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    FAQ/Walkthrough by ThyDarkAvatar

    Version: Final | Updated: 12/16/02 | Search Guide | Bookmark Guide

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    || Metal Gear Solid® 2: Sons of Liberty™ ||
    ||           Unofficial Guide            ||
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      Final Version
      Last Updated Sunday, December 15, 2002, 19:21 Pacific Standard Time
      By ThyDarkAvatar
      Copyright© 2001, 2002
    
    
    {=================}
    {Table of Contents}
    {=================}
    
    I. Introduction and Notes
    II. Unofficial Tactical Infiltration Manual
    III. Walkthrough
    IV. Boss Strategies
    V. Weapons, Items and Equipment Information and Locations
    VI. Secrets and Miscellaneous Information
    VII. Storyline and History
    VIII. Legal and Contact Information
    
    
    
    
       [----------------------]
    I.[-Introduction and Notes-]
       [----------------------]
    
    Introduction: This is a detailed guide to the game Metal Gear Solid 2: Sons of
    Liberty, to help players who are unable or unwilling to get through certain
    parts of or the whole game by themselves.
    
    Notes: Read the legal and contact information section before using this guide.
    In the walkthrough, forward refers to the direction facing the top of the
    screen. Backwards refers to the direction facing the bottom of the screen. Left
    refers to the direction facing the left side of the screen. Right refers to the
    right of the screen. Up refers to the direction facing above the player. Down
    refers to the direction facing below the player. Dispatch, neutralize, and like
    terms mean tranquilize, knock out, or kill. North, south, east, and west refer
    to directions on the radar (up, down, left, and right). Furthermore, many parts
    of the story, important or not, are not included in the walkthrough. The
    location of unique items, though, are all given.
    
    
        [----------------------------]
    II.[-Tactical Infiltration Manual-]
        [----------------------------]
    
    
    [CONTROLS]
    
    
    Basic Controls: Movement
    ------------------------
    Move (Walk/Run): Move around by press the left analog stick in the desired
    direction. The speed at which you move is determined by how hard you press the
    analog stick. You can also move with the directional button(s). Like the analog
    stick, press hard to run, and lightly to walk.
    
    Diving Somersault (Snake)/Rolling (Raiden):
    Press the cross button while running to execute a diving somersault (Raiden
    will execute a roll). This move can also knock down any enemy soldiers in its
    path. The diving somersault is useful for getting from one hiding spot to
    another. Rolling is useful for squeezing through small openings, and for
    getting across distant platforms. It can also be used to put out flames when on
    fire.
    
    Crawling/Crouching: Press the cross button when walking or standing to switch
    to a crouching position. Useful for hiding behind waist-high objects. While
    crouching, pressing the left analog stick or directional button(s) in any
    direction will cause the character to crawl, except when moving against a wall
    immediately behind the character. Crawling allows the character to hide in
    narrow spaces under tables and low-lying objects. Pressing the cross button
    while in crouching or crawling position will switch the character back to a
    standing position, unless the character is physically unable to do so.
    
    Hanging: In certain places, pressing the triangle button while facing a railing
    will cause the character to drop down and hang from the railing. Press the left
    analog stick or directional button(s) to move across the railing. If the Grip
    Gauge reaches zero, the character will lose his grip and fall. Press the
    triangle button to climb back over the railing. Press the cross button to let
    go and drop. The L2 and R2 buttons can also be used to move across a railing.
    Pressing them simultaneously will make the character do pull-ups, which will
    make the Grip Gauge decrease quicker. Doing enough pull-ups will strengthen the
    character's ability in hanging mode (this will be confirmed by a contact by
    Codec). Falling from certain places may cause the character to receive damage,
    and falling from other certain places will cause instant death. Note that you
    can fall and catch the railing below you with the triangle button (when you are
    near the railing).
    
    Climbing: Objects that are roughly waist-high can be climbed by press the
    triangle button.
    
    Basic Controls: Knowing Your Surroundings
    -----------------------------------------
    
    Flattening Against a Wall: Face a wall or similar surface and press and hold
    the left analog stick or directional button(s) is the direction of the wall to
    flatten against it. Depending on the location, flattening may cause the view
    switch to Corner View, making it easier to view the surrounding area. It is
    also possible to move while flattened against a wall. Moving while flattened
    will enable the character to squeeze through narrow spaces not normally
    accessible when walking, and can enable the character to sneak under cameras
    unnoticed.
    
    Peeking: Press the L2 or R2 button while in Corner View to peek left/right. Use
    the right analog stick to change the view's angle. If you are not close enough
    to the corner, the L2 or R2 button will move the character to the corner, and
    then peek.
    
    Making a Noise: While flattened against a wall, press the circle button to hit
    the wall and make a sound. The sound can be useful in distracting enemy
    soldiers.
    
    Viewing the Overview Map (Plant Chapter): After accessing a node, press the
    START button to display the Overview Map. The game will be paused while the
    Overview Map is being viewed. The right analog stick will rotate the map, and
    the left analog stick and directional button(s) while move the area name
    display cursor.
    
    First Person View: Press and hold the R1 button to enter First Person View
    mode. While in First Person View, use the left analog stick to change the
    camera angle. You can change how to use the left analog stick in OPTIONS. Press
    the L2 or R2 button while in First Person View to move one step left/right.
    Press both the L2 and R2 buttons simultaneously to stretch up.
    
    Using the Codec: Press the SELECT button to use the Codec. Using the Codec can
    provide helpful assistance, such as information about new weapons and advice
    about what to do next. Press left and right on the directional button(s) or
    left analog stick to change the selected frequency. Press down on the
    directional button(s) or left analog stick to see a menu of Codec frequencies,
    use the directional button(s) or left analog stick to select one, and press the
    circle button to call that frequency. During conversations, press the R1 and/or
    R2 to hear the character's (Snake/Raiden) thoughts, move the left and right
    analog sticks to move the camera views, and press the left and right analog
    sticks inward to zoom in.
    
    Cardboard Box: Wear the cardboard box to avoid being caught by cameras. You can
    move in the cardboard box, but the camera will catch you if the character is
    moving in the cardboard box in the camera's field of view.
    
    Item Menu: Press and hold the L2 button to access the items menu, then use the
    left analog stick or directional button(s) to select an item. Pressing the L2
    button once quickly will switch between nothing and your last used item (or
    between last the two items used if set in options).
    
    Weapons Menu: Press and hold the R2 button to access the weapons menu, then use
    the left analog stick or directional button(s) to select a weapon. Pressing the
    R2 button once quickly will switch between nothing and your last used weapon
    (or between the last two weapons used if set in options).
    
    Basic Controls: Action Button
    -----------------------------
    
    Hatch: Face a hatch and press the triangle button to grip the handle. Hold the
    triangle button to turn the handle and open the hatch/door. Pressing the
    triangle button rapidly while turning the handle will open the hatch/door more
    quickly.
    
    Elevators: Face the panel next to the elevator door and press the triangle
    button to call the elevator. The elevator may take a while to arrive. Standing
    in front of the control panel inside the elevator will cause the floor buttons
    to appear. Select the desired floor using the left analog stick or directional
    button(s), and press the circle button to activate the elevator.
    
    Hatchlockers/Bathroom Doors: Stand in front of a locker or bathroom door and
    press the triangle button to open the door. It is possible to hide inside by
    entering it and closing the door. Press the triangle button once again to open
    the door, exit the locker, and close the door.
    
    Climbing/Descending Ladders
    
    Tanker Chapter: Stand in front or on top of a ladder and press the triangle
    button to grip the ladder. Then use the left analog stick or directional
    button(s) to go up or down. After reaching a secure foothold, press the
    triangle button again to let go of the ladder.
    
    Plant Chapter: Stand in front or on top of a ladder and press the triangle
    button to climb or descend.
    
    Accessing Nodes: Stand in front of a Node and press the triangle button to
    access the Node. Nodes can only be accessed in Normal and Caution modes.
    
    Combat Controls
    
    Attacking With a Weapon: After equipping a weapon, press the square button to
    use that weapon. When using gun-type weapons, press the L1 button to lock onto
    a target. Certain weapons will shoot or aim (draw) only when you press the
    square button at certain intensities.
    
    Reload : Although weapons will reload automatically once a clip is empty
    (assuming the character has more ammunition), it is best to reload by hitting
    the R2 button twice in combat.
    
    Choking: With no weapon equipped, sneak up behind an enemy soldier and press
    the square button while you are standing to grab the soldier's neck. It is
    possible to move around while gripping an enemy soldier by the neck (holding
    down the square button). While gripping an enemy soldier by the neck,
    repeatedly press the square button to break the soldier's neck. While gripping
    an enemy soldier by the neck , if the soldier tries to escape, quickly press
    the square button to tighten the grip.
    
    Hand-to-Hand Combat: Press the circle button to throw a punch. Repeatedly
    pressing circle will unleash a barrage of punches (a punch and kick combo) that
    will send enemy soldiers flying. After receiving enough damage from
    hand-to-hand attacks, enemy soldiers will lose consciousness. Punching with a
    weapon equipped gives the enemy more damage.
    
    Attacking in First Person View: It is also possible to attack using weapons or
    fists in First Person View (while holding down the R1 button). There are
    certain targets that can only be hit by attacking while in First Person View.
    It is also easier to aim for an enemy soldier's head while in First Person
    View.
    
    Throwing: With no weapon equipped, hold down the left analog stick or
    directional button(s) and press the square button to throw an enemy.
    
    Dragging: With no weapon equipped, stand near a fallen enemy soldier and press
    the square button to pick up the soldier's body. By continuing to hold down the
    square button and moving around, the body can be dragged to a different
    location. This is useful for hiding bodies so that they will not be discovered
    by the enemy. Bodies can be thrown away at certain places.
    
    Hold-Ups: Get close to an enemy soldier (without them having seen you), have a
    pistol ready, and press and hold the square button. Move to a position in which
    you can see their face. Point the gun at their face or crotch, and they will
    drop items, including dog tags if they have them. If they don't respond as you
    like, switch to a lethal weapon (if it's not already equipped), and shoot them
    in a non-lethal area. They'll cough up what you're looking for.
    
    Basic Controls: In the Water
    ----------------------------
    
    Surface Controls
    
    Move Around: Use the left analog stick or directional button(s) to move around.
    
    Dive: Press the circle button to dive.
    
    Underwater Controls
    
    Swim: Press the circle button to swim forward. Press repeatedly to swim faster.
    Hold down to swim slowly.
    
    Quick Stop/Stand: Press the cross button to stop, or stand if near the bottom
    surface.
    
    Quick Turn: Use the right analog stick to turn quickly.
    
    Hold Breath: Press the triangle button to decrease the speed at which the O2
    gauge diminishes.
    
    Special Controls
    ----------------
    
    When the Blade is Equipped
    
    Swinging the Blade: Press the right analog stick up/down to slash vertically,
    and press left/right to swing the blade horizontally.
    
    Rotating Cut: Rotate the right analog stick in a full circle motion to execute
    a rotating cut.
    
    Thrust: Press and hold the right analog stick to execute a thrust (press the
    right analog stick inward).
    
    Guard: Press the L1 button to defend using the blade.
    
    Blunt Strike: Press the square button once before swinging the blade to reverse
    the blade to reverse the blade and execute a Blunt Strike. Attacking with a
    Blunt Strike will knock an enemy soldier out rather than kill him. Press the
    square button again when the cutting edge is in reverse position to bring it
    back to the normal position.
    
    Walking with Emma
    
    Hold Emma's Hand: Press and hold the triangle button to hold her hand and walk
    with her. You cannot use weapons when holding her hand. Emma will crouch when
    you let go of her hand, and her life recovers gradually in this position.
    
    Swimming with Emma: Use normal swimming controls. Emma's O2 Gauge will appear.
    Keep an eye on it and catch a breath of air when necessary.
    
    Events
    ------
    
    Taking Pictures: Tanker Chapter
    
    Objective: Take 4 pictures of Metal Gear RAY and send them using the
    workstation. 1 shot from the right hand, left hand side, and front of Metal
    Gear RAY (3 separate shots). 1 shot of the "MARINES" insignia located somewhere
    on Metal Gear RAY.
    
    Using the Camera: When the camera is equipped, the screen will switch to the
    camera's viewfinder. Press the circle button to zoom in and the cross button to
    zoom out. Press the square button to snap a picture. Any pictures taken will be
    displayed at the bottom of the screen in a miniaturized format (up to 6 can be
    saved at once). Select where you want to save pictures with the L1 or R1.
    
    Sending the Data: Stand in front of the workstation at the end of the hangar
    and press the triangle button to switch to the Data Transmission screen. Stored
    picture data can be erased while accessing the workstation.
    
    Bomb Disarmament Event: Plant Chapter
    
    Finding the Bombs: When Sensor A is equipped, areas in which a bomb has been
    planted will be displayed in yellow. Search for the bombs placed in each of
    these areas using the First Person View.
    
    Disarming the Bombs: Freeze each bomb by spraying it with the coolant spray.
    When the coolant spray is equipped as a weapon, the screen changes to First
    Person View. Face a bomb and press the square button to release the spray. When
    the lamp on the detonator stops blinking, the bomb has been completely frozen.
    The character may not move around while the coolant spray is equipped.
    
    Enemy Soldier Movement
    ----------------------
    
    Normal Mode - This is the default state, when the player has not been
    discovered by enemy soldiers or surveillance cameras. The radar can be used in
    this mode. While in Normal mode, enemy soldiers will follow a set patrol route.
    When the player is spotted by an enemy soldier or surveillance camera, the game
    enters alert mode.
    
    Caution Mode - In Caution mode, enemy soldiers will be more vigilant than usual
    in their patrols. In certain cases, extra soldiers may be added to the patrols
    as well. Avoid detection by the enemy soldiers until the counter at the bottom
    of the radar reaches zero to return to normal mode.
    
    Evasion Mode - In this mode, enemy soldiers will search the vicinity after
    losing sight of the player. The radar cannot be used in this mode. When The
    Clearing is complete, or after searching for a certain period of time, the
    enemy soldiers will switch to cautious mode.
    
    Alert Mode - The state in which the player has been discovered by enemy
    soldiers or surveillance cameras is called "Alert mode". In Alert mode, enemy
    soldiers call for backup and attack. The radar cannot be used in this mode. You
    can get out of Alert mode only by eluding the enemy soldiers or defeating a
    certain number of them. After escaping from the enemy's field of vision, the
    gauge at the bottom of the radar will begin to decrease. When it reaches zero,
    the game switches to Evasion mode.
    
    Codec Frequencies
    -----------------
    
    Tanker Chapter
    
    Otacon                | 141.12
    Otacon (save channel) | 140.96
    
    Plant Chapter
    
    Colonel               | 140.85
    Emma                  | 140.52
    Mr. X                 | 140.48
    Otacon                | 141.12
    Pliskin               | 141.80
    Rose                  | 140.96
    Stillman              | 140.25
    
    [Tactical Display]
    
    The In-Game Screen
    ------------------
    
    Life Gauge - In the top left corner of the screen, the life gauge will show
    when the character is harmed, is in danger of being harmed, or another gauge is
    showing. When the gauge is orange, it indicates that the character is bleeding.
    
    Grip Gauge - Under the life gauge, this is shown when the character is in
    hanging mode. When the gauge reaches zero, the character will fall.
    
    O2 (Oxygen) Gauge - Under the life gauge, the O2 gauge will show when the
    character is underwater. When the O2 gauge reaches zero, the character's life
    will begin to decrease.
    
    Partner Life Gauge - When the character is with a partner or important NPC,
    their life gauge will show under the character's. If this reaches zero, the
    game ends.
    
    Boss Life/Stun Gauge - The boss' life gauge will decrease as the boss receives
    damage. The stun gauge will decrease when the boss is hit by tranquilizer darts
    and hand-to-hand attacks. When either gauge reaches zero, the boss battle is
    over (if applicable).
    
    Radar - The radar is in the top right corner of the screen, and shows the map
    of the surrounding area, as well as NPCs, and enemies. In the radar, you may
    see which direction the enemies are facing, if applicable. There are certain
    situations in which the radar will not show, or the map/enemies will not show
    in the radar.
    
    Item Equipped - When an item is equipped, its icon and name will show in the
    bottom left corner. The item menu extends from the item equipped area. This is
    not displayed if no item is equipped.
    
    Weapon Equipped - When a weapon is equipped, its icon, name, and ammunition (if
    applicable) will show in the bottom right corner. The weapon menu extends from
    the weapon equipped area. This is not shown if no weapon is equipped.
    
    On the Radar
    ------------
    
    Normal Mode
    
    Central Dot - The player character.
    
    Green Cone - The character's field of vision in First Person View.
    
    Red Dot - Enemy unit.
    
    Blue Cone - Field of vision, normal alert level.
    
    Yellow Cone - Field of vision, suspicious alert level.
    
    Red Cone - Field of vision, cautious mode/full alert level.
    
    Underwater
    
    Blue Areas - Breathing points.
    
    With Sensor/Mine Detector
    
    Yellow Areas - Bomb in vicinity.
    
    Yellow Dot - Claymore mine.
    
    Yellow Cone - Claymore mine activation area.
    
    Jammed Mode
    
    *Radar unusable, electronic equipment disabled
    
    Caution Mode
    
    Time Gauge - Time until normal mode.
    
    Evasion Mode
    
    *Radar unusable
    
    Time Gauge - Time until caution mode.
    
    Alert Mode
    
    *Radar unusable
    
    Time Gauge - Time until evasion mode.
    
    
    
    
         [-----------]
    III.[-Walkthrough-]
         [-----------]
    
    
    *This is a walkthrough for the normal difficulty. In the other difficulties,
    there are many differences. The amount of enemy units, ammunition/items,
    location of certain weapons, character's ability/toughness, ability/toughness
    of guards/bosses, etc. are affected in each difficulty.
    
    |==================|
    |Chapter 1 - Tanker|
    |==================|
    
    Aft Deck
    --------
    When you start the game, there will be several cinematics, instructions, etc.
    once you're done with all that, equip your M9, and tread carefully. Whether you
    want to kill everyone or not is up to you, but no contact is necessary at this
    point. On the outside of the Discovery, where you begin, there are three
    guards. One is to the left, another high above you, and yet another to the
    right. If you choose to dispatch them, you can remove their bodies at the parts
    of the railing which flair out. You can find these at the left and right
    railings of the ship. There are several items as well. Far in front of you,
    there is a chaff grenade, but you must climb over a crate to get to it. To the
    right and at the bottom deck, there is a pentazemin, which is quite useless at
    the moment. One floor up, there is a bandage in about the same area as the
    pentazemin. To the left, there is a bandage, near where the guard is
    patrolling. Forward of that, there is a ration, which you may need if injured.
    Only two of the doors on the outside work, the one on the first floor to the
    left, and the one on the second floor to the right. It doesn't make much of a
    difference, but go ahead and take the one to the right.
    
    Deck-B, crew's quarters
    -----------------------
    You'll notice that the way up the stairs is blocked, so go to the left. There
    will be a mini cinematic, showing the shadow of the guard. Dispatch the guard,
    and go up the staircase to the far left.
    
    Deck-C, crew's quarters
    -----------------------
    Upon entering, you will see a small cinematic showing the camera. To avoid
    being seen by it, walk under the camera by walking against the wall. Keep
    going, until you see a staircase. Open the locker next to it, get the chaff
    grenade, and go on to the right. Once you reach the room with a dead end, crawl
    into the vent in the wall forward from you, and get the ration. Return to the
    staircase to the right of the camera, and climb it.
    
    Deck-D, crew's quarters
    -----------------------
    Dispatch the guard you see as soon as you climb all the way up the staircase.
    Hide his body behind the counter, and get the ration there as well. Go to the
    room to the far right, and get the cardboard box, and ammo if necessary. Return
    to the mess hall. Crawling up against the wall behind you, sneak past the
    camera and dispatch the other guard. Then climb up the stairs. DO NOT, I
    repeat, DO NOT attempt to go through the pathway on the right. The C4 will
    explode if you do not crawl under the lasers, and it is really just an
    unnecessary risk.
    
    Deck-E, the bridge
    ------------------
    As soon as you enter, you will see several cinematics, and talk with Otacon as
    well. Once you regain control of your character, open the door to the left.
    
    Navigational deck, port wing
    ----------------------------
    After going through the door, you will see a cinematic. Then you will regain
    control, and fight Olga.
    
    Navigational deck, wing
    -----------------------
    If you want, shake Olga’s body to get her dog tag. Then climb up the stairs to
    the right. Note that the directions in the following three sentences are
    optional, and will not affect the storyline. Climb all the way up the ladder,
    get the thermal goggles, and go back down. Go to the right, and get rid of the
    guard. Get the wet box, and open the door.
    
    Deck-E, the bridge
    ------------------
    Get the USP ammo, and head down the stairs.
    
    Deck-D, crew's quarters
    -----------------------
    As I said before, don't go through the pathway to the right. Of course, some of
    you might want to give it a try, but hey, you've probably already jumped off
    the railing and into the ocean a whole bunch of times already. Anyways, use the
    chaff grenade, get the USP ammo near the camera, and dispatch whatever guards
    necessary to get down the stairs.
    
    Deck-C, crew's quarters
    -----------------------
    If necessary, dispatch the guard. Then get back down the stairs.
    
    Deck-B, crew's quarters
    -----------------------
    Go to the right, neutralize the guard, and go through the second most right
    door in this area.
    
    Deck-A, crew's lounge
    ---------------------
    Watch the mini cinematic, and then incapacitate the guard. Don't make too much
    noise, as there is another guard in the area. Go down the stairs to the right,
    and go through the door.
    
    Engine Room
    -----------
    Go straight down the hallway, and watch the mini cinematic. Those of you who
    have played Metal Gear Solid should know Raven. For some reason, Snake says
    good when you take a picture of the Raven toy and the EyeWire poster (which is
    on the open locker door). Get rid of the guard outside the doorway, as well as
    all other guards which get in your way. Get to the top left corner, and enter
    the room. If you want to neutralize the guard, wait till he finishes talking on
    the radio, then tranquilize or kill him. In this room, shoot all the control
    units (things emitting a green light), but DO NOT shoot the C4! Make sure that
    all the control units are down (either by shooting the sandbag or using the
    thermal goggles if you have them), then open the door forward from you. Note
    that you will have to get close to the door to take out the last control unit.
    
    Deck-2, port
    ------------
    Keep going forward until you see a guard. Quickly go into the chamber to the
    right. Don't try to peek around the wall, you will knock down the pipe and
    attract his attention. Wait until he passes by, then go forward, getting rid of
    the guard if you want. Neutralize the guard who seems to be headbanging to his
    music, and then go right, dispatching the other guard if necessary. Open the
    watertight door to the right.
    
    Deck-2, starboard
    -----------------
    Go to the right, down the hall, and into the room to the left if your USP
    doesn't already have all the ammo it can hold. Go back out and backward, and
    get ready for a big fight. Watch the cinematic, and execute all the guards.
    Watch another cinematic and talk to Otacon.
    
    Hold No.1
    ---------
    Watch another cinematic and talk to Otacon again. Then go down the ladder.
    Remember that even though you have a time limit, it is more important to be
    careful and not be detected. After all, you are going past whole platoons of
    Marines, all armed with M4 carbines. Make sure that you don't get in the way of
    the projector, as it will reveal your position. Tranquilize, but DO NOT kill
    any guards necessary. Note that certain floors make more sound than others, and
    sometimes it is necessary to walk or crawl. Go left once you've gone down the
    ladder, then go up, and through the doors.
    
    Hold No.2
    ---------
    This time, go to the right and up, using the same tactics as before. Go through
    the two doors.
    
    Hold No.3
    ---------
    Watch the cinematic, then knock out the guard on the platform to your left.
    Then take a picture of Metal Gear RAY (the behemoth machine behind the guy
    talking). If it is an acceptable picture, you should hear a chime noise. Then
    go in between the two platforms, and take a picture. Tranquilize the guy on the
    platform to the left, and go to the left of the platform. Take another picture.
    Go forward, tranquilize the Marine ahead, and continue forward. Take a picture
    of the Marines logo, and make sure it shows up well. Now go back the way you
    came from to the way you came in, and press the triangle button on the computer
    forward and right of you. If any of the pictures are not approved, go back and
    retake them. Once you're done with that, watch the cinematics. And on to
    Chapter 2.
    
    |=================|
    |Chapter 2 - Plant|
    |=================|
    
    Strut A Deep Sea Deck
    ---------------------
    When you end part 1, you will be given the option to save, and then you will
    see several cinematics. Then you will talk to a person named Colonel. Check out
    the codec frequency too. Deja vu, anyone? Moving on, you will be quite naked,
    in the sense of arms, but all you can do for now is be cautious. Go to the
    right, and go to hanging mode on the railing. Move further right, and climb
    back up. Get the shaver, and go back to the original area. Climb into the vent
    and turn right when you can. Then go straight, until you get the ration. Then
    return to the original position. Go into the water. Dive as deep as you can. In
    the southeastern corner of the pool, there are thermal goggles. Now open the
    watertight door. You will see a small cutscene, then go down the pathway. You
    will end up in another room. To the left, there is a ration which can be
    acquired by climbing the crates. Get it, go back down, and drag the guards to a
    very distant area. Then use the node (the computer). You will see another
    cutscene. Then you will be asked to input your name, date of birth, blood type,
    etc. You will also be able to change the game's options. Afterwards, you will
    be able to use the radar, and the guards will wake up as well. Because you have
    no weapons, it is advisable to hide, but those of you who are experienced might
    want to snap some necks. Wait for the elevator to come down, and then go on it.
    You will see a short cutscene, and then have a Codec chat with the Colonel.
    Then you will see another cutscene, and then you will go back to the Codec.
    
    Strut A Roof
    ------------
    Once you've gained control, get the bandage on top of the crate. Then go
    forward and left, and crawl through the hole in the fence (it should be
    surrounded by birds). Once you crawl through, you will have a forced
    conversation with Colonel, once you're done, go through the door backwards from
    you.
    
    Strut A Pump Room
    -----------------
    Go down the staircase, watch the cutscenes, and have a talk with Colonel.
    Either sneak past or take out the guard, and get to the node. In the rightmost
    locker, there is a ration. Go up the stairs, get the chaff grenade, and descend
    back down the stairs. Note that all the M9 ammunition can not be picked up at
    this point, or the SOCOM ammo in the second most left locker for that matter.
    Your objective is currently to get to Strut B, but you need some weapons, so
    use the top-right door.
    
    FA connecting bridge
    --------------------
    You'll see a short cutscene, and then Colonel will talk to you. Avoiding the
    Cypher, cross the bridge and go through the doorway.
    
    Strut F warehouse
    -----------------
    When you enter, you will see a short cutscene. Do not dispatch any guards here,
    as they send regulated transmissions, and more guards will be sent. Only take
    out the guards if you are seen. Going straight to the right, you will see a
    door which does not require a key. Go  through, get the M9, and the ammo. Then
    go back the way you came.
    
    FA connecting bridge
    --------------------
    Go back to Strut A, avoiding the Cypher.
    
    Strut A Pump Room
    -----------------
    Use the door to the left of the one you just came back in from.
    
    AB connecting bridge
    --------------------
    Now you will see another cutscene, and then talk to Colonel. Use the M9 to take
    out a guard, then go across the bridge. Then enter the door.
    
    Strut B Transformer Room
    ------------------------
    Walk left after entering, and you will see several cutscenes. Then you'll have
    a talk with Colonel, and see some more cutscenes. You now have the SOCOM (see
    section IV for details), cigarettes, and have given Pliskin the shaver if you
    had it. Use the node, then leave the room. Rose will contact you. The lockers
    in front of you have ammo and rations. Then leave using the door in front of
    you.
    
    BC connecting bridge
    --------------------
    You will see a cutscene, and then you will call Colonel. In the middle of the
    bridge, there is a chaff grenade on the part which broke off. Continue forward,
    and go to the next room.
    
    Strut C dining hall
    -------------------
    Go to the bathroom to the left, and open the door to the left. Get the ammo,
    then go to the bathroom to the right. Open the second door, and get the
    Pentazemin. If you need M9 ammo, open the last door. Go down the hallway, and
    you will see several cutscenes. Then you will talk with Colonel, and see a demo
    on how to diffuse C4. Then you will see another cutscene, and then you will see
    a demo on how to use the sensor. Then you will see some more cinematics. Use
    the node in the room to the left, and then go to the women's (right) bathroom.
    There is a C4 on the ceiling near the sink. Stillman will contact you. Leave.
    
    BC connecting bridge
    --------------------
    Cross the bridge, and destroy the Cypher with the SOCOM if necessary. Go
    through the door.
    
    Strut B Transformer Room
    ------------------------
    Take out both guards, and go to the green spot. Close the door, and watch the
    short cutscene. Use the coolant, and exit with the door behind you.
    
    AB connecting bridge
    --------------------
    Take out either guard, then go across and get to Strut A.
    
    Strut A Pump Room
    -----------------
    There is a guard, and SOCOM ammunition in the second most left locker. Get it,
    dispatch the guard if necessary, and go to the room backwards from you. Take
    out the guard and the camera, then go down the stairs on the bottom left. Crawl
    under the pipes to your right, climb the platform, get the cardboard box, and
    go back to the stairs. Go to the stairs on the right. Crawl under all the
    pipes, get the ration, and return to the red pipes. Crawl under the red pipes
    (going down and staying under them), and diffuse the C4. Stillman will talk to
    you. Now exit to the FA connecting bridge.
    
    FA connecting bridge
    --------------------
    Go across the bridge, taking out the Cypher if necessary. Go down the staircase
    and through the door.
    
    Strut F Warehouse, B1
    ---------------------
    Being wary of the guard, go to the right and down the pathway. Then get the
    items in the lockers and the cardboard box, then access the node. Go to the
    vent in the south wall, and crawl through. Get the suppressor and the
    ammunition, and go back through the vent. Now go through the door to the right.
    Get the mine detector and the M9 ammunition under the crates. Remember, don't
    dispatch any of the guards! More will be sent in. Now, cautiously go upstairs.
    Now you can take out the guards, but after following my next instructions, get
    the hell out there, quickly! Hang on the left railing (in the middle), and drop
    down onto the crates surrounding the green light. Use the coolant spray on the
    C4. Go back up, now drop from the bottom railing, and get the book. Now get out
    through the top exit. QUICKLY.
    
    EF connecting bridge
    --------------------
    You will see a short cutscene. Tranquilize the guard, and cross the bridge. DO
    NOT take the pathway to the left, as it will be extremely hard to get back, and
    there is at the moment no use of going there. You will be contacted. Crawl and
    pick up the claymores (use the mine detector), and get to the other side.
    
    Strut E Parcel Room, 1F
    -----------------------
    Take out the guard closest to you, but NOT the other one! He transmits reports
    regularly. Get the cardboard box and access the node. Then go up the stairs and
    through the door.
    
    Strut E Heliport
    ----------------
    Walk down the pathway. You will see a cinematic, and then Pliskin will talk to
    you. Take out the guards, get the cardboard box, and go to the jet. The is a C4
    under the jet. You'll talk to Stillman. Now go back down to the Parcel Room.
    
    Strut E Parcel Room 2F
    ----------------------
    Go down the stairs, and exit using the top left exit. Be careful of the guard.
    
    DE connecting bridge
    --------------------
    Be careful of the guard, cross the bridge, and use the bottom door.
    
    Strut D Sediment Pool
    ---------------------
    Once here, access the node. Tranquilize whatever guards necessary, and locate
    the bomb with the sensor. Pull up the door and freeze the C4. Stillman will
    contact you. Use the door above you and to the left.
    
    CD connecting bridge
    --------------------
    You'll see a short cutscene. Shoot the camera with the SOCOM, and cross the
    bridge. Be careful of the guard, you may need to neutralize him.
    
    Strut C Dining Hall
    -------------------
    Go to the room where Stillman was, and get Sensor B. You will call Stillman.
    You now have 400 seconds to the bottom of Strut A. Exit using the south door.
    
    BC connecting bridge
    --------------------
    Destroy the Cypher and quickly cross the bridge, then use the door.
    
    Strut B Transformer Room
    ------------------------
    Take out the guard in the hallway, and go through it, using the door at the
    end.
    
    AB connecting bridge
    --------------------
    Cross the bridge, and get to Strut A.
    
    Strut A Pump Room
    -----------------
    Use the staircase, then go through the door.
    
    Strut A Roof
    ------------
    Go onto the elevator, and talk to Stillman and Pliskin.
    
    strut A Pump Facility
    ---------------------
    Go back to the place where you started this chapter. Go down and around, and
    diffuse the bomb under the boat. Now go back to the elevator. You will see a
    cinematic. Then you will fight Fortune.
    
    Strut A Roof
    ------------
    Again you have 400 seconds. Get to Strut E Heliport ASAP. First, go down the
    stairs, but be warned that there are claymore mines.
    
    Strut A Pump Room
    -----------------
    Use the door on the right once you're down the stairs.
    
    FA connecting bridge
    --------------------
    Quickly cross the bridge and get to Strut F warehouse.
    
    Strut F warehouse
    -----------------
    Once again, don't neutralize the guards. I mean it. Just get to the north door,
    pronto.
    
    EF connecting bridge
    --------------------
    Cross it. QUICKLY.
    
    Strut E Parcel Room 1F
    ----------------------
    Go upstairs. FAST.
    
    Strut E Heliport
    ----------------
    Go up the stairs and defuse the bomb. Then walk forward. You will fight Fatman.
    
    Strut E Heliport
    ----------------
    You will contact Colonel. Afterwards, you will talk with Pliskin. Go south, and
    you will see a cinematic. You now have a BDU , Card LV2, and a cell phone.
    Colonel will then talk to you. Now exit through the door.
    
    Strut E Parcel Room, 2F
    -----------------------
    Go down the stairs and exit using the southern exit.
    
    EF connecting bridge
    --------------------
    Cross the bridge and get to Strut F.
    
    Strut F Warehouse
    -----------------
    Be very careful of the guards here. First, go to the door south and to the
    right. Get the C4 and claymore in the lockers. Next, go to the room farther
    south and to the left. Don't run in like Rambo would, there's laser trip wires
    and C4. Shoot the control unit with your SOCOM, and get the M4 as well as the
    ammo. Now go down the stairs, and enter either door requiring a LV2 card. They
    both lead to the same room. Get the M4 ammo, and more importantly, the AKS-74U
    in the top right corner. You will need it as part of your disguise. Get the
    rest of the ammunition in the room, and go back to the EF connecting bridge
    (the door upstairs and to the north).
    
    EF connecting bridge
    --------------------
    This time, go to the pathway to the left, but don't stop running, the floor
    will drop after being walked on. Get the AKS-74U ammo, equip your BDU and
    AKS-74U, and enter the door to the left.
    
    Shell 1 Core, 1F
    ----------------
    Tread with EXTREME caution. There are many things here that could reveal
    yourself, including bumping into other soldiers, falling down, etc. Do not
    engage in any combat unless necessary or instructed to do so. First, enter the
    hallway. Then follow the path south and to the left. Go into the room, get the
    chaff grenade, the M9 ammo in the leftmost locker if you need it. If you need
    M4 ammo, break the rightmost locker door. Be warned that if it falls on you,
    you will be revealed to any nearby guards. Use the node in the top right corner
    of the room. Now exit to the left, go north, and use the elevator. Go to B2.
    
    Shell 1 Core, B2 Computer Room
    ------------------------------
    As I said before, BE CAREFUL! First, go through the right. Go south, get the
    ration if you need it, then go to the southern hallway. There is M9 ammo in the
    first locker you see. Continue south, and enter the area with many computers.
    In the northeastern corner, there is a node. Access it. Now get the cardboard
    box and ammo south of the node, and get the directional microphone to the west.
    Leave the computer area, go to the hallway to the west, and search the lockers
    for ammo. To get the books on top of the shelf, you have to use a
    punch-punch-kick combo. If a guard sees you, however, you will be revealed. Now
    return to the elevator and go to B1.
    
    Shell 1 Core, B1
    ----------------
    There will be a short cutscene. Then go to the room at the right. Access the
    node. If you need a ration, open the locker to the right. Now go outside. If
    you want, you can search the lockers in the room to the left. There is also
    ammo for the M4 in the bottom left corner. Now wait behind the crates between
    the corner and the doorway. The second the guard passes by, unequip your
    weapon, get him in a chokehold, and make him face the retinal scanner. There
    will be a short cutscene.
    
    Shell 1 Core, B1 Hall
    ---------------------
    When you enter, there will be another cutscene. Then Colonel will contact you.
    Before you look for Ames, you should get the items in the room. In the bottom
    left corner, there is a bandage. In the middle left, near the flag, there are
    thermal goggles, which you will need later in the game (if you don't already
    have it). Ames is the white male tied to a table with some boxes on it (unless
    you are playing the game from a clear game). He is near the bottom left corner,
    and is near a metal column. His heartbeat has a chiming electronic sound. Once
    you call out his name, you will enter several cutscenes, a Codec conversation,
    and cinematics. After you regain control, you have 10 seconds to equip your
    AKS-74U. DO NOT move from your position. Then there will be another cinematic,
    and you will have to escape. Note that you no longer have your Balaclava, and
    the enemies can now see your face. Get to the elevator, as soon as you can. Go
    to level 1.
    
    Shell 1 Core, 1F
    ----------------
    There are many guards here, so be extremely careful. Exit to the EF connecting
    bridge (the door all the way to the right).
    
    EF connecting bridge
    --------------------
    Like before, the floor will collapse after being walked on. Head south, to
    Strut F.
    
    Strut F Warehouse
    -----------------
    Now that you have a Card LV3, you can get the rest of the weapons and items.
    First, get to the door in the top left corner. Get the RGB6, and the ammo. Now
    go to the most southern hallway, and enter the door to the left. Get the ammo
    and grenades. Now go north a little and to the right. That room has a PSG-1 and
    ammo, which you will need for the next part of the game. There is also a vent
    in that room, crawl into it and get the PSG-1T. Now that you have everything
    you need, exit back to the EF connecting bridge (the way you came in).
    
    EF connecting bridge
    --------------------
    Cross the bridge and get to Strut E.
    
    Strut E Parcel Room, 1F
    -----------------------
    Go through the door in the top left corner, avoiding and/or neutralizing any
    guards.
    
    DE connecting bridge
    --------------------
    Cross the bridge and get to the top door, but be careful of the guard on the
    roof.
    
    Strut D Sediment Pool
    ---------------------
    Tranquilizing whatever guards necessary, get to the northernmost door.
    
    Shell 1-2 connecting bridge
    ---------------------------
    Upon entering, there will be a cutscene, and a Codec conversation. Afterwards,
    use your SOCOM and PSG-1 to take out the control units. There are several
    control units. One is above and behind you (from the position you first gain
    control), another is straight in front of you, two are in front of you and to
    the left, one far in front and to the right (surrounded by seagulls), another
    behind the Sons of Liberty Flag, two surrounded by explosive on the other side
    of the bridge (next to the doorway), one slightly below and to the right of the
    flag, and one on the Cypher. Note that on different difficulties, there will be
    less/more control units than described. Once you've destroyed all the control
    units, there will be a short cutscene. Go to the other side of the bridge. On
    your way there, Pliskin will contact you. Now you will face the Harrier 2.
    
    Shell 1-2 connecting bridge
    ---------------------------
    After watching the cinematic, and talking to Snake (Pliskin will now be
    referred to as Snake here on) and Otacon, and then Rose will call you. Jump to
    the other side of the bridge and get the suppressor for the AKS-74U. Now, go
    back and move to the right, and go to hanging mode on the railing. Drop on the
    large pipe, and walk (do not run) across it. At the end, climb onto the
    platform to the right, and run across the brown floor. At the end, go to
    hanging mode, and drop onto the platform beneath it. Two guards will then come
    out. Kill them with your PSG-1. Where there are gaps walk either against the
    wall or in hanging mode where appropriate. Then climb the ladder at the end.
    
    Strut L Perimeter
    -----------------
    Here, go into crawl mode and crawl across the pathway, until there are no more
    windows. Stand up, walk against the wall, crouching when there is that thing
    sticking out of the wall. Then a guard on a higher level will start urinating,
    so go into hanging mode to get around the urine. At the end of the path, fall
    onto the platform below. Get the AKS-74U bullets, and get the ration at the end
    of the pathway. Go back to the stairs, and take out the Cyphers with your
    PSG-1, or disabling them with chaff. There is some ammunition at the right end
    of the bridge. Now use the bridge leading north. To get across the first gap,
    you must use a flip. The second can be crossed in hanging mode. Once on the
    other side, go through the door.
    
    Shell 2 Core, 1F Air Purification Room
    --------------------------------------
    There will be several cinematics, cutscenes, and Codec conversations here.
    First, go down the stairs to the left, and collect any ammo you can. Go up the
    stairs to the left, and go cautiously into the room to the right. Disable the
    two guns and leave. To the left, there is a chaff grenade near a broken door.
    Go back out into the hallway, and go into the room on the right near the end of
    the hallway. Get the M4 ammo, and access the node. Go out into the hallway, and
    use the elevator. Go to B1.
    
    Shell 2 Core, B1 Filtration Chamber No.1
    ----------------------------------------
    Access the node to the right, and then go into the water. First, swim straight
    south, until you get to the end of the hallway. Get the Nikita in the room, and
    swim up for some air. Go back down, and go to the white (air) spot north of
    where you are. Now go west, and then turn left again. Get the N.V.G, and go
    back out. Turn left again, and go to the white spot for a breather. Go back
    down, swim south, and then turn left. Swim forward, and then turn right. Swim
    forward, and then turn left. Continue forward, then turn right. Go forward, and
    up to the white spot. When your oxygen is at full, go back down and open the
    western door. There will be a cinematic. Go to the closest white spot for some
    air, then continue west. At the bottom of the next white spot there will be
    stinger missiles, and at the top a PSG-1T if you haven't gotten it already.
    Now, go all the way back to the elevator. First, head east until you enter the
    room with the corpse. Then turn left and go straight. Turn left again, and then
    turn right. Turn left at the end of the hallway. Continue forward, then turn
    right at the end. Go up to the air vent, and then back down when you have
    enough oxygen. Go right, continue forward, then turn left at the end of the
    hall. Now go back up to the elevator. Go up to level 1.
    
    Shell 2 Core, 1F Air Purification Room
    --------------------------------------
    Go down to the room with the two guns you disabled. Climb the crates, and fire
    a Nikita missile into the vent. Control the missile into the large power
    conduits in the room with the president. Now go to the top right corner of this
    area, and cross the part where the floor was secured with electricity. Go
    through the door. There will be several cinematics, and Codec conversations.
    Leave the room. There will be more Codec conversations, and cinematics. Go back
    to the elevator, and take it to B1.
    
    Shell 2 Core, B1 Filtration Chamber No.1
    ----------------------------------------
    Go south a little, then turn right, and then go up at the white spot. Go south,
    turn left, go forward, and then turn right. Go forward, turn right, continue
    forward, and then go up at the air vent. Now go all the way west, and open the
    watertight door on the far left. Turn right, and go forward. Walk through the
    LV 4 door, and prepare.
    
    Shell 2 Core, B1 Filtration Chamber No.1
    ----------------------------------------
    There will be several cinematics, and Codec conversations. Go through the door
    to the north. Get the ration, and then go into the water. Go forward, turn
    right, get the AKS-74U bullets, go back out, go into the hallway to the left,
    go left at the end, and get the body armor. Go back out, go to the room to the
    right of the one you just went in, and get to the surface. Go through the door,
    access the node, and go left. Search all the lockers, get the thermal goggles
    if you haven't already. When you find Emma, you will see several cinematics,
    and Codec conversations. Now swim back the way you came, going to white spots
    when necessary. Now take Emma back to the elevator. On the way, you will see
    several cinematics and Codec conversations. Use the coolant spray to repel the
    insects. Then take Emma to level 1.
    
    Shell 2 Core, 1F Air Purification Room
    --------------------------------------
    Leave Emma in the elevator for now. Take out all the guards, and then take Emma
    to the exit. Be warned that many guards will not show up until Raiden takes
    Emma to the exit.
    
    K-L connecting bridge
    ---------------------
    Take out the Cyphers, and the guard. Put out the fire on the west bridge with
    the coolant spray. Then take Emma to the door to the west.
    
    Strut L Sewage Treatment Facility
    ---------------------------------
    Dispatch the two guards, then take Emma to the room to the south. There will be
    several cinematics and Codec conversations.
    
    Strut L Oil Fence
    -----------------
    Here you must take out any and all things that try to stop Emma from crossing.
    First, use some pentazemin, then put on your thermal goggles. Equip your PSG-1,
    and shoot all of the claymore mines. Note that there are some to the right as
    well. Take pentazemin whenever you need it, and shoot all guards and Cyphers.
    Note that you will eventually see another sniper, do not shoot him, that is
    Snake. After Emma gets close to Snake, Vamp will jump out of the water and try
    to cut her. Stop him.
    
    Strut E Material Distribution Facility
    --------------------------------------
    Go out, and to the door leading north. Get the digital camera. Now leave using
    the south exit.
    
    EF connection bridge
    ---------------------
    Use the west bridge to get to Shell 1's core. Be careful for Cyphers, and take
    them down if necessary.
    
    Shell 1 Core, 1F
    ----------------
    There's nothing to be afraid of here, but the time limit, so quickly on the
    elevator.
    
    Shell 1 Core, B2 Computer
    -------------------------
    You will see several cinematics, and then be given the option to save.
    
    Arsenal Gear - Stomach
    ----------------------
    You will see many cinematics, and Codec communications. Then you will be
    released by Olga. Get the medicine in the locker, leave the room, and access
    the node. Then exit using the door to the right.
    
    Arsenal Gear - Jejunum
    ----------------------
    There are many guards here, don't bother trying to take them out. Don't try to
    get any items either, you'll be caught and dead in a few seconds. Sneak past
    the guards and go up the stairs to the left. Then go to the right, and through
    the door.
    
    Arsenal Gear - Ascending Colon
    ------------------------------
    Go all the way to the south to get a ration. Then keep answering calls until
    you get a call from Rose. You will then be given your equipment by Snake, as
    well as the High Frequency Blade.
    
    Arsenal Gear - Ileum
    --------------------
    Here you will fight off many enemies. Use first person view, the M4, and take
    cover a lot. There will sometimes be enemies above you, on a higher platform. I
    highly suggest you equip the body armor if you have it.
    
    Arsenal Gear - Sigmoid Colon
    ----------------------------
    Here, you're going to have another big fight. Either use the M4 or your sword,
    both are useful.
    
    Arsenal Gear - Rectum
    ---------------------
    First, you'll hear Solidus talking. Then, you'll have to face the Metal Gears.
    After this, there are many more cinematics, and Codec conversations. Then it's
    time for a duel.
    
    Federal Hall
    ------------
    After landing on the roof of Federal Hall, you will see many cinematics. Then
    you will fight Solidus, with only your sword. Kick his ass and watch the
    ending.
    
    
    
        [---------------]
    IV.[-Boss Strategies-]
        [---------------]
    
    
    Olga Gurlukovich - Olga is armed with a USP 9mm, a lethal weapon (unlike
    yours). Hide directly behind the crates, in a place where you can pop up,
    shoot, and go back to a crouching position. Note that first person view mode is
    not necessary, but will make beating her much easier. Use auto-target to help
    aim, but keep in mind that auto-target will always aim for the middle of her
    body, not necessarily the part that you can see (which is usually her hands and
    face). After her health is decreased, she will begin to throw grenades, so be
    ready to stand up and run or roll away. She will also shoot one of the strings
    holding together the large sheet. The sheet will block your view of her, but
    she will still be able to aim at you, so shoot the other string to make the
    sheet go flying. Once the sheet is gone, she will shoot the light to make it
    face you (and shine in your eyes). shoot the light (aim for the center of all
    the brightness). Keep hitting her, aiming for her head when you can, and she
    will eventually be defeated.
    
    Fortune - Don't do anything. Seriously. Just keep running around, avoiding her
    attacks. Eventually, you will see that someone is using the elevator. Once
    Colonel calls you, it will be over.
    
    Fatman - Using your SOCOM, chase him around and shoot him, using auto-target
    when you can. Aim for his skates if you have the time and accuracy, to knock
    him down in one blow. While he is getting up, shoot him in the head for extra
    damage. Be sure to diffuse bombs that he plants before you go after him.
    Continuously shoot him in the head, and it will eventually be over.
    
    Harrier 2 (Vamp and Solidus Snake) - Run and get the Stinger as soon as Snake
    drops it. Keep a good look at your radar, and remember that the big red blip is
    your enemy. Note that Snake will drop equipment for you once in a while, so be
    ready to get it. Equip the Stinger, and continuously lock on to the Harrier,
    and keep firing at it. Take cover when ever they fire at you, hiding downstairs
    if you have to. Whenever the jet goes out of sight for a while, fire at it as
    soon as it comes back, and then take cover. There will also be times when the
    jet will stop right on top of you for a while. Keep shooting at it, using the
    RGB6 if you want to. Eventually, it will begin to rain missiles, so hide
    downstairs and shoot the jet from there (lock on and then fire into a nearby
    open space).
    
    Vamp - There are several useful ways to beating Vamp. Draw your Stinger from
    its holster (hey, Raiden's gotta carry all his stuff somewhere). While Vamp is
    in the pool, shoot at the pool with missiles and throw/shoot grenades. When he
    comes out, shoot him with the Stinger, and wait for him to go back into the
    pool. Fire, explode, repeat. Be sure to dodge knives when they come at you.
    Eventually, he'll be defeated.
    
    Vamp - He's back. Consume some Pentazemin (or use your cigs), and zoom in.
    Remember that it takes time, even for a bullet, to travel that kind of distance
    (about half a second). Aim for Vamp and make a 7.62x51mm hole in his face. Keep
    firing at him until he flies back into the water.
    
    Metal Gears - And you though fighting Metal Gear REX in Metal Gear Solid was
    hard. Fighting three Metal Gears at once can be tough, but hey, you've got some
    Big Boss in you. Run closer to the Metal Gears, and pull out your Stinger.
    Choose a Metal Gear to take out, as you'll have a hard time fighting all three
    simultaneously. Shoot at one of its leg, and then shoot its open mouth ASAP
    (that's when and where it's weak). Unequip your Stinger and run when the
    missiles come at you. Continue this strategy until the required amount of Metal
    Gears are defeated.
    
    Solidus Snake - He killed your parents. It's time to take him out, samurai
    style. Continuously swing at him, thrusting whenever he lets his guard down.
    Remember to block often, and get out of the way when he shoots missiles at you
    and when he does his blazing fire attack.
    
    
    
    
       [-----------------------------]
    V.[-Weapons, Items, and Equipment-]
       [-----------------------------]
    
    
    [Weapons]
    
    
    AKS-74U - The AKS-74U is an assault rifle, part of the Kalashnikov series. It
    is modeled after the AK-47 and AK-74, but is much smaller and lighter and uses
    5.45x39mm. It can fire in full auto, like its Kalashnikov counter-parts, and is
    very similar to the game's M4 Carbine. It has a 30-round clip, like the M4
    Carbine, and a LAM. Unlike the M4, it can attach a sound suppressor.
    
    Book - Adult literature, used to draw enemy attention for distraction.
    
    C4 - A plastic explosive. After setting it in the desired area with the square
    button, press the circle button to detonate.
    
    Chaff Grenade - An electronics jamming grenade. It makes most electronics
    (including the radar) useless while in effect. Like all grenades, it has a
    5-second delay.
    
    Claymore - A motion detecting land mine. It will detonate if something enters
    its range.
    
    Coolant Spray - Used for disarming bombs, putting out fires, and repelling
    bugs. How hard the square button is pushed will determine strength of spray.
    
    Directional Microphone - Extremely sensitive microphone, used for detecting
    heartbeats and eavesdropping.
    
    Hand Grenade - A hand thrown fragmentation grenade with a 5-second delay. How
    far it is thrown is dependant on how hard the square button is pressed.
    
    HF Blade - The High Frequency Blade is a melee combat weapon, controlled by the
    right analog stick. Note that it takes time to switch from and to the sword,
    unlike other weapons.
    
    M4 - The Colt M4 Carbine is an assault rifle. The M4 Carbine is much different
    than standard M4 Carbines, as it has a trigger group capable of firing in full
    automatic mode, and a laser sight as well. It has a 30-round magazine for
    5.56mm (.223 Remington) NATO. Unfortunately, you cannot acquire the mountable
    M203 grenade launcher.
    
    M9 - A silenced Beretta pistol, modified from a M92F to shoot anesthetic
    bullets (tranquilizers). Like all weapons that are colored blue in the weapons
    selection menu, this gun alone cannot injure targets. The bullets will
    instantly put human opponents to sleep when hitting them in the head, heart
    (their left side of the chest), stomach, and groin. Hitting them in other areas
    will take time to put them to sleep. Because the slide locks, the gun must
    reload after each shot. It has a 15-round magazine. The cover of Metal Gear
    Solid 2 shows Snake holding the M9 with silencer and LAM.
    
    Magazine - An empty firearm magazine. Thrown with the square button.
    
    Nikita - A remote control missile launcher. It fires radio-guided missiles,
    which are guided by the directional buttons/left analog stick. After going in a
    straight path for a while (and not being moved), it will accelerate, until its
    path is changed. Missiles cannot be controlled if the signal is jammed, and
    cannot be controlled if too far away when outside.
    
    PSG-1 - The Heckler and Koch PSG-1 is arguably the best sniper rifle in the
    world. It is extremely accurate, and very powerful, as it uses 7.62x51mm NATO.
    Although the game shows it carrying ammunition in a 5-round magazine, it
    carries up to 20 rounds, and the PSG-1 should be shown with its 20-round bullet
    box (similar to a magazine, but larger). However, unlike other weapons, the
    weapon will move around (because of the body's natural movement), unless you
    constantly consume pentazemin (a relative of Diazepam). Unlike in Metal Gear
    Solid, you can now
    zoom in and out with the rifle's scope.
    
    PSG-1T - A modified PSG-1, designed to tranquilize, like the Beretta M9. Unlike
    the game's PSG-1, it uses a 5-round magazine.
    
    RGB6 - A grenade launcher with a 6-round magazine. The grenade will shoot in an
    arc-shaped path, and then detonate.
    
    SOCOM - The Heckler and Koch Mark 23 Mod 0 or SOCOM (Special Operations
    COMmand) pistol is one of the most proficient pistols in the world, and one of
    the best pistols in the game. It can be equipped by a sound suppressor, which
    appears to be the model created by Knights' Armament Corporation, which is the
    one officially chosen by Heckler and Koch. It is also equipped with a LAM
    (Laser Aiming Module), which seems to be the LAM used in Phase 1 of the SOCOM's
    testing, which was dropped for the Wilcox Industries LAM (which was later
    dropped for the Insight Lights' LAM), and not on the market. In the game, the
    SOCOM has the military/law enforcement magazine, which carries up to 12 rounds
    of .45 ACP. This weapon should be quite familiar for those of you who have
    played Metal Gear Solid.
    
    Stinger - A SAM (surface-to-air) missile launcher, which fires tracking
    missiles. Missiles will only track the target if they are locked on.
    
    Stun Grenade - A flash-bang, which renders targets unconscious for a short
    period of time. Like all grenades, it has a 5-second delay.
    
    USP - The Heckler and Koch Universal Self-Loading Pistol is an effective, but
    very loud weapon. The model in the game fires 9mmx19, and it has a mounted
    Universal Tactical Light, with a LAM as well. It carries 15 rounds per clip.
    
    
    [Items/Equipment]
    
    
    AP Sensor - Anti-personnel sensor, used for detecting heartbeats. When
    equipped, nearby heartbeats will cause controller to vibrate (not including the
    player's heartbeat), but all other vibrations will not be sent to the
    controller.
    
    AKS-74U Suppressor - A suppressor manufactured by PBS, fits on the AKS-74U.
    Reduces sound created by firing the AKS-74U.
    
    Bandage - When the health gauge turns yellow, you will lose blood and your
    health will decrease. Use this to stop the bleeding.
    
    Bandana – Snake’s bandana with the infinite sign on it, no ammunition is used
    up when worn.
    
    BDU - Battle Dress Uniform. This type is the kind used by the guards in the
    Shell 1 Core.
    
    Blue Wig - A wig. Wearing it allows infinite O2 while underwater.
    
    Body Armor - A bulletproof vest. It cuts damage in half when worn.
    
    Brown Wig - A wig. No ammunition is used up when worn.
    
    Camera - Used for taking pictures, capable of zooming in and out, take pictures
    with the square button.
    
    Card LVx - Opens doors of level number x.
    
    Cardboard Box - Can be worn to hide from cameras.
    
    Cigs - Cigarettes, highly addictive and hazardous to health. Snake carries them
    in every single Metal Gear game (even the ones before Metal Gear Solid)!
    
    D. Camera - A digital camera. Used for taking pictures, same controls as
    regular camera. Can save photos to memory card.
    
    Mine D. - A mine detector, shows claymores on radar.
    
    N.V.G - Night vision goggles, used to see in the dark.
    
    Orange Wig - A wig. Wearing it allows infinite grip time.
    
    Pentazemin - A benzodiazepine with CNS depressant effects to stop body
    trembling/natural movement, useful for sniping. WARNING: Consuming Pentazemin,
    Diazepam, or other forms of valium may cause drowsiness, lethargy, ataxia,
    depression, dizziness, syncope, headache, euphoria, fainting, slurred speech,
    tremor, confusion, vertigo, transient hypotension, dysrhythmias, bradycardia,
    cardiovascular collapse, photophobia, diplopia, blurred vision, nystagmus,
    nausea, vomiting, depressed gag reflex, abdominal discomfort, respiratory
    depression, desquamation, rash, urticaria, and pain and phlebitis at injection
    site!
    
    Phone - A cell phone, with vibration function as well as e-mail capability.
    
    Ration - MREs (Meals Ready to Eat), or military rations. They restore the
    player's life. Note that if there is a picture of a bug on the ration in the
    menu, you need to rapidly move the menu up and down before you can use your
    rations.
    
    Scope - A pair of binoculars, used to see for distances. Use the circle button
    to zoom in, and the cross button to zoom out.
    
    Sensor A - Ion mobility spectrometer explosive detector. It detects explosives
    with Fatman's cologne.
    
    Sensor B - Neutron scintillator explosive detector. It detects Fatman's
    odorless explosives.
    
    Shaver - An electronic shaving device. You give it to Pliskin, who shaves his
    face clean.
    
    SOCOM Suppressor - A suppressor manufactured by Knights' Armament Corporation,
    fits on the Mk. 23 SOCOM. Reduces sound created by firing the SOCOM.
    
    Stealth - A cloaking device. Wearing it makes you invisible.
    
    Thermal Goggles - Night vision goggles, used to see things projecting heat.
    
    
    [Locations of Weapons/Items]
    
    
    AKS-74U: Plant - Strut F warehouse, B1, in room requiring LV2 key card.
    
    AKS-74U suppressor: Plant - Very Easy-Easy: Strut F warehouse, B1, in room
    requiring LV2 key card. ; Normal-Extreme: After Harrier 2 (boss) fight, jump
    forward to lower platform, use coolant spray to put out fire.
    
    AP Sensor: Tanker/Plant - In inventory at beginning of chapter.
    
    Bandana: Tanker – Acquire 200% dog tags
    
    BDU: Plant - Strut E heliport, given to you by Mr. X after defeating Fatman
    (boss).
    
    Blue Wig: Tanker/Plant - Acquire all dog tags
    
    Body Armor: Plant - Shell 2 Core, B1 Filtration Chamber No.1, in underwater
    area past Vamp (boss). Turn left at the end of longest hall.
    
    Brown Wig: Plant – Acquire 200% dog tags
    
    Camera: Tanker - In inventory at beginning of chapter.
    
    Card LV1: Plant - Strut C Dining Hall, given to you by Stillman.
    
    Card LV2: Plant - Strut E heliport, given to you by Mr. X after defeating
    Fatman (boss).
    
    Card LV3: Plant - Shell 1 Core, B1 Hall, given to you by Ames.
    
    Card LV4: Plant - Shell 2 Core, 1F Air Purification Room, given to you by the
    President.
    
    Card LV5: Plant - K-L connecting bridge, given to you by Emma.
    
    Cigs: Plant - Strut B Transformer Room, given to you by Pliskin.
    
    Coolant Spray: Plant - Strut C Dining Hall, given to you by Stillman.
    
    Directional Microphone: Shell 1 Core, B2 Computer Room, in area with many
    computers.
    
    HF Blade: Plant - Arsenal Gear-Ascending Colon, given to you by Snake.
    
    M4: Plant - Strut F warehouse, 1F, in room requiring LV2 key card.
    
    M9: Tanker - In inventory at beginning of chapter. Plant - Very Easy: To the
    right of the watertight door at the beginning of the game, on pile of crates.
    Easy: In the vents at the beginning of game. ; Normal-Extreme: In Strut F
    warehouse 1F, in room not requiring key card.
    
    Mine D.: Plant - Strut E heliport, down the stairs on western side, in room
    with two LV5 doors.
    
    N.V.G.: Plant - Shell 2 Core, B1 Filtration Chamber No.1, at end of hall
    (underwater) in the middle of beginning area.
    
    Nikita: Plant - Shell 2 Core, B1 Filtration Chamber No.1, end of hall straight
    south from entering water.
    
    Orange Wig: Plant – Acquire 400% dog tags
    
    Phone: Plant - Strut E heliport, given to you by Mr. X after defeating Fatman
    (boss).
    
    PSG-1: Plant - Strut F warehouse 1F, in room requiring LV3 key card.
    
    PSG-1T: Plant - Same room as PSG-1, see above. Also in Shell 2 B1 Filtration
    Chamber No.1, in an air spot near the LV4 key card door.
    
    RGB6: Plant - Strut F warehouse 1F, in room requiring LV3 key card.
    
    Scope: Plant - In inventory at beginning of chapter.
    
    Sensor A: Plant - Strut C Dining Hall, given to you by Stillman.
    
    Sensor B: Plant - Strut C Dining Hall, in room where Stillman is hiding (after
    he is gone).
    
    Shaver: Plant - At beginning of game, use top right part of railing, climb to
    area to the right.
    
    SOCOM: Plant - Given to you in Strut B Transformer Room by Pliskin.
    
    SOCOM suppressor: Plant - Very Easy-Easy: Right next to you after receiving
    SOCOM. ; Normal-Extreme: Strut F warehouse, B1, in southern hallway, go to LV1
    card key room, go through ventilation shaft in southern wall.
    
    Stealth (Tanker Only): Tanker – Acquire 300% dog tags
    
    Stealth (Plant Only): Plant – Acquire 300% dog tags
    
    Stinger: Plant - Shell 1-2 connecting bridge, given to you by Pliskin during
    Harrier 2 (boss) fight.
    
    Thermal Goggles: Plant - In pool at beginning of chapter, behind big table
    (near American flag) in Shell 1 Core, B1 Hall, and in locker in same room as
    Emma, Shell 2 Core, B2.
    
    USP: Tanker - Obtained after defeating Olga (boss).
    
    *Non-unique items/weapons, i.e. grenades, pentazemin, rations, etc. are found
    in many places throughout the game.
    
    
    
    
        [-------------------------------------]
    VI.[-Secrets and Miscellaneous Information-]
        [-------------------------------------]
    
    
    Dog Tags
    --------
    
    *Some names of people/areas are initialized to shorten them.
    
    |==================|
    |Tanker <Very Easy>|
    |==================|
    
     ID |          Name          |D.O.B|BLD| Location
    -----------------------------------------------------------------------
     000| Olga Gurlukovich       |0923 |A  | Navigational deck, wing
     001| Ross E Bowman          |0616 |B  | Aft deck
     002| Abraham Carillo        |0704 |?  | Aft deck
     003| Kaissar Ag Agnouche    |0120 |O  | Aft deck
     004| Arnaud Delaunay        |0430 |O  | Navigational deck, wing
     005| Ryoji Makimura         |1206 |B  | Deck-A, crew's quarters
     006| Kim K Christensen      |0928 |AB | Deck-B, crew's quarters
     007| Kevin S Purvis         |1114 |B  | Deck-A, crew's lounge
     008| Yasuhiro Miyamoto      |0225 |AB | Deck-A, crew's lounge
     009| Michael C Anthony      |0307 |O  | Deck-A, crew's lounge
     010| Carlos Garci Garcie    |1230 |A  | Deck-D, crew's quarters
     011| Mineshi Kimura         |0618 |AB | Deck-D, crew's quarters
     012| Jonathan Hancock       |0228 |AB | Deck-D, crew's quarters
     013| Bryn T Kershaw         |0304 |O  | Deck 2, port
     014| Michael Hurkmans       |1205 |B  | Deck 2, port
     015| Ken Ogasawara          |0630 |B  | Engine room
     016| Petro Kyrylenko        |0218 |?  | Engine room
     017| Aaron F Kopf           |0624 |AB | Engine room
     018| James P Fitzgibbons    |0513 |?  | Engine room
     019| Alexander Strigi       |0403 |A  | Engine room
    
    |=================|
    |Plant <Very Easy>|
    |=================|
    
     ID |          Name          |D.O.B|BLD| Location
    -----------------------------------------------------------------------
     000| Iriquois Pliskin       |???  |?  | Arsenal Gear-Ascending Colon
     001| Carlos I Siu           |0325 |O  | Strut A Deep Sea Dock
     002| Clinton J Heileman Jr. |0324 |O  | Strut A Deep Sea Dock
     003| Mike J Newman          |1213 |B  | Strut A roof
     004| Rayyan A Said          |0417 |AB | Strut A Pump Room
     005| Shigeo Okajima         |0130 |A  | Strut A Pump Room
     006| Cord B Smith           |0918 |O  | AB connecting bridge
     007| Mario C Lopez          |0816 |?? | AB connecting bridge
     008| Shuhei Tanaka          |0425 |O  | Strut B Transformer Room
     009| Momoko Kawai           |0327 |?  | Strut B Transformer Room
     010| Kengo Iwata            |1129 |AB | BC connecting bridge
     011| Daniel Modol           |0624 |?  | Strut C Dining Hall
     012| Noriyuki Katsumaru     |0128 |O  | Strut C Dining Hall
     013| Tetsuro Sueyoshi       |0131 |O  | CD connecting bridge
     014| Tony J Ylaranta        |0420 |O  | CD connecting bridge
     015| Paul R Martin          |0611 |O  | Strut D Sediment Pool
     016| Leandro M Cardose      |0314 |?  | Strut D Sediment Pool
     017| Al J Josef             |0929 |A  | DE connecting bridge
     018| Kyoko Hariyama         |1227 |A  | DE connecting bridge
     019| Barna K Olvedi         |1109 |AB | Strut E Parcel Room
     020| Yuta Kunibe            |1205 |A  | Strut E Parcel Room
     021| Daniel C Bell          |0620 |?  | Strut E heliport
     022| Yuki Miyata            |1011 |O  | Strut E heliport
     023| Nadim Daban            |0829 |AB | Strut F warehouse
     024| Timothy J Kane         |0809 |AB | Strut F warehouse
     025| Allen J Chang          |0609 |B  | FA connecting bridge
     026| Jean Luc Cougar        |0720 |A  | Shell 1 Core, 1F
     027| Luis A Fernandes       |0721 |AB | Shell 1 Core, 1F
     028| Yuta Kiguchi           |0813 |A  | Shell 1 Core, 1F
     029| Masafumi Okuta         |0707 |B  | Shell 1 Core, B1
     030| Mathew R Bartz         |0925 |O  | Shell 1 Core, B1
     031| Kunio Takabe           |0718 |A  | Shell 1 Core, B1
     032| Joey Simkins           |0409 |AB | Shell 1 Core, B2 Computer Room
     033| Sve G Westli           |0627 |A  | Shell 1 Core, B2 Computer Room
     034| Sam M Shrimpton        |0131 |O  | Shell 1 Core, B2 Computer Room
     035| Norihiko Hibino        |0903 |O  | Shell 1 Core, B2 Computer Room
     036| Erik R Christy         |0308 |?  | KL connecting bridge
     037| Jason C Patino         |0920 |O  | Strut L Sewage T. Facility
     038| Maarten Van Der Zwan   |0107 |A  | Strut L Sewage T. Facility
     039| Motoyuki Yoshioka      |0708 |B  | Shell 2 Core, 1F Air P. Room
     040| Adrien Thien           |0524 |A  | Shell 2 Core, 1F Air P. Room
     041| Yuki Higuchi           |0416 |A  | Shell 2 Core, 1F Air P. Room
     042| Peter Stillman         |1116 |A  | Strut E heliport
    
    |=============|
    |Tanker <Easy>|
    |=============|
    
     ID |          Name          |D.O.B|BLD| Location
    -----------------------------------------------------------------------
     000| Olga Gurlukovich       |0923 |A  | Navigational deck, wing
     001| Nicholas M Capone      |1108 |O  | Aft deck
     002| Donal L Gilliland      |1228 |O  | Aft deck
     003| Joe T Holdren          |0915 |AB | Aft deck
     004| Shaun P Wilson         |0513 |O  | Navigational deck, wing
     005| Jeff K Hui             |1031 |B  | Deck-A, crew's quarters
     006| Mark W Bruce           |0806 |O  | Deck-B, crew's quarters
     007| Yukho Wong             |0123 |B  | Deck-A, crew's lounge
     008| Anders E Leiro         |1122 |?  | Deck-A, crew's lounge
     009| Skraktus Marcio        |0209 |O  | Deck-A, crew's lounge
     010| Gavin S Nash           |1206 |B  | Deck-D, crew's quarters
     011| David S Eastwick       |1108 |A  | Deck-D, crew's quarters
     012| Kozaka Kh Henri        |0502 |?  | Deck-D, crew's quarters
     013| Marcin A Cieslinski    |0630 |A  | Deck 2, port
     014| Thomas P Dohm          |0207 |AB | Deck 2, port
     015| Enrique Camacho        |0513 |O  | Engine room
     016| Takashi Ohari          |0512 |A  | Engine room
     017| Max C Wood             |0210 |?  | Engine room
     018| John W Fleming         |1123 |AB | Engine room
     019| Edward B Eiston        |0108 |B  | Engine room
     020| Christopher D Dadah    |0303 |O  | Engine room
    
    |============|
    |Plant <Easy>|
    |============|
    
     ID |          Name          |D.O.B|BLD| Location
    
    -----------------------------------------------------------------------
     000| Meryl Silverburgh      |???  |A  | Arsenal Gear-Ascending Colon
     001| Thomas C Gardner       |0806 |A  | Strut A Deep Sea Dock
     002| Mathew R Vogel         |0714 |AB | Strut A Deep Sea Dock
     003| Megumi Nakaniihara     |0716 |A  | Strut A roof
     004| Mathew A Bullock       |0326 |O  | Strut A Pump Room
     005| Addam J Drew           |0902 |B  | Strut A Pump Room
     006| Yusuke Takada          |0403 |?  | AB connecting bridge
     007| Miles D Ashley         |0505 |?  | AB connecting bridge
     008| Mark E Francis         |0326 |O  | Strut B Transformer Room
     009| Kazuki Muraoka         |0309 |O  | Strut B Transformer Room
     010| Tom A Hutchinson       |0828 |?  | BC connecting bridge
     011| Corey E Louden         |0211 |A  | Strut C Dining Hall
     012| Ian J Andrews          |0605 |O  | Strut C Dining Hall
     013| Tim J Veldboom         |1109 |?  | CD connecting bridge
     014| David C R.             |0202 |B  | CD connecting bridge
     015| Nicholas J Schreiber   |0608 |O  | Strut D Sediment Pool
     016| Achim Amann            |0821 |A  | Strut D Sediment Pool
     017| Tommy Blunt            |0101 |O  | Strut D Sediment Pool
     018| Noriko Nakimara        |0109 |A  | DE connecting bridge
     019| Emily Britt            |0819 |O  | DE connecting bridge
     020| Daniel A Longworth     |0613 |A  | Strut E Parcel Room
     021| Caroline M L Gibson    |0605 |?  | Strut E Parcel Room
     022| Yuki Sawada            |0324 |B  | Strut E heliport
     023| Daijiro Takashima      |0206 |A  | Strut E heliport
     024| Abigail G Sanchez      |1017 |O  | Strut F warehouse
     025| Evan A Bail            |0213 |B  | Strut F warehouse
     026| Juegren Jur Goessnitzer|0320 |A  | Strut F warehouse
     027| Yuko Yano              |0106 |B  | FA connecting bridge
     028| Rick Naylor            |0812 |O  | Shell 1 Core, 1F
     029| Jeremy A Davis         |0826 |?  | Shell 1 Core, 1F
     030| Zephan G Kirkpatrick   |1025 |?  | Shell 1 Core, 1F
     031| Kenneth Wong           |1220 |O  | Shell 1 Core, B1
     032| Michael D Craft        |0321 |A  | Shell 1 Core, B1
     033| Stephen D Haynes       |0502 |A  | Shell 1 Core, B1
     034| Joshua A Crandall      |0711 |AB | Shell 1 Core, B2 Computer Room
     035| Andrew J Baker         |0316 |?  | Shell 1 Core, B2 Computer Room
     036| Andrew J Walker        |1012 |?  | Shell 1 Core, B2 Computer Room
     037| Kazunobu Uehara        |0721 |B  | Shell 1 Core, B2 Computer Room
     038| Thomas Szediak         |0522 |A  | KL connecting bridge
     039| Shuichi Hata           |0627 |A  | Strut L Sewage T. Facility
     040| Frank A Morales        |1117 |O  | Strut L Sewage T. Facility
     041| Lee P French           |1025 |AB | Shell 2 Core, 1F Air P. Room
     042| Marcos A Gomez         |1103 |?  | Shell 2 Core, 1F Air P. Room
     043| Scott K Cleary         |0402 |A  | Shell 2 Core, 1F Air P. Room
     044| Peter Stillman         |1116 |A  | Strut E heliport
    
    |===============|
    |Tanker <Normal>|
    |===============|
    
     ID |          Name          |D.O.B|BLD| Location
    -----------------------------------------------------------------------
     000| Olga Gurlukovich       |0923 |A  | Navigational deck, wing
     001| Kazuya Ikeno           |1025 |A  | Aft deck
     002| Rodrigo Spinetti       |0918 |A  | Aft deck
     003| Bryan D Scheibe        |0331 |?  | Aft deck
     004| Ho Yeung Tsang         |0215 |AB | Navigational deck, wing
     005| Hirosuke Moritomo      |0829 |O  | Deck-C, crew's quarters
     006| Frank Gther            |1109 |B  | Deck-A, crew's quarters
     007| Marco G Brunato        |0330 |?  | Deck-B, crew's quarters
     008| Jesus Bibian Jr        |0116 |?  | Deck-B, crew's quarters
     009| Jordi C Aldea          |0508 |?  | Deck-A, crew's lounge
     010| Sadaaki Kaneyoshi      |0517 |A  | Deck-A, crew's lounge
     011| Anthony D Callaghan    |0407 |?  | Deck-A, crew's lounge
     012| Craig M Weldon         |0426 |AB | Deck-D, crew's quarters
     013| Ulf T Lundh            |0803 |B  | Deck-D, crew's quarters
     014| Shinata Nojiri         |0408 |A  | Deck-D, crew's quarters
     015| Jun Tanaka             |0812 |B  | Deck 2, port
     016| Bernard A Reeves       |1221 |O  | Deck 2, port
     017| Evan M Martin          |1120 |A  | Deck 2, port
     018| Bruno A Montenegro     |1123 |B  | Engine room
     019| Almerindo Lemke        |0909 |A  | Engine room
     020| Satoshi Hirano         |0211 |A  | Engine room
     021| Justin C Cumley        |0625 |O  | Engine room
     022| Kristian Lindin        |0930 |?  | Engine room
     023| Mika Abe               |0602 |A  | Engine room
     024| Tatsuya Takada         |0731 |O  | Engine room
    
    |==============|
    |Plant <Normal>|
    |==============|
    
     ID |          Name          |D.O.B|BLD| Location
    -----------------------------------------------------------------------
     000| Solid Snake            |???  |?  | Arsenal Gear-Ascending Colon
     001| Christopher J U.       |0908 |A  | Strut A roof
     002| Christophe L Lallemand |0420 |O  | Strut A Pump Room
     003| Hurell F Lyons         |0905 |O  | Strut A Pump Room
     004| Juntaro Saito          |0418 |O  | AB connecting bridge
     005| So Toyota              |0707 |A  | AB connecting bridge
     006| Robert J Bryk          |1123 |?  | Strut B Transformer Room
     007| Scott A Morgan         |0210 |O  | Strut B Transformer Room
     008| George T Joseph        |0717 |O  | BC connecting bridge
     009| Vahe V Varujan         |0611 |A  | Strut C Dining Hall
     010| Mark Mugendi           |0813 |A  | Strut C Dining Hall
     011| Irene C Carvalho       |0405 |O  | CD connecting bridge
     012| Jools Watsham          |0328 |O  | CD connecting bridge
     013| Adam J Schick          |0822 |?  | Strut D Sediment Pool
     014| Takayoshi Ogawa        |1130 |O  | Strut D Sediment Pool
     015| Jamie A Trumper        |1119 |?  | Strut D Sediment Pool
     016| Sergio Carranza        |0205 |?  | DE connecting bridge
     017| Michiko Arai           |0930 |O  | DE connecting bridge
     018| Takashi Mizutani       |0704 |B  | Strut E Parcel Room
     019| Christian Cr Renner    |1221 |O  | Strut E Parcel Room
     020| Andy B Gilder          |0617 |?  | Strut E Parcel Room
     021| Takashi Horikawa       |1212 |A  | Strut E heliport
     022| Kevin T Petty          |0504 |A  | Strut E heliport
     023| Guilherme K Saran      |0218 |?  | Strut E heliport
     024| Chen Yen Wen           |0916 |A  | Strut F warehouse
     025| Caroline Frechette     |0115 |A  | Strut F warehouse
     026| Rafael Estaregue       |1113 |B  | Strut F warehouse
     027| Tomokazu Fukushima     |1228 |A  | FA connecting bridge
     028| Monte S Tate           |0915 |?  | Shell 1 Core, 1F
     029| Stephanie Hattenberger |0617 |A  | Shell 1 Core, 1F
     030| Jason B Wray           |0530 |A  | Shell 1 Core, 1F
     031| Matt T Federspiel      |0112 |?  | Shell 1 Core, 1F
     032| Iiro Karvinen          |0713 |A  | Shell 1 Core, B1
     033| Ray A Holdren          |0922 |B  | Shell 1 Core, B1
     034| Hiro Takada            |0414 |A  | Shell 1 Core, B1
     035| Eric C Macway          |0618 |O  | Shell 1 Core, B2 Computer Room
     036| Ian J Roberts          |1020 |O  | Shell 1 Core, B2 Computer Room
     037| Alexandre Bertrand     |0707 |A  | Shell 1 Core, B2 Computer Room
     038| Peter D McCarthy       |0630 |?  | Shell 1 Core, B2 Computer Room
     039| Ichiro Kutome          |0908 |O  | KL connecting bridge
     040| Yutaka Negishi         |0523 |B  | Strut L Sewage T. Facility
     041| Renata N Csio          |0831 |?  | Strut L Sewage T. Facility
     042| Tony J Case            |0101 |O  | Shell 2 Core, 1F Air P. Room
     043| Paul M Blacketer       |0318 |O  | Shell 2 Core, 1F Air P. Room
     044| Dennis J Krimpelbein   |0128 |?  | Shell 2 Core, 1F Air P. Room
     045| Stanley A Garcia       |0612 |O  | Shell 2 Core, 1F Air P. Room
     046| Charles P Quivers      |0928 |B  | Shell 2 Core, 1F Air P. Room
     047| Sevak N Fair           |0323 |?  | Shell 2 Core, 1F Air P. Room
     048| Peter Stillman         |1116 |A  | Strut E heliport
    
    |=============|
    |Tanker <Hard>|
    |=============|
    
     ID |          Name          |D.O.B|BLD| Location
    -----------------------------------------------------------------------
     000| Olga Gurlukovich       |0923 |A  | Navigational deck, wing
     001| Markus A Lindqvist     |0209 |?  | Aft deck
     002| Kenichi Takashima      |0103 |O  | Aft deck
     003| Thiago S Parra         |0801 |O  | Aft deck
     004| Chris J Matzdorf       |0819 |?  | Navigational deck, wing
     005| Adriaan B Scholvinck   |0102 |A  | Deck-C, crew's quarters
     006| Julius Jun             |0228 |B  | Deck-A, crew's quarters
     007| Kazuki Nisimura        |0302 |A  | Deck-B, crew's quarters
     008| Zhang Chao             |1030 |?  | Deck-B, crew's quarters
     009| Vishal Kapur           |1007 |O  | Deck-A, crew's lounge
     010| Victor A Cruz          |0107 |B  | Deck-A, crew's lounge
     011| Larry D Lionberger     |1021 |?  | Deck-A, crew's lounge
     012| Celeste D Sauls        |0602 |O  | Deck-D, crew's quarters
     013| Danielle E Ford        |0714 |O  | Deck-D, crew's quarters
     014| Jennifer A Mauck       |0925 |O  | Deck-D, crew's quarters
     015| Daniel A Olsson        |0624 |O  | Deck-D, crew's quarters
     016| Youssef Fassi-Fihri    |0817 |O  | Deck 2, port
     017| Sean P Cullen          |0315 |?  | Deck 2, port
     018| Lars Crama             |0525 |AB | Deck 2, port
     019| David Chau             |1230 |B  | Engine room
     020| Philippe Ah Mouritzen  |0102 |A  | Engine room
     021| Yoko Niiyama           |0315 |B  | Engine room
     022| John T Teves           |0128 |B  | Engine room
     023| Christian Nordstr      |0726 |B  | Engine room
     024| Jonathan Murphy        |1230 |AB | Engine room
     025| Yuji Korekado          |1222 |A  | Engine room
    
    |============|
    |Plant <Hard>|
    |============|
    
     ID |          Name          |D.O.B|BLD| Location
    -----------------------------------------------------------------------
     000| Liquid Snake           |???  |?? | Arsenal Gear-Ascending Colon
     001| Yamato Hagiwara        |0406 |O  | Strut A roof
     002| Chris Walker           |0909 |?  | Strut A Pump Room
     003| Brian D Hagermann      |0704 |O  | Strut A Pump Room
     004| Makoto Sonoyama        |0821 |B  | AB connecting bridge
     005| Christoph C Reinicke   |0906 |AB | AB connecting bridge
     006| Justin D Ebersole      |0820 |?  | Strut B Transformer Room
     007| William A Catacucan    |0120 |?  | Strut B Transformer Room
     008| Natalie Yip            |1016 |O  | BC connecting bridge
     009| Kelsy L Clark          |0506 |?  | Strut C Dining Hall
     010| Bjoern Heide           |0412 |AB | Strut C Dining Hall
     011| Daniel Y Kato          |0705 |A  | CD connecting bridge
     012| Alexandre R. C. Dantas |0106 |O  | CD connecting bridge
     013| Jason Enos             |0730 |?  | Strut D Sediment Pool
     014| Josiah F Thorne        |0715 |O  | Strut D Sediment Pool
     015| Yoshikazu Matsuhana    |0803 |O  | Strut D Sediment Pool
     016| Claudia cd Diessner    |0408 |A  | Strut D Sediment Pool
     017| Gary K Yong            |0309 |?  | DE connecting bridge
     018| Devan V Tailor         |0804 |A  | DE connecting bridge
     019| Chris Kramer           |1018 |A  | Strut E Parcel Room
     020| Ikuya Nakamura         |0205 |B  | Strut E Parcel Room
     021| Andreas Ebeler         |0323 |AB | Strut E Parcel Room
     022| James K Janovsky       |0504 |O  | Strut E Parcel Room
     023| Nathaniel Lord         |0604 |O  | Strut E heliport
     024| Chris M Flohr          |1001 |A  | Strut E heliport
     025| Gary J Davidson        |0712 |O  | Strut E heliport
     026| Carlor Kiho            |1229 |O  | Strut F warehouse
     027| Andrew J Bartlett      |0406 |AB | Strut F warehouse
     028| Tim U Chan             |0619 |?  | Strut F warehouse
     029| Futoshi Satou          |0721 |A  | Strut F warehouse
     030| Shinpei Murakami       |1207 |A  | FA connecting bridge
     031| David A Leslie         |0307 |O  | Shell 1 Core, 1F
     032| Brian R Strack         |0813 |B  | Shell 1 Core, 1F
     033| Skip M Murray          |1120 |A  | Shell 1 Core, 1F
     034| Axel R Zijderveld      |0929 |?  | Shell 1 Core, 1F
     035| Kamran Keenan          |0212 |?  | Shell 1 Core, B1
     036| Tomonori Morita        |0210 |A  | Shell 1 Core, B1
     037| Julien Jd Dorf         |1120 |A  | Shell 1 Core, B1
     038| Steven Schmitt         |0918 |AB | Shell 1 Core, B2 Computer Room
     039| Michael O Kress        |0703 |AB | Shell 1 Core, B2 Computer Room
     040| Stephane Tudela        |0408 |B  | Shell 1 Core, B2 Computer Room
     041| Yoriko Shimizu         |0323 |O  | Shell 1 Core, B2 Computer Room
     042| Yun-Ho Kim             |0322 |A  | KL connecting bridge
     043| Jun Sakegawa           |1010 |AB | Strut L Sewage T. Facility
     044| Joey P Gonzales        |0105 |A  | Strut L Sewage T. Facility
     045| Christopher Heck       |1117 |?  | Shell 2 Core, 1F Air P. Room
     046| Martin Kukowka         |1211 |?  | Shell 2 Core, 1F Air P. Room
     047| Alex N Martinez        |1223 |A  | Shell 2 Core, 1F Air P. Room
     048| Chul Kown              |0727 |A  | Shell 2 Core, 1F Air P. Room
     049| Giovanni Cavalliere    |0913 |O  | Shell 2 Core, 1F Air P. Room
     050| Gabriel Freitas Peres  |1125 |O  | Shell 2 Core, 1F Air P. Room
     051| Peter Stillman         |1116 |A  | Strut E heliport
    
    |================|
    |Tanker <Extreme>|
    |================|
    
     ID |          Name          |D.O.B|BLD| Location
    -----------------------------------------------------------------------
     000| Olga Gurlukovich       |0923 |A  | Navigational deck, wing
     001| Dave Cox               |0803 |O  | Aft deck
     002| Pawel Majewskki        |0208 |O  | Aft deck
     003| Mathieu Trepanier      |0609 |B  | Aft deck
     004| Cory A Noll            |0406 |AB | Navigational deck, wing
     005| Joshua D Casnocha      |0429 |?  | Deck-C, crew's quarters
     006| Louis K Stevenson      |1031 |?  | Deck-A, crew's quarters
     007| Michael D Rogers       |0818 |O  | Deck-B, crew's quarters
     008| Gianlucca Peruzzo      |1121 |O  | Deck-B, crew's quarters
     009| Travis J Lujan         |1230 |A  | Deck-A, crew's lounge
     010| Brendan M Randall      |1014 |B  | Deck-A, crew's lounge
     011| Chris D Bernd          |1029 |O  | Deck-A, crew's lounge
     012| Chantelle M Blair      |1224 |B  | Deck-D, crew's quarters
     013| Eduard V Fernandez     |1031 |A  | Deck-D, crew's quarters
     014| Yoji Shinkawa          |1225 |AB | Deck-D, crew's quarters
     015| Niko Ionixx Horn       |0215 |B  | Deck-D, crew's quarters
     016| Adnan Hadzic           |0403 |B  | Deck 2, port
     017| Shu Tajima             |0928 |O  | Deck 2, port
     018| Stuart J Batchelar     |0307 |?  | Deck 2, port
     019| Masataka Nishiyama     |0402 |O  | Engine room
     020| Michael M Wong         |0307 |?  | Engine room
     021| Manabu Nakamura        |0327 |A  | Engine room
     022| Simon P Sargent        |0601 |A  | Engine room
     023| Yosuki Kamazeki        |1225 |O  | Engine room
     024| Clarke A Baldwi        |0531 |O  | Engine room
     025| Hideki Sasaki          |1116 |AB | Engine room
    
    |===============|
    |Plant <Extreme>|
    |===============|
    
     ID |          Name          |D.O.B|BLD| Location
    -----------------------------------------------------------------------
     000| Hideo Kojima           |0824 |A  | Arsenal Gear, Ascending Colon
     001| Takeshi Sato           |0731 |O  | Strut A roof
     002| Shinji Yamashita       |0801 |B  | Strut A Pump Room
     003| Ryan T Cronkright      |1119 |AB | Strut A Pump Room
     004| Josef Karsch           |0813 |A  | AB connecting bridge
     005| Emmanuel Y L Passian   |1130 |O  | AB connecting bridge
     006| Lee M Mccowen          |1027 |O  | Strut B Transformer Room
     007| Hiro Miyajima          |0510 |AB | Strut B Transformer Room
     008| Drew J Elmer           |0101 |?  | BC connecting bridge
     009| Toru Kawakami          |0330 |A  | Strut C Dining Hall
     010| Adam J Sarpolis        |0205 |AB | Strut C Dining Hall
     011| Jyunpei Hirano         |1207 |A  | CD connecting bridge
     012| Kyle S Carrigan        |1126 |A  | CD connecting bridge
     013| Matt J Van Leeuwen     |0921 |AB | Strut D Sediment Pool
     014| Matthew B Boyett       |1104 |O  | Strut D Sediment Pool
     015| Collis R Williams      |0910 |?  | Strut D Sediment Pool
     016| Nobumitsu Tanaka       |0109 |B  | Strut D Sediment Pool
     017| Matthew C Miller       |0712 |B  | DE connecting bridge
     018| Alex C Wilson          |0810 |?  | DE connecting bridge
     019| Yoshiyuki Koido        |1219 |A  | Strut E Parcel Room
     020| Tsunehiko Nabata       |0606 |B  | Strut E Parcel Room
     021| Ryan C Sheffer         |0313 |O  | Strut E Parcel Room
     022| Carlos X Luna          |1205 |A  | Strut E Parcel Room
     023| David A Ginepri        |0717 |?  | Strut E Parcel Room
     024| Emmanuel Phung         |0814 |O  | Strut E heliport
     025| Michael A Hare         |1222 |A  | Strut E heliport
     026| Alan J Harries         |0615 |O  | Strut E heliport
     027| Marco O Scherrer       |0728 |AB | Strut F warehouse
     028| Edmond V To            |0727 |O  | Strut F warehouse
     029| Chevrinals Thomas      |0421 |O  | Strut F warehouse
     030| Hiroshi Yokote         |0703 |A  | Strut F warehouse
     031| Berl B Pottsstam       |0103 |?  | Strut F warehouse
     032| Kenichiro Shigeno      |0110 |B  | FA connecting bridge
     033| Kaori Yamada           |0808 |O  | Shell 1 Core, F1
     034| Ryan J Crane           |0803 |O  | Shell 1 Core, F1
     035| Gareth J Lewish        |0126 |O  | Shell 1 Core, F1
     036| Andreas R Ramsauer     |1228 |O  | Shell 1 Core, F1
     037| Justin A Cagle         |0614 |B  | Shell 1 Core, B1
     038| Christopher S Korte    |0602 |B  | Shell 1 Core, B1
     039| Masahiro Yoshinaga     |0410 |B  | Shell 1 Core, B1
     040| Daisuke Nishimura      |0816 |A  | Shell 1 Core, B2 Computer Room
     041| Viana Siles Mauricette |0128 |O  | Shell 1 Core, B2 Computer Room
     042| Chen Yung Kok          |0429 |AB | Shell 1 Core, B2 Computer Room
     043| Anthony J Barritt      |0524 |AB | Shell 1 Core, B2 Computer Room
     044| Kaori Yae              |0520 |A  | KL connecting bridge
     045| Isao A Sato            |0105 |B  | Strut L Sewage T. Facility
     046| Ryan J Schettle        |0401 |A  | Strut L Sewage T. Facility
     047| Andy Lam               |1016 |?  | Shell 2 Core, 1F Air P. Room
     048| Hiroaki Yoshiike       |1013 |O  | Shell 2 Core, 1F Air P. Room
     049| Cedric Krolikowski     |0314 |A  | Shell 2 Core, 1F Air P. Room
     050| Sebastian J Pitman     |0210 |?  | Shell 2 Core, 1F Air P. Room
     051| Mark A Matuszewski     |0831 |AB | Shell 2 Core, 1F Air P. Room
     052| Xavier R Garcia        |0306 |A  | Shell 2 Core, 1F Air P. Room
     053| Peter Stillman         |1116 |A  | Strut E heliport
    
    
    Secrets*
    -------
    
    Blue Title Screen - After beating the game, the title screen will be blue and
    show a picture of Raiden instead of Snake.
    Flash - After beating the game, pressing L2 will make a sound and the screen
    will flash. Press it multiple times, and the screen will switch pictures (from
    the Red Snake to Blue Raiden).
    D. Camera - Get this in Strut E Parcel Room right after Emma gets stabbed by
    Vamp. When you beat the game, save, and start a clear game from that save, you
    will have the Digital Camera. See item section for details.
    Shaver - Give this to Pliskin, he will shave his facial hair. See item section
    for details.
    Misplaced Pants - When playing a clear game, in the room with Metal Gear, the
    Marines (excepting the colonel) will all be wearing boxers. And no pants over
    them.
    Ocelot - When in the room with Metal Gear RAY, climb on the railing to go
    around the Marines, go behind Metal Gear, and you will be able to see Revolver
    Ocelot.
    Monster - After defeating Olga (boss), shoot her body with a tranquilizer.
    Otacon will call you.
    Soldiers in Restroom - In the Shell 1 Core, B1 Hall, after finding Ames, there
    will be a part where you listen in on Solidus, Ocelot, and Olga. Move the
    directional microphone to the left, and you will hear two guys in the bathroom,
    one who has the flu and hasn't gotten his meals. Sound familiar?
    Bird Butcher - With the PSG-1, shoot and kill as many birds as you can. You'll
    get a call by Codec.
    Hideo – Take a picture of the screen on the right in Hold #2 with your camera.
    This is a “ghost”, like in Metal Gear Solid. It’s a picture of Hideo!
    
    *Because they may be deemed offensive, secrets concerning the pornography will
    not be posted in this guide.
    
    
    
    
        [---------------------]
    VI.[-Storyline and History-]
        [---------------------]
    
    
    [History]
    
    Note : These are summaries of previous games in the series. Many details are
    not included. Feel free to contact me if you have any questions/comments. Metal
    Gear Solid : Ghost Babel (2002) is not posted, as there is no history available
    at the time.
    
    The story of Metal Gear all started in 1995. A military outpost called Outer
    Heaven is established in South Africa, by an unknown but powerful mercenary.
    When the United States learns that a weapon of mass destruction is being
    produced, FOX-HOUND, a special forces group, is assigned to take care of it.
    Big Boss, the commander of FOX-HOUND, sends Grey Fox to complete the mission.
    Fox is then suddenly missing, his last words "Metal Gear". Solid Snake is then
    sent to rescue Fox and destroy Metal Gear. With the help of rebellion forces,
    Snake rescues Fox, who has all the information on Metal Gear. Metal Gear is
    apparently a bipedal, all-terrain, nuclear warhead equipped tank. The tank is
    equipped with many other weapons as well, such as a Vulcan cannon and anti-tank
    missiles. Snake rescues the engineer of Metal Gear, who was forced to build it,
    and learns how to destroy Metal Gear. When he destroys it, he learns that Big
    Boss was the one who built Outer Heaven, in an attempt to conquer the world,
    and that Big Boss was only trying to confuse nations opposing Metal Gear. He
    didn't, however, expect Snake to succeed, and sets the base to self-destruct,
    having lost his only means of world domination.
    
    Later in 1999, the world is running out of energy, as petroleum is running out
    quickly. A scientist develops an organism called OILIX, which can expand and
    refine petroleum. He is then kidnapped by a military regime named Zanzibar
    Land. Roy Campbell, the new commander of FOX-HOUND, sends Snake to take out
    Zanzibar Land. Snake manages to rescue the scientist, as well as the one he
    rescued before, who was also captured to build Metal Gear (once again). Snake
    then learns that once again, Big Boss is behind all this. Then he finds out
    that Fox is helping as well, as he is driving Metal Gear. However, they were
    good friends, and Fox does not kill Snake. When Snake gets to the scientists,
    he learns that the developer of OILIX is dead. Soon after, he learns that the
    scientist from Metal Gear (the first) was voluntarily developing Metal Gear.
    Snake kills him, gets the plans for OILIX. In his escape, he encounters Grey
    Fox again. They fight to the death, and Snake wins. While continuing his
    escape, he meets no other than Big Boss. Snake kills Big Boss, and returns
    home.
    
    The year is 2005. A terrorist group has seized several hostages, and is
    demanding the remains of Big Boss. Solid Snake, once again, is sent to clean
    up. He finds out that the leader of the terrorists is a man named Liquid Snake,
    who is very similar to himself. He also learns that several agents of FOX-HOUND
    are backing Liquid, as well as an army of genome (genetically engineered)
    soldiers. When Snake finds the hostages, they both tell him about the new Metal
    Gear Rex. His new objective is now to destroy Metal Gear Rex. He meets an old
    friend, Grey Fox, who is now dressed as a cybernetic ninja, and challenges him,
    once again, to a hand-to-hand combat duel. Once again, he dies. Then he meets
    Otacon (Hal Emmerich), the developer of Metal Gear. Snake meets and defeats all
    of the members of FOX-HOUND, excepting Revolver Ocelot (Shalashaska), minus one
    hand. Then Solid Snake faces Liquid, who tells him that they are both products
    of "Les Enfants Terribles" (The Terrible Children), a project in which clones
    were made from Big Boss' DNA. After Metal Gear is destroyed and Liquid is
    defeated, you (the player, not Snake) learn of another product of Big Boss,
    Solidus, who is the president of the United States.
    
    [Storyline]
    
    Note : This is just a summary of the game's storyline. There are many details
    not included, so play the game and pay attention to story and/or contact me if
    you have questions/comments.
    
    You begin the game two years before the present time of the game, as Solid
    Snake. He and Otacon have formed Philanthropy, an NGO formed to eradicate Metal
    Gear. In the first chapter, Snake's objective is to take pictures of the US
    Marine Corps' Metal Gear RAY, to reveal it to the public. Unexpected, however,
    is an attack by a Russian terrorist group. The terrorists' objective is to take
    over Russia and build a communist government. Taking out the terrorist
    soldiers, Snake find the terrorists' leader's daughter, whom he fights and
    knock out. Snake then sneaks past several platoons of Marines, takes photos of
    Metal Gear RAY, and sends them to Otacon, who breaks the news to the public.
    Enter Revolver Ocelot, plus one hand. He reveals his betraying plans to the
    terrorist leader, kills him, and then sinks the tanker.
    
    Two years later, you begin on a plant as a FOX-HOUND member, Raiden. He starts
    with orders from the colonel to save the president, who is held hostage, and
    then take out the terrorist group Dead Cell as well. On this mission, Raiden's
    girlfriend, Rose, will be assisting as the data analyst. Apparently Dead Cell
    was formerly an anti-terrorist group, but now is demanding a ransom for the
    hostages on the plant. Upon trying to find the president, Raiden meet a Dead
    Cell member, Vamp, who sucks blood from his opponents and throws knives at them
    too. He also meets a soldier, Pliskin, who will aid Raiden in his mission. Then
    Raiden meets a bomb expert, Peter Stillman. He will help him in diffusing the
    bombs that his former student, Fatman (another Dead Cell member) has planted.
    After diffusing the bombs, Raiden faces a woman named Fortune, who is
    supposedly invincible (and another unit of Dead Cell). Raiden unintentionally
    shoots Vamp, who seems to be dead, and is (but animated). He then faces Fatman,
    who he kills. Then Raiden meets a ninja (Grey Fox?), who helps out with a
    disguise. The ninja also tells him about someone who knows where the president
    is, a Secret Service Agent named Ames. Wearing the disguise, Raiden sneaks into
    the chamber where the agent along with many other hostages are being held.
    There he sees Ocelot, along with the shadowy figure of Solidus Snake. After
    escaping and searching for the president, Raiden meets Pliskin's partner,
    Otacon. Together they fight and destroy the Harrier 2 jet being driven by Vamp
    and Solidus Snake. After the fight, Raiden learns that Pliskin is really Solid
    Snake. Raiden looks for and finds the president, who gives Raiden a virus to
    destroy Arsenal Gear, a huge data processor for controlling Metal Gears. Then
    the president is killed by Ocelot. Raiden then must find Otacon's step-sister,
    Emma Emmerich (E.E.), as she can deploy the virus. On his way, he re-encounters
    Vamp, and defeats him. Raiden finds Emma and takes her to the computer room to
    deploy the virus. On the way, Vamp tries to kill E.E. and injures her. Raiden
    deploys the virus with E.E.'s assistance, but she dies soon after the virus is
    stopped uploading at 90%. After she is dead, Otacon reveals why he left his
    family - he was having a relationship with E.E.'s mother, and could not face
    them afterwards.
    
    After what seems like Snake and Olga, who turns out to be the ninja,
    backstabbing Raiden, he ends up in Arsenal Gear, being tortured by Solidus
    Snake. Solidus reveals that he is Raiden's father, and Raiden learns that
    Ocelot's hand was transplanted from Liquid's. Raiden also reveals to Rose that
    he doesn't sleep next to her because he has horrible nightmares about the civil
    war he fought in. Olga releases Raiden from the restraining device, and he
    finds that he is naked. Completely. He meets up with Snake, who gives him his
    equipment. Together, they fight off horde after horde of soldiers. You then
    learn that the colonel is not a real person, but computer generated. Then the
    two see Fortune, who is determined to kill Snake, as she thinks he is
    responsible for her father's death (the Marine Corps colonel). Raiden, who is
    instructed to leave Snake behind, goes onto the roof, and is given a speech by
    his "father" (Solidus). He is told that he is another product of "Les Enfants
    Terribles", a project to make clones of Big Boss, the "perfect" soldier. Then
    Raiden faces an army of Metal Gears. He eventually gives up, at which point
    Olga shows up. She is killed by Solidus. Then Fortune shows up, with Snake
    prisoner. Raiden is knocked out as well, and handcuffed like Snake. Ocelot then
    shows up, talking about how he is working for the Patriots, and tells about how
    this entire incident was a recreation of the Shadow Moses incident, to train
    Big Boss clones to become like Solid Snake. However, the hand transplant takes
    over his body, and he "becomes" Liquid Snake. Fortune is killed, and the Metal
    Gear is destroyed. Arsenal then crashes into Federal Hall, where Solidus
    reveals that he adopted Raiden after killing his parents. They duel to the
    death
    with swords. Solidus is killed, and falls to the bottom of the statue. Then
    Raiden sees Solid Snake again, who tells him that he has the information on all
    twelve Patriots on a disc. Raiden is told to stay behind, and to attend to his
    life. Snake talks about how genetics aren't the most important things to pass
    on, but information, culture, etc. before, between, and after the credits. Then
    Otacon contacts Snake, telling him some shocking information. All 12 Patriots
    are there, in Manhattan. But for the past 100 years, they've been dead...
    
    
    
    
          [-----------------------------]
    VIII.[-Legal and Contact Information-]
          [-----------------------------]
    
    Legal Information: Metal Gear®, Metal Gear Solid®, and Sons of Liberty™ are
    either registered trademarks or trademarks of Konami Computer Entertainment
    Japan, Inc. © 1987, 2001 Konami Computer Entertainment Japan. All rights
    reserved. The story of Metal Gear Solid 2: Sons of Liberty is fictional. Any
    and all similarities to characters, groups, or other entities in real life are
    coincidental.
    This guide is Copyright© 2001, 2002 by ThyDarkAvatar (a.k.a. Dark Avatar,
    ThyDarkKenshi). All rights reserved. It may only be posted on
    http://www.gamefaqs.com. It may not be posted on any other site, used in any
    other publication/web site (without special permission), used for profit, or
    modified. Doing so is an infringement of copyright law, and all offenders will
    be prosecuted to the full extent of the law. Please report all infringements
    (see contact information).
    
    Contact Information: If you have any questions or comments regarding this
    guide, please send e-mail to thydarkavatar@hotmail.com. Please do not ask
    questions if you have not already read the walkthrough, and please do not send
    requests to have this guide legally posted on your site, junk mail, hate mail,
    or complaints.
    

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