T  A  C  T  I  C  A  L      E  S  P  I  O  N  A  G  E      A  C  T  I  O  N
  __  __      _         _    ___                ___       _  _     _   ___
 |  \/  | __ | |_  _ _ | |  / __| __  _ _  _ _ / __| ___ | |(_) __| | /_  }
 | |\/| |/-_)|  _|/ _`|| | | (_ |/-_)/ _ || _| \__ \/ _ \| || |/ _` |  / /_
 |_|  |_|\__| \__|\_,_||_|  \___|\__|\_,_||_|  |___/\___/|_||_|\__,_| /____/


                      - S O N S  O F  L I B E R T Y -


             \                                                /
              \______________________________________________/

                A guide/walkthrough for METAL GEAR SOLID 2
                         On the SONY PLAYSTATION 2
                       Author: Ryan 'Cell' Kavanagh
                           Updated on: 6/17/03
               ______________________________________________
              /                                              \
             /                                                \



                       [Table] of [Contents]

                   01. Introduction
                      [101] Metal Gear History
                      [102] Updates and Revisions
                      [103] Review
                   02. Game Overview
                      [201] Controls
                      [202] Basic Knowledge
                      [203] Normal Moves
                      [204] How Guards will find you
                      [205] Espionage Tips
                   03. Indices
                      [301] Story
                      [302] Characters
                      [303] Weapons
                      [304] Items
                      [305] Boss Guide
                      [306] Weapon/Item Charts
                   04. Walkthrough
                      [401] Tanker
                      [402] Big Shell
                   05. Secrets/Cheats
                      [501] Dog Tags
                      [502] Fun Stuff
                   06. Last Words
                      [601] Frequently Asked Questions
                      [602] Contact Info
                      [603] Credits/Thanks
                      [6.4] Copyright Info


                     -[NAVIGATING THE GUIDE]-
    To find what section you're looking for, hit control + f, then type
            the number of the section into the search box.



 ___________________________________________________________________________
|+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+|
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

1.  Introduction

 ___________________________________________________________________________
|+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+|
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ



  ______    _________________________________________________________________
 / 101 /   / METAL GEAR HISTORY                                             /
/_____/   /________________________________________________________________/


  /\
<    > Metal Gear (Released 1987)
  \/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

  A small but powerfully armed nation called "Outer Heaven" emerges from
deep within South America. NATO learns that they are designing a
Nuclear-equipped walking battle tank called "Metal Gear", and they sent in
one of their best agents, Grey Fox. But, he is taken hostage, and they
are forced to send in the newest member of Fox Hound, Solid Snake. He
rescues Grey Fox and forces the surrender of Outer heaven. As Solid Snake
escapes, he is confronted by one man. Its FOX-Hound’s commander, Big Boss!
It seems that Outer Heaven was a mercenary company and Big Boss had
intentionally chosen his most inexperienced agent, Solid Snake, thinking he
would fail, but he seriously miscalculated. After a fierce battle, Snake
defeats Big Boss Outer Heaven burns around them.


  /\
<    > Metal Gear 2: Solid Snake (Released 1990)
  \/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

  In 1999, Dr. Kio Marv, inventor of the oil refining microbe, OILIX, was
taken hostage by Zanzibar, a heavily armed nation in Central Asia ruled by a
minority ethnic group. Zanzibar was planning to gain political and military
hegemony under the cruel of a worldwide emergency crisis. Roy Campbell,
commander of Fox-Hound, called Solid Snake, now in retirement, back to
active duty to infiltrate Zanzibar and recover Dr. Marv.

  Solid Snake made it past Zanzibar's impressive steel wall and penetrated
deep into it's interior. Once inside he destroyed Metal Gear, which had been
completed after being transported form Outer Heaven, and defeated Grey Fox,
former member of Fox-Hound and now leader of the Zanzibar mercenary corps.
He was also successful in retrieving the OILIX manufacturing process.
Finally, he would once again meet his destiny with the man who was pulling
the strings in Zanzibar, Big Boss! He has survived outer Heaven and created
Zanzibar in order to make a world rife with conflict and war, a world in
which soldiers such as himself would always have a place. After defeating Big
Boss for the second and final time, Snake gave up on war and retired to the
peaceful Alaskan wilderness.


  /\
<    > Metal Gear Solid (Released 1998)
  \/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

On Shadow Moses, a  remote island off the coast of Alaska, FOXHOUND leads an
armed uprising and seizes the new metal gear REX in the single biggest act
of terrorism in history. At the request of the government, Colonel Roy
Campbell, the former commander of FOXHOUND, summons Solid Snake out of
retirement and sends him to infiltrate Shadow Moses island in one last solo
covert operation. Snake must penetrate deep into the heart of a nuclear
weapons facility. Aiding him in his mission are Dr. Hal Emmerich, a.k.a
Otacon, a former Metal Gear developer: Meryl. Colonel Campbell’s niece: and a
team of the top specialists in each field, who communicate with Snake via the
codec. In the middle of his battle against the members of FOXHUND, Snake
encounters a cyborg ninja, who thirsts only for battle. This mysterious
figure's true identity turns out to be Grey Fox, Snake's former FOXHOUND
comrade who defected to the enemy and fought against Snake in Zanzibar Land.
After destroying Metal Gear REX, Snake confronts the head of the terrorist
group, Liquid Snake. Each of the Snakes, Liquid and Solid, carries the same
genes of the 20th century's greatest soldier. Big Boss. With the support of
the cyborg ninja, Solid Snake fights a decisive battle with Liquid. After a
long and protracted struggle, Snake finally defeats Liquid and leaves the
legacy of Shadow Moses behind him.


  ______    _________________________________________________________________
 / 102 /   / UPDATES AND REVISIONS                                          /
/_____/   /________________________________________________________________/



Version 0.40 - December 15, 2001
---------------------------------
I began to format the FAQ. I decided on the section headers, the ASCII art,
the FAQ content, etc. No actual content, that's soon to come. I finished up
the history of Metal Gear, as well as the entire Game Over view section! Now,
I will finish up the indexes and start on the walkthrough.


Version 0.60 - December 27, 2001
---------------------------------
• I finished the walkthrough up to the end of the Tanker. I also finished the
  weapons/items sections.
• Did more work on the walkthrough


Version 0.75 - December 30, 2001
---------------------------------
• I've done close to 50% of the Big Shell walkthrough
• Created all the other sections that needed to be created.
• Put content inside the credits, contacts, and copyright sections


Version 0.80 - December 31, 2001
---------------------------------
• I re-did the story section
• Did a lot of work on the dog tag section
• More walkthrough stuff done.


Version 0.90 - January 1, 2002
-------------------------------
• The walkthrough is now 100% done
• Finished the review


Version 0.95 - January 5, 2002
-------------------------------
• I've finished up the dog tags location section, so go check it out! I'm
  going to add in a Boss Guide next, so stay tuned!
• Added a few character bios
• Added a few Boss strategies
• Added a charts section


Version 1.00 - Febuary 12, 2002
--------------------------------
• Added some more boss guides.
• Added a bunch of Q+As
• Decided to include a weapon/item chart, so I made them up and they're now
  found under the charts section
• Boss Guide is now done
• Spell Check completed, making this the first 100% complete version of the
  guide. And most likely, the last version, as I've decided to end my FAQ
  writing career.

Version Final - March 14, 2002
-------------------------------
• Some little things thrown in here and there.
• Corrected a few spelling mistakes
• Made this a Final version, which means no mor eupdating, unless something
  drastic happens and it needs to be updated.

Version Final - March 23, 2002
-------------------------------
• Not really drastic, but I felt it needed some more information about the
  dog tags.


  ______    _________________________________________________________________
 / 103 /   / REVIEW                                                         /
/_____/   /________________________________________________________________/


Introduction
-------------
To tell you truth, I wasn't really looking forward to this game. I played
the demo a few times and didn’t care about it much. Then, when it was
released, I guess I fell into the hype and I got the game. Let me tell you.
I cannot believe I wasn't looking forward to it. It's filled in a gap left
by other games like Zone of the Enders. This game is everything it was hyped
up to be, and more. But perhaps I didn't spoil myself by looking all over
the net for information, etc. I've been getting tired of the games where you
run around killing people, also known as; Devil May Cry, Grand Theft Auto
III. Now, Metal Gear Solid 2 comes along, and it offers something a little
different. The objective isn't to go around gun crazy, you're supposed to be
stealthy and sneak past everyone. Well, that was a good enough introduction,
on to the review!

Game Play - 10/10
------------------
I want to give this game a 15/10! The game play is spectacular. Sure, you
may say what's so fun about sneaking around guards. And there is nothing fun
about sneaking around guards, its fun finding new ways to do it. You can
knock on a wall to make a little tap noise. A nearby guard will come to
investigate further. If he sees wet footprints, he'll follow them until he
finds the maker of them, or they disappear. If you're bleeding, you'll leave
a trail of blood and guards will follow that too. If you stay out in the
cold too long, your character may catch the flu. If you don't administer
medicine, he'll sneeze. That's not good when you're trying to be stealthy.
You can also sneak up on a guard, and whip out your gun. The character
will yell 'FREEZE' and the guard will put his hands up in the air.

You can have lots of fun this way. An improvement made upon the Metal gear
Solid for PlayStation One, is that now you can fire your gun in a first
person perspective. This makes the gun fights much easier, and funnier. If,
for whatever reason, you have to take out a guard, try not to shoot him with
a real gun. Even if you drag the body away (yes you can hide bodies in
lockers, throw them into water, etc.) it will leave a blood stain on the
ground that other guards will see and call for back up. the guard that you
took out also might have to report in every couple of minutes, so, if he
doesn't a search part is sent. So see, while the game is centred around
stealth, not mindless shooting, it's still pretty damn fun.

Graphics - 10/10
-----------------
Whoa. That's the only word I can think of to describe it. Everything looks
SO good! For the first part of the game, you play on a huge Tanker. It's

raining out. Those rain effects are some of the best ever seen! How the
water droplets hit everything and realistically bounce off. If you look up
in first person view, you can see the water smacking into the screen. If you
walk inside when you're wet, you can see all of the water dripping of the
character. As you run, the hair sways back and forth. Most of the
environments are interactive as well. If you shoot at a fire extinguisher,
the hose will fly around shooting gas everywhere. If there's a guard nearby,
it will faze and distract him.

If you shoot a hot water pipe, then of course hot water will come squirting
into the face of whomever the unlucky on passer is. During gun fights, little
parts of leaves may be clipped away from passing bullets. It really is
something you have to see for yourself. Everybody complains that the level
of interactivity drops in the second area of the game, but that's not true.
there's just less for them to do. You can still shoot fire extinguishers,
hot water pipes, if you shoot ketchup bottles, it'll leave a nice little
mess on the floor. If you get killed while in first person mode, you will
see the last bullet come at you and crack your screen. If you fire at
somebody at close range, the blood will spray onto your screen, and you can
watch it drip down, or go back to third person view. All of the effects that
were thrown into this game are must see for ANY gamer.

Sound/Music - 9/10
-------------------
The game has the musical composer of 'The Rock' and 'Armageddon' You KNOW
it'll be good. The music keeps you on your feet. It makes you intrigued. It
makes you fall into the game. All I can say is that they had great music in
most spots of the game. There are a few spots however, that are just plain
weird and out of place. The sound effects are also top notch. You can hear
your footsteps when running over a grate; but so can all the guards around
you. You can hear the water dripping off you onto the floor. All of the
voice acting in the game was done pretty well too. A lot of characters
return from the original Metal Gear Solid with the same voice actor. There
are also a lot of new faces, but don't worry, the voice actors were cast
great.

Rent/Buy - Buy
---------------
This is a great game. I wont give you details about the story, because I
don't want to spoil anything. Lets just leave it at a simple; it has
complicated storyline with a lot of plot twists throughout the way. The
replay value on the game is okay. not the greatest, but it will have you
coming back to play a few more times. You can also collect dog tags. You
know, the things that soldiers war around their necks so they can be
identified when they die? Well, you can go around collecting the guards'
dog tags. You need to go through all five difficulties to get them all, but
you get rewarded when you've collected enough. You can get stealth mode,
infinite ammo, you name it. Just try not to read the instruction booklet,
unless you've already found out a lot of information about the game, because
it holds some pretty big spoilers.

Closing Comment - I need scissors! 61!

 ___________________________________________________________________________
|+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+|
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

2.  Game Overview

 ___________________________________________________________________________
|+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+|
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ



  ______    _________________________________________________________________
 / 201 /   / CONTROLS                                                       /
/_____/   /________________________________________________________________/




Control Scheme
---------------

          L2............................................Select Item
          L1................................................Lock On
          R2..........................................Select Weapon
          R1.................................First Person View Mode
          Directional Buttons........Move the Main character around
          Select.........................................Codec Mode
          Start...............................................Pause
          Left Analog................Move the main character around
          Right Analog..............................Move the camera
          Circle..............................................Punch
          Square......................................Weapon button
          Triangle....................................Action Button
          X............................................Crawl button


Control Explanations
---------------------


  /\
<    > L2
  \/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Use this to select your items. If you hold it down, a bunch of squares will
appear around the screen, the more items you have in your inventory, the
more boxes that will appear around your screen. Move either the analog
stick or the directional buttons to select the item you want, then release
L2 to equip the item. If you want to unequip it really fast, simply tap L2.
This saves you time to go into the item select screen and search for the
"no item" square. To equip the item again, tap L2 again. When you are
leaning against a wall, you can use this button to peak around the corner.


  /\
<    > L1
  \/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

This button is used to lock onto the nearest enemy soldier


  /\
<    > R2
  \/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Use this to select your weapons. If you hold it down, a bunch of squares
will appear around the screen, the more weapons you have in your inventory,
the more boxes that will appear around your screen. Move either the analog
stick or the directional buttons to select the item you want, then release
R2 to equip the item. If you want to unequip it really fast, simply tap R2.
This saves you time to go into the weapon select screen and search for the
"no weapon" square. To equip the weapon again, tap R2 again. When you are
leaning against a wall, you can use this button to peak around the corner.


  /\
<    > R1
  \/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

First Person View Mode. This is something that is somewhat new to the Metal
gear series. By holding down R1, you can look around in a first person's
perspective of the main character. It will allow you to look all around
you, because sometimes, the camera gets weird and you can't really see very
far in front of you. A new feature that has been added is that you can hold
down the weapon button and fire your gun in the first person perspective!
It makes shooting guards from a distance much, much easier.


  /\
<    > Directional Buttons
  \/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

These can be used in place of the left analog stick in order to move the
main character around the screen.  They are easier to use if you're a
beginner to the Metal gear series. The only problem I find, is that it's
sometimes hard to move around in any direction, in which case the analog
stick is better.


  /\
<    > Select
  \/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Push select to enter into the codec screen. A codec is sort of like a walkie
talkie, except it has pictures of the two interacting characters on it. It
can be set to a number of frequencies, just like a radio. All the main
characters in the game have a codec, and they'll contact you throughout the
game. While talking to somebody, you can move their faces around using the
analog sticks.


  /\
<    > Start
  \/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

What would a game be without a pause button? A time to stop, relax, and take
a fresh breath of air. In the pause menu, you can select from a variety of
different options, like setting the sound, etc.


  /\
<    > Left Analog Stick
  \/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

This is used to move the main character around, much like the directional
buttons do, only this thing makes it easier. I think the directional buttons
are clumsy and a little sluggish at times. It's much easier with the analog
stick. It's easier to walk, because you only apply a little pressure to the
stick, and if you want to run, set it at full tilt. It may take a little
getting used to, but it's SO much easier. It makes the getting used to it
period of time worth it.


  /\
<    > Right Analog Stick
  \/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

This button will let you move the camera angle. Well, perhaps that's a
little misleading, because you can't change the camera very much during game
play. When you're leaning against a wall, peak around the corner using either
L2 or R2. Now, use the right analog stick to take a look around at the
surroundings. It lets you get a better look at what's ahead without putting
yourself in danger.


  /\
<    > Circle
  \/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

This button is primarily used to punch/kick enemies. If you press it rapidly,
he'll do a combo of punches which finishes off with a devastating kick to
the head. While you are leaning against a wall, you can use this button to
knock on it with your fist to lure guards away from their posts, and to let
you get by.


  /\
<    > Square
  \/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Believe me when I say that you'll be using this a lot. It fires your current
weapon. Whether it be a gun, or an empty magazine from a gun, you can get
rid of it by using this button. But first of all, you obviously must have
the weapon you want to fire equipped. You can also use this button to drag a
dead or unconscious body. If a body is limp, you don't want to leave it in
the open, or one of the guards will discover it and call backup. So throw it
in a locker or something. You can also throw an enemy when using the button
is conjunction with the left analog stick. If you are standing still behind
the enemy with no weapon equipped, you can strangle them. Rapidly push the
button to break some necks.


  /\
<    > Triangle
  \/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Your action button. When you get to an area where an action is needed, like
opening a door, climbing a ladder, climbing on top of a block, etc, this is
the button to use. When you're near a hand rail, lean towards it and push
triangle to fling yourself over it. You can still grab onto the ledge at
this point. A little meter with the word "GRIP" will appear beside it. When
the meter is gone, you fall. Use this method to avoid unessicary guard
battles. Push triangle to hoist yourself back up.


  /\
<    > X
  \/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

This is used to crawl around. The first time you push it, you will kneel
down. You can use this method to duck down behind small blocks and avoid
guards. If you try to move around in this position, you'll begin to crawl.
Crawl to get through small spaces. Tap X again to rise to your feet. If you
are running away from guards, you can tap this button to do a jumping roll.
It will knock any guard you hit flat on their ass. Get up and keep running.



  ______    _________________________________________________________________
 / 202 /   / BASIC KNOWLEDGE                                                /
/_____/   /________________________________________________________________/



  /\
<    > Fire Extinguishers
  \/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

You might know this, you might not. If you shoot a fire extinguisher, a
white gas will come pouring out of it. You're probably saying, "Whoop-De-Doo"
but it really comes in handy. Occasionally, you'll find an area with lots of
lasers that you can't see. Shoot an extinguisher, and the gas will flow over
the lasers, allowing you to see where they are, and hence, to avoid them. If
you are running from a guard, then you can shoot one of these to spray him in
the face and disorientate him for a while.


  /\
<    > Steam Pipes
  \/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

All the around the game, there will be steam pipes going up and down the
walls. They are scolding hot, and as soon as you shoot on, steam will come
shooting out and burn anybody in it's way. It's another great way to mess
with guards, only if you're not too careful, you'll get burnt too, because
it takes off health.


  /\
<    > Footprints
  \/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

When you're outside, and enter an area 'inside' then you will usually either
leave wet footprints or muddy footprints. Well, in most games, that's just
added for some graphical effects. in this game, if the guards see the
footprints, they will start following them until there is no more footprints,
or they've found you. So be careful, and try not to walk near guards until
your shoes are clean.


  /\
<    > Bleeding
  \/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

This is quite an innovative feature, I must say. If you're health gets
dangerously close to nothing, then you will start bleeding. As you run away,
you'll leave a trail of blood. Just like the footprints, the guards will
follow this. Your health will also slowly drain while you are like this, so
its best to find a bandage as soon as possible to stop the bleeding. Using a
ration will also help.

  /\
<    > Walls
  \/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Yes, even walls can play an important part in the game play. You can lean
against them and push circle to knock against it. The guards, with their
excellent hearing, usually come to investigate the noise. If they were
guarding something, they'll leave it to find out the source of the noise.
It's a great way to get the guards to do what you want them to do. Just try
not to do it when there are a lot of guards around.


  /\
<    > Handrails
  \/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Ever wish you were able to jump over a handrail and still hold onto it while
avoiding guards? Well, now you can. Simply push towards the rail and tap
triangle and your character will fling himself over the bars and hold on. I
"grip" meter will appear. When this runs out, you'll fall down. So, don't
stay on it for too long. Once the guard is gone, you can use triangle to
hoist yourself back up. You can use the X button to drop down. If you drop
on top of a guard, he'll be knocked out. When you get to the second part of
the game, you can time it so that when you pull yourself back up, you'll
kick the guard in the face and knock him out.


  /\
<    > Hold-up
  \/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Hehe. This is one of the fun parts of the game. Sneak up on a guard and pull
your gun out right behind him. He will throw his hands up in the air. From
here, you make your way around to front of him. If you take your gun off him,
he'll reach for his radio and then run. So keep your gun on him! If you aim
it at either his head or his uhh *cough* other head *cough* he will begin to
cry and usually throw you an item. Sometimes, it's even a dog tag! While like
this, you can shoot his arms and legs to make him helpless. But remember,
four shots will kill him, so you can only shoot 3 out of the four limbs. One
head shot will kill him.

  /\
<    > Radios
  \/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

All of the guards in the game have a radio. If they see you, they'll call in
backup. If they see something suspicious, like a puddle of blood on the
floor, they'll call backup. If they see a fellow guard's limp dead body,
guess what, they'll call in backup. If you hold a guard up like mentioned
above, you can shoot his radio so that he cannot use it anymore.


  /\
<    > Difficulties
  \/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

There are 5 difficulties in the game, very easy, easy, normal, hard and
extreme mode. The modes start out, like the name simply, really easy, and
then turn into almost impossible. I will try to sum up the modes below.

Very Easy
 If you're a wuss [like me] then you'll probably start out on this mode.
 It's very easy, duh. There are not a lot of guards, you get more health
 bonuses when you defeat bosses, there's more rations, the guards are
 stupider, you get to keep your radar. Should I go on?

Easy
 Not much different than very easy, except the guards get a little smarter,
 and you'll have to stay on your toes. Still really easy compared to the
 other modes though

Normal
 This is the standard mode that you'll probably end up playing through your
 first time. It's difficult, but not too hard. There are quite a few guards
 spread throughout the thing and once again, *gasp* they've gotten a tad
 stronger and smarter.

Hard
 I'd rather not even go into details about this mode because I dislike it so
 much. It's so HARD. Konami really made the mode names match what they're
 really like. Guards are everywhere, so you'll have to stay on your toes.
 Plus, your trusty radar has been taken away from you!

Extreme
 What in the blue hell is this? The game started out easy and now, it's next
 to impossible! You don't have a radar, and if you get caught by a guard,
 it's game over! This mode is the hard of hard. The mode for the ultra
 espionage experts.

  /\
<    > Radar
  \/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

You'll be using this a lot when you can. When you get to harder modes, you
don't have it anymore. I couldn't imagine playing without the things. I don't
even look at the game screen anymore! Just the radar. Anyways, there are a
lot of things to be told about it, so there are mini-sections right below
this one.

Intrusion Mode
 Normally, when you are using your radar, you'll be in this mode, unless you
 really suck at the game. It's the standard mode, where guards are not aware
 of your presence. Your radar will still be operational at this point. If
 you get seen by a video camera, or a guard radios in backup, you'll be
 moved into alert mode.

Alert Mode
 Well, what can is ay. You made the guards angry, now they're out to get you.
 You need to find a place to hide, a GOOD place to hide. Alert Mode doesn't
 last too long, but your radar doesn't work during this period of time! So
 I'll say it again, find some place to hide!

Evasion Mode
 After alert mode is over with, the guards will send out search parties
 looking for you. So when you hide, don't just hide inside a cardboard box in
 the middle of a hallway, the guards see through that. Hide in a closet or
 under a table if you really don't want to be seen.

Caution mode
 Well, things are slowly going back to normal. You get your radar back in
 this mode, and the guards stop looking for you, although they are more
 cautious than before. After a long period of time, you'll be moved back into
 Intrusion mode.

Cones
 Cones? You want to know what a radar has to do with cones? Well I'll tell
 you. When you are in first person view, a green cone will be shown on your
 radar. This is your range of view. If an enemy is within range, a light
 blue cone will represent his field of range. Don't get inside of it, and he
 won't catch you. If he hears something suspicious, his cone will turn
 yellow, meaning he's getting cautious. If you make one mad, it’ll get red,
 and usually, you'll then enter Alert Mode.


  /\
<    > Gauges
  \/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Throughout the game, you'll encounter quite a few gauges. In layman’s terms,
it means a meter in the top left hand corner of the screen that starts out
full, but eventually decreases, and decreases, and decreases until you
manually 'fill it' back up. Well, below are all the gauges in the game as
well as an explanation on how they work.

Life Gauge
 This is THE most important gauge in the entire game. When it reaches zero,
 you're dead. No more Snake/Raiden. You'll be swimming with the fishies. So
 don't let it reach zero. To aid you in that, there are rations throughout
 the game. Rations are frozen army food that will recover some of your life
 gauge. If you're life gauge is in the orange or red stages, then you can lie
 down on the floor until your life recovers. Having a full life gauge means
 that your grip gauge and 02 gauges drain slower than usual. Both of those
 gauges are explained below.

Grip Gauge
 When you're hanging off of a hand railing by using the action button, a
 gauge will appear on the screen. It is fairly long, and it depletes itself.
 When it reaches nothingness, your character will fall. Sometimes to the
 floor below, sometimes to the crashing waves below. Before the gauge reaches
 zero, you should tap the action button again to get back up. As I said
 above, if you have a full life gauge, the rate at which the grip gauge
 depletes itself will slow down, giving you more hang-time. You can increase
 the meter by doing pull ups. Do them by pushing down R2 and L2 at the same
 time.

02 Gauge
 02 is short for oxygen, in other words, air. When you're playing the second
 part of the game, the character can swim underwater in a few specific
 places. This meter then appears telling you how much air you have left
 before you start choking on that disgusting crude oil filled water. If your
 life gauge is full, then it will deplete itself a lot slower than usual. A lot
 unlike the grip gauge.

Partner Gauge
 At a few key points in the game, you'll be working with another person.
 That person/thing has its very own life gauge that is displayed right under
 your own. If it reaches zero, you get an instant Game Over screen, just
 like if it was you that died.

Boss Gauge
 Whenever you fight a boss, they will have a meter displayed under your life
 gauge. As you inflict damage to the boss, their meter will deplete. When
 its gone, the boss will be defeated.


  /\
<    > Nodes
  \/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

In the second part of the game, you'll encounter computer type systems
called nodes. On your first encounter, you need to put in login information
like name, age, nationality, etc. Then, you download a program. It works
essentially like the radar from the first part of the game, only more of a
hassle. In every area, there is a node, and before you can use your radar,
you'll have to locate them and login. Sure, it SOUNDS annoying, and sure, it
IS annoying, but if you want to get a good look at the surroundings + enemy
guards, then finding these things are mandatory.


  /\
<    > Body Disposal
  \/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

You don't actually want to be caught, do you? So whenever you do a dirty
little deed (Also known as 'terminating' a guard) you should get rid of the
body. Even if the body is asleep, you don't want them to wake up and call
for help. There are a few ways of body disposal. One of them  is a locker.
That's right, without a weapon equipped, pick up the body with the square
button and drag it over to a locker. Open the locker, then grab the body
again, put yourself in the locker and a small cut scene wilt take place in
which the character shoves the body inside and slams the door. Another way
is the ocean. That's right. The big blue body of water. Where a lot of things
are dumped in, and are never found again. On the Tanker, you can drag a body
to one of the gates on the decks. Like the lockers, an animation will begin
where the body is thrown overboard. In the Plant area, you can throw bodies
through holes in the floor.


  /\
<    > Saving
  \/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

So you want to save your game? Who doesn't. While you are on the Tanker, you
must call Otacon. His codec frequency is 140.96. Then, choose your memory
card and whether you want to save over top of a previous save, or you want
to make a new save all together. The exact same goes on the Plant chapter.
Call frequency 140.96, except this time it's not Otacon. It's a girl named
Rosemary, who you'll find more about as the game progresses.


  /\
<    > Codec
  \/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Your codec is like a radio. You can communicate with people using it. It
stimulates the small bones in your ears o nobody can hear it ringing except
for you. Push select to get in and out of it. It will show a picture of each
character. You will be receiving codec messages throughout the whole game,
so get used to seeing this screen. You can use the two analog sticks to
rotate the pictures of the characters around. You can also hit R2 or L2 to
see what the character thinks about the character that is speaking. Below are
all of the frequencies in the game that you'll end up having to know.


  Place  | Character | Frequency | Importance
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
| Tanker | Otacon    | 141.12    | Find out info about the ship             |
| Tanker | Otacon    | 140.96    | Save your game                           |
| Plant  | Colonel   | 140.85    | Find out info about the mission          |
| Plant  | Rose      | 140.96    | Save your game                           |
| Plant  | Pliskin   | 141.80    | Find out info about Dead Cell            |
| Plant  | Stillman  | 140.25    | Find out info about Bombs                |
| Plant  | Mr. X     | 140.48    | You cannot reach him                     |
| Plant  | Otacon    | 141.12    | Find out info about Metal Gear           |
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ


  ______    _________________________________________________________________
 / 203 /   / NORMAL MOVES                                                   /
/_____/   /________________________________________________________________/


  /\
<    > How to Move
  \/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Well, it may seem like a stupid thing to put in here, but there's going to
be at least one person out there that doesn't know this. You can use the
directional buttons or the analog stick. Look below for further details on
either one.

Directional Buttons
 These can be used in place of the left analog stick in order to move the
 main character around the screen.  They are easier to use if you're a
 beginner to the Metal gear series. The only problem I find, is that it's
 sometimes hard to move around in any direction, in which case the analog
 stick is better.

Left Analog
 This is used to move the main character around, much like the directional
 buttons do, only this thing makes it easier. I think the directional buttons
 are clumsy and a little sluggish at times. It's much easier with the analog
 stick. It's easier to walk, because you only apply a little pressure to the
 stick, and if you want to run, set it at full tilt. It may take a little
 getting used to, but it's SO much easier. It makes the getting used to it
 period of time worth it.


  /\
<    > Crawl
  \/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

If you push X, you'll kneel down. move around and your character will begin
to crawl. Crawl to get into small tight passages you couldn't reach any other
way. While crawling into something, your view will be switched to a first
person perspective. Use this technique to your advantage when escaping from
guards. There are lots of things you can crawl into to avoid getting caught.


  /\
<    > Corners
  \/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

This is a method you'll HAVE to use a lot when you get into later
difficulties. Don't know what's around the corner? Lean against the wall and
edge over to it. The camera will change to let you see what's around the
corner. If you can't see enough, then hit L2 or R2 to peek around the corner
and use the right analog stick to move the camera around. It's a great way
to see if guards are coming or if the way is clear.


  /\
<    > Quick Draw
  \/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Now, when you're in the corner view as mentioned above, hit your weapon
button when you have a gun equipped. You will fling around the corner and
pull out your gun, ready to shoot, just release the button. This method is
very useful. At least with the M9 (tranquilizer). You can fling around, shoot
a guard, then duck back behind the wall before he knew what hit him. You can
also hold R1 while doing this to enter first person view where you can aim
your gun, then fire it. The choice is up to you. But wither way, this is a
cool little move.


  /\
<    > Shake
  \/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

The first step of this not-so-complicated procedure is to knock a guard out.
I don't care how you do it. Knock him unconscious, kill him, either way. Just
make sure there's a body lying on the ground. Now, unequip your weapon.
Press Square to lift up the soldiers body. Release the button to drop him.
Sometimes, a weapon will fall out, sometimes not.


  /\
<    > Rolling Attack
  \/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

This is a very welcome addition to Metal Gear. While you’re running, you can
hit X to do a roll or a flip. It's a great way to escape guards, because if
you hit them, they'll be knocked down. Beware though, sometimes they
counter-attack and knock you down.


  /\
<    > Swimming
  \/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

When you get to the second part of the game, you are able to swim. When
you're floating on top of the surface, you can hit the circle button to dive
into the water, or the analog stick to swim around. While underwater, use
the analog stick to direct which way you would like to swim. Hitting X hard
will allow you to do a big stroke, while hitting it softly will only give
you a little stroke. While underwater, your 02 gauge will automatically
deplete itself.


  /\
<    > Kick boxing
  \/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

By hitting the circle button, you can do a combination of punching and
kicking. Press the button rapidly and the character will start off with a
few punches and finish with a kick to the guards head. Very effective when
used at close range. When you have a weapon equipped, you can use that to
knock out the guard.


  ______    _________________________________________________________________
 / 204 /   / HOW GUARDS WILL FIND YOU                                          /
/_____/   /________________________________________________________________/



  /\
<    > Footprints
  \/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

When you're outside, and enter an area 'inside' then you will usually either
leave wet footprints or muddy footprints. Well, in most games, that's just
added for some graphical effects. in this game, if the guards see the
footprints, they will start following them until there is no more footprints,
or they've found you. So be careful, and try not to walk near guards until
your shoes are clean.


  /\
<    > Bleeding
  \/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

This is quite an innovative feature, I must say. If you're health gets
dangerously close to nothing, then you will start bleeding. As you run away,
you'll leave a trail of blood. Just like the footprints, the guards will
follow this. Your health will also slowly drain while you are like this, so
its best to find a bandage as soon as possible to stop the bleeding. Using a
ration will also help.


  /\
<    > Walls
  \/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Yes, even walls can play an important part in the game play. You can lean
against them and push circle to knock against it. The guards, with their
excellent hearing, usually come to investigate the noise. If they were
guarding something, they'll leave it to find out the source of the noise.
It's a great way to get the guards to do what you want them to do. Just try
not to do it when there are a lot of guards around.


  /\
<    > Bodies
  \/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

If you happen to knock a guard unconscious, make sure you don't just leave
him out in the open. If another guard or a camera sees him like that, a
search party will come looking for you! So drag the body into an unused
room, or shove him in a locker. Anything will work. If you shoot a guard
with a real gun, however, it will leave a puddle of blood on the floor,
which cannot be cleaned up unless you're outside in the rain. Either way, If
the guard sees a body, or a puddle of blood, a search party will be called to
search for, YOU!


  /\
<    > Radio Contact
  \/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Sometimes, when you knock a guard out, their commander will try to get in
contact with him. If the guard does not answer the phone call, then a group
of guards will be sent to find out what happened to him. It's best not to be
around the body when this happens. They will be ready to shoot to kill. To
prevent all of this, you can also shoot the guards radio to disable it
completely.


  /\
<    > Noise
  \/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Sometimes, depending on the type of surface you're walking on, you may make
an echo as you move. If there are any guards nearby, they'll come and
investigate. In cases like this, just walk very very slowly.


  ______    _________________________________________________________________
 / 205 /   / ESPIONAGE TIPS                                                 /
/_____/   /________________________________________________________________/


  /\
<    > Corner View Mode
  \/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

This is a method you'll HAVE to use a lot when you get into later
difficulties. Don't know what's around the corner? Lean against the wall and
edge over to it. The camera will change to let you see what's around the
corner. If you can't see enough, then hit L2 or R2 to peek around the corner
and use the right analog stick to move the camera around. It's a great way
to see if guards are coming or if the way is clear.


  /\
<    > Guns
  \/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Try to use your M9 as much as possible. If you use another gun, chances are
it won't have a suppressor, and will make a lot of noise, and noise isn't
good when you're supposed to be 'sneaking' around. The M9 may not kill
people, but it gets the job done, which is too knock the people out, for a
long period of time.


  /\
<    > Don't Play Mind Games
  \/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Sure, it's fun to mess with the guards for a while, making chase after your
footprints, the sound of you knocking on the wall, etc, but after a while,
they might get tired of playing around and just plain call for backup. You
don't need that to happen.


  /\
<    > Hiding
  \/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

When you go into alert mode, you must find a place to hide, as soon as
possible! One possible place is a locker. You'll find them all over the
place. First open the door with the action button, then walk in and the
character will close the door himself. Another place is a table or a bed.
Simply crawl under it and stay there until you're no longer wanted. The last
thing to do is a cardboard box. There is a dry one and a wet one. The dry
one, you obviously use indoors. The wet one, you use outside. If you stay by
a pile of other things, the guards won't notice you, but if you just sit in
the middle of a hallway, you're bound to be found.


  /\
<    > Lights, Cameras, Action!
  \/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

If you happen to run into video camera, pull out a gun and fire a couple of
round into it to disable it. Now, it won't be able to see you. You can also
use a chaff grenade if you choose. Either way is fine just so long as you
disable it before walking in its line of sight. Now, if you shoot lights,
you're less likely to be seen, because face it, who can see in the dark? So,
take some action and tune your espionage skills.


  /\
<    > Hostage
  \/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Well, you know that by rapidly tapping the square button with no weapon
equipped, you can snap a guard’s neck. Well, you can take them hostage too.
Simply hold square to strangle them. All guards around you will refrain from
shooting at you, fearing they may hit their comrade. You stop holding him
hostage when you drop him, you break his neck, or he struggles free.


  /\
<    > Patrols
  \/ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Guards will ALWAYS have a patrol that they do not leave until they need to (
i.e. get called else where, see something suspicious.) Memorize where they
walk so that you can avoid their line of sight. It may take a while, but
take a few minutes to monitor the area. When you think you know what you're
going to, take a course of action!



 ___________________________________________________________________________
|+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+|
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

3.  Indices

 ___________________________________________________________________________
|+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+|
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ


  ______    _________________________________________________________________
 / 301 /   / STORY                                                          /
/_____/   /________________________________________________________________/



Tanker Chapter
---------------
Following the incident on Shadow Moses Island, Metal Gear's top-secret
technology was leaked into the black market through the machinations of
Revolver Ocelot. As a result, countless variations of Metal Gear have sprung
up in every corner of the globe, making the weapon an increasingly common
sight in the armed forces of nuclear powers.

In the midst of all this, Solid Snake, now a member of the anti-Metal Gear
group "Philanthropy", has learned that a new prototype Metal Gear has been
developed by the U.S. Marines and is being transported secretly. To find out
more about this prototype, getting support via the Codec from Otacon who is
also a member of "Philanthropy," Snake must infiltrate the transport as it
makes its way down the Hudson River, New York, disguised as a tanker. However
just as Snake is about to begin his mission, the tanker is seized by a
mysterious armed group.


Plant Chapter
--------------
Two years have passed since the sinking of the tanker that Snake infiltrated.
The "Big Shell" - a huge offshore cleanup facility constructed off New York's
coast. Now, this symbol of environmental preservation, has been occupied by
an armed group calling themselves "Sons of Liberty."

The President, who was on a tour to inspect the facility at the time, has
been taken hostage, and they have set large amounts of explosives, demanding
a large sum of money from the government in return for his release. If the
explosives are detonated, the explosions will lead to the release of huge
amounts of chemical toxins into the sea, unleashing a massive environmental
disaster which would be the worst in history.

Faced with an unprecedented state of crisis, the government has called on the
newly reformed FOXHOUND to handle the situation. FOXHOUND agent Raiden must
single-handedly infiltrate the "Big Shell" and carry out this sneaking
mission as his first actual mission.

  ______    _________________________________________________________________
 / 302 /   / CHARACTERS                                                     /
/_____/   /________________________________________________________________/


Character.....Solid Snake
Description...The legendary hero who has thrice saved the world from the
              menace of Metal Gear in the past. Solid Snake is an
              infiltration expert who always completes his missions no
              matter how difficult the odds. Originally a member of FOXHOUND,
              now a member of the NGO "Philanthropy." An anti - metal gear
              group.


Character.....Raiden
Description...A member of the special forces unit FOXHOUND. Raiden has no
              experience in real-life combat situations, but his skills as a
              soldier have been honed to the highest levels through VR
              simulation training. The infiltration of the Big Shell is his
              first actual mission.


Character.....Otacon
Description...His real name is Hal Emmerich. Formerly the leader of the
              Metal Gear REX development project, but since the Shadow Moses
              incident, he has joined with Snake to join "Philanthropy." An
              organization dedicated to destroying Metal Gear and all its
              forms.


Character.....Emma Emmerich
Description...Otacon's stepsister. She disappeared for ten years without
              hearing a word from her. Now, she's sending Otacon tips about
              the locations of new Metal Gears. Her nickname is E.E and she
              is a genius in the field of computers.


Character.....Olga Gurlukovich
Description...Sergei's daughter. Shows great potential as a soldier, and has
              been raised in Sergei's army as one of its own soldiers since
              she was a small child.


Character.....Revolver Ocelot
Description...A former member of FOXHOUND, Lost his right arm in a clash
              with Snake during the Shadow Moses incident. A gun fanatic who
              prefers revolvers, he is also known as a torture expert. He
              sold the Metal gear blue prints on the black market after
              Shadow Moses.


Character.....Colonel Campbell
Description...Strategic commander of the FOXHOUND special forces unit.
              Commands the mission to infiltrate the big shell, and supports
              Raiden over codec.


Character.....Rosemary
Description...Raiden's girlfriend. She is employed by the army as a data
              analyst. She supports Raiden by saving his mission data via
              codec.


Character.....Dead Cell
Description...Although Dead cell consists of four members, not just one, I
              felt it should be in this section. A SEAL anti-terrorist unit.
              They are the core members of the terrorist group "Sons of
              Liberty" that took over the Big Shell.


Character.....Fortune
Description...After her father died, she became the leader of Dead Cell. Her
              life is full of sad moments, and it finally made her snap. Now,
              she's known as Lady Luck. Bullets can't hit her, and she has a
              huge rail gun to back up her attitude. One hit from the thing
              will send you to the netherworld, so steer clear of this one.


Character.....Vamp
Description...A blood sucking freak from technically beyond the grave. He
              drinks the blood of humans, but you'd probably think that’s why
              he was named Vamp, well wrong. He got his name because he's
              bisexual. When he was younger, he and his parents were in a
              destroyed church. To survive, he had to feast off their blood
              for three days while being stuck against a cross. After that,
              he sort of developed a taste for blood. He is also an expert
              with knives. On top of all that, he can walk on water!


Character.....Fatman
Description...His name doesn't just come from the fact that he's slightly
              overweight. It refers to an atom bomb. Apparently, he assembled
              one when he was but a child! He was the learner of Peter
              Stillman, the world renowned bomb expert guy. Fatman has his
              own scores to settle and does not have the same goals as the
              rest of Dead Cell.


Character.....Solidius Snake
Description...I put this character at the end for a few primary reasons.
              First of all, he's sort of a spoiler, and I doubt many people
              will read this far into the character's sectiont o find him,
              so it seemed like a perfect place. Solidius is Solid and
              Liquid Snake's brother. That's right, there's three of them
              total. This is one mean brother. He also happens to be
              somewhat related to Raiden, but I'll let you play the game and
              find out how that goes...



  ______    _________________________________________________________________
 / 303 /   / WEAPONS                                                        /
/_____/   /________________________________________________________________/




M9
---
Uses anaesthetic bullets capable of knocking out an enemy. Press the weapon
button to ready the gun and release to fire. Equipped with suppressor and
laser sight. If you're trying to go through the game without killing anybody,
then you'll be using this gun a lot.


USP

----
Handgun. Press the weapon button to ready the gun and release to fire.
Equipped with laser sight. Wow. This gun creates realistic looking blood. It
also has a light attached to it if you aim in first person perspective in a
dark area.


SOCUM
------
Handgun. Hit the weapon button to ready the gun and release it to fire a
shot. Equipped with laser sight. Gun shots can be muffled if a suppressor is
found. If you've played through the first Metal Gear Solid, then this gun
should seem pretty familiar to you.


Coolant Spray
--------------
Used to disarm bombs. Game will cut to first person view when equipped. Aim
with the left analog stick. Press the weapon button to release the
spray. The strength of the spray varies depending on how hard the weapon
button is initially pressed.


Stinger Missile
----------------
Portable SAM missile launcher. Game will cut to first person view when
equipped. Aim with the left analog stick. press the weapon button to fire.
Keep the target centred until the missile locks on. Be careful not to hit a
nearby wall, otherwise you may be sent back to first grade.


Chaff Grenade
-------------
Electronic jamming hand grenade. Renders electronic devices useless for a
fixed period of time. Press the weapon button to ready, and release to throw.
The distance of throw depends on how hard the weapon button is initially
pressed. The grenade explodes five seconds after it's released.


Hand Grenade
-------------
Hand thrown anti-personnel fragmentation grenade. Press the weapon button to
ready, and release to throw. The distance of the throw depends on how hard
the weapon button is initially pressed. The grenade explodes five seconds
after its released.


Magazine
---------
Empty firearm magazine. Press the weapon button to ready and release to
throw. The distance of the throw varies on how hard the weapon button is
initially pressed. The noise made by this can distract guards, and give you
time to sneak through.


Book
-----
This is used like the above magazine. Except by pushing the weapon button,
you'll place the book on the floor. This results in the distraction of
passing guards, giving you ample time to sneak past them.


Claymore
---------
Directional Land mine. Press the weapon button to set the mine. Will detonate
if player or enemy enters its displayed range. So that means that even if
you set the thing, you can still get blown to hell. To prevent this, you can
crawl on the floor to avoid being blown up, and you will pick up any
claymores that you crawl overtop of.


M4
---
Assault Carbine. Press the weapon button to ready the gun and release to
send a brigade of bullets into the enemy. If you want full-auto shooting,
simply hold the button. You can swivel around and kill anybody in the area.
It's actually pretty neat.


AKS 74U
--------
Assault Rifle. Press the weapon button to aim and press hard to shoot. Hold
down the button for full-auto shooting. Gun shots can be muffled if a
suppressor is found. This is the same weapon that the terrorists carry
during the Tanker chapter.


C4
---
Plastic explosives. Press the weapon button to set the charge hit the
punch button to blow it up. You don't want to be in the blast radius when it
goes off, because it can do some serious damage.


Directional Microphone
-----------------------
Extremely sensitive microphone that can be aimed. Game will cut to first
person view when equipped, and sounds coming from the targeted location ca
be detected.


PSG1
-----
Sniper rifle. When readied, the view will switch to the rifle's targeting
screen. Press the circle button to zoom out. Press the weapon button to fire.
Your hands shakes less from a crawling position. The use of pentazemin stops
the shaking for some time.


RGB6
-----
Grenade Launcher. Press the weapon button to aim, and release to fire. The
grenade will travel in an arch shaped path towards the target. If you want
the grenade to travel further, then hop into your first person perspective
and aim higher. That’s all you have to do.


Nikita
-------
Radio Guides missile. Press the weapon button to aim and release to fire.
The camera will change to the missiles perspective when aiming. After the
missile has been fired, use the left analog stick to guide it to its target.
The missile cannot be controlled if the signal is being jammed. The missile
can be controlled within limited distances only when used outside.


  ______    _________________________________________________________________
 / 304 /   / ITEMS                                                          /
/_____/   /________________________________________________________________/


Ration
-------
Standard-issue army ration. When used in the menu by pressing the circle
button will restore the players life by a fixed amount. When equipped, will
automatically be used to recover life when the life gauge reaches zero. You
will find these throughout the whole game, just about everywhere you really
look.


Bandage
--------
Adhesive pad used to stop the flow of blood. Press the circle button in the
menu to use it. Stops the flow of blood in open wounds. If you don't use one,
then you will leave a trail of blood, and guess who likes to follow trails
of blood...I'll give you a clue, GUARDS!


Card Level
---------
Opens doors of equal or lower security level when equipped. The security
level of a door can be checked through first person perspective. Most
players will find these familiar, as they are a part of over 50% of games
made, in some form or another.


Cardboard Box
--------------
Equip the cardboard box to wear it over top of you. it is possible to move
around while wearing the cardboard box. There are several different types.
Usually, the guards will pass you by if you have one on, but if you just
plop yourself in the middle of a hall, the curiosity will get the best of
the guard and he'll come over and investigate further.


Binoculars
-----------
Binoculars with adjustable magnification. Used for long distance
reconnaissance. press the circle button to zoom in and the X button to zoom
out. Good if you want to be careful, and scout the area ahead for enemies.


Thermal Goggles
----------------
Night vision equipment. Used to maintain visual capability in dark areas by
reading and displaying thermal differential patterns. You can see the
thermal patterns even from your third person perspective. Sort of strange,
considering they're goggles...


Anti-Personnel Sensor
----------------------
Sensor that detects living objects nearby. When equipped, will vibrate
whenever an enemy soldier draws near. All other types of vibration are
turned off while the sensor is equipped.


Suppressor
-----------
Equip a weapon that matches the suppressor (which is to be equipped first)
in order to attach the suppressor to the weapon. The suppressor will not be
effective unless attached to the weapon. It will act as a silencer and
muffle the sound of your gun shots.



  ______    _________________________________________________________________
 / 305 /   / BOSS GUIDE                                                     /
/_____/   /________________________________________________________________/


<Warning>

This section does contain some pretty big spoilers, so try not to read past
the boss that you're currently stuck on, okay?

</WARNING>

 ____
|    |
|    | Olga Gurlukavich
-----------------------------------------------------------------------------
Phases: • Attacks
        • Environment
        • Tactics


 Attacks
---------

Grenades - Olga will be using a lot of grenades. If they blow up next to
           Snake, then they will deal some serious damage. Whenever Olga
           yells out "Take this" or something to the same effect, you know
           a grenade is on the way. You can usually see it the ground and
           bounce in a puddle. If it's near you, hoist yourself up if you're
           in a crawling position and run to the other side of the battle
           arena.

USP - You'll find that Olga will use her trusty USP a lot more than grenades.
      That's for a reason. It's more accurate, and can deal more damage.
      Usually, she'll do a whip out attack. She'll turn around the corner,
      fire a shot and duck back behind the safety of a pillar. Well, the
      only way to avoid being hit is to duck behind one of the many crates
      littering your side of the arena. Wait until Olga first pops her head
      out, then fire a shot into her. It's the best way.


Environment
------------

Flu-bug - Well, if Snake happened to catch the flu, then bad news for him!
          When you're taking a shot at Olga, he may stop and sneeze, leaving
          you open for an attack. So, the point of this is, if Snake DOES
          happen to catch the flu before the fight, then wait until he
          sneezes, then whip around the corner, shoot Olga, and then whip back
          around the corner. Wait until you sneeze again, then repeat the
          process. It's the safest way, and it helps when you get up to the
          higher difficulties.

Tarp + Light - After a while, Olga will fire a shot at the clasps holding
               the tarp onto a rack of guns. You'd think she'd be smart
               enough to take one of those guns, wouldn't you? Well, she
               sticks with her USP. But now, you have a tarp flapping in the
               wind and at times, it's blocking your view of her. Try to get
               out of first person view. You should be able to see her
               behind the gun rack. Line up your shot and fire. be careful
               though, because she'll fire right back at you. After this,
               she'll get rid of the tarp and point a spot light in your
               way. Usually, you can put a shot in it to put it out of
               commission, but in later difficulties, you can't get rid of
               it. Use the same strategy as mentioned for the tarp.


Tactics
--------
Now, in this section, I'll explain a general strategy to use against the
Russian bee-yatch! First of all, head over to the big stack of crates in
front of you. Use the corner view to spy Olga, then hit the square button to
whip around the corner with your M9 equipped. Put a dart into her body, then
duck back. This doesn't work for everybody, as some people have trouble
getting it to auto-aim at her. It takes almost perfect timing. The other
method to use is first person view. Well. That's really all the help I can
give you with this boss. The rest, is up to you.


 ____
|    |
|    | Fortune
-----------------------------------------------------------------------------
Phases: • Attacks
        • Environment
        • Tactics

Attacks
--------

Rail Gun - Well, this is the one and only weapon that Fortune carries. But
           it's a doozy! It's a huge shoulder mounted cannon. It shoots a
           burst of blue energy. Now, unlike traditional rail guns, this gun
           cannot be shot through any type of wall. Good for you! The
           downside, if you're stupid enough to wander out into the line of
           fire, one direct hit will kill you! That's right, no second
           chances. One hit is all it takes.


Environment
------------

Crates - There are a lot of crates throughout the arena. They can't be
         destroyed by your fire, but, you guessed it. Fortune's rail gun
         can destroy anything around you. It only takes a pre-selected
         amount of shots to do the damage. It's not a good thing when you're
         trying to get way from her blasts, not get hit by them. Oh well.
         Always stay on the move!

Barrels - There are a few barrels. If anything hits them, then they will
          begin to leak oil. If something ignites that oil, like say a blast
          from a rail gun, then the barrel will blow to high heaven! Along
          with you if you're standing to close. Other barrels, if you're
          standing in the puddle of oil, will light you on fire! When you
          see a puddle of dark stuff appearing under a barrel, it's usually
          a good idea to run!


Tactics
--------
Now, this is quite a strange battle. The idea is not to defeat Fortune, like
you might think, but it's to avoid her shots until the elevator reaches the
ground. Don't even bother trying to shoot her, because, like in the cut
scene earlier, she will deflect all the bullets. Run away from the start
point immediately after playing, because there is a leaking barrel. Look
above for details. Anyway, runt o the other side and hide behind the crates.
When Fortune's rail gun finally gets through all the obstacles, go back to
the left side because there was another barrel where you were standing. The
safest way to get to the other side is to put on a box, because then, you
can still run while crouched, making it harder to receive a direct hit from
the rail gun. When the elevator finally does reach the ground level, run
into the centre of the arena to trigger a cut scene.


 ____
|    |
|    | Fatman
-----------------------------------------------------------------------------
Phases: • Attacks
        • Environment
        • Tactics

Attacks
--------

C4 - This is perhaps the single most annoying thing an enemy will do
     throughout the entire game. Fatman will run throughout the arena,
     spreading out sticks of c4. You then have 50 seconds to defuse the two
     or three C4 around the area. Try to follow him wherever he goes. When
     he yells out something like "Here you go!" Then it means he's placing
     down some C4. Try to see his location on your radar, so you know the
     location of at least one of the sticks of C4. Then, run over and try to
     defuse it before the timer starts. After that, it's a matter of luck.
     Run all over the place searching. Sometimes, the bastard will even
     throw them underneath the large crates. Look everywhere.

Assault - Fatman wields not only an unlimited supply of C4, but also an
          unlimited supply of ammo for an assault rifle. When he gets mad,
          he'll go on a shooting rampage. If you have the soliton radar,
          then you'll see that his field of vision is represented as a red
          cone. Just try not to get too close to him, and you won't put
          yourself in any unwanted predicaments, like dieing.


Environment
------------

Sea Gulls - Sea gulls are the only form of interactive environment in this
            fight. Oh well, they can be fun too. :P If Fatman stands still
            for a while, sea gulls will come and peck at his face. As he
            tries to get rid of them, it gives you a perfect chance to do
            some damage. Another thing you could do with the 'help' from the
            sea gulls, is shoot one down. That's right, they help you if you
            shoot them down. Sure, after reading that, you're probably
            thinking "What the hell?" or something to the same effect, but
            it's true. If Fatman tries to skate over the sea gull, then he
            will trip and fall. Giving you a perfect chance to plant a
            bullet in his shiny bald head.


Tactics
--------

Now, he can be a hard boss, or an easy boss, depending on how fast you can
defuse the C4 bombs. At first, he will plant two of them. One is at the
crate in the back right, the other is on the second crate from the left at
the back. Anyways, when they're defused, find Fatman. Start pumping SOCUM
bullets into his bullet proof vest until the force knocks him over. Then,
position yourself in front of him. As he's getting up, put a bullet into the
top of his head. This will do more damage than hitting him in the face. Now,
just repeat the process. If he spreads C4 around the place, defuse it and
get back to work on killing Fatman.


 ____
|    |
|    | Harrier
-----------------------------------------------------------------------------
Phases: • Attacks
        • Environment
        • Tactics


Attacks
--------

Swoop by - You've heard about drive by shootings, right? Well, what's it
           called when a Harrier does the same thing? Every once in a while,
           the Harrier will swoop in at you, firing a machine gun. If the
           bullets don't hit you, then it certainly will, when the propeller
           smacks you in the face. But, because it's a videogame, you won't
           die instantly.

Missiles - The Harrier seems to be fully loaded. It has infinite missiles!
           Well, isn’t that something you don't hear every day? Well, it
           will sometimes do a fly by of the area. It may drop a bomb on top
           of you, or simply fire it at the Shell 1-2 Connecting Bridge.
           Well, in times like this, I think it's safe to assume that you'll
           want to run to the other side of the arena to avoid the blast
           radius.

Machine Gun - Now, perhaps the most annoying attack, and hardest to dodge at
              first, is the front mounted machine gun the Harrier is packing.
              It will simply hover in front of you and start blasting away.
              The only way to avoid it is to run west, ten run east, or vice
              versa. Just don't stop running until the Harrier is back on a
              different attack pattern.



Environment
------------

Damage - As the Harriers missiles hit the bridge, it will start to fall
         apart! You will have less room to run and occasionally catch on
         fire.


Tactics
--------

This is not a very hard boss. For most of it, you can simply stand in the
middle of the bridge and fire Stinger missiles at the Harrier. Just wait
until you're locked on and blast away. Snake will provide you with lots of
ammo, and rations, so you'll always have what you need. Just look at the
attacks section for this boss for information on avoiding all the attacks.
There's not much more that I can say. Have fun!


 ____
|    |
|    | Vamp
-----------------------------------------------------------------------------
Phases: • Attacks
        • Environment
        • Tactics


Attacks
--------

Throwing Knives - As you saw in a cut scene, earlier in the game, Vamp is a
                  knife wizard. Put a knife in his hands, and he turns into
                  a different person, a person who you should not mess with,
                  but did Raiden learn that? I guess not. Vamp will
                  occasionally jump onto the balcony. While he's up there,
                  he will move from place to place, sometimes throwing a
                  horde of knives at you, sometimes only a single dull blade.
                  Well, when he does, head to the back right hand corner of
                  the room, and duck down behind the wall so he can't hit
                  you. Hide there until he's done.

Lunge - After you get him down to about half life, he'll try to do this
        attack. He'll walk up to you covered in a red flame. If you shoot at
        him, he will move faster, so don't. When he gets close to you, he'll
        lunge a knife at you. To avoid it, either fire a shot at him and
        shoot to hit, or time it right and then drop to your knees. The
        blade should just go right over your head.

Inferno - Sometimes, you'll see Vamp engulfed in a red flame. Don't even
          bother shooting at him at this point, it's useless. When you do,
          he'll just dance around the bullets. It won't last for long though.
          10-15 seconds the most.



Environment
------------

Water - Whatever you do, DO NOT step into the water in this area! The water
        has no oxygen in it, so it'll sink you right to the bottom! You'll
        die instantly. I repeat, don't step into the water! There's not
        exactly a lot more I can say about it except that it's weird that
        Vamp is able to swim in it, but you're not. Hmmm


Tactics
--------

Now, when the fight starts, put a couple M4 bullets into him. He'll then
jump up to the balcony. Now, you need to head tot he upper right hand corner
of the screen, so on your way there, drop some claymores on the south and
west areas around the middle pool of water. So basically, you're backing
yourself into the corner. Now, take aim at Vamp dancing above and shoot at
him whenever he's not engulfed by the red flame. Eventually, he'll jump into
the water, when he pops out, he'll stand there for a few seconds fire a
couple shots into him before he disappears to the rafters again. When he
gets down below half health, he'll try to lunge technique as mentioned above.
If you placed the claymores properly, then he'll hit one and be thrown into
the water, while doing a fair amount of damage too. Just keep repeating the
process until he's dead.


 ____
|    |
|    | Vamp II
-----------------------------------------------------------------------------
Phases: • Attacks
        • Environment
        • Tactics

Attacks
--------

Knife - This will be the shortest boss in the whole game, I guarantee you.
        Vamp will jab his knife into Emma every once in a while. there's
        nothing you can do to stop that, except to kill him as quickly as
        possible, so you know what you have to do, so DO IT.


Environment
------------

N/A - That's right. there's not one single interactive feature in this
      environment. Sort of boring, no? Oh well, it's too short a battle to
      really have much to do with the environment.


Tactics
--------

Before you start aiming with your sniper rifle, pop a Pentazemin. If you
don't have any, then pull out your cigs. using either one will calm you down
and make the sniper rifle bounce around a lot less. Take aim at Vamps head.
Don't hit Emma and just keep firing at his head. Each shot takes a lot out
of his health, so just keep going and don't stop. When he's dead, a cut
scene will take over.


 ____
|    |
|    | Metal Gear RAY
-----------------------------------------------------------------------------
Phases: • Attacks
        • Environment
        • Tactics

Attacks
--------

Seeking Missiles - You head right, heat seeking missiles. you will see alot
                   of these at the beginning of the fight, as well as some
                   more later on, but they're less tedious. You'll see
                   something break off from the side of a Metal Gear RAY,
                   then see the end burst into flames. That's pretty much all
                   you'll see, because the missile will fly out of your
                   field of vision. Don't panic though, it's still easy to
                   dodge, just don't stand still, run around until the
                   missile drops behind you.

Ice Beam - I'm not entirely sure what this attack really is, but RAY will
           shoot out a beam of blue something that will hurt you. This is
           the attack i hate most because it's harder to tell when it's
           going to happen, and even when you do, it's still not easy to
           dodge. You'll see RAY stand still for a few moments, then, if
           you're at the front of him, you'll see a ball of blue energy
           building up. If you see this, then run to the left or the right.
           Yous houldn't have a problem dodging it. But that's only if you're
           at the front of him. Otherwise, all you see is him standing still,
           and he does that sometimes, wether he's attacking or not. When
           the ball is ready, he'll turn around and let you have it. Just
           try to always be moving and you will have a less chance of being
           hit.


Environment
------------

Metal Gear RAY - Well, after you get a little ways into the fight, a metal
                 gear RAY will always be in the areanw ith you, but there
                 are also going to be two Rays at the sidelines, waiting for
                 the current one to die, so they can get a chance to kick
                 some ass. They will launch occasional heat seeking missiles.
                 You can take them out if you want, but it's probably better
                 dealing with the problem at hand first.


Tactics
--------
There isn't much i can say about this battle. Always be on the move, deal
with the Metal Gear inside the arena with you, not the outside ones. Don't
try to just shoot a stinger missile at their face.  Hit them in the knee cap
first, so they fall down, then send anothe rmissile at the head to do 3x the
amount of damage you would ahve done.


 ____
|    |
|    | Solidius Snake
-----------------------------------------------------------------------------
Phases: • Attacks
        • Environment
        • Tactics

Attacks
--------

After Burners - I don't know where he learned this one, but he did, so end
                of question. Durinfg this attack, Solidius will run across
                the top of federal hall, causing treadmarks of flames. They
                create a wall, so don't try to walk through, because you get
                caught on fire! To avoid this, just don't walk into the fire.
                After the halfway point int he battle, he will begin doing
                more powerful versions of this attack, he'll zig zag across
                the roof making up to 3 walls of fire at one time.

Wall Kick - For this attack, he will simply jump against the brick wall next
            to federal hall and jump back down onto the arena with a bang,
            hopefully not on top of you. To avoid it, try cartwheeling, as
            it seems to get you around faster.

Strangle - Solidus can even strangle you with his octopus like tentacle
           things he has, so try not to get too close to him with out having
           the block button equipped. Otherwise, he'll pick you up by your
           next, swirly ou around and let you fly through the air.


Environment
------------

Rooftop - You are fighting on top of federal hall, so don't fall off! There
          isn't a guard rail, just a normal roof. Be careful, usually,
          Raiden will grab onto the edge before it's too late. But you can't
          'always' count on Raiden to save you.


Tactics
--------

This is one of the easiest battles in the game. Doesn't seem fitting for a
final boss, but oh well. You have to use a high frequency blade the whole
time, so i hope you got good with it earlier. Now, the idea is to hold the
block button untily uo get close enough to him. wait for him to strike, when
you see an open spot, jap that blade in there. When he gets down to half
health, he'll take off his octopus thing, now he can run faster. But now,
your one stike from before will do alot more damage, because Solidus took
off his armour. Just keep blocking, and waiting for a chance to strike.

  ______    _________________________________________________________________
 / 306 /   / CHARTS                                                         /
/_____/   /________________________________________________________________/



*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
                                Weapon Chart
*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*



 Item                    | Place  | Location
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
| M9                     | Tanker | Default                                 |
| M9                     | Plant  | Strut A, Deep Sea Dock                  |
| USP                    | Plant  | Navigational Deck                       |
| Stinger Missile        | Plant  | Shell 1-2 Connecting Bridge             |
| SOCUM                  | Plant  | Strut B, Transformer Room               |
| Magazine               | Tanker | Empty your gun's ammo                   |
| Magazine               | Plant  | Empty your gun's ammo                   |
| M4                     | Plant  | Strut F, Warehouse                      |
| AKS-74u                | Plant  | Strut F, Warehouse                      |
| Directional Microphone | Plant  | Shell 1 Core, B2, Comp Room             |
| C4                     | Plant  | All Over                                |
| PSG1                   | Plant  | Strut F, Warehouse                      |
| PSG-1T                 | Plant  | Strut F, Warehouse                      |
| Directional Microphone | Plant  | Shell 1 Core, B2 Comp Room              |
| RGB6                   | Plant  | Strut F, Warehouse                      |
| Nikita                 | Plant  | Shell 2 Core, 1F                        |
| Coolant Spray          | Plant  | Strut C, Dining Hall                    |
| Chaff Grenade          | Tanker | Aft Deck                                |
| Chaff Grenade          | Tanker | Deck B, Crew's Quarters                 |
| Chaff Grenade          | Plant  | Strut A, Rooftop                        |
| Chaff Grenade          | Plant  | FA Connecting Bridge                    |
| Chaff Grenade          | Plant  | BC Connecting Bridge                    |
| Chaff Grenade          | Plant  | Strut F, Warehouse                      |
| Chaff Grenade          | Plant  | Strut L, Perimeter                      |
| Chaff Grenade          | Plant  | KL Connecting Bridge                    |
| Chaff Grenade          | Plant  | Shell 2 core, B1                        |
| Hand Grenade           | Tanker | Engine Room                             |
| Hand Grenade           | Plant  | Strut F, Warehouse                      |
| Stun Grenade           | Plant  | Strut F Warehouse, B1                   |
| Stun Grenade           | Plant  | Strut E Parcel Room                     |
| Stun Grenade           | Plant  | Strut E Heliport                        |
| Stun Grenade           | Plant  | DE Connecting Bridge                    |
| Stun Grenade           | Plant  | Shell 1 Core, B1                        |
| Claymore               | Plant  | EF Connecting Bridge                    |
| Claymore               | Plant  | EF Connecting Bridge                    |
| Claymore               | Plant  | EF Connecting Bridge                    |
| Claymore               | Plant  | EF Connecting Bridge                    |
| Claymore               | Plant  | EF Connecting Bridge                    |
| Claymore               | Plant  | EF Connecting Bridge                    |
| Claymore               | Plant  | EF Connecting Bridge                    |
| Claymore               | Plant  | Strut E Heliport                        |
| Claymore               | Plant  | Strut F Warehouse, 1F                   |
| Claymore               | Plant  | Shell 1 Core, 1F                        |
| Claymore               | Plant  | Strut F Warehouse, 1F                   |
 ---------------------------------------------------------------------------


*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
                              Item Chart
*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*


 Item                    | Place  | Location
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
| Card Level 1           | Plant  | Strut C, Dining Hall                    |
| Card Level 2           | Plant  | Strut E, Heliport                       |
| Card Level 3           | Plant  | Shell 1 Core, B1                        |
| Card Level 4           | Plant  | Shell 2 Core, 1F                        |
| Card Level 5           | Plant  | KL Connecting Bridge                    |
| B.D.U                  | Plant  | Strut E, Heliport                       |
| Body Armour            | Plant  | Shell 2 Core, B1                        |
| Box                    | Tanker | Deck D, Crew's Quarters                 |
| Wet Box                | Tanker | Aft Deck                                |
| Box 1                  | Plant  | Strut A, Pump Room                      |
| Box 2                  | Plant  | Strut F, Warehouse                      |
| Box 3                  | Plant  | Strut E, Heliport                       |
| Box 4                  | Plant  | Shell 1 Core, B1 Comp Room              |
| Box 5                  | Plant  | Strut E, parcel Room                    |
| Camera                 | Tanker | Default                                 |
| Cell Phone             | Plant  | Strut E, Heliport                       |
| Digital Camera         | Plant  | Strut E, Parcel Room                    |
| Directional Microphone | Plant  | Shell 1 Core, B2 Comp Room              |
| Mine Detector          | Plant  | Strut F, Warehouse                      |
| MO Disc                | Plant  | Shell 2 Core, 1F                        |
| Night Vision Goggles   | Plant  | Shell 2 Core, B1                        |
| Scope                  | Plant  | Default                                 |
| Shaver                 | Plant  | Strut A, Deep Sea Dock                  |
| Sensor A               | Plant  | Strut C, Dining Hall                    |
| Sensor B               | Plant  | Strut C, Dining Hall                    |
| Thermal Goggles        | Tanker | Navigational Deck                       |
| Thermal Goggles        | Plant  | Strut A, Deep Sea Dock / Hostage Room   |
| Medicine               | Plant  | Arsenal gear                            |
| Pentazemin             | Tanker | Aft  Deck                               |
| Pentazemin             | Plant  | All Over                                |
| Pentazemin             | Plant  | Strut C, Dining Hall                    |
| Pentazemin             | Plant  | Strut F, Warehouse                      |
| Pentazemin             | Plant  | Shell 2 Core, 1F                        |
| Pentazemin             | Plant  | Shell 2 Core, B1                        |
| Bandage                | Tanker | Aft Deck                                |
| Bandage                | Tanker | Aft Deck                                |
| Bandage                | Plant  | Strut A Rooftop                         |
| Bandage                | Plant  | Shell 1 Core, B2                        |
| Ration                 | Tanker | Aft Deck                                |
| Ration                 | Tanker | Deck A, Crew's Quarters                 |
| Ration                 | Tanker | Deck B, Crew's Quarters                 |
| Ration                 | Tanker | Deck C, Crew's Quarters                 |
| Ration                 | Tanker | Deck D, Crew's Quarters                 |
| Ration                 | Tanker | Deck E, The Bridge                      |
| Ration                 | Tanker | Engine Room                             |
| Ration                 | Tanker | Deck 2, Port                            |
| Ration                 | Tanker | Deck 2, Port                            |
| Ration                 | Plant  | Strut A, Deep Sea Dock                  |
| Ration                 | Plant  | Strut A, Deep Sea Dock                  |
| Ration                 | Plant  | Strut A, Deep Sea Dock                  |
| Ration                 | Plant  | Strut A, Pump Facility                  |
| Ration                 | Plant  | Strut F, Warehouse                      |
| Ration                 | Plant  | Strut B, Transformer Room               |
| Ration                 | Plant  | Strut C, Dining Hall                    |
| Ration                 | Plant  | Strut A, Pump Room                      |
| Ration                 | Plant  | Strut F, Warehouse                      |
| Ration                 | Plant  | Strut E, Parcel Room                    |
| Ration                 | Plant  | Strut D, Sediment Pool                  |
| Ration                 | Plant  | Strut A, Deep Sea Dock                  |
| Ration                 | Plant  | Shell 1 Core, B2                        |
| Ration                 | Plant  | Shell 1-2 Connecting Bridge             |
| Ration                 | Plant  | Shell 1-2 Connecting Bridge             |
| Ration                 | Plant  | Strut L, Perimeter                      |
| Ration                 | Plant  | Shell 2 Core, 1F                        |
| Ration                 | Plant  | Shell 2 Core, B1                        |
| Ration                 | Plant  | Shell 2 Core, B1                        |
| Ration                 | Plant  | KL Connecting Bridge                    |
| Ration                 | Plant  | Arsenal Gear, Jejunum                   |
| Ration                 | Plant  | Arsenal Gear, Ascending Colon           |
| Ration                 | Plant  | Arsenal Gear, Sigmoid Colon             |
 ---------------------------------------------------------------------------

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Codec Listing
*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*

  Place  | Character | Frequency | Importance
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
| Tanker | Otacon    | 141.12    | Find out info about the ship             |
| Tanker | Otacon    | 140.96    | Save your game                           |
| Plant  | Colonel   | 140.85    | Find out info about the mission          |
| Plant  | Rose      | 140.96    | Save your game                           |
| Plant  | Pliskin   | 141.80    | Find out info about Dead Cell            |
| Plant  | Stillman  | 140.25    | Find out info about Bombs                |
| Plant  | Mr. X     | 140.48    | You cannot reach him                     |
| Plant  | Otacon    | 141.12    | Find out info about Metal Gear           |
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Node Chart
*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*

  Place                   | Location
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
| Strut A, Deep Sea Dock  | It's in the second room, Colonel points it out  |
| Strut A, Pumping Room   | In the north part of the cubicles section       |
| Strut B, Transformer Rm | Right beside Pliskin                            |
| Strut C, Ding Hall      | In the room beside where you meet Stillman      |
| Strut D, Sediment Pool  | On the bottom, go to the far east.              |
| Strut E, Parcel Room    | On the north-east wall                          |
| Strut F, Warehouse      | In the basement, through the doors to the south |
| Shell 1 Core, 1F        | Head south, it's in the middle of the locker rm |
| Shell 1 Core, B1        | When you come off the elevator, go to the right |
| Shell 1 Core, B2        | In the computer room                            |
| Shell 2 Core, 1F        | In the lounge area in the north-west section    |
| Shell 2 Core, B1        | Beside the elevator                             |
| Arsenal Gear, Stomache  | Outside of the torture room                     |
 ---------------------------------------------------------------------------


 ___________________________________________________________________________
|+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+|
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

4.  Walkthrough

 ___________________________________________________________________________
|+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+|
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ



  ______    _________________________________________________________________
 / 401 /   / TANKER                                                         /
/_____/   /________________________________________________________________/


 ____
[    ] After Deck
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
After the seven minute cut scene + codec conversation, you'll finally be
left to play this game. Finally! Fire a shot of your M9 at the guard on the
balcony of the Tanker. Then, got o the right and run up to the end of the
ship. You'll find a band aid here. Now, head back to where you started and
go to the left this time. There is an item underneath the stairs. Then,
continue to the left.

There is a guard here, so go into corner view, then whip around with your M9
ready and fire a dart into him. Wait until he's knocked out and then run to
the very end of the area. Grab the ration from the little cubby hole and
head back to the knocked out guard. There should be a door here. Go near it.
Your codec will start to ring. Answer it and Otacon will tell you about the
action button, and how to open the door. Hold down triangle until it opens
and Snake runs inside.


 ____
[    ] Deck A, Crew's Quarters
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Now, if you want to see something that's somewhat funny, then go north and
you’ll find a door, try to open it. Anyways, after that, head south down the
long corridor. When you reach the end, go through the sliding doors. You
will be in a locker room.

Go to the first locker on the left, and open it to get a ration. Now, you
can go around opening up all the other lockers if you like. There's some M9
ammo in one, as well as two Japanese models. You can open the locked lockers
by kicking them until they dent beyond recognition and eventually just fall
off. If you're underneath it, then it will do damage to you. Anyways, when
you're done in the room, exit. Go east and you'll encounter another corridor.
Only there's a guard down this one. Fling around the corner bearing your M9
and give him a shot in the ass. When he's out cold, run down the corridor
and through the door.


 ____
[    ] Deck A, Crew's Lounge
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Now, as soon as you enter this area, a "cut scene" will take over. Snake will
look around the corner and spot two guards. Well, the best way to do this is
to shoot them with your M9. But be warned, you must hit them both at around
the same time. Otherwise, they'll walk over and kick each other to stay awake

When they're both knocked out, go over to the stairs, go into the lounge
across from it. There's a ration by the sofa to the left, and a bandage in
the bar area to the right. Collect them, and go down the hall. If you want
to see something gross, go down the stairs to find a guard. He isn't an
ordinary guard though. This guy is covered in flies! Ewwww. Well, have your
fun with him and run back upstairs. Go up the stairs across from the lounge
into the next area.


 ____
[    ] Deck B, Crew's Quarters
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Head north and the camera will zoom in on the guard’s shadow. If they see
yours, they will be alerted to your presence and come after you. So, don't
let that happen. You can tranq the guard and walk past his sleeping body to
get to the other side, or you can go south and through the twisted corridor
to find another guard. Either way you want to go, you have to reach the left
side of the room. When you do, go up the stairs into the next deck.


 ____
[    ] Deck C, Crew's Quarters
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
When you get to the top of the stairs, the camera will once again zoom
around the corner, to reveal a video camera! Uh oh. Anyways, go into the
hall with it, and lean up against the wall and inch your way underneath the
blind spot of the camera to get to the other side. When you do so, open the
locker to collect some chaff grenades. Now, keep going east and you'll
discover a small cubby hole. Crawl into it to find none other than a ration!
Now, head back to the locker and go up the stairs.


 ____
[    ] Deck D, Crew's Quarters
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
When you come up the stairs, you may notice a guard walking into a room. If
he isn't there, then wait for him to appear. now, turn the corner and don't
go into the room where the guard went. Go down the hall and into a pantry. At
the back, you'll find cardboard box #1 and M9 bullets. Now, as you try to
leave the room, you'll notice a guard coming on your radar. Put on your
cardboard box. When he comes in, he'll stand in front of the shelves for a
little bit and then fall asleep.

Take your box off, shoot him, and then put it back on. When he gets knocked
out, exit the room. Go back down the hall and through the doors into the
food place. There is a ration behind the counter in the north west corner of
the room, so grab it. There also might be a guard in here, so look around in
first person perspective. Don't worry about the camera in here, because the
only thing it's covering are USP bullets, and you don't even have a USP yet!
Anyways, go to the other door and open it. Shoot the guard patrolling the
hall and run up the stairs.


 ____
[    ] Deck E, the Bridge
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Well, as soon as you step in here, a cut scene will begin, and Snake will
start a conversation with Otacon. It will end with Snake spying a Russian
soldier walking around outside with a walkie talkie. Now, you get to play
again, so the only thing for you to do is to go through the door on the left.
There is some ammo in here, but once again, it's for a USP, and you don't
have it yet.


 ____
[    ] Navigational Deck
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
As soon as you get outside, a cut scene will begin, when it's over, you'll
be in the midst of your first boss fight! There are some bullets scattered
around on your half of the area. Try to stay behind the crates, as they
provide an ample amount of shelter. Well, your objective is to obviously
subdue Olga. So look at her on the radar. Sometimes, she'll be on the right,
and she'll peek out from behind a crate. Other times, she'll be standing
behind a block on the left. Then, sometimes, she'll just plain stand behind
a curtain that's covering a bunch of guns. Once you do a little bit of
damage to her, the cover off the guns will fly away, and she'll turn on a
spot light. If you look at it, you'll be blinded, so shoot it to break it.
This boss reminds me of whack-a-mole.

Any who, when she's defeated, Snake will walk over to her body and pick up
her pistol, a brand new USP! You finally have the gun for all that ammo you
found! Around the immediate area, you'll find a ration and some M9 ammo. Now,
hop back to your side of the area and go north east. Go up the stairs you
see. Now, climb up the really tall ladder right tot he top. Here, you'll find
a pair of thermal goggles! Climb back down and look to the east, you'll see
a search light. Fire a shot at it to shut it down. Now, go back down the
stairs and go towards the broken searchlight. A guard will open the door and
begin to search the area. Knock him out and go to the broken searchlight
where you'll collect a wet box. Great. Now head back to Deck E, by where you
fought Olga.


 ____
[    ] Deck E, The Bridge
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
There's not a whole lot to do in this room, you're ordered to get to the
holds of the ship to search for metal gear, and you're stuck here in the
Bridge! Well, pick up the USP rounds lying on the floor before you head back
down the stairs.


 ____
[    ] Deck D, Crew's Quarters
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
When you come down the stairs, you'd expect to find a guard replacing the
one you knocked out earlier, rightŻ Well wrong. To give you a small break,
the guard has been put on the other side of the room. Well, head into the
food hall and shoot the guard. Now, exit through the door on the other side
and shoot the newly placed guard that is now patrolling. When you're done
with the area, head down the stairs to Deck C.


 ____
[    ] Deck C, Crew's Quarters
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Last time you were here, there was just a surveillance camera. Well, now
there's also a guard! Oh no! You'll need to take him out, but if he drops
dead/asleep in front of the camera, the terrorists will be alerted to your
presence and send a search party. So don't let that happen! You can disable
the camera by using your USP to blast the lens off. However you decide to do
this, go to the west and down the stairs, to Deck B.


 ____
[    ] Deck B, Crew's Quarters
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Do the same as you did in this area last time. You need to get past either
the northern or southern guard. I suggest going after the north one. Use your
M9 so that you don't alert any guards though. When you get to the eastern
side, go through the sliding door back down to Deck A.


 ____
[    ] Deck A, Crew's Lounge
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Well, be very very careful in this area. You're so close, don't blow it now.
You need to go down the stairs and to the right. Don't go back to the Crew's
Quarters. Go down the stairs instead. Open the door at the bottom and go to
the engine room.


 ____
[    ] Engine Room, Starboard
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Now, you need to head south. There should be a guard patrolling the area, so
hit him with the M9, because there are other guards in the area. When you go
down the stairs, there will be a guard in the little hole in the wall, He
won't be facing you, so you can take him out without having to worry much.
When you've gone south all that you can go, head west. You'll have to head
north now. there is a guard patrolling at the end, so take him out and
continue along the winding hand rails.

When you reach another set of stairs, get rid of the guard at the top. Then,
go through the door he was guarding. Now, head down the hall to the very end.
A cut scene will show a guard coming out of a door behind you saying that
everything went okay. Sometimes, he comes and patrols your current area. If
he doesn't, great. If he does, hide in one of the lockers. Afterwards, start
walking towards the door beside the lockers. Otacon will contact you. It
seems there's enough C4 wired to those walls to sink you and the whole ship!


 ____
[    ] Engine Room, Port
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Well, you need to disable the trip wires here in order to get by. Go back a
little and stand on the crate. Pick up the USP rounds. Now, straight ahead,
you'll see some C4. The box controlling them is right above them. If you use
your thermal goggles, you'll see a big red square. Shoot it to disable the
first set of lasers. The second one, is in plain view, it's on the bottom,
on right wall. Shoot it. Now, the last one is a tad more difficult, and it
REALLY helps to have the thermal goggles on. The switch is sticking out a
little beyond the C4. When it's destroyed, make your way through the newly
accessible hatchway.


 ____
[    ] Deck 2, Port
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
As soon as you enter this long, long hallway, an announcement will be made
to all the marines, telling them to come hear a speech or something. Well,
start walking up the hallway. There are little side pockets on the right
every once in a while, they usually hold an item, and one of them even has a
dead marine body infested with flies! As you continue up the hall, you'll
notice a guard appearing out of the shadows. Duck into a side pocket, wait
until he passes, and continue on your way. At the end, is a door, so go
through it. There IS a guard beside the door to the right though, but he's
usually turned away, so he won't really notice you.


 ____
[    ] Deck 2, Starboard
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Well, keep going up the long hallway. When you get near the end, a cut scene
will be activated. A couple of terrorists come in through a side hatch.
they're heading towards the holds and they'll give their lives to prevent
anybody from getting in there. Well, guess what, Mr. Sneaky Snake wasn't so
sneaky! He's caught. You know have to kill a bunch of terrorists. Start by
whipping out your USP. Now, kneel against one of the crates, and fling
around and start shooting. To get the guy behind the crate, you'll need to
go into first person perspective and pick him off. When they're all gone,
another cut scene will follow. Snake will enter the ship's holds, while
Ocelot comes up and has a few surprising words to say. After the cut scene,
you'll be left to play in the holds.


 ____
[    ] Hold No. 1
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
This is what the game is all about. Espionage. Getting past a lot of people,
while not getting caught. Your objective right now, is to photograph Metal
Gear RAY. So, start by climbing down to the ground floor by using the two
ladders across form you. From here, head west. You'll find a projector.
Unless you want your shadow cast onto the screen, crawl underneath it. When
you get to the other side, go to the far left. Follow the path northwards.
Whenever you step onto a white grating, make sure to ease up on the analog
stick, otherwise, you'll make noise, and alert the marines. Continue north
until you reach a sliding door. Go through it to get to Hold 02.


 ____
[    ] Hold No. 2
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
At first, this room may seem really hard. But that's only that, 'at first'
You can't really follow the path on the left, because there's a guard
patrolling it, plus a bunch of crates in the way. You can hug the wall and
inch past the marine though, but then, the guard is sure to find you. So why
not make things easier and go to the right. Crawl underneath the projector
and follow the path northwards. Be careful though, the marines change
direction whenever a new slide is fed through the projector. You know it'll
change when the lights go off. When you get to the end, you'll find a pile
of garbage. Go around to the side of it to find the door leading off to Hold
03.


 ____
[    ] Hold No. 3
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
When you enter this hold, the camera will zoom in on none other than Metal
Gear RAY. Well, time to get photographing. You need a picture from the
front-left, front, front-right, and a picture of the marine corps logo.
Start with the front-left. Take a picture of RAY's head by standing in
between the two boxes. To get a front picture, line yourself up directly
with RAY and take a picture of his head. For front-right, stand at the
corner of the patch of marines, and take a picture of RAY's head. Now, all
you need is a marine corps picture. To get it, go to the right side of the
room. Go along the wall until you find a guard.

Sometimes he's asleep, sometimes, he's awake. Either way, you have to hug
the wall and inch your way past him. When you get to the little area behind
the guard, take out your camera and look at the side of RAY to find the
marine corps logo. Snap a picture and head back the way you came. There's a
computer in the south east corner of the room, go over to it and push the
action button. If you have all the right pictures, you'll be transported to
a cut scene, if you don't, then you'll have to go back and get the photos
you need. Whenever you get all the pictures, a cut scene will begin. it's a
long one,  o grab a bag of pop corn or something.


  ______    _________________________________________________________________
 / 402 /   / BIG SHELL                                                      /
/_____/   /________________________________________________________________/


 ____
[    ] Strut A, Deep Sea Dock
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Now, a cut scene shows somebody with the codename: Snake swimming up
underneath the "Big Shell" A facility meant to get rid of the crude oil that
the Tanker two years ago spilt into the river. I'll let you hear the rest of
the briefing on your own. Before you start playing again, you'll receive a
new codename from Colonel Campbell. Your name is now Raiden. Anyways, when
you get to play, crawl into the vent system in front of you. Don't worry
about all the bugs crawling around. Turn right. Go to the end of the vent
and crawl out. Grab the ration and hop back in, Get out of the vent where
you got in. Now, head up the stairs. Open up one of the lockers to get
another ration, then open the door. There's a struggle on the other side.

You see a Russian soldier getting up from a nap and a codec conversation
commences with the Col. When its over, run down the hall and turn right. A
small cut scene will begin. All the guards are unconscious. And there's a
strange figure that looks just like Solid Snake going up the elevator. But
Snake dies on that Tanker two years ago..Hmmm. Anyways, when the conversation
is over, go over to the elevator and you'll find a 'node' that the Col. was
talking about. Hit the action button. Now, hide before the guards wake up
and find you. An ideal place is at the bottom, in the centre of the area,
there is a small hole that you can stay in until the elevator comes down.
When it does, run into it. You will pull off your mask in the next couple
minutes to reveal who you really are playing as.


 ____
[    ] Strut A, Rooftop
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
When the elevator finally reaches the top floor, you'll be standing on the
roof of Strut A. Who knows if this is a good thing or not though. Walk around
and get comfortable in your surroundings. Don't stick around TOO long though,
the sea gulls will begin to uh 'do their business on you' If you happen to
run in a pile of their 'business' Raiden will fall flat on his ass. Everybody
point and laugh! Anyways, head west. The Col. will contact you via codec, so
answer it! He'll tell you that somebody has cut a hole in the fence. Hmm. Who
could that have beenŻ It had to have been that Snake look-alike that entered
the facility before you. Oh well, take it for granted and crawl through the
hole in the wire, then go through the doors.


 ____
[    ] Strut A, Pump Facility
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Head down the stairs, at the bottom, you can open the lockers to stock up on
a few items. Two guards will be having a conversation down the hall. One
will stay to patrol this hall, while the other heads to the roof. You need
to find the node for this area in order for your radar to work. It's located
in a not-so-convenient place, inside the cubicles that the guard is guarding.
When you get near to the first wall of the cubicle, Col. Campbell  will
contact you again. he has a hint for getting past the guard and to the node.
Flatten yourself against the wall and hit the punch button to knock on the
wall. So, do that to lure the guard away from his post. Then, run to the node
. yay! Now, you have a map. Okay, go to the north western door. it leads out
to the AB Connecting Bridge.


 ____
[    ] AB Connecting Bridge
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
There will be a bridge like this one for every single strut on the shell.
There's usually cyphers, snipers and guards patrolling them, but in this case,
there's only a pair of guards. Col. Campbell suggests you hang over the ledge
and inch your way to the other side. I say, blast your way through! Wait,
you don't even have a gun yet. I guess you should use the Colonel’s method.
When you get to the other side, enter the door to get to Strut B.


 ____
[    ] Strut B, Transformer Room
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
After you take a few steps into the room, a cut scene will take over. It's a
disturbing one to say the least. When it's over however, you'll have a new
ally, Iroquois Pliskin, who REALLY looks like Solid Snake for some strange
reason. Oh well, when the cut scene is over, you'll have a new codec buddy,
a new pack of cigarettes, and a SOCUM pistol! After that, he'll fall asleep.
Go down the stairs past him to find a node. Log in to receive a map of the
area. Now, head north and go through the door that leads to the BC
Connecting Bridge.


 ____
[    ] BC Connecting Bridge
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
When you enter this area, another cut scene will start. I don't like to
spoil things, so watch for yourself to see what happens within the cut scene,
and this is no exception. When it's over, Col. Campbell will contact you yet
again (aren't you getting tired of this guyŻ) You need to head to Strut C to
find a Bomb disposal expert about disabling all the bombs spread around the Big
Shell. Well, the dead cell members from the cut scene are gone, so simply run
down the bridge. There's no cyphers or guards, so no worries. Go through the
door on the other side to reach Strut C.


 ____
[    ] Strut C, Dining Hall
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
When you enter the area, you'll see a pair of bathrooms against the wall.
Head up the hallway in the centre. Turn the corner to initiate another cut
scene. When it's over, you'll have a Sensor A, a key card, coolant spray and
a new mission objective; disarm the bombs! Sensor A will allow you to tell
when C4 is near. Log into the nearby node before you exit the room. Well,
head back down the hallway before a guard comes. Go into the woman’s bathroom,
the one on the right. You'll notice a large green cloud on your radar.
That's the C4. Head over to the sink and look up. You can see the reflection
of the C4 in the mirror. Use the coolant spray to spray it until it's
disarmed. Raiden will call Stillman and report his progress, the only
problem is that Stillman is worried. The bomb was in a strange place. Hmm.
Any hoo, head back to the BC Connecting Bridge.

 ____
[    ] BC Connecting Bridge
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Well, there's now a cypher patrolling the area. You have a couple of options
of avoiding it. Either be really lucky, and run down the bridge without it
noticing you. Pull out your SOCUM and shoot it until smoke comes out of it
and it starts a downward course towards the ocean. The third option you have
is to chuck a chaff grenade. It will disable your radar, and the cypher. I
don't really care which way you choose to do it though, just get to the other
side and enter Strut B.


 ____
[    ] Strut B, Transformer Room
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Yep, you’re back in the room where Vamp mutilated a bunch of SEALs. Oh well,
if you use your Sensor A, you'll spy a green cloud of smoke in the north
side of the transformer room. In the corner, you'll see that the door to the
control panel is wide open, slam it shut to find a pack of C4 shoved down at
the floor. Freeze it and go back onto the BC Connecting Bridge.


 ____
[    ] BC Connecting Bridge
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Well, there's now a cypher patrolling the area. You have a couple of options
of avoiding it. Either be really lucky, and run down the bridge without it
noticing you. Pull out your SOCUM and shoot it until smoke comes out of it
and it starts a downward course towards the ocean. The third option you have
is to chuck a chaff grenade. It will disable your radar, and the cypher. I
don't really care which way you choose to do it though, just get to the other
side and enter Strut C.


 ____
[    ] Strut C, Dining Hall
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Here you are, back in Strut C. There is a guard that will be coming down the
main hall in a few moments. So head into the men’s bathroom on the left hand
side, the guard will come down and look around in the woman's bathroom Well,
um run up the middle hall and go through the door you come to find the CD
Connecting Bridge.


 ____
[    ] CD Connecting Bridge
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
There is a surveillance camera here, so blast it with your SOCUM. If you
choose to travel along the bottom level, then the floor panels will begin to
fall, so you'd better run! There's also a guard around here. Kill him or
sneak past him into Strut D


 ____
[    ] Strut D, Sediment Pool
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
This Strut can very quickly become your least favourite one of the bunch. To
start with, go north and down the stairs, there's a guard ahead of you, do
take care of him. When you reach the hatchway on the ground, the Col. will
contact you. He says that if you push the action button, you can open it.
Well, if you open the one you're standing by, you'll find a whole lot of
nothing. Well, continue along the path. Go down the stairs and head south.
You'll encounter another hatch-thing. Open it to find a bundle of C4! Freeze
it and head north again. Rid the world of the guard patrolling this floor
and go around to the other side, where you'll find a node. Log in and head
back up the stairs. Go into the middle section and get rid of the guard. Then
, grab the ration near him and go east. Head up the stairs and through the
doors to find the DE Connecting Bridge.


 ____
[    ] DE Connecting Bridge
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Well, there's only one guard patrolling the area. Take him out and move to
the other side of the bridge. There are a few items on the lower level of
the bridge, so go down there to collect some ammo. When you're done, enter
Strut E.

 ____
[    ] Strut E, Parcel Room
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
In this room, you'll find conveyer belts going around. Hmmm. Anyways, start
by crawling beside the first belt so that the guard on the other side can't
see you. If you want some ammo, then crawl under the bookshelf thing. The
node is right beside it. Log in and you'll get your trusty radar back. You
need to get to the right side of the room and start to head south. There IS
another guard in here, so be in the lookout. There is a set of stairs about
halfway down the room, so go through them. At the top, go through the door
to the Heliport.

 ____
[    ] Strut E, Heliport
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Head towards the stairs leading up. As you do, a cut scene will begin
involving an old "friend." Then, head up the stairs. The heliport consists
of a lot of crates creating almost a grid pattern and a harrier parked at
the back of the heliport. Equip your Sensor A to see a cloud of smoke
engulfing the harrier. Hmm. Go back to it. This bomb may be somewhat hard to
find the first time through, but that's why I’m here! Go to the first wing
you can see. Crouch down. The C4 is placed on the back wheel. It's a long
distance to the thing, but you can reach it. When it’s done, head back down
the stairs and through the doors to the Parcel Room.


 ____
[    ] Strut E, Parcel Room
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
The guards are still going to be on the lookout, if you're feeling lucky,
there are quite a few item boxes around the area. There's a ration, a
bandage, some bullets. When you're done in here, head to the south eastern
corner of the room to find none other than the door leading to the EF Bridge.


 ____
[    ] EF Connecting Bridge
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Now, there is a cypher out here. Do what you want with it (shoot it, chaff it,
ignore it) and go to the bottom level of the bridge. Go along it. There is a
guard patrolling the other side, so rid yourself of him, then go through the
bottom doors into Strut F.


 ____
[    ] Strut F, Warehouse
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Now, go forward a little and into the hallway on Raiden's left. There is a
door on either side of the hallway. Go in the right one to collect an M9 and
some ammo. Go into the right one to collect a ration’s, some ammo, an adult
magazine from a locker, and a node in the corner. Now, exit the room and
head into the big overall room. The C4 is on the left wall, surrounded by
tall boxes. How are you going to get in!? Well, start by sneaking past the
guard and go to the north-east corner of the room. Head up the stairs. There
is a set of doors leading tot he FA bridge, but ignore it for now. Instead,
go down the hallway. If there is a guard here, shoot him with your M9. Then,
shoot the other guard on the other side of the room. Now, find the part of
the hand rail that is overtop of the C4 boxes. Hop over the rail by using the
action button and use X to drop when you think you're over top of the crates.
Freeze the C4, and then get out. Now, head down the hallway to the south.
Take a left at the end of the hall and exit through the doors to the FA
connecting bridge.



 ____
[    ] FA Connecting Bridge
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
There is a guard and a cypher on patrol on this bridge. I won't tell you how
to get past them, because that would be spoiling the game. I'll let you
figure out how to do it. It isn't exactly that hardest thing in the world to
do. Just make sure that you enter the doors on the other side.


 ____
[    ] Strut A, Pump Facility
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Now, you need to head south. Wait until the guard inside the cubicles is
looking away and run past. When you get to the wall, go east. Go through the
door into the pump room. There is a single guard on patrol in here. Take him
out if you wish, then go to the south eastern corner of the room. There is a
small set of stairs leading you over top of a few steam pipes. Now, you need
to crawl under the rest. Equip your Sensor A to spy another cloud of
disgusting green gas. You can keep crawling west to get a ration. Then turn
back a little and crawl under the last set of pipes to get to the C4. Disable
it. Stillman will contact you. He's located the bomb that Pliskin was
talking about. After a fairly long conversation, he tells you to head to
Strut C and pick up the Sensor B that he left behind. Well, do that. Start
by heading out to the AB connecting bridge.


 ____
[    ] AB Connecting Bridge
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Now, there are still only two guards here. You have to do one of two things;
take one out, or hop over the railing and inch your way over to the other
side. I suggest taking them out with your M9. If you're going to knock one
out, remember, you only need to do it to either the left or right guard.
There's no point in wasting ammo on two of them. When you get to the other
side; enter the doors to Strut B.


 ____
[    ] Strut B, Transformer Room
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Eww. here we are, back in the bloody hallway. There is a guard patrolling it
and there's another one down by the actual transformers. If you're in a
dog-tag collecting mood, they both have one on. For the guy at the bottom,
make sure you have your SOCUM equipped. He doesn't believe you'll shoot him,
so give him a shot in the arm, he'll then hand over the dog tag no questions
asked. When you're done in here, exit through the north doors to the BC
Connecting Bridge


 ____
[    ] BC Connecting Bridge
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Here, you'll find a cypher. There's three ways to get by. First of all, you
can equip your SOCUM and fire at the thing until it blows up, second, you
can throw a chaff grenade to disable it. Third, you can try crawling close
tot he fence, but in this case, that isn't going to do a damn thing because
the wall consists of railings that can be seen through. Well, whatever way
you decide to do it, that's up to you. Just get across the bridge to Strut C.


 ____
[    ] Strut C, Dining Hall
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Now, there is a guard that will be coming down the main hallway. If you like,
take him out with your M9. If you don't have ammo for it, then hide in the
men’s bathroom. The guard will go and look around in the woman’s bathroom,
when he does, go up the hall. Turn right and go through the first door on the
left. Look familiarŻ Well it should. It's where you first met Stillman. Well,
head over to the pantry to locate an item box. Pick it up, it's Sensor B! It
can locate Fatman's smell-less bombs. Stillman calls you. After the codec
conversation, a timer will be counting down from 400. If you don't disable
it by then, then the shell will be destroyed! You can't let that happen. The
bomb is at the bottom of strut A, so go back onto the BC Connecting Bridge.


 ____
[    ] BC Connecting Bridge
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Here, you'll find a cypher. There's three ways to get by. First of all, you
can equip your SOCUM and fire at the thing until it blows up, second, you
can throw a chaff grenade to disable it. Third, you can try crawling close
tot he fence, but in this case, that isn't going to do a damn thing because
the wall consists of railings that can be seen through. Well, whatever way
you decide to do it, that's up to you. Just get across the bridge to Strut
B as quickly as you possibly can


 ____
[    ] Strut B, Transformer Room
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
You don't have time to waste in this room, so you need to sneak past the
guards or take them out of commission. If you want to be sneaky, go into the
transformer room, and head south. Then, go out the door at the end when the
patrolling guard has his back turned and head out the door to the AB
Connecting Bridge. If you're not in the sneaking mood, then just take out the
guard patrolling the long hall with your M9. Then, run down the hall and out
to the bridge.


 ____
[    ] AB Connecting Bridge
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Now, there are still only two guards here. You have to do one of two things;
take one out, or hop over the railing and inch your way over to the other
side. I suggest taking them out with your M9. If you're going to knock one
out, remember, you only need to do it to either the left or right guard.
There's no point in wasting ammo on two of them. When you get to the other
side; enter the doors to Strut B.


 ____
[    ] Strut A, Pump Facility
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Now, the bomb IS located in Strut A, but not in the pumping facility, you
need to head up to the roof. Start heading south. There's still a guard
inside the cubicles, and sometimes, he comes out. When he's not looking, run
past the cubicles and turn left. Run up the long stairway beside the lockers
to get back to the roof.


 ____
[    ] Strut A, Rooftop
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Well, for some strange, unknown reason, the elevator has come back to the
rooftop. Oh well. Take it as a blessing, not as a reason to start worrying.
The guard from earlier is still patrolling around the roof. Be careful not to
get close to him, because there isn't a lot of places to hide up here on the
roof. Anyways, while avoiding the enemy, run into the middle of the elevator.
Yeah, you know, that big square thing in the middle. As you go down the
shaft, Stillman will contact you. It's a surprising codec moment.


 ____
[    ] Strut A, Deep Sea Docks
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Now, equip Sensor B if you want, but I'm going to tell you the exact
location of the bomb anyways. Start by going through the door in the bottom
left hand corner. Follow the corridor around the corner. Remember the areaŻ
It's where you started playing as Raiden. Well, head over to the patch of
water south of the entrance to the room. There is a big submarine type thing
hanging above it. If you have Sensor B equipped, you'll hear a beeping noise.
Go to the far south of the room and look up at the sub to see a big chunk of
C4! Well, pull out your coolant spray and spray it.

When it's disabled, head back to the elevator room. When you get in, another
cut scene will begin. Afterwards, you'll be 'facing' off against a Dead Cell
member, Fortune. She will fire a rail gun at you. This isn't a boss battle.
it's more of a hide from the boss battle. Duck down behind crates until the
elevator reaches the ground floor again. If the block you're hiding beside
gets blown up, find a new one! One direct hit from her rail gun will kill
you. As soon as the elevator touches down, run out into the middle of the
room to start a cut scene. Afterwards, you need to start heading to the
Heliport on Strut E. You should know how to get there by now, so I won't
bother explaining it.


 ____
[    ] Strut E, Heliport
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Now, run up the stairs. What's thatŻ The harrier is missing! Oh well. Keep
focused on what's happening in front of you. There's a pack of C4 placed out
in the middle of the heliport. Hmmm. Walk over and defuse it. Now, a cut
scene begins. When it’s done, you'll be facing off against a member of Dead
Cell, Fatman. he's a really easy boss after a while. The key element here is
to not let him get out of your sight. if he does, he'll go on a bomb spree,
throwing them everywhere.

Then, you have to defuse them all before they blow up. They easiest method to
beating him is to first equip your SOCUM. Find Fatman and unload bullets
into his bullet proof vest until he falls down. Then, as he's getting up,
put a bullet through that fat head of his. Repeat this until his life gauge
reaches zero. There is a ration towards the south of the heliport and there
is ammo spread throughout as well. After the cut scene, you'll be looking for
the big bomb that Fatman was talking about. Well, unequip your weapon and
drag Fatman's body away from its present location. Pick up Peter Skillman’s
dog tag. Underneath Fatman, there was a stick of C4! Defuse it with the
Coolant Spray pronto.

Now, as you try to leave the heliport, you will be confronted by Mr. X. He
looks a lot like Grey Fox, doesn't heŻ Anyways, after his conversation, he'll
give you a cell phone. Occasionally, he will contact you with it and give you
warnings about Claymore mines being nearby, etc. He also gives you a B.D.U
which I believe stands for Body Disguise Uniform. It will make you look like
a terrorist, but without an AKS 74u, the other terrorists will see right
through your disguise. He also hands you over a Level 2 security card. Now,
to find an AKS 74u, head to Strut F, Warehouse. Preferably the basement
doors, but it doesn't really matter. Just get to Strut F!


 ____
[    ] Strut F, Warehouse
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
If you entered from the top door, then you'll need to sneak down to the
basement. Either give the guards a taste of an M9, or sneak past them the
old fashioned way. When you get to the basement, or if you entered throught
the basement, you'll need to head towards the doors in the north section of
the room. There's a guard on patrol, so be on the lookout. When you enter
the room, the AKS 74u is located on the right side of the room tucked back
in the corner behind a box. There's also a lot of ammo scattered in the
place, so grab that too if you wish. Now, putting on your B.D.U with the gun
wont do anything in this area. You have a uniform that the guards in the
Shell 1 Core where. Each area is colour-coded, so the terrorists know if
you're not supposed to be there. Anyways, head out to the EF Connecting
Bridge.


 ____
[    ] EF Connecting Bridge
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Now, the bridge going to the Shell 1 Core is off to the right. But before
you even think about crossing it, take out all, and I mean ALL the cyphers
in the area. When they're all 'dealt' with, run across the Shell 1 Core
bridge. It will fall apart as you run along it, so be on alert. that's why
you took out all the cyphers previously, so there's nothing to slow you down.
When you get tot he other side, collect the ammo and go through the door.


 ____
[    ] Shell 1 Core, 1F
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Now, put on your B.D.U and equip your AKS-74u immediately. There is really
tight security in the area, as well as camera just about everywhere. now,
head down the hall. When you get to the fork, turn to Raiden's left. be
careful not to bump into any guards, because then your disguise will become
un-equipped! When you get to the end of the hallway, turn left and go
through the doors into the locker room. There's a node here, so log in. Now,
exit through the doors on the opposite side of the room. Head up the long
corridor until you get to the end. You'll find an elevator here. Push the
action button while standing in front of the call button. The security
camera will check you out; make sure you have the right uniform. When the
elevator comes, hop inside. Go to the control panel and select B2 from the
list of floors.


 ____
[    ] Shell 1 Core, B2, Computer Room
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Now, head right. Go through the sliding doors and down the stairs. There are
a few guards patrolling the hallways, so always be on alert. When you reach
the southern end of the basement, you'll notice a room filled with computers
and cubicles. Could that be the computer room? I think so too. Enter it. Go
to the north west corner to find a Directional Microphone that Mr. X was
telling you about!  On the other side of the room is some AKS-74u ammo, so
grab that and exit the room. Now, head north again until you reach the
elevator. Call it down and this time, go to B1.


 ____
[    ] Shell 1 Core, B1
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
When you get off the elevator, Raiden will peek around the corner, noticing
a guard entering a room using a retinal scanner. Hmmm. Head back and go
through the door near the elevator. There's a node terminal in here, so log
in. Open the locker on the right to find a ration. Now, exit the room and go
down the hall. There is a locker room at the end with three guys in it. One
of them will come out to patrol the hall, while the other two stay and chat.
Follow the guard out of the room, when he gets near the retinal scanner,
unequip your gun and hold him hostage by using the weapon button (square) If
you're not right beside the scanner, then drag him over to it. Raiden will
put his face in it to open up the door, and then knock the guard unconscious.

 ____
[    ] Hostage Room
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Now, when you enter the room, the Colonel will contact you and lay out the
rules. Well, he says you shouldn't take out the lone guard patrolling the
room, so don't do it. Shoot him with an M9 dart and he'll fall asleep. When
the people 'upstairs' call in and ask why he hasn't responded, they hear him
snoring, get mad and just ignore him. Well, now you need to find Ames, the
President's bodyguard. You can do it by equipping the directional microphone
and listening to the peoples heartbeats. Ames has a pace maker so his heart
beats sound all muffled. If you want me to just tell you the location of him,
then here it is: Look at the southern end of the room on the left hand side.
Ames is sitting by himself leaning against a crate facing the south wall.
Equip the directional microphone and hit triangle to call out to him. This
will trigger a cut scene.

The cut scene is interrupted when the boss, Ocelot and Olga appear outside
the door to the Hostage room and start having a conversation. Adjust the
microphone so you can hear what they're saying. In the end, Olga and Solid
Snake, or so he calls himself, will exit the area, while Ocelot comes into
the hostage room. Uh oh. A timer will begin counting down from ten. You have
that amount of time to get your AKS-74u equipped. Don't try to run away, or
else you'll be caught. Just stand still and wait for Ocelot to come over. A
cut scene follows this. When it’s over, you'll be outside of the hostage room,
but everybody in the building is looking for you, and you don't even have
your full disguise anymore! Start by heading north right away and call the
elevator. If a guard is coming, then duck into the room with the node and
hide in a locker. You need to get in the elevator, so when the guard is gone,
run out and into it. Ride it to the first floor.


 ____
[    ] Shell 1 Core, 1F
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Now, look right and you'll see a security camera on the wall. Shoot at it.
if you don't have the suppressor, then t will alert the nearby guard. Now,
you must get out of the core, so go down the hallway where you shot the
camera. If you see any guards, cart wheel into them. When you reach the
corridor stretching off to the left, go down it. Go right to the end and
through the door.


 ____
[    ] EF Connecting Bridge
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Now, before you even try to cross the bridge, once again, take out all the
cyphers in the area, or use a chaff grenade. I'll leave the decision to you.
When you get to the other side. Go to Raiden's right and through the doors
into Strut F.


 ____
[    ] Strut F, Warehouse
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Now, you need a PSG1. It's a sniper rifle. It's located on the first floor
on the Warehouse, so sneak past the guards. There are 4 rooms total on this
floor that you need to go to. One in each corner. By doing so, you'll find
all sorts of ammo, claymores, a grenade launcher, a M4, and of course, the
PSG1. Be careful when getting the M4 though. the room is rigged with C4!
Shoot the monitor thing to disable them all. Now that you have all the
weapons you need, exit the door and go back onto the EF Connecting Bridge


 ____
[    ] EF Connecting Bridge
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Now, take out only the cyphers that are in your way, that create the
possibility that you might be caught. Then, just simply head to the other
side of the bridge and go through the door into Strut E, Parcel Room.


 ____
[    ] Strut E, Parcel Room
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Now, as soon as you enter, a guard should notice you come in and call out if
anybody is there. He'll come around to investigate. Hug the wall in front of
you. He won't notice you when he walks in. Now, hold him up and take his dog
tag, and then knock him out. Now, go into the parcel room. You need to go to
the DE Connecting Bridge located in the north west corner of the room. Go to
the left wall and head north. When you walk past the guard, he may or may
not notice you. Either way, head through the door, and he won’t have time to
react.


 ____
[    ] DE Connecting Bridge
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Well, there's only one guard patrolling the area. Take him out and move to
the other side of the bridge. There are a few items on the lower level of
the bridge, so go down there to collect some ammo. When you're done, enter
Strut D.


 ____
[    ] Strut D, Sediment Pool
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
You need to be on the top floor for this part, so if you're at the bottom,
go to the top. There is a stairway on the north wall leading up to a door.
It requires a Level. 3 key card to get past, but luckily, Ames gave it to you
before his unexpected death. Now, go through this new door to reach the
Shell 1-2 Connecting bridge.


 ____
[    ] Shell 1-2 Connecting Bridge
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Well, you need to get to Shell 2, but the whole bridge is rigged with Semtex!
A special kind of C4 that terrorist use. Will, you better get locating the
detonators to get rid of the trip lasers. To start out with, pull out your
PSG1. You need a steady aim for this first target, so pop a Pentezemin. If
you don't have any, and then pull out a cigarette. Take aim at the lone
cypher high above Shell 2. He has a detonator above him! Shoot only the
little green button, because if the cypher crashes onto the shell, the
semtex will blow! the next pack of C4 is located to the left of the entrance
to Shell 2.

Look for a flag waving in the wind. The detonator is right behind it. if you
get the right angle; you can see it perfectly, so destroy it. For the third,
go to the right side of the platform you're standing on. Look straight ahead
and down a little. There are a bunch of sea gulls covering the detonator.
Fire a warning shot to get the gulls to move then take out the detonator.
The next detonator is located right beside the doorway to Shell 2. You can't
miss it. It's in the middle of a bunch of semtex. Now, turn around and look
up to spot another one. Simply shoot it with your SOCUM. Now, head down the
stairs. There is a detonator on the column directly across from you.

Shoot it. Now, look down and you'll see two more detonators lined up against
the wall. Shoot them. Now, the final detonator is located in a sort of
awkward place. Look to the left of the column in the middle and you'll see
the green/blue monitor of the detonator sitting on the walkway. Shoot it to
trigger a cut scene. When it’s over, you'll be in the midst of a boss fight!
It's the damn Harrier that went missing from the roof! Pliskin reveals
himself to be the legendary Solid Snake after all. Looks like he didn't go
down with the Tanker. Anyway, he throws you a Stinger missile launcher.

You need to shoot down the harrier, so take aim at it and fire when ever
the launcher locks onto it. Snake will provide you with lots of ammo and lots
of rations throughout the battle, so no worriesŻ When the Harrier is shot
down, the whole bridge will be practically destroyed. Start by going over to
the fire. Mr. X will contact you by Cell phone and tell you that you can put
out the fire using the Coolant Spray. Put out the fire. Now, run down the
stairs as fast as you can and run back up before they fall down.

Head over to the railing on the right hand side. Jump over it and inch your
way along the grey thing. When you get overtop of the pipe, drop down. Walk
behind you to get another ration. Then, go forward again. Walk. Don't run,
or you'll slip on bird crap. When you reach the end, hop up on the bridge
thing and start running across it. Pieces will break away as you do, so you
have to be quick. When you get to the top, you'll see another bridge jutting
out underneath you. Fling yourself over the rail and drop down onto the
platform. A cut scene will show two guards coming out o inspect the damage.
pull out a weapon and get rid of them. Then, go forward on the bridge until
you reach the gap in the bridge. Hug the left rail and inch your way past it.
When you get to the other side, climb up the ladder to Strut L, Perimeter.


 ____
[    ] Strut L, Perimeter
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Now, go forward a little and you'll see window leading into a room. Cross
the window and stand in the gap between the next window. There's a guard
sitting in there. When he's not looking, run to the next one, etc until you
hear a floor panel crack. Then, it's time to RUN. When you get to the other
side, it looks like there's a huge chunk of floor missing, and that's
probably because there IS a huge chunk of floor missing. Hug to the left
wall and inch your way along. When you reach the big fan protruding out,
kneel down while still hugging the wall.

When you get to the other side, let go and start running. Down the next
bridge, a guard above will have to relieve himself. Just keep moving forward.
When you see another bridge below you, fling yourself over the handrail and
drop down. Now, go to the end of this bridge to find a ration, and then go up
the stairs. The entrance to the shell 2 Core is right across form you, but
it's crawling with cyphers. Either shoot them all down one by one, or use a
chaff grenade, then run down the bridge leading to the core. There is a part
of the floor missing, and there's no way around it, so get some speed, and
do a cartwheel over the gap. The next gap, you must fling yourself over the
handrails and inch your way to the other side. Go through the doorway to the
Core.


 ____
[    ] Shell 2 Core, 1F, Air Purification Room
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
As soon as you enter, you'll have to listen to a conversation between Olga
and Solidus. Adjust the directional microphone when she walks away from you.
When it's over, and she has electrified the floors, head down the set of
stairs. There are a bunch of Nikita missiles around here, but you need to
find the damn launcher! Well, head up the stairs on the other side of the
room. Head north through this corridor. When you get near the end there will
be a lounge on your right. Go in there and access the node. Now, head to the
back of the floor to find an elevator. Call it up to you and then ride it
down to B1.


 ____
[    ] Shell 2 Core, Infiltration Chamber No. 1
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Now right beside the elevator, you'll find a node terminal. Log in. Now,
head to the other side of the room, and go down the stairs to the flooded
section of the chamber. The Colonel will contact you and give you some
swimming lessons. Afterwards, dive in. Head to the very end of the corridor
to find a weapon case containing none other than the Nikita! Notice the ugly
green blob things on your radarŻ Those are air patches where you can refill
your 02 gauge. Now that you have the Nikita, you can head back the way you
came and up the stairs. or, if you feel daring, you can search the underwater
maze for a pair of night vision goggles. Whatever you decide to do. You need
to at least have grabbed the Nikita and headed back up the elevator to the
first floor.


 ____
[    ] Shell 2 Core, 1F, Air Purification Chamber
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Now that you have the Nikita, head south. Collect all of the missiles and
hop up on the crates. Now, shoot a missile at the vent. You will get a first
person view of the missile, and you get to control it. navigate it through
the ducts. When you come out, you'll be near the president. Don't hit him
though, or its mission failure. Instead, try to stay as far away from him as
possible. He'll start screaming and running around though, because he thinks
you're out to get him. Crash the missile into the control panel against the
left hand side of the room. That will de-electrify the floor. So go around
and enter through the door. A long cut scene will trigger, so sit back and
watch. Afterwards, you'll need to head north again, and back down the
elevator to B1.


 ____
[    ] Shell 2 Core, B1, Infiltration Chamber No. 1
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Now, you have a new mission objective; find Emma Emmerich. Dive back into the
water and head south. When you reach the patch of air here, refill your 02
gauge and go back underwater. there is a hatch leading out of this room. On
your radar, you'll see the tunnel going along the back wall. Follow it
around to find an airtight hatch. Open it up and a dead body will come
floating up! Well, before you go through the hatch, get some air. In this
room, it seems like some sort of metal structure was broken into pieces, now
they're clogging up the room! There's always a gap in them, so look around.

On the other side, there's another air tight hatch. Open it. In the next
area, head up the stairs and go through the door. A cut scene will start up.
When it's over, you'll be facing off against a second member of Dead Cell,
vamp. He isn't too hard, if you handle him right that is. Now, pull out your
claymore mines. Place them on the top and right bridges, and then tuck yourself

back in the north east corner. vamp will probably be jumping all over the
place. When his body stops glowing red, shoot him with any type of gun you
want, only I prefer the M4. basically, that's all you do, whenever he isn't
glowing red, shoot at him. When he goes on a knife throwing rampage, duck
down behind the wall. After a while, he'll get mad and jump down. He'll try
to run at you and jab you. But if the claymores are placed properly, then
he'll hit them and be knocked back into the water. That's the just of
beating him. Afterwards, head out through the doors in the north eastern
part of the room.


 ____
[    ] Shell 2 Core, B1, Infiltration Chamber No. 2
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Head down the stairs and start swimming through the tunnel. Go up the stairs
at the end to reach the locker room. Head over to the node and login. Now,
go around opening lockers. You can find ammo, a book, and even an Emma
Emmerich. After the cut scene, you'll have Emma on your back. Dive into the
water. Swim all the way back to the chamber where you fought Vamp, and
another cut scene will take over. When it's done, head back to the doors
located on the southern end of the room.


 ____
[    ] Shell 2 Core, B1, Infiltration Chamber No. 1
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Now, this part is a little tougher than before. Quickly swim through the
chunks of metal here and get Emma to the air hatch. Then, you should know
the way back to the elevator. The tricky part is, you have to be really
quick, because Emma’s 02 gauge is a lot smaller than your own. When you get
out of the water, hold the triangle button to hold her hand. You can't have
any weapons equipped though. When you get near the elevator, you'll find that
there are bugs all over the place, and Emma won’t go near it. Pull out the
Coolant Spray and chase the bugs away. Call the elevator and help Emma into
it. Go up to the first floor. Now, this part is a bit tricky. You need to
help her out of the core, but there are guards all over the place! Go to the
left and follow the corridor around, whenever you see a guard on your
radar, hide Emma, then get rid of the guard. Go back and get her, then carry
on. Keep doing this to do get out of the Core.


 ____
[    ] KL Connecting Bridge
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Now, there aren't anymore cyphers out here. And that's a good thing. Another
good thing is that the holes in the bridge have been repaired, so now Emma
can get across them pretty easily. There's a guard on patrol, so beware of
him. Head south towards Strut L. there's a wall of fire here. Put it out with
your coolant spray and move on to the door of Strut L. The only problem is
that it needs a Level. 5 key card to gain access, and you only have a level 4.
Well, don't worry, its Emma to save the day! She had received the key card
when she was developing Arsenal Gear. So go through the door into the Waste
Disposal Facility.


 ____
[    ] Strut L, Sewage Disposal Facilty
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Now, drop Emma here. Turn the corner to see a guard there. Shoot him with
the M9 and wait for the next guard to come by, then shoot him too. When
they're both out cold, take Emma past them and through the other side of the
facility. Enter the doorway here to trigger a cut scene.


 ____
[    ] Strut L, Oil Fence
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Well, the good news is that you got down to the oil fence, but the bad news
is that it can only hold one person. Snake contacts you and tells you
have to give Emma some sniper cover. He'll be over to Strut E to help out in a
few moments. Well, for starters, put on your infrared goggles. Look up the
bridge from where Emma is walking to see a couple of claymores. Shoot at
them with the PSG-1 to blow them up, making sure it’s not Emma who gets blown
up. The idea for the next few moments is just to give her some cover fire.
If a guard starts to shoot at her, kill him. If I cypher comes by, then
shoot it down. When Snake finally gets to Strut E, you can choose to have him
help or for him to sit and watch. If you call him back and let him help,
then he'll start shooting at anything you put on your screen. After a while,
Vamp will pop out and hold her hostage. Pop a pill to keep your arm steady,
and start giving him head shots. When he's gone, a cut scene will take over.
Afterwards, you'll be standing back inside Strut L. Go through the door on
the left to go back to Strut E.


 ____
[    ] Strut E, Parcel Room
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Now, go forward a little and go through the door on Raiden's left. In here,
you'll find a digital camera. Now, head back up the stairs. There is a time
limit of 300 seconds, so you don't have time to simply dawdle around. Head
out through thee south doors and to the EF Connecting Bridge. If you're
quick enough, you won't even have to think twice about the single guard
patrolling the room.


 ____
[    ] EF Connecting Bridge
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Now, head outside. there should be a few cyphers in the area, so take them
out before you try to cross over to the Shell 1 Core. The bridge is still
broken, from the last time you used it, so you're going to have to either
hug the railing and inch your way along, or hop over the railing and inch
your way along there. Either way, get into the damn core!


 ____
[    ] Shell 1 Core, 1F
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
There are no guards on patrol here, so just head up to the elevator. There
is a horde of bugs here, but don't worry. Immediately after stepping into
the open elevator, a cut scene will trigger. Afterwards, you'll be in a
torture chamber, and to make matters worse, nude! Solidus will try to
strangle you, so rapidly tap the triangle button when he does. After another
cut scene, you'll be free to go. Go through the doors on the right.


 ____
[    ] Arsenal Gear, Jejunum
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
The Colonel will begin contacting you very, very frequently. Just ignore him,
as his messages don't make sense. Well, you can't go into hanging mode, nor
attack any guard, because you're too busy 'concealing' yourself. Hide behind
the first crate until the guard is looking away, and then run to the right. Run
up the stairs. Now, you need to head north to get to the next room, so start
heading north. If a guard comes, crouch down behind a crate. Crawl underneath
the blind spot of the cameras (right underneath them) until you can see the
last corridor going right. A guard will be patrolling it. Will, run up behind
him and do a cartwheel thing to knock him down. Keep running and don't look
back until you go through the door on the other side.


 ____
[    ] Arsenal Gear, Ascending Colon
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Now, head south to the bottom of the colon to find a ration. Now, start
answering the Colonel's weird codec messages. After a while, you'll get a
message from Rose. It's a long one, but also worth listening to. Afterwards,
that Snake, Solid Snake will appear and give you back all your gear, plus
explain why the hell he knocked you out in the first place. He'll also give
you a gift from Olga; the high Frequency Blade. Practise with it before you
go north to the next area.


 ____
[    ] Arsenal Gear, Illeum
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
When you enter this area, grab the ration and go through the new hatch. A
passing cypher will notice you and alert the guards! Now, these aren't
ordinary guards. They all wear body armour, and some of them have high
frequency blades! Either get out your own blade, or use your M4. Whenever
you get low on ammo or health, Snake will toss you ammo or rations. Hide
behind the crates, and do a corner gun shot. Duck back in when you have to
reload. Keep doing this until all the enemies are dead, and you're out of
alert mode.


 ____
[    ] Arsenal Gear, Sigmoid Colon
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Now, like the room before it, hordes of enemies will drop from the ceiling.
Just keep disposing of them any way you want until a cut scene appears. When
its over, you'll be standing on the top of Arsenal listening to Solidus's
voice. There is a ration in the centre, so grab it. He summons an army of
Metal Gear RAYs to attack you. Now, don't worry, because they're fairly
easy. Pull out your stinger; aim at one of their legs. When the missile hits
the leg, the RAY will fall over; now launch a missile at his head. Three
shots like this and the Ray will be toast.

Eventually, one of them will jump into the middle. Keep doing the same thing,
only now, you have to watch out for when the RAY shoots an ice beam
downwards at you. But, if you're moving around constantly, than the ice
beam and the missiles they launch should never hit you. After you destroy
around six of them, a cut scene will trigger. It's a very long one.
Afterwards, you won’t be at the big shell anymore, because it isn't there,
nor will you be on Arsenal. Just watch the cut scene and find out!


 ____
[    ] Federal Hall
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Now, you must face Solidus one on one. The only weapon you can use is the
High Frequency Blade, so I hope you practised with it earlier. Try to do a
cart wheel and get behind him, then go crazy with the blade. When he does a
speed burst and lights the area up with fire, it's only common sense not to
walk into it. Later, he will throw away his octopus arms and become really
fast. He's a lot harder now. But keep doing what you were doing. When he's
defeated, watch the long cut scene, and congratulations, you've just
conquered Metal Gear Solid 2: Sons of Liberty.



 ___________________________________________________________________________
|+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+|
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

5.  Secrets/Cheats

 ___________________________________________________________________________
|+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+|
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ


  ______    _________________________________________________________________
 / 501 /   / DOG TAGS                                                       /
/_____/   /________________________________________________________________/


Dog Tag Locations
------------------
Below will be a series of charts with listings of all the dog tags in the
Tanker and plant chapters. It will also have the abbreviation of the found
location. A lot like the in game screen.

-----------------------------------------------------------------------------
                    Very Easy Difficulty (Tanker + Plant)
-----------------------------------------------------------------------------

Tanker
ŻŻŻŻŻŻ

  Tag # |     Name              | D.O.B | Bld Typ | Location
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
000     | Olga Gurlukovich      |  0923 |   A     | Navigational deck, wing
001     | Ross E Bowman         |  0616 |   B     | Aft Deck
002     | Abraham Carille       |  0704 |   ?     | Aft Deck
003     | Kaisser Ag Agnouche   |  0120 |   0     | Aft Deck
004     | Arnaud Delaunay       |  0430 |   0     | 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     | Micheal C Anthony     |  0307 |   0     | 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 2, Port
013     | Bryn T Kershaw        |  0304 |   0     | Deck 2, Port
014     | Micheal 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 Fitzgibons    |  0513 |   ?     | Engine Room
019     | Alexander Strigi      |  0403 |   A     | Engine Room

Plant
ŻŻŻŻŻ

000     | Iroquois Plisken      |  ???? |   ?     | Arsenal Gear, Ascending
001     | Carlos I Siu          |  0325 |   0     | Strut A, Deep Sea Dock
002     | Clinton J Heileman Jr |  0324 |   0     | Strut A, Deep Sea Dock
003     | Mike J Newman         |  1213 |   B     | Strut A, Rooftop
004     | Rayyan A Said         |  0417 |   AB    | Strut A, Pump Room
005     | Shigeo Okajima        |  0130 |   A     | Strut A, Pump Room
006     | Cord B Smith          |  0918 |   0     | AB Connecting Bridge
007     | Mario C Lopez         |  0816 |   ?     | AB Connecting Bridge
008     | Shuhei Tanaka         |  0425 |   0     | Strut B, Transformer Rm
009     | Momoko Kawai          |  0327 |   ?     | Strut B, Transformer Rm
010     | Kengo Iwata           |  1129 |   AB    | BC Connecting Bridge
011     | Daniel Modol          |  0624 |   ?     | Strut C, Dining Hall
012     | Noriyuki Katsumura    |  0128 |   0     | Strut C, Dining Hall
013     | Tetsuro Sueyoshi      |  0131 |   0     | CD Connecting Bridge
014     | Tony J Ylaranta       |  0420 |   0     | CD Connecting Bridge
015     | Paul R Martin         |  0611 |   0     | Strut D, Sediment Pool
016     | Leandro M Cardoso     |  0314 |   ?     | Strut D, Sediment Pool
017     | Al J Josel            |  0929 |   A     | DE Connecting Bridge
018     | Hyoko 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 |   0     | 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 |   0     | Shell 1 Core, B1
031     | Kunio Takabe          |  0718 |   A     | Shell 1 Core, B1
032     | Joey Simkins          |  0409 |   AB    | Shell 1 Core, B2
033     | Sue G Westli          |  0627 |   A     | Shell 1 Core, B2
034     | Sam M Shrimpton       |  0131 |   0     | Shell 1 Core, B2
035     | Norihiko Hibino       |  0903 |   0     | Shell 1 Core, B2
036     | Erik R Christy        |  0308 |   ?     | KL Connecting Bridge
037     | Jason C Patino        |  0920 |   0     | Strut L, Sewage Facility
038     | Maarten Van Der Zwa   |  0107 |   A     | Strut L, Sewage Facility
039     | Motoyuki Toshioka     |  0708 |   B     | Shell 2 Core, 1F
040     | Adrian Thein          |  0524 |   A     | Shell 2 Core, 1F
041     | Yuki Higuchi          |  0416 |   A     | Shell 2 Core, 1F
042     | Peter Stillman        |  1116 |   A     | Strut E, Heliport

-----------------------------------------------------------------------------
                     Easy Difficulty (Tanker + Plant)
-----------------------------------------------------------------------------

Tanker
ŻŻŻŻŻŻ

  Tag # |     Name              | D.O.B | Bld Typ | Location
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
000     | Olga Gurlukovich      |  0923 |   A     | Navigational deck, wing
001     | Nicholas M Capo       |  1217 |   0     | Aft Deck
002     | Donal L Gilliland     |  1228 |   0     | Aft Deck
003     | Joe T Holdren         |  0915 |   AB    | Aft Deck
004     | Shaun P Wilson        |  0513 |   0     | Navigational deck, wing
005     | Jeff K Hui            |  1031 |   B     | Deck A, Crew's Quarters
006     | Mark W Bruce          |  0806 |   0     | 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     | Skrakfus Mercio       |  0209 |   0     | 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 2, Port
013     | Marcin A Cieslinski   |  0630 |   A     | Deck 2, Port
014     | Thomas P Dohm         |  0207 |   AB    | Deck 2, Port
015     | Enrique Camacho       |  0513 |   0     | 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 Elston       |  0108 |   B     | Engine Room
020     | Christopher D Dadah   |  0303 |   0     | Engine Room

Plant
ŻŻŻŻŻ

  Tag # |     Name              | D.O.B | Bld Typ | Location
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
000     | Meryl Silverburgh     |  ???? |   A     | Arsenal Gear, Ascending
001     | Thomas G Cardner      |  0806 |   A     | Strut A, Deep Sea Dock
002     | Matthew R Vogel       |  0714 |   AB    | Strut A, Deep Sea Dock
003     | Megumi Nakaniihara    |  0716 |   A     | Strut A, Rooftop
004     | Mathew A Bullock      |  0326 |   0     | 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 |   0     | Strut B, Transformer Rm
009     | Kazuki Muraoka        |  0309 |   0     | Strut B, Transformer Rm
010     | Tom A Hutchinson      |  0828 |   ?     | BC Connecting Bridge
011     | Corey E Louden        |  0211 |   A     | Strut C, Dining Hall
012     | Ian J Andrews         |  0605 |   0     | Strut C, Dining Hall
013     | Tim J Veldboom        |  1109 |   ?     | CD Connecting Bridge
014     | David C Ratseangsuang |  0202 |   B     | CD Connecting Bridge
015     | Nicholas J Schreiber  |  0608 |   0     | Strut D, Sediment Pool
016     | Achim Amaan           |  0821 |   A     | Strut D, Sediment Pool
017     | Tommy Blunt           |  0101 |   0     | Strut D, Sediment Pool
018     | Mariko Nakamura       |  0109 |   A     | DE Connecting Bridge
019     | Emily Britt           |  0819 |   0     | 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 Takeshima     |  0206 |   A     | Strut F, Heliport
024     | Abigail G Sanchez     |  1017 |   0     | Strut F, Warehouse
025     | Evan A Ball           |  0213 |   B     | Strut F, Warehouse
026     | Juergen Jur Goesitzer |  0320 |   A     | Strut F, Warehouse
027     | Yuko Yano             |  0106 |   B     | FA Connecting Bridge
028     | Rick Naylor           |  0812 |   0     | 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 |   0     | Shell 1 Core, B1
032     | Michael D Craft       |  0221 |   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
035     | Andrew J Baker        |  0316 |   ?     | Shell 1 Core, B2
036     | Andrew J Walker       |  1012 |   ?     | Shell 1 Core, B2
037     | Kazunobu Uehara       |  0721 |   B     | Shell 1 Core, B2
038     | Thomas Szediak        |  0522 |   A     | KL Connecting Bridge
039     | Shuichi Hata          |  0627 |   A     | Strut L, Sewage Facility
040     | Frank A Morales       |  1117 |   0     | Strut L, Sewage Facility
041     | Lee P French          |  1025 |   AB    | Shell 2 Core, 1F
042     | Marcos A Gomez        |  1103 |   ?     | Shell 2 Core, 1F
043     | Scott K Cleary        |  0402 |   A     | Shell 2 Core, 1F
044     | Peter Stillman        |  1116 |   A     | Strut E, Heliport


-----------------------------------------------------------------------------
                      Normal Difficulty (Tanker + Plant)
-----------------------------------------------------------------------------

Tanker
ŻŻŻŻŻŻ

  Tag # |     Name              | D.O.B | Bld Typ | Location
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
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 |   ?Ż     | 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
ŻŻŻŻŻ

  Tag # |     Name              | D.O.B | Bld Typ | Location
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
000     | Solid Snake           |  ???? |   ?     | Arsenal Gear, Ascending
001     | Christopher J U.      |  0908 |   A     | Strut A, Rooftop
002     | Christoph 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 Bbridge
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 Hattenberge |  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 Comp Rm
036     | Ian J Roberts         |  1020 |   O     | Shell 1 Core, B2 Comp Rm
037     | Alexandre Bertrand    |  0707 |   A     | Shell 1 Core, B2 Comp Rm
038     | Peter D McCarthy      |  0630 |   ?     | Shell 1 Core, B2 Comp Rm
039     | Ichiro Kutome         |  0908 |   O     | KL Connecting Bridge
040     | Yutaka Negishi        |  0523 |   B     | Strut L, Sewage Facility
041     | Renata N Csio         |  0831 |   ?     | Strut L, Sewage Facility
042     | Tony J Case           |  0101 |   O     | Shell 2 Core, 1F
043     | Paul M Blacketer      |  0318 |   O     | Shell 2 Core, 1F
044     | Dennis J Krimpelbein  |  0128 |   ?     | Shell 2 Core, 1F
045     | Stanley A Garcia      |  0612 |   O     | Shell 2 Core, 1F
046     | Charles P Quivers     |  0928 |   B     | Shell 2 Core, 1F
047     | Sevak N Fair          |  0323 |   ?     | Shell 2 Core, 1F
048     | Peter Stillman        |  1116 |   A     | Strut E, Heliport

-----------------------------------------------------------------------------
                    Hard Difficulty (Tanker + Plant)
-----------------------------------------------------------------------------

Tanker
ŻŻŻŻŻŻ

  Tag # |     Name              | D.O.B | Bld Typ | Location
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
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
ŻŻŻŻŻ

  Tag # |     Name              | D.O.B | Bld Typ | Location
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
000     | Liquid Snake          |  ???? |   ?     | Arsenal Gear, Ascending
001     | Yamato Hagiwara       |  0406 |   O     | Strut A, Rooftop
002     | Chris Walker          |  0909 |   ?     | Strut A, Pump Facility
003     | Brian D Hagermann     |  0704 |   O     | Strut A, Pump Facility
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. Danta |  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 Comp Rm
039     | Michael O Kress       |  0703 |   AB    | Shell 1 Core, B2 Comp Rm
040     | Stephane Tudela       |  0408 |   B     | Shell 1 Core, B2 Comp Rm
041     | Yoriko Shimizu        |  0323 |   O     | Shell 1 Core, B2 Comp Rm
042     | Yun-Ho Kim            |  0322 |   A     | KL Connecting Bridge
043     | Jun Sakegawa          |  1010 |   AB    | Strut L, Sewage Facility
044     | Joey P Gonzales       |  0105 |   A     | Strut L, Sewage Facility
045     | Christopher Heck      |  1117 |   ?     | Shell 2 Core, 1F
046     | Martin Kukowka        |  1211 |   ?     | Shell 2 Core, 1F
047     | Alex N Martinez       |  1223 |   A     | Shell 2 Core, 1F
048     | Chul Kown             |  0727 |   A     | Shell 2 Core, 1F
049     | Giovanni Cavalliere   |  0913 |   O     | Shell 2 Core, 1F
050     | Gabriel Freitas Peres |  1125 |   O     | Shell 2 Core, 1F
051     | Peter Stillman        |  1116 |   A     | Strut E, Heliport


-----------------------------------------------------------------------------
                   Extreme Difficulty (Tanker + Plant)
-----------------------------------------------------------------------------

Tanker
ŻŻŻŻŻŻ

  Tag # |     Name              | D.O.B | Bld Typ | Location
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
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
ŻŻŻŻŻ

  Tag # |     Name              | D.O.B | Bld Typ | Location
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
000     | Hideo Kojima          |  0824 |   A     | Arsenal Gear, Ascending
001     | Takeshi Sato          |  0731 |   O     | Strut A, Rooftop
002     | Shinji Yamashita      |  0801 |   B     | Strut A, Pump Facility
003     | Ryan T Cronkright     |  1119 |   AB    | Strut A, Pump Facility
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, 1F
034     | Ryan J Crane          |  0803 |   O     | Shell 1 Core, 1F
035     | Gareth J Lewish       |  0126 |   O     | Shell 1 Core, 1F
036     | Andreas R Ramsauer    |  1228 |   O     | Shell 1 Core, 1F
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 Comp Rm
041     | Viana Siles Mauricett |  0128 |   O     | Shell 1 Core, B2 Comp Rm
042     | Chen Yung Kok         |  0429 |   AB    | Shell 1 Core, B2 Comp Rm
043     | Anthony J Barritt     |  0524 |   AB    | Shell 1 Core, B2 Comp Rm
044     | Kaori Yae             |  0520 |   A     | KL Connecting Bridge
045     | Isao A Sato           |  0105 |   B     | Strut L, Sewage Facility
046     | Ryan J Schettle       |  0401 |   A     | Strut L, Sewage Facility
047     | Andy Lam              |  1016 |   ?     | Shell 2 Core, 1F
048     | Hiroaki Yoshiike      |  1013 |   O     | Shell 2 Core, 1F
049     | Cedric Krolikowski    |  0314 |   A     | Shell 2 Core, 1F
050     | Sebastian J Pitman    |  0210 |   ?     | Shell 2 Core, 1F
051     | Mark A Matuszewski    |  0831 |   AB    | Shell 2 Core, 1F
052     | Xavier R Garcia       |  0306 |   A     | Shell 2 Core, 1F
053     | Peter Stillman        |  1116 |   A     | Strut E, Heliport

  ______    _________________________________________________________________
 / 502 /   / FUN STUFF                                                      /
/_____/   /________________________________________________________________/



Raven Doll
-----------
As you enter the Engine room as Snake, a short scene will zoom in on a shadow
on the wall, and Snake yelling out "Raven!" Well, for those of you that
played Metal gear Solid, you'll know who Vulcan Raven was. He was a huge
giant. He had a tattoo of a raven on his face and he had some kind of
connection with Ravens. Sort of like Fortune and her sea gulls. Anyways. If
you turn the corner, you'll find that a raven action figure is casting the
shadow on the wall. Shoot it with the M9 and it will begin shooting out BBs.
After a while, you won't even be able to see the floor anymore! It's pretty
funny.


Girlie Posters
---------------
Sometimes, when you open a locker, there'll be a picture of a Japanese model.
If you flatten yourself against it and try to tap it with the punch button,
you'll find it doesn't make the metallic noise lockers should make, instead,
it makes a "Boing" noise. Funny the first time, but irritating after that.


Sea Gulls
----------
When you've reached the "Big Shell" and have a real gun besides the M9, start
shooting sea gulls. When you've reached a kill count of about 10 or so, the
Colonel will contact you. Him and Rose will start yelling at you for causing
Animal Cruelty. It's pretty funny too.


Dog Tags
---------
When you hold up a guard, point the gun at his head or crotch area and keep
it there. He will get scared and usually throw you an item. If he has a dog
tag, it'll be the first thing that he throws at you. You cannot get it if
the guard is unconscious or dead. When you've collected enough, you will
receive a special item after you've completed the chapter of the game. Doing
this, you can get stealth suits, wigs, bandanas, etc.


Title Screen Fun
-----------------
If you hit L2, you can make a bullet noise sound off, and a flash of light
appear on screen. You can also move the screen around using the right
analog stick. Once you've beaten the game, you'll notice that Snake's red
face is no longer present, there's now a blue picture of Raiden. Well, if
you want Snake back, hit L2 a few times and presto, chango, Snake's back!

Bandana
--------
In the Tanker chapter, when you get roughly 35 dog tags collected throuhgout
allt he difficulties,t he bandana will become available to you, giving you
infinite ammo! It's longer than the headband Snake usually wears, so it's
fairly easy to distinguish if you have the infinite ammo one equipped or not.

Stealth Camo
-------------
This, is also available on the Tanker chapter. Like the name implies, it gives
you stealth, just like what you see Snake use in the opening cut scene. You
need roughly 60 dog tags collected throughout the difficulties for this thing.
Although hard to get, it's well worth the effort you'll have to put into
getting it.

Wigs
-----
I don't really have any info on the wigs. Basically, they are the equivlent to
the banadan and stealth camo you get for Snake in the Tanker, except as raiden,
in the plant, you recieve wigs. There's a wig for unlimited 02 gauge, there's
one for unlimited grip gauge, there's one for stealth, and one for infinite
ammo. I don't know how many dog tags you need for each one, so if anybody
could send me an email with that information, I'd be grateful, I don't play
the Plant too often for dog tags.


 ___________________________________________________________________________
|+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+|
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

6.  Last Words

 ___________________________________________________________________________
|+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+|
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ


  ______    _________________________________________________________________
 / 601 /   / FREQUENTLY ASKED QUESTIONS                                     /
/_____/   /________________________________________________________________/


Question: Can you play as Snake throughout the Plant chapterŻ
Answer:   For the last time, NO

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

Question: What's this game rated?
Answer:   M for Mature. It contains violence and animated blood.

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

Question: How do you get dog tags?
Answer:   Hold guard up.

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

Question: What are Nodes?
Answer:   Does this guide ATTRACT dumb people? A node is basically a
          frustrating way of getting a radar.

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

Question: How do you beat Solidus?
Answer:   Check either the walkthrough of the Boss guide...

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

Question: Why's the ending so stupidŻ
Answer:   it's not. You're just too stupid to comprehend it

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

Question: Where's the AKS-74uŻ
Answer:   Strut F, Warehouse, in the basement. Go to the doors against the
          north wall.

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

Question: How long does the game take to beat?
Answer:   15 Hours, give or take some time.

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

Question: Will you trade me your game?
Answer:   Why the hell are you asking me this? No. Of course I won't trade
          it to you. In fact, I should block you for asking such a dumb
          question.

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

Question: Where's the scentless bombŻŻ
Answer:   Well, did you check under the submarine on Strut A, Deep Sea DockŻ

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

Question: is there a FAMAS in the gameŻ
Answer:   No.

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

Question: How did Vamp survive a bullet to the head?
Answer:   What do I look like? A psychic?

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

Question: May I use this FAQ on my site?
Answer:   No. This FAQ is for exclusive use on GameFAQs and Neoseeker

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

Question: Why did you write all this?
Answer:   Because I have a lot of spare time. </sarcasm>

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

Question: I need to ask you about something not included in the FAQ, what do
          I do?
Answer:   Check the Contact Info section. Contact me by one of the methods
          mentioned there

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

Question: I found an error in your FAQ, what do I do?
Answer:   Check the Contact Info section. Contact me by one of the methods
          mentioned there

  ______    _________________________________________________________________
 / 602 /   / CONTACT INFO                                                   /
/_____/   /________________________________________________________________/


You REALLY want to contact me? Well, there are a few ground rules that I
go by, so look below.

1 - If you ask me a question and the answer is located in this FAQ, I will
    not bother replying to you by email. I may perhaps tell you if it's an
    IM and I'm in a good mood however.

2 - No psychos! I deal with enough of those in real life. I don't need to
    deal with them in my 'other' life.

3 - Webmasters. Don't even bother asking for permission to use this on your
    website. It's for strict use off GameFAQs, and sometimes Neoseeker.

4 - If you have tips on a section of the game, send them to an author who
    doesn't ahve their guide marked "Final Version"

5 - Don't use me as somethign to come crying to right away, use me as a back-up
    plan. Think through the game yourself, I did..

6 - DO NOT ADD ME TO YOUR LIST, AND THEN ASK ME WHO I AM. YOU WILL BE INSTANTLY
    BLOCKED AND DELETED.


Well, that's all for now. More things to come as people annoy me. Now, for
my actual contact info:

Email - UNdisclosed
MSN Messenger Service - see above
AOL Instant Messenger - DaeMonz 007

  ______    _________________________________________________________________
 / 603 /   / CREDITS & THANKS                                               /
/_____/   /________________________________________________________________/


This FAQ would not have been possible/as good as it is, if it weren't for
the following people:

  ~ CJayC - Webmaster of www.gamefaqs.com. He hosts a lot of the videogame
            FAQs I make and I'm grateful for that.

  ~ Konami - They've been teasing us with screen shots, etc of this game for
             about a year now, the game is finally here and it really does
             live up to the hype.

  ~ Instruction Booklet - If it wasn't for this thing, I would have the basis
                          of a lot of weapon and item descriptions.

  ~ You - For taking the time to read my guide.

  ~ Adrenaline SL - For some of the more numerous item locations (rations)


  ______    _________________________________________________________________
 / 604 /   / COPYRIGHT INFO                                                 /
/_____/   /________________________________________________________________/


Copyright:
  Copyright 2002 Ryan Kavanagh (Bonds Legacy). This FAQ and everything
included within this file cannot be reproduced in any way, shape or form
(physical, electronically, or otherwise) aside from being placed on a freely
accessible, non-commercial web page in it's original, unedited and unaltered
format. This FAQ cannot be used for profitable purposes (even if no money
would be made from selling it) or promotional purposes. It cannot be used in
any sort of commercial transaction. It cannot be given away as some sort of
bonus, gift, etc., with a purchase as this creates incentive to buy and is
therefore prohibited.

  Furthermore, this FAQ cannot be used by the publishers, editors, employees
or associates, etc. of any company, group, business, or association, etc.
nor can it be used by game sites and the like. It cannot be used in magazines
guides, books, etc. or in any other form of printed or electronic media
(including mediums not specifically mentioned) in ANY way, shape, or form
(including reprinting, reference or inclusion), without the express written
permission of the author, myself. This FAQ was created and is owned by me,
Ryan Kavanagh. All copyrights and trademarks are acknowledged and respected
that are not specifically mentioned in this FAQ.

  This FAQ was written for GameFAQs (www.gamefaqs.com) only. I don't want it
to be put up on any other web site and am not above explaining this to your
ad banner guys or whoever else I can get a hold of if you decide to violate
this disclaimer.

  To continue, this FAQ and everything included herein is protected by the
Berne Copyright Convention of 1976, not to mention International Copyright
Law. Remember that plagiarism is a crime, and that this is a copyrighted
work--stealing from this guide is putting yourself at risk, plain and simple,
because the law is on my side. If you would like to contribute to this FAQ
(you will be credited,) please e-mail me, as well as any questions, comments,
or corrections, to the address above.

                        ________      _____ ________
                                |    |              |
                        ________|    |      ________|
                       |             |     |
                       |        _____|     |_________

                        ( P l a y S t a t i o n  2 )


Ż~Ż~Ż~Ż~Ż~Ż~Ż~Ż~Ż~Ż~Ż~Ż~Ż~Ż~Ż~Ż~Ż~Ż~Ż~Ż~Ż~Ż~Ż~Ż~Ż~Ż~Ż~Ż~Ż~Ż~Ż~Ż~Ż~Ż~Ż~Ż~Ż~Ż~Ż

             ~ End of File, Copyright 2003 (c) Ryan Kavanagh ~