| | / A \ | | | || |\_|| /\ || | | || |\ |
| \ / || |_ | || |_| || | | | __ | |_ | /_\ || |_| | \ \ | || || | | || || |
| |\/| || _| | || _ || | | ||_ || _|| _ || _ < \ \ | || || | | || || |
| | | || | | || | | || | | | | || | | | | || | | | _ \ \| || || | | || || |
| | | || |_ | || | | || |_| \_/ || |_ | | | || | | || \| || \/ || |_| || |/ |
|_| |_||___| |_||_| |_||___|\__,_||___||_| |_||_| \_\ \__/ \__/ |___|_||___/
___
/ _ \
______|_/ \ |________________________________________________________________
| | | _ _ _ ___ _ _ __ |
| / / (_` | | |_) (_` | |_| |\ | / |_ |
| / / ._) |_| |_) ._) | | | | \| \_ |__ |
|_______/ /__ ________________________________________________________________|
/_____|
==============================================================================
METAL GEAR SOLID 2: SUBSTANCE
FAQ/Walkthrough
Copyright (c)2007-2008 DomZ Ninja
==============================================================================
Author: DomZ Ninja
E-mail: domzninja[at]hotmail[dot]com
Updated: 08/14/08
Version: 1.0
NOTE: This guide does contain spoilers!
______________________________________________________________________________
TABLE OF CONTENTS
______________________________________________________________________________
See that series of numbers to the right of each section? If you want to find
a specific section in the FAQ, press CTRL + F to open a search box. Type in
the series of numbers for the desired section that you're trying to find and
press Enter. Whabam! The search function will take you there in an instant.
1] - Introduction..................................... [0100]
2] - Controls......................................... [0200]
3] - Characters....................................... [0300]
4] - The Basics....................................... [0400]
5] - Walkthrough...................................... [0500]
5.01] Mission 1................................ [0501]
5.02] Mission 2................................ [0502]
5.03] Mission 3................................ [0503]
5.04] Mission 4................................ [0504]
5.05] Mission 5................................ [0505]
5.06] Mission 6................................ [0506]
5.07] Mission 7................................ [0507]
6] - Bosses........................................... [0600]
7] - Weapons.......................................... [0700]
7.1] Close Combat Weapons...................... [0710]
7.2] Sidearms.................................. [0720]
7.3] Concussive Weapons........................ [0730]
7.4] Miscellaneous Weapons..................... [0740]
8] - Items............................................ [0800]
9] - Dog Tags......................................... [0900]
10] - Secrets......................................... [1000]
11] - Thanks/Credits.................................. [1100]
______________________________________________________________________________
1] INTRODUCTION [0100]
______________________________________________________________________________
FAQ/Walkthrough #24
Metal Gear Solid 2 was released a long time ago, and here I am, picking it up
and playing it for the first time in September. I played this series is a real
wacky order: I started with the third, then went to Twin Snakes (the Gamecube
version, silly), and now I'm ending it with the second one. Oh well, at least
I will manage to finish all three before Metal Gear Solid 4 comes out.
I decided to write this FAQ just after finishing through the game yesterday. I
am hoping to write a walkthrough for all three Metal Gear Solid games. Since
the third one is already finished, it's time to move onto this one (I'll cover
Metal Gear Solid: The Twin Snakes sooner or later). I personally enjoyed Metal
Gear Solid 3 more, just because I'm a sucker for the whole "look at me, I'm
hiding in the tall grass right next to you!". Oh well, this is still a good
game. I know this intro sucks, but I should probably stop writing them at 2 in
the morning. Meh, it's not like anyone reads these. ;;>________>
------------------------------------------------------------------------------
VERSION HISTORY
------------------------------------------------------------------------------
Version 1.0 (09/26/07) - FAQ/Walkthrough complete and submitted.
______________________________________________________________________________
2] CONTROLS [0200]
______________________________________________________________________________
.-----------------------------.----------------------------------------------.
| D-Pad | Move (Slow), Look |
|-----------------------------|----------------------------------------------|
| Left Analog Stick | Move (Fast), Look |
|-----------------------------|----------------------------------------------|
| Right Analog Stick | Move Camera, Interrogate |
|-----------------------------|----------------------------------------------|
| Start | Open Survival Viewer |
|-----------------------------|----------------------------------------------|
| Select | Access Radio |
|-----------------------------|----------------------------------------------|
| X Button | Crouch/Crawl, Cancel (Menu) |
|-----------------------------|----------------------------------------------|
| Square Button | Use Weapon |
|-----------------------------|----------------------------------------------|
| Triangle Button | Action |
|-----------------------------|----------------------------------------------|
| O Button | CQC, Accept (Menu) |
|-----------------------------|----------------------------------------------|
| R1 Button | Enter First-Person View |
|-----------------------------|----------------------------------------------|
| R2 Button | Open Weapon Window, Sidestep |
|-----------------------------|----------------------------------------------|
| L1 Button | Aim |
|-----------------------------|----------------------------------------------|
| L2 Button | Open Item Window, Sidestep |
'-----------------------------'----------------------------------------------'
______________________________________________________________________________
3] CHARACTERS [0300]
______________________________________________________________________________
NOTE: Character bios taken from the instruction booklet.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
SOLID SNAKE
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
The legendary hero who has thrice saved the world from the menace of Metal
Gear in the past, Solid Snake is an infiltration expert who always completes
his mission no matter how difficult the odds. Originally a member of FOXHOUND,
now a member of the NGO "Philanthropy", an anti-Metal Gear group.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
RAIDEN
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
A member of the special forces unit FOXHOUND, Raiden has no experience in real
-life combat situations, but his skills as a soldier have been honed to the
highest levels through VR simulation training. The infiltration of the Big
Shell is his first actual mission.
______________________________________________________________________________
4] THE BASICS [0400]
______________________________________________________________________________
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
CQC
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
CQC stands for close-quarters-combat, which proves to be very useful in this
game. Some times, if you don't have any guns, this proves to be vey useful.
If an enemy has spotted you, press O to unleash a 3-hit combo on your
opponent, knocking him to the ground. If you aren't noticed by a guard, sneak
up behind the enemy and press Square when you are right behind him. You will
grab the enemy by the throat. There are several techniques used once you've
grabbed your opponent:
Direct Throw (Left Analog + O) - You will slam the enemy to the ground,
stunning him
Human Shield (Square) - Once the enemy is grabbed, press Square to use the
enemy as a human shield
Neck Snap (Tap Square) - Snake will start to choke the enemy, then proceeds
to snap their neck
You can also hold up enemies, but this really doesn't have anything to do
with CQC. If you sneak up behind a guard and hold down Square (with a weapon
equipped), Snake will pull out the gun and tell the guard to freeze. The enemy
will stop in their tracks. Hold down L1 and slowly walk in front of them. Now
you can use R1 to aim your gun at the enemy. If you aim it down at their
crotch, the guards will usually beg for mercy and drop any items, including
dog tags. After collecting the goods, you can then dispose of them.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
STEALTH
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Stealth is what this whole game is all about. Instead of normal shooter games
where you wipe the field of enemies, you must be very strategic in this game.
if an enemy is near, use the D-Pad to stalk him instead of the left analog
stick, where you will make more noise. Crawling under boxes and vehicles is
very important for being undetected. Press X to crouch, then use the analog
stick to crawl under platforms or other objects.
In order to lose all hope of being detected, drag unconcious or dead bodies in
unaccessible or hard-to-find places, such as dropping them off of a bridge or
hiding them under an object. If an enemy spots a body of their comrade, they
will be even more cautious than before. When Snake is up against a wall, he
can knock on the wall by pressing O to attract nearby enemies to their
unsuspecting doom. Sadistic, I know. I love it.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
SAVING
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
I must admit, I didn't know how to save until late in the game. If you don't
explore enough with in-game menus and such, then you will have the same
problem as I did. In order to save your game, you must press select and access
your radio. From there, type in the frequency "141.96" to contact Otacon to
save. Later in the game, you will have to use the frequency "140.96" and
contact Rose in order to save your game.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
ENEMY STATS
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Certain icons appear over enemies head to represent their status:
? - Suspicious of something (might have seen something strange). Enemy
proceeds to stare where he possibly saw you, then continues on his patrol
! (Blue) - May have heard a strange sound or seen a dead body. Enemy moves in
to investigate.
! (Red) - Enemy spots Snake. The enemy will enter alert stage and tries to
call for backup.
*** - Unconcious. Either kill or avoid the guard before he wakes up.
ZZZ - Asleep. Either kill or avoid the guard before he wakes up.
Certain alert stages will occur if the enemies become suspicious of you. If
one comes up, a meter will appear under your radar and it will start to
deplete. You have until the meter runs out before the enemy resumes patrolling
and loses all suspicion of anything:
Alert Phase - When a guard spots Snake. Guards will come to reinforce each
other. If you kill or tranquilize the guard who saw you, alert
stage will turn off.
Evasion Phase - Occurs when the alert phase timer expires. Enemies will have
lost sight of Snake, but will resume the process of looking
for him. Another meter will appear once this phase starts.
Caution Phase - This phase is triggered when the evastion phase ends, and
another meter will start. Enemies patrol the area like
normal, but are more alert and cautious.
______________________________________________________________________________
5] WALKTHROUGH [0500]
______________________________________________________________________________
NOTE: The item placement, enemy patrol routes, and all that junk is based on
the Normal difficulty.
NOTE: I'll be using the terms "north", "south", "east", and "west" in this
walkthrough a lot. I really hope you know what they mean.
==============================================================================
5.01] MISSION 1 [0501]
==============================================================================
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
AFT DECK
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: Pentazemin, Ration, Bandages
Weapons: M9, Chaff Grenades
------------------------------------------------------------------------------
Well, here we go. After the opening cinema, a small tutorial will start. You
can skip it by pressing Start, but I recommend that beginners sit through it.
Once the tutorial is over, you're ready to roam around on the deck. There's
good news and bad news about this area. The good news is that the rain will
help drown out your movements, letting you sneak around easier. The bad news
is that Snake can actually catch a cold if staying out in the rain for a long
period of time. If Snake has a cold, he will sneeze at random times, possibly
alerting guards. Cure colds with Medicine.
At the start, walk to the left to find a box under a staircase. Collect it
for some Bandages. There is a guard north of you, as you can tell by his
flashlight. You can also notice him on the radar; the guard is the red blip
and the blue area is his range of view. Remember, this is a stealth game;
don't go runnin' and gunnin' all over the place. Lean up against walls, hide
behind stuff, and tranquilize enemies.
For now, all you have is an M9 tranquilizer gun. Enter first-person view by
holding R1 and tranq the guard when his back is towards you. You can drag his
body around the boat, so unequip your gun (hold down R2 to access your weapons
and L2 to access your items) and hold down Square. Drag him north towards a
white box on the ground. Snake will throw the body over the boat's edge.
Run north to find a Ration behind a small box. Now make your way to the right
side of the deck and ascend the small flight of stairs. Jump over a box to
find some Chaff Grenades. Go back down the stairs and head north to the far
end, where you'll find a Pentazemin behind a metal box. Climb the stairs and
take out the guard, then go north to find anoter set of Bandages.
Climb up to the third floor to find one last guard. Take him out, then return
to the second floor of the left side of the deck. When you approach the metal
door, Otacon will call you. After the conversation, repeatedly tap Triangle
next to the hatch to open it.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
DECK A, CREW'S QUARTERS
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: Ration
Weapons: M9 Ammo
------------------------------------------------------------------------------
Proceed south to find two sliding doors. Go through either one to enter a
tiny locker room. Open the lockers to find a Ration and some M9 Ammo. A neat
way to keep hidden is to knock out a guard, then stow him in one of the
lockers. After the guard is taken out, exit the locker room and go down the
northeast hall and through the door.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
DECK A, CREW'S LOUNGE
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: Ration
Weapons: M9 Ammo, Stun Grenade
------------------------------------------------------------------------------
There are two guards situated in this fancy area. From the start, go down the
stairs in front of you for some Stun Grenades. Return to the entrance and
look to the left. There is one guard patrolling the hallway, so tranq him
before you're spotted. The second enemy walks around the tables, so crawl
behind the window to reach a magazine rack. Shoot one of the magazine to
distract him, then take him out with any method.
There is a Ration past the magazine rack and some M9 Ammo behind the mini
bar. The mini bar is another good hiding place if you are accidentally
spotted. Go up the staircase once both guards are taken out and head through
the doorway on the right.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
DECK B, CREW'S QUARTERS
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: Ration
Weapons: None
------------------------------------------------------------------------------
Go south a little ways to find a dark-lit corner. Not only is it a good
hiding spot, but you can also find a Ration here. Tranq the guard south of
here; he walks back and forth through the hallway. Hide him in one of the
lockers and go down the hall. Continue to the western side of the area to
find a secluded staircase. Ascend the stairs to the next set of crew's
quarters.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
DECK C, CREW'S QUARTERS
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: None
Weapons: Chaff Grandes
------------------------------------------------------------------------------
Snake will take notice of the security camera in the hallway. On the radar,
it looks just like a normal guard -- it has a range of view and everything.
Hug the northern wall and walk under the camera to avoid being spotted.
Alternatively, you can use a Chaff Grenade to disarm it momentarily. Go past
the camera to reach a flight of stairs. Open the locker behind them for a
Chaff Grenade and head up the steps.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
DECK D, CREW'S QUARTERS
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: Ration, Cardboard Box 1
Weapons: M9 Ammo
------------------------------------------------------------------------------
As soon as you climb up the stairs, a guard will enter the cafeteria on the
left. Quietly follow him into the room and Snake will notice another camera
on the southwest corner of the room. Ignore it and knock out the guard. Hide
him behind the counter, where you'll also find a Ration. Return to the
entrance of the area and walk to the left. When you come to a fork, go north
to enter a small warehouse. You can find some M9 Ammo and Cardboard Box 1 in
the back.
Exit the warehouse and look towards the southern end of the hallway to spot
some massive contraption. Otacon will phone Snake and tell him to MOVE NO
FURTHER! There is a tripwire linked to a whole bunch of C4 explosives. If you
trip the lasers, you'll go kaboom. In order to find the invisible lasers, you
can do one of two things. One option is to equip your Cigarettes; the smoke
will help detect the lasers. The second option is to shoot the fire
extinguisher on the other end of the death trap. The smoke will render the
lasers visible.
Before you do either one, wait for the guard to walk near the lasers. He will
be in sight, but he won't spot you. Tranquilize him, then do one of two
methods above. That way you won't be spotted as soon as you pass the lasers.
Oh, by the way, simply crawl under the lasers to avoid blowing up. Once past
the C4 trap, head west and up the staircase.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
DECK E, THE BRIDGE
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: None
Weapons: None
------------------------------------------------------------------------------
Snake will find a bunch of dead people here. Lovely. After the scene, go
through the door to the left. There is a box containing USP Ammo, but you
can't get it since you don't even have the weapon.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
NAVIGATIONAL DECK, PORT WING
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: Ration, Thermal Goggles, Wet Box
Weapons: USP, M9 Ammo
------------------------------------------------------------------------------
Snake will encounter a woman in this cutscene -- an evil woman. He attempts to
capture her, but she has other plans. Boss time already? You know it!
------------------------------------------------------------------------------
BOSS: Olga Gurlukovich
------------------------------------------------------------------------------
Olga will run all over the place during this battle, but you should stay in
relatively the same spot: the set of boxes in the center of the arena. First
off, shoot out the spotlight behind Olga. That way it will be harder for her
to find you. Next, check out the giant tarp on top of the boxes near Olga. If
you shoot out the ropes on both sides, the tarp will fly off. Now you can
peer in between the boxes for a clearer shot of Olga.
Olga has three hiding spots. The first is the massive group of boxes in the
center; you can spot her through the boxes if you shot the tarp off. The
second is the pillar on the left side. Olga will sometimes perform a fancy
cartwheel and stop in the open, leaving you a few shots off without any
interferance. Make sure to take cover a LOT, since Olga has incredible aim.
Only peek out when she is reloading (when you don't hear any shots,
basically).
Olga also uses grenades in this battle. When you here her shout out something
along the lines of "take that!", she will toss it at you. The loud rain
sometimes deters from the noise that it makes, so simply run away from your
position to avoid the explosion.
This battle isn't too hard, but you have to make sure not to be too reckless.
If you need any M9 Ammo, there is some in the middle of the arena. I found it
easiest to hide behind the double stack of boxes on the right. Hold down R1
to enter first-person view, then hold down L2 to strafe to the left. Let to
to move back to your normal position. Use this tactic to peek out from behind
the box. Peek, shoot, hide. Peek, shoot, hide. Peek, shoot, hid-- okay, I
think you get the point.
------------------------------------------------------------------------------
After the battle and the cutscene that takes place afterwards, walk past
Olga's unconscious body. If you want, you can shoot her to get a scolding
from Otacon. I would suggest not using the USP you stole from her. Walk
towards the tiny set of stairs and jump down on the other side to find a
Ration tucked away in the corner. Go past the door that leads to the Bridge
and go up the staircase.
Climb up the gigantic mast to find a pair of Thermal Goggles at the very top.
Head back down and descend the stairs. Continue east for a soldier to enter
the area. Tranq him before he climbs up the stairs. Once the coast is clear,
go up the small steps and head to the back end to find a Wet Box. Like the
name implies, this is a cardboard box that's totally soaked. It would not be
wise to use this indoors. Walk through the door that the guard came out of.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
DECK E, THE BRIDGE
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: None
Weapons: USP Ammo
------------------------------------------------------------------------------
Now that you have a USP, you can grab the ammo nearby. Go down the steps
afterwards to the crew's quarters.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
DECK D, CREW'S QUARTERS
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: None
Weapons: None
------------------------------------------------------------------------------
Walk to the right to find a guard patrolling the hallway behind the C4 lasers.
Knock him out, then crawl under the lasers. Tranq the guard in the cafeteria
and and watch out for the soldier that occasionally comes up from downstairs.
I'd like to remind you that you CAN kill enemies now that you have the USP. I
also suggest that you shouldn't do it too often. First, it makes a loud noise
that can attract other enemies. Second, it's mean. You don't want to kill
everyone in a stealth game, do you? >:(
Once the coast is clear, go down the stairs.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
DECK C, CREW'S QUARTERS
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: None
Weapons: None
------------------------------------------------------------------------------
A guard is now present in this small area. He will walk to the left as soon
as you go down the stairs. Knock him out before he turns around and hug the
wall to avoid the security camera. You can also destroy it with a well-placed
USP shot. Either way, proceed down the stairs on the west side of the hallway.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
DECK B, CREW'S QUARTERS
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: None
Weapons: None
------------------------------------------------------------------------------
The room is identical as when you first went through here. Go either north or
south; it doesn't matter. Simply return to the door on the eastern side of
the area to reach the crew's lounge again.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
DECK A, CREW'S LOUNGE
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: None
Weapons: USP Ammo
------------------------------------------------------------------------------
A lone guard patrols the main hallway. Take him out any way you'd like. Go
down the western flight of stairs to find a rather stinky guard. Immobilize
him and grab the USP Ammo down here. The flies will follow Snake now, but
that isn't a big deal now that there are no enemies. If there were soliders
left, the flies could reveal Snake's location. Return to the east side of the
lounge and descend the stairs. Go through the door to reach the engine room.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
ENGINE ROOM, STARBOARD
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: Ration
Weapons: Grenade, USP Ammo, M9 Ammo
------------------------------------------------------------------------------
Proceed north to spot the shadow of a rather old foe. Call Otacon for a funny
conversation. Ignore the apparent danger lurking around the corner and go
north. Haha, it's only an action figure. Oh Snake, you and your paranoia.
Grab the USP Ammo from on top of the box. Don't bother opening up the
lockers, especially the one on the left, unless you're a fan of dead bodies.
Return to the hallway and go through the sliding door to the left. Don't walk
in though, point your gun at the guard looking over the balcony. Tranq him
and stow his body in a locker. Return to the lazy guard's post and head south
down the catwalk. Stop when you get to the stairs and look down. A guard
should be making his way towards the base of the stairs. When he stops, shoot
him in the head with a tranquilizer. Proceed down the stairs and drag his
lifeless body in the alley to the right.
Continue north and walk down the stairs. Tranquilize the next guard, who is
facing the other way. One you have knocked him out, it is safe to shoot them
without attracting any attention. If you wish, kill him and the guard on the
floor above.
Return to the bottom floor and head north down the catwalk. You will not only
find some M9 Ammo back here, but if you look to the left, you'll find a guard
across the chasm. I suggest killing him, because he will most likely wake up
by the time you reach his body. Pop a cap in his head, then return to the
staircase and walk to the left.
There is a Ration on the far end of the walkway, so grab it if you'd like.
Walk south and around the bend. Climb up the stairs and head north. You will
find the dead body of the guard you killed. Shake his body for some items and
collect the USP Ammo nearby. Go back down the catwalk and climb up the stairs
here. You will find a guard on the side of a balcony who seems to be looking
at something through his binoculars. Take him out and walk to the back end of
the walkway.
Cross over to the left and you'll find some more USP Ammo. Follow the path to
another set of stairs. Go up the stairs and shoot the guard patrolling. Walk
to the end to find a door and continue through to leave the engine room.
==============================================================================
5.02] MISSION 2 [0502]
==============================================================================
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
ENGINE ROOM, PORT
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: None
Weapons: USP Ammo
------------------------------------------------------------------------------
A scene will occur when you enter the northern end of the area. A guard will
come out from the southern door and report to his commanding officer. Hide
behind the corner and take him out after the conversation ends. If you take
out the guard as he's talking, then the guys on the other end of the line
will send for backup.
Collect the two sets of USP Ammo here and head north for an urgent call.
There's another C4 laser trap here. We have a problem though. The lasers
cannot be avoided and they MUST be disarmed. In order to disarm the lasers,
you must use your USP and shoot out tiny boxes. They are distinguishable by
blinking green lights.
Alright, time for the first box. Equip your Thermal Goggles to check out the
first set of lasers. Make sure you don't bump into them as you crouch nearby
and get onto your stomach. Position yourself on the left side of the gate and
take off the goggles. Look on the right side of the area and you should spot
a small box with a blinking green light. Carefully aim your USP and shoot out
the box. If you do, the first laser trap will be disarmed.
Get up and climb onto the lefternmost metal box. There's some USP Ammo on the
top if you need it, but that's not what we're up here for. There is another
set of C4 tucked away on a ledge north of your position. Enter first-person
view and hold down L2 and R2: Snake will stand on his tippy toes. Doing this
will give you access to another box, which is located above the C4 charges.
Shoot it out to lower the second gate.
Now for the third box. Get on the ground and crawl past the first two gates;
you can do this now that the lasers aren't in tact. Stay on the right side of
the area and enter first-person mode. There is another C4 box positioned
similar to the first one, except it's on the left side. Try holding down L2
if you need some more room to destroy it.
Once all three boxes are destroyed, the laser trap will be disarmed and Snake
will be free to go. Whoopee! Go through the door past the now-harmless trap.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
DECK-2, PORT
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: Ration
Weapons: USP Ammo
------------------------------------------------------------------------------
Ignore the voice over the loudspeaker and move along. You can find a Ration
on the open area to the right. Grab it and continue down the dark hall. Wear
your Thermal Goggles during this area so you can spot enemies from far away.
They wear them too, so make sure to spot them before you're spotted yourself.
I suggest using your M9 to tranq the enemies, since your USP has a built-in
flashlight that can give away your position.
Continue down the hallway, collecting the USP Ammo along the way. I don't
know why, but the ammo box in the corner of the hallway kept regenerating.
I'm not complaining, since, you know, unlimited ammo is cool. Continue east
down the hall and through the hatch.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
DECK-2, STARBOARD
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: Ration
Weapons: USP Ammo
------------------------------------------------------------------------------
Nab the USP Ammo at the start and move down the hall. There is another set of
USP Ammo and a Ration in the room to the left. After walking down the hall a
little more, a cutscene will begin. Snake will be ambushed by a group of
guards. Uh oh.
This is a shootout. None of that fancy "breaking necks and tranquilizing
guards" stuff. This is an all-out battle. Hide behind the box in front of you
and peek out of the sides in order to shoot at the guards. They will do the
same, so think of it like the fight with Olga... except with more targets.
Peek out from the top and side of the box to shoot at the soldiers. Watch out
for the guard in the back; he will throw grenades at you. Run away from your
location to avoid the blast. You can also find a Ration, USP Ammo, and M9
Ammo behind you if you ever get low on supplies. The battle will come to a
close when three soldiers run towards you. Jump out from the confines of the
box and blast them to end the battle.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
HOLD NO. 1
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: None
Weapons: None
------------------------------------------------------------------------------
Otacon reminds Snake of his mission: he must take pictures of Metal Gear RAY.
He only has seven minutes to do so. On top of that, you cannot be spotted in
the next three areas. If you are, say hello to the fancy "Game Over" screen.
Climb down the ladder in front of you and do the same with the next one to
reach the floor. As you can see, you are in a room with a crapload of
marines. However, they are all glued to the screen and shouldn't be a
problem. Walk to the left and crawl under the projector. If you walk into it,
your shadow will block the projection and you'll be automatically caught. You
can actually turn off the projector as well. It's funny, but not recommending
considering you will get a game over by doing so.
Walk north across the metal grating. Sneak past the marine and continue
north. You will want to either roll over the metal grating or walk across. If
you run, Snake will make too much noise and attract unwanted attention. Go
through the sliding door to the next hold.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
HOLD NO. 2
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: None
Weapons: None
------------------------------------------------------------------------------
This hold is a bit trickier. As the scene implies, there are two projectors
this time. Only one will be on at a time. One projector aims at the left side
of the hold while the other one is towards the right side. So if the left
projector is on, the marines will be facing to the left. If not, then they
will face to the right. The lights will turn off for a couple seconds before
the next projector turns on, so you will be given some time to get out of the
open.
First, crawl under the two projectors to the eastern end of the hold. Wait
for the projector on the left to turn on. Once the marines have their backs
turned to you, make your move. Roll over the metal gratings and run the rest
of the way to the north end of the room. Go around the boxes and through the
door.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
HOLD NO. 3
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: None
Weapons: None
------------------------------------------------------------------------------
Metal Gear RAY is here, so you will have to take some photos here. You will
have to take four photographs of Metal Gear: a front view, a view from the
right, a view from the left, and a shot of the Marines' logo on the
prototype. When you first enter the room, whip out your camera and take a
shot of Metal Gear RAY to get a shot from the right. You will know if you
have taken a good picture if Snake says something uplifting, like "way to
go!" or "all right!". Yay for self-motivation.
You will have to get on the left side of the room for the other shots. Walk
behind the marines while the instructor is giving his speech. While back
here, snap a photo of Metal Gear RAY to get a frontal view. Make sure to
quickly get to the other side. If the instructor stops his speech, he will
say something along the lines of "alright, take a break". The good news is
that the timer will stop. However, the marines will turn in all different
directions and talk to each other, making you an easy target.
Once on the left side, stand next to the camera man and take another picture
of Metal Gear RAY. Only one more picture left. Sneak past the marine on the
side and go north to reach a dead end. Look up and search on Metal Gear RAY;
you should spot the word "MARINES" in giant white print. Take a picture of
the word to get the final picture.
Return to the crowd and sneak past them again to the right side of the room.
Near the entrance of the area is a computer. Press Triangle to log on and
email the pictures to Otacon. He will approve of the pictures. If he rejects
one of the pictures, simply take a better photo afterwards. After Otacon
accepts all four pictures, the mission will end.
A very long and important cutscene starts, so watch it all for some action,
drama, and all that good stuff. I'll include a small, spoilerific summary of
what happens. Ocelot arrives. Ocelot defects to The Patriots. Ocelot kills
Colonal Gurlokovich and General Dolph, the marines commander that was making
the speech. Ocelot is possessed by Liquid Snake. Ocelot hijacks Metal Gear
RAY. Ocelot destroys the tanker. Ocelot escapes while the tanker floods and
Snake is left on his own. Got all that? I didn't think so.
==============================================================================
5.03] MISSION 3 [0503]
==============================================================================
A lot of stuff goes down inbetween the closing cutscene and the start of this
mission. Two years have passed, and Snake is nowhere to be found. You now
take the role of Raiden, the newest member of FOXHOUND. He is on his first
mission. What a newbie.
The creation of the Big Shell is a result of what happened two years ago. The
destroyed tanker leaked massive amounts of oil, and the Big Shell was created
in order to help clean up the mess. However, a terrorist organization decided
to waltz in and kidnap the president, along with many other hostages. It's
your (Raiden) goal to infiltrate the Big Shell, rescue the hostages, and
defeat the terrorist organization. I know it's your first mission, but you
can do it. You damn well better do it! *shakes fist*
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
STRUT A, DEEP SEA DOCK
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: Thermal Goggles, Ration
Weapons: None
------------------------------------------------------------------------------
Just a reminder if you have not realized the simplest of concepts: YOU ARE
NOT PLAYING AS SOLID SNAKE ANYMORE! You are now playing as Raiden, the young
and inexperienced member of FOXHOUND. Get used to him, since you'll play as
Raiden for the rest of the game. Whine if you like, but Raiden is pretty
cool. I mean, he can do teh flipz!!
From the start, dive into the pool and listen to Colonel Campbell's swimming
controls. Dive down to the bottom of the pool in search of Thermal Goggles.
They are hard to spot, but I'm pretty sure they are found in the southeast
corner of the pool. Don't stay down there too long unless you want to drown.
Exit the pool and open the lockers at the north end of the room for a Ration.
Go back down the stairs and to the right. Stomp all over the pesky bugs and
when you approach the metal gate, lean towards the railing overlooking the
water. Press Triangle to grab the railing. Shimmy past the metal gate and
press Triangle again to jump up. Pick up the Shaver and dive into the water.
Climb back out and walk around the southern perimeter. Once on the east side,
crawl under the machinery to find another Ration. Return to the lockers and
open the hatch. I'm sure Colonel Campell has complained about you wasting too
much time here.
You will see a scene of a soldier apparently waking up. He then walks to the
right. Raiden informs Campbell of the Russion intruder -- must be one of
Gurlokovich's men. Follow him to the next room.
You will approach an elevator room. A scene starts where a bunch of soldiers
get owned by a strange intruder, then Raiden tells Campbell. You will have to
use a nerd, err, node in this room. Walk over to the computer in the northern
corner and press Triangle.
You can input your information here. Have fun making up wacky information
about yourself. My name was ":D" and I am from Mongolia. Also, my birthday is
January 1, 2100 and my blood type is O. Haha. Along with that, you have
uploaded a map of the Big Shell and can alter other in-game options. A small
note about nodes: they are in nearly every room. You mus access a node and
download the map of the room in order for your radar to appear. So if you
want to use radars here in the Big Shell, then find nodes.
The enemy guards will start to wake up after their assault from the unknown
intruder. Run in the alcove behind the barrels. When the guards wake up and
patrol the area, simply wait there until the elevator to come down. When it
arrives, quickly dash behind the soldiers and enter the elevator. Raiden
doesn't have the fancy techniques Snake had, so don't go trying to break any
necks here. Just avoid the soldiers and head to the elevator.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
STRUT A, ROOF
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: Bandage
Weapons: None
------------------------------------------------------------------------------
You are now on the roof of Strut A. Here's a basic layout of the Big Shell,
if you couldn't tell from the map. They are basically two hexagons connected
end to end. Each edge of the hexagon are Struts (going from Strut A to Strut
L), and they are all connected by bridges. In the center of each hexagon are
Shells. There are only two (duh): Shell 1 and Shell 2. Right now you are on
Strut A. Mmkay?
Jump up on the boxes next to you for some Bandages. Avoid the bird crap on
the edges of the area. If you run, you will slip and fall on them. If you do,
make sure to phone Colonel Campbell for useless fun. Walk over to the caged
area on the left and get on your stomach. Crawl through the openeing on the
left side to get a call from Campbell. After, go through the door.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
STRUT A, PUMP ROOM
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: Ration
Weapons: None
------------------------------------------------------------------------------
Head down the stairs to overhear a conversation. One soldier goes on the roof
while the other one stays behind here. Avoid the guard that is patrolling the
cubicle via the knocking technique. Knock on a wall to get his attention,
then run around to the node in the northeast corner of the cubicle. Log on
with Triangle to get the radar.
Afterwards, go to the right side of the room and open the lockers for a
Ration. Walk past the stairs and head down the hallway to the right of the
cubicle. Continue through the sliding door to reach the bridge.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
FA CONNECTING BRIDGE
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: None
Weapons: Chaff Grenade
------------------------------------------------------------------------------
As the name states, this bridge connects Strut A to Strut F. A Cypher will
patrol the bridge. This floating camera will patrol back and forth. If you're
spotted, it will call for reinforcements. You can easily avoid it, but Chaff
Grenades can be used to knock its sensors offline, leaving it useless.
Either way, get across the bridge to Strut F. It's easiest to go down the
steps to the lower end of the bridge. You can also find a Chaff Grenade here.
Continue across to find yourself in Strut F.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
STRUT F, WAREHOUSE
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: Ration
Weapons: M9, M9 Ammo
------------------------------------------------------------------------------
A guard will report that the coast is clear. If he only knew. Anyways, walk
to the right side of the hallway and through the sliding door. Collect the M9
and ammo along with it. Finally, now you can shoot stuff! There's nothing
else to do here, so return to the bridge.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
FA CONNECTING BRIDGE
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: None
Weapons: None
------------------------------------------------------------------------------
Avoid the Cypher as you make your way to Strut A. Just a small note, you can
destroy Cyphers with a SOCOM blast. However, you have an M9, not a SOCOM.
This baby won't do anything to a Cypher.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
STRUT A, PUMP ROOM
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: None
Weapons: None
------------------------------------------------------------------------------
Avoid the guard (don't waste your ammo on him unless necessary) and take the
left path this time to reach the AB Connecting Bridge.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
AB CONNECTING BRIDGE
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: None
Weapons: None
------------------------------------------------------------------------------
There are two guards patrolling the two catwalks on this bridge. Remember,
you can hang like a monkey across the railings. Walk towards one of the two
catwalks; whichever one is clear of enemies. Press Triangle against the
railing to drop down. Crawl all the way to the other end while the clueless
guard walks past you. Climb back up and head to the next Strut.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
STRUT B, TRANSFORMER ROOM
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: Cigarettes, Ration
Weapons: SOCOM, SOCOM Ammo, M9 Ammo
------------------------------------------------------------------------------
Prepare for a cutscene that can be described as nothing short of awesome. You
are introduced to Vamp, the first member of Dead Cell and one of the
terrorists that is behind all of this chaos. He is also one of the most
badass characters in the series. Anyways, you are saved from Vamp by a
seemingly normal soldier that bears a striking resemblance to a certain
character. His name is Pliskin, who also knows a lot about FOXHOUND and the
VR training programs that Raiden went through. Funny that we meet someone
that is more than meets the eye in the TRANSFORMER room. Get it? GET IT??
Anyways, Pliskin gives you his cigarettes and his SOCOM. He also gives Raiden
his frequency: 141.80. After Raiden goes on without Pliskin, grab the SOCOM
Ammo nearby and download the radar from the node. Open the lockers for a
Ration and more SOCOM Ammo. There is also some M9 Ammo on a catwalk. Finally,
go through the sliding door in the north end. Save your game when Rose calls.
Open the lockers for a Ration and more SOCOM Ammo, then proceed through the
door on the left.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
BC CONNECTING BRIDGE
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: None
Weapons: None
------------------------------------------------------------------------------
Another cutscene, another Dead Cell member. This one is Fortune, a woman who
carries a massive rail gun. She also has seemingly magic powers; every single
bullet shot at her by the two soldiers whiz by her. Vamp takes the
president's unconscious body as Fortune kills the helpless soldiers.
Well, the bridge leading to Shell 1 is no longer... functioning. After the
scene, collect the Chaff Grenade on the edge of the destroyed bridge and head
north instead to Strut C.
==============================================================================
5.04] MISSION 4 [0504]
==============================================================================
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
STRUT C, DINING HALL
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: Pentazemin, Sensor A, Lvl. 1 Card
Weapons: Coolant Spray, SOCOM Ammo, M9 Ammo
------------------------------------------------------------------------------
Enter the first door in front of you into the men's bathroom. Open the stall
on the left for SOCOM Ammo. Why anyone would leave gun ammunition in a
bathroom stall is beyond me. It's also fun doing stuff while looking at your
reflection in the mirror. Now it's time to be a rebel. We're going into the
woman's bathroom!
Head inside and open the stalls to find Bandages and M9 Ammo. Exit the
restroom and proceed down the hall to trigger another cutscene. Raiden and
Pliskin will meet up with a man named Peter Stillman. He is an old cripple
that used to be a bomb diffusor. He is here to stop Fatman, another member of
the Dead Cell. Fatman was a student of Stillman; he taught Fatman everything
he knew about bombs.
However, Fatman is evil now, and he's using his knowledge for chaos and
corruption. Stillman asks for Pliskin and Raiden's help in diffusing the many
C4 explosives throughout the Big Shell. He gives you the Coolant Spray and
Sensor A. the sensor can be used to find the bombs on your radar. When you
find a bomb, use the Coolant Spray to freeze the bomb. You can't disarm it,
but this is the next best thing. You also receive the Lvl 1 Card, which can
open doors marked "Level 1". Time for a scavenger hunt.
First, let me make a note: always keep the Sensor A equipped. This little
gadget is the only way to find C4 bombs. When you gain control, log onto the
node to the left and download the map. Head back to the woman's bathroom and
walk towards the mirrors. See all that green junk on the radar? That means a
C4 bomb is nearby. Look up in the corner to find the C4 bomb on the wall.
Take out your Coolant Spray and hold down Square to spray the bomb.
Once the bomb is frozen, Raiden will contact Stillman. The old man states that
the bomb's location is not like Fatman's normal routine. Oh well, there's
still a lot more bombs to find. Time to go backtracking! You can disarm the
C4 bombs in any order, but I will list them in the set I'm most comfortable
with. Feel free to go rogue and take care of them any order you wish. I won't
*sniff*, mind...
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
BC CONNECTING BRIDGE
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: None
Weapons: None
------------------------------------------------------------------------------
There is a Cypher here, but you can take it out with your SOCOM or Chaff
Grenade. Or you can just run away.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
STRUT B, TRANSFORMER ROOM
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: None
Weapons: None
------------------------------------------------------------------------------
There are guards here now; the first one patrols the hallway in front of you.
Tranq him as he walks away from you. The second enemy is inside the room to
the right. Take him out as well, then enter the room that he was in if you
aren't already.
The bomb is seemingly located in the northern end of the room. Walk over to
the computer-looking thingies on the wall. Yeah, I don't know what they are;
sue me. Anyways, they have doors which are open. Press Triangle to close them,
revealing a C4 on the wall behind the door! Kneel down and freeze it with the
Coolant Spray. Now exit the area via the southeast door.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
AB CONNECTING BRIDGE
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: None
Weapons: None
------------------------------------------------------------------------------
Take care of the two guards here on the bridge. I don't know about you, but I
personally enjoy kicking them off of the bridge. The method isn't important,
so just make sure that you reach Strut A.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
STRUT A, PUMP FACILITY
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: Box 1
Weapons: SOCOM Ammo
------------------------------------------------------------------------------
By the way, now you can collect the SOCOM Ammo at the west end of the room.
Immobilize the guard in the cubicle and go to the right side of the room. You
can now enter the pump room through the southeast door. A guard is making his
patrol to the right. Hide just around the corner and tranq him before he
calls for backup. This is the only other guard, so take him out and you're
good to go. Well, there is a camera, so shoot that out too.
Grab the SOCOM Ammo under the security camera and go south. Climb over the
stairs and crawl under the pipe to the right. Once on the other side, leap
over the ledge to find Box 1.
Now head to the southeast end of the pump room. Crawl under the first two
pipes to reach a fork. Make your way to the left side to find a Ration.
Return to the fork and spot the brown pipe leading south. Crawl under the
pipe and go south; parallel to the pipe. You will reach a small alcove,
wherer another bomb is positioned.
Deactivate it and Stillman will call you. He says that all the bomb's
locations are placed in amateur locations; something Fatman wouldn't do. Trap
or not, we still have no choice but to deactivate the others. Head to the FA
connecting bridge.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
FA CONNECTING BRIDGE
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: None
Weapons: None
------------------------------------------------------------------------------
There is a solider Cypher team here, but they are easy to avoid. Ignore the
Cypher and tranq the guard, then enter Strut F.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
STRUT F, WAREHOUSE
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: Mine Detector, Ration, Pentazemin, Box 2, Book
Weapons: Chaff Grenade, Stun Grenade, M9 Ammo, SOCOM Supressor, SOCOM Ammo
------------------------------------------------------------------------------
Lotta stuff here. Yay. Unfortunately, this area is tough considering the fact
that there are a lot of enemies here yet we haven't accessed the node yet.
From the start, tranq the guard in the hallway nearby and stowe his body in
the empty room south of here. You can also find a Ration cleverly hidden
behind the boxes just outside of the room.
Tranquilize the guard patrolling the hallway to the right. Hide his body as
well, then run north. Some guards will probably get sent into the area
because a status report hasn't been sent. Run to the railing in the northeast
corner and drop down to the lower floor. Hide here in the staircase and the
guards will leave after everything looks normal. Now all you need to do is
immobilize the guard patrolling the area downstairs. There are many boxes to
hide behind.
The box in the southwest corner can be easily accessed by standing on top of
it. Grab the SOCOM Ammo on top and drop down. Collect the Stun Grenade near
the middle of the floor and continue down the southern hall. At the end is a
Chaff Grenade. Enter the room on the left to find Box 2. Also open the
lockers for a Ration and Pentazemin, then download the radar from the node.
There is a small air duct in the southern end of the locker room. Crawl
through to reach an alcove holding a SOCOM Supressor and SOCOM Ammo. Equip
the supressor so your shots will be silenced.
Return to the locker room and leave. Next, enter the room on the right. Grab
the Mine Detector and crawl under the shelf for M9 Ammo. Return to the second
floor. In order to get the two Books on the high boxes, you'll have to crawl
onto the railing and drop down. Now it's time to disarm the bomb... finally.
Go up to the second floor and dangle off of the railing to the left. Drop
down onto a high stack of boxes. Look down and you should see the C4 attached
to the wall. Use the Coolant Spray on it, then go up the stairs in the
northeast corner. Head through the door here to the next bridge.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
EF CONNECTING BRIDGE
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: None
Weapons: Claymore
------------------------------------------------------------------------------
As you can see, we have a lookout here. Equip your Scope, then whip out your
SOCOM and blast the soldier in the head. Or you can just wait for him to get
tired and leave. As you approach the bridge, Raiden will get a call from a
mysterious voice who calls himself Mr. X. Huh.
Anyways, equip the Mine Detector to spot all of the Claymores on the ground.
Crawl over each one to collect them. Be quick, because the guard will come
back to his spot if you didn't kill him. Go north to Strut E.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
STRUT E, PARCEL ROOM, 1F
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: Box 5
Weapons: Stun Grenade
------------------------------------------------------------------------------
There is a guard that walks in the center of the room, in the middle of all
the conveyor belts. You can shoot him from behind the tranquilizer; that's
what I did. Kill him with the silent SOCOM and walk north. You will find Box
5 on top of a platform and Stun Grenades under a conveyor belt nearby. Take
out the guard after he makes his status report, then log onto the node in the
far right corner. After you have the map, go up the stairs in the eastern
wing to reach the heliport.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
STRUT E, HELIPORT
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: Box 3
Weapons: Claymore, Stun Grenade
------------------------------------------------------------------------------
You'll trigger a cutscene of Raiden confronting Olga, who doesn't look as
manly this time. She escapes, but that doesn't matter now. Go around the
walkway after the scene to find a sleeping guard and some Claymores. Head up
the stairs where Olga was to reach the heliport.
Box 3 and a Stun Grenade are to the left of the stairs. Watch out for the two
guards up here. The heliport is fairly large, so sneaking up behind them is a
cinch. Go north towards the jet and crawl under. You can tell by all the
green stuff that there is a bomb nearby. Crawl under the right wing of the
jet and you should spot the C4 latched onto the wheel.
Freeze it and Raiden will contact Stillman. He confesses that he can walk
just fine; he lied about having a fake leg. He was so ashamed about what
happened years ago, that he wanted to hide from the past. Stillman decided to
go to Shell 2 in order to disarm another bomb. Blah blah blah, I don't care.
Just finish the conversation and leave.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
STRUT E, PARCEL ROOM, 1F
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: None
Weapons: None
------------------------------------------------------------------------------
The coast should be clear, so exit the area through the northwest door. If
you missed any items or forgot to log onto the node, then do so now.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
DE CONNECTING BRIDGE
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: None
Weapons: Stun Grenade, SOCOM Ammo
------------------------------------------------------------------------------
Head down the stairs to the bottom level; you can find SOCOM Ammo and a Stun
Grenade to the right. Dispatch of the guard down here and go through the door
down here.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
STRUT D, SEDIMENT POOL
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: Ration
Weapons: M9 Ammo, SOCOM Ammo
------------------------------------------------------------------------------
The node is right next to the entrance, so download the contents. This area
is pretty tough even with the radar, since there are several soldiers and no
real hiding places. The guard on the lower floor gives status reports, so
refrain from knocking him out. From the entrance, look up and knock out the
two guards on the top floor.
Wait for the guard on the bottom level to have his back turned, then run down
the catwalk and up the stairs to the top floor. Run to the guard in the
circular part of the room (the center) and drag his body north towards the
staircase you just came up. See that white gate to the right? You can dump
the bodies into the water below there, so do so with this guard. Make sure
not to do it when the guard is right below you.
Do the same with the second guard on this floor, so that the only guard left
is the one on the bottom floor doing the status reports. Collect the Ration
in the middle of the top floor. You can find SOCOM Ammo on the left side of
the area and M9 Ammo under the staircase leading to the bottom floor.
Now we have to deactivate the bomb. The bomb is cleverly hidden -- it's
clearly on the left side of the room. It is on the bottom floor, but not in
plain sight. You must be quick. Take out the guard on the bottom floor and
run to the left side of the room. Press Triangle while standing next to the
black hatch on the ground to open it, revealing the C4. Disable it, then run
back upstairs and enter the area to the left; all before reinforcements come.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
CD CONNECTING BRIDGE
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: None
Weapons: None
------------------------------------------------------------------------------
Destroy the security camera above you when you first enter. Peek out of the
side and tranq the soldier walking across the bridge. I suggest avoiding the
bottom floor of the bridge. The floor will collapse as you walk across, so
just take the top route to Strut C.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
STRUT C, DINING HALL
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: Sensor B
Weapons: None
------------------------------------------------------------------------------
Collect Sensor B from the pantry that Stillman was in. Now you have to head
to Strut A. Pliskin disarms his last C4, but Stillman realizes the grave
truth. The mini bombs we dealt with activated the big bomb, which is in the
bottom of Strut A. So the real bomb is activated, and you only have 400
seconds to get there are disarm it! Exit the room and go south to the next
connecting bridge.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
BC CONNECTING BRIDGE
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: None
Weapons: None
------------------------------------------------------------------------------
Throw a Chaff Grenade to get rid of the Cypher and quickly run to the next
Strut.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
STRUT B, TRANSFORMER ROOM
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: None
Weapons: None
------------------------------------------------------------------------------
There are still enemies here, so be cautious. Tranquilize the one south of
your location and run down the corridor to the next area.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
AB CONNECTING BRIDGE
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: None
Weapons: None
------------------------------------------------------------------------------
Hang over the railing to avoid these guards, or you can shoot the one on the
left and run past his body while the other one is still on patrol. Get to the
other side quickly and enter Strut A.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
STRUT B, PUMP ROOM
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: None
Weapons: None
------------------------------------------------------------------------------
Quickly run down the hall and climb the stairs to your left.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
STRUT A, ROOF
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: None
Weapons: None
------------------------------------------------------------------------------
There is a guard here, but you don't even have to worry about him. Run out of
the cage and enter the elevator, which is in the center of the area. At least
you don't have to wait for it this time. :)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
STRUT A, DEEP SEA DOCK
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: Ration
Weapons: SOCOM Ammo
------------------------------------------------------------------------------
Raiden gets a call from Stillman. He says that Fatman has one-upped him, and
Stillman is trapped with a bomb. He warns Pliskin to get away from Strut H
and reassures Raiden. His influencial words are cut off by a giant explosion.
Well, see you later Stillman. Eh, I guess not actually -- he's DEAD!
There are some goodies in the elevator room. If you have time, grab the
Ration and SOCOM Ammo. You should have plenty of time, but sprint your heart
out if not. Return to the pool where the mission first started and walk to
the southern end of the water. Equip Sensor B and it'll start beeping near
the hanging submarine. Crouch down to find the final C4 underneath the
submarine. Spray it with your Cooling Spray to deactivate the final bomb.
Colonel Cambell says that the explosion moments ago flooded Shell 2, but he
still has to save the president and the hostages. He calls a little later
saying that a hostage has been killed, and that another one would die every
hour. Rescuing the president is a must now.
Return to the elevator room to start a scene. Fortune arrives on the
elevator, and is once again, depressed. She thinks you were the person who
killed her father. She realizes that Raiden isn't that person, but decides to
fight him anyways. Time to cheer her up... with weapons!
------------------------------------------------------------------------------
BOSS: Fortune
------------------------------------------------------------------------------
This is a fight that you cannot win. Your only goal is to stay alive. See,
with Fortune's crazy powers, you cannot hit her with bullets. You have no
real way of hurting Fortune, so you must avoid her attacks until the elevator
appears. Luckily there is a lot of cover in this area. The boxes to the left
are on fire, so avoid them until it ceases.
Hide behind the boxes as Fortune takes a shot. When the room dims and you
hear a buzzing sound, take cover before you get pummeled. Make sure not to
get hit, since one shot from her rail gun can take out over half of your
health. The crates can withstand a lot of punishment, so you should be fine
hiding behind the same set of boxes for nearly the whole fight. It would help
to run back and forth across the room though.
After the room takes a beating, objects will begin to fall from the ceiling.
They're just another thing to avoid here, so run away from any falling rocks
or other junk. Fortune is usally calm with her shots, but sometimes she'll
lose it and continuously fire for several seconds. Stay on the move to avoid
the chaotic situation. Eventually, the battle will end with Colonel Campbell
calls you. Saved by the bell, right?
------------------------------------------------------------------------------
Fatman has contacted the Colonel and lets him know that another bomb has been
planted. This time, he wants to meet up with Raiden. Fatman seems to be on
his own without Dead Cell, so a rogue Fatman is much more dangerous. You have
to make your way to the heliport to meet up with Fatman, but getting past
Fortune is more important.
Vamp will come down the elevator and meet up with Fortune. He tells Fortune
of Fatman's plans. They realize that they have to stop Fatman as well. As the
two Dead Cell members are talking, Raiden fires a shot at Fortune. It
deflects off of her and finds its home in Vamp's forehead. Lovely. Raiden
escapes while Fortune mourns the death of her longtime friend. Well, only for
a couple seconds: Vamp wakes up. What? You thought a bullet to the head could
take out someone that awesome? Nah.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
STRUT A, ROOF
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: None
Weapons: None
------------------------------------------------------------------------------
You only have 400 seconds to reach the heliport. You know the drill; head
back through the cage and down into Strut A.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
STRUT A, PUMP FACILITY
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: None
Weapons: None
------------------------------------------------------------------------------
Avoid the guard and take the path on the right, which leads to the FA
connecting bridge.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
FA CONNECTING BRIDGE
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: None
Weapons: None
------------------------------------------------------------------------------
Run to the bridge and aim your gun at the guard, who should be standing
directly across from you. Tranquilize him, then run past and into Strut F.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
STRUT F, WAREHOUSE
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: None
Weapons: None
------------------------------------------------------------------------------
There are still a bunch of guards here, so be careful and fast at the same
time. Tranq the guard walking down the hallway in front of you. Run north and
hang down from the railing. If you are quick, you can drop down RIGHT on top
of the soldier patrolling the bottom floor. With him knocked out as well, run
up the stairs in the corner and proceed through the door.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
EF CONNECTING BRIDGE
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: None
Weapons: None
------------------------------------------------------------------------------
Wait for the lookout to leave his post to make your move. The Claymores
should be gone, so sprint to the other end.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
STRUT E, PARCEL ROOM, 1F
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: None
Weapons: None
------------------------------------------------------------------------------
I found it easiest to simply run past the guard patrolling the south end of
the room. Run north and go up the stairs to the heliport; you should make it
before being spotted.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
STRUT E, HELIPORT
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: None
Weapons: SOCOM Ammo
------------------------------------------------------------------------------
____________________________________________
/ \ Ascend the stairs to find
/ _ \ some SOCOM Ammo in front
| _|_| | of you. Fatman's bomb is
| |_|_| | lying out in the open, so
| ______ __ | you might need some
| | | ______ __| | | glasses if you can't spot
| |______| |______| |_____| | it. Run over and easily
| ______ ______ ______ ______ | disarm it like always.
| | | | | | | | | | Seems a little too easy.
| |______| |______| |______| |______| | Fatman finally makes his
| ______ ______ ______ ______ | grand entrance and after
| | | | | | | | | | his magnificant speech,
| |______| |______| |______| |______| | decides fight you while
| __ __ ______ ______ | rigding around on a pair
| | | | | | | | | | of rollerblades. No, I'm
| | | | | |______| |______| | not kidding.
| |__| |__| ______ |
| |______| ___ | As you can see, there is
| ______ |_|_| | an ASCII map of the area
| _______ |______| |_|_| | where you will do battle
| _| | | with Fatman. This fight
| |_|_______| _______ | is a bit different than
\ | | / normal fights (especially
\______________ _______|_______|_______/ the ones in the game so
|_____| far), so you will need to
START scout the area and know
the map well. Fatman will
hide bombs throughout the Heliport, just like he has been doing throughout the
game so far. You will have to battle the big man while disarming the bombs.
Needless to say, knowing this area up and down is very important to winning
the upcoming battle.
------------------------------------------------------------------------------
BOSS: Fatman
------------------------------------------------------------------------------
Fatman will skate around the heliport while placing bombs around. You only
have around one minute to disarm the bombs before the whole place blows up.
Make sure to equip Sensor A to help find the C4 bombs. Fatman usually places
two at a time, so you will have to be quick. It's best to ignore the big guy
entirely while you take care of the bombs.
Run around the heliport and disarm the bombs as Fatman skates around. If you
meet up with him in between the metal boxes, then watch out. A small tip: do
not go head-to-head with Fatman; the big man will always win at a game of
chicken. He'll mow right through you and keep on moving. Most of the bombs are
easy to find. They are usually on the side of the green metal boxes or on the
edge. Fatman will rarely place them on the shelves or crates at the south end
of the area, but plans may change later in the fight.
Sometimes Fatman will follow you around while you chase after the bombs. Just
to make things more annoying for you, he will pull out a machine gun and
start shooting at you. This would be a good time to retaliate. Either shoot
him with your SOCOM or keep the Coolant Spray equipped and knock him down
with CQC. Fatman gets knocked out often, so a couple shots or kicks will
leave him unconscious for several seconds.
Another good way to damage Fatman while searching for the bombs is to plant
Claymores around the helipads; they best work in between the boxes. Fatman
weaves through the metal boxes, so him getting hit will be common if you
place several Claymores around the vicinity. Just make sure not to run into
them yourself. You can also attack Fatman with your SOCOM if you end up
running into him (not literally) while searching for the C4 bombs.
After Fatman loses over half of his health, he will begin placing more bombs
in trickier locations. Sometimes Fatman will place up to four bombs at a
time. You will have to move quick and keep Sensor A equipped. Stay on the
move to take out all of the bombs. He will number the bombs, so you'll know
how many there are. The timer also states how many as well.
Another dumb strategy is to try and kill Fatman as quickly as possible without
focusing totally on the bombs. That isn't recommended; the strategy in the
fight with Fatman is to be patient. Keep yourself safe by disarming the C4
bombs and attack Fatman when you get the chance; not the other way around.
------------------------------------------------------------------------------
In his last breath, Fatman activates his final bomb as he wishes to die as a
legend. The bomb will go off in less than 2 minutes. If you have Sensor A
equipped, you'll realise that the bomb is right near Fatman. Pick up his
corpse and drag it to the side, revealing a bomb under him. Deactivate it to
finally end Fatman's reign of terror. Laugh and get fat? I think not.
==============================================================================
5.05] MISSION 5 [0505]
==============================================================================
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
STRUT E, HELIPORT
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: None
Weapons: None
------------------------------------------------------------------------------
Raiden talks with Colonel Campbell and is reminded to rescue the president.
Yeah, we know. After talking with Pliskin, Raiden realizes that the hostages
must be in Shell 1. Head south after the conversation to meet up with Mr. X.
Wait, he wears a ninja suit just like Gray Fox did! Hm.
He seems nice, since he gives Raiden a Cell Phone to communicate and be hip
like the kids these days. Mr. X will also give you the B.D.U and the Lvl 2
Card. He tells Raiden that he must contact a secret service personnel named
Ames in order to find the president's location. In order to reach him, you
will have to disguise yourself as a soldier and find an AKS-74u.
After the lengthy cutscene, exit the heliport.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
STRUT E, PARCEL ROOM, 1F
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: None
Weapons: None
------------------------------------------------------------------------------
You don't have to worry about the soldiers here. Simply go down the staircase
and walk south to reach the doorway.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
EF CONNECTION BRIDGE
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: None
Weapons: None
------------------------------------------------------------------------------
There is a Cypher here along with the pesky lookout. Use a Chaff Grenade to
take care of the machine, then sprint to avoid the sentry. Continue on to the
Strut F Warehouse.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
STRUT F, WAREHOUSE
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: None
Weapons: AKS-74u, AKS-74u Ammo, M4, M4 Ammo, SOCOM Ammo, C4
------------------------------------------------------------------------------
You will start off at the northern end of the room. A guard south of here
will walk to the left and right. Sneak down the hall and take him in front of
the doorway. Go into the room to find some lockers and a couple packs of C4.
Stuff the guard's body into the locker and grab the C4. Do the same with the
guard that walks around the perimeter of the area.
Exit the room and go west. Head to the west wing, where you can find another
door marked "Level 2". Go inside the room, but stop immediately upon
entering. See the C4 tucked in the corner? This room is rigged, and your
Coolant Spray doesn't work. Whip on your Thermal Goggles to spot the lasers.
Crawl under the lasers to the north end of the room, where you can find an M4
and some ammo. Also check the locker for more M4 ammo.
By now, guards have most likely gotten worried about the lack of status
reports and are now heading to your location. It's no sweat now that you can
enter so many tiny rooms. Just hide in a room and wait for them to leave.
They will leave if you managed to hide the bodies well.
Drop down to the second floor (or go down the stairs) and eliminate the lone
soldier. The northern doors are connected by a large room, so go through
either door. You can find an AKS-74u along with its corresponding ammo. Make
sure to also collect the other ammo lying around. Now that you have the AKS-
74u, you can infiltrate the shell core!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
EF CONNECTION BRIDGE
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: None
Weapons: AKS-74u Ammo
------------------------------------------------------------------------------
There is another sentry in this area, so you can either wait for him to
arrive and kill the poor soul, or get your butt moving to the next area. If
you cleared the area of Claymores beforehand, I would suggest the latter. Run
into the middle of the bridge, then take the western path. Beware though; the
platforms will fall from under you, so keep moving to the other end. Pick up
the AKS-74u ammo and enter the core.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
SHELL 1 CORE, 1F
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: Book
Weapons: Chaff Grenade, C4, Claymore, M9 Ammo, M4 Ammo, SOCOM Ammo
------------------------------------------------------------------------------
Immediately upon entering, equip the B.D.U and the AKS-74u to properly
disguise yourself. Walk up the stairs to reach the main section of the first
floor. It's crawling with guards, but you should be alright if you act
normal. And what I mean by that is simple: don't do cartwheels, don't unequip
your outfit or weapon, don't bump into guards, and don't do anything else
wacky or idiotic. Simply walk around the area like a normal human being.
Proceed to the southwest end of the hall to find a doorway; head on in. You
can find a Chaff Grenade and the node. Downloading the map is a must. Open
the lockers for M9 Ammo and M4 Ammo. The northern locker is stuck, so you
will have to use CQC to break the door down. Make sure to do it when no one
is around. If the locker door hits you, Raiden will lose his suit, so
immediately equip it again. Open the lockers at the south end of the room for
a Claymore, Book, and C4.
Exit the room to the left and head down the west wing. The door down here is
locked, but you can find some SOCOM Ammo. Remember not to bump into any
soldiers, since you will lose your suit and immediately become spotted. If
you do, hide in the locker room and either put your disguise back on or hide
in one of the many lockers.
Continue to the northern end of the area and press Triangle next to the
elevator. The security camera will check you. If you have the B.D.U and the
AKS-74u equipped, then you're good to go. Enter the elevator and select the
button marked "B2".
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
SHELL 1 CORE, B2 COMPUTER ROOM
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: Book, Ration, Bandage, Box 4, Directional Microphone
Weapons: AKS-74u Ammo, M4 Ammo, SOCOM Ammo, M9 Ammo
------------------------------------------------------------------------------
Remember to keep your disguise on; you're not out of the water yet. Go to the
left and proceed down the long hallway. As you head south, open the lockers
on the left for M4 Ammo and SOCOM Ammo. Punch the southern locker to knock a
big stack of Books onto the ground.
Before entering the main computer room, head to the eastern hallway. Open the
lockers on this side to obtain some M9 Ammo. Go north to find a Ration tucked
away in a small alcove.
Now return to the main computer room. Remember to keep your cool, since there
are three soldiers in here. One of them just goes from computer to computer,
looking at pornography. I think he's too distracted to be some sort of
threat. Avoid the guards and enter the small cubicle in the northeast end to
find Box 4 and AKS-74u Ammo. Also access the node to get the map.
Walk in between the pair of guards to find the Directional Microphone in the
northwest corner, lying plain in sight. There is a Bandage under the
computers in the middle, but I would ignore it if I were you. Apparently the
guards think crawling around on the ground is strange, and you will get
caught.
That is all you need here in this floor. Return to the elevator and select
the button marked "B1".
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
SHELL 1 CORE, B1
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: Ration
Weapons: Stun Grenade, M4 Ammo, SOCOM Ammo
------------------------------------------------------------------------------
You'll witness a scene of a guard using a retinal scan to access the next
area. Well we obviously cannot do that, so we will have to find a guard
willing enough to help us out. First off, enter the small storage room to the
right and download the map from the node. Search the lockers to find a Ration.
One guard will patrol the hallway and the break room; the other two are on
their break and won't do a damn thing. One just stares at the vending machine
like a buffoon. I suggest killing the active guard and stuffing him in the
locker in the break room. Also collect the Stun Grenade and the SOCOM Ammo
from there as well. We have to use one of the guards to access the retinal
scan, so at least one soldier must be alive. Here's how I did it:
Enter the break room and start punching one of the lockers. The closest guard
will go to investigate. Once he stares at the locker long enough, shoot him
with your M9 or SOCOM. I suggest M9, because if you mess up with the other
guard, then you always have a backup. Either way, stowe him in a locker with
his dead buddy.
Now there should be only one guard left. He is staring at the big FHM poster
on the wall, so he's an easy target. Sneak up behind him and press Square to
get a hold of him. Drag him out of the break room. If he starts to struggle,
press Square to show him who is the boss. Drag him all the way to the retinal
scan, and Raiden will use him to open the door.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
HOSTAGE ROOM
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: Bandage, Ration, Lvl. 3 Card
Weapons: None
------------------------------------------------------------------------------
The colonel will phone you some tips to find Ames. First off, you have to use
the Directional Microphone to find out which one is Ames; he has a pacemaker.
Second, press Triangle to interact with the hostage if you think it's him.
Only press Triangle if you're sure it's Ames. If it is the wrong hostage, the
lone guard in this room will get suspicious. Quickly switch back to your AKS-
74u if that happens. If you blow it in here, then it's game over.
Run around the room to find a Bandage in the southwest corner and a Ration in
the southeast corner. Now it's time to search for Ames. You will have to use
the Directional Microphone on the hostages, but make sure to do it when the
guard is far away. If he sees you with a giant microphone in front of a
hostage, then he will obviously get suspicious. If this happens, equip your
disguise and he will question you. You should be fine if you act normal.
If you want to skip the hard work and find out where Ames is, then I guess
I'll tell you. That is my job I guess. First off, I will let you know that
the Directional Microphone will emit a beeping noise instead of a normal
heartbeat; that should help you when finding him.
If you want to know where Ames is, then fine: Ames is in the southwest corner.
He should be in a blue suit and lying on the south end of a table covered in
boxes. Double check by using the Directional Microphone. When you find Ames,
press Triangle with the Directional Microphone still equipped to start a long
cutscene.
You'll learn a lot of stuff during this scene. He states that the president
is in the core of Shell 2. To sum things up, the president must stay alive in
order to activate the new Metal Gear. Ames also says that the Big Shell
wasn't built in order to help clean up the oil spill; all of that was
planned. In fact, the Big Shell was built to hide the new Metal Gear.
Raiden spies on a conversation of Ocelot and "Snake". They talk about Fatman's
death and a "man in a sneaking suit". They are sealing the path leading from
Shell 1 to Shell 2. It's a pretty crazy conversation, so a lot of stuff will
be too early to understand. Olga will enter the scene and talk smack, then
Liquid will try possessing Ocelot again. It's all crazy to understand. Is that
man really Solid Snake? Or are there two Solid Snakes?
Raiden starts talking with Ames again. He talks about the bad guys' plans and
the "Sons of Liberty". Raiden takes the Lvl. 3 Card from Ames. After the
conversation, Ocelot will walk into the hostage room. You have ten seconds to
equip your AKS-74u. Simply equip the gun and refrain from moving to start
another scene. Blah, blah, blah, stuff happens. Oh yeah, and Colonel Ames
dies. Raiden gets caught, but Mr. X saves the day!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
SHELL 1 CORE, B1
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: None
Weapons: None
------------------------------------------------------------------------------
An announcement will order all guards to stay on high alert. You don't have
your mask, so the suit won't do you any good. You can switch back to your
slick uniform. You'll have to take out the soldier the old-fashioned way, so
get moving with your tranquilizing and all that garbage. Take out the guard
in the hall, then lure one of the guards out of the break room to immobilize
him. After that, take out the final one inside the break room. After the
coast is clear, enter the elevator and return to the first floor.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
SHELL 1 CORE, 1F
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: None
Weapons: None
------------------------------------------------------------------------------
This room can be pretty tricky, so you will have to be extra careful. First
off, use your SOCOM to destroy the security camera upon exiting the elevator.
Wait for the guard patrolling to start walking south, then enter the hall and
shoot him. You can also take out the guard at the far end of the hall.
Destroy the camera above, then head to the east wing. Destroy the security
camera here as well, then quickly exit the core.
==============================================================================
5.06] MISSION 6 [0506]
==============================================================================
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
EF CONNECTING BRIDGE
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: None
Weapons: None
------------------------------------------------------------------------------
Destroy the Cyphers here with your AKS-74u or M4 or just use a Chaff Grenade.
Sprint across the bridge and avoid the lookout guard, then head south to the
Strut F Warehouse.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
STRUT F, WAREHOUSE
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: None
Weapons: RGB6, RGB6 Ammo, PSG1, PSG1 Ammo, PSG1-T, PSG1-T Ammo, Claymore,
Grenade, SOCOM Ammo
------------------------------------------------------------------------------
You should know the layout to this place, so I shouldn't have to tell you how
to dispatch of the guards. Once the coast is clear, find any Level 3 doors.
The first one is not too far from the entrance. Go south, then to the left to
find it. Head inside to find the RGB6 and some ammo for it. This is a grenade
launcher, so much fun can ensue from this baby.
Next, go down the east wing and enter the room for a PSG1 and some ammo for
it. This is a sniper rifle; just what we need to get the mission done here.
Look to the right of where you found the weapon to spot a crawlspace. Crawl
through to find a PSG1-T at the end. This is a sniper rifle, but it fires
tranquilizers instead of bullets.
Exit the room and go south. Enter the small room on the left for some
Claymores, Grenades, and SOCOM Ammo. Open the locker for some PSG1-T Ammo as
well. That's all we can get for now, so return to the EF Connecting Bridge.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
EF CONNECTING BRIDGE
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: None
Weapons: None
------------------------------------------------------------------------------
Go north to reach Strut E. Remember to be quick in order to avoid the lookout
and any Cyphers that may appear.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
STRUT E, PARCEL ROOM, 1F
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: None
Weapons: None
------------------------------------------------------------------------------
There are only two guards here, so quickly make your way to the northwest end
of the room and continue through the door.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
DE CONNECTING BRIDGE
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: None
Weapons: None
------------------------------------------------------------------------------
A lookout will keep his eye on the bridge, so take the lower route. Wait for
the guard to go down the stairs, then follow and tranq him. Do the same with
the other guard on the other side of the bridge. Walk to the other end of the
bridge and climb the stairs. Enter Strut D from the upper floor.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
STRUT D, SEDIMENT POOL
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: None
Weapons: PSG1 Ammo
------------------------------------------------------------------------------
Tranquilize the guard in the central area and walk down the stairs. Go back
around the entrance and pick up the PSG1 Ammo in the corner. Next, take out
the soldier on the northern end of the upper floor. Next to the white
disposal gate is another staircase. We can access it this time, so head up
the stairs and through the doorway to the next area.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
SHELL 1-2 CONNECTING BRIDGE
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: Ration
Weapons: Stinger, Stinger Ammo, PSG1 Ammo, AKS-74u Suppressor
------------------------------------------------------------------------------
10 EXIT Pliskin will contact Raiden about the
___________ _________ ___________ Semtex explosives planted on the bridge.
|___8_______| 6 7 |__9________| You'll have to put your sniper skills to
|__ __| the test in order to take out the
|---| control units. The control units are small boxes
|---| that blink green. Sound familiar? Pull out your
____| |____ PSG1 and aim for the control box. A little hard,
|5 | eh? Use a Pentazemin to stop shaking, then fire
| _ | away at the control box.
| (_) |
| _______ | Alright, the first one is destroyed, but lets take
| | | | out the next three. Look down onto the bridge
__| | | | below the staircase. There are two control boxes
|--| |_______| | here, so snipe them both. Remember, press Circle
|--| _ | to zoom in and X to zoom out. Now for the fourth
|--| (1) | one. Turn around to spot it above the doorway to
|--| | Strut D. Destroy the control box to take down four
|__| | of the ten explosives.
|____ ____|
|2 | The next six are a bit more difficult, so remember
|3--| that you can only stay on this balcony. If you go
____|---|____ down the stairs, then it's game over.
| |
| 4 ____| Look at the first control box you destroyed on the
|________| big yellow pillar thing. Kay? Now aim to the left
START and you should see the next control box on the
ground. Zoom in and fire at the green light.
Now for the sixth and seventh control boxes. Point your rifle towards the
doorway to Shell 2, which is easily distinguished by the large white "SHELL 2"
next to it. Look to the left to find a control box surrounded by explosives.
Fire at the control box, then look to the right of the doorway to find a
similar explosive setup. The control box is in the center of a ring of
explosives. Be careful and fire away. Remember that you can use Pentazemin to
calm yourself.
The next control box is behind the flag to the left of the doorway leading to
Shell 2. Walk to the right side of the balcony and you should see the very
tip of the control box behind the flag when it flaps around. Simply shoot
through the flag to hit the box.
The ninth control box is in another hard-to-find location. Use R1 to enter
first-person view and look to the right. Look under the seventh control box
(the one in the middle of the circular set of explosives) to find a small
flock of birds resting on a ledge. Zoom in onto that area with your sniper
rifle to spot a control box behind the birds. Shoot once to scare the birds
away, then fire to destroy the ninth control box.
The final control box is the trickiest of them all. Look above Shell 2 to
find a Cypher floating around. If you zoom in at the bot, you'll notice a
control box mounted above its head! Wait for the Cypher to stop moving, then
shoot at the control box. That's all ten!
Once all ten are destroyed, you're free to go. Walk across the bridge to get
a call from Pliskin. He found an escape vehicle and introduces Raiden to
Otacon. However, things on Pliskin's end isn't working out so well. Raiden is
introduced to a lot of other things from Colonel Campbell and Rose. Anyways,
another scene begins.
A helicopter closes in on Raiden's location, but it's Pliskin! Yay! However,
Raiden spots a mysterious figure. It's that Snake guy! Pliskin thinks
otherwise. The imposter calls Pliskin "brother" and another interesting
nickname. From now on, we'll call the bad guy Solidus Snake. Ya know, that's
what the game says.
Anyways, a fight ensues and other crap happens. Can you say "Vamp with a
Harrier"? They escape and Pliskin gives Raiden a Stinger. Raiden versus
Harrier. Who do you think will win?
------------------------------------------------------------------------------
BOSS: Harrier
------------------------------------------------------------------------------
First off, pick up the Stinger and Stinger Ammo once the battle begins. The
Stinger will automatically home on to your target, so simply aim and let the
missles fly! That's a very good thing, since the Harrier will be hundreds of
feet away. Simply look for the red blip on the map to spot it.
Aim at the airplane and wait for a red diamond to appear. When it does, fire
away and the Stinger should hit its target. As the Harrier makes a successful
lap around the bridge, it will fly over you. Make sure to avoid the Harrier
as it flies overhead. Sometimes, the Harrier will fly out of sight; make sure
to look at the red blip (make sure you're not aiming at Pliskin though!).
You'll see a streak of light, and the Harrier will race towards you. If you
manage to lock on, then fire a Stinger missile at it to knock the Harrier off
its route.
The Harrier's next attack is very obvious. It will fly right above you and
start to drop missiles onto the bridge. In order to avoid getting rained on,
run down the stairs and take cover. Once the missiles stop, the Harrier will
jet away. You can actually manage to get two good hits from this close if you
have good aim of the Harrier.
When Solidus Snake says "Go to hell!", then seek shelter immediately. Either
hide behind one of the orange pillars on the top floor or go downstairs. The
Harrier will fire its machine gun, and staying out in the open is suicide.
Pliskin will help out by attacking the Harrier during this time.
The Harrier can also float beside the bridge and shoot volleys of missiles.
Run below to avoid the attack. When the missiles stop, the Harrier will float
there for several seconds. This is your cue to fire around two missiles at
the plane.
The Harrier's final attack is devastating. The Harrier will fly away and a
small scene will show. It will release three powerful missiles that break
apart. They will fly towards your location. You can actually lock onto all
three with your Stinger. If you manage to destroy all three before they come
in contact with the bridge, then you will be fine.
If not, then run the hell down to the lower level. The bombs will hit the
bridge and even destroy it partially. If you are caught in the hit, then
Raiden will lose over half of his health and will be caught on fire. Repeated
cartwheels will put out the fire, but use two Rations to heal up before the
next attack on the Harrier.
Of course, Pliskin isn't dead weight. He will occasionally tell Raiden that
he'll handle the Harrier and attack for you. Aside from that, Pliskin will
drop Rations and Stinger ammo down onto the bridge. If you accidentally
destroy Pliskin's helicopter, then no more aid for you!
------------------------------------------------------------------------------
Once the battle ends, the Harrier will crash and fall into the water below.
However, it gets caught by... Metal Gear RAY! Oh crap. Well, at least Solidus
Snake lost his eye. Solidus got served! Vamp retreats by running on water.
Ehh, I won't even bother making any obvious referances. Anyways, Metal Gear
RAY and Solidus escape, but the connecting bridge and totally destroyed.
Oh yeah, and Raiden finally finds out that Pliskin is the real Solid Snake.
Gosh, I would have never guessed. After the long conversation, it's time to
get moving. Lets roll!
Walk towards the nearby fire to get a text message from Mr. X. Raiden is
soooo hip! Answer your Cell Phone and it'll tell you to use Coolant Spray in
order to extinguish fires. Try it out with the fire right there, then run
down the stairs and grab the Ration. Hurry back up before the bridge falls.
Next, walk towards the small ledge. Perform a running cartwheel over the gap
to the ledge. Pick up the PSG1 Ammo and go north. Put out the fire here and
grab the AKS-74u Suppressor.
Next, cartwheel over the yellow pipe to the ledge and continue across. The
brown platforms will fall from under you, so hurry across to reach a dead
end. Drop down onto the railing and carefully drop down onto the catwalk
below. As soon as you drop down, three guards will begin to patrol the bridge
above. Snipe all three, then run down the walkway. Jump over the first gap,
then shimmy across the railing once you reach the second gap. Climb the
ladder to the next area.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
STRUT L PERIMETER
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: Ration
Weapons: AKS-74u Ammo, Chaff Grenade, SOCOM Ammo
------------------------------------------------------------------------------
The catwalk is monitored by some guards through the windows. You can either
sneak past the two or tranquilize both. Either way, avoid them unless you
want to deal with a squad of Cyphers. Cross past the windows to reach a
narrow ledge. Shimmy across until you reach a large vent, then crouch and
continue across.
Walk under the guard that decides it's a good time to take a leak over a
balcony. Unfortunately, he does it right above you. Avoid the long stream of
pee and walk to another dead end. Drop down onto the walkway below and pick
up the AKS-74u Ammo, then continue across. Walk to the far end for a Ration,
then return to the stairs and slowly ascend to reach an area filled with
Cyphers.
Run north to a dead end and pick up the Chaff Grenade and AKS-74u Ammo. At
the opposite end of the catwalk is some SOCOM Ammo. Destroy the Cyphers with
your M4 to make the area a lot safer, then go across the ruined bridge. Drop
down over the railing and shimmy over the gap, then enter the door.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
SHELL 2 CORE, 1F AIR PURIFICATION ROOM
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: None
Weapons: Chaff Grenade, M4 Ammo, M9 Ammo, SOCOM Ammo
------------------------------------------------------------------------------
Listen to Olga's conversation and she will turn the high-voltage currents on.
You'll have to travel through the vents to find and destroy the circuit
panel. Head down the stairs to the left for some SOCOM Ammo, then collect the
M9 Ammo farther down the hall. Head up the staircase here to find a Ration in
front of the hallway. Ignore the door to the right and run down the leftern
hall for a Chaff Grenade.
The break room is north of here, so go down the hall and enter it. Access the
node and pick up the M4 Ammo. Go north of the break room to reach an elevator.
Look to the right for some more M4 Ammo, the enter the elevator and select the
button marked "B1".
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
SHELL 2 CORE, B1 FILTRATION CHAMBER
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: None
Weapons: Nikita
------------------------------------------------------------------------------
Time for some swimming. First off, download the map from the node directly
next to the starting point. Colonel will phone you with swimming intructions;
you should know how to. Swim south to find some white blips on the map. You
can use these spots to regain your breath.
Luckily, the Nikita is easy to find. Simply swim south to reach a dead end.
the Nikita should be in the corner. Grab it, then return to the entrance and
head back to the elevator.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
SHELL 2 CORE, 1F AIR PURIFICATION ROOM
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: Lvl. 4 Pan Card, MO Disk
Weapons: Nikita Ammo
------------------------------------------------------------------------------
You will have to pilot a Nikita missile to the president's chamber. Proceed
through the break room and go down the hall. Enter the first door on the
right to find a small storage chamber with two security cameras. Destroy both
with your SOCOM and collect the Nikita Ammo.
Head down the stairs and hop onto the box where the SOCOM Ammo was. There is
a ventiliation shaft in front of you, so fire a Nikita missile into it. The
missile travels slowly, so guiding it through the vent should be cake. When
you reach the president's room, aim for the blue circuit panel - NOT the
president himself.
Once they are destroyed, the electric floor will be no more. Head north of
the Shell 2 entrance and across the deactivated floor to meet up with the
president. After the introduction and subsequent crotch-grabbing, the
president will inform Raiden that he worked for the Patriots before his
betrayal. You'll learn a lot of stuff about the Patriots and all other stuff;
it's super complicated.
Anyways, Raiden is given a new task: find Emma Emmerich, the last remaining
programmer for the new Metal Gear (Arsenal Gear). Raiden receives the Lvl. 4
Pan Card and the MO Disk from the president, then eventually Ocelot comes and
kills the president. Head back down to the basement.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
SHELL 2 CORE, B1 FILTRATION CHAMBER NO. 1
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: Night Vision Goggles, Ration
Weapons: M4 Ammo
------------------------------------------------------------------------------
START _____ 1 = Night Vision Goggles
__ | | 2 = Nikita
_| |____| |--| 3 = M4 Ammo
| |--| 4 = Ration
|____________|--| A = Air
| |
___ ___| | Alright, this will get a little complicated, but bear with
_| |__| | | me. The ASCII map to the left should help a little bit,
| | but I really had to condense it to save space. After the
| A __ __ A | conversation with Otacon, swim south, then enter the
| | | 1 | | | central wing. Head south on the southern chamber to find
| |__|___|__| | Night Vision Goggles and swim west. Enter the resting spot
| | to fill up your oxygen.
| __ __ |
| | | | | | Continue south through the western hall until you reach
| |__| |__| | another central wing. Go inside and take the path south.
| | | Avoid the water mines here and enter the rest point at the
| A ______ 3 |A2| end of the hall to regain your breath. Open the door to
|__| | |__| the right to find Stillman's dead body! Haha! Swim through
| | the wreckage here (not indicated on the map, but there's a
EXIT | | lot of junk here in this room) and take breaks at the two
__ | | resting points here. Make your way to the western end of the
| | | | room and open the door. You'll find a Ration and one final
|--|______| | rest point. Now just head north up the stairs to reach dry
|--| A A | | land. Yay! Go through the door to the next room.
| |
|4A| |A | Raiden will meet up with Vamp, who is still pissed about what
|__| |__| happened earlier. That bullet wound in his forehead sticks
|______| out like a sore thumb! Vamp says that Emma is in the next
room, and that there is a new weapon in Arsenal Gear: a
purified hydrogen bomb. Well, lets deal with this guy first, shall we? Ahh,
this moment of battling Vamp has finally come, and it's a good one.
------------------------------------------------------------------------------
BOSS: Vamp
------------------------------------------------------------------------------
The arena has a very basic layout; there is a square-shaped walkway with a
large pool of water in the center. The water is basically like a vaccum: once
you fall in, you sink like a rock. Lets put it this way: if you fall into the
water, then you automatically die. Of course, Vamp can swim around in the
stuff like a fish, but then again, he's badass. I guess badass people can do
those type of things.
As soon as the battle starts, fire a few rounds of your M4 to hit Vamp. He
will then glow red and sink into the water. After a few seconds, Vamp will
leap onto the square-shaped ledge above you. He will begin by throwing a
knife at you. Avoid the knife; it looks like a sparkle of light. When you see
Vamp glow red, he will spin across the railing; throwing several knives at
you. Cartwheel out of the way and fire when you get the chance.
Vamp will end up jumping back into the water. When he emerges this time, he
will jump onto the playing field. Vamp is a master at close-hand combat, so
don't try to outbox him. Fire away with your M4 or RGB6. If he gets too
close, he will swipe at you with incredible speed.
When the fight with Vamp winds down, he will begin to stay underwater longer.
This gives you more time to collect the various weapon ammo and Ration around
the room. His attacks deal a lot of damage, so make sure to avoid his knives.
You can shoot them away with your gun, but that is a lot riskier.
Vamp's final attack is interesting. He will throw a knife at your SHADOW, and
you will be pinned to the ground. Once this happens, he will run up and
attack you. Simply shoot the knife off of the shadow to move around again.
Alternatively, shoot out the lights to avoid every casting a shadow.
The battle with Vamp is very tricky. You should be alright if you have a full
stock of Rations and if you move around a lot. Dodge his knives when he is on
the balcony above you and make sure to run away when Vamp is pursuing you.
When Vamp is on the balcony, use your M4 or AKS-74u to attack him. If Vamp is
on the platform along with you, use your RGB6. Stand in one of the four
corners and wait for Vamp to jump out of the water. As he momentarily catches
his breath, hit him with a grenade to damage him and knock him back into the
water. It's a tough fight, but you should be able to win.
------------------------------------------------------------------------------
Vamp will emit a battle cry and sink into his watery grave. It looks like
Vamp is finally gone for good. Still, Arsenal Gear is active, and we don't
have time for chit-chat. Enter the room north of the entrance.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
SHELL 2 CORE, B1 FILTRATION CHAMBER NO. 2
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: Ration, Pentazemin, Book, Body Armor
Weapons: C4, AKS-74u Ammo
------------------------------------------------------------------------------
_________________ ________ ____ 1 = Ration
_|___________EMMA__|__| | | 2 = AKS-74u Ammo
|6| | | | 3 | 3 = Body Armor
|5| | | |---| | 4 = Pentazemin
| | __| | |---| | 5 = C4
| | |--| | |---| | 6 = C4
___|4| | |---| |
| |_|_________4_|_____________| | | Yet again, I have provided you
| 2 | with an ASCII map of this damn
| _______________________________ | waterlogged area. From the start,
| | | pick up the Ration and go into
|______________________________ 1 |____| the water. Grab the AKS-74u Ammo
|____| in front of you and swim east.
START Head into the eastern corridor
and take the Body Armor. Next, go
back and swim up the stairs to reach the locker room. Pick up the Pentazemin
off of the ground. Open the lockers on the left for a Book and some C4.
Emma is hiding in the he northern locker. After the long talk, the scaredy
cat will finally go with you. Time for more swimming. Emma can hold a lot
less air then you, so you'll have to make several pit stops before exiting
the chamber.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
SHELL 2 CORE, B1 FILTRATION CHAMBER NO. 1
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: Virus Disk
Weapons: None
------------------------------------------------------------------------------
There is a scene learning about Emma and Otacon's past. After the scene, it's
time to drag Emma around. Press Triangle to hold her hand and drag her
around. You can also trap her in a chokehold with Square and drag her around.
Avoid the left side of the arena; it's filled with Claymores. Head to the
southern door for another scene. Remember that annoying bird back in Shell 1?
Well, that pest was Emma's pet. Figures; they share some similarities.
You'll have to bring Emma through the main Filtration Chamber. This time,
it's a lot more difficult with the girl, but just make sure to rest at the
white blips. You should know how to make it out of here. Once you reach the
elevator, you will be stopped by another "hazard": bugs. Emma hates bugs, so
just knock her unconscious and drag her body into the elevator. From there,
head up to the first floor of Shell 2.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
SHELL 2 CORE, 1F AIR PURIFICATION ROOM
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: Pentazemin, Ration
Weapons: SOCOM Ammo, PSG1 Ammo, AKS-74u Ammo, M9 Ammo
------------------------------------------------------------------------------
Things can get tricky here, because we have to avoid enemies with all that
dead weight on your back. First off, leave Emma in the elevator and take out
the guard in the break room. Leave his body there, along with Emma. Head down
the southern hall; the next guard should be patrolling in the west wing.
Tranq him, pick up the Pentazemin, and leave his body in the store room
across the hall. Bring Emma into the store room and down the stairs.
Descending the stairs will trigger a guard's appearance back at the elevator.
Leave Emma in the store room and kill the guard that appeared. There are two
guards patrolling below the stairs, so head back there. Kill them both and
hide their bodies in the corner. If more soldiers come down here, then they
will most likely end up leaving.
Once the coast is clear, drag Emma down the stairs and up to the other side
of the area. Leave her behind the boxes and enter the chamber where the
president was before. You can find a Ration, M9 Ammo, PSG1 Ammo, and AKS-74u
Ammo. If any more soldiers come, Emma should be safe in her position. When
the coast is finally clear, bring Emma out of Shell 2.
I used an alternate strategy. After leaving Emma in the store room, go down
the stairs and kill the two guards patrolling here. The other guards
stationed in the area will go down the stairs and see the bodies. Kill the
guard before he phones for help. More guards will get suspicious, so keep
repeating the process to eliminate all the guards in the area. If you wait
too long and a guard calls for backup, then you will have to do this with
more soldiers.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
KL CONNECTING BRIDGE
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: Ration, Lvl. 5 Card
Weapons: Chaff Grenade, PSG1 Ammo, SOCOM Ammo, M4 Ammo
------------------------------------------------------------------------------
Pick up the Ration, PSG1 Ammo, and Chaff Grenade here. Leave Emma under the
roof here and head across the bridge. Go across the rebuilt bridge and
destroy the two Cyphers. Look down the stairs across from the walkway and
wait for a soldier to come up the stairs towards you. Take him out, then
descend the stairs. You can find SOCOM Ammo and M4 Ammo here.
Now that the coast is clear, bring Emma across the repaired bridge. Go south
to reach a large fire. Put it out with the Cooling Spray, then quickly bring
Emma through to a doorway. Raiden won't be able to get in, but Emma gives him
the Lvl. 5 Card. Wow, she actually IS useful.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
STRUT L, SEWAGE TREATMENT FACILITY
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: None
Weapons: SOCOM Ammo
------------------------------------------------------------------------------
Walk to the right to find some SOCOM Ammo, then slowly proceed south without
Emma. Look down the hall to spot a guard. Take him out quietly, then do the
same with the final guard across the walkway. It's only two guards, so it
isn't exactly hard. Once both are taken out of the picture, open the hatch
and bring Emma through. Raiden will open a door in the floor leading down
into who knows what. Well, time to find out.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
STRUT L OIL FENCE
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Items: None
Weapons: PSG1 Ammo
------------------------------------------------------------------------------
Once Raiden and Emma are done climbing down a ladder that rivals "The Ladder"