METAL GEAR SOLID 2: SUBSTANCE
                        Tanker Chapter Guide
                 written by RedClyde | Renato Farias
                      darkslide2001@hotmail.com

                        --== Version 1.24 ==--


              ` F r e e d o m
                                 t o
                                        D e  c i d e . . . `


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                              CONTENTS
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1.0 GAME MANUAL
-1.1 Basic Controls
-1.2 Basic Actions
-1.3 Caution, Evasion, Alert
-1.4 Using the Environment

2.0 ITEMS AND WEAPONS
-2.1 Items
-2.2 Special Items
-2.3 Weapons

3.0 ITEM LOCATIONS
-3.1 Staring Equipment
-3.2 Very Easy, Easy & Normal Item Locations
-3.3 Hard Item Locations
-3.4 Extreme & European Extreme Item Locations

4.0 TANKER CHAPTER WALKTHROUGHS
-4.1 Normal Mode Walkthrough
-4.2 European Extreme Walkthrough

5.0 DOG TAGS
-5.1 Intro to Dog Tags
-5.2 Very Easy Mode Dog Tags
-5.3 Easy Mode Dog Tags
-5.4 Normal Mode Dog Tags
-5.5 Hard Mode Dog Tags
-5.6 Extreme Mode Dog Tags

6.0 OTACON'S TIPS

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                           VERSION HISTORY
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Version 1.24 (11/6/2003) [127kb]
- added Hard mode Dog Tag walkthrough

Version 1.23 (9/22/2003) [118kb]
- added Very Easy mode Dog Tag walkthrough
- fixed the Extreme mode Dog Tag table; I had forgotten to list which 
guards are tough guys in under the "T" column

Version 1.22 (9/21/2003) [113kb]
- added Extreme mode Dog Tag walkthrough

Version 1.21 (9/5/2003) [103kb]
- added Easy mode Dog Tag walkthrough

Version 1.2 (8/30/2003) [97kb]
- added European Extreme walkthrough
- added more Otacon tips
- added some details in the Game Manual

Version 1.1 (8/24/2003) [83kb]
- added `Analysis' to all the items
- added more info for the Game Manual
- added the Dog Tag section, with a Normal mode Dog Tag walkthrough
- added Otacon's Tips section
- cleaned up some section headers and the Contents... looks nicer now

Version 1.0 (8/22/2003) [45kb]
- finished sections: Game Manual with Basic Controls & Basic Actions
- basic info on Items and Weapons found in the Tanker
- item locations and starting equipment for all difficulties
- Normal difficulty walkthrough


=======================================================================
-1.0---------------------------------------------------------------1.0-
                        G A M E   M A N U A L
-1.0---------------------------------------------------------------1.0-
=======================================================================

=1.1===============================================================1.1=
                            BASIC CONTROLS
=1.1===============================================================1.1=

Action Button - Triangle
Crawl Button - X
Weapon Button - Square
Confirm Button - Circle

First Person View - R1
Lock-on Button - L1

Right Step Button (while in Corner View) - R2
Left Step Button (while in Corner View) - L2

Selecting weapons - hold R2
Selecting items - hold L2


=1.2===============================================================1.2=
                            BASIC ACTIONS
=1.2===============================================================1.2=

          The Basic Actions can be found under `Special' in
                    the MGS2:Substance main menu.

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                           B E G I N N E R
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FIRST PERSON VIEW ATTACK
Aim in First Person View and use the directional button to aim at and 
shoot specific spots --enemy weak points and spots at various heights 
that you normally cannot shoot. You can also punch in First Person 
View.

THROW
With no weapon equipped, use the left analog stick and the Weapon 
button near an enemy to throw him. Sometimes this will knock the enemy 
unconscious.

CORNER VIEW
Input left analog stick toward wall near corner to enter corner view. 
You can stay hidden and look beyond corner. You can move camera with 
right analog stick in corner view.

CLIMB UP OBJECTS
Press Action button to climb up objects with heights close to your 
waist. You cannot climb up heights too high.

ROLL FORWARD
Press Crawl button when running to roll forward. Effective to jump from 
one object to another. Hold down Crawl button while rolling to start 
crawling at the end of the roll.

DRAGGING ENEMIES
With no weapon equipped, press the Weapon button near an 
unconscious/dead enemy to grab his body. Hold down the Weapon button to 
drag him. You can use this to hide bodies and avoid being found.

HANGING
Press Action button near handrail to jump over handrail and hang to 
avoid enemy. You can move sideways and also enter First Person View.

OPEN/CLOSE LOCKER
Stand in front of locker & press the Action button to open locker. 
Press Action button again in front of open locker to close it. You can 
open locker even when standing against it.

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                       I N T E R M E D I A T E
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CARDBOARD BOX
If you hide under a cardboard box and stay still, the enemy will ignore 
you. If you move when in his sight, you will be found. Blocking enemy's 
path while in the box will cause the enemy to discover your.

CHOKE HOLD
With no weapon equipped, walk up to an enemy from behind & press the 
Weapon button, without using the left analog stick. Hit the Weapon 
button rapidly to take the enemy out. To drag the enemy, hold down the 
Weapon button.

PEEK AROUND CORNER
Press the left/right Step button during Corner View to peek around a 
corner. You could be seen by an enemy when leaning sideways. Be 
careful.

STEP SIDEWAYS
Press the Left/Right Step button during First Person View to step 
sideways. Press the Left & Right Step buttons together to stretch up. 
Effective while hiding behind object during gun fights.

KNOCK ON WALL
Stand up against a wall and press the Punch button to knock on the 
wall. This will draw the attention of an enemy who never seems to leave 
his spot.

ROLLING ATTACK
If you roll into an enemy, you can knock him down. Effective when 
surround by enemies.

BOOK
Placing a book in or near an enemy's path will catch his attention. Not 
effective in Evasion and Alert modes.

QUICK CHANGE
You can deselect equipped weapons and items by pressing the Item or 
Weapon menu button quickly. Press it again to re-equip. Comes in handy 
with First Person View equipment like the Scope.

-----------------------------------------------------------------------
                           A D V A N C E D
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JUMP-OUT SHOT
While in Corner View, equip weapon & press the Weapon button to jump 
out and aim. You can attack quickly around a corner.

HOLD UP
To hold up an enemy, sneak up and press the Weapon button to raise your 
gun. Aim at enemy weak points and the enemy may give you an item.

SHIELD
Use one enemy as a shield by strangling him and taking him hostage. 
Other enemies will hesitate to shoot. You can escape during this 
moment.

AIM AND MOVE
Aim guns by pressing the Weapon button. To move while aiming the gun, 
press both the Weapon button and the Lock-on button. You can also shoot 
while moving.

SHAKE OUT ITEM
Lift an unconscious or dead enemy by pressing the Weapon button. 
Release the Weapon button to drop the body. Continue pressing and 
releasing the Weapon button to shake the body. The enemy may drop an 
item.

DESTROY RADIO
When discovered by an enemy, prevent a call for backup by shooting the 
radio on the right side of his waist before he can call for help.

FIRE EXTINGUISHER
Shoot the fire extinguishers and chemicals will spray out. Use this to 
disorient enemies.

HANG AND JUMP DOWN
While in Hanging mode, press the Crawl button to jump down. To knock 
out an enemy, jump down and land on top of enemy.


=1.3===============================================================1.3=
                       CAUTION, EVASION, ALERT
=1.3===============================================================1.3=

CAUTION MODE: In Caution mode, your radar is still usable. It will have 
a yellow bar underneath it that will slowly empty. Once it's completely 
empty the game will return to normal.

In this mode, more guards can be called up to temporarily search an 
area. Guards that were there before might also leave their original 
patrol route.

How do you get into Caution mode? Well, if you hold up a guard, he 
_sees_ you and you tranquilize him, when he wakes up he'll buzz his 
buddies and the game'll go into Caution mode. They'll also call in if 
you shoot a guard in a non-vital area with a real gun (like the USP), 
or if you kill a guard and another guard sees the body. If you knock a 
guard down (with punches and kicks, or a throw) and hide, so that he 
doesn't see you when he gets up, he'll also call in. If you tranquilize 
a guard and he stays down for a while, eventually his buddies might 
check in to see why they've gotten no word from him. That'll also make 
the game go into Caution (and several guards will come to check up on 
the guard; if he's out in the open, they'll wake him up).

If a guard sees you while in Caution mode, the game will immediately go 
into Alert mode.

EVASION MODE: You automatically go into this mode if you were in Alert 
mode and you lost your pursuers. The radar is unusable in this mode, 
replaced by an orange bar. Evasion will eventually degrade into Caution 
if you can keep yourself hidden well enough. If the guards that were 
after you find you again, you'll immediately go back in Alert mode.

Clearings are done when in Evasion mode. Hide yourself well.

ALERT MODE: The game will go into Alert mode when a guard sees you and 
calls for back-up. The radar is unusable; you'll only have a red bar in 
its place. Usually, in this mode, several guards will quickly show up 
and start shooting at you. If you can get out of everyone's sights, the 
Alert bar will very quickly empty out and you'll go into Evasion mode. 
But there isn't much difference between the two, since when you just 
get to Evasion, the guards will still be near you. Keep yourself well 
hidden.


=1.4===============================================================1.4=
                        USING THE ENVIRONMENT
=1.4===============================================================1.4=

To survive, you must get skilled at using your environment to help you 
out.

LOCKERS: Open and close with the Action button. Get in the locker to 
hide yourself (in higher difficulties, it's safer to also duck so they 
don't see your face through the slit). This is useful when you've been 
found, to hide from the attack team. Lockers sometimes also have items.

PIPES/FIRE EXTINGUISHERS: You can shoot at these to temporarily stun 
enemies. Use this time to either escape or attack.

RAILINGS: Sometimes very useful when you need to hide. On higher 
difficulties, trying to get past an enemy by hanging on a railing right 
next to his patrol route isn't reliable, since they can sometimes spot 
you. You can also drop on enemies to temporarily knock them out, and 
doing a punch-punch-kick combo on an enemy next to a rail will send him 
tumbling over it, usually meaning death.

LOW SPACES: Any object that you can crawl under provides good cover. 
However, it's not a good idea to crawl under somewhere when you've got 
enemy personnel on your tail, since they'll toss grenades and the likes 
at you. Since crawling is slow, chances are you won't get far enough 
way in time.


=======================================================================
-2.0---------------------------------------------------------------2.0-
                  I T E M S   A N D   W E A P O N S
-2.0---------------------------------------------------------------2.0-
=======================================================================

DIFFICULTY LEGEND:
VE = Very Easy
EA = Easy
NO = Normal
HA = Hard
EX = Extreme
E-EX = European Extreme

=2.1===============================================================2.1=
                              I T E M S
=2.1===============================================================2.1=

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                               CAMERA
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IN-GAME DESCRIPTION: "Press Square button for photos. Zoom in w/ Circle
                      button, zoom out w/ X button."


                  -=- WHAT OTACON HAS TO SAY... -=-
OTACON: I'll explain how to use the camera. That digital camera you 
have was specially made to take pictures of the prototype Metal Gear. 
When a picture is taken, the screen data is first stored in the 
camera's internal memory. Then it's automatically processed through 
various algorithms to protect against tampering. Each picture is 
electronically stamped and distinctively encrypted. So, in the off 
change that someone alters the data during transmission, we'll know 
immediately. Oh -- there's a limit to the internal memory's capacity. 
If the memory becomes full, overwrite the pictures you don't need 
anymore. When you're ready to take a shot, use the L1 and R1 buttons to 
scroll left or right among the pictures previews at the bottom of the 
screen.

                       -=- A N A L Y S I S -=-
The Camera only really serves for getting the Metal Gear photos in the 
Tanker. Its internal memory can only hold six photos, and you can't 
save pictures you take with the Camera (only the Digital Camera).

You can have a little fun with it, though. Take a picture of one of the 
female models in the Tanker (Deck-A, crew's quarters has some, in the 
lockers) and watch Otacon's reaction when you upload the pics at the 
computer in Hold 3. Also, if you take a picture of that man's body in 
the Engine Room (starboard), he'll question your sexuality.


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                              AP SENSOR
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IN-GAME DESCRIPTION: "Sensor detecting lifeforms. Vibrates on enemy 
                      approach. All other vibrations will be OFF when 
                      sensor is activated."


                  -=- WHAT OTACON HAS TO SAY... -=-
OTACON: You're using the Anti-personnel Sensor, I see. It measures the 
electromagnetic fields and heartbeat of life forms and coverts the data 
into vibrations. If an enemy draws near, it will vibrate. The stronger 
the vibration, the closer the enemy is. But, remember, when using the 
Anti-personnel Sensor, you'll only be able to feel the vibrations 
coming from the sensor. 

                       -=- A N A L Y S I S -=-
The AP Sensor is only useful if you have your radar off, to know when 
an enemy is near, usually when you can't see yourself (like around a 
corner or something). All other vibrations are turned off when this is 
equipped, but since there aren't any other important vibrations in the 
Tanker anyway, this isn't important.


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                              CIGARETTES
-----------------------------------------------------------------------
IN-GAME DESCRIPTION: "Highly addictive and hazardous to your health."


                  -=- WHAT OTACON HAS TO SAY... -=-
OTACON: Snake, are you smoking? You really should quit. First of all, 
it turns you into an instant target in the dark. As for what it means 
to your health, I won't even go there. Remember what Naomi said about 
lung cancer rates? Everyone knows that it's a dangerous substance.

SNAKE: So's war, and I've done that all my life.

OTACON: Well, you can screw up your own body if you like, but think 
about other people, okay?

SNAKE: This is the new kind that has almost no second-hand smoke. It 
won't bother anyone.

OTACON: Oh really? Didn't I see you toss the butt off the bridge? 
Littering, polluting...

SNAKE: Ummm...

OTACON: You have a long way to go, my friend.

                       -=- A N A L Y S I S -=-
The main idea here is to equip the Cigs to see infrared beams. However, 
since it decreases your life slowly and there are usually other ways to 
see the beams (hitting a fire extinguisher, hitting a sack of flour, 
equipping the Thermal Goggles...), this item is basically useless. 
(Maybe that's how Kojima intended it to be!)


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                           CARDBOARD BOX 1
-----------------------------------------------------------------------
IN-GAME DESCRIPTION: "Cardboard box to transport perishable goods. 
                      Equip to wear."


                  -=- WHAT OTACON HAS TO SAY... -=-
OTACON: Using the old cardboard box trick, huh? Looks good on you, 
Snake. Camouflage is the best way to slip past enemy surveillance. But 
cardboard is just paper when it comes down to it. It won't withstand 
any serious assault for long. Don't rely on the trick too many times, 
either. And I recommend you keep it dry.

                       -=- A N A L Y S I S -=-
Equip and stay still to fool enemy guards. Don't equip this out in the 
rain.

On harder difficulties, the guards may not fall for it, so use it 
sparingly (there are usually better hiding solutions, anyway).


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                          WET CARDBOARD BOX
-----------------------------------------------------------------------
IN-GAME DESCRIPTION: "Cardboard box to transport perishable goods. Wet 
                      and weak. Equip to wear."


                       -=- A N A L Y S I S -=-
Like the regular Cardboard Box, but this one will only fool guards out 
in the rain (obviously, I mean, it's wet).


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                           THERMAL GOGGLES
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IN-GAME DESCRIPTION: "Visualizes heat source distribution. Allows one 
                      to see in the dark. Claymores can be seen when 
                      used."


                  -=- WHAT OTACON HAS TO SAY... -=-
OTACON: You have the Thermal Goggles equipped huh? They provide night 
vision by using variances in heat distribution to create an image. It 
uses a two dimensional solid state projection system to create high-res 
images at sixty fps in real-time. By using the Thermal Goggles, you can 
take a look at the enemy's neck to see if they have dog tags or not.

                       -=- A N A L Y S I S -=-
The Tanker has several dark areas, so I guess you could make some use 
of this item. This will also reveal the infrared beams to you. I 
personally never found the Thermal Goggles useful for spotting 
enemies... Well, not that it wasn't useful for that, just that I never 
needed it.


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                           USP SUPPRESSOR
-----------------------------------------------------------------------
IN-GAME DESCRIPTION: "Firing noise is reduced when attached to USP. 
                      Equip together w/ USP to attach. Unremovable once 
                      attached."

HOW TO ACQUIRE: Beat the Tanker once. It'll show up all of the 
                following times.


                       -=- A N A L Y S I S -=-
Very useful. It suppressor the USP shots, so that no one will hear. If 
you're holding up guards for dog tags this is very useful, as there's a 
much lower risk of you being discovered.


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                                RATION
-----------------------------------------------------------------------
IN-GAME DESCRIPTION: "'Meal ready to eat' to restore life. Press Circle 
                      button to use. Life automatically recovers when 
                      down to 0 if equipped."


                  -=- WHAT OTACON HAS TO SAY... -=- 
OTACON: So you've got rations now. These are military food supplies, 
and allow you to recover some LIFE with use. If it is equipped in 
advance, the ration will automatically be used and LIFE will be 
regained when you received damage. You can select it in the window and 
push the confirmation button to use the item on the spot. Rations were 
designed to be carried and eaten on the field. They're all about 
functionality and calories. They use a special freeze-drying methods 
developed by NROC. They're compact, portable, and last for weeks.

                       -=- A N A L Y S I S -=-
The usefulness of this item cannot be argued. Using rations is the only 
way to restore _during_ battles (your health is restored after some 
boss battles, but even then, not all of them). If you've got no 
rations, you're going to have to beat the fight using only your one 
life bar.

On Extreme difficulty, you won't find many rations lying around. Most 
of the time you'll have to hold up enemies for them. In European 
Extreme, there are no rations period.


Capacity on VE: 10
Capacity on EA: 6
Capacity on NO: 5
Capacity on HA: 3
Capacity on EX: 2
Capacity on E-EX: 0


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                              PENTAZEMIN
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IN-GAME DESCRIPTION: "Benzodiazepine antidepressant. Serves as muscle 
                      relaxant, treats automatic imbalance. Use w/ 
                      Circle button."


                  -=- WHAT OTACON HAS TO SAY... -=-
OTACON: You have Pentazemin in your inventory. If you need to take 
some, select it in the Item Window and push the Enter button. 
Pentazemin is a mild tranquilizer used to treat clinical depression, 
obsessive-compulsive behavior, and anxiety. It belongs to the 
benzodiazepinate family, and along with its antidepressant and anti-
anxiety qualities, it suppresses convulsions. Take it when you have a 
tought shot ahead with the sniper rifle and you need to minimize 
shakiness. But I guess you don't have one of those yet. Well... you can 
also try some if you're feeling really seasick.

                       -=- A N A L Y S I S -=-
Very useful in the Plant chapter, useless in the Tanker chapter. This 
item relaxes muscles, making your shots with the sniper rifle much more 
precise and easy to do. But you don't get a sniper rifle in the Tanker, 
so this thing will only serve to take care of Snake's seasickness.


Capacity on VE: 20
Capacity on EA: 15
Capacity on NO: 10
Capacity on HA: 5
Capacity on EX: 5
Capacity on E-EX: 5


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                                BANDAGE
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IN-GAME DESCRIPTION: "Absorbent pads to stop blood loss when bleeding. 
                      Press Circle button to use while having it 
                      selected in window."


                  -=- WHAT OTACON HAS TO SAY... -=-
OTACON: You've picked up gel bandages, I see. When you're bleeding, 
select the bandage as an equipment to stop the blood. The bandage is a 
type of alginate dressing. It's a highly absorbent pad that gels blood 
and other fluids on contact. It releases calcium ions during 
absorption, hence the coagulating effect.

                       -=- A N A L Y S I S -=-
It's not very common, especially on harder difficulties where you'll 
just die outright from some enemy attacks, but sometimes Snake WILL 
start to bleed. Use the bandage immediately to stop life loss. I 
suggest you pick up at least one of these (there are two in the Aft 
deck, and they're not out of the way no matter which door you must use 
to get in).

Capacity on VE: 10
Capacity on EA: 10
Capacity on NO: 10
Capacity on HA: 5
Capacity on EX: 3
Capacity on E-EX: 3


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                               MEDICINE
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IN-GAME DESCRIPTION: "Cold medicine. Press Circle button to take while 
                      having it selected in window."


                       -=- A N A L Y S I S -=-
The Medicine only shows up on Hard or higher, since Snake only starts 
sneezing on those difficulties. You get only one of these, and I 
recommend you save it until after you go back inside after the Olga 
battle. This is because getting through Deck-D with Snake sneezing is 
much harder than doing so in Deck-A (which is the first place he'll 
start sneezing, since it's where you first enter the inside of the 
Tanker).

Capacity on HA: 1
Capacity on EX: 1
Capacity on E-EX: 1


=2.2===============================================================2.2=
                      S P E C I A L   I T E M S
=2.2===============================================================2.2=

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                              DOG TAGS
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IN-GAME DESCRIPTION: "Select SPECIAL on title screen and enter Dog tag 
                      Viewer mode to look at obtained dog tags."

HOW TO ACQUIRE: Hold up guards.


                       -=- A N A L Y S I S -=-
Serves to unlock the Bandana and the Stealth camo in the Tanker. You 
get them by holding up guards and making them dance.


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                           DIGITAL CAMERA
-----------------------------------------------------------------------
IN-GAME DESCRIPTION: "Press Square button to take photographs. Zoom in 
                      with Circle button, zoom out with X button."

HOW TO ACQUIRE: Beat the Tanker chapter.


                       -=- A N A L Y S I S -=-
Unlike the regular Camera, the shots you take with the Digital Camera 
can be saved on your memory card for later viewing. There are some 
really fun things you can do with this. Try taking unusual shots!


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                               BANDANA
-----------------------------------------------------------------------
IN-GAME DESCRIPTION: "Solid Snake's bandana. Infinity symbol is sewn 
                      in."

HOW TO ACQUIRE: Collect a total of 46 dog tags in the Tanker chapter.


                       -=- A N A L Y S I S -=-
Snake's bandana, huh? I always thought it was smaller... Snake must 
clip it for the Plant chapter...

When you have this item equipped, your bullet count won't go down when 
you shoot. This is very good for weapons that use up bullets fast, like 
the assault rifles, but it loses usefulness in the Tanker, since you 
don't really have to use a lot of bullets.

Also note, you must have at least one bullet in the gun for the item to 
take effect. If you have no bullets in the gun, you won't be able to 
fire it even with this equipped.


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                               STEALTH
-----------------------------------------------------------------------
IN-GAME DESCRIPTION: "Activates when equipped. Can optically deceive 
                      enemy eye, helping you to hide."

HOW TO ACQUIRE: Collect a total of 78 dog tags in the Tanker chapter.


                       -=- A N A L Y S I S -=-
Basically, when you have this equipped, no one can see you. You can 
have serious fun with this, like punching guards and watching them look 
around confused. This item is also helpful, sometimes necessary, for 
getting some of the Dog Tags that are in the Holds.

Be careful when running around with it equipped, though. If you bump 
into somebody, the Stealth camo will automatically unequip. This can be 
quite nasty... (Holds, anyone?)


=2.3===============================================================2.3=
                            W E A P O N S
=2.3===============================================================2.3=

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                                 M9
-----------------------------------------------------------------------
IN-GAME DESCRIPTION: "Tranquilizer with suppressor. Press Square to 
                      aim, and release to fire. Equipped with laser 
                      pointer."


                  -=- WHAT OTACON HAS TO SAY... -=-
OTACON: What you're wielding right now is a converted Beretta M-92F, 
designed to fire tranquilizer rounds. A direct hit will knock the 
target unconscious. Think of those rounds as tiny syringes. The impact 
of the round causes the mixing of two chemicals in the shell. The 
resulting gas compresses a tiny piston and injects the tranquilizer in 
the bullet's tip into the target's skin. The tranquilizer's effects are 
felt at different times depending on where the bullet lands. A head or 
heart shot will take effect immediately, but a round that hits 
somewhere like feet or hands will take a while. Use the First Person 
View Attack for maximum accuracy. The gun is fitted with a suppressor, 
so there is no need to worry about alerting the enemy with the noise. 
But since it is a tranquilizer gun, the M9 has its limitations. All it 
can do is knock the enemy unconscious. Keep that in mind.

                       -=- A N A L Y S I S -=-
You know of the importance of the M9 if you've played the Plant chapter 
on harder difficulties, where you don't get it for a while.

The M9 makes getting through areas much easier. If there's a guard in 
your path, just tranquilize him. You can use it to distract enemies, by 
shooting somewhere in their field of vision, like a wall or something. 
If you're going for a no-kill game, this is the only one of only a few 
weapons in the game that don't kill, so it'll be your main arsenal (in 
the Tanker, it's the _only_ weapon that doesn't kill, not counting the 
Stun Grenades).

The M9 comes with a suppressor already attached, so you never have to 
worry about making noise with it. And even on harder difficulties, the 
M9 can hold a lot of bullets (unlike the USP, whose bullet capacity 
decreases drastically). Very useful indeed.


Capacity on VE: 106
Capacity on EA: 61
Capacity on NO: 46
Capacity on HA: 46
Capacity on EX: 46
Capacity on E-EX: 46


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                                USP
-----------------------------------------------------------------------
IN-GAME DESCRIPTION: "9mm auto. Press Square to aim, release to fire. 
                      15 rounds per magazine. Can attach suppressor."


                  -=- WHAT OTACON HAS TO SAY... -=-
OTACON: Hey, Snake, you found a handgun.

SNAKE: It's a decent one - USP.

OTACON: The USP fires real bullets - not the knockout rounds the M9 
uses. You know that, right? The USP isn't equipped with a suppressor, 
either. If you fire it when there are enemies nearby, they'll probably 
hear it. Keep that in mind. Having the USP will make combat easier, but 
being undetected is still the best way to go. OK?

                       -=- A N A L Y S I S -=-
The handgun of the Tanker chapter. You can find a suppressor for it on 
the Navigational Deck after you've cleared the Tanker at least once. 
This'll allow you to use the USP in many more areas and situations than 
without it, since the shots won't be heard (note that the shots won't 
be heard even without it in the Engine Room, due to the noise there).

Since you don't really need to kill anyone, the USP is used primarily 
for getting the dog tags of those pesky tough guys. Well, you could 
kill guards if you want, but that's your decision, heh. Just watch your 
bullets on harder difficulties.


Capacity on VE: 61
Capacity on EA: 46
Capacity on NO: 46
Capacity on HA: 31
Capacity on EX: 16
Capacity on E-EX: 16


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                           CHAFF GRENADE
-----------------------------------------------------------------------
IN-GAME DESCRIPTION: "Grenade that neutralizes electronic devices 
                      temporarily. Press Square button to aim, release 
                      to throw."


                  -=- WHAT OTACON HAS TO SAY... -=-
OTACON: Hey, you have a chaff grenade. You can use that to interfere 
with enemy radio communications... and electronic devices for a short 
time. The chaff grenade is a weapon that disperses aluminum foil or 
metalcoated glass and plastic fibers to confuse the enemy radar. What 
you have is a portable application of the chaff-launchers built into 
fighter planes. When detonated, the grenade releases tiny chaff pieces 
as well as miniaturized active jammers using a small amount of 
explosives. The grenade can't create full-scale chaff corridors or 
chaff clouds, but will form a Radar Cross Section area large enough for 
single-personnel use. This weapon is for electronic interference only, 
though. It has no effect on enemy personnel.

                       -=- A N A L Y S I S -=-
This item has several uses in the Plant chapter, but in the Tanker 
chapter, it only has one, and that's knocking out security cameras. 
However, there are only two security cameras in the Tanker, and along 
with the camera it knocks out your radar, which can be nothing good if 
you're not used to not having it.


Capacity on VE: 50
Capacity on EA: 30
Capacity on NO: 20
Capacity on HA: 10
Capacity on EX: 6
Capacity on E-EX: 6


-----------------------------------------------------------------------
                            STUN GRENADE
-----------------------------------------------------------------------
IN-GAME DESCRIPTION: "Grenade that stuns enemy soldiers temporarily. 
                      Press Square to aim, release to throw."


                  -=- WHAT OTACON HAS TO SAY... -=-
OTACON: The stun grenade in your equipment is for incapacitating 
enemies without killing them. Stun grenades are non-lethal weapons that 
knock out enemy personnel with an intense flash of light and a burst of 
sound. Once the grenade is airborne, a timed detonator ejects an 
internal cartridge using a small amount of explosives. The cartridge 
then explodes, and releases a flash rated at over a million 
candlepower, with an accompanying bang of over 200 decibels. The 
combinations of the flash and the bang temporarily overwhelms human 
sensory perceptions. There are no projectiles released, so it can only 
knock out enemies, not wound them. Keep that in mind.

                       -=- A N A L Y S I S -=-
A rather dangerous weapon. The sound this grenade makes can alert 
nearby guards, like the USP and the Frag Grenade do, sending the game 
into Alert mode. There are usually better alternatives to using these 
items (the M9, for example).


Capacity on VE: 50
Capacity on EA: 30
Capacity on NO: 20
Capacity on HA: 10


-----------------------------------------------------------------------
                            FRAG GRENADE
-----------------------------------------------------------------------
IN-GAME DESCRIPTION: "Grenade. Press Square to hold, release to throw. 
                      How strong button is pressed varies distance."


                  -=- WHAT OTACON HAS TO SAY... -=-
OTACON: I see you have the grenade equipped. It's an anti-personnel 
frag grenade - throw it at the enemy and the blast and fragments will 
take the enemy out. Watch out -- pushing the Weapon button will pull 
out the pin. Release the Weapon button to toss it. The throwing 
distance depends on how hard you push the Weapon button. After pulling 
the pin, you'll have five seconds until the grenade explodes. Get 
familiar with changing the timing and throwing distance of the grenade 
before it goes off.

                       -=- A N A L Y S I S -=-
A real grenade. Like the Stun Grenade, it'll send the game into Alert 
Mode if you use it with several guards around (who'll obviously hear 
the explosion). This weapon also kills, something you may want to 
avoid.


Capacity on VE: 50
Capacity on EA: 30
Capacity on NO: 20
Capacity on HA: 10
Capacity on EX: 6
Capacity on E-EX: 6


-----------------------------------------------------------------------
                              MAGAZINE
-----------------------------------------------------------------------
IN-GAME DESCRIPTION: "Empty magazine. Press Square button to hold, 
                      release to throw. How strong button is pressed 
                      varies distance."


                  -=- WHAT OTACON HAS TO SAY... -=-
OTACON: Snake, you have an empty magazine in your hand. Why are you 
still carrying that around?

second time - OTACON: Select the magazine and throw it using the Weapon 
button. The noise will draw enemy soldiers toward wherever the magazine 
lands. How strong you push the button determines how large a swing you 
take. Take aim using First Person View and try to land it where it will 
lure the enemy away.

                       -=- A N A L Y S I S -=-
Only available on Very Easy and Easy, this item starts out in your 
inventory. You can throw it like a grenade, but it only serves to get 
an enemy's attention. It can be useful, but again, you don't really 
need it, since there are usually alternatives. Can be handy, but not 
necessary.


Capacity on VE: 200
Capacity on EA: 150


=3.0===============================================================3.0=
-----------------------------------------------------------------------
                     I T E M   L O C A T I O N S
-----------------------------------------------------------------------
=3.0===============================================================3.0=

=3.1===============================================================3.1=
                         STARTING EQUIPMENT
=3.1===============================================================3.1=

 VERY EASY
M9 with 109/109
Magazine with 7/200
Camera
AP Sensor
Cigs

 EASY
M9 with 46/61
Magazine with 4/150
Camera
AP Sensor
Cigs

 NORMAL, HARD, EXTREME, & EUROPEAN EXTREME
M9 with 16/46
Camera
AP Sensor
Cigs


=3.2===============================================================3.2=
                 VERY EASY, EASY, & NORMAL DIFFICULTY
=3.2===============================================================3.2=

AFT DECK:
1 Chaff Grenades (2)
1 Pentazemin (5)
2 Bandage (2)
1 Ration (1)

DECK-A, CREW'S LOUNGE
1 M9 Bullets (15)
1 USP Bullets (15)
1 Stun Grenades (2)
1 Ration (1)

DECK-A, CREW'S QUARTERS
1 M9 Bullets (15)
1 Ration (1)

DECK-B, CREW'S QUARTERS
1 M9 Bullets  (15)
1 USP Bullets (15)
1 Ration (1)

DECK-C, CREW'S QUARTERS
1 Chaff Grenades (2)
1 Ration (1)

DECK-D, CREW'S QUARTERS
2 M9 Bullets (30)
2 USP Bullets (30)
1 Ration (1)
Box 1

DECK-E, THE BRIDGE
1 USP Bullets (15)
1 Ration (1) <- (only on VE & EA difficulties)

NAVIGATIONAL DECK (during Olga battle)
2 M9 Bullets (30)
1 Ration (1)

NAVIGATIONAL DECK
1 Ration (1)
Thermal Goggles
Wet Box
USP Suppressor*

ENGINE ROOM
1 M9 Bullets (15)
4 USP Bullets (60)
1 Frag Grenades (2)
1 Ration (1)

DECK-2, PORT
4 USP Bullets (60)
1 Ration (1)

DECK-2, STARBOARD (before battle)
1 M9 Bullets (15)
2 USP Bullets (30)
1 Ration (1)

DECK-2, STARBOARD (during battle)
2 USP Bullets (30)
1 Ration (1)

HOLD NO. 1
2 M9 Bullets (30)
1 Ration (1)

* You can't get the USP Suppressor on your first time, but it'll show 
up in all of the following play-throughs.


=3.3===============================================================3.3=
                           HARD DIFFICULTY
=3.3===============================================================3.3=

AFT DECK
1 Chaff Grenade (2)
1 Pentazemin (5)
2 Bandage (2)
1 Medicine (1)
1 Ration (1)

DECK-A, CREW'S QUARTERS
1 M9 Bullets (15)
1 Ration (1)

DECK-A, CREW'S LOUNGE
1 M9 Bullets (15)
1 USP Bullets (15)
1 Stun Grenades (2)

DECK-B, CREW'S QUARTERS
1 M9 Bullets (15)
1 USP Bullets (15)
1 Ration (1)

DECK-C, CREW'S QUARTERS
1 Chaff Grenades (2)

DECK-D, CREW'S QUARTERS
2 M9 Bullets (30)
2 USP Bullets (30)
1 Ration (1)
Box 1

DECK-E, THE BRIDGE
1 USP Bullets (15)

NAVIGATIONAL DECK (during Olga battle)
2 M9 Bullets (30)
1 Ration (1)

NAVIGATIONAL DECK
1 Ration (1)
Thermal Goggles
Wet Box
USP Suppressor*

ENGINE ROOM
1 M9 Bullets (15)
4 USP Bullets (60)
1 Frag Grenades (2)
1 Ration (1)

DECK-2, PORT
4 USP Bullets (60)
1 Ration (1)

DECK-2, STARBOARD (before battle)
1 M9 Bullets (15)
2 USP Bullets (30)
1 Ration (1)

DECK-2, STARBOARD (during battle)
2 USP Bullets (30)
1 Ration (1)

HOLD NO.1
2 M9 Bullets (30)
1 Ration (1)

* You can't get the USP Suppressor on your first time, but it'll show 
up in all of the following play-throughs.


=3.4===============================================================3.4=
                EXTREME & EUROPEAN EXTREME DIFFICULTY
=3.4===============================================================3.4=

AFT DECK
1 Chaff Grenade (2)
1 Pentazemin (5)
2 Bandage (2)
1 Medicine (1)

DECK-A, CREW'S QUARTERS
1 M9 Bullets (15)

DECK-A, CREW'S LOUNGE
1 M9 Bullets (15)
1 USP Bullets (15)

DECK-B, CREW'S QUARTERS
1 M9 Bullets (15)
1 USP Bullets (15)

DECK-C, CREW'S QUARTERS
1 Chaff Grenades (2)

DECK-D, CREW'S QUARTERS
2 M9 Bullets (30)
2 USP Bullets (30)
Box 1

DECK-E, THE BRIDGE
1 USP Bullets (15)

NAVIGATIONAL DECK (during Olga battle)
2 M9 Bullets (30)

NAVIGATIONAL DECK
Thermal Goggles
Wet Box
USP Suppressor*

ENGINE ROOM
1 M9 Bullets (15)
4 USP Bullets (60)
1 Frag Grenades (2)

DECK-2, PORT
4 USP Bullets (60)

DECK-2, STARBOARD (before battle)
1 M9 Bullets (15)
2 USP Bullets (30)

DECK-2, STARBOARD (during battle)
2 USP Bullets (30)
1 Ration (1) <- (not on E-EX mode)

HOLD NO.1
2 M9 Bullets (30)

* You can't get the USP Suppressor on your first time, but it'll show 
up in all of the following play-throughs.


=======================================================================
-4.0---------------------------------------------------------------4.0-
        T A N K E R   C H A P T E R   W A L K T H R O U G H S
-4.0---------------------------------------------------------------4.0-
=======================================================================

Here are the walkthroughs.

You'll notice I have a Normal difficulty walkthrough, then I jump to 
European Extreme. Why is that? Well, Normal mode is very similar to 
Easy and Very Easy, the only differences being the obvious ones in 
enemy damage, item capacity, etc, that don't alter the basic 
strategies. Because of that, I only deemed it necessary to write one 
walkthrough, and chose the hardest of the three modes (from VE, EA, & 
NO) so that the player could follow the walkthrough on Normal 
regularly. Or if they were playing Very Easy or Easy, they could still 
follow it, but have the game actually be easier than what the 
walkthrough might have made it to be at times. I used the same 
rationality for Hard onwards. Hard, Extreme, and European Extreme, all 
have the same basic changes in guard behavior, Snake's sneezing, etc., 
so their strategies are basically similar.


=======================================================================
-4.1---------------------------------------------------------------4.1-
            N O R M A L   M O D E   W A L K T H R O U G H
-4.1---------------------------------------------------------------4.1-
=======================================================================

=======================================================================
                              Aft deck
=======================================================================

Snake will start in the Aft deck, out in the pouring rain.

Refrain from moving for the moment. There is a guard patrolling on the 
walkway up in front of Snake. If he sees you, he'll run down to the 
deck to investigate, but since it takes him a long time to do that, you 
can easily find a hiding spot in time. 

Run up the small set of stairs on the right and jump the boxes, then 
grab the Chaff Grenades. Swing over the railing and drop back down to 
the lower level. Don't bother trying the door in front of the stairs, 
it's locked. The one we want is on the catwalk to the right. 
Tranquilize the guard patrolling in front of the door. Once the coast 
is clear, go through the door to emerge in Deck-B, crew's quarters, 
starboard side.


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

You just came in from the rain, so you have to remember that Snake will 
leave footprints for a while, and if any guards see these footprints, 
they will get suspicious and follow them.
 
If you try and run up the stairs, you'll see they are blocked. Looks 
like you'll have to head over to the port side and use those stairs. 
Walking out into the hall, Snake will see a guard looking out the 
window. You can easily sneak up behind him and hold him up while he 
stretches here. After tranquilizing him, you can cross the hall and use 
the stairs to reach the upper level, Deck-C, crew's quarters, port 
side.

(If you want a ration, head down. You'll pass a sliding door (which 
will take you to Deck-A, crew's lounge, but you don't want to go there 
yet) and eventually get to another guard. Look in the small corner 
before the hall the guard is patrolling to find a ration.)


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

To get past the security camera, simply throw a Chaff Grenade and run 
across while the camera's signals are neutralized, or flatten yourself 
against the wall and inch across under its blind spot. Inside the 
locker to the left of the stairs are more Chaff Grenades, and in a 
small vent in the end of the hall is a ration.

Head up the stairs to reach Deck-D.


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

There are several ways to get through this area. The strategy I prefer 
is to simply tranquilize the guard patrolling in front of the stairs 
when he walks out in front of the infrared beams, then crouch and crawl 
under the beams to reach the other side. This way you don't even have 
to deal with the guard in the kitchen area. Climb the stairs here to 
reach the bridge.


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

After watching the cutscenes, go through the door on the left.


=======================================================================
                          Navigational Deck
=======================================================================

-----------------------------------------------------------------------
                           OLGA GURLUKAVICH
-----------------------------------------------------------------------

You can get the first shot in on Olga pretty early. She'll initially 
fire a first volley, then hide behind a box on the right side. Run out 
from behind your cover and aim at her. She'll get up to run to the 
back, and you can shoot her. Run back behind the boxes; after she says 
some words, she'll come back shooting again.

Stay hidden behind the boxes until Olga says everything she has to say 
(you lose control at some points, which is dangerous). After that, run 
to the left and (under the cover of the boxes), shoot out the spotlight 
so she won't be able to use it against you later on.

The main strategy from now on is to get spotted in one area, then, 
while she draws back (between firing), run to the other, so that she 
still thinks you're in the same area. This way, you can aim for her 
head to cause more damage, and do it safely.

Once Olga's life gets cut to half, she'll shoot out a cover. You won't 
be able to see her from the right side of the area, but from the left 
you can. The best time to strike is when you see her pulling the pin on 
one of her grenades. After hitting her just once, she'll get rid of the 
cover. Go back to the old strategy. If she stays planted near the 
spotlight, though, hide until she goes to throw another bomb at you and 
then shoot at her (she'll be defenseless while pulling the pin and 
throwing the grenade). Keep it up and she'll soon go down.

-----------------------------------------------------------------------

After the fight, Snake will retrieve the USP from Olga. This gun can 
kill, and if there are any other guards in the guard besides the one 
you're shooting at, the game will go into Alert mode. Be very careful 
when using this weapon.

Anyway, you now need to backtrack to Deck-B, crew's quarters again. 
Remember that slider door (starboard side) from before? Go through to 
find yourself in Deck-A, crew's lounge, our next destination.

Note: The only difference while going back to Deck-B is that a guard 
will show up in Deck-C. But he's in a position where you can easily 
tranquilize him.


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

You can try and tranquilize the guard walking back and forth here, but 
it is risky. If you don't down him in one shot (with either a head, 
heart, or groin hit), he'll look around confused, and if he's close to 
you, he might get a glance at you and walk up the stairs to 
investigate. Since there's nowhere to hide, he'll spot you unless you 
run back out the door to Deck-B.

A safer solution is waiting for him to walk to the left, then quickly 
run down the stairs and go right. Descend another flight of stairs at 
the end of the hall and go through the slider door (picking up the Stun 
Grenades in case you should need them) to reach the Engine Room.


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

Head up and through the door on the left. You'll come to a guard 
looking over the railing, occasionally stretching. This guard won't 
ever look back or to the sides, unless you make some noise, so he's 
easy prey if you want to tranquilize him.

You can also hit him over the railing, which will cause him to come 
crashing down on another guard two levels below. This will kill the 
guard you hit and knock out the other one, however I don't really 
recommend you do this, since the guard will come to rather quickly, and 
alert his buddies, making the game go into Caution mode.

From the top level you can hang from the railing and jump down to lower 
levels (beware that jumping more than one level down will hurt Snake) 
or use the stairs. Tranquilize the guard in the middle level if you 
feel he might cause you trouble, or you can hang over him and drop down 
on top of him when he walks underneath you to knock him out.

In the lower level, there's a guard staring at a column, looking left 
and right. You can easily sneak up on him, so he should be no problem.

Cross the small bridge to the middle section and run around until you 
get to the stairs. You can take the bottom path, or you can run up the 
stairs and go the upper path. Either one is okay, but running up the 
stairs provides you with a good spot to tranquilize all the remaining 
guards on the port side, clearing the way for Snake.

Once you reach the small room on the port side, a guard will emerge 
from the now-repaired door, announcing that he will patrol the area. If 
you don't want confrontation, just hide in one of the lockers and wait 
for him to go away. You can also take him down while he's talking on 
the radio when he first appears.

If you try to go any further, Otacon buzzes in and warns you of the 
explosives blocking your path. You have to take out three control units 
on Normal difficulty (and higher), two on Easy, and one on Very Easy.

Get on top of the box closest to the lockers and stand at the very 
bottom tip of it. Go into FPV and you should see the control unit 
behind some explosives, up near the wall. Take careful aim and take it 
out.

The second control unit is on the ground, in plain view. You should 
have no trouble taking this one out. (This is the only one you have to 
take out in Very Easy.)

The last control unit is cleverly placed, facing away from you so you 
can't see the green light. It is on top of an explosive, across the bag 
of flour. 

Once all three units are down, go through the door.


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

Run forward and you'll eventually come to a guard walking your way. You 
can tranquilize him before he ever comes close to seeing you. You can 
also run to the right into that small little room. Flatten yourself 
against the top wall and slide behind the pipes, the furthest to the 
right you can go. This way he won't see you, and simply continue on 
walking down.

After getting past him, keep running up and you'll come to another 
guard, this one listening to some loud music. Tranquilize him or hold 
him up.

Now go right until you get to another guard. This is one sleepy, his 
vision going in and out from time to time. You can easily run past him 
while he dozes off, but if you don't want to risk getting the timing 
wrong, just do him a favor and tranquilize him already. Keep going 
right and go through the door.


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

Run right, grabbing any items you might be in need of, then turn and 
head down.

-----------------------------------------------------------------------
                          RUSSIAN SOLDIERS
-----------------------------------------------------------------------

There are two boxes you can use for cover here. If the soldiers throw a 
grenade, run and roll to the other box to avoid getting hit.

The main strategy here is just to hide behind the box and wait for them 
to shoot. When they stop, quickly stand up and try to get a head shot 
in. This is good if you're using the M9 because you don't want to kill 
anyone, or if you're low on ammo.

After taking down five or six guards, either killing them or 
tranquilizing them, three guards will charge at you from their cover. 
At this point, you need to come out from behind the boxes and quickly 
take aim at the oncoming men, or else they'll reach you and open fire.


=======================================================================
                             Holds 1-3
=======================================================================

There are several ways to get through the holds.

GROUND PATH: Get down to the ground level by descending the two stairs. 
Head to the left, crouching and crawling under the projector's image. 
When you're clear, get up and run to the left some more. Run up towards 
the door on the other side of the room, but be careful: if you step on 
the plated floor, a marine will hear the noise and come investigating. 
In Hold No. 2 you'll have to get back to the right side of the room, 
crawling under the projector again. Wait until the marines turn to the 
left, then run up to the next door to get to Hold No.3.

UPPER-RIGHT PATH: Consists in descending one level using the ladder, 
then flattening yourself up against the rail as close to the second 
ladder as you can. Hop over it and quickly begin moving up. You should 
reach a platform just as your grip is about to run out. Jump back up 
(be careful since there'll be a marine there) and continue to Hold No. 
2, where you'll have to do the same thing. In Hold 3, you can slide 
down to the ground level using the pole on the right side.

UPPER-LEFT PATH: On the top level, flip over the railing and hang 
across the chamber. After that, this path is just like the upper-right 
path.

LOWER PATH: Go down to the ground path, and look for the hatches in 
either side of the room. Open them and get in, then crouch and crawl 
through the vents. This'll quickly take you to Hold 3. (While you're 
crawling, if a marine drops a magazine in your path, wait a few seconds 
until his shadow disappears, or they'll spot you if you crawl in their 
line of vision.)

Whichever path you take will take you to the same place, Hold No.3, 
where you must get the photos. You need a left shot, a right shot, a 
front shot, and a shot of "MARINES" on the Metal Gear.

Getting the pictures is simple enough. Move to the each corresponding 
place on the ground level (left part of the room, right part, and the 
middle) and take a picture of the Metal Gear. For the Marines 
lettering, it is on either side of the Metal Gear, so you'll have to 
run more up and zoom up with the camera to get the Marines lettering 
centered. You can also take this shot from the upper levels, if you got 
here by the upper paths.

You'll know you've taken the shot right when Snake says "Good." And 
remember, if the Colonel says anything about stretching, or letting the 
marines at ease, or if he says something about anti-Metal Gear 
terrorists (i.e., YOU), hide. In all of the above cases, the Marines 
could spot you if you're out in the open.

When you're done, get to the ground level if you're not there already 
and go to the right side of the room. Log into the little computer 
there and you'll upload the photos to Otacon.


=======================================================================
-4.2---------------------------------------------------------------4.2-
        E U R O P E A N   E X T R E M E   W A L K T H R O U G H
-4.2---------------------------------------------------------------4.2-
=======================================================================

Since I'm assuming you've played the game several times before even 
thinking of attempting European Extreme, this walkthrough will hold 
your hand less than the Normal walkthrough did.

=======================================================================
                              Aft deck
=======================================================================

Refrain from moving for the moment. There is a guard patrolling on the 
walkway up in front of Snake who'll run down to the deck if he sees 
you.

Snake will not be able to enter the Tanker using the door leading to 
Deck-B this time. He'll have to take a longer path, going through the 
door on the port side, which leads to Deck-A, crew's quarters.

Out of the items available in the Aft deck, there's one you definitely 
should get, and another you might want, but don't need. The former is 
the Medicine, used to stop Snake's sneezing, and is located in the 
middle of the platform above Snake's starting point. The latter is the 
Chaff Grenades, which you can use to get past Deck-C with less risk, 
but isn't really needed.

Head right first. I find it safer to tranquilize the guard on the 
catwalk there to get on the top platform than to go port side. Wait 
until he looks into his goggles and run up the stairs to hold him up. 
Get on top of the platform and grab the Medicine. Beware the guard that 
patrols here (though he should be on the port side of the platform if 
you came here immediately).

Tranquilize the guard patrolling in front of the ground level door on 
port side, preferably from a higher position to guarantee safety, then 
head on in through that door.

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

Snake might sneeze some in this area, but don't waste the Medicine! 
You'll need it more in a later area.

Wait a second, then when the guard turns his back to you, run out into 
the hall on the right and shoot him. Hopefully you'll hit a vital area 
and he'll go down in one hit. If not, hopefully he won't see you when 
he turns around.

After taking him down (if he moves right and you weren't able to hit 
him, run after him and hold him up or shoot him from a distance).

There are M9 bullets in the rightmost bottom locker of the locker room.

Continue right, then up, and go through the sliding door.

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

If Snake sneeze in this little starboard hall, run down the stairs 
immediately to avoid the guard that will come investigating.

To get past this area, it's best to tranquilize both guards. Be wary of 
their field of vision, though; it's much longer than the radar makes it 
to be in this difficulty.

Run up the little stairs and head through the sliding room on the 
right.

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

Run up and hold up the guard staring out the window. Tranquilize him 
and move on.

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

If you got the Chaff Grenades earlier, throw one and continue to Deck-
D. If not, flatten yourself against the wall and wait under the 
camera's blindspot. When the camera's vision turns to the right, then 
begins turning to the left again, star shifting right. When it stops 
down, you should have gotten some distance from it, so run normally to 
the left and up the stairs.

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

The quickest and safest way to do this area is to quickly run up behind 
the guard that starts out walking right (behind Snake) and hold him up, 
tranquilizing him. Then flatten yourself against the and tap it. The 
guard on the other side will hear it and come investigating. As soon as 
he starts walking left, crawl under the infrared beams to reach the 
Deck-E stairs.

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

After watching the cutscenes, go through the door on the left.

=======================================================================
                          Navigational Deck
=======================================================================

-----------------------------------------------------------------------
                           OLGA GURLUKAVICH
-----------------------------------------------------------------------

You can get the first shot in on Olga pretty early. She'll initially 
fire a first volley, then hide behind a box on the right side. Run out 
from behind your cover and aim at her. She'll get up to run to the 
back, and you can shoot her. Run back behind the boxes; after she says 
some words, she'll come back shooting again.

She'll plant herself behind a box on the right side. Run to the extreme 
left and shoot her while she's shooting the boxes where she thinks you 
still are. Now hide behind the boxes on the left side and wait.

Now you need trick her like you would on Normal. Make her think you're 
in one place, but then run to another while she draws back between 
shots, so that she doesn't see that you moved. When her life gets to 
half, she'll shoot herself a cover. When she does this, run to the 
right.

Wait until she begins to pull the pin on one of her grenades. But don't 
run out immediately, give her a second, or else she'll go back for 
cover. Run out and try and hit her (you won't be able to see where she 
is because of the cover, but you should have an idea). After shooting, 
run back behind the boxes to avoid getting shot. If you hit her, she'll 
get rid of the cover; if not, wait and try again.

After the cover, Olga will sic the searchlight on you (note that you 
can't destroy the searchlight on Extreme and E-Extreme). This is where 
it gets tricky. You can use the same strategy as you used when she had 
the cover (wait until she goes to throw a grenade to strike). Wait on 
the right side. When she's going to throw the grenade, run to the left 
(the searchlight will be on the right, so it'll be easier for you to 
see) and shoot her, immediately running for cover afterwards.

-----------------------------------------------------------------------

After beating Olga, run back inside. There's nothing useful here.

Return to Deck-D.

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

When you enter, use the Medicine. Snake sneezing here is very 
dangerous.

To get past this area, use the same strategy as before, only in 
reverse. Tranquilize the guard walking back and forth in front of the 
infrared beams. If he was close enough to the beams, the guard on the 
other side will see and come. If he wasn't, tap on the wall to make him 
come. Quickly crouch and crawl under the beneath. Run down the stairs 
and return to Deck-A, crew's lounge.

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

Stay where you are. Tranquilize the guard walking to the right when 
he's around the front of the stairs. Wait; the other guard will see him 
down and come to investigate. Before he can kick the other guard awake, 
tranquilize him too.

Continue on to the Engine Room.

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

Tranquilize the guard looking over the railing in the top level. Wait 
at the edge and tranquilize the guard on the middle level. Move to the 
lower level, and do the same to the guard there. 

Now be careful when running up the stairs in the mid-section. The guard 
patrolling there now walks around a lot more than in earlier 
difficulties, so be wary of his location. Don't stand around the 
staircase, either. Eventually he'll walk down it and spot you if you're 
around that area.

The guard near the door on the port side has the ability to see you 
when you're on the upper mid-section. He'll run down to investigate, 
but you'll have a lot of time to tranquilize before he reaches you. 
Don't forget about the guard in the bottom section; he eventually walks 
up to the middle level.

In the little room on the port side, tranquilize or wait for the guard 
who patrols it to leave, then take out the control units, continuing to 
Deck-2.

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

Run forward and you'll eventually come to a guard walking your way. You 
can tranquilize him before he ever comes close to seeing you. You can 
also run to the right into that small little room. Flatten yourself 
against the top wall and slide behind the pipes, the furthest to the 
right you can go. This way he won't see you, and simply continue on 
walking down.

After getting past him, keep running up and you'll come to another 
guard, this one listening to some loud music. Tranquilize him or hold 
him up.

Now go right until you get to another guard. This is one sleepy, his 
vision going in and out from time to time. You can easily run past him 
while he dozes off, but if you don't want to risk getting the timing 
wrong, just do him a favor and tranquilize him already. Keep going 
right and go through the door.


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

Run right, grabbing any items you might be in need of, then turn and 
head down.

-----------------------------------------------------------------------
                          RUSSIAN SOLDIERS
-----------------------------------------------------------------------

There are two boxes you can use for cover here. If the soldiers throw a 
grenade, run and roll to the other box to avoid getting hit.

The main strategy here is just to hide behind the box and wait for them 
to shoot. When they stop, quickly stand up and try to get a head shot 
in. This is good if you're using the M9 because you don't want to kill 
anyone, or if you're low on ammo.

Don't stay in First Person View all the time. A guard might charge you 
even every now and then, even before the three at the end. If you stay 
in FPV, you won't be able to see him until he's right on you, which is 
nothing good. If this does happen, quickly shoot one of the pipes next 
to him to stun him, then use the time to take him down to avoid getting 
hurt.

After taking down five or six guards, either killing them or 
tranquilizing them, three guards will charge at you from their cover. 
At this point, you need to come out from behind the boxes and quickly 
take aim at the oncoming men, or else they'll reach you and open fire.

Shoot the first one down and the other two will stop, making them easy 
targets.

=======================================================================
                             Holds 1-3
=======================================================================

Descend the ladders down to the ground level. Move to the left and use 
the ground path to go through the door leading to Hold No.2. Watch out 
for the patrolling guard in this area; tranquilize him from afar.

In Hold No.2 there are more patrolling guards, so walk left and open 
the hatch on the ground. Use the lower path to get to Hold No.3. Get 
the pictures, upload them to Otacon, and you're done.


=======================================================================
-5.0---------------------------------------------------------------5.0-
                           D O G   T A G S
-5.0---------------------------------------------------------------5.0-
=======================================================================

=5.1===============================================================5.1=
                          INTRO TO DOG TAGS
=5.1===============================================================5.1=

What are dog tags? They're those military tags that contain info on the 
soldier wearing it, like name, birthday, etc. Almost every soldier in 
MGS2 has a dog tag you can get. But why get them?

Because you can unlock special items for use in the Tanker and the 
Plant. But to unlock those, you need to collect a certain number of 
tags in the chapter you want to get the item in.

In the Tanker chapter, the prizes are only two...

46 dog tags - Bandana (infinite ammo)

78 dog tags - Stealth (makes Snake invisible)

So how do you get dog tags? By holding up guards! What do you have to 
do?

Sneak up behind a guard and go into First Person View. Aim your gun at 
him and Snake will yell `Freeze!'. The guard will put his arms up. Now 
you must walk in front of him and point the gun at either his neck, 
heart, or groin (he must be able to see you) to make him get scared and 
drop his tag.

Some guards are brave, though. For these so-called `tough guys', you 
must either shoot them in a non-essential area or shoot the air right 
next to their heads to make them give up their tag. Remember, though, 
that for this, you need a real gun, not the M9.

-----------------------------------------------------------------------
                   GENERAL TIPS ON GETTING DOG TAGS
-----------------------------------------------------------------------

- If the guard is too close to a wall or railing, unequip your weapon 
and choke him. Drag him back a bit, then quickly equip your weapon and 
move in front of him, holding him up. (You can also run into him, 
which'll make him take a step or two back.)

- Don't ever let the enemy see you without a weapon equipped. If he 
does, he'll attack you and call for backup, putting the game in Alert 
mode.

- Don't keep your back turned to the enemy too long, or he'll attack.

- Don't try holding up members of the attack team. You can do it, but 
they're trained to get out of the situation (they'll slowly duck down 
and bolt around, knocking you down and/or shooting at you, which is 
very hard to counter). Besides, they don't have dog tags, so why 
bother?

- Don't ever kill a guard whose dog tag you're trying to get. Depending 
on your difficulty, he could take a long time to respawn.

- If you need the tag of one guard, and there's another pesky one 
getting in your way, just tranquilize that other one and focus on one.

- Never let a guard hear your weapon go `click' (meaning you're out of 
bullets). This'll make him immediately attack and call for back-up.

- If at any time you want to see if you've gotten a certain guard's tag 
or not, switch to an item that goes into First Person View (Camera, 
Digital Camera, Scope; in the Tanker, only the Camera and Digital 
Camera are available), point at the guard and press Triangle. If you 
have his tag, his name will show up in blue over his head.


-----------------------------------------------------------------------
                   USING THE DOG TAG WALKTHROUGHS
-----------------------------------------------------------------------

I made a chart for each difficulty listing the basic information you 
can find in the Dog Tag Viewer 2002 in the game, and also a column 
("T") indicating if the guard is a tough guy or not (if he is, there 
will be a "Y" under this column). Beneath the chart I have a brief 
walkthrough of (what I thought was) the most convenient order to get 
the tags.


=5.2===============================================================5.2=
                       VERY EASY MODE DOG TAGS
=5.2===============================================================5.2=

                                         BLOOD
### T NAME                     BIRTHDAY   TYPE  LOCATION
-----------------------------------------------------------------------
000   Olga Gurlukovich           0923       A   Navigational deck, wing
001   Josh Spires                0716       ?   Aft deck
002   Tomomi Nasu                0824       B   Aft deck
003   Stephen M Driver           1217       A   Aft deck
004   Brendan McLeod             0510      AB   Navigational deck, wing
005 Y Hajme Tusima               0607       A   Deck-A, crew's quarters
006 Y Yuki Hongoh                0507       B   Deck-B, crew's quarters
007   Takahiro Yura              0119       A   Deck-A, crew's lounge
008   David P LaFrenier          0305       A   Deck-A, crew's lounge
009   Eric Bravo                 0806       A   Deck-A, crew's lounge
010   Miguel Luis Cunha          0304       O   Deck-D, crew's quarters
011 Y Eiji Senke                 0322       B   Deck-D, crew's quarters
012   Yohsuke Sakaguchi          0802       A   Deck-2, port
013   Jan Friese                 1016       A   Deck-2, port
014   Marius Torsud              1224       ?   Deck-2, port
015   Andrej Pedercina Mimica    0113       ?   Engine Room
016   Mike J Corbitt             1205       O   Engine Room
017   Aaron T Powell             1111       O   Engine Room
018   Jeff A Saylor Jr           1110       ?   Engine Room
019   Kazuki Tokunaga            1224       O   Engine Room
020   Kamil Mania                0710       ?   Hold No.1
021   Ismael Miranda de Andrade  0421       B   Hold No.1
022   Darryl F Kemp              0824       B   Hold No.3
023   Yoshitoshi Toyoda          0726       A   Hold No.3


[Aft deck] 001, 002, 003 - Tomomi Nasu is the guy on the right side. 
Josh Spires is the guy on the left side. Stephen M Driver is one who 
starts out in the middle, on the high platform. None of them are tough 
guys. Enter the Deck-B door, and, skipping the guard here, go to Deck-
D.

[Deck-D, crew's quarters] 010 - Miguel Luis Cunha is the guard 
patrolling in front of the stairs. Hold him and move on to the 
Navigational deck.

[Navigational deck] 000, 004 - Pick up Olga and drop her, then get her 
tag. Move right, to the other side of the deck, and hold up the guard 
(Brendan McLeod) that comes out of the door. Run back down to Deck-D.

[Deck-D, crew's quarters] 011 - Now you can get the pantry guard (Eiji 
Senke), since he's a tough guy. Remember to take out and hide Miguel's 
body if you don't have the USP suppressor. After getting

[Deck-B, crew's quarters] 006 - Yuji Hongoh is a tough guy, but now you 
can get his tag. Run down to the lounge.

[Deck-A, crew's lounge] 008, 009 - Eric Bravo is the guard patrolling 
left and right, and David P LaFrenier is the smelly guard downstairs on 
the port side. Takahiro Yura is also here in the crew's lounge, but he 
will only show up if you enter the lounge from Deck-A, crew's quarters, 
or the Engine Room. Go to Deck-A, crew's quarters.
 
[Deck-A, crew's quarters] 005 - Hajme Tusima is all alone, but he's a 
tough guy. Get his tag and go back to the lounge.

[Deck-A, crew's lounge] 007 - Get Takahiro Yura's tag and move on to 
the Engine Room.

[Engine Room] 015, 016, 017, 018, 019 - First up is Jeff A Saylor Jr. 
He's the guy looking over the railing just as you walk out the door on 
the left. Andrej Pedercina Mimica is patrolling in the middle level of 
the starboard side. Then comes Mike J Corbitt; he's the sitting duck 
looking left and right on the bottom level of the starboard side. Aaron 
T Powell is the guard keeping watch in the middle section. Finally, 
Kazuki Tokunaga is the man who comes out to patrol the small room on 
the port side.

[Deck-2, port] 012, 013, 014 - Run up until you see a guard (Yohsuke 
Sakaguchi) walking towards you. There should be a small room to your 
right at this point (the third small room, if you count). Get in it and 
flatten yourself against the top wall, sliding to the right as far as 
you can, so when the guard inspect the area, he won't spot you. After 
he continues with his patrol, run out of your hiding spot and run after 
him to hold him up. Run up and get Jan Friese's tag (the guard 
listening to music). Run right and hold up Marius Torsud, continuing to 
Hold No.1 afterwards.

[Hold No.1] 020, 021 - Ismael is the marine standing to the left of the 
projector. Get his tag first. Kamil Mania is on the upper-right path. 
To get to him, go down one ladder then hang off the railing and start 
moving up. You should reach the platform he's on as your grip gauge is 
running out (if you're on Level 1, that is). Note that you don't have 
to have higher level Grip, but you do need to be at full life. Follow 
the upper path all the way to the third Hold.

[Hold No.3] 022, 023 - Darryl F Kemp is the guard on the platform in 
front of you, if you followed the upper path. Yoshitoshi Toyoda is the 
sleeping guard in your way, after you descend to the ground level.
 

=5.3===============================================================5.3=
                         EASY MODE DOG TAGS
=5.3===============================================================5.3=

                                         BLOOD
### T NAME                     BIRTHDAY   TYPE  LOCATION
-----------------------------------------------------------------------
000   Olga Gurlukovich           0923       A   Navigational deck, wing
001   Justin P Verrier           0511       ?   Aft deck
002   Ryouichi Matsumoto         0501       A   Aft deck
003   Michael S Futter           0209       B   Aft deck
004   Michael Vogt               0402       O   Navigational deck, wing
005   Kei Kudou Mon              0410       O   Deck-A, crew's quarters
006 Y Eetu Holmqvist             1207       A   Deck-B, crew's quarters
007 Y Matthew W Hunt             1114      AB   Deck-A, crew's lounge
008   David W Pelster            0711       ?   Deck-A, crew's lounge
009   Takumi Shimada             0202       A   Deck-A, crew's lounge
010   Cary J Schwartzman         0216       B   Deck-D, crew's quarters
011   Danilo NE Carbone          0426       O   Deck-D, crew's quarters
012   Adam Lloyd                 0718       ?   Deck-2, port
013   David E Palm               0506       ?   Deck-2, port
014   Yuki Aoki                  1019       B   Deck-2, port
015   William N Bruce            0910       O   Engine Room
016   Chien Jen Liang            0429       O   Engine Room
017   Luke Boulerice             0815       ?   Engine Room
018   Yusuke Sasaki              0924       B   Engine Room
019   Travis J Long              0219       O   Engine Room
020   Steven A Weekes            0408       O   Engine Room
021   Marco Silvano              0106       ?   Hold No.1
022   Xesk Malone                1217       O   Hold No.1
023   Michalis Taubert           0705       A   Hold No.3
024   Lee A Myers                1230       B   Hold No.3
025   Rock Young                 0911      AB   Hold No.3


[Aft deck] 001, 002, 003 - Ryouichi Matsumoto is the guy on the right 
side. Justin P Verrier is the guy on the left side. Michael S Futter is 
one who starts out in the middle, on the high platform. None of them 
are tough guys. Enter the Deck-B door, and, skipping the guard here, go 
to Deck-D.

[Deck-D, crew's quarters] 010, 011 - Cary J Schwartzman is the guard 
patrolling in front of the stairs. Hold him up then hide his body and 
enter the pantry to make Danilo NE Carbone show up. Hold him up and 
move on to the Navigational deck.

[Navigational deck] 000, 004 - Pick up Olga and drop her, then get her 
tag. Move right, to the other side of the deck, and hold up the guard 
(Michael Vogt) that comes out of the door. Run back down to Deck-B.

[Deck-B, crew's quarters] 006 - Eetu Holmqvist is a tough guy, but now 
you can get his tag. Run down to the lounge.

[Deck-A, crew's lounge] 008, 009 - Takumi Shimada is the guard 
patrolling left and right, and David W Pelster is the smelly guard 
downstairs on the port side. Matthew W Hunt is a tough guy here, but 
with the USP that won't be a problem (if you don't have the suppressor, 
make sure you tranquilize the other two guards). Note that he will only 
show up if you enter the lounge from Deck-A, crew's quarters, or the 
Engine Room. Go to Deck-A, crew's quarters.
 
[Deck-A, crew's quarters] 005 - Key Kudou Mon is all alone and isn't a 
tough guy in this mode. Get his tag and go back to the lounge.

[Deck-A, crew's lounge] 007 - Get Matthew W Hunt's tag and move on to 
the Engine Room.

[Engine Room] 015, 016, 017, 018, 019, 020 - First up is Travis J Long. 
He's the guy looking over the railing just as you walk out the door on 
the left. William N Bruce is next on the list. He's patrolling in the 
middle level of the starboard side. Chien Jen Liang is next; he's the 
sitting duck looking left and right on the bottom level of the 
starboard side. Luke Boulerice is the guard keeping watch in the middle 
section. Yusuke Sasaki stands post on the top level of the port side. 
Finally, Steven A Weekes is the man who comes out to patrol the small 
room on the port side.

[Deck-2, port] 012, 013, 014 - Run up until you see a guard (Adam 
Lloyd) walking towards you. There should be a small room to your right 
at this point (the third small room, if you count). Get in it and 
flatten yourself against the top wall, sliding to the right as far as 
you can, so when the guard inspect the area, he won't spot you. After 
he continues with his patrol, run out of your hiding spot and run after 
him to hold him up. Run up and get Devid E Palm's tag (the guard 
listening to music). Run right and hold up Yuki Aoki, just don't go out 
when he opens his eyes.

[Hold No.1] 021, 022 - Xesk Malone is one tough tag to get. You'll 
probably only want to attempt it when you have Stealth. This marine is 
the one who forgot his pants, near the front of the line. You'll have 
to tranquilize every single marine around him if you want to hold him 
up without Stealth. If you do this, however, you'll probably want to 
get caught to start things over, since you'll have used up a ton of 
bullets and time. Marco Silvano is on the upper-right path. To get to 
him, go down one ladder then hang off the railing and start moving up. 
You should reach the platform he's on as your grip gauge is running out 
(if you're on Level 1, that is). Note that you don't have to have 
higher level Grip, but you do need to be at full life. Follow the upper 
path all the way to the third Hold.

[Hold No.3] 023, 024, 025 - Michalis Taubert is the guard on the 
platform in front of you, if you followed the upper path. Lee A Myers 
is the sleeping guard in your way, after you descend to the ground 
level. The last guard (Rock Young) is also tough, like Xesk Malone. 
He's the fourth soldier, starting from the left, in the front row. If 
you don't have Stealth and want to get his tag, the only way is to 
tranquilize everyone. Put him in a chokehold and drag him away from the 
others, then hold him up.


=5.4===============================================================5.4=
                        NORMAL MODE DOG TAGS
=5.4===============================================================5.4=

                                         BLOOD
### T NAME                     BIRTHDAY   TYPE  LOCATION
-----------------------------------------------------------------------
000   Olga Gurlukovich           0923       A   Navigational deck, wing
001   Garret L Peters            0920      AB   Aft deck
002   Sunny Hsu                  1106       A   Aft deck
003   Pablo Maisuls              0529       A   Aft deck
004   Samuel B Sandoval          1214       A   Navigational deck, wing
005   James I Bartelle           0414       ?   Deck-C, crew's quarters
006 Y Daniel Kucan               1130       O   Deck-A, crew's quarters
007   Ronan Khim                 1105      AB   Deck-B, crew's quarters
008   Masanori Inui              1014       O   Deck-B, crew's quarters
009   Jeng L Valencia            0804      AB   Deck-A, crew's lounge
010 Y Seth T Hay                 0420       O   Deck-A, crew's lounge
011   Daniel W Dennison          0312       ?   Deck-A, crew's lounge
012   Flavio Camargos            0727       A   Deck-D, crew's quarters
013 Y Brad R Whitefield          1005      AB   Deck-D, crew's quarters
014 Y James Broome               0408       ?   Deck-D, crew's quarters
015   Hiromasa Watanabe          0516       A   Deck-2, port
016   Kieran Keegan              1111      AB   Deck-2, port
017   Hirokazu Takahashi         1006       A   Deck-2, port
018   Marwan Abdullah AlHarbi    0101       O   Engine Room
019   Henning Rhoden             1005       B   Engine Room
020 Y Marcelo Zamorano           0828       A   Engine Room
021   Simon F Picard             0515       O   Engine Room
022   Haden K Oneil              0307       ?   Engine Room
023   Yuji Higuchi               0322       B   Engine Room
024   Husain Abdulrazaq AlHasan  0514       ?   Engine Room
025   Robert R Bruce             1116       A   Hold No.1
026   Kenzi Tanda                0328       O   Hold No.1
027   Ivan E Saldarriaga         0910       O   Hold No.1
028   Christopher G Hercus       1211       O   Hold No.2
029   Tomohiro Katoh             0926       B   Hold No.2
030   David Crumpler             0514       B   Hold No.3
031   Joao E Martins             1114       A   Hold No.3
032   Mika A Taayela             1118       ?   Hold No.3


[Aft deck] 001, 002, 003 - There are three guards in the Aft deck, 
Garret L Peters, Sunny Hsu and Pablo Maisuls. None of them are tough 
guys, so get their tags, then head inside the Tanker using the 
starboard door (to go into Deck-B and not Deck-A).

[Deck-B, crew's quarters] 007, 008 - Ronan Khim and Masanori Inui are 
here. They're not tough guys. Get their tags and head up to Deck-D.

[Deck-D, crew's quarters] 012 - Flavio Camargos is the only one of 
three guards in Deck-D that isn't a tough guy. So get his tag (he's the 
one patrolling in front of the stairs leading to the bridge) and move 
up to the Navigational deck.

[Navigational deck] 000, 004 - After beating Olga, shake her to make 
her tag drop. Then head right to the other side of the Navigational 
deck and a guard will walk outside. That's Samuel B Sandoval. Get his 
tag then go back inside. Get the USP bullets in the bridge and head 
down to Deck-D.

[Deck-D, crew's quarters] 013, 014 - Tranquilize Flavio, since you 
should have his tag already. Then wait for an opening to sneak up on 
Brad R Whitefield (the guy in the kitchen). Since Flavio's down 
sleeping, there should be no problem firing the USP here, so get Brad's 
tag. Drag Flavio into the kitchen, behind the door, then head into the 
pantry area. A guard (James Broome) will show up and go into the pantry 
(since you dragged Flavio's body out of the way, he won't see it). Get 
his tag then descend to Deck-C.

[Deck-C, crew's quarters] 005 - James I Bartelle will show up in Deck-
C, walking left. Flatten yourself against the wall to the left of the 
stairs and wait for him to pass you, then just hold him up. Go to Deck-
A, crew's lounge.

[Deck-A, crew's lounge] 010, 011 - Daniel W Dennison is the guard 
patrolling in the main hall. You can almost immediately descend the 
stairs and sneak up on him, since he'll be walking to the right and 
you'll have plenty of time to get to him. Seth T Hay is the guard 
almost falling asleep with the flies down near the port entrance to the 
Engine Room. He's a tough guy, but easy to sneak up on. Using one of 
the door at the extreme left or right of the crew lounge, move south to 
Deck-A, crew's quarters.

[Deck-A, crew's quarters] 006 - Daniel Kucan is in Deck-A, crew's 
quarters, all alone, and sneak to sneak up on, but a tough guy to 
compensate. This is why you went into the Tanker using the starboard 
entrance, and not the port one, that would lead you here. Go back to 
the crew's lounge and a new guard will show up (another reason to go 
down to the crew's quarters now and return to the lounge).

[Deck-A, crew's lounge] 009 - Jeng L Valencia will show up, patrolling 
the leisure area of the lounge. Since Daniel W Dennison should still be 
tranquilized (and hopefully out of Valencia's patrol route), Jeng is 
all alone for you to take care of. After getting his tag, go down to 
the Engine Room.

[Engine Room] 018, 019, 020, 021, 022, 023, 024 - Yuji Higuchi is the 
first guard you'll come to. He's the one looking over the railing on 
the top level. No problem here. Marwan Abdullah AlHarbi is the guard in 
the middle level, below Yuji. He's also easy to get, and the guard 
looking back and forth on the ground level, Henning Rhoden, is also an 
easy catch. Marcelo Zamorano, the guard keeping watch near the 
generators in the middle part, is a tough guy, but firing the USP in 
the noise of the Engine Room is no problem. Haden K Oneil patrols the 
bottom area, on the port side, and occasionally goes up a level or two. 
Be careful holding him up on the higher levels, since the guard (Simon 
F Picard) near the door (leading to the port entrance of the Engine 
Room) might hear you and come to investigate. After getting Haden's tag 
and Simon's, head into the small room on the port side. Husain 
Abdulrazaq AlHasan will come of the door leading to Deck-A, crew's 
lounge. Press X to exit out of the scene and run down, flattening 
yourself beside the door. He'll walk out and go to communicate that 
he's going to patrol the small room, but you can hold him up long 
before he has a chance to. Get his tag then move on to Deck-2.

[Deck-2, port] 015, 016, 017 - Run up until you see a guard (Hiromasa 
Watanabe) walking towards you. There should be a small room to your 
right at this point (the third small room, if you count). Get in it and 
flatten yourself against the top wall, sliding to the right as far as 
you can, so when the guard inspect the area, he won't spot you. After 
he continues with his patrol, run out of your hiding spot and run after 
him to hold him up. Run up and get Kieran Keegan's tag (the guard 
listening to music). Run right and hold up Hirokazu Takahashi, but be 
careful you don't walk out in front of him when he opens his eyes...

[Hold No.1] 025, 026, 027 - Kenzi Tanda is the marine looking up, 
standing left of the projector. You might want to drag him down a bit 
before holding him up. Ivan E Saldarriaga is the (only) marine facing 
dead right on the left side of the room. Robert R Bruce is on the 
upper-right path. To get to him, go down one ladder then hang off the 
railing and start moving up. You should reach the platform he's on as 
your grip gauge is running out (if you're on Level 1, that is). Note 
that you don't have to have higher level Grip, but you do need to be at 
full life.

[Hold No.3] 030, 031, 032 - David Crumpler is the marine on the upper-
right path. If you followed this path after getting Robert R Bruce's 
tag you'll reach David. After getting David's tag, drop down to the 
ground level. Joao E Martins is the guard asleep to the right of Metal 
Gear RAY. Mike A Taayela is the guard on the left side of the ground 
level, next to a large box, looking right. Backtrack to Hold No.2 to 
get the last two tags.

[Hold No.2] 028, 029 - Tomohiro Katoh is the marine standing to the 
right of the projector. Christopher G Hercus, the marine patrolling the 
left side of Hold No.2, is probably the hardest tag to get in Normal. 
To get him, move to the front of the room and tranquilize the two 
marines there (the ones almost below the big screens). Then tranquilize 
the marines in the first two columns (left to right). You don't have to 
tranquilize all of them, just the more up front ones. Now wait until 
Hercus looks down, leaving his back to you (preferably behind one of 
the boxes, to reduce the risk that a marine that you missed 
tranquilizing will see you holding him up), and run in for the hold up. 
(While waiting, you should hide behind either the box under the big 
screen on the left side of the room, or the smaller box in front of 
that.)


=5.5===============================================================5.5=
                          HARD MODE DOG TAGS
=5.5===============================================================5.5=

                                         BLOOD
### T NAME                     BIRTHDAY   TYPE  LOCATION
-----------------------------------------------------------------------
000   Olga Gurlukovich           0923       A   Navigational deck, wing
001   Pawel Adamczyk             0101       O   Aft deck
002   Jonathan S Wilson          0418       O   Aft deck
003   Peter A Sattaur            0730       A   Aft deck
004   Ako Kudou                  0804       A   Navigational deck, wing
005   Johan Hana                 1030       A   Deck-C, crew's quarters
006   Dex J Delfrate             0212       ?   Deck-A, crew's quarters
007   Joseph R Larger            0123       ?   Deck-B, crew's quarters
008   Kouji Takemoto             0530       O   Deck-B, crew's quarters
009   Mahde M Mansur             1121       O   Deck-A, crew's lounge
010   Sauzando Aran              0927       B   Deck-A, crew's lounge
011 Y Kouhei Yoshizumi           1111       A   Deck-A, crew's lounge
012   Hidetosi Suzuki            0817       B   Deck-D, crew's quarters
013   Joelmir Mazon              0101       A   Deck-D, crew's quarters
014   Michiel Ahendriksen        0216       B   Deck-D, crew's quarters
015   Masahiro Takahashi         0701       A   Deck-D, crew's quarters
016   Christopher C Osterwald    0120       A   Deck-2, port
017   Lee Seung Min              0212       B   Deck-2, port
018   TSZ TING                   1218       A   Deck-2, port
019   Manabu Nishiyama           0717       B   Engine Room
020   David Heng Liu             0412       A   Engine Room
021   Wei Zhang                  0101       A   Engine Room
022   Han Tao                    1124       B   Engine Room
023 Y Takashi Shiohama           0520       B   Engine Room
024 Y James C Layton             1214       B   Engine Room
025 Y Jesus Auron Noatsuna       0101       A   Engine Room
026   Ha Su Jung                 1216       B   Hold No.1
027   Minako Nakazawa            0521       B   Hold No.1
028   Kel M Booker               0128       ?   Hold No.1
029   Asif A Ali                 0829       A   Hold No.2
030   Tatsumi Mizuguchi          0913       A   Hold No.2
031   Ali Karar                  0521      AB   Hold No.3
032   Benjamin Phoon             0430       A   Hold No.3
033   Jason L Hines              1207       A   Hold No.3
034   Kurt W Bartholomew         0702      AB   Hold No.3


[Aft deck] 001, 002, 003 - There are three guards in the Aft deck, 
being that none of them are tough guys. Get their tags, then head 
inside the Tanker.

[Deck-A, crew's quarters] 006 - The only guard in this area Dex J 
Delfrate. Get his tag and move on.

[Deck-A, crew's lounge] 009, 010 - Tranquilize the guard patrolling on 
the opposite side of the hall(Kouhei Yoshizumi), he's a tough guy. With 
him out, you should have no trouble getting Mahde M Mansur, the one 
patrolling the lounge area. Sauzando Aran is the smelly guard 
downstairs, in front of the door leading to the Engine Room. Get their 
tags and move up to Deck-B.

[Deck-B, crew's quarters] 007, 008 - Joseph R Larger and Kouji Takemoto 
are here. They're not tough guys. Get their tags and head up to Deck-D.

[Deck-D, crew's quarters] 012, 013, 014, 015 - Michiel Ahendriksen is 
the guard entering the kitchen just as you run up the stairs. It's a 
good idea to quickly chase him and hold him up, as he starts in a swell 
position for you to do just that. Afterwards, return to the hall in 
front of the stairs where you entered. Tap on the wall to get the guard 
on the other side of the hall's (Hidetosi Suzuki) attention. Hide 
beside the doorway, and when he walks in to investigate, hold him up. 
Be careful not to run into him, though, the guard in front of the 
pantry (Joelmir Mazon) might hear you. After getting Hidetosi's tag and 
tranquilizing him, getting Joelmir's tag becomes easy. Enter the pantry 
and Masahiro Takahashi will show up (remember to hide all the bodies so 
he doesn't wake anyone up). Get his tag and move on.

[Navigational deck] 000, 004 - After beating Olga, shake her to make 
her tag drop. Then head right to the other side of the Navigational 
deck and a guard will walk outside. That's Ako Kudou; get his tag and 
run back down to Deck-C.

[Deck-C, crew's quarters] 005 - Johan Hana will show up in Deck-C, 
walking left. Flatten yourself against the wall to the left of the 
stairs and wait for him to pass you, then just hold him up. After this 
head back to Deck-A, crew's lounge.

[Deck-A, crew's lounge] 011 - Kouhei Yoshizumi is the tough guy from 
before. Put the USP to good use (better tranquilize the other guards 
first, especially if you don't have the suppressor) and get his tag, 
moving on to the Engine Room afterwards.

[Engine Room] 019, 020, 021, 022, 023, 024, 025 - James C Layton is the 
first guard you'll come to. He's the one looking over the railing on 
the top level. He's a tough guy, but that isn't a problem anymore. 
Manabu Nishiyama is the guard in the middle level (be careful about 
running into him; the guard below will hear and come running). He's 
also easy to get, and the guard looking back and forth on the ground 
level, David Heng Liu, is also an easy catch. Wei Zhang is the guard 
keeping watch near the generators in the middle part. He'll usually 
patrol only that level, and stop past the stairs for a while. While 
he's there is a prime time to get him. Takashi Shiohama patrols the 
bottom area, on the port side, and occasionally goes up a level. He's a 
tough guy, so watch out where you shoot that USP. Han Tao is the guard 
in front of the door leading to the small room on the port side, and he 
might hear you if you're close. After getting his tag, as well as 
Takashi's, head into that small room. Jesus Auron Noatsuna will come of 
the door leading to Deck-A, crew's lounge. Press X to exit out of the 
scene and run down, flattening yourself beside the door. He'll walk out 
and go to communicate that he's going to patrol the small room, but you 
can hold him up long before he has a chance to. He's a tough guy, but 
that's not a problem anymore. Get his tag then move on to Deck-2.

[Deck-2, port] 016, 017, 018 - Run up until you see a guard 
(Christopher C Osterwald) walking towards you. There should be a small 
room to your right at this point (the third small room, if you count). 
Get in it and flatten yourself against the top wall, sliding to the 
right as far as you can, so when the guard inspect the area, he won't 
spot you. After he continues with his patrol, run out of your hiding 
spot and run after him to hold him up. Run up and get Lee Seung Min's 
tag (the guard listening to music). Run right and hold up TSZ TING, but 
be careful you don't get the timing wrong when walking out in front of 
him, or you'll get caught.

[Hold No.1] 026, 027, 028 - Minako Nakazawa is the marine facing right 
on the left side of the ground level (the only one facing right, 
actually). Kel M Booker is patrolling the same side, but more towards 
the north end of the hold (still on the ground level). Ha Su Jung is on 
the upper-right path. To get to him, go down one ladder then hang off 
the railing and start moving up. You should reach the platform he's on 
as your grip gauge is running out (if you're on Level 1, that is). Note 
that you don't have to have higher level Grip, but you do need to be at 
full life.

[Hold No.3] 031, 032, 033, 034 - If you followed the upper-right path 
from Hold No.1, Ali Karar is the first marine you'll come to. Drop down 
to the ground level and you'll see Bejamin Phoon, the marine dozing off 
to the right of Metal Gear. Jason L Hines is the guard staring right, 
on the left side of the hold. Kurt W Bartholomew patrols beneath the 
platform that Scott Dolph is on. You should wait until he leaves that 
area, either to the left or right, to try and get his tag. Or you could 
let him get a glance at you to make him leave his patrol route, though 
be careful not to get spotted.

[Hold No.2] 029, 030 - Entering Hold No.2 from the right door to Hold 
No.3, Tatsumi Mizuguchi will start off near the right side, on the 
other side of a wall. If you tap on the wall then hide near one of the 
large boxes, you can hold him up after he starts to go back. Make sure 
to drag him out of potential sights of other marines. Entering Hold 
No.2 from the left door will put you in a similar position Asif A Ali. 
Do the same thing you did with Tatsumi to get his tag. It's not 
impossible to get the tags of these two guards without Stealth, but 
it's tricky.


=5.6===============================================================5.6=
                        EXTREME MODE DOG TAGS
=5.6===============================================================5.6=

                                         BLOOD
### T NAME                     BIRTHDAY   TYPE  LOCATION
-----------------------------------------------------------------------
000   Olga Gurlukovich           0923       A   Navigational deck, wing
001 Y Isao Miyamoto              0322      AB   Aft deck
002 Y Matt Holt                  0303       A   Aft deck
003   Patrick James Torrence     0420       O   Aft deck
004 Y Malcolm W Bullmore         0704       ?   Navigational deck, wing
005   Adam Christopher Vazquez   1215       ?   Deck-C, crew's quarters
006   Alexandra Rattay           1110       A   Deck-A, crew's quarters
007   Enrike Vargas Suarez       0528       O   Deck-B, crew's quarters
008   Akihito Oshima             1025       A   Deck-B, crew's quarters
009   Bruce Murphy               0130       O   Deck-A, crew's lounge
010   Patrick F Coley            0201       O   Deck-A, crew's lounge
011   Patrouillault Celine       0321       O   Deck-A, crew's lounge
012   Andre Perron               0304       A   Deck-D, crew's quarters
013   Matthew M Wilcox           0212      AB   Deck-D, crew's quarters
014 Y Miyaji Masayuki            0611      AB   Deck-D, crew's quarters
015   Guyver M Scott             0122      AB   Deck-D, crew's quarters
016   Devin P McCourt            0122       O   Deck-2, port
017   Takahiro Hanaoka           0206       B   Deck-2, port
018   JinagXi Konglong           0926       B   Deck-2, port
019   Yuji Gotoh                 0315       O   Engine Room
020   Tomi S Hakulinen           0901       ?   Engine Room
021   Suneel Buggal              1229       O   Engine Room
022   Anibal Rodriguez           0330       O   Engine Room
023   Fahim Mumim                0831       ?   Engine Room
024   Nicholas A Kowalcyk        1215       A   Engine Room
025 Y Adam M Conrad              0804       ?   Engine Room
026   David Oh                   0714       O   Hold No.1
027   Shinichi Furusho           0823      AB   Hold No.1
028   Daisuke mercury Shimada    1218      AB   Hold No.2
029   Phil A Marchant            1006       O   Hold No.2
030   Landon F Hilde             0618      AB   Hold No.3
031   Jeremy J Drake             1028       ?   Hold No.3
032   Fred A Thiele              0718       ?   Hold No.3
033   Nagisa Kase                0225       O   Hold No.3


[Aft deck] 003 - There are three guards in the Aft deck, being that two 
of them are tough guys. Only Patrick James Torrence isn't, and he's the 
guard up on the high platform. Get his tag, then head inside the 
Tanker.

[Deck-A, crew's quarters] 006 - The guard in this area is Alexandra 
Rettay. Get his tag and move on.

[Deck-A, crew's lounge] 009, 010, 011 - Be careful about getting 
spotted in this area. You might find it better to tranquilize one guard 
and focus on the other, then shake the other awake to get his tag. 
Patrouillault Celline and Bruce Murphy are patrolling the lounge area, 
and Patrick F Coley is the guard posted in front of the door leading to 
the Engine Room (although he sometimes patrols upstairs in this 
difficulty, as well). Get their tags and move up to Deck-B.

[Deck-B, crew's quarters] 007, 008 - Akihito Oshima and Enrike Vargas 
Suarez are here. They're not tough guys. Get their tags and head up to 
Deck-D.

[Deck-D, crew's quarters] 012, 013, 015 - Andre Perron is the guard who 
walks in front of the stairs just as you walk up. Quicky run behind him 
and hold him up, then drag him left a bit. Hold him up and get his tag. 
Tranquilize him and let him fall to the floor. Now tap the wall to get 
the guard on the other side (Matthew M Milcox) to run over there, but 
hide to the side of the door before he does. He'll run in and see his 
fallen friend. Before he kicks Andre to wake him up, hold him up and 
get his tag. The guard in the kitchen is a tough guy, so skip him and 
enter the pantry. Guyver M Scott will run up the stairs and enter the 
pantry. Get his tag and continue.

[Navigational deck] 000, 004 - After beating Olga, shake her to make 
her tag drop. Then head right to the other side of the Navigational 
deck and a guard will walk outside. That's Malcolm W Bullmore. 
Interestingly (and annoyingly) enough, he's a tough guy. Make a quick 
run to Deck-E and grab the USP bullets, then run back out. Get him to 
come out again and get his tag. Run back down to Deck-D.

[Deck-D, crew's quarters] 014 - Miyaji Mayasuki is the tough guy in the 
kitchen. Now that you have the USP, get his tag and run down to Deck-C.

[Deck-C, crew's quarters] 005 - Adam Cristopher Vazquez will show up in 
Deck-C, walking left. Flatten yourself against the wall to the left of 
the stairs and wait for him to pass you, then just hold him up. After 
this you need to head back to the Aft deck to get those two pesky tough 
guys from the beginning. You'll have to go through Deck-A, crew's 
quarters to get outside again.

[Aft deck] 001, 002 - Get the tags of Isao Miyamoto and Matt Holt, then 
go all the way back to the Engine Room.

[Engine Room] 019, 020, 021, 022, 023, 024, 025 - Nicholas A Kowalcyk 
is the first guard you'll come to. He's the one looking over the 
railing on the top level. No problem here. Yuji Gotoh is the guard in 
the middle level, below Nicholas. He's also easy to get, and the guard 
looking back and forth on the ground level, Tomi S Hakulinen, is also 
an easy catch. Suneel Buggal, the guard keeping watch near the 
generators in the middle part, will sometimes walk down to the lower 
level and patrol near Tomi, so be careful. Fahim Mumin patrols the 
bottom area, on the port side, and occasionally goes up a level or two. 
Anibal Rodriguez is the guard in front of the door leading to the small 
room on the port side. After getting his tag, as well as Fahim's, head 
into that small room. Adam M Conrad will come of the door leading to 
Deck-A, crew's lounge. Press X to exit out of the scene and run down, 
flattening yourself beside the door. He'll walk out and go to 
communicate that he's going to patrol the small room, but you can hold 
him up long before he has a chance to. He's a tough guy, but that's not 
a problem anymore. Get his tag then move on to Deck-2.

[Deck-2, port] 016, 017, 018 - Run up until you see a guard (Devin P 
McCourt) walking towards you. There should be a small room to your 
right at this point (the third small room, if you count). Get in it and 
flatten yourself against the top wall, sliding to the right as far as 
you can, so when the guard inspect the area, he won't spot you. After 
he continues with his patrol, run out of your hiding spot and run after 
him to hold him up. Run up and get Takahiro Hanaoka's tag (the guard 
listening to music). Run right and hold up JinagXi Konglong, but be 
careful you don't get the timing wrong when walking out in front of 
him, or you'll get caught.
 
[Hold No.1] 026, 027 - Shinichi Furusho is the marine patrolling on the 
left side of the hold on the ground level. David Oh is on the upper-
right path. To get to him, go down one ladder then hang off the railing 
and start moving up. You should reach the platform he's on as your grip 
gauge is running out (if you're on Level 1, that is). Note that you 
don't have to have higher level Grip, but you do need to be at full 
life.

[Hold No.3] 030, 031, 032, 033 - Landon F Hilde is the marine on the 
upper-right path. If you followed this path after getting David Oh's 
tag you'll reach Landon. After getting Landon's tag, drop down to the 
ground level. Jeremy J Drake is the guard patrolling the right side of 
the hold, on the ground level. Fred A Thiele is the guard on the left 
side of the ground level, next to a large box, looking right. Nagisa 
Kase patrols the platform under Scott Dolph, and also the left and 
right sides of the room occasionally. An easy way to get his tag is to 
wait until he moves to one of the sides of the room, then tranquilize 
him. Drag him well out of sigh and hearing range then pick him up and 
drop him until he wakes up. Hold him up and get his tag. Backtrack to 
Hold No.2 to get the last two tags.

[Hold No.2] 028, 029 - Entering Hold No.2 from the right door to Hold 
No.3, Phil A Marchant will start off near the right side, on the other 
side of a wall. If you tap on the wall then hide near one of the large 
boxes, you can hold him up after he starts to go back. Make sure to 
drag him out of potential sights of other marines. Entering Hold No.2 
from the left door will put you in a similar position with Daisuke 
mercury Shimada. Do the same thing you did with Phil to get his tag. 
It's not impossible to get the tags of these two guards without 
Stealth, but it's tricky.


=======================================================================
-6.0---------------------------------------------------------------6.0-
                      O T A C O N ' S   T I P S
-6.0---------------------------------------------------------------6.0-
=======================================================================

-----------------------------------------------------------------------
                             STEALTH TIPS
-----------------------------------------------------------------------

- OTACON: Snake, don't let the enemy spot you. Once you've been 
discovered by a sentry, he'll call in reinforcements and there will be 
an attack. Even you're no match for that level of organized assault. 
They have better weapons too, remember? We aren't terrorists, okay? 
Avoid unnecessary confrontations and go for total stealth. All right?

- OTACON: As soon as you're spotted by an enemy soldier, he'll call for 
backup on his radio. The search party that's going to show up as a 
result is a tough bunch. For one thing, they have better equipment, 
like body armor. But the main thing is that they're highly trained in 
search-and-destroy types of activities. They'll come as a team and 
attack as a team. Don't try to take them straight on. If you're 
spotted, you need to stop the sentry from calling for backup. Take him 
down before he has the chance to use the radio. You can also break out 
the chaff grenade and interfere with the message transmission to 
prevent any alerts from being issued. If you take out the radio, the 
sentry will have no way of calling for help. Radios are worn behind the 
right hip. You should be able to target it in First Person View. If he 
does manage to call for backup, get yourself in deep hiding before they 
arrive.

- OTACON: These aren't sentries you're dealing with; they're searching 
for you, and they know you don't want to be found. You can't make some 
feeble attempt at concealment. Make sure you're completely hidden in 
some place they wouldn't think of searching.

- OTACON: Don't break things if you can help it. Any sign of 
infiltration will put the enemy on a lookout. Exercise caution.

- OTACON: Even if you've successfully thrown the enemy off your trail, 
don't ever relax your guard once you've been spotted. They'll be 
looking for you, and security will be tighter. Don't underestimate what 
you're up against.

- OTACON: You'll be less likely to be spotted in the dark. But this 
won't work during a Clearing, so I recommend you try something else.

- OTACON: Snake, in some locations, the lighting makes your shadow 
longer and more noticeable. The enemy might spot your shadow, so you'll 
want to watch out. Turns and corners are especially dangerous. But the 
same holds for the enemy. If you spot someone's shadow ahead, you can 
avoid unnecessary risks.

- OTACON: If you tilt the left analog stick at a smaller angle, you'll 
be able to walk more slowly and stealthily. Speed isn't everything. Try 
moving over noisy surfaces this way.

-----------------------------------------------------------------------
                             WEAPON TIPS
-----------------------------------------------------------------------

- OTACON: Snake, the M9's anaesthetic rounds have different effects 
depending on where it hits. If you manage to land them on the head or 
the heart area, the enemy will go down immediately. If it's hands or 
feet, it may take a while for the anaesthetic to take effect. Try using 
First Person View to aim with higher accuracy.

- OTACON: Snake, that handgun of yours is a USP. The USP comes in a 
variety of calibers, from a 9mm to a .45. Yours is a 9mm, with 15 
rounds per magazine. It's also equipped with a flashlight for nighttime 
shooting. In the dark, select the USP and aim to turn on the light/ 
Unlike the M9, the USP isn't suppressor-equipped. The gunshots may 
bring enemy reinforcements running, so be careful.

- OTACON: The handgun ammunition and other live rounds have different 
effects depending on where the bullet hits. If you hit the hand, the 
enemy won't be able to use it, and a round to the leg and feet will 
take away their mobility. If you manage to land them on the head or 
heart area, the enemy will go down immediately. Destroy the radio on 
their right hip, to the back, to prevent the enemy from calling for 
backup. Use the First Person View when you need to aim accurately.

- OTACON: You can aim the handgun with the Weapon button, then lower it 
without firing if you let go of the button slowly. It saves ammunition, 
and besides, it could be useful after you've disarmed an enemy at 
gunpoint.

- OTACON: Snake, switch to First Person View and look at the upper 
decks. See the sentries? Take them out in First Person View before they 
see you. Change to First Person View with a weapon selected. Once you 
aim your weapon with the Weapon button, you're ready to attack in First 
Person View. Using the First Person Attack allows you to shoot high or 
low; you can aim for the enemy's head or even feet. The L2 and R2 
buttons let you strafe during First Person Attacks. You can crouch, 
too, with the Crawl button. Once you've mastered all the moves, you'll 
be able to do things like jump out from concealment, fire at a target, 
and then drop out of the enemy's view again.

- OTACON: Aim the gun and push the L1 button to automatically lock onto 
the target. You can use this feature from First Person View or from Top 
View as well.

- OTACON: Select the grenade when you take a peek. You can then use the 
Weapon button to throw the grenade while taking cover behind objects.

-----------------------------------------------------------------------
                           CORNER VIEW TIPS 
-----------------------------------------------------------------------

- OTACON: When you're flattened against a surface behind a corner, 
you're in Corner View. You'll be able to survey the area without 
exposing yourself. The Corner View lets you take a look ahead with the 
L2 and R2 buttons, or you can jump out with your weapon ready. Take 
advantage of all the action.

- OTACON: Push the L2 or R2 button while in Corner View to move your 
head and take a quick look in that direction. You'll be able to see 
farther in Corner View, but there's a greater chance of being 
discovered. Keep that in mind.

- OTACON: Move the right analog stick while in Corner View to look in 
that direction. The difference between this and using L2 and R2 buttons 
is that you won't be exposing yourself to possible enemy fire. At the 
same time, because you are staying in the same position, your range of 
vision is more limited.

- OTACON: If you have a weapon selected while in Corner View, push the 
Weapon button to jump out of concealment and aim your weapon. You can 
use this while you're standing or crouching. It should help during 
gunfights.

-----------------------------------------------------------------------
                            TECHNICAL TIPS
-----------------------------------------------------------------------

- OTACON: Bodies can be moved to another location by dragging. First, 
make sure no weapon is selected. Then push the Weapon button near the 
body to grab it. As long as you have a hold on the body, you'll be able 
to drag it. Let go of the Weapon button when you're done. It's a bad 
idea to leave enemies when they've fallen. Hide the bodies to make sure 
no one sees them.

- OTACON: I recommend you hide the enemy's body as soon as you've taken 
them down. The tranquilized and unconscious enemies will wake up sooner 
or later. As for soldiers you've killed, the body will become too stiff 
to move in a short while. Keep that in mind.

- OTACON: You can also hide the enemy's body in a locker. All you have 
to do is open the locker and drag the body there.

- OTACON: If your Life Gauge is down to the point where it's red, the 
bleeding won't stop. As long as you're bleeding, your Life Gauge will 
keep dropping gradually. Besides that, the bloodstains could put the 
enemy on your trail. The only way to stop the bleeding for good is to 
let your body recover until the Life Gauge is green. Rations are the 
best way to do that. Try to crouch down or assume Crawl position and 
stay still while you're bleeding. Your life will recover bit by bit. 
I'd recommend that you stay in hiding until the bleeding stops, if 
possible.

- OTACON: Snake, if you sustain damage from enemy attacks, it could 
increase your chances of capture. The bloodstains would lead them right 
to you. That's another reason you should stay away from trouble as much 
as possible.

- OTACON: Move the left analog stick in the direction of a wall and 
keep it there to flatten yourself against the wall. Push the Punch 
button while in that position to knock on the wall and create a 
diversion. If you plan carefully, you'll be able to lure sentries away 
from their posts.

- OTACON: As long as you have no weapons selected, you can throw an 
enemy with the Weapon button and the left analog stick. Just get in 
close and hit these controls at the same time. They'll be down on the 
ground afterwards, and you may even be able to knock them unconscious.

- OTACON: The other attack option when you're unarmed is the chokehold. 
Move in close to the enemy from behind and push the Weapon button 
without moving the left analog stick. Hit the Weapon button repeatedly 
to break the enemy's neck.

- OTACON: Snake, don't just take out enemies and leave them there. 
That's a bad idea. Finding their dead friends on the ground will 
probably make sentries raise an alarm. Once you've dealt with someone, 
put the body somewhere out of sight.

- OTACON: You can hold someone at gunpoint by getting behind his back 
with your gun ready. What you choose to do with a hostage making no 
resistance after that is up to you.

- OTACON: If you get lucky, you could seize an item from someone after 
you hold them up. There are some items you can only acquire from 
holdups. If you've got the time, try it out.

- OTACON: Push the Crawl button as you're running to go into a tumble 
and a forward roll. Make good use of it -- maybe when you need to move 
from cover to cover quickly?

- OTACON: Whenever you see an Item Box, you should acquire it. Take a 
closer look to see what the Item is. When you take out an enemy, move 
his body out of the way and check for an Item Box. Don't leave it 
behind.

- OTACON: If you're spotted and it comes down to exchange of gunfire, 
don't stand out in the open. Find cover ASAP. Strafe and stretch up 
from your concealed position to get a good shot on target while in 
First Person View. But if they come at you in droves, even you won't be 
able to fend them off. You need to avoid discovery at all costs.

-----------------------------------------------------------------------
                          HANGING MODE TIPS
-----------------------------------------------------------------------

- OTACON: Push the Action button near a scalable railing to hang off 
the other side. This is called Hanging. You can use it to move around, 
hide, and even maneuver around an enemy's back. You can move left and 
right while Hanging by moving the left analog stick or using the L2 and 
R2 buttons. When you're ready to pull yourself up, just push the Action 
button again. A Grip Gauge appears below the Life Gauge during Hanging. 
The Grip Gauge indicates how tightly you are holding on, and steadily 
decreases as long as you are in Hanging mode. When the Grip Gauge goes 
to zero, you won't be able to hold on anymore. You need to hoist 
yourself up before you fall off. Push the Crawl button while Hanging to 
jump down straight below. If the ground is too far below, you'll lose 
some LIFE. In some places, you won't make it at all. Be careful of 
that.

- OTACON: After pushing the crawl button in Hanging mode and falling, 
if you see a good handhold, try pushing the Action button. If you hit 
it just right, you should be able to grab on. It won't matter if your 
direction is off a little bit. Experiment with it.

- OTACON: When you're springing up from Hanging mode with the Action 
button, you can use the momentum to knee someone. If you see an enemy 
walking near the railing, give it a try.

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                           ENVIRONMENT TIPS
-----------------------------------------------------------------------

- OTACON: If it's about waist-high, you'll be able to climb up or over 
things with the Action button. Keep that in mind.

- OTACON: If you open the locker, you can use the door as a cover 
during an exchange of gunfire. But of course, this is a pretty flimsy 
door -- there are limits to how many bullets it can withstand. Don't 
count on it too much, okay?

- OTACON: Snake, those pipes you see along the wall and ceiling are 
steam conduits. They're thin enough to penetrate with gunfire. Don't 
touch the steam -- one of those blasts from the hole will burn your 
skin off. You may be able to use it as a trap of some sort, though.


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                            C O N T A C T
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If you need to contact me because of a question, suggestion, 
correction, or whatever, email me at darkslide2001@hotmail.com. Put 
"Metal Gear Solid 2" or "Substance" or "MGS2" or something in the 
title, so that I'll know its not junk mail.

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                            C R E D I T S
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Special thanks to Mr. Kojima-san for making this great series.

Thanks to Dark Angel's Dog Tag FAQ for the exact number of dog tags you 
need to unlock the Bandana and Stealth.

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                                E N D
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 All trademarks and copyrights contained in this document are owned by
          their respective trademark and copyright holders.

      Guide originally written for and exclusive to GameFAQs.com
                    Copyright Renato Farias 2003