FAQ/Walkthrough by Conquerer

Version: Final | Updated: 05/08/10 | Printable Version

T  A  C  T  I  C  A   L        E  S  P  I  O  N  A  G  E       A  C  T  I  O  N
 _    _ ___ _____  _   _    ___   ___   _   ____   ___  ___  _   _ ___    ___
| \  / |  _|_   _|/ \ | |  / _ \ |  _| / \ |    \ / __|/ _ \| | | |   \  / _ \
|  \/  | |_  | | / _ \| | | | |_|| |_ / _ \| |)  | |_ | | | | | | | |\ \|_| | |
|      |  _| | || /_\ | | | |  __|  _| /_\ |    / \_ \| | | | | | | | | |  / /
| |\/| | |   | ||  _  | | | | | _| | |  _  |   |    | | | | | | | | | | | / /
| |  | | |_  | || | | | |_| |_| || |_| | | | |\ \ __| | |_| | |_| | |/ / / /__
|_|  |_|___| |_||_| |_|___|\___/ |___|_| |_|_| \_|___/ \___/|___|_|___/ |_____|
         __   __        __      __   __           __   __  __  ___
        |__  |  | |\ | |__     |  | |__    |   | |__) |__ |__)  |  \ /
         __| |__| | \|  __|    |__| |      |__ | |__) |__ | \   |   |

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   /  \_____________________________________________________________/  \
   \__/                                                             \__/
    ||                                                               ||
    ||                M E T A L  G E A R  S O L I D  2               ||
    ||                  S O N S  O F  L I B E R T Y                  ||
    ||                 F A Q / W A L K T H R O U G H                 ||
    ||    -------------------------------------------------------    ||
    ||                 İ  C O P Y R I G H T  2 0 1 0                 ||
    ||                                                               ||
    ||   This FAQ/Walkthrough is Copyright 2010. This FAQ may not    ||
    ||   be published on any website or in any other public form     ||
    ||   without written consent of the authout. It is for           ||
    ||   personal use only. This FAQ is ONLY allowed on the          ||
    ||   following sites:                                            ||
    ||                                                               ||
    ||                   - http://gamefaqs.com                       ||
    ||                   - http://faqs.ign.com                       ||
    ||                   - http://neoseeker.com                      ||
    ||                   - http://cheatcc.com                        ||
    ||                                                               ||
    ||                                                               ||
    ||                                                               ||
    ||   Metal Gear, Metal Gear Solid and Sons of Liberty are        ||
    ||   either registered trademarks or trademarks of Konami        ||
    ||   Computer Entertainment Japan, Inc. İ 1987 2001 Konami       ||
    ||   Computer Entertainment Japan. All rights reserved.          ||
    ||                                                               ||
    ||                                                               ||
    ||              Metal Gear Solid 2: Sons of Liberty              ||
    ||                                                               ||
    ||                     Developer: Konami JPN                     ||
    ||                     Publisher: Konami                         ||
    ||                      Platform: PlayStation 2                  ||
    ||                         Genre: Action                         ||
    ||                        Origin: Japan                          ||
    ||             Number of Players: 1                              ||
    ||                 Released Date: 11/13/01                       ||
    ||                   ESRB Rating: M for Mature                   ||
    ||                                                               ||
    ||                                                               ||
    ||                                                               ||
    ||                    E - M A I L  P O L I C Y                   ||
    ||                                                               ||
    ||                          EMAILING ME                          ||
    ||                                                               ||
    ||   If you have any questions, please carefully read through    ||
    ||   the FAQ in the appropriate section first since it has       ||
    ||   likely already been addressed. If not, send me an email     ||
    ||   with "Metal Gear Solid 2" or "MGS2" in the subject so I     ||
    ||   read it.                                                    ||
    ||                                                               ||
    ||   [E-mail:] Conquerer13@hotmail.com                           ||
    ||                                                               ||
    ||                                                               ||
    ||                                                               ||
    ||            W A N T  T O  R A T E  T H I S  F A Q ?            ||
    ||                                                               ||
    ||   If you feel this FAQ has helped you in any way and you      ||
    ||   want to thank me, just give it a good rating wherever       ||
    ||   acceptable. Thanks.                                         ||
   /ŻŻ\                                                             /ŻŻ\

TABLE OF CONTENTS                                                [MGS2_00]
1.  INTRODUCTION.................................................[MGS2_01]
2.  UPDATES......................................................[MGS2_02]
3.  FAQS.........................................................[MGS2_03]
4.  PROLOGUE.....................................................[MGS2_04]
5.  CHARACTERS...................................................[MGS2_05]
6.  WEAPONS AND EQUIPMENT........................................[MGS2_06]
7.  CONTROLS.....................................................[MGS2_07]
8.  PLAYING THE GAME.............................................[MGS2_08]
9.  WALKTHROUGH..................................................[MGS2_09]
      I. TANKER CHAPTER.......................................[tan_00]
     II. PLANT CHAPTER........................................[pla_00]
            i. Reconnaissance...........................[pla_01]
           ii. Bomb Disposal............................[pla_02]
          iii. Hostage Liberation.......................[pla_03]
           iv. Presidential Assistance..................[pla_04]
            v. The Computer Genius......................[pla_05]
           vi. Arsenal Gear.............................[pla_06]
          vii. Federal Hall.............................[pla_07]
10. ITEM LIST....................................................[MGS2_10]
11. CREDITS......................................................[MGS2_11]

[SEARCH:] Press Ctrl + F to bring up the Search menu. Copy the code from
the Table of Contents above for the section that you would like to go to.


1.                       I N T R O D U C T I O N

Welcome to this FAQ/Walkthrough for Metal Gear Solid 2: Sons of Liberty.
First of all, I should note that I started this FAQ back in 2005 and
finished the walkthrough and a few other sections back then but the
document wasn't quite complete yet. This was at a time where I was
starting to write way too many guides for my own good and ended up
finishing... well, none of them. Five years later it bothers me thinking
I've wrote this essentially for nothing so I decided to complete whatever
else was needed to complete the FAQ so it's presentable and here it is.

MGS2 is one of my favourite games and it's arguably one of the greatest
games of all time so it was fun to write this guide. Overall this FAQ is
pretty thorough although there are perhaps some sections that I normally
would have included had the scenario been a bit diferent. I don't have the
time or the desire to work on FAQs anymore and I'm just trying to publish
what is reasonable that is still on my hard drive and this is probably the
best of all those guides, and it is quite adequate.

Anyway, use the table of contents to navigate through the FAQ. You'll find
the walkthrough is very descriptive and gives you pretty much any detail
you need to know so carefully read it before emailing me if you have any
questions. Thank you.


2.                            U P D A T E S

[05/07/10] - 321 KB - Final
First submission. This has been on my hard drive for way too long doing
nothing so I decided to just put together the final touches and submit it
finally. This will likely be the only and final update.


3.                                F A Q S

Frequently Asked Questions

Q: I'm stuck and I don't know what to do. Can you help me?
A: Utilize your Codec. Someone will surely be able to help you, in
   virtually any circumstance.

Q: Is there a max grip level I can get? How long does it take to increase
   grip level?
A: The max level is 3. It takes 100 pull ups to increase the level. So to
   get to level 3 you need to do 200 pull ups. Another way to increase
   grip level is to drop from one rail to another, which is worth 10 pull
   ups. Do this 10 times for level 2 and 20 times for level 3. Remember
   that this is much riskier and if you miss a ledge you will fall to your

Q: Why do I keep coughing and sneezing?
A: You have a cold. Try to find any medicine if you can and use it. Try to
   stay out of the cold whenever you can.

Q: Is there any way to stop the sea lice from eating my rations?
A: Hold L2 and move the left analog stick back and forth while your
   rations are selected.

Q: Where is the giant batch of C4 at the bottom of Strut A?
A: In the Deep Sea Duck, right underneath the sub hanging over the water.
   Go towards the close wall by the camera and freeze it from the edge of
   the walkway without falling into the water.

Q: I found a book on top of a locker, but how do I get it?
A: Punch the locker until it comes down. It's actually a few books.

Q: What's going on with Campbell in Arsenal Gear?
A: Turn off the console right now! Turn off your computer while you're at
   it. Stop asking me questions, your mission is a failure.

Q: What am I supposed to do in the Ascending Colon in Arsenal Gear?
A: Just keep running back and forth to both ends until Snake comes.

Q: Is there any way to get Snake's dog tag?
A: Roll him a few times and he'll get knocked unconscious. Shake him down
   and you'll get it.

If you have any other questions, please read through the appropriate
section first since it may be addressed in this FAQ. If not, send me an
email at the address listed near the top of this FAQ.


4.                            P R O L O G U E

The year is 2009. Two years ago in New York City, a top secret Metal Gear
project was believed to be underway. Solid Snake infiltrated the USS
Discovery with instruction to discover the truth of this information and
produce photographic evidence of Metal Gear if so. During this mission, a
series of events led to the sinking of the USS Discovery and the hijacking
of Metal Gear. The first part of the game reviews this mission.

Two years after the tanker incident, a new FOXHOUND agent by the codename
of Raiden infiltrates the Big Shell, an offshore environmental containment
facility. The facilty was built to clean up the mess after the tanker
incident. During a visit by the President of the United States, the
facility was taken over by a group of terrorist by the name of Dead Cell.
This terrorist group calls itself, "Sons of Liberty." The terrorists are
holding the President hostage and demand 30 billion dollars as his ransom.
If their demands are not met they threaten to destroy the facilty with
planted explosives.

SEAL Team 10 has been dispatched in addition to Raiden, an independent
agent whose presense is known by no one except Colonel Roy Campbell, his
commanding officer and former commanding officer of Solid Snake for the
Shadow Moses incident and in Zanzibar Land. Raiden's mission objectives
are to rescue the President as well as the hostages held in the facilty. 


5.                          C H A R A C T E R S

Solid Snake

The man known as the living legend, and son of "the greatest soldier that
ever lived", Big Boss. This is the man who is known for his extreme
capabilities, making a big name for himself on his first mission with
FOXHOUND. The legendary hero of Shadow Moses, Zanzibar Land and Outer
Heaven. Despite being in his thirties, Snake has still got his skills and
precision, and is the same professional he has always been.


Hal Emmerich, a survivor of Shadow Moses and a partner to Solid Snake. The
name Otacon is derived from the Otaku Anime Convention, a event that
occurs in Japan every year. Otacon was formerly a scientist, and creator
of Metal Gear REX, the machine Solid Snake was set out to destroy, for
reasons unknown to Hal at the time, although he soon learned and
cooperated with Snake to destroy the nuclear-equipped walking battle tank.

Sergei Gurlukovich

The head of the Gurlukovich soldiers aboard the U.S.S. Discovery in the
Hudson River, and a former leader of the former Soviet Army. Sergei was
also involved in the Shadow Moses incident and provided Liquid Snake with
the Hind D. Sergei also has a daughter, Olga, and she is also aboard the
U.S.S. Discovery.

Olga Gurlukovich

Daughter of Sergei, Olga took part in the scuttling of the U.S.S.
Discovery and had an encounter with Solid Snake. Olga was brought up on
the battlefield, and "conflict and victory" were her parents. Her father
taught her well and her experience and expertise are incredible.

Revolver Ocelot

Took part majorly in the Shadow Moses incident and fought Solid Snake,
losing his right arm in the same fight thanks to a Cyborg Ninja, although
he has evidently got himself a new arm. Ocelot was then an accomplice to
Liquid Snake, but is now more independent and dangerous, even despite his
obvious old age. 


Arguably the main character of the game, however, not truly intentionally.
Raiden is an inexperienced soldier in the field and the Big Shell is his
first mission, in the hands of Colonel Campbell. His codename is initially
Snake but is then changed for certain reasons involving the mission.
Raiden is a young soldier, much like the young Solid Snake in Outer
Heaven, with capabilities of becoming a highly experienced mercenary.

Roy Campbell

Colonel Roy Campbell, former superior to Solid Snake. Campbell was the
head of not only the Shadow Moses Island incident but also Zanzibar Land
and Outer Heaven, also where Solid Snake completed the missions assigned
to him. Now Campbell is in charge of Raiden's mission in the Big Shell,
supervising the whole thing and informing Raiden on what he needs to know.


Raiden's girlfriend and also the mission analyst of the Big Shell mission.
Although Raiden doesn't always speak pleasantly to Rose they both are
still very communicative and able of a continuing relationship.

Iroquois Pliskin

A man who calls himself Iroquois Pliskin, Lieutenant Junior Grade. Raiden
meets up with him in the middle and after an alarming event with a man
known as Vamp. Raiden tells him about his VR experience and he doesn't
seem too impressed, although him and Raiden soon work somewhat as
teammates. After meeting him, Pliskin gives Raiden a SOCOM pistol, as well
as Cigarettes, just in case he needs them.

Peter Stillman

A former member of the NYPD Bomb Squad and extremely experienced in his
old work. Stillman is in the Big Shell despite his retirement because he
taught Fatman, who set the C4's around the Big Shell, pretty much
everything he knows about bombs, and he's here to defuse what Fatman has
started. Stillman provides some helpful tips over the Codec on where some
C4's might be.


A member of Dead Cell, known as both "Lady Luck" and "Fortune". Real name
is Helena Dolph Jackson, daughter of Marine Commandant Scott Dolph who was
killed in the Tanker incident, and husband of Colonel Reginald Jackson,
the former head of Dead Cell when it was an anti-terrorist group, who was
arrested on corruption charges. Fortune is known for her tremendous luck,
and in the Big Shell the Navy SEALs are unable to hit her -- bullets will
just divert away from her when near. Although this is tactically
helpfully, she feels it is a curse and sometimes requests someone to kill
her, to put her out of her misery, although it seems to be a bit of a
trick, either intentionally or unintentionally. 


An extremely quick man with characteristical and behavioural traits of a
Vampire, hence the name "Vamp". Raiden first confronts this creature-like
Romanian in a deadly situation where he is almost killed. Vamp is also a
member of Dead Cell with Fortune and takes part in terrorist events with
Dead Cell.


A madman bomber, somewhat of a son of Peter Stillman, the man who taught
him at such a young age in the Navy. Fatman made an atomic bomb at the age
of ten, and is now a member of Dead Cell. Fatman is the man who placed the
C4's around the Big Shell in an attemp to bring the structure down, trying
to outsmart his former teacher, Peter Stillman.

Solidus Snake

The third Snake of the "Les Enfants Terribles" project, formerly the
President of the United States, under the name of George Sears. In his
time being the President he was involved in the Shadow Moses Island
incident, sending Ocelot to start the terrorist event. He was then forced
to resign by the Patriots and has moved on, continuing as the head of Dead
Cell and the one who initiated the terrorist event at the Big Shell.

Emma Emmerich

The younger sister of Hal Emmerich, known as "E.E." to Hal, and a computer
genius. The Emmerich name has been through a lot and has become a famous,
as well as infamous, name. Hal created Metal Gear REX, although not being
informed of it's nuclear capabilities. His grandfather was part of the
Manhattan Project, creating nuclear bombs to attack Japan, and his father
was born on August 5, 1945. Unfortunately so, the Emmerich name is known
for its tragic past and Emma is even up to add to it just to compete with
her brother, by programming the Artificial Intelligence for Arsenal Gear.


6.                W E A P O N S  A N D  E Q U I P M E N T
WEAPONS AND EQUIPMENT............................................[MGS2_06]




An M92F Beretta handgun converted to fit a silencer and, most importantly,
fire tranquilzer rounds, also equipped with a laser sight. The slide locks
after each shot so you'll have to cock the gun after firing each bullet.
The M9 is a non-lethal handgun and so it will never kill anyone nor
destroy any type of equipment. The M9's purpose is mainly for stealth and
professionalism, quietly taking down enemies without hurting them. Press
Square to aim the M9 and release to shoot. The effect of the M9 is to put
sentries to sleep but where it hits the target determines when it will
come into effect. The most sensitive areas to tranquilizer rounds are the
head, heart, and crotch areas. A hit in one of these three areas will
instantly set the target asleep. Hitting a target in the stomach, for
example, will take more time to spread around to a sensitive area, and
therefore the effect is delayed. Hitting another area like the leg for
instance will take even longer for the tranquilizer to come into effect.


A tactical light-equipped .45 caliber USP pistol. There is no suppressor
for this handgun and it is very loud so it is smart to think before you
use it. Press Square to aim and release to shoot. When aiming the USP in
first person view you can look down the sights to aim, however, it also
has a laser sight. Move the gun up and down to see the laser sight if you
reall want to, but whatever you see through the aiming sights is what you
will hit if you shoot. The USP is a very powerful handgun capable of
killing sentries rather easily, but you should always try to aim for the
head for an instant kill, like you should do with all handguns. This noisy
handgun is only avaiable in the Tanker scenario and is only recommend to
shoot cameras and control units, however, you may find it useful when
fighting many guards.


A Special Operations Command Mk.23 .45 caliber pistol equipped with a LAM
(laser aiming module) and with a muzzle that can fit a suppressor. The
SOCOM is a very similar handgun to the USP, looking, sounding, and
shooting almost exactly like it's virtual twin. Unlike the USP, however,
the SOCOM can fit a suppressor, which makes it a very useful weapon in
areas with several guards. Just like the USP you can look down the SOCOM's
very accurate sights to aim, although it does have a laser sight for
assurance. Press Square to aim and release to fire. The SOCOM is
exclusively in the Plant chapter and is obtained near the beginning of the


A carbine developed by the U.S. Military and the son of the XM177. This
Model 4 assault rifle takes 5.56mm ammo and is equipped with a laser sight
on the left side of the barrel. Hold Square lightly to aim and press or
hold tightly to shoot. The M4 is very useful for eliminating multiple
sentries or other certain enemies, as its rapid fire destroys anything in
its path. Although it may be fun, the M4 isn't necessary to be used on
regular sentries and is recommend for tougher and more dangerous enemies,
as the M9 and SOCOM should be sufficient for regular guards.


A shorter version of the AKS-74 complete with a foldable stock and a laser
sight. The AKS-74u provides power of that of a rifle in the form of a
submachine gun and is very convenient in close corridors. Although it
takes 5.45mm ammo, it is much more powerful than its 9mm submachine gun
competitors. Hold Square lightly to aim and press or hold tightly to
shoot. Just like the M4, the AKS-74u provides rapid fire and is very
useful on tougher enemies. Thanks to the laser sight underneath the barrel
you can easily see where you're shooting, although the gun is not very
accurate due to its shortened length.


A very expensive and accurate sniper rifle capable of shooting 7.62mm
rounds. The PSG1 is semi-automatic and holds a 20 round magazine, so
whatever you're shooting at very likely won't be very happy. Once the PSG1
is equipped you'll be looking through the scope. Use the Circle button to
zoom in and the X button to zoom out. The buttons are pressure sensitive
so you can zoom in or out quickly, slowly, or however you want. To fire
the PSG1, press Square.


An exact copy of the PSG1 except it shoots tranquilzer rounds. Hence it is
the M9 equivalent of the PSG1, except it is very accurate, since it is a
sniper rifle. Just like the M9 the effect of the PSG1-T is putting targets
to sleep, and how fast this happens depends on where you hit. Aim for the
head, heart, or crotch and the target will go to sleep instantly. Unlike
the lethal PSG1, the PSG1-T holds 10 round magazines, but is still semi-
automatic. Exactly like the PSG1, the scope will come up once the PSG1-T
is equipped. Use Circle to zoom in, X to zoom out, and Square to shoot.


A six round grenade launcher. Hold Square to aim, release to fire. Just as
a grenade launcher does, the grenade will explode on impact once it is
fired. Because of the bulkiness and tremendous recoil of this weapon, you
cannot move while firing, and you must stand still while reloading.


A remote-controlled missile launcher that fires missiles propelled by
fuel. Press Square to fire a missile, and then you will enter the camera
view of the missile. Guide it by turning left and right with the left
analog stick and look around with the right analog stick. When the missile
is not being guided for a second or two, it will speed up in a straight
line and will continue to do so until you turn left or right. The Nikita
is only really used in vents, so it is imperative that you try to counter
the missile's act of moving quickly forward, unless that's what you want
it to do. To do this, gently turn the missile left and right every half
second or so. The guage at the top left of the missile camera screen shows
the amount of fuel left in the missle. Once it starts to run out the
camera will shake, then the missile will explode. Once the missile hits an
object when it still has fuel, it will explode.


A low-altitude surface-to-air missile launcher that can be carried by a
single person. The Stinger is a tremendously effective weapon and
machines, but it can also be used on anything that moves. Once it is
equipped you will enter the Stinger camera view and you can lock-on to
targets. To lock-on to a target, find the target in the camera view and
move the center of the camera over it, and you'll soon see the green box
surrounding the target will turn to red and beeping is heard. Then press
Square to fire a locked-on missile at the target. You don't always have to
lock-on to a target and can fire any time you want. You can hold R1 for a
first person view of you holding the missile launcher and fire that way if
you like.



High Frequency Blade

A metallic allow blade given to you very late in the game. This awesome
blade is awesome and is very useful for killing sentries. It is very
tricky to use and get used to, though, but it is seriously powerful. One
or two swipes will kill any guard. There are many moves with the HF Blade,
mostly involving the right analog stick. Move the right analog stick up
and down to perform a vertical slice, and left and right for a horizontal
slice. Move the right analog stick around in a 360 degree fashion to
perform a spinning sweep, and press in the right analog stick (R3) to
thrust the blade forward. Whenever you're being shot at you can hold L1
to deflect several bullets, which can come in very handy. And finally, to
switch the function of the blade to lethal or non-lethal, press Square.
Lethal will kill someone, while non-lethal will finish the job, however,
won't kill anyone, although it seems like it.




An M67 fragmentation grenade with a five second fuse. Pull the pin and
throw. To pull the pin, hold square. To throw the grenade after the pin
has been pull, release Square. If you hold the grenade for too long it
will blow up in your face and seriously damage you. When you throw
grenades makes sure you're not near the blast radius, especially since
grenades don't go very far. When a grenade explodes with a guard inside
its blast radius he will instantly be killed or seriously injured.
Grenades are especially helpful when getting rid of multiple guards in a
small corridors, however, they should only really be used in Alert Mode.

Chaff Grenade

An electronic jamming grenade that scatters tiny metal fragments into the
air, disabling electronic devices for a certain amount of time. To pull
the pin hold Square, and release it to throw the grenade. Once it explodes
it will jam all electronic devices in the area, allowing you to get by
without being spotted by an electronic device. Don't worry about the
grenade exploding in your hand, because it doesn't harm humans. Chaff
Grenades are mainly used to get by cameras and Cyphers without them
noticing you, but they also can also be used to confuse lock-on missiles.

Stun Grenade

A flashbang grenade providing a sudden explosion of extremely bright light
and a very loud bang. When throw in a guards face it will knock him
unconscious. Hold Square to pull the pin of the grenade and release it to
throw it. Stun Grenades can also affect you, and they will blind you for a
very brief amount of time if they explode right near you. If one explodes
in your hand it will only do that; it won't harm you.


A plastic explosive like clay that can be molded into any shape. C4 can
be exploded by a detonator or a gunshot (or another explosive). Can be
planted on floors, walls, and guards' backs. Press Square to set and
Circle to detonate. You can set C4 on walls when you are pressed against
them and on floors when you are crawling. C4 is basically useless here
because there is no direct need for it and you don't need to pick up a
single pack of it. However, it can be very fun to work with, especially
putting it on guards' backs.


A stealth-equipped landmine; invisible to the naked eye. Claymore mines
explode once a human or an object moves into its blast radius, which is
only in front of it (hence "Front Toward Enemy"). With the Mine Detector
you can see Claymores and their blast radiuses on your radar, and you can
see them with your eyes through Thermal Goggles. You can pick them up by
crawling over them, and you can plant them by pressing Square. When
planting a Claymore, you can hold Square and move the left analog stick to
decide where you want to place the Claymore, and the blast radius is
shown. Like C4, Claymores are basically useless for you unless you want to
have fun.


Harmless Weapons


A portable bottle of Coolant Spray, used to freeze Semtex explosives. Once
the item is equipped you will enter first person view with the Coolant
bottle in your hand. Hold Square to spray the fluid around. When you find
some Semtex to freeze, spray some Coolant at it until you hear the
distinctive ringing deactivation sound of the Semtex. The Coolant can also
wake up sleeping guards. Aim it down at them and start to spray. You'll
notice that the guards' bodies will shake up a bit and they'll soon wake
up. This is especially helpful when collecting dogtags.

Directional Microphone

A portable microphone that projects sound from far away, wherever the
microphone is aimed at. Very useful for listening in on conversations.
Once the item is equipped you will enter first person view with the
Microphone in your hand, and you can move left, right, up, down to find a
source of sound. The more directly you aim at a target, the louder it will
be. If the target moves back and forth, you'll need to follow with the
microphone in order to hear full volume sound, although it's not really
necessary to do so, since the sound is only a little quieter.


A magazine from a handgun that can be thrown as a distraction. Press
Square to throw a magazine, although it won't go very far. Throwing
magazines is pretty much useless since knocking is almost always the best
thing to do for a distraction. But if you like to throw magazines at
guards, then feel free to do that.


An interesting magazine with pictures of girls. Press Square to place one
on the ground and wait for a guard to see it. Once a guard sees a magazine
on the ground he will instantly be attracted towards it and walk right up
to it. He'll look at it and then drop to the ground from excitement and
start "reading" it. When a guard is looking at a book, he will have no
cone of vision and will not notice you at all if you walk past him, unless
you make a noise or hit him. The book will disappear after a while and the
guard will continue patrolling the area.




A standard-issue military ration. Used to recover health whenever needed.
To use a Ration, open the item window and find the Rations on the list.
While the item window is open and the Rations are selected, press Circle
to use. Rations are found in many places including lockers and vents.


An adhesive pad used to stop external bleeding. Press the Circle button
while selected in the item window to use. Bleeding not only drains your
health but also leaves blood traces on the ground, which can give away
your position, so be sure to use Bandages whenever necessary.


A drug in pill form used to calm your character down, providing more
steady aim. This allows for less shaking in your scope when using a sniper
rifle, making it easier to hit your target. The effect lasts about a
minute. While selected in the item window, press Circle to use.


A type of flu medicine used to cure sickness syptoms from staying in a
cold area for too long, promoting your character to sneeze sometimes,
giving away your position. This includes outside in the rain in the Tanker
Episode and near the end of the game in the Plant Episode, thanks to a
certain reason. Continuing to staying in the cold for a while after using
the Medicine will bring back the syptoms. Although you can get a cold in
the Tanker Episode there is no Medicine until the specific area near the
end of the game in the Plant Episode. Press Circle while selected in the
item window to use.

PAN Card

A security card allowing you to access areas through doors with the
matching or lower security level on your card. Card Level 1 is obtained
first, and then you make your way up to Level 5 one by one. Whenever you
move near a door of an appropriate security level, the door will
automatically open for you and will close behind you when you leave the
door. The card does not have to be equipped to work.

Cardboard Box

A box used to hide your character in tough situations, helpful in areas
with other boxes and crates. In the Tanker Chapter, a normal box and a wet
box can be found, and five boxes can be found in the Plant Chapter,
differing in the design of the box. It is best to use a box that relates
to the current area you are in for best result. Equip from the item window
whenever you think it will provide sufficient cover or if you feel like
fooling around. You can also run while wearing the box, however, this
gives no advantage whatsoever and you will be spotted if a guard sees you.


Binoculars with adjustable magnification, very helpful when scouting areas
far away. Labeled as Scope in the item window. Equip from the item window
to enter the scope view, and press Circle to zoom in and X to zoom out.
Press L2 to exit the scope view.

Thermal Goggles

Heat-sensing goggles, used to locate personnel and lethal objects in dark
areas in general, but can also be used perfectly fine in daylight. Equip
from the item window to wear, and hold R1 to see through the goggles in
first person.

Night Vision Goggles

Goggles used in dark areas that magnify green light inside the goggles,
allowing you to see clearly in the dark. There's never really an area
where Night Vision is fully necessary, and the Thermal Goggles are usually
good enough. Equip from the item window, and hold R1 to see through the
goggles in first person.

Anti-Personnel Sensor

A sensor that detects all living objects nearby. Vibrates whenever an
enemy is nearby. The harder the vibration the closer the enemy. Equip from
the item window.

Sensor A

An ion-mobility spectrometer sensor used to detect C4 scent. When a scent
is found there will be a green cloud on your radar where the scent is
coming from, the C4 generally being in the middle of that cloud. The cloud
will still appear without the radar downloaded, however, having the radar
makes it easier to pinpoint the C4. Equip from the item window to use.

Sensor B

This sensor detects the detonator signal of the "odourless" C4 units in
the Big Shell. Beeps in wavelength intervals when near an "odourless" C4,
the intervals being very short when you're very close and longer when
you're further away. Equip from the item window to use.

Mine Detector

An electronic device that locates mines and displays their locations and
explode radiuses on your radar. Claymores are effectively the only mines
in the game so that's what it is used for -- finding stealth-equipped
Claymore mines.


Labeled as B.D.U. in your item window, equip to wear. The uniform is the
exact same as what the soldier's wear in the Shell 1 Core, although you
must have an AKS-74u equipped as well to fool them.

Body Armour

Lightweight armour that protects the user's chest and back area when worn.
Although it doesn't stop bullets and other firepower, it eliminates the
damage taken by half. Equip from the item menu.


A digital camera (although not named so) used in the Tanker Chapter by
Snake, most specifically for taking pictures of Metal Gear. Equip from the
item window to enter the Camera's first person view. Press Circle to zoom
in, X to zoom out, and Square to take a picture. The Camera can also be
used to check a guard to see if you already have his dogtag. While looking
at a sentry through the Camera press Triangle -- if a name appears by the
guard you have his dogtag.

Digital Camera

Just like the Camera, the Digital Camera can be used to take pictures of
whatever you want, however, you can save the pictures to your memory card.
There is no actual purpose for the Digital Camera other than for fun, but
it's nice to take pictures of funny moments and anything else.

MO Disk

An optical disk containing a computer virus aimed to destroy GW. The virus
was derived from the FOXDIE program in Shadow Moses. After getting the
disk you must find Emma and have her use the disk.

SOCOM Suppressor

A silencer used to suppress the SOCOM Mk23 .45 caliber pistol. To attach
to the gun, effectively attaching permanently, equip the Suppressor from
the item window while the SOCOM is equipped. The suppressor not only
muffles the blast but also eliminates the muzzle flash.

AKS-74u Suppressor

Similar to the SOCOM Suppressor, although meant for the AKS-74u assault
rifle, the AKS-74u Suppressor silences the gunshots, although the gun is
already quite quiet, and eliminates the muzzle flash. Just like with the
SOCOM, the Suppressor is fitted to the gun for good after attaching.


Identification tags of the Gurlukovich soldiers, named Dogtags. Dogtags
can be collected to unlock secret items in further games. The number in
the corner of the item in the item window is the number of Dogtags you
currently have. To get a guard's Dogtag, sneak up behind him and hold him
up, by aiming your gun at him while you're right up to him. Move in front
of him and aim at either his head or crotch to make him shake his booty,
allowing his Dogtags to fall out. Guards with Dogtags display a tell-tale
flash around their neck area, but you can use the method with the Camera
or Digital Camera if far away, by pressing Triangle in the Camera's view
to see if a name appears -- if one does you have that guard's Dogtag.


7.                           C O N T R O L S

Control              Function
_______              ________

Circle               Accept, Punch/Kick/Knock, Swim, Use item (in weapon/
                     item window)
X                    Cancel, Crouch, Roll (while running), Skip cutscene
Square               Shoot/Use weapon, Chokehold/Throw/Drag enemy, Switch
                     blade function (HF Blade)
Triangle             Climb, Hang, Open hatch door, Call elevator, Use
                     node/workstation, Guide partner (hold)                     
L1                   Block bullets (with HF Blade)
R1                   First person view (hold), Zoom in (cutscenes)
L2                   Quick Equip/Unequip item, Sidestep left (against
                     wall), Shimmy left (while hanging), Look around
                     corner (while against wall)
R2                   Quick Equip/Unequip weapon, Sidestep right (against
                     wall), Shimmy right (while hanging), Look around
                     corner (while against wall), Tactical reload (double
Left Analog Stick    Move character
Right Analog Stick   Move camera angle while against wall, Swipe up/down/
                     left/right (with HF Blade)
R3                   Thrust attack (with HF Blade)
D-Pad                Move menu cursor, Move character, Adjust Codec
Start                Pause game
Select               Enter Codec menu
R1 + L2              Sidestep left (first person vew)
R1 + R2              Sidestep right (first person view)
R1 + L2 + R2         Stand on tiptoes (first person view)
L2 + R2              Perform pull-up (while hanging)

Start + Select + L1  Soft Reset
 + R1 + L2 + R2


8.                   P L A Y I N G  T H E  G A M E
PLAYING THE GAME.................................................[MGS2_08]

Playing The Game          [gb_00]
1. Menus..................[gb_01]
2. Game Basics............[gb_02]
3. Combat Strategies......[gb_03]
4. Radar..................[gb_04]
5. Codec..................[gb_05]

01 // m e n u s                                                    [gb_01]

Main Menu

Before the main menu of the game, there is a "Press Start" screen. Press
Start to go to the main menu, like it tells you. In the main menu you can
see a few selections to choose from, shown below.

New Game   Start a new game. If it's your first time you will have to play
           the Tanker/Plant scenario, but in future playthroughs you can
           also play Tanker or Plant separately.

Load Game  Load a game already in progress from your memory card. Very

Options    Go to the options menu, look at and change certain options. See
           what you can change under Options Menu below.

Special    View the Special Menu to read Previous Story Transcripts, view
           Photo Album and Dog Tag Viewer.

Options Menu

There are many things you can change in the Options Menu, and they can be
seen below. You can access the Options Menu from the Main Menu and by
logging into a node in the Plant, although you won't be able to change the
Screen and Brightness Adjustment from a node.

Option                  Selections
Vibration               On, Off
Radar                   Type 1, Type 2, Off
Blood                   On, Off
Sound                   Stereo, Monaural
Dolby Digital 5.1       On, Off
Caption                 On, Off
Own View                Normal, Reverse
Item Window             Group, Linear
Quick Change            Unequip, Previous
Screen Adjustment       X and Y coordinates
Brightness Adjustment   Brightness level

Codec Menu

When playing the game you can press Select to bring up the Codec menu and
call someone for mission information and such. You can read a lot more
about it including Codec frequencies in the Codec section, below, but this
part explains a bit as well. When you enter the Codec menu you can press
left and right to change the frequency and Circle or up to call that
frequency. If no one responds, that frequency doesn't exist or is not
available at the moment. To call someone you already know, press X to move
off the Frequency and press down to see a list of known people and their
frequencies. Move on them and press Circle to call.

Weapon/Item Window

During the game you can use R2 and L2 to equip and use weapons and items.
It is not a tricky process but it may take some getting used to at first.
To use the weapon or item window hold R2 or L2, respectively, and move the
cursor by pressing up or down -- it is inverted, though, so up moves down
the list and down moves up. Release when you find something you want to
equip. Normally, similar weapons and items are grouped with each other and
they can be accessed by press left and right once on group is found among
the window. To use items such as Rations and other use items, find them in
the item window and press Circle while it's highlighted.

02 // g a m e  b a s i c s                                         [gb_02]

This section explains the mechanics of the game and what you should know
in order to play the game properly.



There are several methods of movement, obviously two being walking and
running, but there are other such as crawling, hanging, sidestepping, and
more. They are all explained below but you should realize the basics of
movement. Use the left analog stick to move in all forms of movement, and
depending on your situations you should consider the best way to manage
a situation. Since this is a stealth game you should always walk slowly
when near enemies, so they don't hear you, but other situations you can
freely run without any worry of alerting anyone. Read the separate sub
sections below for information on each form of movement.


It should be no suprise that standing is the most common stance in the
game, even despite stealth tactics. Running near enemies in open areas is
not a very smart thing to do, unless you really know what you're doing.
There are many areas in the game such as hallways and empty rooms where
there's no need to use stealth tacticts, not even walking, and there are
many areas with enemies inhabiting the area. Even in the latter case you
can still run for the most part, since enemies don't have great hearing
and running means speed.

But obviously in situations in narrow hallways with enemies you should
think wisely and sneaking maneuvers, such as creeping up on the enemy
while he's moving in the other direction or just facing away from you,
or simply closely following an enemy from behind and hiding in an alcove,
patiently waiting for the enemy to come back past you, allowing you to get
bt unnoticed.

Another thing, always watch out for noise-making types of floors, as in
floors that make a rather loud noise when you step on them. For example,
in the Cargo Holds in the Tanker scenario you must walk carefully over
the noisy grated floors, although they are short and there aren't very
many of them. If there aren't any enemies nearby you don't need to walk,
but obviously you don't want enemies to hear you if they are in the area.

In cases when you're fighting a boss or enemies are alerted of your
presence, it is only natural to run, since the enemy knows you are in the
area. In the latter situation, quickly run to a hiding place and wait for
things to calm down. On some bridges and walkways in the Plant scenario
you will come up across loose floor panels that will fall to the water
below as you run over them. In these cases, always run, because the panels
fall very quickly and you won't make it across if you walk. There are also
alternative methods such as pressing against the railing or sidewall and
sidestepping, and hanging, but these take longer to do and won't
necessarily work as well if you need to move quickly.


With both characters you can perform a roll, which can be used to quickly
get out of the way or out of sight, or to knock down enemies. To perform
a roll press X while running. Each character has a different roll -- Snake
dives forward, performing a simple somersault, whereas Raiden performs a
torso-axial flip, somewhat like a cartwheel. For both characters, the roll
leaps them forward a bit so it can be used to move quickly for just a
brief moment, since you'll slow down when you stand back up properly. You
can also perform a roll to get to a special place, leaping across a gap,
such as on the Shell 1-2 connecting bridge in the Plant, and to leap from
box to box.

As mentioned above, you can roll to mow down enemies, and you can
sometimes knock them out in the process, moreso in the easier Difficulty
Levels than the hard ones. If there are two or more enemies in a row you
can roll them all or roll one or two and one of the guards may fly and
knock one of the other ones down. This is very helpful for when trying to
quickly escape enemies.


Whenever you are standing you can press X to crouch, even while against a
wall. If you crouch in an open area and move the left analog stick your
character will go prone and you will be able to crawl. To get back up
first you have to press X to return to crouching and then press X again
to stand. Crawling allows you to move inside ventalation systems, under
infrared laser sensors, etc. Whenever you are prone you can use any weapon
or item that you normally could, with the exception of a few things such
as Cardboard Boxes, Missile Launchers, etc., which is reasonable.

Crouching is very helpful for when standing against a short wall, so that
enemies on the other side of the wall can't see you -- an example of short
walls would be on the connecting bridges in the Plant Chapter, by the
doorway openings. While crouched against the wall you can move left and
right by using the left analog stick or L2 and R2 buttons, respectively
(L2 - left, R2 - right). Crouching while against a wall can also allow you
to get past obstacles on the wall that prevent you from sidestepping past
them while standing, or to get past windows so that guards don't see you.
You will have to do this at least once in the game.


You'll come across several obstacles in the game with items on top of
them that you'll need to climb up on to get, as well as ladders that you
must climb to continue on. The same button is used to climb up ladders as
climbing on top of boxes and other obstacles. Press Triangle to climb up
on an obstacle or to cling on a ladder. To move up and down a ladder, use
the left analog stick -- up to go up and down to go down. Once you reach
the bottom or top of a ladder you will automatically get off there. To get
off on obstacle, just fall off the side of it. Sometimes boxes or crates
are too high to climb, and if items are on them you'll need to find
another method, such as falling from above or rolling across to it from an
equal height box.


Whenever you find a railing by a ledge you can hop over the railing and
hang on the edge, although few places don't allow it. Press Triangle when
near a railing and facing it, or with you back against it, to hop over it
and hang on the ledge. Whenever hanging on a ledge you will have a grip
level meter. As you hang it will steadily decrease, and you'll fall once
it drains. You'll hear a blinking sound when it's about to finish so be
sure to get back up quickly when you hear this.

Hanging from a ledge can serve multipe purposes. If an enemy passes by you
while you're on the ledge he will not see you, and you can shimmy past
guards while hanging. You can drop down to lower levels if they are there
and even knock out guards if you land on them, by pressing X to drop.
Whenever there is another railing directly below where you are hanging,
you can press X to drop and then quickly press Triangle right when you
reach the lower railing to grab a hold of it. Doing this, your grip level
gauge will refill.

Also, whenever you are hanging from a ledge you can press and hold both L2
and R2 simultaneously to perform pull-ups. Once your character pulls
themself up, release both buttons at the same time, and then repeat the
process if you wish to do more. Normally your grip level is Level 1, but
after doing 100 proper pull-ups you will obtain a Level 2 grip gauge, and
you'll be able to hang on the ledge for longer and be able to do more
pull-ups without climbing back up as often. Once you do 100 more proper
pull-ups with the Level 2 grip level you will obtain a Level 3 grip level.
Each gauge is a different colour -- Level 1 is blue, Level 2 is orange,
and Level 3 is green. Obtaining a higher grip gauge is not only more
helpful for being able to hold on to ledge for longer, you can also get to
places you couldn't get to before, because you can hold on longer.


In the Plant Chapter of the game you are able to access areas with water
and you'll have to swim in order to continue past certain parts of the
game. You can practice the controls at the beginning of the scenario by
jumping in the water in the area. The Colonel will contact you and tell
you the controls. But first you must realize that you have an oxygen level
gauge while underwater, and it will slowly decrease. When it is almost
finished you'll hear a beeping sound to warn you. Quickly get back up to
the surface to regain some air or else your health will start to decrease
and you will die if that gauge finishes as well.

Once you move in the water your character will float by swimming by
themself, and you can move around on top of the water by moving in the
direction you wish with the left analog stick. To submerge into the water
press Circle, and use the Circle button to swim forward and the left
analog stick to turn when underwater. If you repetitively tap Circle while
underwater your character will swim very quickly, whereas if you just hold
Circle you will move more slowly in a different swimming stance.

While underwater, use the left analog stick to turn and move up or down,
and push in the right analog stick (R3) to perform a 180 degree underwater
flip. In certain underwater areas in the game you'll be in the water for
quite some time, traveling a bit of a distance, so you'll need to get some
air every once in a while. You'll notice that there are air pockets where
you can go up to the surface to get some air, and you'll notice that these
air pockets are marked on your radar as blue circular clouds. Also when
you're underwater you'll eventually find a hatch door that you'll need to
open. Swim up to it and grap a hold of it by pressing Triangle, and open
the hatch door as you normally would, by rapidly pressing Triangle.

Near the end of the Plant Chapter of the game you'll have to guide Emma
quite a distance, since she was injected with an unknown substance and
therefore has trouble walking by herself. To grab Emma's hand you must
first unequip any weapons, and then hold Triangle. Once Raiden and Emma's
hands are interlocked, still holding Triangle, you can then move with the
left analog stick, although you can only slowly walk. Raiden sort of drags
Emma behind him, however, she is walking somewhat by herself. Remember
that you need to hold Triangle the whole time while guiding Emma.

To let go of Emma's hand, release Triangle. She'll stand there, although
in a slouched position, waiting for you for a while, and then after around
15 seconds she'll sit down and rest. Let go of Emma whenever you need to
deal with enemies, leaving her in a safe location while you take care of
things. When you come back, as mentioned above, Emma will be resting on
the floor. Unequip any weapons and hold Triangle while standing near her.
Raiden will put his hand out and Emma will slowly get up and grab his

In the whole guiding Emma process you'll have to travel through two
sections of flooded corridors, one of them being very short and the other
very long. Emma has a life meter and oxygen meter just like you, however,
hers are both smaller for obvious reasons. Whenever underwater with her,
always keep an eye on her oxygen gauge, don't worry about yours. Find an
air pocket and go to the surface to get some air every now and then, and
safely get to the other side of the watery corridors. Emma's life meter
will start to drop once her oxygen meter does, and when that reaches zero
she will die and you will fail.

After the flooded corridors there will be a few other minor nuisances to
take care of. There will be fire blocking the pathway on one of the
connecting bridges and a hatch door in the following area. For the fire,
let go of Emma and use the Coolant spray to extinguish it -- once the fire
is gone it is safe to pass by, even with the heavy smoke there. For the
hatch door, once again let go of Emma and use Triangle to open the hatch,
rapidly pressing it to open it faster.

Shortly after you'll have to supervise Emma as she crosses the pontoon
bridges of the Oil Fence down at the bottom of Strut L. Use your Thermal
Goggles to spot and shoot Claymores, with the help of your PSG1 (by the
way, there are Thermal Goggles on the platform where you are for the whole
ordeal). Use the PSG1 or PSG1-T to eliminate guards before Emma reaches
them, and also take Cyphers patrolling the area with your PSG1. Pliskin
will be able to help you after a short while, contact him if you need help
after he tells you -- but remember, he can only see and shoot what you're
looking at in your scope, but he's a real good shot. After completing this
mini escapade, after the short boss, the guidance is over.


You'll need to be effective at hiding throughout the game. Always stay out
of enemy view whenenver necessary and wait for the right moment to pass
through certain areas or attack. Run up towards walls to put your back to
them. Note boxes or other block objects that you can press up against and
also press X to crouch when necessary. Lockers and vents are great places
for hiding as well. If enemies are looking for you, it may be a good idea
to find a locker (especially if there are many lockers around), but be
very quiet as any noise will likely alert the enemy. If you see any vents,
quickly crouch and crawl into them and wait until everything is all clear.

Sometimes even hanging on railings can help you get by certain areas
without enemies spotting you -- even if they are walking on the same
walkway you're hanging on. In other areas make sure you're simply out of
view. If it means crawling on the ground, do it. Stay out of view as much
as you can.


There are many ways you can distract your enemies in the game. One of the
most basic distractions is simply knocking on a wall. Press against a wall
and press circle to knock on it. If any enemies are nearby they will
likely hear it and come to investigate. They will never know right away
someone else is there so there's no worry of that but they will certainly
come to check it out so prepare to get the hell out of there. If you're
going to do this be sure to have a plan to use it to your advantage.

Another great distraction method is to shoot any fire extinguishers you
see, if there are enemies nearby. Make sure you do this with a suppressed
weapon like the M9 or else you'll alert everyone of your presense. There
are also items you can use to distract your enemies. Over time after using
firearms you will accumulate empty magazines that you can throw at your
enemies. Equip these from the weapons menu and press square to throw them.
Press and hold Square more tightly to increase distance and use first
person view to assist your aim.

Lastly and definitely the most interesting method of distraction, you will
find a bunch of girl magazines (labeled as "Books") throughout the game
that you can place on the ground to attract guards. These magazines
contain photos of women and guards sure as hell love them. Upon seeing a
magazine, a guard will joyously run up to it and plant himself on the
ground to get a little alone time with the magazine. This allows you to
easily get past him and move on but don't bump into him or anything or
else he'll obviously be aware of what's going on. After finding books you
can find them in the weapons menu. Equip them and press Square to place
one where desired.


Basic Actions

Basic actions include opening doors and hatches, calling elevators, and
using nodes. Other similar actions such as climbing ladders, hanging, et
cetera are all movement and are therefore explained in the Movement
section above. The basic actions initially mentioned are explained below.

Opening Doors/Hatches

Most doors in Metal Gear Solid 2 open automatically, some requiring
specific level security cards, some not requiring anything. Just walk up
to the doors and they will open automatically, allowing you to go through
their doorways, however, unless you don't have an appropriate security
level card for level restricted doors.

Other doors, which would be watertight hatch doors, found on both the
Tanker and in the Plant, must be opened manually by hand. Press Triangle
to grab the hatch, and hold it to slowly turn it and open the door. If you
repeatedly tap Triangle you will open the door a lot faster, so it's
always more ideal to do. After opening hatch doors aboard the Tanker with
Snake, you'll automatically run through the doorway, however, you'll have
have to run through yourself in the Plant with Raiden.

To open floor hatches, once again found in both chapters, approach a hatch
and press Triangle to open it. In the Tanker, when in the Holds, Snake
will automatically jump down the hatch into the ventalation system. Press
Triangle to climb back up while facing a sidewall. In the Plant you'll
come across two different types of hatches, however, only one of which
that you'll actually open yourself. These are the floor hatches inside
Strut D Sediment Pool, and C4 bombs are hidden in them (there's only one
C4 in one of the hatches on Normal or lower). Press Triange to open the
hatches and check them for bombs. By the way, these hatches are blocked by
grating and are only around half a foot deep.

Using Elevators

The first elevator you'll encounter is a large, sort of cargo elevator at
the beginning of the Plant, however, this elevator is very different from
all the others. Whenever you're in the Deap Sea Dock and the elevator
isn't calling it will never do anything, and other times when you come
down to the Deap Sea Dock by yourself the elevator will stay down with
you. The first time you meet this elevator you'll just have to wait for it
to come down by itself, and then you just enter it and it will move up. To
move back down whenever necessary just move towards the back of the
elevator after stepping on it.

Anyway, for the elevators that have a receiver that actually does
something when you press it, you can call the elevator any time you want.
Find the receiver and press Triangle to call the elevator. All the
elevators are rather strange in the MGS series, and whenever you move to
a floor the elevator will always go somewhere else, so you'll always have
to wait a bit after calling the elevator, unless the doors just closed.

Once the elevator arrives, move inside it and move up to the panel at the
bottom left of it from the top view, facing the panel. Once the panel view
comes up, select your floor with the directional buttons and press Circle
to confirm and move to that floor. Select the open doors button (<>) or
just press X to exit the panel view at any time and exit the elevator on
the same floor. After moving to a different floor you won't be at the
panel so you can simply run out of the elevator when it arrives.

Using Nodes

Only in the Plant will you find nodes, and you'll have to use them to
download the radar for the area you're currently in. For the first node
you'll need to enter your information but every node after that is just a
simple downloading radar process. Below Normal Difficulty you'll only have
to log in to the first node, and then you'll always have radar for the
rest of the game, but on Normal and higher you'll have to download the
radar in each area to see it.

After finding a node, move up to it -- you'll notice the sceen flash on --
and press Triangle to log in. Radar downloads automatically and then you
can change options in the following menu. Select Exit or press X to exit
the menu, and to use the same node again to see the options just press
Triangle while in front of it again.


Miscellaneous Basics

This includes using the Coolant spray for multiple uses, making
distractions, infrared sensors, et cetera.

Using Coolant

After procuring the Coolant Spray from Stillman, you can select it from
the item window and use it, but only in first person view. Press Square to
use the spray. The spray has multiple purposes, including disposing C4
bombs, extinguishing fires, seeing infrared beams, and waking up
unconscious guards (for dogtags). Disposing of C4 is easy -- just find a
C4 bomb and move within a few feet of it or as close as you can if not
that close. Using Square to spray, aim the Coolant at the C4 and spray for
around five seconds, until you hear the distinct detonator locking sound.

Disposing fires can be a little tricky at first but the thing you must
realize is to always spray at the base. You can tone the fire down at
first if you wish but the key is to eliminate the source of the fire,
which in this and most cases is at the base. Span the whole area while
spraying, getting each area for a few seconds. Sometimes it can be very
difficult to dispose of, but always keep spraying at the base, spraying
one foot across for a few seconds, and span across the whole floor of the
fire until it finally disappears, leaving only smoke and the scorched
floor. You don't need to spray the smoke or wait for it to die down, you
can just go right through it unharmed.

Waking up guards does have an actualy purpose, yes -- for dogtags. To
first check if you have a guard's dogtags or not, if you are unsure, equip
the Camera or Digital Camera, depending on what you have and what scenario
of the game and hold Triangle while aiming at the guard. If a name pops up
on the screen in colour, you have the guard's dogtags. If not, you don't.
If you don't have any Camera, look at the guard's neck area in first
person view with your scope and look for a silver shine -- if you see it
then you don't have that guard's dogtags. Whenever a guard is unconscious
and you want to wake him up, spray the Coolant at his face area and you
should start to notice him shaking -- after around 5-10 seconds of
spraying the guard should get up. It's important to find a good position
before you wake him up so you're not the first thing he sees -- get behind
him if you can and hold him up when he gets up.

And finally, you can use the Coolant to spray at infrared laser sensors to
see where the lasers are. You can also shoot flour bags, fire
extinguishers, or equip your Cigs, to see the beams, but using the Coolant
is the most healthy way (won't catch a cold from any particles or won't
lose any health). After seeing the lasers, you know if you can get by them
or not. Check the ground and if there isn't a laser around a foot away
from the ground then you can definitely manage by crawling. If not,
destroy any control units you can see and wait for the deactivation

Infrared Sensors

Over the course of the game you will encounter several infrared sensors
connected to Semtex C4 guarding paths or rooms, effectively preventing you
from just running past a certain point. However, there are varous methods
to get past them, including finding another passage, crawling under them,
or destroying the control unit(s). All these options won't always be
available for each infrared sensor encountering, but there is always a way
of getting past.

Starting with the basics, infrared sensors consist of two flat panels on
each side of a wall or pathway. These panels are generally around seven or
eight feet tall from the ground up, and how far they are separated varies,
due to different sizes of rooms and pathways, however, you won't see any
separated by more than around ten feet. Each of the two panels on each
pair of infrared sensors are connected by several invisable laser beams,
each laser differing in location (height) for each pair of sensors.

These laser beams are normally completely invisable to the unaided eye,
but the lasers give off heat, meaning you can spot them with the Thermal
Goggles. However, there are many alternate methods if you don't have such
equipment. In many rooms or hallways with infrared sensors there are fire
extinguishers or bags of flour sitting around, and if you shoot either of
these objects their chemicals (particles) will spew into the air like a
cloud of smoke and will reveal the beams to your eyes as a result. The
Coolant spray will do the exact thing, since it carries identical
particles as fire extinguishers. Equipping Cigarettes near the beams works
as well, since the smoke works just like the particles in flour and fire

Don't start sweating yet, infrared sensors are easy to notice -- it's not
very difficult to spot the panels on each side plus large amounts of C4
and flashing lights. But don't just go running into rooms completely
blindly because sometimes they are near doors. Anyway, the first thing you
should do when you encounter infrared sensors is to look for a way to get
past them -- equip Thermal Goggles, Cigarettes, shoot a bag of flour,
whatever you want -- just find a way to expose the laser beams to your
eyes. Once you do that, take a look in first person to see if you can
crawl under. If there isn't a laser beam within around two feet from the
floor you should be able to crawl under.

Sometimes you won't be able to crawl under laser beams, but instead you
can destroy the control unit(s). You can always take out the control units
instead of crawling under (if you have a lethal handgun/rifle with ammo),
but crawling is the easiest, and sometimes quicker, method. In the Tanker
chapter of the game, Otacon will tell you what the control units look like
at a certain point. He'll tell you that they're the things with blinking
green lights right next to the explosives -- and by "things" he means
small box-like objects with triangular shaped heads (|\). This is
basically what they look like:
Side View:  |\     Front View:  | . |
            |_\                 |___|
            |__|                |___|

The boxes have some green colour in them as well as white. Anyway, all you
need to do is shoot these control units anywhere (preferably around the
center for safety) and the corresponding sensors will deactivate --
sometimes there may be several. These sensors are usually standing up on
the floor or on top of obects by the wall, but sometimes they may be
tipped over, attached to the wall. Late in the Plant scenario of the game,
there will be a bridge covered in Semtex C4 with at least ten units spread
around the area. To find all these sensors, look everywhere -- behind
suspicious objects, below you, behind you, on moving objects -- look

03 // c o m b a t  s t r a t e g i e s                             [gb_03]



To shoot with a firearm, use the Square button. How you use Square varries
for certain weapons. For pistols, hold Square to aim your gun, and release
it to fire. With rifles, Hold Square lightly to aim your gun, and hold
Square tightly to fire rapidly. You can fire single shots or bursts if you
only hold Square tightly for the required time. With missile launchers,
press Square to fire, and for grenade launchers, hold Square to aim and
release to fire.

You can shoot regular firearms from any stances from either first or third
person. Each firearm, excluding missile and grenade launchers, has its own
laser that will come up when you aim your weapon, which you use to see
where you're shooting. You generally can't see much from third person
since targets are usually out of the screen, and you can't really see at
what height you're aiming at. Always use first person to fire with
precision, aiming for the head if you want to kill (or tranquilize). When
firing from third person you'll be hitting the torso area of the enemy,
which is not the best place to shoot, however, it works fine if you fire
several shots.

Grenade and missile launchers don't have lasers but the Stinger has its
own first person aiming view as well as a lock on system. The Nikita has
its own missile camera view after you shoot a missile, and the RGB6
grenade launcher has no aiming aid at all. Each grenade you fire with it
be move in a parabola once fired, meaing it will move up and back down at
a steady pace. Judge how high or low you should aim to hit a specific
target by this parabola pattern. If you want to shoot something far away,
aim higher, but not too high.

Also note that you can shoot while running. To do this hold X while
holding or pressing Square.

Jump-Out Shot

A new feature in MGS2 is the jump-out shot, useful when an enemy is around
a corner looking the other way, or in tense conditions with several
enemies. While standing against a wall (or any vertical flat surface) at a
corner, hold L2 or R2, whichever is appropriate (L2 - left, R2 - right) to
jump out in that direction to face the enemy. Then shoot with Square.
Although this attack is mostly used for third person combat, you can enter
first person view and shoot like that. When you want to retreat to the
wall, release L2 or R2, whichever you're holding.

This tactic works wonders when fighting groups of enemies. Just find a
corner for cover and use the jump-out attack to fire at them at the right
moment, and go back to the wall for cover.

You can even throw Grenades around a corner in somewhat the jump-out
fashion. Use the appropriate shoulder button to look around the corner and
press Square to pull the pin on the Grenade. You can hold it for a bit for
a nice quick explosion or you can just throw it right away. After throwing
the Grenade, retreat to the wall. Keep in mind that you can pull the pin
before you peek around the corner, so you can use that as an advantage.


Sentry Subdual

This section contains less lethal methods of dealing with guards, such as
just knocking them out, and is more for stealth purposes. All of these
attacks at are extreme close range, with you being in around punch range.

Hold Up

To hold up a guard, sneak up behimd him and aim your gun at him, be it a
pistol, rifle, even a grenade launcher, but not a missile launcher or
sniper rifle. Once you aim your gun at the enemy, your character will say,
"Freeze!" and the soldier will put his hands up and let go of his gun (it
will still hang by its sling, though). Holding up guards allows for simple
subdual, preferably with the M9. You can also obtain Dogtags from guards
and even items by holding them up.

After making them put their hands up, move in front of them and aim your
gun at their face -- this should cause them to show a little mercy, such
as saying something like, "Please don't!" for example. But some guards
will act like tough guys and won't give up their Dogtags or any items
right away -- they'll say something like, "If you're going to shoot me,
then shoot me." If you encounter a tough guy, play rough with him and
answer his request -- shoot him in the arm or hand, but don't actually
kill him. This will frighten him and he'll act like a normal guard, with
his injured arm shaking like crazy in the down position.

To get a guard's Dogtags or items, aim at his head or crotch. This will
cause him to shake his booty, tossing out his Dogtags or any items that
he might have. You can get these items by picking up and dropping his body
when he's unconscious, performing a shakedown, if you like, although you
can only get Dogtags from holding up guards.


To choke a guard you need to move up right behind him, and hold Square to
grab a hold of him. Be sure to be standing still behind a guard to choke
him or else you'll throw him to the ground. Once you chokehold a sentry
you can break his neck by rappidly pressing Square, or you can drag him to
somewhere else to deal with him -- for example, if a guard is in a place
with several guard, grab a hold of him and drag him to a clear room and
deal with him. Take note that as you drag guards in this position you are
twisting their necks every once in a while and you can kill them if you
move for too long (effectively breaking the neck).

At a certain point in the Plant you will need to grab a conscious guard
and use him on a retinal scanner to gain access to a secure room. There
are a few other guards in the area so wait by the scanner for him to come
to you and grab him from behind and pull him to the scanner -- he needs
to be conscious. After using the guard, he'll fall unconscious and you'll
enter the room.


To throw an enemy to the ground, press Square will running at him.
Sometimes this can knock the guard out, but only really on low difficulty
levels. The guard will get back up very briefly and will obviosuly be
aware of your presence. Throwing guards like this can be useful for
getting past guards right near exit doors that lead to a new area, since
they can't call for backup in time. You can render a guard unconscious if
you keep throwing him to the ground like this -- do it three or so times
and he'll be knocked out. If you keep doing this the guard may throw you
to the ground just before you try to throw him, so watch out.


You should already know how to punch and kick, and it should seem obvious
that you can do this to enemies. The punch and kick system works in a
pattern, with a double punch and a finishing kick if you keep pressing
Circle (Raiden does a double kick, one with each leg). You can do the
punch-punch-kick combo to knock a guard to the ground, and you can knock
him out if you do it a few times. If you just want to quickly get by, you
can just kick him down and run through a exiting door if there is one.
You can also punch and kick with use when you're battling a group of
enemies, knocking some enemies down, knocking some out, while you deal
with others.


Press X while running to roll, which you should already know. This is very
helpful for knocking down guards, and you can knock them out if you roll
them a few times, or you can just quicky roll them to get by, but be sure
to get out of the area quickly. If there are two or more guards in a line,
rolling them is very helpful, and you can knock down two or three of them
by rolling at them, but beware of them hitting you if you keep trying this.

04 // r a d a r                                                    [gb_04]

In both scenarios in Metal Gear Solid 2 you will have Soliton Radar in the
top right corner of the screen. Your radar provides you with a map of your
current area including obstacles and other object, and most importantly
enemy locations and their fields of vision. The latter is extremely
helpful when using stealth, which you should always try to do, and you can
tell if the enemy can see you judging by your position to his cone of
vision. If you ever enter a guard's cone of vision he will spot you and
try to call for backup. If you are just outside the cone, or sometimes
a bit far away, the guard will think he saw something and will go to

The cone of vision of enemies on the radar can be different colours, and
they all respresent different phases of how much they know of the
situation. Below are the colours and explanations for all.

Blue    The guard is completely unaware of your presence and is patrolling
        as he normally would, unless in Caution Mode, where the guard is
        still unaware where you are. Normally the cone is bright blue,
        which means you are at the same height as the guard. If the colour
        is more faint blue then the guard is either above or below you,
        but is still unaware of you.

Yellow  The guard has heard a noise or thinks he has seen something and
        will go to investigate. This includes hearing a knock or another
        noise done by you, or you moving close to his cone of vision in
        front of him. The guard has not yet been alerted but is
        suspicious, and will go back to normal after investigating.

Red     The guard is aware of your presence and will try to call for
        backup. He'll also engage in shooting you and others nearby will
        as well. Your radar will be knocked offline once you enter the
        Alert phase but you can also see the red cones when backup guards
        come to check on a situation where a guard isn't responding over
        the radio. This also occurs if you fire an unsilenced gunshot near
        a guard, and he'll call for backup and check the situation.

As mentioned above, your radar will be knock offline in Alert Mode, but
there are other phases and modes where your radar will not be available.
Whenever your radar is not available or there is a special phase
occurring, a block with lettering and colour will be attached to your
radar or replace your radar itself if it's offline, and it tells you
which phase you are currently in and explains what's going on and if your
radar will work or not. These phases are different colours as well,
however some are the same colour, and they have different names. They are
explained below.

Normal  This is the normal phase, however, you aren't told so. This is
        because it's all clear, everything is fine and guards are acting
        completely normal, patrolling their normal routes with normal
        behaviour. Radar is fully operational and will always be available
        unless in Intrusion Mode or radar is not downloaded.

Caution Guards are searching for you and backup guards are almost always
        hunting for you as well. Your radar is fully operational but
        cautioned and are carefully patrolling their routes and other
        areas. There is a bar where "Caution" is labeled by your radar
        which will decrease at a steady pace. Once it is drained, the
        guards will go back to normal, backup guards will leave, and your
        radar will go back to normal, all clear.

Alert   Radar is offline for the time being. Your radar will stay in the
        Alert phase if guards can still see you, and they'll continuously
        shoot you while they can. Find a hiding position and stay there
        until at least you get your radar back in Caution Mode.

Evasion This comes after Alert Mode, however, is almost exactly the same,
        and you radar is still offline. But the difference is that guards
        do not know your exact position and can't see you. As the word
        implies, an evasion is in progress and guards are looking for you.
        If you can keep hiding you will enter Caution and regain your
        radar, however, if the guards find you, you will reenter the Alert

Jamming This occurs whenever you're in an area with strong harmonic
        resonance or a Chaff Grenade has been thrown. In the latter case
        radar will only be jammed for a brief amount of time, until the
        Chaff particles in the air go away, and you can see a bar that
        decreases at a steady pace, much like the Caution phase, showing
        how much longer the radar will be jammed. But in the first case
        the radar will always be jammed in that area. When using Chaff,
        the point of it is to knock cameras (including Cypher cameras)
        offline so you can sneak past them undetected. The disadvantage,
        however, is that you can't see enemies on the radar since it's

*Intrusion*  Intrusion Mode isn't exactly a radar phase but it is
             significant to your radar nonetheless. Whenever you enter a
             locker, move under a table, et cetera, you won't be able to
             use your radar, even in Normal Mode. However, this is only
             with Type 2 radar. With Type 1 you can see your radar when in
             Intrusion Mode, but Type 1 is for beginners.

Using Nodes

In the Tanker Chapter of Metal Gear Solid 2 you will always have radar
without ever having to download it, however, you will have to access small
control panel units called nodes in each area of the Plant Chapter to
download the radar, unless playing on Very Easy or Easy Difficulty. These
nodes look like small control panel computers with a large screen, and
you'll first be shown what they look like near the beginning of the Plant.

The first node you use, in the Deep Sea Dock, you will have to enter a
registration into the computer to be able to download the radar here and
future nodes. By the way, you will have to use this first node and enter
your information on all Difficulty Levels, and you won't get radar until
you do so. Below shows what you information you must enter and how to do

Name: Enter your name or any name you wish. Once the field is highlighted,
      use the Directional buttons to select a letter and press Circle to
      confirm that letter and move on to the next letter. The maximum
      number of characters allowed, including spaces, is 16. Press X to
      delete and press down when done entering your name to move on to the
      next inquery, unless you use the full 16 characters -- press OK if
      this is your case. You can also find OK among the letters when
      selecting and press that, but it's not fully necessary.

Sex: This is your Gender, either Male or Female. Once the cursor is on the
     field, use left and right to change between the two. Press Circle to
     confirm and move on to the next field.

Birthday: This is your birthdate, the day you were born, using YYYY/MM/DD
          format. Once the field is selected use left and right to select
          each date, and press Circle to confirm and move on to the next
          date field, until you're done.

Blood Type: Your Blood Type, either A, B, AB, or O. And if you don't know
            there is also a "?" for you to enter. Press left and right to
            change it and Circle to confirm and move on to the last field.

Nationality: Your Nationality, the country you were born in, not
             necessarily the country you live in. There is a huge list of
             every country so it may take a while to find yours, but
             they're all in alphabetical order. Press left and right to
             change the country once the field is highlighted and press
             Circle to confirm.

Once you're done with the registration, press OK at the bottom left of the
screen. By the way, don't go acting like a fool by entering gibberish into
the fields because this information will come back up at the end of the
game in a very cool way.

05 // c o d e c                                                    [gb_05]

The Codec is an advanced communication device that stimulates the small
inner bones of your character's ear, so only you'll be able to hear it.
Just like a radio the Codec has frequency channels and different people
have different frequencies.

Use the D-Pad on your controller to adjust the frequency by pressing Left
and Right. Press Circle or Up to call the frequency you turned to. If it
is an unknown frequency no one will respond. After calling a frequency of
an actual person it will appear in a sub menu in the Codec menu. Press X
to move the cursor off the frequency and press Down on the D-Pad to see
the list of known frequencies. Move the cursor on them and press Circle to
call them.

You'll receive many Codec calls in the game, and an icon will appear in
the middle of the screen and a call sound is heard when this happens. Most
of the calls you'll automatically answer -- the icon will be red for these
calls, which means it's urgent. Whenever the icon is green you do not have
to answer it, although you probably should. To do so, press Select while
the flashing green icon is on the screen.

Below are the frequencies for both scenarios, although some aren't
available until a certain moment in the game, when you're introduced to
the character.


Frequency   Contact     Information
141.12      Otacon      Otacon will tell you what you have to do in the
                        mission and will also provides tips and
                        information on specific people and equipment.
140.96      Otacon      Use this frequency to save your game.


Frequency   Contact     Information
140.85      Campbell    Colonel Roy Campbell informs you on your mission
                        objectives and what you have to do.
140.96      Rose        Use this frequency to save your game. Sometimes
                        after saving Rose will engage in a conversation
                        with Raiden about their relationship.
141.80      Pliskin     After meeting up with the supposed Navy SEAL, he
                        will provide you with information on equipment and
                        Dead Cell. He'll also tell you what to do
140.25      Stillman    The bomb expert in charge of the bomb defusual in
                        the Big Shell, although only really meant to be a
                        supervisor. Contact Stillman on possible locations
                        for C4 units.
140.48      Mr. X       You'll first be contacted by this unknown person
                        on EF connecting bridge, warning you of Claymores
                        in the area. This strange mystery person first
                        calls themselves Deepthroat and isn't using burst
                        transmission. Whenever you try to contact Mr. X,
                        they'll never respond.
141.12      Otacon      Very late in the game Otacon can provide Raiden
                        with information on equipment and about Campbell.


9.                        W A L K T H R O U G H

This walkthrough was written while playing on Normal difficulty. Item
locations and enemy numbers and locations may slightly vary on other
difficulty levels.


     TANKER CHAPTER...........................................[tan_00]
     PLANT CHAPTER............................................[pla_00]
            i. Reconnaissance...........................[pla_01]
           ii. Bomb Disposal............................[pla_02]
          iii. Hostage Liberation.......................[pla_03]
           iv. Presidential Assistance..................[pla_04]
            v. The Computer Genius......................[pla_05]
           vi. Arsenal Gear.............................[pla_06]
          vii. Federal Hall.............................[pla_07]

                       T A N K E R  C H A P T E R
Tanker Chapter....................................................[tan_00]

           "The whole thing stank...but our noses had been out
                       in the cold for too long"

After all the stunning opening cutscenes a familiar friend, Otacon, will
introduce you to your items. Your weapon is an M92F Beretta converted to
shoot tranquilizer rounds. You'll have to reload after each shot since the
slide locks. Otacon notices your Cigs, which will steady your aim when
equipped but will also lower health rather quickly. Your Digital Camera is
also an item of interest. You'll need to use it to get confirmation
photographs of Metal Gear. To zoom in with the Camera, hold Circle; to
zoom out, hold X; and to take a picture, press Square.

Otacon's Codec frequency is 141.12, just like in Shadow Moses -- contact
him if you need help. To save your game, contact the frequency 140.96,
which is handled by Otacon as well. Sorry, no Mei Ling this time.

Aft Deck
Now let's get started. The rain is coming down very hard and it may be
slightly difficult to see clearly, but you should easily be able to
manage. There are several items scattered around the deck but to be frank,
they're not all worth getting and some are guarded by enemy soldiers. If
you really want them, check the main floor deck for a BANDAGE under the
stairs in the west, a RATION at the northwesternmost point of the deck,
and PENTAZEMIN at the northeasternmost point of the deck. Also, on the
second floor deck is a BANDAGE at the northeast corner.

Take note of the railings all around the deck, notably the gray gates --
these can be used to toss guards overboard. To dispose of guards this way,
drag a body over to one of the gates and Snake will open it up and throw
the guard into the water below. If you plan on staying in the area for a
while, I recommend you dispose of the bodies so guards don't wake up and
spot you, however you shouldn't be here for long and therefore it won't be
fully necessary. It is rather cool to see, though.

Now you should start to focus on your entry point to get inside. To be
logical, the best place to enter is to the west on the first floor, past
the lone guard. You can get in through other areas but this place is the
most logical as it's called "Deck-A" and the others come after it in
accordance. It's also the quickest way to get inside. So run up to the
wall by the stairs in the west and wait against the wall for the guard
around the corner to come to the edge of the wall. When he turns around,
quickly dash behind him and hold him up by pointing your gun at him. Shoot
him in the head and run to the door to the right.

Otacon will call you to inform you on how to open the door. You can simply
hold Triangle to turn the handle and open the door, but that's quite slow.
If you tap Triangle repeatedly, Snake will turn the handle a lot faster
and the door will open more quickly. Do that until the door opens and
Snake will pass through the door to inside.

Deck-A, crew's quarters
The door to the north won't open but it will trigger a humorous event if
you try to open it. Anyway, move the other way down the corridor and you
may notice that you're leaving footprints on the ground with your wet
shoes. There's a guard up here so make sure he doesn't see your
footprints. When you reach an automated door in the corridor, move through
it to find a locker room. Checking the lockers, you'll find a RATION in
the first locker on your left and M9 BULLET X 15 in the last locker on
your right, against the far wall.

Move outside the room and against the small area of wall next to the right
door. Wait for the guard to turn around once he stops near you, and shoot
him in the head to give him a little beauty sleep. Move down the corridor
and through the door at the end.

Deck-A, crew's lounge
Entering the area, Snake will lean against the left wall to spot a guard.
When he starts moving away from you down the hall, take care of him.
After that, you can wait in the hallway for the other guard in the area to
come out to the hall in front of you, then put him to sleep. Moving into
the lounge area, you can find M9 BULLET X 15 behind the bar and a RATION
by the plasma TV at the other end.

Down the stairs in the west is a sleepy guard with USP BULLET X 15 behind
him, however you do not have the USP yet. Back over by the lounge, move up
the small stars by the camera and go through the door at the right side
of the stairs.

Deck-B, crew's quarters
In the hallway, move north a little to get Snake's attention of the guard
around the corner. You can get rid of him when he turns around and starts
to move down the hallway. If you check out the southern area of this
place, you'll find a guard patrolling the area and a RATION in a corner
near the northeast area of where the hallway changes colour. Moving on,
make your way all the way west to reach some stairs -- move up them.

Deck-C, crew's quarters
Right after entering the area, Snake will notice a surveillance camera in
the hallway ahead. You have no lethal weapons and no Chaff Grenades at the
moment, so you'll have to sneak past it. There's a blind spot right
beneath the camera -- if you lean against the wall, you'll be able to move
past it like that. After the camera in a locker by the stairs is some
CHAFF.G (Chaff Grenades)... after you get past the camera, great. Over to
the east in a crawlspace is a RATION. Other than that, you're done here,
so head up the stairs by the locker.

Deck-D, crew's quarters
After moving up the stairs, a guard will pass by the camera into the room
to the left. Use this time to run over to the right. Otacon will call you
to tell you about the infrared sensors and Semtex in the hallway, just to
the south. You can shoot the fire extinguisher to spread around its
chemicals and make the infrared beams visible -- your Cigs will do the
same. Don't worry about this too much though because you don't have to
get past the beams -- but if you want to, just crawl right under them
(watch out for any guards though).

To the north is a food storage room with BOX 1 and M9 BULLET X 15 inside.
You can have a little fun shooting the objects around the room if you
really feel like it. Eventually, the guard patrolling the outside hallway
will go down the stairs -- use this time to move into the lounge area to
the left and take out the guard in there. Watch out for the camera in the
room and don't be tempted by the USP BULLET X 15 underneath it, as you
don't even have the gun yet.

More USP BULLET X 15 and M9 BULLET X 15 can be found under the tables in
the room, as well a RATION behind the kitchen area counter. There are two
ways to get to the other hall -- past the camera and through the door, or
under the infrared beams in the other hall. If you take out the guard
first from the other side of the lasers, it becomes a lot easier and you
can just crawl under the beams. Even though there's a camera on the west
side, it won't see you if you hug the south wall when you pass it to the
hallway. Just watch your radar and stay out of its range and you'll be

Once you're in the appropriate hallway, between the camera and the laser
beams, move up the stairs.

Deck-E, the bridge
After the cutscene and Codec conversation, Snake notices someone outside
on the deck. There's USP BULLET X 15 at the right of the room but it's
useless to you now. Exit through the west door to outside.

Navigational deck, port wing
After the cutscenes, Snake will have to fight the female soldier.

BOSS: Olga Gurlukovich
Your only weapon at the moment is the M9, so that means you'll have to
defeat Olga with only that. But first, you can find M9 BULLET X 15 in
between the boxes and crates ahead and a RATION in the left corner of the
area towards the camera.

Get a feel of the area and your surroundings. For cover, use the boxes and
crates, preferably from the right side. For attacking, resort to shooting
in first person from the left side of the area, in the middle, or from the
right with limited view from the crates. Be sure to make use of the
peeking controls in first person, if you find that more safe. While in
first person, hold L2 to peek left, R2 to peek right, and L2 and R2 to
peek slightly upward.

Olga shoots at you a lot while running around the battle area, so watch
out while she's moving. When you're attacking, be quick to act and duck
behind crates when you're reloading or not shooting. Olga has a few hiding
places, generally very close to you -- for one, there's the vertical
object near the left of the area, from which she will peek and shoot at
you. When she peeks out, quickly shoot her in the head and move somewhere

When Olga is on the right near the crates, either shoot her from the right
or the left. If you're at the right, she might not see you and you'll be
able to hit her more easily. Her other hidng spot is behind the shelf
object near the back of the area. There's a sheet cover on that which Olga
will eventually shoot to block your view a little, and after that she'll
shoot it off and it will fly away.

A bit after the cover flies off, Olga will use the searchlight behind her
to blind you, and I mean that literally -- you can barely see a thing and
it's very annoying. Whenever you move around to different places, Olga
will change the direction of the light to shine at you. What makes it
worse is that you can't even shoot it out on Normal difficulty or higher.
You can defeat Olga before she starts with the searchlight, however, and
it is very convenient if you do. It's real hell with that light blinding
you, however you can try to work around it. You can see pretty well in
third person view, so locate Olga that way. Then enter first person view
and locate her using your sense and what you saw in third person view. It
can be difficult, but you'll have to deal with it.

You can also see Olga in first person view when you're not looking
directly at the light -- locate her and then move your gun on her, thus
making you blind for the moment, and shoot where you think she is.
Throughout the fight, Olga may toss a few grenades your way and they are
easy to avoid once they land, but act quickly.

Once Olga's stamina meter is drained, the fight will end.

A cutscene will roll after defeating Olga and Snake picks up Olga's USP.
Don't go Rambo style with the USP, you don't want to go raising hell.
After the cutscene, grab the RATION off the ledge to the right and head
off to the southeast. Move up the stairs to the right and start climbing
up the tower on the higher platform. At the top of the tower you can find
THERM.G (Thermal Goggles). Climb all the way back down and move back down
the stairs, then continue east.

A guard will come out the door over to the right. Quickly put him to
sleep and investigate the slightly higher platform to the east to find a
WET BOX. Then move through the door the guard came out through back to

Deck-E, the bridge
Now that you have the USP, you can collect all the USP ammo around the
place found in previous areas, starting with here. When you're ready, move
down the stairs in here.

Deck-D, crew's quarters
Take out the guard in the room to the west and grab all the USP ammo in
the room, safely (for the ammo under the camera, get it when the camera
turns to the right or throw a Chaff Grenade). Check your radar and move to
the other hallway when the guard there isn't looking, then run for the
stairs and move down them.

Deck-C, crew's quarters
Just as you move down the stairs, a guard will pass in front of you. Enter
first person view and tranquilize the guard once he's past the view of the
surveillance camera over to the left so you don't raise suspicion. Once
he's unconscious, feel free to destroy the camera with your new USP, since
no one else is here, then move down the stairs past it.

Deck-B, crew's quarters
Once down the stairs, make your way east, past the guard in the hallway,
and head through the door on the left side of the hallway past the guard.

Deck-A, crew's lounge
Wait at the door and shoot the guard in the head as he walks by the
stairs, putting him to sleep. Move down the stairs and run over to the
right. Now move down the stairs over here and go through the door down
there after getting the STUN.G (Stun Grenades).

Engine room
Follow the corridor ahead for a menacing shadow of a familar character...
Moving around the corner, thankfully it's just a projection of an action
figure by a flashlight. Climb onto the crates to get the USP BULLET X 15
and check the left locker for a surprise. Moving on, go up to the door to
the left to encounter a vulnerable guard -- he's stretching. Use this time
to hold him up and shoot him in the head, with the M9 of course (just like
mentioned earlier, don't go raising hell -- there are plenty of guards in
here). If you can see another guard on a railing far in front of you, put
him to sleep as well. Now you won't have to deal with him later.

Head down the path by the stairs and wait for the guard patrolling the
area to head down the path away from the camera. Then run down the stairs
and put him out of action. Continue along the railings and run down the
stairs to the north. You can find M9 BULLET X 15 north of the stairs once
down them. Just past the stairs around a corner is a guard facing the
other direction. Hold him up and put him to sleep. You can dispose of the
guards over here by moving to the north and throwing them off the ledge
by opening the gate there, but that's not fully necessary.

Find the small section of stairs to the left and grab the RATION at the
north end of the narrow pathway. Then head back south and move around to
the west. Move up the stairs here, wondering what the guard up on the
ledge is up to. Hold up the guard and shoot him in the head to give him a
little rest. Then take out your Camera to see what the guard was looking
at on the very far wall off the railing. Ah, nice poster... Feel free to
take a picture of it for a present to Otacon, later on.

Head back downstairs and head north towards the guard patrolling the area.
Take him out and grab the USP BULLET X 15 in the corner past him. Move
south down the narrow pathway to the stairs. There's a pack of GRENADES in
the southwest corner over here if you want it. Run up the stairs here and
you'll find USP BULLET X 15 if you check out over to the right. Continue
up the next set of stairs -- if you took out the guard from the other side
of the room before, he should still be sleeping. If not, take him out
while he's not looking.

Follow the rest of the pathway and through the door, into a room like the
other side of this area. Move north for a short cutscene. The guard on the
other side of the door to the south comes through the door and he says he
fixed it. You can now go through that door and get the USP ammo there if
you like. You'd better take that guard out now or he may interfere with
you just ahead. Take him out when he's done talking on the radio as to not
create any suspicion to whoever's listening on the other side.

Moving further into the room, you can find USP BULLET X 15 on one of the
large obstacles in here. Also note the pictures on the lockers here --
close the locker on the right for a moment of hilarity. Go ahead and take
a picture of it for Otacon for a few laughs.

Looking ahead, you'll notice some infrared sensors. If you try to move
through them, Otacon will call you and tell you about them. There are too
many sensors to get by -- you can't crawl through, which you can see if
you shoot the bag of flour past the sensors in the corner -- so you'll
have to shoot out the control units. The control units are the "things
with blinking green lights right next to the explosives", Otacon tells
you. You'll have to shoot them out with the USP you got, since the M9's
knockout rounds won't work (if you don't have the USP yet, you have to
fight Olga; backtrack to before the fight with Olga here in this

There are three control units hooked up to Semtex here, just so you know.
If you're playing on Easy or Very Easy, there will only be two (skip the
first one mentioned here). All right, now to destroy the first control
unit. First of all, it helps a lot if you take out all the guards near
this area or they'll probably hear you shoot the USP and will come running
in here. Anyway, for the first control unit, climb up on the obstacle in
the area furthest to the left. If you look ahead in first person view, you
can see the control unit -- it's behind the Semtex just in front of you.
To get a better view of it, hold L2 and R2 to go on your tiptoes. Take out
the USP, aim at the sensor, and shoot it out. You should hear it being
deactivated and the infrared beams will disappear (if you shot the flour
bag earlier, which you should have). If the flour is gone, use your Cigs
to see the laser beams.

Okay, one control unit down, two to go. Fall off the obstacle and move
past the first sensors, since you deactivated them. Crouch in first person
view and look a bit to the right -- there it is. Shoot it out, and once
it's deactivated, move just past it. Stay as far right as you can for this
one, since you can barely see it. The control unit here is ahead and to
the left, on top of the Semtex this time. You won't be able to see its
blinking green lights, but you should know what the control units look
like by now. Shoot it out and make sure it's deactivated.

Once the last sensors are disengaged, move forward and open the door by
turning the handle to go through it.

Deck-2, port
Start moving down the corridor as an announcement is heard over the
intercom, and grab the RATION in the first opening on the right. At the
next opening by the dead guy in the orange uniform you can find USP BULLET
X 15. Moving on past that you should finally notice a guard in the
distance. He'll be quite far away when you first see him but you can
easily take him out by moving a little closer.

Continue past the opening near the guard all the way to the end of the
hallway. You should hear some music coming from headphones in the area,
and you'll notice that a guard dancing to the music will come from the
right just ahead. He won't be able to hear you even if you knock on the
wall, but that doesn't mean he's blind. Wait for him to stop by the
doorway and move behind him and hold him up. Put him to sleep and grab the
USP BULLET X 15 by the left wall.

Moving through the right doorway and looking down through the following
doorways in first person view, you should see a sleepy guard, falling
asleep and waking up repeatedly. You'll notice that he keeps saying
"Nothing to report", if you listen to him. He's reporting his status over
the radio so headquarters knows what's going on. If you take him out and
stay in the area for a while, headquarters will contact the guard, asking
him why he was late with his status report, and some extra guards will be
sent to check out the situation.

As you head towards the sleepy guard, pick up the USP BULLET X 15 by the
pipes in the pathway. Continue down towards the guard and take him out
after he sends his status report. Move past him and take the USP BULLET X
15 by the end door, then go through the door by turning the handle.

Deck-2, starboard
Entering the area, get the USP BULLET X 15 near the door -- what's with
all the USP ammo? Then run down the hallway towards the camera. You can
find a RATION in the first opening, along with more USP BULLET X 15 behind
the pipes, which you'll have to lean against the wall to get. Once you
move past that opening, a cutscene will play.

Several guards will come through the nearby door to the holds to make sure
no one is able to enter the holds. After the cutscene, all the guards
will be aware of your presence and you'll have to defeat them all in order
to continue. You start crouched behind a box -- right off the bat, run
ahead and hide behind the next box -- put your back to it and crouch. I
recommend that you use the USP for this part as it's a lot easier with it
because its slide doesn't lock after each shot. If you don't want to kill
anyone though, use the M9.

Take note that if you try to move past this box, you'll be shot and thrown
to the ground once you reach a certain area -- even if no guards are able
to shoot you. From behind the box, peek around the corner and blast away
at any guards standing in front of you. For the guard behind the box ahead
of you, aim in first person and shoot him in the head. The guards hiding
behind the corners may roll out into the open -- try to shoot them right
when they stand up.

After a while the guards will start taking out the lights to make it
harder for you to see, since they have thermal goggles, however it's
really no difference for you (if you got them after defeating Olga, you
have the same goggles as them anyway). Once you kill the guards initially
in the area, a few more will come and run towards you by your box. Take
them out one by one and a cutscene will play.

During the cutscene, Snake moves on to the next area which is the first
Hold. Otacon calls you over the Codec and tells you that you need to get
four photos of Metal Gear Ray -- one from the front, front-right, front-
left, and one of the Marine Corps marking on the body. You'll have to
get the photos while the commandant is making his speech, so you'll have
limited time. Otacon tells you to upload the photos by using the
workstation, which is in the same Hold as Metal Gear.

Hold No.1
All right, at the right of your screen you'll notice a seven minute timer,
which is the time left of the commandant's speech. Looking down off the
ledge, you'll notice a lot of marines standing in the Hold. Whatever you
do, don't go throwing a grenade or using your USP or anything like that,
because it will be Game Over if you do. Anyway, start by clinging onto the
ladder and moving down. You can also, however, hang off the ledge at the
top here and move along the black rope to the other side and get the M9
BULLET X 15 on the lower ledge, but that will require a high grip level,
meaning you'll have to do many, many chin ups to be able to get there, and
that will take time. You can also jump on the railing one floor down and
shimmy along to Snake's left and take a different route through these
holds, but that will also require a higher grip level. If you have the
requirement to do it, feel free if you want, but this walkthrough
describes the simplest route, moving down onto the main floor.

After moving down the first ladder from the top, you'll have to move down
another ladder. Then you'll reach the ground. Scanning the area, you'll
obviously notice a large amount of marines standing in the area -- there
are around sixty of them, in fact. Like mentioned earlier, it will be Game
Over if they spot you, so don't screw around. Feel free to shoot them with
the M9 to put them to sleep, and don't worry about them falling down --
they'll fall asleep standing up.

If you check the right of the area, you'll quickly discover that it's not
the best place to get by. Moving over to the left, you'll have to duck and
crawl under the light of the screen projector, or else everyone will see
your shadow on the screen and you'll be caught. There's a Marine standing
just to the left of the projector -- don't worry about him, you can crawl
behind him. Once you're away from the Marine and on the other side of the
projector, you'll notice a hatch on the ground in the back left corner,
which you can open and use the ventilation system to get around, but I
recommend you stay up here.

If you want the M9 ammo mentioned earlier, you can get it via an easier
method -- climb up the ladder here. Anyway, now you want to start moving
north, but you'll notice a guard standing in your path ahead. You can
sneak behind him, just be very careful and walk very slowy. Note the metal
grating behind him -- if you step on any of these grates while running,
any marines nearby will hear it and will come to investigate. Continue
north, still walking slowly, and you'll see a door on the wall ahead.

If you want to have a little fun here, you can move along the wall in front
of the marines and they won't see you. Don't move towards them though, or
they probably will see you. Continue on through the west door on the wall
to Hold No.2.

Hold No.2
In this hold, a cutscene will play shortly after entering the area showing
you that there are two projectors and two screens in here and they will
alternate every once in a while. What this means is, while you're walking
along the side of the guards when they facing the other direction, they'll
face you and spot you if you're in the open when the projector changes.
So note the patterns of the projector switch and hide whenever necessary,
then wait for the projector to turn back. If you don't want to get into
all that, you can simply use the vents by opening the hatch to the left
and climbing down the ladder.

Investigating the left pathway in here, you'll find that it's blocked off
by some crates and a guard is patrolling the area. So head over to the
right, first crawling under the projector's light and behind the guard at
the right of the projectors. At around five minutes to go in the
commandant's speech, he'll say "at ease", and there will be a little rest
session. When this happens, quickly find a hiding spot because guards will
be looking all over the place.

Once you're on the right and the guards are facing the left, slowly walk
down the path over the grates and go through the door behind the projector
screen and the large crates.

Hold No.3
A cutscene will play once you enter this hold -- Metal Gear!? By the time
you get in this Hold, the commandant will probably start his stretching
session, at around four or so minutes left. Quickly find a place to hide
if this is your situation, and wait until everything goes back to normal
to continue, since the marines will be looking all over the place as part
of their stretching exercise. One very important thing in here: don't try
to shoot the commandant, even with the M9, or you will be found. Anyway,
just to the right after entering the Hold (from the east) is the
workstation Otacon mentioned. Now it's time to get the pictures.

You're already at the front-right of Metal Gear, but try to find the
perfect spot -- at a 45 degree angle in between the yellow line on the
ground around the workstation and the bright coloured, thick line on the
ground moving north is a great spot. Get Ray in the center of the picture
for best expectations. If you hear a digital sound effect or Snake says
"Good" or "All right" after you take the picture, that's how you know it
will work.

Now onto the front view -- move around the ledge with the camera man above
you to the center of the room and face Ray. Aim up so Metal Gear is in the
center of the picture. Okay, now for the front-left photograph. Move
around the next camera man ledge to the left and stand in the back left
corner of the room. Moving at a 45 degree angle from the corner of the
room, move about two meters forward and take the picture from there, after
aiming up at Metal Gear.

And now for the Marine Corps marking. You can find it in a few places, but
two areas are great -- on the sides of Metal Gear, at the back of the
room; either left or right side. The left is probably the best because the
right has a guard that sometimes walks around the area and he may get in
the way, but you can easily shoot him with the M9. For the marking, zoom
in just a bit to get the best picture -- you want to make sure that you
can see the marking actually on Metal Gear -- but not too much. That's
all the photos -- now get back to the workstation and send them to Otacon.

Somewhat near the end of the commandant's speech, he'll suddenly throw a
false alarm alert -- he'll yell "Intruder to the right! Intruder to the
left!" out of nowhere and it will alert the guards temporarily. Hopefully
you'll be out of view when or if this happens...

When you get back to the workstation, press Triangle to start up the
computer. Otacon's program will load and your pictures will be uploaded.
Otacon will comment on your pictures to tell you how they are -- if a
picture isn't good enough, you'll have to take another one. If you took
pictures of some funny things mentioned earlier on, you'll give Otacon
quite a laugh as well. If you get all the photos, several cutscenes will
roll. If not, get the pictures you need and come back here to upload them.

After all the cutscenes, you'll be asked if you want to save. This is the
end of this scenario, so you'll probably want to save.

                         P L A N T  C H A P T E R

              T   H   E     B   I   G     S   H   E   L   L

After the Tanker episode, a new scenario will roll out, introduced by a
cutscene. You'll probably notice your character being called Snake, but
you should note an unfamiliar voice as well as the familiar Colonel
Campbell from the first Metal Gear Solid. In the following Codec
conversation with the Colonel, your character's codename is changed to
"Raiden". Campbell's frequency is 140.85 as always -- call him whenever
you need assistance or mission clarification.

All right, now for your missions objectives: You must infiltrate the Big
Shell (which you have already done), safeguard the president and the
hostages within the Big Shell, and disarm the terrorists by any means

01 // r e c o n n a i s s a n c e

           "The terrorists call themselves 'Sons of Liberty.'"

Strut A Deep Sea Dock
After all the cutscenes you can begin to scout the area for items. Up the
small stairs in front of you in the middle locker is a RATION, as well as
another RATION in the east against the wall which can be acquired by
either using the ventilation system by the stairs or by crawling under the
tank object in the southeast section of the area. You'll also notice an
item on the other side of the fence from your initial position. Press
Triangle to hang onto the ledge by the railing and move past the fence.
Press Triangle again to climb up on that side and get the SHAVER. On Easy
and Very Easy, you'll find the M9 here. On Normal and higher, you'll have
to do without it.

Anyway, the Shaver is not a necessary item and you don't have to get it,
however it will provide a longer cutscene later on in the game and some
small differences elsewhere. If you decide to take a swim while you're in
the area, the Colonel will specify the controls. There's no need to swim
now since there's nothing in the water, so it's time to move on. But if
you dove in the water, find the ladder at the northwest of the area and
press Triangle to climb up it.

Up the small stairs in the area, open the hatch on the door by turning it
and Raiden will open the door. You'll hear some noises while you turn the
handle, but do continue. A short cutscene and a Codec conversation will
play afterwards. Run down the hallway after the conversation and to the
door around the corner for another cutscene. Via Codec, the Colonel will
tell you about a "node", which will allow you to use radar in the Big
Shell, if you're playing on Normal or higher difficulty.

Access the node before the sentries in the area wake up. At the northeast
of the area in front of the node, the small terminal against the wall,
press Triangle. After the cutscene, a Name Entry screen will come up for
your information to be inputted. It requires: name, sex, birthday, blood
type, and nationality. Obviously you don't have to use your own
information, but I recommend you do for the sake of enjoyment later on.
After completing the entry, the radar will download -- exit the node.

In a Codec conversation after downloading the radar, Rose will be
introduced -- she is Raiden's girlfriend and the mission data analyst.
Contact her if you need to save your game. Her frequency is 140.96.
Shortly after, the two sentries out cold on the ground by you will wake
up. The elevator isn't here yet so get out of the way while you can. Run
south and hide in the alcove in the boxes and crates in the area, against
the barrels, and duck.

The guards will search the area and the elevator will come down here
shortly. You can get by one of the guards by performing a cartwheel on
him, but that won't be necessary. Just a bit after the elevator arrives,
the left guard will move into the hallway to the west, leaving you a
perfect path to the elevator. Make a run for the elevator, watching out
for the other guard.

Strut A roof
After the Codec conversation on the roof, climb onto the crates just south
of you and get the BANDAGE. There's also M9 BULLET X 15 in the southwest,
which will only be of use to you if you have the M9 (depending on the
difficulty you chose). You can also spot an item on the other side of the
northeast fence, but you can't get it yet. Around the area you'll find
several areas with bird crap on the ground, specifically around edges of
railings and walls. If you run over these areas, Raiden will slip and fall
on his back. No health is lost during this, however it is very funny to

Anyway, you must find an entry point to get inside. Head over to the west
fence. Unless you disturbed the birds over here, they'll be somewhat
blocking your view of a hole in the lower section of the fence. The
Colonel will call you to tell you what to do here, but it's quite simple.
Duck down and crawl through the hole and the Colonel will call you again.
Afterwards, move through the door to the south to go inside.

Strut A Pump Room
Run down the stairs to notice two guards talking. One tells the other he's
headed to the roof and the other will stay down here. Raiden makes a move
down the stairs and through the corridor over near the guard, looking for
the node in the area. You'll need to get past this guard to get to it. You
can wait for the perfect time when the guard isn't looking and run the
appropriate way, but there is a better way to do it. Via Codec, Campbell
will tell you to distract the guard by knocking on the wall.

Press against the wall and press Circle to knock. Get off the wall so you
can see which way the guard goes to investigate and move around where he's
not going. From there, it's easy access to the node -- log in to the
network to access the radar. To escape the area, either distract the guard
again or just wait for the right time and get out of there.

Once clear of the guard, you can check out the left lockers to find SOCOM
BULLET X 12, even though you don't have the gun yet. Over by the right
lockers you can find a RATION in the far right locker. Now it's time to
move on. If you don't have the M9 yet, it's best to get it now and you're
in the best location to head off and get it. So take the east path by the
node area and go through the orange door to the FA connecting bridge.

FA connecting bridge
Coming into the area, Raiden will notice a flying object hovering over the
bridge. The Colonel will call you and tell you it's a Cypher, and if it
spots you an alarm will be trigered. However, you can blind it for a brief
time period if you throw a Chaff Grenade and you can destroy it with a
lethal firearm. You have neither of those right now, however you can find
Chaff on this bridge.

When the Cypher is at the far side of the bridge, make your move by
running out in the open and quickly move down the stairs to the lower
section of the bridge. Grab the CHAFF.G against the left wall -- now
you're set. If the Cypher is still hovering the top section of the bridge
you could probably make it by running east and going through the door in
the small hallway, however it's best to enter Strut F from the upper
level. Throw a Chaff Grenade and run up the east set of stairs, then
quickly dash to the east and go through the door in the small hallway.

Struf F warehouse
After entering the area, quickly run to the east side of the hallway and
grab the RATION behind the boxes near the wall. Move through the blank
door (no Levels marked on it) and grab the M9 and the two boxes of M9
BULLET X 15 beside it. You can check out the rest of the warehouse, even
though pretty much every door requires a card, but you'll come back here
later anyway, and you only really came here to get the M9. So head back
through the orange door to the FA bridge.

FA connecting bridge
Back on the bridge, toss a Chaff Grenade to disrupt the Cypher and run to
the west after it explodes. Go through the door at the west end of the

Strut A Pump Room
Now that you have the M9, you can put the guard in here to sleep. Either
if you do or you don't, make your way to the hallway on the west side of
the node area and go through the orange door there.

AB connecting bridge
Out on the bridge, Raiden will notice two guards and will talk with the
Colonel. He suggests hanging on a ledge and moving past the guards that
way. That is a great method, but if you have the M9 you can just use it to
get rid of the guards. If you choose the hanging method, quickly run to
the west, taking the south path on the bridge. The guard on this side is
over at the other end, and he'll stay there for a while. Wait a bit, then
grab a hold of the ledge. While hanging, move along to the left, passing
the guard if he walks by. Climb up on the other side once you're clear of
the guard.

From here, it's easy access to and through the west end door -- go through

Strut B Transformer Room
Run a few steps forward in the hall for an absolutely stunning cutscene.
Raiden will eventually be able to talk to one of the SEALs. He reveals
his oddly familiar face and he tells you his name is S... his name is
Pliskin. Iroquois Pliskin. After a few cutscenes, Pliskin will give you
his CIGS, as well as his SOCOM. If you got the SHAVER in the opening area,
Raiden will hand it to Pliskin. Pliskin tells you his frequency is 141.80.
Contact him if you need information on the place or Dead Cell.

After all the cutscenes you'll see Pliskin sleeping on the stairs,
refreshing himself of energy. Now you can have a little fun here. If you
aim your gun at Pliskin, at that exact second he'll suddenly whip his gun
around and aim it at you, followed by a comment on your childish
behaviour. Feel free to fool around if you like, but Pliskin won't
hesitate to shoot you if you shoot him or hit him. Just beside the stairs
are SOCOM BULLET X 12 and a node. Log in to the network and download the
radar via the node.

Checking around the gory room, you'll find M9 BULLET X 15 on the upper
ledge at the top right corner of the screen and you may notice a beeping
sound when you stand near the north door in the room. Close the open door
beside the automatic door to spot a stick of C4 on the wall. You can't
do anything about it now, so just move on.

Just north outside the room is a RATION in the middle locker and SOCOM
BULLET X 12 in the left locker. When you're done here, exit through the
northwest orange door to the BC bridge.

BC connecting bridge
After the cutscene, the Colonel will tell you that your new priority is
removing the C4's in the Big Shell and that there's a bomb disposal expert
in Strut C. Run along the bridge, grabbing the CHAFF.G near the
end of what's left of the BC-Shell 1 connecting bridge, and go through the
orange door at the end of the bridge in the small hallway.

Strut C Dining Hall
Just ahead of you on each side of the hall are washrooms, but don't worry
about investigating them now. Just move forward down the hall and around
the corner for a cutscene. The bomb disposal expert, Peter Stillman, is
here. Pliskin will come to accompany you in the cutscene and Stillman will
go through how to take care of the C4's. You won't be dismantling the
bombs; that's not for amateurs. You'll be using a temporary freezing
measure. Stillman will give you a demonstration -- he activates a C4 and
sprays some coolant on it, which freezes the detonator.

The spray can be used from several yards away, so don't always think you
have to get as close as possible. Stillman will also show you a sensor
to locate the bombs on your radar. There will be a large green cloud on
your radar where the C4 is in each area. It's pretty big, but it's better
than nothing. As Stillman tells you, there's one C4 in each strut of both
Shell 1 and 2, but Pliskin will be taking care of Shell 2.

02 // b o m b  d i s p o s a l
Bomb Disposal.....................................................[pla_02]

                "Kid, this is THE bomb disposal guy."

After the cutscenes, you'll notice that you have a COOLANT spray, SENSOR
A, and a LV.1 CARD. To use the Coolant, equip it to enter first person
view, then hold Square to use the spray. Sensor A will help you locate the
bombs on your radar and the Level 1 Card will allow you to access Level 1

In the earlier cutscene, Stillman locked himself in the pantry right
beside you and he's still in there right now. So why not try to bother him
a bit? Put your back against the door and continuously knock. To make it
even more humorous, move around back and forth against the wall while
you're knocking. At first, Stillman will try to tell you nicely that he's
annoyed, but eventually he'll outright tell you, "Stop bothering me!" It's
hilarious to hear yourself and I recommend you try it.

All right, that's enough fun for now. If you look around the room (move
over to the left section of the room), you'll notice FHM posters on the
wall... Nice. While you're enjoying those, download the radar from the
node in the northwest. Now it's time to look for bombs. Exit to the hall
to notice a green cloud at the bottom of your radar. Examining your radar
closely, you'll find that it's in the women's washroom, the east washroom
at the south end of the hall.

Move up to the right side of the counter by the mirrors, which is just
around the center of the cloud on your radar. You should start hearing the
pulse of the C4 in the area. Equip the Coolant to enter first person view.
Look up -- there it is! Spray some coolant on the sucker to freeze the
detonator and Raiden will report to Stillman via Codec. You may have
noticed that Stillman never told you his Codec frequency, but you'll see
it when reporting to Stillman. It's 140.25 -- contact him whenever you
need information on where to find the bombs.

Checking the rest of the women's washroom, you'll find PENTAZEMIN in the
stall closest to the exit door and M9 BULLET X 15 in the farthest away
stall. If you enter the men's washroom to the west you can find SOCOM
BULLET X 12 in the left stall as well as a nice poster on the inside of
the door. If you stick around in Strut C for too long, guards may come
into the area to patrol. Try to leave before they come -- exit through
the orange door in the northeast to the CD connecting bridge.

CD connecting bridge
Out on the bridge, there will be a guard slowly walking towards you. If
you decide that you want to run across the bridge on the lower level down
the stairs, run and don't stop -- the floor boards will fall below as you
run across them. Just as you enter the small hallway at the other end of
the bridge, Raiden will notice a camera on the wall. I suggest you just
blast it with your SOCOM, but you can also move under its blind spot.
Either way, move through the orange door aftering moving past the camera.

Strut D Sediment Pool
Entering the area, you'll notice a few guards in here. It'll make things
easier if you just take them out, however the guard patrolling the lower
level down the stairs sends status reports over the radio. Let him be for
now. Right off the bat, take care of the guard on the same walkway as you
down the small stairs just ahead (the guard by the wall to your left) and
you'll probably want to get rid of the guard patrolling the center column
area on the upper level. After, move around to the other side of the
stairs, on the normal height walkway by the door, and grab the SOCOM
BULLET X 12 there.

If you stand on the hatch near the guard you took out just earlier, near
the stairs, the Colonel will call you. Accept the call and he'll tell you
that you can open the hatch, as well as all the others in the area, and
that there may be something interesting inside them. Keep that in mind as
you continue your search for the C4 in this strut.

Just past the hatch are the stairs, but if you continue past there you'll
find a small gray gate along the railing which can be used to throw guards
into the water below to dispose of them. Remember that if you need to take
care of some business (be sure to toss the status report guard down there
if you are going to take him out, so the guards that come to check on him
at least don't find him). When the guard downstairs is patrolling the east
side of the lower level, move down the stairs and move quickly. Despite
the knowledge of the guard down here being in charge of the status
reports, you'll probably want to put him to sleep to access the node in
the east for the sake of radar -- download the radar via the node.

If you check the hatches over here, you'll find nothing. So head over to
the left side of the stairs, first getting the M9 BULLET X 15 behind the
stairs. If you follow the path all the way south with Sensor A equipped,
you'll notice a green cloud on your radar. Check the hatch further south
to find a C4 inside. Equip the Coolant and freeze the C4. Now you'll want
to get to the DE connecting bridge. But if you took out the status report
guard earlier, some extra guards will probably be here by now. Just wait
them out while in the west.

Once the guards are gone (or if they didn't even come), run back to the
stairs when the guard down here heads over to the east, and move up to the
upper level. Check out the center column area on the upper level to find a
RATION in the small alcove in the fence. On the normal height walkway on
the upper level by the east door is PSG1 BULLET X 10, however you don't
have that sniper rifle yet. Move up the small stairs nearby and exit
through the orange door to the DE bridge.

DE connecting bridge
Outside, Raiden will move against the wall and notice a guard on strut E
looking down from there at the bridge. As you can see, his cone of view is
considerably large because of his vanatage point. Don't let that scare you
though -- you can easily take him out with the M9 if you can pinpoint
the laser with precision, which shouldn't be very difficult. Another
guard patrols the bridge -- just wait for him to come up top and eliminate
him for the time being.

At the east end of the bridge on the lower level are STUN.G and SOCOM
BULLET X 12. Make your way to and through the orange door in the small
hallway on the upper level of the bridge to strut E.

Strut E Parcel Room
Upon entering the area, you'll notice that this place is a box
distribution area and you'll also notice the volume of the working
machines. Guards won't be able to hear you as well as normal, but don't
go trying to make them hear you -- take it easy. The guard on the other
side of the conveyor belt in front of you may start to stretch after a
while -- take him out while he's doing thing. Keep in mind that he's in
charge of sending status reports over the radio, so act quickly if you
plan to stay in the area for long.

Moving to the east of the northern portion of the room you'll find the
node -- download the radar. Just south of the node, you'll find BOX 5 on
the platform at this end of the conveyor belt. Continuing south, you'll
find the stairs, but first, there's more to do here. Check your radar to
make sure the guard patrolling the conveyor belt area near the stairs
isn't looking at you. Take him out by coming up behind him if you can,
moving around the crates near him.

At the south side of the boxes near the guard is M4 BULLET X 30, but you
don't have the M4 yet. At the north side of the boxes under the conveyor
belt is STUN.G. At the southwest area of the room are some stairs. If you
move down them you'll find the MINE.D (Mine Detector) next to some boxes
lying around. Make sure you get that since it will come in handy later.
Right beside the Mine Detector on the ground to the left is a vent that
has a RATION inside.

Back upstairs, you've probably already noticed a platform where you can
move onto the conveyor belt with a Box equipped -- at the south of the
room a little to the west. If you climb on it and equip a Box, you'll
shortly hear a beep and the belt will stop. Once it stops, step onto the
belt with the box to be transported somewhere around the Big Shell,
depending on your box.

If you're going to try this now, just use the box you just got in this
room, Box 5 -- this box will send you to the currently inaccessible room
downstairs, however a box is blocking the platform to get off in there and
you'll be sent back up here to the platform where Box 5 was originally
located. If you try another box, you'll be sent to a different strut,
corresponding to the box you use. If you do use another box, make your way
back here to continue.

Anyway, if you checked the area with Sensor A equipped, you'll find no
C4's in this area, however there is yet an upper level to explore. Move up
the east stairs and go through the door up there.

Strut E heliport
Once outside, move up the small stairs in front of you and a cutscene will
play just ahead, followed by a Codec conversation with Pliskin.
Afterwards, continue up the rest of the stairs to the roof. Two guards are
up here, but given the several boxes and shelves around the area it should
be extremely easy to sneak up behind them and put them to sleep.

Scouting the roof, you'll find two items around the area. Just west of the
stairs is a shelf with a cover on it, blowing in the wind. On the north
side of it is BOX 3. To the north of that area are several large crates --
on the far side of the southwest crate in that area is STUN.G.

With Sensor A equipped, you'll find that a green cloud is on your radar to
the north, by the Harrier. Examining your radar closely you should find
that the center of the cloud is at the center of the Harrier. Nothing is
seen on the jet, so lie down by the left wing right beside the Harrier's
body, looking towards the center of the cloud. When you enter first person
you'll see the C4 just ahead on the wheel blocker.

Equip the Coolant and start spraying -- due to the distance that the C4 is
away from you, it will take a little longer to freeze than the others.
Stand up again and head back down the south stairs. From there, you can
continue west around the corner to meet up with the guard up here -- if
you put him to sleep earlier he may still be sleeping. If not, let him
have some more sleep, even if he's already sleeping on the job. Then take
the CLAYMORE box past him. Now run back around to the east and go back
through the door down the small set of stairs over there.

Strut E Parcel Room
Move down the stairs and quickly run along the east wall there to the
south. If you do it fast enough, the guard near you shouldn't see you.
Exit through the orange door at the southeast.

EF connecting bridge
Run down the hallway here to the left and start to move south on the
bridge. You'll receive a Codec call from an unknown person not using burst
transmission, which may feel like deja vu for MGS1 veterans. This person
tells you that there are stealth-equipped Claymore mines on the bridge
ahead. You should've just gotten the Mine Detector in strut E -- if not,
go back and get it now for the sake of conveniency (it's down the stairs
in the southwest).

Equip the Mine Detector to see the blast radius of the Claymores on the
ground. Checking your radar, you'll notice seven Claymores on the bridge.
You can actually move past them all while standing, although it requires
you to be very careful and smart. However, I recommend that you pick up at
least a few Claymores, especially since you'll be passing through here a
few more times and you may forget about them. Lie down and collect the
CLAYMORES by moving over them -- don't worry, they won't explode if you
stay low and crawl.

At the west of the wide bridge is a narrow bridge leading to the Shell 1
core. There's no point in going over there since you don't have a Level 2
Card just yet so the door won't open. All you'll find other than that is
some AK ammo which is also useless to you right now. Not only that, if you
try to cross the bridge most of the floor panels under you will fall just
as you pass over them. If you're too slow you may fall into the sea below.
If you do go over there though, you'll have to hug the railing to get back
safely. Better not bother with it anyway.

Once at the south side of the wide bridge, go through the orange door in
the small hallway ahead.

Strut F, warehouse
First of all, you should've came here earlier to get the M9, but if you
didn't it's in the southeast room on this floor waiting for you. Anyway,
from where you entered the warehouse, you're on 1F. The node is on B1, so
move down the stairs to the east. Press against the wall and crouch by the
boxes, pressed against the railing. Make your move on the guard down here
when he's looking the other way.

Keep in mind that one of the guards upstairs will come down here every
once in a while to check out the situation, so you'd better hide the guard
down here somewhere out of view of the east and center area of this floor.
Just hide him behind one of the south boxes in the area or in a locker in
the southwest room and you'll be fine. But if you must, you can take out
the guard when he comes down here before he sees the other guard lying on
the ground, however make sure you understand that he's in charge of status

At the end of the stairs directly to the west is STUN.G and south of the
stairs on a box is SOCOM BULLET X 12. You may also notice other items on
stacked boxes in the area, but you can't get them from down here. Moving
on, move south to find a hallway and grab the CHAFF.G at the south end of
it. In the hallway, enter the west room and download the radar via the
node at the left of the room. In the southwest corner of the room is BOX
2 and inside their respective lockers in the room you'll find a RATION and

In the east room in the corridor you'll notice items on the other side of
the obstacles in the room, which you can't get from here. You can,
however, duck down and get the M9 BULLET X 15 under the shelf to the right
of the screen. Remembering the items in here, enter the west room again to
discover a vent at the southwest of the room. You can crawl through it to
the other room and get the SCM.SUPR (SOCOM Suppressor) and SOCOM BULLET X

To attach the SOCOM Suppressor to the SOCOM, equip the Suppressor in the
item window when the SOCOM is equipped and the Suppressor will disappear
from the item window and will permanently be attached to your SOCOM.

Once back in the main area on B1, out of the ventalation system and both
the rooms, equip Sensor A and you'll notice the green cloud along the west
wall and you can actually see the pulsing C4 on the other side of the
stacked boxes there. You won't be able to get at it from here so head back
up the stairs in the east to 1F.

If you didn't take out the guard that comes down to B1 sometimes, you can
do it now. But I recommend a better method -- take care of the other
guard, the one patrolling the east side of 1F, and try to hide his body --
that way, a status report won't be missed and more guards won't come. If
you want to know where to put the body, you can drag it all the way to the
open southeast room, but you can also simply hide it in the corner behind
the box in the east of the center of this floor (by the SOCOM ammo).

Speaking of that corner, you'll find SOCOM BULLET X 12 there. But anyway,
now that only the status report guard is roaming around, you'll be able to
investigate the area whenever he's downstairs, or you can just take him
out and do what you want to do quickly. Now let's freeze that C4...

All right, the C4 in this area is at the west of B1, however it can't be
reached from down there. on 1F, you'll notice railings around the large
opening that exposes the B1 floor and you'll see that you can hang on the
west railing and fall down and land inside the boxes blocking you from
reaching the C4 on B1. So hang on the railing in the west -- when the
status report guard isn't looking or is moving downstairs or upstairs, but
not when he can see you from either area -- and drop down on the stacked
boxes. Fall down to the area inside the boxes and freeze the C4 with the

After the Codec conversation, climb up the dark gray box to the north and
then climb onto the east boxes and fall down onto the main B1 floor. Using
the same railing method you used to get to the C4, you can get the BOOK
on the center stacked boxes on B1 and the M9 BULLET X 15 on the southeast
boxes on B1. For the Book, hang on the south railing, move to the right
over the boxes and drop down. Once on the crates with the Book, you can
cartwheel off the southeast corner of the stacked boxes to get to the M9
ammo boxes. Then you can fall back down to the B1 floor.

Now that you're done here, move on to the FA connecting bridge by moving
through the orange door in the southwest corner of either floor -- 1F is
probably best.

FA connecting bridge
Out on the bridge, you'll notice that the Cypher from before is still
here and there's also a guard on the bridge. From the upper level you'll
be able to destroy the Cyper with your suppressed SOCOM (if you didn't get
the Suppressor, it's in the southeast room on B1 in strut F -- use the
vent in the southwest room to get to it). If on the lower level, it will
move down there shortly. After destroying the Cypher, you can run all the
way to the other side of the bridge. If the guard patrolling the stairs
area might get in your way, put him to sleep. Go through the orange door
at the end of the hallway at the west end of the bridge to continue.

Strut A Pump Room
Returning to strut A, a guard will be patrolling the computer area just
like before. Just wait for him to go over to the left and run by the
opening. If you check your radar with the help of Sensor A you'll find no
traces of a bomb in this main room, so pass through the door along the
south wall near the east. Now that you have the Level 1 card, you can
access this area.

If you take a look at your radar in here you should see the green cloud at
the bottom left of the radar screen. It's in the middle of all the pipes
in the center of the area and it's a bit hard to get to. The lone guard
in this room will be patrolling around the whole pump area and you should
be able to get rid of him pretty easily. If you take the west route from
the door you'll meet a camera near the west wall, however, on the north

There's no direct need to destroy the camera or move under it because you
can take the south route (along the east wall) from the door, which is
free of cameras. Although there is SOCOM BULLET X 12 under the camera, if
you really want it. At the southeast of the large room is a small set of
stairs. Move over them and start your way through the maze of pipes.

First, after the stairs crawl foward under the first pipe and continue by
going east under the next pipe. Move past the opening just after the pipe
and crawl under the next pipe. After that is a red pipe -- first of all,
there is a RATION past the red pipe to the left. Anyway, move underneath
the red pipe and crawl south, following the pipe's path. When the pipe
turns west and then back south, the C4 is just east of that -- you should
hear it pusling.

Crawl into the open area where the C4 is and freeze it for a Codec
conversation. It seems that Pliskin found a big suprise -- "a hell of a
lot of C4'a packed at the bottom of the strut" (strut H, Shell 2). Not
only that, those C4's are "scentless" and are placed in a very strategic
position, unlike all the C4's you've found. Pete tells you the truth about
himself and sets off to strut H to check the bomb. Meanwhile, you've got
one more to go.

Exit the maze by moving back north under the red pipe and crawl east under
the pipes until you reach the east pipe wall (the camera angle will change
once you get to the area before the pipe wall, looking like you can't go
any further but you can -- move under the pipe at the right of the
screen). Once there, move under the last pipe to the south and run over
the stairs. 

If you're interested in a cardboard box, go to the southwest stairs in
the room. Move over them and duck down right after them. Crawl under the
short pipe just to the right and stand up on the other side. Climb up on
the machine towards the camera and fall down on the other side and grab
BOX 1. Climb back over the machine and under the left pipe and back over
the stairs. Exit the room through the northeast door and go through the
orange door in the west hall in the main room, when the guard isn't
looking, to the AB connecting bridge.

AB connecting bridge
Outside on the bridge, you can simply take out the guards with the M9, but
if you really want to, you can just use the hanging method from before --
grab a hold of the railing when the respective guard isn't looking and
move past him, then climb up. Then go through the orange door in the small
hallway at the other end of the bridge.

Strut B Transformer Room
Investigating the area, you'll find two guards scouting around -- one in
the hall around the corner and the other in the east room. You don't need
to shoot them if you use precision and stealth, but it will probably make
things easier if you do. You should remember the C4 in this area from
before, if you closed the door of the machine in the northwest of the east
room in the strut. So enter that room and find the location with Sensor A
and your radar.

If the door of the machine in the corner by the C4 is open, stand near it
and close it. Once the door is closed, freeze the last C4 and a Codec
conversation will follow. Pete is convinced that there's another sealed C4
in large quantities like the one in strut H, somewhere at the bottom of
strut A. He tells you that he made a sensor that can scent even those
"scentless" C4's and that it's waiting in the pantry in strut C. Unlike
Sensor A, Sensor B offers a sound beacon, not a cloud on your radar. The
shorter the interval between beacons, the closer the target. Remember

Now you've got to get Sensor B, so head to strut C -- exit this room
through the door by the frozen C4 and go through the orange door to the
north to the BC bridge.

BC connecting bridge
Out here will be a Cypher which you can either destroy with the SOCOM or
wait for to descend. While watching the Cypher from the hallway, it will
shortly move below the bridge to investigate there -- when this happens,
run down the bridge and through the orange door in the hallway at the
bridge's other end.

Strut C Dining Hall
Run around the garden and enter the Dining Room through either door in the
following hallway. Find the pantry in the northeast and grab SENSOR B
inside. Raiden will call Stillman and Pliskin will join in on the
conversation. Pliskin freezes his last C4 and it starts the timer on
Peter's bomb and very likely the one at the bottom of strut A. Now that
the baby C4's have been knocked offline, the big ones have started
counting down. You have 400 seconds to get to the bottom of strut A and
freeze the C4 down there. Listen to Pliskin -- "Get to the bottom of Strut
A now!"

Quickly exit the room to the hallway and go through the orange door at the
south of the hallway.

BC connecting bridge
If you destroyed the Cypher here before, you can easily run down the
bridge. If not, it will shortly investigate under the bridge, giving you
time to get to the other side. Go through the orange door at the other end
in the small hallway.

Strut B Transformer Room
Right after entering the area, take out the guard ahead of you in the
hallway, unless he's already sleeping or dead. Then quickly run down the
hallway and go through the orange door at the end around the corner.

AB connecting bridge
Since you want to get to strut A quickly, just take out the guards on this
bridge if you haven't already. Then go through the orange door in the
small hallway at the other side of the bridge.

Strut A Pump Room
Right after entering the area, the guard by the computers won't be
looking, so dash down the hallway and go over to the west. Quickly move
up the stairs and go through the door to the roof.

Strut A roof
On the roof, there is a guard patrolling the area but you can get to the
elevator without him seeing you. Run through the open gate and onto the
elevator -- move towards the back of it so it starts its descent. Via
Codec, Peter will call you to tell you his situation and that you must
freeze the bomb at the bottom of Strut A.

Strut A Deap Sea Dock
Once the elevator stops, run onto the main floor and equip Sensor B. No
sound beacon is heard in here, so move past the differently-arranged
objects around the room. There are two boxes of SOCOM BULLET X 12 and a
RATION by the boxes. Anyway, in the southwest is a door. Go through it and
run down the hallway to the dock area where you started the mission.

Right when you enter the room, with Sensor B equipped, you should hear the
sound beacon, however the intervals are not very close. Run down the short
stairs and head around to the south end of the room on the other side of
the water. You should hear the beacon speeding up over here. If you move
towards the east or west wall, the sound beacon interval will slow down.

Hmm... Well, there's a large submarine hanging in front of you. You can't
really see the bottom of it, even when you look in first person when
standing right close to the water. So move in between the two railings by
the edge of the railing-free area by the water and duck. Enter first
person and look up -- there it is to the right! Equip the Coolant spray
and freeze the sucker. You're quite a distance away, but it will freeze.

Raiden will contact the Colonel to tell him he defused the C4, since
Stillman is, well... Anyway, now the bomb threat is over. You must move on
to your next objective -- rescue the president. Get back to the upper
level. Head back to the northern hallway and Campbell will call you near
where the hallway turns right. After his news, continue around the corner
and through the door at the end of the hallway for a cutscene.

Fortune comes down the elevator in the cutscene and is determined to fight
you. The elevator closes behind her and moves back up. She requests you to
kill her, but good luck with that...

BOSS: Fortune
Just to let you know, there is no way you can kill Fortune. Bullets will
just stray away from her when you shoot at her, as seen before with the
Navy SEALs. And if you get shot by her massive weapon, you'll receive a
lot of damage. So you should be all defence here.

The idea of this fight is stay alive, since you can't kill Fortune. Even
when she doesn't see you, she will shoot all over the place. She'll shoot
boxes, barrels, the forklift, and anything else in the area. Try your
best to take cover from her shots. Initially there are several objects
which aid your ability to hide, however, most objects around the room will
be destroyed in this epic battle.

Try to stay away from gas barrels -- if they explode when you're near
them, Raiden will set on fire! Not good... And for the other objects in
the room, some will go flying once they've been hit enough times, and they
will knock you to the floor if they hit you. So stay away from whatever
Fortune is shooting at.

If you look around the battle area you'll find a few items. There are two
boxes of SOCOM BULLET X 12 -- at the middle and right of the center area
-- and a RATION to the left.

After some time, the elevator will make some noise -- looks like someone
wants to come down here. Continue to stay out of Fortune's way, hiding
behind the objects in the room. Towards the end, the only major objects
useful for hiding will likely be the two large crates towards the camera.
Just stay behind those and you should be safe.

Stay alive a little longer and Campbell will call you to tell you that
Fatman contacted him directly. He placed a C4 on the heliport and is
waiting for you -- you have 400 seconds left until the C4 explodes. After
talking on the Codec, the battle will end in a cutscene.

The elevator comes down here with Vamp on it. At the end of the cutscene,
Raiden enters the elevator and it ascents to the roof.

Strut A roof
As you can see in the corner of your screen, you have 400 seconds to
freeze the C4 on the roof of Strut E, the heliport. Choose which gate you
want to go through (east or west), but before you go through, something
feels wierd about this... Equip the Mine Detector. Aha -- there are two
CLAYMORE mines by each of the two gates, in the area between the gate and
the door (for both east and west sides). Lie down and pick them up as you
pass them, and go through the door, from either side.

Strut A Pump Room
Quickly run down the stairs, and if you took the west path on the roof,
there will be a guard standing right at the bottom of the stairs, but
luckily he's stretching -- hold him up and put him to sleep. If you're at
the east, you won't need to shoot him because he's quite far away and he's
stretching. There's another guard in the area, and he's on the east side
of the computer area, in the hallway. Knock on the wall to distract him
and take another path to get around him. Them run through the orange door
in the east hall (where the guard was) to the FA bridge.

FA connecting bridge
A lone guard patrols this bridge, and he's initially at the other end. You
can take him out when you first see him, but he'll move down the stairs to
the lower level of the bridge shortly after you enter the area, anyway.
Moving on, when he's "out of the way" (or actually out of the way;
downstairs), run down the bridge and enter Strut F through the orange door
at the end of the small hallway at the other side of the bridge.

Strut F warehouse
Entering the warehouse, press against the wall in the camera's view and
wait for the guard coming towards you to turn around, then take care of
him. The other guard up here will shortly see him if you leave him there,
but that's a good thing -- when this happens, take out that guard. Move
along the railings to the north, and move down the hallway there. Once
around the right corner, go through the orange door there.

EF connecting bridge
Move out onto the bridge, and don't worry about any fresh Claymores here,
because there are none. But if you didn't take care of them before,
they'll still be here. Also, there's a guard on the heliport looking down
off the ledge, and he can see the bridge here. He won't look over at the
bridge for a while, however. But if he spots you, he'll call for backup.
Anyway, run down the bridge and enter Strut E through the orange door in
the hallway at the north end of the bridge.

Strut E Parcel Room
Once inside, follow the east path to the stairs -- if you dash from the
door right away, the guard to the left won't see you. But if you want to
be safe, stop and take that guard out. Then move up the east stairs and
go through the door at the top.

Strut E heliport
Run up the small set of stairs and go around the west bend. When you reach
the stairs, move up them. At the top of the stairs on the heliport is
SOCOM BULLET X 12, and you should also see a live C4 ahead to the left.
That C4 is what the timer is all about -- freeze it with the Coolant.
Enjoy the cutscene and meet Fatman. Yes, you'll have to fight this
over-sized man in roller skates, so prepare yourself.

BOSS: Fatman
It's time to start the party! Fatman tells you how this situtation works,
to begin with -- he'll plant a bomb and you'll have to freeze it before
the time runs out and it explodes. He'll originally plant two, but he'll
plant three as the fight progresses. But don't think you only have to
freeze the bombs -- you'll also have to kill him, so start shooting him
whenever he's near you, if you have the time. As for the bombs, he'll call
them out as he plants them, except for at the beginning since they've
already been planted. The timer will start once all bombs in the specific
group have been planted, although you can freeze them before they're

When the battle starts, equip Sensor A, since Fatman is only planting the
baby C4's. The first C4 is to the east, on the small crates near the
ledge, facing you. Run up to it and freeze it with the Coolant. The other
C4 is to the west (south from where you start). It's on the south side of
the crate where the cloud on your radar is. Before Fatman plants some more
C4's, shoot him and knock him down, then shoot him in the head when the
time is right.

When shooting Fatman when he is upright, you'll have to hit him four times
(with the SOCOM) to knock him to the ground. Then he'll start to get up,
and you'll see stars over his head. Once he puts his head up and stops it
(he'll shake his head for a bit and get up if you don't shoot him). you'll
have a chance to shoot him in the head, inflicting a lot of damage. Hold
L1 to keep your gun aimed at his head when in first person, then shoot
when the time is right. You can repeat this once he gets up, but he'll get
at least a little bit away each time.

When Fatman plants the second group of C4's, they'll all be in random
places. Just make good use off Sensor A and your radar. Look everywhere
around the green clouds on your radar -- on all sides of the crates, on
top of them, and even under them. They can be on the large crates, the
small crates, the shelves in the southwest, and even gas barrels.

For some C4's, it may look like they're on a large crate, judging from
your radar, but they might actually be on the small crates, to the north,
if they're that close. Also, the C4's planted on the shelves in the
southwest can be very difficult to find. They'll always be planted
underneath one of the shelves on the left shelf itself.

After Fatman plants his C4's, he'll usually go back to the north of the
area and laugh at you or something. When he does this, quickly freeze the
C4's and quickly run to him and perform the strategy above (knocking him
to the ground by shooting him, then shooting him in the head). Sometimes
after he gets up, he'll act like a fool and do a little dance, letting you
repeat the strategy. When he's following you when you're freezing the C4's
he'll usually shoot at you. To get him off your back, knock him to the
ground by shooting him four times.

Around the heliport are several useful items. There is SOCOM BULLET X 12
in the northwest, M9 BULLET X 15 in the northeast, SOCOM BULLET X 12 in
the east in between the crates, a RATION in the southeast, SOCOM BULLET X
12 in the southwest, and STUN.G in the west in between the crates.

After freezing several bombs, Fatman will stop planting bombs for a while,
that is if the fight's not over yet. You probably already got a glimpse of
Fatman's gun, which is quite similar to the Glock 18 (fully-automatic
pistol). Whenever he shoots at you, either try to get out of the way, or
shoot him yourself. Be careful when you're shooting near C4's, because you
can guess what happens -- Game Over.

This fight can be long or short, depending on how you take action. Your
main role is to kill Fatman -- the C4's are just to keep you busy. So
always try to get some shots off at Fatman to knock him to the ground,
even when you have C4's to freeze, and shoot him in the head. This method,
especially shooting him in the head, makes for a quick battle, as it does
a lot of damage. Once Fatman's health bar is drained, he'll scream and the
fight will end in a cutscene, unless there are any activated bombs. If
there are, quickly freeze them and the fight will end.

In a cutscene while Fatman is dying, he activates the "biggest bomb in the
entire place". He tells you that it's somewhere in this area -- it's very
closeby. After the cutscene, you'll have 1 minute and 40 seconds to find
and freeze the bomb. With Sensor A equipped, you're radar is showing that
it's right around Fatman. Checking are the crates he's leaning against,
there's nothing in sight. Hmm... What about under him? Grab him (hold
Square) and pull him away from the crates -- there it is -- then set him
down. Quickly pull out the Coolant and freeze the C4. By the way, Peter
Stillman's dogtags will fall out of Fatman when you drop him.

03 // h o s t a g e  l i b e r a t i o n
Hostage Liberation................................................[pla_03]

        "Solid Snake did die. But he's also here in the Shell."

After the Colonel comments you via Codec, he tells you that you must
rescue the President and the hostages. Then, Pliskin will call you to tell
you that he was out cold for a while... He also says that the bomb that
Stillman was after crippled Strut H, and he also says that the President
and the hostages weren't in Shell 2. They must be in the Shell 1 Core...

After Pliskin abruptly ends the conversation, run south towards the
stairs, and enjoy the strange cutscene. Looks like it's "Mr. X". The Ninja
tells you the name of a man who knows the location of the President -- his
name is Ames. He also tells you that the hostages are being held in the B1
conference room in the Shell 1 Core. To identify Ames, the Ninja tells you
to listen in to to his pacemaker with a Directional Microphone.

Other than a lot of helpful information, the Ninja gives you a LV.2 CARD,
and B.D.U. (Gurlukovich soldiers uniform), and a PHONE. You need to use
the B.D.U. to convince other guards in the Shell 1 Core that you're one of
them, but you'll also need an AKS-74u, like them. There's one in Strut F.
And to save you some trouble, don't go trying to fool guards in the Shell
1 struts by wearing the B.D.U., even with the AK -- they wear different-
coloured uniforms and have different guns.

After all the cutscenes and Codec conversations, feel free to take a look
at your new items -- the B.D.U. is quite funny to see Raiden wearing.
Anyway, move all the way around to the east, and go through the door down
the small steps.

Strut E Parcel Room
Move down the stairs and take the east past south -- you should be able to
make it past the guard in the area if you move quickly. Once in the
southeast, go through the orange door there to the EF bridge.

EF connecting bridge
Out on the bridge, run all the way to the other side, since you have to
get an AK, but beware of the sentry Cyphers that will arrive in the area
shortly. Once at the other side, go through the orange door in the small

Strut F warehouse
With your new Level 2 PAN card, you can search some more rooms here this
time around. On the main floor up here, 1F, you can find a total of four
boxes of C4 in the northeast warehouse room -- two on the ground in the
room and two in the lockers. In the center area on 1F, the west room
contains an M4 and M4 BULLET X 30, however, they are on the other side of
infrared sensors. You can shoot out the control unit on the locker at the
bottom left of the screen, or you can shoot the fire extinguisher on the
south wall of the room to see the lasers. The lasers don't go very low, so
you can crawl under to get the items. Also, in the locker in the room is
more M4 BULLET X 30.

If you can deal with the guards up here, you can get these items. If you
can work around the status report guard, you'll be fine. But it can be
hard, and taking him out for the moment will give you lots of time to get
the items up here before more guards come. And when they do, the guards
will only stay upstairs -- furthermore, they'll leave right away after
they wake up the guard, if you took him out without him seeing you.

All right, time to move downstairs. When the guard down here isn't
looking, shoot him in the head and hide his body in the northwest or the
south, so that the status report guard doesn't see him if and when he
comes down here. With yout Level 2 card, you can access the north room on
B1, through either the east or west door. Inside, you'll find an AKS-74U,
three boxes of AKS-74U BULLET X 30, M4 BULLET X 30, and SOCOM BULLET X 12.

Now that you have an AK, as well as an M4, you can move on to the Shell
1 Core. So go back up the stairs to 1F and go through the orange door
nearby, back out to the EF bridge.

EF connecting bridge
Once you return to outside, so will the menacing sentry Cyphers, after a
short while. Go ahead and test out your new babies -- the AK and M4 -- by
shooting them down. Then, when the area is clear, make your way down the
west bridge towards Shell 1. If you foolishly decided to run down the
bridge earlier, you'll pay for it now. Since almost all of the floor
panels are gone (if you ran on them earlier), you'll have to walk pressed
against the railing or hang and move along the ledge to get to the other
side. If not, just run down the bridge, not stopping until you get to the
end, unless you enjoy falling hundreds of meters into water.

At the other side of the bridge is the same AK ammo as before, although
you can actually get it now that you have the gun. In the small hallway,
continue on by going through the orange door, to the Shell 1 Core.

Shell 1 Core, 1F
Right after entering the area, Rose will have some information for you,
and Campbell will just tell you what you already know. Right after
entering the core, equip the B.D.U. and AKS-74u, to appear as a
Gurlukovich soldier -- matching the rest in the Shell 1 Core. In the view
of the camera angle to the left after entering the core is a surveillance
camera. With the uniform and AK equipped, you can walk right under it, no
problem. The uniform is the key thing in here, but you'll also NEED the
AK -- if you don't have it, guards will question you, and you won't be
able to continue on from this area (the AK is back in Strut F if you don't
have it).

Move up the stairs ahead to enter the main hallway, but watch out so you
don't bump into any guards -- if you do, your uniform will be unequipped
and the guards will spot you. Also, don't try any unusual behaviour like
cartwheeling, knocking on walls, crawling on the floor, aiming or shooting
your weapon -- just act normal like the other soldiers. If a soldier spots
you doing something irregular, he'll yell out "Hey, you!" or something
identical, and if you run away the alarm may go off. Just stand there and
let the soldier(s) approach you, and they'll take a look at you. If you
just stand there, everything will be okay, and they'll go back back to
their patrolling position.

You'll probably notice surveillance cameras virtually everywhere in this
area, so keep your uniform on at all times. Anyway, you want to find the
node for radar -- take the south path at the hallway and go through the
door around the corner. To node is at the northeast of this room, and
there's also CHAFF.G on a box nearby. If you check the lockers at the
northwest of this room, you'll find M9 BULLET X 15 in the closest locker
to the camera angle, and after breaking the door down on the furthest
locker, you'll find M4 BULLET X 30.

Once you download the radar, exit the room through the west door, to the
west hallway. Run past the camera and get the SOCOM BULLET X 12 by the
broken-panel door down the small stairs to the west. Continue down the
hall past the guard over here and run around the far corner, to come
across the elevator. On the wall to the right of the elevator is a
surveillance camera, which examines soldiers carefully when they call the

The only way you'll be able to access the elevator is if you have the
B.D.U uniform and the Ak equipped -- if you don't have the uniform, the
camera will notice this and the alarm will sound. If you only don't have
the AK equipped, the same thing will happen. If you do cause the alarm to
go off, however, just run out of sight of the soldiers and when they come
to you, you'll blend in -- however, you'll have to wait for the alert and
evasion to end to be able to call the elevator again. Anyway, With the
B.D.U. and AKS-74u equipped, call the elevator and the camera will check
you through, opening the elevator door. Enter the elevator and move down
to B1.

Shell 1 Core, B1
After exiting the elevator, Raiden will notice a solider using the retinal
scanner to grany him access into the conference hall, where the hostages
are being held. You'll need to get in, too, but you don't even have the
Directional Microphone yet, which you'll need to find Ames. Checking the
floor, you won't find the Mic, however, you will find a RATION through
the east door in one of the lockers, along with the node, to download the

Exit the room and run down the hallway, past the guard if he's there, to
find M4 BULLET X 30 at the end of the hallway. Enter the room to the north
and investigate to lockers to find STUN.G and SOCOM BULLET X 12. Anyway,
the Mic is not here so head back to the elevator, carefully avoiding the
guard in the hall. Call the elevator and go down to B2, since the Mic
wasn't on 1F either.

She11 1 Core, B2 Computer Room
Exit the elevator and choose the path you wish to take through either door
-- east or west -- and follow that path through the door and down the two
sets of stairs. In an alcove after the east stairs is a RATION. There's a
guard patrolling the hallway outside of the computer room area down here,
and three guards inside the computer room. Run down the hall and around
the corner and move into the computer room. Be very careful in here so
that you don't bump into any guards. Watch their movements so you know
their respective paths.

At the northwest of the room is the D.MIC (Directional Microphone), so
you can go back to B1 after getting it if you wish. At the northeast of
the room is BOX 4 and AKS-74U BULLET X 30, as well as the node to download
the radar. If you were curious enough, you might've also noticed the
BANDAGE under the central control panel -- crawl under it and get it when
none of the three guards are looking, and the same for when you get up.
One of the guards in the room will be searching the internet for hot
girls from time to time, and it's quite funny to see, but it also works to
your advantage if you want the Bandage.

By now you're most likely aware of the parrot at the north the room,
speaking rather random sentences. First of all, don't even try to shoot
him, even if you take out the guards in here. The bullets will stray away
from the cage before the hit it, similar to Fortune. Not only that, if any
guards are near the parrot, they'll hear the parrot call out "Enemy
sighted", and the alarm will sound.

So to make that short, don't mess with the parrot. Anyway, the parrot
blurts out a few different senteces, and eventually he may hint at
something -- "Top of locker, top of locker". Hmm... lockers? If you check
the hallway to the west of the computer room you find four lockers. Enter
first person and you should notice a book on top of the left locker.

You can't get it unless you knock it down, so break the door down by
punching and kicking. Try to do this when the speedily guard patrolling
this hallway is somewhere else. Anyway, five BOOKS fall down to the
ground! If you're full of Books after picking some up, place one or two in
the computer room to have a little fun with the guards, and also so you
can get the other Book(s). If you check inside the lockers here as well,
you'll find SOCOM BULLET X 12 and M4 BULLET X 30. And if you check the
east side hallway lockers, you'll find M9 BULLET X 15.

All right, you should have gotten the Mic in the computer room already, so
return to the north elevator and move back up to B1, after calling it.

Shell 1 Core, B1
Okay, first of all, download the radar off the node in the northeast room
if you didn't do it before or never came here until now. Now that you have
the Mic, you actually have a reason to enter the conference hall in the
east, however, you'll have to deal with a retinal scanner. If you go up to
the scanner by the door and try it, your retinal patterm won't be
recognized, which should already be obvious -- not to mention, the Ninja
told you earlier that nothing but the real thing will suffice.

So what you have to do is "use" a guard's retinal pattern to access the
conference hall. Your first idea might be to put a guard to sleep and drag
him over to the scanner, but that won't work -- the guard must be
conscious. So grab the guard roaming the hallway by the neck from behind
(hold Square with no weapon equipped), when he's near the scanner for your
own convenience, and pull him over to the scanner. Turn him around while
holding him so he faces the scanner and Raiden will process him through,
and then he'll fall to the ground unconscious and Raiden will move through
the door.

After the short cutscene, the Colonel will tell you over the Codec about
Ames and his pacemaker, which you already know. But he also tells you how
to use the Mic to find Ames -- stand in front of a hostage with the
Directional Mic equipped, and if you think you hear a pacemaker, press
Triangle and Raiden will ask the person if they are Ames.

On Normal difficulty, finding Ames should be tremendously easy because
there's only one male hostage in the entire room, and the rest are
females. What I mean is, it's logic to check the odd man out first (no pun
intended). Ames already seems like a male name, but you'll notice the
pacemaker sound when you check the male out -- when the guard in the room
isn't looking. So take out the Mic, duck down and listen in to hear for
the beeping sound -- if you hear it, press Triangle for a cutscene. On
Hard difficulty and higher, it will be more difficult to locate Ames
because of the variety of people, and the fact that there are both men and
women. However, Ames is unique from everyone else by his hairstyle and
he's always the same male character.

After the cutscene and Codec conversation with Ames, in which he tells you
that the President is in the Shell 2 Core on 1F, he'll tell you to listen
in to "Snake" and Ocelot, and there will be a period where you'll be able
to listen in to there conversation with the Mic, and you can unequip it.
You should listen to their conversation, however, if you turn the Mic to
the left by the metal pillar just past the door marked "Keep Out", you'll
be able to listen in to someone having bathroom troubles!

In this completely hilarious situation, the man mentions him being in
Alaska and getting his clothes robbed from him... Sounds familiar... Hey,
it's Johnny Sasaki from the first Metal Gear Solid! The serious
conversation with Ocelot and the man who calls himself Solid Snake is
pretty interesting, but listening in to Johnny is just damn hilarious. The
situation with Johnny will end when he says "There's no paper", and later
on, on the other channel, Olga will enter the room and communicate with
the two men.

Anyway, after the Microphone segment and the Codec conversation, Ames
gives you his LV.3 CARD. Then Ocelot enters the area, and Ames tells you
to pick up your AK. You'll have ten seconds to equip your AK, and whatever
you do, DON'T try to move, or you'll be caught, followed by "Game Over".
If you don't equip your AK within the ten seconds, the same thing will
happen. So stand still and take out your AK, then a cutscene will play.

In the cutscene, Ocelot will take off your balaclava and it will be
permanently gone, rendering the B.D.U. useless unless you want to look
like a fool. Due to some help, Raiden makes his way back up the stairs and
to the main hall on B1. Campbell tells you via Codec that now you must
find the President, although that's about the fifth time he's said that so
far. Over the radio, all guards will be briefed of your presence and there
will be a Caution around the whole Shell 1 Core.

Back in the B1 hall when you can play, quickly run north and around the
corner towards the guard there. Hold him up and shoot him in the head,
then call the elevator and go up to 1F. By the way, since the B.D.U.
offers no purpose anymore, there's no real point to wear it.

Shell 1 Core, 1F
Once you arrive on 1F and the elevator doors open, watch your radar and
stay inside the elevator. If the Caution is still on, there will be a
backup guard outside the elevator. If this is your situation, wait for the
guard outside to turn around and go over to the west, then run out of the
elevator and take him out from behind, because he'll turn around and face
you again shortly. On the east wall is a surveillance camera, and there's
another one on the left wall just around the corner.

From a fair distance away, take out your suppressed SOCOM and destroy both
the cameras -- move around the corner and take out the second one after the
first. If you missed the SOCOM Suppressor, then you can use Chaff or just
take the west hallway and move under the camera over there. Either way,
you'll have to pass more than one camera, so you might as well just take
this east route. As an alternate method, check your radar to make sure the
guards in the east hall aren't near you, and throw a Chaff Grenade. When
it explodes, run out in the hall and take out the guards down the hallway,
and continue south down the hallway out of the view of the second camera.

Whichever method you use, you should take out all the guards in this hall
since the uniform is useless now. Move south down the hallway, and when
you reach the small exiting hallway to the east, you'll see the same
camera from before watching the door area, and under it are is M4 BULLET X
30 and SOCOM BULLET X 12. You can move along the wall down the stairs to
get past the camera and get the items when the camera is facing the left,
but it's easier to just shoot it out. Once you get the items, exit through
the orange door here.

04 // p r e s i d e n t i a l  a s s i s t a n c e
Presidential Assistance...........................................[pla_04]

   "Is this some kind of sick joke -- I thought you came to kill me!"

EF connecting bridge
All right, now that you've escaped the core, you can focus on finding the
president. On the pathway outside again, go down the short hallway through
the right opening. You should hear Cyphers, and if you enter first person
you'll also notice that the floor panels on the bridge have been replaced,
if you made them fall earlier, however, they will fall again when you run
over them, so keep that in mind. As for the Cyphers, they'll come around
shortly -- from the opening before running down the bridge, one should
come from the south and one from the north, as well as one to the east on
the other side of the bridge.

Destroy them with the AK or M4 and start your crazy run down the bridge to
the east. Once you cross the bridge, you may notice a soldier's large cone
of view on your radar -- he's to the northeast on the heliport, looking
down from there. You should be able to take him out easily with the M9.
There aren't any new Claymores on the menace-looking wide bridge, so don't
worry about that. Remember that you got a Level 3 PAN card from Ames, and
if you remember the warehouse eariler, you should also remember several
Level 3 doors. So run south and go through the orange door in the small
hallway there, entering Strut F.

Strut F warehouse
Once in the hall, run to the west and shoot the guard coming from the east
to the south of you when he stops in your view. It would be wise to get
that guard's body out of the way, so pick him up and drag him into the
northwest warehouse room up here, with the thanks to your new card. While
in the room, grab the RGB6 grenade launcher behind the boxes at the
northwest of the room, and the two boxes of RGB6 BULLET X 6 -- in the
northeast corner and on the box in the room.

While your in that room, the status report guard up here should go
donwstairs. When he does, exit the room and enter the east warehouse room
at the center of this floor. Get the awesome PSG1 sniper rifle and the
PSG1 BULLET X 20 beside the locker. And if you open the locker you'll find
more PSG1 BULLET X 20 inside. You may also notice a ventalation system
opening at the east of the room, in between the two different stacks of
boxes. Crawl in the vent to find the PSG1-T, the tranquilizer PSG1, at the

Once done here and out of the vent, exit the room and enter the southwest
warehouse room to stock up on explosives. After entering the room, first
take the SOCOM BULLET X 12 by the door and the three GRENADE boxes around
the room. Checking the locker in the room, you'll find PSG1-T BULLET X 5
inside. The status report guard should be upstairs by now -- you'll be
leaving now so feel free to take him out if he's in your way. After doing
so if necessary, exit through the orange door in the north hallway on 1F.

EF connecting bridge
Okay, now that you've got all the supplies that you'll need (more than
enough, actually, to be frank), you want to get to the Shell 2. So you
must get to Strut D and pass through the north door in there. On the
bridge, get to the north small hallway and go through the orange door

Strut E Parcel Room
Once inside, you can quickly run along the east wall to get to the north,
but the guard to the west will see you, however, he won't be sure and will
just come to check -- by the time he gets to where you were, you'll be
gone anyway. But if you prefer, quickly run in between the conveyor belt
and the boxes in the east and duck down to the floor. Start crawling to
the north and make sure you're not in the guard's view when you pass the
opening to the west, by the east stairs.

Once you get to the northeast, run west behind the first yellow machine of
the conveyor belt. Then crawl on the ground from there to the west, just
beside the conveyor belt so the guard there doesn't see you. Once you
reach the next yellow machine, stand up and go through the orange door
there to the DE bridge.

DE connecting bridge
Run to the opening in the short hallway, and you'll notice on your radar
that there's a guard on the lower level of the bridge and an overlooker
above you, who has a clear view of the bridge, however, looking left and
right (from his point of view). There's also a guard on the lower level
towards the other end of the bridge, but you can't see him on your radar
from here.

The best and fastest strategy here is to dart down the upper level of the
bridge as soon as the overlooker turns to a different side (north and
south of the bridge on your map). If you do that, you can make it past his
long cone of vision before he turns back and spots you. If you prefer
taking the lower level and dealing with the two guards down there, wait
for the overlooker to look to the north so that he can't see the stairs,
then quickly run down the stairs and make your way west, managing with the

Either way, go through the orange door in the small hallway at the other
end of the bridge, on 1F for convenience in Strut D.

Strut D Sediment Pool
Right after entering the area on 1F, you'll be able to run straight to the
north door up here without any guards seeing you. But if you decide to
move slowly for no reason at all, take care of any guards you have
problems with. Anyway, run up the small set of stairs in the north and go
through the orange door there to the Shell 1-2 connecting bridge.

Shell 1-2 connecting bridge
Once on the bridge, Raiden will lean against the wall an check out the
bridge, then Pliskin will call you. He'll tell you that there are IR
sensors on the bridge that will set off the Semtex charges if you go
through them, and you can see the sensor panels if you look through the

Raiden will take a look through his scope and he'll say which object he
thinks is the Semtex and the control unit, and he's right. The packages
of Semtex are the stick-like objects wrapped with wire, with small
blinking orange lights, and the control units are the objects usually
right beside the Semtex that have large blinking green lights (the control
units are only faintly blinking) -- you should already know this from the
Tanker chapter. It should come naturally to know not to shoot the Semtex
charges, because you know what happens when you shoot explosives... Or do
you? Well, I think it's best if you don't find out.

Okay, now let's start deactivating these control units, starting with the
one closest to you. Remember that you'll hear the sensors being
deactivated once all the control units have been destroyed -- if you try
to go through before destroying them all, Campbell will call you to tell
you that you haven't destroyed all the control units yet. All right, for
a start, move on the stairs near the sensors and move to very near the
bottom of them, and start to look around.

First, if you look down to the left, you'll see two control units
separated by a short distance and with some Semtex in between. Destroy
those two with the SOCOM and then look straight ahead from the stairs --
destroy the control unit on the orange pillar-type object with the SOCOM
as well. Still having the SOCOM out, you should be thinking where someone
would put a control unit that's out of your vision when looking this way.
Turn around, just to make sure, and look up -- there's one, just above the
doorway! Sneaky, isn't it?

That's all you should destroy with the SOCOM, just to be careful -- take
out the PSG1 and scan the area to the north again, but look further with
the aid of the scope -- use Circle to zoom in, X to zoom out, and Square
to shoot. And if you want to steady your aim, use a Pentazemin. For the
first control unit with the PSG1, look through the scope to the left of
the pillar-type object ahead of the stairs, down at the northeast corner
of the bridge. Looking between the railing (you can also shoot from the
ledge back up the stairs if you like), you should see a control unit in
the corner -- steady your aim and shoot it out.

If you're still on the stairs, move back up to the top and stand at the
right side of the ledge here, by the solid railing. Look through the PSG1
scope at the doorway to Strut G of Shell 2 -- you should see a control
unit among several Semtex charges at the left of the doorway (the opening,
not the actual door to enter Strut G) -- zoom in and be careful when you
shoot that one out.

On the right side of the same doorway, although a bit further out, is
another control unit surrounded by several Semtex charges. Once again, be
extremely careful when shooting this one, and don't hesitate to use a
Pentazemin if you think you might need one. Next up on the list, if you
look just south of the control unit on the right side of the doorway to
the north, you'll see a suspicious group of seagulls, and it looks like
they're hiding something. Shoot near the birds, or at them if you're that
cruel, to scare the seagulls away, revealing a control unit on its back --
shoot it out.

There were two control units to the right of the north doorway, so it
seems logic that there's another one on the left side, so check around
there. Quite a bit far out from the doorway you'll see a "Sons of Liberty"
flag waving in the wind. If you're standing at the far right of the ledge
at the top of the stairs, you should be able to see a bit of what looks
like a control unit behind the flag when it waves back and forth, and
after a while the flag will make a big jump, revealing the whole unit.
You should be able to see the unit every second or so from the far right
of this ledge, so you should know where you have to shoot -- yes, you can
shoot through the flag, it's only fabric.

The sensors won't deactivate just yet, although it seems that there are no
more control units left. By this time, you've most likely noticed the
Cypher flying above Strut H ahead of you, and if you call Pliskin via
Codec a few times, he'll tell you that you weren't thorough enough and
that he had some trouble with Cyphers in the area. Hmm... Examine the
Cypher closely in your scope when it stops in the air -- there's a control
unit on it!

For this control unit, you must be EXTREMELY careful that you only hit the
control unit, because it's right on top of the head of the Cypher. And if
you miss and hit the Cypher's head, or anywhere else on the Cypher, it
will send a command to explode the Semtex charges on the bridge, resulting
in your death and failure of the mission. Definitely use a Pentazemin for
this one. Follow the Cypher -- aiming at the control unit -- while highly
zoomed in on it with your scope. When it stops, quickly and precisely
shoot the control unit.

After the last control unit is destroyed, you'll be informed that the
sensors have been deactivated, by a short cutscene and the deactivation
sound. If nothing happens, you didn't destroy all the control units. Read
above to find out the control unit(s) that you missed -- there are 10
units in total.

Once the IR sensors are deactivated, run down the stairs and past the
sensors, and Pliskin will call you. Pliskin found a Kasatka helicopter and
that he's coming your way. After the following talk with the Colonel,
Pliskin arrives in the Kasata, and heads over to the heliport of Strut E,
but just then Raiden spots the main who calls himself "Solid Snake".
Pliskin's helicopter returns, and an interesting event occurs. Snake?

Anyway, it looks like this guy is ready for battle and he even stretches
his muscles, somehow. After the stunning events in the cutscene, you'll
have to fight the Harrier being flown by Vamp, with Solidus Snake in the
back, and you'll have to protect the Kasatka. 

BOSS: Harrier
Before the fight, Pliskin, or shall I say Solid Snake, throws you the
Stinger Missile Launcher. After the cutscenes, pick up the STINGER and
STINGER BULLET X 10 on the bridge. Also, Snake may throw you other items
throughout the battle, such as RATIONS and STINGER BULLET X 10, depending
on whether you need them or not.

Anyway, time to start shooting the Harrier. Equip the Stinger to enter its
first person view mode and track down the Harrier. This fight is very
similar to the fight with the Hind in the first Metal Gear Solid,
especially using the radar system to locate the target -- the Harrier in
this case. On your radar you'll see a small red arrow moving around the
edges of your radar, which is the location of the Harrer. Look at your
radar and equip the Stinger when facing the direction where the Harrier
is. Then use your eyes and the Stinger's lock-on feature to shoot the

When following the Harrier with your Stinger, you can almost always lock-
on to it, even if it's behind a building. But if it's really far away
you'll have to wait for it to come a little closer. A lot of the time the
Harrier circles the bridge, and you can easily fire a Stinger missile at
it while it's doing this. Stinger missiles move very fast and can easily
catch up to and hit the Harrer when it's circling the bridge.

Also note that the Kasatka is in the battlefield area as well, and you can
lock-on to it, too. Whatever you do, don't ever shoot the Kasatka, even
though it will take a lot more than one Stinger missile. When searching
for the Harrier in the Stinger's first person view, be careful not to
lock-on to the Kasatka, and if you do, aim away from it or at the Harrier
and make sure the target isn't on the Kasatka before you shoot. Another
thing about the Kasatka, sometimes Snake may say "I'll take care of it"
and will shoot the Harrier with the machine gun, but this doesn't really
do anything.

The Harrier is an extremely fast airplane, and is very close to impossible
to hit without locking on when it's far away, however, when it's close and
hovering above you, or your Stinger is locked on, it's a different story.
So make sure you make good use of the Stinger's lock-on feature and when
the Harrier is above you.

The Harrier has quite a few attacks, not all of them being missile or
gun-power related. Naturally, the Harrier can fire missiles, but not for
a while in the fight. Its main fire power early in the fight are its
dual machine guns, which will throw you to the ground if they hit you. The
Harrier will only use these machine guns when it's hovering around you, so
you can easily fire Stinger missiles at it, although it will continue to
fire, so you better take cover as well. Great places for cover are behind
the pillar-like objects on the upper level and the large blocks on the
lower level -- press against them on the other side from where the Harrier
is shooting, and crouch if necessary.

Two of the Harrier's attacks are non-fire power related. The first is when
the Harrier is super far away to the east or west of the bridge, and it
will come at you really fast, slamming you to the ground if you don't do
anything about it, even if you're on the lower level of the bridge. To
avoid this, lock-on to the Harrier with the Stinger as it begins to
approach you, and fire a missile at it -- the missile should hit the
Harrier and it will cancel the atack.

The other non-fire power attack is when the Harrier hovers above you -- if
you stay under it you will be burned at bit by its burners which allow it
to hover the way it does. If the Harrier does this, quickly run out of the
way and shoot it with the Stinger.

After the Harrier has around half health, it will fire several bombs in
the air which will then start to come down towards the bridge. When this
happens, quickly run down the stairs at the west of the bridge to the
lower level, and you won't be hurt. If the bombs land when you're on the
top of the bridge, they will inflict a lot of damage and will set you on
fire, although it will shortly go out. The bombs also destroy the northern
part of the bridge, but this is beneficial in a way because you can get to
the lower level of the bridge more easily.

Also when the Harrier has around half health, it will try more deadly
attacks, such as shooting individual lock-on missiles, and several normal
missiles in a row. For the lock-on missiles, quickly equip your Stinger
when they're fired and lock-on and shoot them before they reach you. As
for when the Harrier hovers near you and fires several missiles across the
bridge, run around a wide area in a rectangular fashion -- downstairs is
good. Run around the perimeter of the lower level, around both large
blocks, and you should be fine.

Repeat the methods of shooting the Harrier with the Stinger mentioned
above, and the battle will end in a cutscene once the Harrier's health bar
is drained.

After the brilliant cutscene, Snake will inform you that the President is
all yours, and he and his partner Otacon tell you the truth about
themselves. Rose will contact you afterwards and will ask you if you want
to save. Now you have to get to the President, and Rose will tell you that
you should be able to get to the Shell 2 Core from Strut L.

Standing on the remains of the Shell 1-2 bridge, you'll notice some fire
at the left side of the screen, which is blocking access to get to the
stairway there (the stairway ends but something is on it). If you move up
to the fire, your Phone, received from the Ninja, will ring, and there
will be a text message saying to use the Coolant to put out the fire. So
use the Coolant to cease the fire. Aim at the ground at the base of the
fire and put out the whole area here -- if you only try to put out a side
of the fire, it will come back.

Once the fire is gone and only sparks and smoke remain, you can move past
the formerly fiery area (if you don't put out the fire you won't be able
to move past it, and you will also set on fire). On these stairs here is
a RATION, at the bottom of it where it ends, rather close to the top. But
the thing is that the stairs are barely hanging onto the bridge, and it
wll fall if you move on it, however, after a certain amount of time. If
you run very quickly, grab the Ration, and quickly return to the bridge,
the stairs will falls right after you step back on the bridge, so you have
to act fast if you want the Ration.

Also from this side of the busted bridge, you can see a box of PSG1 ammo
on the other side of the demolished bridge, on a lower platform. In
between you and it, however, is a large open gap, which you will plummet
to your death in the water if you fall into it. If you stand on the
northeast section of this side of the demolished, the extending platform,
you can perform a cartwheel and land on the other side, by the PSG1 ammo.
This is very difficult to do because you have to cartwheel the jump
perfectly -- there is no margin for error.

If you wish to get to the other side with the PSG1 ammo, position yourself
at the top left corner of the extended platform and perform a cartwheel
slightly to the left just after you start running, and you should land on
the platform. Those who manage to do this can claim the PSG1 BULLET X 20
on the lower platform, and there's also PSG1-T BULLET X 10 up the stairs
past it, and even an AK.SUPR on the other side of the fire ahead, which
you can get after putting out the fire. From there, you can fall off the
higher ledge to the right to continue. By the way, equip the AKS-74u and
the AK Suppressor to attach the suppressor to the gun permanently.

But if you choose to take the less riskier method, although still quite
dangerous, locate the extending rail at the east side of the south side of
the bridge. Move to the yellow rail, which is connected to it, just south
of it and jump over and hang on the railing. From there, move north on the
extended railing and drop down on the large orange pipe below -- if you
aren't too sure if you'll actually land on the pipe instead of falling
into the water far below, look down in first person view.

After on the pipe, if using that method, start to move norh on the pipe,
walking slowly. As you proceed, you'll notice bird crap on some areas of
the pipe, and you absolutely will slip and fall off the pipe if you run
over those areas. If you want to be as safe as possible, crawl northward
on the pipe. Either way, climb up the ledge at the north end of the pipe,
which is where the strategy for the other method ended above.

Now by the north wall on the medium-height ledge, climb up the east ledge
and start running along the walkway there. As you run along the black
floor panels ahead, some will fall to the ocean below, just like the floor
panels on the Shell 1 Core bridge. No differently, don't stop running once
you reach the first falling floor panel, however, you can stop once you
reach the small orange floor area ahead, or past it.

This walkway ends here, however, there is a railing which you can use to
fall down to the walkway below. Grab a hold of the railing and look down
in first person while hanging, to see of you're above the lower bridge.
Fall down when you're aligned with the bridge.

LG connecting bridge
First of all, this area is not marked when you enter it, unlike every
other area, however, once you fall down to this bridge from the ledge
above, you'll be on the LG connecting bridge. Once on the lower ledge, two
guards will come from Strut L to check the situation from the parallel,
higher bridge here (the actual LG connecting bridge). You'll be spotted if
you rus run along the bridge down here, so take them both out with the M9
from a distance.

Once the guards are down, continue along the bridge to find a gap,
measuring two floor pieces long. There is no railing where the gap is, but
you can simply cartwheel over the gap or move against the far, solid wall,
pressed against it, to continue. On the other side you'll find another gap
very shortly. It measures three floor pieces long so you can't cartwheel
over it, and there is no area to get past it while against the wall or
railing, however, there is a railing. Hang on the railing and climb back
up once past the gap, then climb up the ladder just ahead.

Strut L perimeter
Once along the perimeter of Strut L, start to move down the pathway, but
stop and put your back to the wall before moving around the corner. The
are several windows along the pathway ahead and there are two guards
inside the hallway through the windows. I recommend you try your best not
to cuase an alert because a funny event will occur just ahead if you
don't. Wait at this side of the pathway for the close guard to stop at
the first window. Then move out so you can see him in first person and
shoot him in the head. You can either wait for the other guard to come
and take him out when he comes to check the first guard, or you can go to
him and use the same method, but be careful where you step.

There are two floor panels in a row that will fall once you move on them,
and these prevent you from being able to move pressed against the wall
while crouched all the way past the windows. Although, you can duck down
while against the wall and make it to jsut before those panels, stopping
under the third window. Then wait until the coast is clear and cartwheel
over the two faulty floor panels. And from there, you can continue against
the wall while crouching.

Once past the windows, move around the corner to find a large gap in the
walkway, with six floor panels missing, and there is no railing. There is,
however, space for your feet to move along while against the wall of the
building. Start stepping towards the other side of the gap while against
the while, and you'll come across a vent object that is sticking out from
the wall, disallowing you to continue while standing up. Forget about your
worries and crouch while against the wall. With your head just fitting
under the vent object, continue to the other side of the gap, and you can
finally move away from the wall once there.

On the other side of the gap, move around the corner a few meters away,
and if you're not in the process of an alert (Alert, Evasion, Caution),
a guard on the roof of the strut above you decides that he can't hold in
his bodily fluids, and he'll start to take a piss onto the ledge that
you're walking on, thinking nobody is around. This is probably the most
hilarious part of the game  -- you can actually stand where he is pissing
and it will bounce off your head, just like it normally would, with
realistic sound effects and physics, and it will even rumble your
controller a bit. If you fire a bullet up at the railing near him, he'll
stop to look around a bit, but he'll continue shortly after.

The guard will go back to duty once he's done his business, and you'll
finally be able to stop laughing. That was great, but anyway, continue
down the walkway and around the corner ahead. The ledge ends here and
there is another bridge below. Hang on the railing and fall down below
when you're aligned with the lower bridge -- look down in first person to
make sure.

KL connecting bridge
Just like the LG bridge, you won't be notified of the change of area, but
you'll be on the KL connecting bridge once you land on the lower bridge
from the railing above. After landing, take the AKS-74U BULLET X 30 beside
you and move north down the narrow bridge. Past the stairs at the end of
this narrow bridge is a RATION. Move up the nearby stairs to the actual
KL bridge. Hearing several Cyphers, forget about them for a second and get
the PSG1 BULLET X 20 and CHAFF.G by the inaccessible Strut K (something is
wrong with the panel) to the north.

Run south down the bridge past the Shell 2 Core bridge opening, to find
SOCOM BULLET X 12 by the doorway to Strut L. You don't have a Level 5 PAN
card so you can't access Strut L right now. Now head over to the Shell 2
bridge opening with the Cypher army in the sky. You can throw a Chaff
Grenade to get by the Cyphers here, but I recommend you destroy them all
because of the complexity of the walkway to Shell 2. Destroy the four
Cyphers and take a look at the path ahead.

The short stairs just ahead are completely gone, although cartwheeling
over the gap should be easy -- however, watch out so you don't fall off
the north side of the bridge after cartwheeling, since there's no railing
after where the stairs used to be. Moving on, you'll find another gap
shortly after the first one. Either press against or hang on the railing
to get past the gap, and climb back up on the other side if you used the
hanging method. From there, continue west and go through the orange door
in the small hallway.

Shell 2 Core, 1F Air Purification Room
After entering the area, Raiden will notice that Olga is in the area and
will take out the Directional Microphone to listen in, and you'll be able
to aim it as she moves around. Afterwards, a cutscene of the electrical
floor in the area will play -- high-voltage currents will be activated,
delaying you from getting to the President inside the inner room on this
floor. You'll be able listen in to Olga a little more, then she leaves
and Raiden contact the Colonel.

In order to turn off the electrified floor, you'll need to destroy the
circuit board in the inner room with the President inside, by shooting a
remote-controlled missile through the ventalation system. But first,
you'll need to look for a remote-controlled missle launcher. Call Snake
to see if he knows where one is -- he'll tell you that he saw something
on B1 (Shell 2 Core), although most of that floor is probably flooded by
now. So you'll probably have to swim to look for a remote-controlled
missle launcher.

If you want to toy around with the high-voltage floor in the hallway 
ahead, feel free to do so, but only if you have a fair amount of health,
unless you want to die. Raiden will receive a serious shock and will fall
to the floor.

Before going straight down to B1, investigate the area first. First of
all, you'll notice a person with a cone of vision inside the inner room of
this floor -- that's the President. You'll also see his health bar under
yours, which will be useful for later. Down the stairs to the west of you
is NIKITA BULLET X 10, even though you don't have the Nikita yet, and
SOCOM BULLET X 12 on the box. Note the vents here for when you get the
missile launcher, by the way. Moving west, you'll find M9 BULLET X 15 at
the bottom of the west stairs, and a RATION in the camera view up the

Just inside the room near the Ration (on the east wall in this hall) is
NIKITA BULLET X 10, however, two sentry cameras are on the walls in the
room and you don't even have the Nikita yet. But if you look north off the
ledge in first person, you'll see a vent here as well -- remember this
for later, just like the other vents. Moving north down the hall, you'll
find CHAFF.G in the short hallway to the west by the door with the broken
panel. In the northwest area of this floor, in this hall, is a little
doorless room with M4 BULLET X 30 and a node inside it -- download the
radar. In the north hall past the elevator is more M4 BULLET X 30 against
the east wall.

If you put your back against the wall of the President's room from this
area near the elevator, a short cutscene will play of the President
walking around, and he'll move towards the wall if you knock on it. You
can't get to him yet so call the elevator over here and go down to B1.

Shell 2 Core, B1 Filtration Chamber No. 1
At the sound of dripping water in large quantities, exit the elevator and
log in to the node nearby. Then move over to the stairs and move down them
to enter the water below. Paddle around the corner above the surface to
reach a wall (it's actually part of the roof, but the area is flooded).
You'll have to submerge into the water to continue.

Just so you know the swimming controls, you can paddle around on the
surface by using the left analog stick, and press Circle to dive down into
the water. When underwater, press Circle to swim forward -- to swim
faster, press Circle rapidly, and to swim in a calm and slow motion, hold
Circle. On your radar you'll notice several blue circles (they're more
like small clouds) -- these are air pockets above the surface of the
water. If your oxygen meter is running low, find an air pocket to regain
some oxygen, then go back down.

Once you get your whole body wet, swim forward all the way to the south
end of the hallway, and the NIKITA is found there near the ground. The
Nikita is a remote-controlled missile launcher and will work for what you
have planned, so you can return to 1F after getting it. If you need air,
there's an air pocket directly above where the Nikita is. Just in case
you're interested, there are more items in these watery corridors, but
since you'll come back and explore more of the area later, you can just
wait until then.

From the air pocket above where the Nikita was, check your radar and swim
back straight north all the way to the north wall. Emerge from the water
and run up the stairs around the corner to the dry hallway. Call the
elevator and return to 1F.

Shell 2 Core, 1F Air Purification Room
Now that you have the Nikita, you can use one of the vents in the area to
guide a missile to inside the President's room and destroy the circuit
board. There are three vents where you can shoot the missle through --
there are two at the east side of the lower area in the south right beside
each other, although at different heights. The other one is off the north
ledge in the southwest room, which is in the east hallway.

They're all good places to shoot a missile from, however, from the
southwest room is probably the best -- if you miss the circuit board by
using a different vent a few times, you may receive a text message from
your phone telling you to use the southeast room vent with ease. If you
decide to shoot from that room, stand on the box inside there (after the
two sentry cameras on the walls are destroyed) and face to the north.
Equip the Nikita and shoot a missile, trying to send it through the vent
just ahead on the wall.

Using the Nikita is rather simple; it's probably easier than you think.
Once it's equipped, pressing Square will shoot a missile from it in the
direction that you're facing. Right then, you'll see what the camera on
the missile sees and you'll guide it like that. When guiding a missile, if
you don't press any direction on the controller, the missile will dart
in the direction that it's facing at the time. To slow it down, turn it's
direction a little. Continue doing that -- turning the missile back and
forth -- every once in a while if you don't want the missile to speed up.

Each missile has a certain amount of fuel which is used to propel it. You
can see how much fuel is in a missile by green bar at the top left of the
screen when in the missile's camera view. It will descrease as the missile
flies around. Once the fuel gets low, the camera will start to shake and
you'll hear a beeping sound, letting you know that the fuel is just about
gone, and the missile will explode once all the fuel is gone, regardless
of the missile's location -- keep that in mind.

When guiding missiles through vents, the missiles will automatically move
up or down if the vent does so, so don't worry about that. And if you want
to look around in the missile's camera view, push the right analog stick
in the direction that you want to look. Anyway, follow the vent's path in
the missile camera mode for it to enter the President's room. Once you're
in here, you have to be extremely careful not to hit the President with
your missile. Sometimes he'll crouch or dive on the floor, which is great,
however, sometimes he acts like a complete idiot and runs into the
missile, causing his death and mission failure, so you have to watch out
for that. Try to move your missile along the walls of the President's room
to make sure you don't hit him, if necessary.

Once in the President's room, you must find the circuit board for the
electrified floor -- it's in the northeast corner of the room, however,
not being able to see your radar while in the missile camera mode may
confuse your sense of direction. From the southwest room, after following
the vent with a missile, navigate your missile to the far left corner of
the room -- the circuit board is the large blue box by the wall. From both
the southeast vents, after navigating through either vent, the circuit
board is in the far right corner of the room.

If you choose to use one of the southeast vests over the southwest vent,
you'll have to crouch to shoot a missile into the left vent, and you'll
have to climb and stand on the box in front of the right vent to shoot
into it. If you use the left vent, the low one, you'll see some Stinger
ammo near the end of it -- remember that. Whichever vent you use to
destroy the circuit board, the electrified floor in the northeast will go
offline. Make your way to the northeast and run up to the door on the
offline electrified floor to enter the President's room in a cutscene.

The President will tell you about a computer expert named Emma, and that
she's on B1 of the Shell 2 Core -- you'll have to find here and stop
Arsenal. The President will give you a LV.4 CARD to access the area where
Emma is, and he'll also give you an MO DISK. After all the cutscenes and
conversations over the Codec, get the SOCOM BULLET X 12 just near you.
Remembering the Stinger ammo in the low vent, move to the south wall. Find
the vent on the ground on the south wall and get the STINGER BULLET X 10
inside it to the right. Exit the room through the right door.

Talking with the Colonel over the Codec, he'll inform you that you have to
find Emma on B1, which you already know. After talking with Snake and
Otacon and watching the cutscenes, head off to find Emma. Call the
elevator in the north and go down to B1.

05 // t h e  c o m p u t e r  g e n i u s
The Computer Genius...............................................[pla_05]

          "No! I hate water! It's hopeless! I can't swim!"

Shell 2 Core, B1 Filtration Chamber No. 1
Once back down here again, exit the elevator and run down into the water
to the right. This time you want to get to the southwest of the area, and
you'll have to swim around for a while to get there. Pay close attention
to your radar when swimming, looking for hallways where you can turn,
even though the correct path is mentioned in this walkthrough. Whenever
you're low on oxygen, find an air pocket on your radar, a small blue
cloud, as soon as you can and go up to the surface.

Once in the water down the stairs, swim around the corner and submerge
into the watery corridor as you start your way south. If you're
interested, you'll find a RATION in the place of the Nikita from earlier,
at the south end of this hallway. Anyway, take the first right from the
stairs, which is the only open passage in the hall. In the first room here
on your right you can find NVG (Night Vision Goggles). Move west all the
way to the west wall by the air pocket, and refresh your oxygen gauge if

When you first come up to the surface after initially submerging, Otacon
will call you to tell you that Emma can't swim, but you'll have to
persuade her somehow when you reach her, because the whole floor is almost
completely flooded. Moving on, eye out your path by looking south from the
air pocket in first person, and start your way down the corridor. Take the
first left, and you'll notice a large spiky ball. You'll find a few of
these on your watery journey -- they're mines. If you swim into them, they
will explode and get away with lowering your health a bit, so watch out
for them. To see the mines on your radar, equip the Mine Detector -- all
mines are small red dots.

All right, swim around the bomb, preferably over it, and swim around the
right corner. Now in a short hallway, take the right path at the wall, and
swim through the right doorway after that. Ahead of you are two more
mines, although they're placed somewhat to your convenience. Swim under
the first mine and then swim over the second, but low enough so that you
fit under the doorway just after. Before trying to open one of the doors
over here, swim up to the air pocket for some fresh air, because you'll
need it.

Eye the west hatch door from the air pocket in first person, and swim down
to it and start to turn the hatch. Once you're near the door, just hold or
repeatedly tap Triangle -- do the latter to open the door faster. Raiden
will finish opening the door in the cutscene, and there will be a little
surprise after it's opened. Afterwards, take a look at the area through
the door and swim up to the right, over the collapsed girder in here --
there's an air pocket just past the girder, in the north.

Once past the first girder, swim south under the collapsed girder here and
swim over the girder to the southwest. Once there you can simply swim over
the next girder ahead, and you'll find the exit door in the northwest.
However, there's STINGER BULLET X 10 just under the air pocket closest to
the exit door if you want it. Moving on, grab a hold of the hatch on the
exit door and turn it. Once the door is opened, you'll notice an air
pocket just above, however, the stairs to exit the water are a few meters
to the north.

Swim up to the surface of the water by the stairs and climb up to the dry
floor. Run through the Level 4 door ahead of you to continue.

Shell 2 Core, B1 Filtration Chamber No. 2
After entering the room, a cutscene will play. It looks like Vamp is
still ticking, and he's here to try to kill you... again.

BOSS: Vamp
At the beginning of the fight, Vamp will be standing on the water ahead of
you. Pull out the SOCOM and shoot him in the head. This should cause him
to dive in the water. He'll come back up again and he'll jump up to the
upper walkway in the room, and start to walk on the railings. Aim up at
him and shoot just ahead of him when he's walking and your bullet(s)
should hit him.

If you contact Pliskin or Campbell over the Codec, they'll tell you that
it looks like Vamp is anticipating the trajectory of your incoming
bullets, however, Pliskin tells you not to use the lock-on function --
he's referring to L1 (holding L1 while your gun is aimed will lock-on to
the target, although it's useless here). So don't go wasting time by
holding L1 and rely on your own skills to hit Vamp.

Looking around the room you can find a RATION in the southeast, two boxes
of M4 BULLET X 30 and RGB6 BULLET X 6 in the northeast, M9 BULLET X 15 in
the northwest, and SOCOM BULLET X 12 in the southwest. These items may
reappear throughout the battle if you need them, but only if you're not
near their spawning areas at the time.

To familiarize you with Vamp's attacks, he only has once effective attack,
although it's actually not that effective, and his other attacks are easy
to avoid. Anyway, what Vamp will do the most often to attack you is throw
knives at you, which move quite slow through the air, oddly enough. They
knives appear as blue-coloured light objects when they're in the air, for
some reason, but they'll take off health when the hit you. Near the
beginning of the fight, Vamp will probably throw knives individually, but
he'll shortly start throwing more than five of them in a row, and you can
hear him throw them by a distinct whirring sound.

Other than that attack, Vamp only has one other attack until he introduces
another attack, which is not damage-inflicting. But anyway, the other
attack is him slashing you with his knife, which can only be done at very
close range. Don't be paranoid about him coming out of nowhere and
slashing you, because that won't happen. If he's on the same level walkway
as you and he's walking slowly, looking at you, he's coming to slash you.

When Vamp is walking towards you and you try to shoot him with a weapon
that shoots bullets, he'll dodge all your shots by jumping. Sometimes when
he jumps he comes closer to you, so you shouldn't shoot him when he's like
this. If you shoot at him with bullets, he might do a flip and land right
beside you, quite possibly leaving you open to attack. So instead of using
bullets in this situation, pull out the RGB6 or even the Stinger to shoot
him, or just run away. If he ever does get to you, however, quickly do a
cartwheel in the direction where he is not, to get away.

You'll notice that Vamp will jump into the water many times durin the
battle, either from the center of the room or the sides of the lower
walkway. First of all, you'll die if you fall in it because you won't be
able to get back up, due to the high amount of oxygen in the water.
Despite this, Vamp will go for a swim very often, however, this is a
positive point. Whenever Vamp is swimming below in the water, you can take
out the M4 or AKS-74u and shoot at him. Hold L1 while aimed at him in
first person when you can see -- don't worry, he can't deflect any bullets
that he can't see, especially when he's underwater.

If you shoot at Vamp with the SOCOM while he's underwater, you can hit
him, but it's a little harder because it's a single shot weapon, compared
to the rapid fire of the M4 and AKS. Also, whenever Vamp is underwater,
you'll see his oxygen level guage under his health. He'll normally come up
before it runs out, but you can pull out the Stinger and shoot the surface
of the water to severely lower his oxygen guage, which may cause him to
lose a bit of health before he comes up.

Whenever Vamp comes up from the water, he'll either jump on the lower or
upper walkway. Whenever he jumps to the lower walkway, he'll stand
crouched there for a few seconds -- shoot him in the head whenever he's
doing this. Vamp will move around the area very quickly, especially when
he's on the upper walkway railings. It can be frustrating trying to shoot
him while he's moving up there because he'll throw knives at you very
often, leaving you very little time to shoot him. Always make sure you
never reload when he's moving around up there, because you can't move
while you reload and it leaves you open to attack. And when you're
shooting Vamp up on the railings in first person, stop and run away
whenever you see him throw knives at you.

Near the end of the fight, Vamp will be more aggressive and use different
methods of attack. He'll start doing flips towards you and even cling
himself to the wall near you -- whenever he does this, run away or he may
attack you. And finally, Vamp begins is other attack once his health bar
is almost all drained. He'll start throwing individual knives at you which
glow orange instead of blue, and these knives prevent you from moving,
beside turning your body. While you're stuck on one of these, Vamp will be
jumping around the room, throwing blue, lethal knives at you, but there's
a simple way to avoid them.

Whenever Vamp throws blue knives at you while you're stuck on a red knife,
they'll easily hit you if you just stand there. Whenever you hear the
whirring sound of knives being thrown, duck right away. Once they knives
reach you, they will go right over your head. However, if you're already
crouching when the knives are thrown, they'll definitely hit you, even if
you stand up. So always stand up whenever Vamp is jumping around, and
duck only after the knives are thrown, then stand back up once they pass

You'll probably find out yourself that explosive firearms work very well
in this battle. Whenever Vamp is on the lower walkway with you, you can
effortlessly shoot an RGB6 grenade round at him, and it might even knock
him in the water. But there is a better and faster method than using the
RGB6 -- the Stinger. If you use the Stinger you can finish this fight very
quickly. Whenever you see Vamp not in the water, lock-on to him and shoot
him with a missile. Whenever he's in the water, shoot the surface of the
water with a missile a few times, to lower is oxygen, causing him to come
back up. Then repeat the strategy.

After Vamp starts to get aggressive with his sudden increase in speed, and
using more of a variety of attacks, you should be able to finish him off
with one or two Stinger missiles -- lock-on is your best friend. You
should be able to kill Vamp with normal weapons, or the RGB6, but hey,
who's watching?

After defeating Vamp, Raiden will talk with the Colonel, and then Snake,
after the cutscene. Snake reminds you that Emma is in the locker room to
the north, so start your way there by going through the northeast door.
Grab the RATION on the other side of the door and head west down the
hallway to find... more water. All right, time to get wet again, run down
the stairs and into the water.

This time traveling through the watery corridors of B1, you don't have
radar because the node is nowhere to be seen, but the locker room is very
close by. Start off by submerging into the water and swimming under the
roof blocking the surface. Go through the right doorway after the stairs,
and you'll find AKS-74U BULLET X 30 through the doorway just ahead,
although there is also a spiky ball mine there. Go around it to the left
to get the ammo. Back in the hall, swim down towards the other end (turn
right from the stairs doorway, or turn left from the AKS ammo doorway,
depending on where you are) and be sure to swim under the mine near the
roof just ahead.

Continuing down the hallway, swim past the first doorway on the left if
you wish to get some items. Through the right doorway at the end of the
hall is PGS1-T BULLET X 10, accompanied by two mines -- you can easily
swim in between the two mines to get the ammo, just don't move up or down
once you're aligned with the ammo box (to stay away from the mines). Also
at the end of the hallway, through the left doorway and down that hallway
past a mine, is B.ARMOR (Body Armor) -- move under the mine to get to it.

Back in the original hall, go through the first doorway on the left, as if
you were coming from the other side of the wall (when coming back from the
two doorways at this end of the hall, it's the doorway on the right, past
the doorway righy by the wall, of course). Once in the hallway, swim under
the high mine ahead of you, go through the doorway past it and move around
the corner and up the stairs.

Now on the dry floor, go through the door to the left to find the node --
there it is! Download the radar and move down the small set of stairs to
the locker area. Move around the railing at the left side of the stairs
and grab the PENTAZEMIN on the lower ground. If you check your radar,
you'll probably notice a white dote inside one of the lockers, which
should be Emma. But first, check the other lockers -- Raiden will slide
them open and you'll have to move inside them to where you can't see from
the overhead camera to get any items that are there.

In the southwest locker in the room, you'll find a BOOK deep in the
locker, and two boxes of C4 in the northwest locker on the west wall. In
the southeast locker on the east wall, you'll find THERM.G (Thermal
Goggles) deep in the locker. If you fool around in the room planting C4's
and exploding them or something like that, or even knocking on the locker
with the white dot on your radar, you'll hear a girlish whimper. Once you
open the white dot locker, which is the center locker on the north wall, a
cutscene will play.

Emma is inside the locker, and Raiden will pull her up. She claims that
she can't swim, which shouldn't be a surprise to you, but Raiden manages
to convince her that he'll do the swimming, and she'll just hang on. The
place begins to flood, so Raiden will go back to the stairs with Emma and
submerge under the water. When you can play, take a look at your radar,
which should make things a lot easier here, however, the distance from
here to the other stairs is not far at all.

On your screen under you're health and oxygen guages, you'll find Emma's.
You'll notice that both of hers are very short, so you'll have to move
quickly -- use any air pockets in the area if necessary, although you
should be able to make it to the other stairs in just one of Emma's
breaths. Starting off, go through the right doorway and go around the
corner. Continue south, under the mine here, and turn right once you go
through the doorway ahead. Move under the mine in the hallway and swim
through the left doorway at the west end of the hall, then move up the
stairs to the left, up to the dry floor.

Because Emma was injected with something earlier, she can't really walk by
herself, so you'll have to pull her. When standing near Emma with no
weapon equipped, press and hold Triangle to grab her hand, and move like
you normally would while holding Triangle to pull her with you. To
continue, go through the door just ahead, but before you do that, you may
want to contact Snake's frequency for some humour. The first time you
call, Snake will tell you to go to Strut L, but Otacon will answer next
time you call. He'll go on about the Big Shell and about it being a cover-
up and all, but after that, an absolutely hilarious event happens. Enjoy
it for yourself.

Once you move through the door in the corridor with Emma, a cutscene will
play. Raiden will take a short rest with Emma in the cutscene, and Raiden
will contact the Colonel. Campbell tells you to take Emma to Strut L since
the Shell 1-2 connecting bridge is destroyed (taking Emma over it would be
pretty hard to do...). You should be able to get to Shell 1 from the Oil
Fence at the bottom of Strut L. After the Codec sibling rivalry is over,
grab a hold of Emma and take her south around the walkway.

Whenever you're holding hands with Emma, you won't be able to use any
weapons, so keep that in mind for later on. And if you leave her alone for
a while, she'll sit down and rest until you try to get her up again. When
she sits down, move up to her and hold Triangle -- she'll slowly get up
and then grab your hand. Moving on, move to the south door in the room and
Raiden will prepare himself and Emma for the next swim, and he'll step
into the water -- this happens after all the cutscenes and Codec
conversations, by the way.

From the surface, submerge into the watery corridor and go through the
left doorway once through the doorway just ahead of you, into the room
with the demolished large girders. For the best pathway, swim up near the
roof and over to the right. Swim over the girder there, as well as the
next one, and move under the girder near the roof ahead. From there, swim
to the left and go through the doorway up to the air pocket -- Emma should
need air by now.

In first person, eye the the doorway to the north, and you should see a
mine there. Submerge into the water and stay left of the mine, swimming
right against the top left side of the doorway. Just when you go through
the doorway, hug the left wall and ascend so you stay clear of the mine,
however, quickly descend once you pass it so you move under the next mine,
then continue down the pathway.

Swim through the doorway ahead and move around the left corner -- just
after that, go through the right doorway and down the short hallway,
through the doorway at the end. Take a left around the corner, then turn
right, through the doorway, at the west wall. Emma should start to need
some air now, so head up to the air pocket just to the north at the end of
the hallway.

From the air pocket, eye the east hallway in first person and dive back
down in the water. Follow the hallway all the way to the east wall, then
take a left. Move around the corner just ahead and up the stairs. Now
you'll have to pull Emma again. If you try to take Emma to the left, where
a whole lot of bugs are seen, she'll let go of Raiden's hand and won't
continue with you with the bugs there. Somewhat off topic, you'll find M4
BULLET X 30 by the west wall past the bugs and the elevator.

If you stand over the bugs, you'll receive an email with your Phone. It
tells you to use the Coolant to drive the bugs away. That's one option,
which is easy, however, takes up some time. If you plan to do that, equip
the Coolant and spray each group of bugs until they are completely gone,
following and continuously spraying them until they're gone.

If you contact Campbell a few times, he'll suggest tranquilizing her,
which is very simple. If you wish to do that, take out the M9 and shoot
her in the head, putting her to sleep for the moment. You can also knock
her out, which can be done by performing the punch-punch-double kick combo
or cartwheeling her a few times. Either way using this method, call the
elevator and toss her in it. Then go up to 1F.

Shell 2 Core, 1F Air Purification Room
Exit the elevator with Emma and look at the bottom left of your radar --
looks like you have company. Bring Emma to the south wall, not any closer
to the west, however, and take out the guard in the room to the west when
he's not looking -- he should stretch once in a while; run behind him when
he does and shoot him in the head. Going back to get Emma, check out the
east end of the hall past her -- you'll find AKS-74U BULLET X 30.

By the way, if Emma is ever spotted by any sentries, they'll call for back
up and will start to shoot her, just as if she was you. So just as you
would normally stay out of trouble (you should, at least), do the same
with Emma. Don't leave her alone near a guard, unless you're about to deal
with the guard. If you or Emma is ever spotted by a guard, quickly take
him out or at least cartwheel him to buy some time. Whatever you do, don't
let the guard call for backup by any means -- fight with him until the
bitter end.

Retrieve Emma -- with no weapons equipped -- and start your way to the
southwest, first moving to the west hall and getting the SOCOM BULLET X 12
in the northwest. If you start moving south down the west hallway, you'll
notice a guard in the small hallway to the west on your radar. Leave Emma
out of the way and take care of the guard. You can run down the hall and
take the guard out from behind if he's facing the other way in the
hallway, or you can just wait back by Emma and take him out from a

Once the guard has been taken care of, feel free to pick up the SOCOM
BULLET X 12 by the door with the broken panel in the hallway where the
guard was, then continue south with Emma to the southwest corner of the
area, and grab the PENTAZEMIN in the southwest corner of the hallway.
There's a guard down the stairs to the east, so leave Emma up here and go
take care of some business.

You'll notice that as you start to go down the stairs, a guard will arrive
on this floor from the elevator (where did he come from? B1 is flooded and
there were no guards there, anyway...). You'd better wait for him in this
hall and take him out while he starts coming this way, because he'll
probably cause you some trouble if you don't -- he'll come all the way
around the whole floor. Anyway, once you take him out, you can move on
with the comfort of knowing that he's out of action, or at least for a

Run down the stairs and press against the wall just to the east of the
stairs, and move so you can see around the corner here while still on the
wall. Wait for the guard patrolling the area to come up and stop near you,
then take him out the second after he turns around. Run to the east past
his body to discover another guard here, a sleepy guard. Take him out from
behind, and retrieve Emma and take her up the east stairs, behind the box
in the hallway there.

Once up here, the guard in the exiting hallway right near you will enter
the hallway and turn his head around, inspecting the area. Shortly, he'll
face the north and start walking that way. I recommend you take him out
when he starts walking to the north, instead of just sneaking by behind
him and leaving the Core, because there are items in the room past the
electric floor. Once he's down, enter the former President's former room
and grab the RATION and M9 BULLET X 15 at the west of the room, and PSG1
BULLET X 20 and AKS-74U BULLET X 30 at the east.

Checking the low vent on the south wall, you'll find PSG1-T BULLET X 10
inside the vent to the right. Return to Emma in the hall by the boxes and
take her to the exiting hallway in the east. Pass through the orange door
at the end of the hallway with her to the KL bridge. Make sure you go
through the door holding her hand, or else she won't follow you to the

KL connecting bridge
At the sound of a Cypher outside, let go of Emma's hand and move to the
doorway ahead, picking up the RATION there. Just through the doorway here
you'll find PSG1 BULLET X 20 and CHAFF.G. In first person, look down the
bridge to the east to spot a Cypher looking at the bridge near the bridge
directly connecting Strut K and L. Take out the SOCOM or PSG1 and destroy
it. Another Cypher should poke into the picture to the east as well,
however, closer to you than the other Cypher. Take it down and go back to

Unequip your weapon and pull Emma onto the bridge. No more Cyphers should
be around, so make your way east with Emma, moving over the "repaired"
gaps in the bridge. Once you reach the top of the ascending ramp, which is
in the place of where the stairs were sometime ago, stop and investigate
the area in first person and by looking at your radar. You'll notice a
guard to the northwest a bit, patrolling the north area of the actual KL
bridge. He shouldn't be able to see you even when you're standing up at
the top of the ramp, so take him out from there.

Scanning the area for items, the east narrow bridge will do you good.
Check the narrow bridge down the nearby stairs where the guard was
patrolling to find SOCOM BULLET X 12 at the north end of the bridge and M4
BULLET near the south. Return to Emma and start your way south down the
bridge to Strut L, and you'll almost immediately find a fire blocking the
bridge. You'll receive an email in your Phone about dealing with the fire,
but you should already know what to do with the fire. Take out the Coolant
and spray the fire at its roots until only sparks and smoke remain.

Once the fire is gone, don't worry about the taunting look of the sparks
and smoke and pull Emma past the blackened floor and to the orange door to
Strut L in the small hallway at the south end of the bridge, for a
cutscene. Raiden discovers that the door to Strut L is Level 5, and he
doesn't have a Level 5 Card, however, Emma remembers her LV.5 CARD around
her neck and gives it to you, allowing Raiden to pass through the door to
Strut L.

Strut L Sewage Treatment Facility
Once inside, leave Emma by the door and put your pack to the wall ahead of
you and check around the corner. If you look around the corner fast enough
you'll notice a guard standing by the doorway down the hall. You can take
him out if you can do it before he goes through the doorway and out of
your sight, but don't worry if you don't get him. When he's gone, run to
the right and grab the SOCOM BULLET X 12 by the inaccessible door.

If you wait against the wall for the guard to come back in the hall if you
didn't get him, he won't come. He'll just stay in the other room. While
hugging the west wall in the hallway leading to the south room, move
slowly so you're not heard trampling on the nosiy floor. Looking into the
room while pressed against the outside of the doorway, you'll notice that
there are two guards in the room. One is close to the doorway, and the
other is on the other side of the railing in the room.

A simple method is to take out the further guard while back a little north
in the hallway. When you see him stop when he's visible through the
doorway, take him down. Then slowly move and press against the left side
of the doorway again and wait for the close guard to turn the other way.
When he does, he may notice the other guard or he may not -- either way,
slowly move through the doorway and take him out. Another method you can
do here, however, is throwing a Stun Grenade into the room through the
doorway, but make sure you're not in the view of the guards (go back north
a little first, then throw it). Then run into the room and put the guards
to sleep while they're helplessly on the guard, if you use this method.

Once the guards are down, return to Emma and navigate her south into the
room with the guards and around to the south side of the room. Let go of
her hand and turn the hatch on the door here to open it, then pull her
through the doorway and into the room a bit for a cutscene. Raiden will
open the floor hatch in the room to find a ladder, and Raiden and Emma
will move down the ladder to the Oil Fence in the cutscene.

Strut L Oil Fence
As Raiden scans the area with his scope, he notices that there are several
sentries and sentry Cyphers. The pontoon leading around to Strut E is very
narrow and Emma will have to go alone. Raiden will contact Snake about the
situation, and he'll tell you that it's time play sniper. Meanwhile, he'll
start his way to Strut E, to the other side of the Oil Fence. Take note
that if you ever need ammo for the PSG1 or PSG1-T, there will be boxes of
PSG1 BULLET X 20 and PSG1-T BULLET X 10 on this level of the tower you're
on, however, they only appear once you have a certain amount of ammo left.

Starting off, Emma will move onto the Oil Fence. In first person, look at
Emma so she's in the middle of the screen and then equip the PSG1. As Emma
is walking on the pontoon, she'll fall quite often, but she'll never fall
into the sea, unless you shoot her. Anyway, just to be careful, equip the
Thermal Goggles to check the area for any hidden explosives. On the path
of the pontoon, several meters away from Emma, you'll notice five heated
objects in a row, which are stealth equipped Claymores. If Emma moves near
one, which she will unless you destroy them, they'll blow up and she'll
fall into the ocean.

With the PSG1, shoot the individual Claymores well before Emma gets to
them, using a Pentazemin if you need one. Looking past the wobbly pontoon
bridge, you'll notice a tower like the one you're sniping from, and there
are guards patrolling around it, on both floors. You won't always be able
to see all the guards from here, but they won't be able to see Emma if you
can't see them. If they do see her, from where you can see them, the
guards will be alerted and more guards will come to shoot her. While this
is happening, Emma will just crouch down and hope the bullets miss her --
instead of laying back, take out the guards with either the PSG1 or 
PSG1-T, whichever you prefer.

Always follow Emma in your scope as she makes progress over to Strut E.
Even if you don't see guards on the towers, they can and probably will
come out of nowhere, from your vision at least, and spot Emma. Do keep a
lookout for the near future of Emma's path, however, cautiously be
aware of guards popping out of nowhere on the towers. Looking past the
first tower in Emma's path, you may notice a sentry Cypher looking over
the next pontoon bridge. More Cyphers will come later, anyway, so you
might as well take it out now.

By the time Emma steps up on the first tower and moves around the
backside, there will probably by another Cypher checking out the middle
pontoon bridge. Take it out and start scouting the pontoon bridge for any
Claymores with your Thermal Goggles. You wont find any here, so start
looking for guards on the next tower -- take them out well before Emma
gets close to the tower. Once Emma reaches near the middle of the second
pontoon bridge, Snake will call you to tell you that he reach his sniping
position from Strut E, and you can see him on the upper level of the far
right tower when looking through your scope. Don't go shooting him,
thinking he's an enemy sniper.

Snake tells you to call him if you want him to start shooting. Although
Raiden acts like he's useless when you call Snake for help, it's
recommended that you do so. Having Snake just lie there and do nothing
won't do you any good, so why not have him help you? If you do call him
for help, he'll only shoot enemy forms that you're looking at through
your PSG1 scope. He shoots only one bullet at a time, but he's a good
shot. When he's shooting sentries or Cyphers, feel free to join in on the
shooting to quicken the target's death. You can help Emma through this
area all by yourself, but having Snake help can get things done faster
and more easily.

Make sure no guards can be seen at the second tower in Emma's path when
she closes in on the place, and you may notice that she takes a lot of
time behind this tower. Take out the Direction Mic and aim it at the
tower that Emma is behind. Listening it, you'll notice that she meets up
with Johnny behind the tower! He's not having the greatest time again and
desperately heads for the toilet.

Before Emma moves onto the third pontoon bridge in her path, clear any
Cyphers in her area and around the whole area. By now you'll probably
notice that Cyphers come from above you and make their way over to the
pontoon bridges, and you can take them out before they get there. Now that
Emma is on the last pontoon bridge, check the path for Claymores with your
Thermal Goggles. You'll notice two near the center of the bridge, although
some meters away from each other. Zoom in on them and take them out with
the PSG1 before Emma gets close to them, and use a Pentazemin if your aim
is shaky.

If you want to have some fun in the area while you're waiting for Emma to
make her way across to Strut E, you can shoot down some seagulls with the
PSG1 -- use the PSG1-T if you don't feel like being too cruel to the
birds, although shooting them down isn't very nice, either way. Anyway,
if you shoot down enough birds (around 5-10), the Colonel will call you
to tell you how cruel you are, and it's quite funny.

Another way to get rid of guards and Cyphers in the area is to use the
Stinger, but be sure you don't lock-on to birds, unless that's your thing.
Using the Stinger makes things more simple, however, due to its lack of
ammo and overkilling abilities, you should probably only use it to have
some fun, and then switch back to the PSG1.

Once Emma reaches the approximate middle of the third pontoon bridge, a
cutscene will play. Vamp comes up from the water and grabs Emma by the
neck, holding her still, while facing you. You could call this a boss or
you could not, but either way, it's extremely easy.

BOSS: Vamp 2
Right away, zoom in very closely on Vamp and try to get a clear shot off
at his head. Don't hesitate to use a Pentazemin -- Emma's life is on the
line. Whenever he's holding her, he'll sort of strangle her and lower her
health a bit. To prevent this, keep shooting Vamp. Getting Vamp in the
head inflicts the most damage and ends the battle the quickest, however,
it can be dangerous aiming for his head because Emma's head is right under
his most of the time. Sometimes Vamp will be holding Emma's arm in the way
of his head -- you can shoot the top or side of his head as a
countermeasure, or you can just shoot him in the gut or his legs, unless
Emma is in the way.

This is rather simple because of Vamp's small health bar and the fact that
his head is almost always in clear view for you to shoot. It will only
take a few shots to Vamp's head, or his body, to end the battle.

After the cutscene, Raiden seems to run across the Oil Fence to Strut E
and climb up the ladder there, although we can't see him doing so.

Strut E Parcel Room
After the cutscene, you'll be in Strut E of Shell 1. You have 300 seconds
to get to the B2 Computer Room in the Shell 1 Core to deliver to MO Disk
-- hurry! Turn the handle on the door near the floor hatch to open it,
and move into the hall identical to Strut L's through the doorway. On the
other side of the railing is SOCOM BULLET X 12 if you want it, but anyway,
run through the orange door at the west side of the room. Continue west
and you'll notice that you can get inside the parcel storage room here
with your Level 5 Card, and you'll find the DG.CAMERA (Digital Camera)
inside, which can be used to take pictures and save them to your memory

Back in the hall, hearing a guard listening to music with headphones,
start running up the nearby stairs at the west wall. The guard with the
headphones, and also the only guard in the room, should be a bit to the
northeast when you come up the stairs, or maybe even closer to you. If you
wait for him, he'll move around to the east wall and then come south and
start his way over towards you. Because he's sort of dancing to his music,
he can't see in front of him all the time and every half a second or so he
won't be looking straight ahead, however, don't let this make you think
you can just run right by him. Take him out and run through the orange
door in the southeast, to the EF bridge.

EF connecting bridge
Entering the area, you'll hear Cyphers. Run west to the doorway and look
in first person. One Cypher is just ahead of you, another past that to the
right a bit, and another one is checking out the bridge connecting to the
Shell 1 Core to the west -- the SOCOM should suffice. Once the Cyphers are
down, you'll notice no Claymores on your radar with the Mine Detctor, if
you got rid of them earlier. Checking the Shell 1 Core bridge here, you'll
notice that several floor panels are missing, if you ran along them when
you left the Shell 1 Core earlier.

If this is your situation, press against the railing or hang on it, and
make your way to the other side of the bridge like that. If you hang on
on the bridge, you'll have to jump back up once you reach the solid wall
when the railing ends, onto the safe spot there, but you can simply
cartwheel over the two-panel-wide gap or press against the wall to get by.
Once past all the gaps, continue west to the small hallway at the other
side of the bridge and go through the orange door in the hallway.

Shell 1 Core, 1F
Once inside the Core, you'll notice the all the cameras in here won't
work if you took them out earlier. Also, if you still have the Mine
Detector equipped after from checking the EF bridge, you'll notice three
CLAYMORE mines on your radar just south after entering the main hallway,
west from the door you entered the area from. You don't need to take that
path, though, and it's a longer way to the elevator so it's pointless to
do so, anyway.

After entering the hallway just north of the Claymores, run north down the
hallway and around the corner with the bug-covered floor. In the north
hallway, the elevator is open, so enter it, and you'll move down to B2 in
a cutscene.

Shell 1 Core, B2 Computer Room
Raiden arrives in the cutscene to deliver the MO DISK to the computer-
unfriendly Snake, and the disk is put to use. After a few cutscenes, a
scene with Raiden, Snake and Otacon will play, and it seems that it's time
to leave the Plant, however, the game isn't over yet.

After the cutscenes, Rose will call you to ask you to save, even though
Raiden seems to be "offline". 

                   A  R  S  E  N  A  L     G  E  A  R

Several more cutscenes will start to roll, and you seem to be somewhere
you haven't been. In an interactive cutscene, where you can look around a
bit, hit Triangle repeatedly to get through Solidus' torture. After quite
a while, Olga will enter the room to talk to you alone. She tells you
several things, one regarding your gear -- Snake has all your stuff. Olga
tells you to wait a bit untl she lets you out of your torture bed. She'll
punch Raiden to make everything seem normal to anyone watching, and she'll
leave afterwards. Rose will then contact you to talk for a bit.

06 // a r s e n a l  g e a r
Arsenal Gear......................................................[pla_06]

              "Amazing how you walk around like that."

Arsenal Gear - Stomach
Just after talking with Rose, Raiden will be released from the torture
bed, naked as a human eye. Some strange thoughts might overcome you about
trying to see just what exactly is under Raiden's hands. Whenever you're
done playing around with Raiden's nakedness, you can find a RATION under
the computer desk just to the left of the torture bed. The southwest door
in the room won't open, and the same for the southeast room (probably a
washroom, anyway).

Checking the northeast locker, you'll find MEDICINE. If you stay naked as
you are for a long time, Raiden may get a cold, and that's what the
medicine is for. Contact the Colonel, and in the second conversation,
he'll mention that you won't be able to hang, throw, or chokehold anyone
in your current state, and a hilarious conversation starts up regarding
why you can't do this (imagine chokeholding a guard from behind while
naked...that just seems wrong...). The Colonel will also tell you that
you'll receive more damage when you're attacked, since you have no
protection at all.

Anyway, move through the northeast door and log in to the node in the room
to download the radar. Then continue through the east door.

Arsenal Gear - Jejunum
Starting in this area, you start to get strange transmissions from the
Colonel, first starting off with voice static and somewhat strange talking
behaviour. After talking with the Colonel, you'll notice an Arsenal Tengu
soldier patrolling the area on the other side of the large boxes near you.
Slowly and quietly press against the box and move to the right side of it,
and wait for the Tengu to turn around and head the other way, then dart to
the box to the east. You can continue running to the stairs just ahead,
but if you ran late, you might want to wait -- if so, press against the
east side of the box.

Just to inform you, these Arsenal Tengu soldiers are extremely advanced,
especially compared to Gurlukovich guards. Their scouting techniques are
extremely more careful, looking virually all around them, and then can
even turn their heads while walking. Not only that, they carry mighty P90
submachine guns, and if you're spotted by a Tengu, you'll almost
immediately enter alert mode. As if being naked with no weapons wasn't bad
enough, you'll have to adapt to dealing with better enemies without using
any weapons. Don't worry, the walkthrough for this area is very helpful
and will help you through the area without being spotted once if you do it

If you're still on the lower level, pressed against the box, wait for the
Tengu solider to move to his southernmost position on your radar, and once
he turns back around to move north again, run to the stairs just ahead of
you on the east side of the area. You can continue on the lower level,
however, things get very tricky, and you'll have to go up to the upper
level eventually, so why not do it now? If you wish to look for items on
the lower level, however, there's a RATION around the center of the area,
at the east side near some boxes, and MEDICINE in the northwest by the
large box against the north wall.

Turn your computer off right now. Cut the cord -- the mission is a
failure. Honestly though, you've been reading this walkthrough for a long
time now. Can't you just play the game yourself? You'll ruin your eyes
sitting so close to the computer screen, stop it right now. You must
continue your m-mission. I need scissors! 61!

On the upper level, once up the stairs, press against the north wall, with
an Arsenal Tengu just around the corner. Wait for him to turn around and
move back north, then run west over the walkway bridge to the west side of
the upper level, and move to the south when over there to find BOX 5 near
the railing (if you found this box in the Big Shell, it's already in your
gear, but you don't have your gear right now). This box matches the
surroundings of Arsenal Gear and works very well when hiding.

Moving on from the west side of the upper level, move north with Box 5
equipped, and you'll come across a surveillance camera on the wall by the
next walkway bridge. You can slip by under the camera's blind spot with
the box equipped if you're right next to the wall, but you can also do it
another way. First of all, there's a Tengu in the north and might see you
if he's close by. When the Tengu is far away, unequip the box and move
under camera's blind spot while pressed against the wall, however, move on
the wall when the camera is looking to the north, and continue north when
it's looking to the south.

Once you're past the camera when the nearby Tengu isn't looking, just set
down with your box beside the box-object just past the camera, and start
watching the Tengu's patterns so you can get by him. What you'll notice is
that the Tengu moves from his southerhmost position, right near you and
your box, north to the next walkway bridge, and without looking behind
him, he walks a bit down the bridge. So you can follow him when he moves
north, and move past him once he moves on the bridge. Just remember to be
quick and quiet at the same time.

With your Box equipped like always, start following the Tengu once he
moves north, keeping your distance for some insurance, and stop behind him
when he stops and looks at the bridge. When he moves onto the bridge,
continue moving north. You can continue all the way north if you didn't
make your move too late; if you did, you might want to set down beside the
tall box object just past the bridge. If you do so, wait for the Tengu to
start moving back south until you continue north.

By now you've probably noticed the several mass-produced Metal Gear RAY's
in the hangar -- just be glad that they're not in use right now. Anyway,
continuing northward at the west side of the upper level, and stop at the
last walkway bridge, near the north wall. Look east through the hole in
your box and take note of the Tengu's walking pattern -- the one in the
northeast of the area. You might want to get a little closer though.

If you stand up with no box equipped, when no one is looking, you'll
notice a door past the Tengu's path in the northeast -- that's where
you'll want to go to meet Snake. Past this walkway bridge on the east wall
is a surveillance camera that you'll have to get past. Wait for the Tengu
to be somewhere not near you, and when the camera looks to the north, run
down the pathway and set down with your box just under the camera.

From here through your box's hole, you'll notice that the Tengu's
southernmost point is close to the surveillance camera, but he won't see
you if you're under the camera with the box. Anyway, from there he turns
around and then starts down the east pathway to the door, leaving an open
opportunity for you to get to a better vantage point. You'll notice a long
box object to the north, near the wall -- when the camera is facing to the
south, run north and hide behind the box in the north.

Wait for the Tengu to come back to this hallway and move south, then
quickly make your move. Very speedily run south around the box and run
east down the hallway to the door, and go through it.

Arsenal Gear - Ascending Colon
Just like in the last area, you'll receive transmissions from the Colonel
around every ten seconds, but this time you'll have to answer them in
order to continue, even though they're manual calls (meaning you'll have
to press Select to answer them). Snake isn't anywhere to be seen, so check
the area out meanwhile. Run all the wall north to discover that the door
won't open. Run back south and all the way to the south door to find a
RATION, and also that the door there won't open either.

If you've answered a few Codec calls, a video clip of a Japanese woman
is displayed in place of your soliton radar. Throughout the whole clip,
your Codec will be sounding off like crazy, but the video clip will stop
if you answer a call while it's on. The clip will go on for some time --
once it's over or whenever you want, answer your Codec. After some MGS1
and some just completely random Codec calls, you'll receive a call from
Rose. Once it's over, a cutscene will play.

Snake is finally here... About time, man. Raiden puts back on his gear --
everything you had from when you were captured is still in your equipment.
Via Codec, Snake mentions that there are 25 Metal Gear RAY's that you
may have to fight. After talking on the Codec, Snake will hand you an
HF.BLADE (High Frequency Blade) that Olga left for you. Snake will tell
you how to use it and you'll be given a time to play with your new toy.

Move the right analog stick up and down to perform a vertical slice, and
move it left and right for a horizontal slice. Turn the right analog stick
around in a circle (360 degrees) to perform and spinning sweep. Push in
the right analog stick (R3) to thrust the blade forward. Hold L1 without
executing an attack with the blade and Raiden will hold the blade
horizontally and can even deflect a bullet or two. One last thing, which
Snake doesn't tell you, if you press Square when the blade is equipped,
Raiden will switch the function of the blade -- lethal or non-lethal (non-
lethal is like punching someone, while lethal is like shooting someone).

While practicing with the HF Blade, you'll probably discover that you can
try out some moves on Snake, but he'll punch and kick or even shoot at you
if you do, although you can easily get away. In fact, you can even knock
out the legendary Solid Snake. Switch the function of the blade to non-
lethal and swipe Snake a few times. To avoid his attacks, run away after
knocking him down. Once he's knocked out, you can drag his body around,
and his dogtags will fall out when you drop him.

The practice session will end after a while, and Snake and Raiden will get
ready to move on to the next area in a cutscene. Snake tells you that if
you run out of ammo, you can have his. Snake has infinite ammo, thanks to
his bandanna. If you need any ammo, he'll toss you some, but only for the
M4 and SOCOM since he doesn't have anything else. Snake and Raiden move on
to the next area after a Codec conversation. In another hangar, Otacon
calls Snake and Raiden, and Raiden tells him about the Colonel's
transmissions, and he'll look into it for you. If you need anything else,
contact his frequency -- it's 141.12.

Arsenal Gear - Illeum
After talking on the Codec, a Cypher comes out of nowhere and spots Snake
and Raiden, and you'll enter alert mode. Thanks to the Cypher, you'll have
to fight an army of Arsenal Tengus as they continuously jump out of
nowhere. Just like the last hangar, there are two levels -- the Tengus
will be on both levels, so you'll have to watch yourself. Not only will
they shoot from up there, they can also jump down to the lower level. Take
note of the different types of Arsenal Tengus here -- there are some with
P90's and some with HF Blades. The ones with the blades can deflect some
bullets -- keep shooting them and they'll eventually take some hits and

Even though you just got the HF Blade, it's probably best for you to use
an assualt rifle for this area. If you stick to the M4 or SOCOM and run
out of ammo, Snake will toss you M4 BULLET X 30 or SOCOM BULLET X 12,
whichever you need, so pick it up if this happens. The SOCOM works pretty
well in this hangar, and you may be surprised by its effectiveness,
however, enemies are usually far away and assualt rifles generally work
better here. You can still use the blade, however, you'll have to run up
to enemies, consequently losing more health, most likely. Although the
only assulat rifle Snake will throw you ammo for is the M4, feel free to
use the AKS-74u, just try to conserve ammo when shooting.

At the beginning Snake will start shooting Tengus ahead of him -- join in
and do the same. Make good use of the lock-on function with your guns by
holding L1 -- this will make things might easier. After a little shooting,
Snake will crouch and press against one of the boxes at either side of the
room, so do the same, but on the other side. If there are any remaining
enemies, take them out with jump out shots.

Enemies won't only shoot you, and they'll actually shoot at Snake a lot.
Take advantage when you're not being shot at and take out any enemies you
can see, especially the ones shooting Snake, since he has health, too.

Once all enemies in this section are down, move away from the box and run
deeper into the room, and Snake will follow you. More Tengus will enter
the area for you to kill again. Look up on the upper level as well as
right in front of when you shooting the enemies. Snake crouch by a box
again, but you can continue killing the enemies. Move on to the next
section once all these guys are dead.

Do the same thing for this section as the Tengus come, and the same for
the rest of the entire area. If you ever need health, Snake will throw you
a RATION. Once you get to the end of the area, it can be a good idea to
use the blade, if you want to use it. Since enemies will be closer to you,
things wll be easier. Run up to them and swipe them a few times, or use the
spinning sweep to instantly kill one or even a few enemies instantly, if
they're close enough. If you ever want to shoot while running in third
person, hold X while holing Square.

Once all the enemies are dead, the door at the end of the hangar will open
and Otacon will call you, regarding the Colonel. Afterwards, Snake and
Raiden will continue to the next area through the door.

Arsenal Gear - Sigmoid Colon
After the Codec conversation, grab the RATION in front of you and go
through the doorway into the large circular room ahead. Run to the center
of the room and a cutscene will play. A swarm of Tengus jump from above
and surround Raiden and Snake. It looks like you'll have to take them out.
Use the same strategies as in the hangar just before. Snake will toss you
M4 BULLET X 30 or SOCOM BULLET X 12 if you ever need the ammo, so watch
out for it when you're running low.

At the beginning of the massive battle, Raiden will have the SOCOM
equipped. Instead of putting it away and taking something else out,
actually give it a try. It will probably surprise by how well it actually
works, honestly. In third person, fire a few quick shots at enemies in the
screen and it will kill them rather quickly, especially since Snake is
making such a big distraction with his noisy M4.

Same as before, there are the two kinds of Tengus: ones with P90s and ones
with HF Blades. The Tengus with the blades can be more tricky to
eliminate here in this open space, but you can run up to them while
shooting and bump into them. Then move behind them and kill them from
there. After killing a few HF Blade Tengus, killing the ones with P90s is
like slicing butter.

As I already mentioned, use the same strategies from the previous area in
this large open area. While shooting in third person, hold X so you can
run at the same time, which makes things easier for you and harder for
the Tengus. You'll notice that as you kill the Tengus, more will jump down
from above. If you look up in first person at the east and west sides of
the area, you'll see ledges up there, and the Tengus come from the doors
up there. They move rather quickly, though, so it's probably best to wait
for them to come down to you until you shoot them, especially since you'll
very likely be shot by another Tengu already on the main floor if you stop
and look up there.

After a while of shooting, a screen will come up that says "Fission
Mailed", which is very identical to the "Mission Failed" screen, however,
it is just a trick that the Colonel is probably trying to do. Anyway, the
battle will still continue in the small screen at the top left and you can
move around like you normally would, which may be somewhat difficult to
do, but it looks really cool. The screen will go back to normal after a
bit and you'll fight with the normal screen again.

Continue fighting the Tengus with the same strategies, or try the HF
Blade. It works better in this area than the last because some Tengus
usually land right beside each other, and they always land on the sides
of the area. Find a common place where they land and stick around there.
Take the Tengus out as they land, and when two or more land in the same
spot, perform the spinning sweep by moving the right analog stick in a

After more fighting, the "Fission Mailed" screen will come up again. Keep
on running around the room and blasting away your gun or continue using
the HF Blade to eliminate the Tengus. The screen will go back to normal
again, and a cutscene will play once you and Snake have taken care of
around 50 Arsenal Tengus. In the cutscene, Raiden will move up a ladder,
leaving Snake behind at his request.

Arsenal Gear - Rectum
After the cutscene of Solidus talking from somewhere, he'll continue while
you are given the opportunity to move around. You might want to take the
time to practice using the HF Blade, because you'll only be able to use it
later in the game. Also feel free to play around in a cardboard box or
something, if that's what you want to do. Once Solidus is done talking,
another cutscene will play.

Several Metal Gears are seen coming towards Raiden in the cutscene and it
looks like they want to fight you. And yes, you'll have to fight back.

BOSS: Metal Gear RAY Army
Once you've gotten over the fact that there are three Metal Gears in front
of you, as well as many more in the distance, you'll have to destroy them.
The best weapon, and pretty much the only weapon, for this fight is the
Stinger, with its lock-on capabilities. You probably won't know exactly
where to shoot RAY yet, but if you call Otacon, he'll tell you to aim for
RAY's head section. Start off by equipping the Stinger, and fire a locked-
on missle at the head of the Metal Gear RAY right in front of you, the
middle one.

As already mentioned, Otacon tells you to aim for RAY's head section,
although that's not the only area you can shoot. When looking at a Metal
Gear RAY with the Stinger equipped, you'll see three green squares around
selected areas, which are the head and both legs. You can lock-on to these
three areas with your Stinger, however, only hitting the head causes
damage. Whenever you fire a missile at a RAY's leg, it will stumble over
on the "injured" leg, not causing any damage, though, and it will get back
up. Shooting a RAY's leg isn't pointless, though, because it can be
sufficient to prevent attacks if you don't have enough time to aim for the

This battle will be very long and difficult, so be sure to have your
Rations equipped at all times so Raiden will automatically use one if his
life bar fuly drains. If you don't have any, try not to worry too much
about it, since some will appear during the fight. Having at least one or
two Rations really helps, however. Anyway, if you call Otacon again, he'll
tell you that you should be able to throw a Chaff Grenade to confuse the
Metal Gear RAYs for a moment. Toss a Chaff Grenade and run around so that
you're not hit if one of the RAYs shoots at you.

When the Chaff explodes, you'll notice the three RAYs shaking a bit, but
that's not all it does. The Metal Gears can attack with their lock-on
missiles, which come from their backs, even when a Chaff Grenade is
thrown, however, the ability of the missiles locked-on to you won't work.
If you stand still, they'll hit you, but not if you run somewhere else.

Normally when lock-on missiles are fired from RAY's back, four right after
each other, they will lock-on to you, and you'll hear a beeping sound with
the intervals shortening -- you might want to run when you hear this. No,
seriously, RUN! Whenever these missiles are fired, they won't hit you if
you constantly run around the area, by not if you run back and forth a
meter or two, or in small circles, or anything like that. When the
missiles hit the ground they will explode, inflicting a lot of damage and
knocking you down if near the explosion. When you're running away from the
missiles, they'll explode right behind you as you run, however, not if you
start running seconds before the missiles hit the ground (they'll hit you
if you do this).

Whenever you throw a Chaff, the missiles will lock-on to your initial
position, which happens when they are fired with Chaff particles already
in the air or when a Chaff Grenade explodes when the missiles are in the
air, however, they will stay locked-on to that position due to the
interference. So whenever the Chaff particles are in the air and missiles
are fired from the back of RAY, you only need to run a few meters to
escape the radius of the explosion. And when a Chaff explodes while a
missile is in the air, run away from your current position to escape the

Sometimes lock-on missiles will be fired over and over among the three
Metal Gear RAYs, even while some missiles are already in the air, but
you'll just have to deal with it. To take action, toss a Chaff Grenade
while you're running from the missiles to cause confusion to the lock-on
system. Take the time to run away from your current position and fire a
Stinger missile at one of the RAYs.

Metal Gear RAY also has two other attacks from the position off the
platform your on. One of the attacks is a simple machine gun firing from
RAY's left arm. Whenever you see one of the Metal Gears moving their left
arm in front of them, they're probably getting ready to perform this
attack. If you try to fire a missile at one to stop it and it hits its
arm, it won't do anything except look like it did something (a lot of red
gush will come out). But if you hit one of its legs, it will stop the
attack (the arm blocks the head, so the legs are really your only

The other attack is a light discharge attack, which is done every often
and will very seldomly hit you even when the Metal Gears decide to use the
attack. The attack is a discharge or blue light, aimed at the large
platform you're on. It will steadily aim at one spot at first, then it
will move slightly towards the inside of the battle platform, but in a
straight line, which is easy to avoid. If it hits you, it won't inflict
very much damage, so don't worry about it.

RAY's most common attack is the lock-on missiles, so you'll have to do a
good job dodging those. Throw a Chaff Grenade whenever you can to give you
an opportunity to run away from your current position and fire Stinger
missiles at the RAYs. Whenever you're running away from the lock-on
missiles, don't feel that you have to constantly be running. If you see
another RAY fire lock-on missiles just before the ones in the air explode,
you should easily be able to stop when the current missiles explode and
fire a Stinger missile at it and start up running again -- just do it

Try to balance out among the three Metal Gear RAYs when shooting missiles
at them, because it will come to your advantage later on. But if you're
not plainly trying to damage RAY, meaning you're trying to prevent or stop
an attack, you don't always have to aim for RAY's head section -- you can
also aim for the legs. It won't cause any damamge but will do the job in
preventing or stopping the attack. However, always try to aim for the head
if you can, unless you don't have much time and only manage to lock-on to
the legs, but both are always sufficient for preventing attacks.

By now, there will probably be six boxes of STINGER BULLET X 10 around
the battle area, one at each vertex of the third innermost hexagon on the
floor. And if you need health there will be a RATION in the center of the
innermost hexagon on the floor. All these items reappear throughout the
battle, so pick them up if you need them.

After a while, the first RAY will jump up on the large platform you're on.
If you're very close to it when it lands or if it steps on you, you'll
lose some health and fall to the floor. Anyway, now that one RAY is up
here, it'll try to introduce another, and essentially the best, attack to
you. The attack is firing two lock-on missiles from it's legs; one from
each. This attack is difficult to avoid because of the speed and how close
the missiles start to you.

To avoid these missiles, immediately start running perpendicular to where
the missiles come from (run to the left or right, not towards the missiles
or towards the camera, because the missiles will hit you if you do so),
unless you're running forward at the left or right side of RAY -- in this
case, continue running that way. If you only run, however, the missiles
will hit you. But if you perform a cartwheel just before the missiles get
to you, you should get out of the way. Try to perfect this motion -- if
you cartwheel to early and land, you won't be moving and the missiles will
hit you. And if you cartwheel to late, well, I think you know what will

You can safely avoid this attack a lot of the time by not allowing RAY to
do it. Whenever RAY is about to shoot the lock-on missiles from his legs,
it will usually move its legs up and dowm a bit (not always, though) and
then set them down and stand still for a moment. If you shoot a Stinger
missile while it's doing this, it won't be able to try it again until
after it's hit, allowing you to do the same thing. In short, shoot a
missile at RAY whenever you see it standing still, looking at you, unless
it's already too late and it's already just about to fire at you.

You shouldn't always try to do this, though, because you should be trying
to balance out the health bars of all the Metal Gear RAYs so that one
doesn't have too much health when it gets its turn to come up on the
platform. Another method you can do, though, is run around the battle area
to the side of RAY while it's getting ready to shoot the missiles. Because
then it will have to turn to face you and start all over again, although
sometimes it doesn't work.

If you're ever running away from locked-on missiles from one of the outer
Metal Gears and you see that the Metal Gear on the platform is ready to
fire the special lock-on missiles, continue running and cartwheel when
necessary, to avoid the special missiles, as well as the other missiles
from one of the outsider RAYs.

Also when a Metal Gear is on the platform, it will usually try its machine
gun attack. If RAY is far away from you when it does this, you should be
okay and you should be able to run towards the camera on an angle, away
from the bullets, to avoid the attack, but if RAY is close to you, it
becomes more difficult. But do try to run away from the camera at an
angle, away from the bullets, and you should be able to get away.

Try to take note of which health bar matches which Metal Gear -- that way
you can quickly get one off the platform to progress in the battle,
letting another Metal Gear jump on the platform and another one enter the
area. Once you drain the health bar of the Metal Gear currently on the
platform, it will shortly leave the stage and go back to the others, and
another Metal Gear will get its turn to get up real close to you.

The Stinger is the only weapon you should truly use in the battle. You can
also use the RGB6 at close range by aiming up high enough, and you can
also use the Nikita, however, these weapons are very ineffective and
either can't get to the head or it is very difficult to do, making them
pretty much useless. Stick to the Stinger for the entire fight -- it's
very effective and there should be plenty enough ammo around the battle

Once you've killed five Metal Gear RAYs on Normal, the battle will end in
a cutscene. On Hard you will have to destroy 20, and 25 on Extreme. Good

After a few awesome cutscenes roll, you'll be asked if you want to save.
No, that wasn't the final battle and the game is not over yet, believe it
or not. It might be smart to save.

After the save option there will be an interactive cutscene, with Solidus
in front of you. He'll pick Raiden up and try to suck the air out of him
again, although it's harder than before -- INSANELY harder. Tap Triangle
as quickly as you possibly can. Don't worry when your oxygen gauge runs
out; that's bound to happen. After your oxygen gauge runs out, your health
will start to drain, but do continue tapping Triangle like crazy, even if
you're health is almost all gone. Just be happy if you live the excercise.

                   N  E  W   Y  O  R  K   C  I  T  Y

Welcome to the Big Apple.

07 // f e d e r a l  h a l l
Federal Hall......................................................[pla_07]

     "We're all born with an expiration date. No one lasts forever."

Federal Hall
After several more cutscenes and arriving in New York City, Campbell will
call you. After the strange conversation, Solidus will continue talking to
you on the roof of Federal Hall, and the final battle will begin.

BOSS: Solidus Snake
Checking your weapons, all you'll have is the HF.BLADE that Solidus just
threw to you, since you presumably lost all your weapons to Solidus back
on the top of Arsenal Gear. You better hope you're good enough with the
HF Blade or you're in for a beating. Brace yourself!

Just as a note, you have the option of choosing between using the lethal
HF Blade or the non-lethal one, and these correspond to each of the health
bars at the top of the screen (just like any other fight). The end result
is the exact same and the only reason to use the non-lethal blade is that
this will not count as a kill among your game stats once the fight is
over (irrelevant unless going for a no kill run). To switch between the
blades, press Square and watch the HF Blade box at the bottom right. Red
is lethal and blue is non-lethal.

At the beginning of the fight, very quickly run up to Solidus just in
front of you and swipe him three times, knocking him to the ground. Keep
that in mind, too -- if you hit if three times in a row, he'll fall to the
ground. Once he gets up, he may streak across the roof to somewhere else,
leaving a trail of fire behind him. If he does, get away from the fire as
quickly as you can or you may be set ablaze -- if you set on fire, perform
a few cartwheels and the fire should go out.

The only item in the area is a RATION at the upper left corner on the
roof. It won't reappear -- that's all you get, other than your own
Rations. It also might be a smart idea to wear you Body Armor if you have

The most effective attack with the blade is the up and down, and left and
right strikes. Performing anything else just takes too much time or just
isn't as effective. Whenever you strike with the effective attack listed
above, Raiden will move forward a bit at each strike, which will come in
handy whenever trying to get closer to Solidus, however, it will probably
also become an annoyance when attacking from the front because Raiden may
move off to the side, leaving himself open for attack.

When you're right near Solidus, try to run towards him and slice him with
the simple strikes. You'll notice that Solidus will defend himself by
blocking his body with his two blade sometimes, and the only thing Raiden
will cause are some sparks. When he's blocking your attacks, try to get
behind him and strike him from there.

A sly technique is to perform a cartwheel while running at Solidus so that
you land just past him. He'll avoid the cartwheel attack, leaving his back
open for attack -- swipe him a few times so he falls to the ground.
Sometimes after Solidus gets up from the ground, as well as other times,
he'll try to whip one of his mechanical arms at you if you're in his
range, throwing you to the ground. To avoid this, just run away from him
so that you're not in his range.

Solidus has a few attacks, some of which you've already seen. His most
basic attack is striking with his two HF Blades, which can hurt you quite
a bit if he hits you. He may also kick you if you're near him sometimes,
throwing you to the ground (yes, you're on a roof but you get the point).
It's sometimes easy to avoid the quick kick because you can usually see it
coming, and it becomes a majaor advantage because you can easily get
behind him during and after the kick and strike him to the ground. To
avoid a kick from Solidus when you see it coming, quickly pick a direction
and perform a cartwheel that way, and Raiden should be out of the way in
no time.

Other attacks including his mechanical arms are grabbing you and throwing
you to the ground, and firing missiles through the end of the arms. You
should be able to avoid the missiles by running around them but you can
also deflect them by holding L1 sometimes. L1 comes in more useful when
Solidus is using his blades to strike at you, and you can block these
attacks by holding L1.

A rarer attack from Solidus is when he grabs you with his mechanical arms
and holds you high up in the air. You'll notice an O2 gauge appear at the
top left of the screen. Quickly tap Triangle to hold your breath and
wiggle all the buttons on the controller to get out of the attack. If you
escape the attack, which is very easy to do, you will fall back on the
ground without any damage and you'll suprise Solidus and might be able to
strike him. If you don't escape the attack, Solidus will slam you on the
ground, inflicting a bit of damage. Speaking more about Solidus'
mechanical arm, which is also an attack, although not threatening, he'll
pull himself on the side of the building next to the roof and will jump
back down after a few seconds. If he lands on you it will hurt, but it's
very easy to avoid -- just keep running.

If you stand near Solidus he may try an attack involving both his blades
at once, using them equally to strike you from above. When he does this
attack, it leaves his back open for around two seconds, allowing you to
easily get behind him and strike him from there.

Once Solidus' health bar is around half, he'll get rid of his mechanical
arms. That would naturally seem as a relief, but it's not amazing news.
Just like Solidus says, "this is where it gets interesting." Without the
arms, he'll move more quickly and aggressively, sometimes streaking
towards Raiden from nowhere and smacking him to the ground. Carefully
avoid the fire in Solidus' wake and constantly run around so that he
won't be able to hit you so easily when he comes at you. Another
alternative is to just hold L1 while facing Solidus so that you block his
blade attacks after he races towards you. After successfully blocking,
take a few swipes to knock him to his ground and prepare for the same
thing to keep happening.

Be careful when blocking though. He may take a few swings so just wait
until he looks vulnerable and then go at him. If he takes some swings and
then does a lunge attack straight at you, strike him back right after that
lunge since he should be vulnerable. If you choose to run around and wait
for Solidus to swarm towards you, cartwheel just before he gets to you so
that you can position yourself to swipe him and knock him down again.
After knocking him down each time, it's advisable to run away and wait for
him in another area.

Whether you're doing this or the blocking method above, just repeat the
process until the end. Always be wary of his kicks when he's in close
proximity -- either block or get out of the way and wait for your time to
strike again. Repeat until Solidus' health bar is drained and say your
final farewell to the former US President.

After defeating Solidus you've finished all the gameplay so just sit back
and enjoy the ending cutscenes as well as a little surprise somewhere in
there. You'll know it when you see it.


10.                          I T E M  L I S T
ITEM LIST........................................................[mgs2_10]



Cardboard Box
Wet Box
Digital Camera
Thermal Goggles



Directional Microphone
Level 1 PAN Card
Level 2 PAN Card
Level 3 PAN Card
Level 4 PAN Card
Level 5 PAN Card
Uniform (B.D.U.)
MO Disk
Digital Camera
Body Armor
Cardboard Box 1
Cardboard Box 2
Cardboard Box 3
Cardboard Box 4
Cardboard Box 5
Thermal Goggles
Night Vision Goggles
AP Sensor
Sensor A
Sensor B
Mine Detector
SOCOM Suppressor
AKS-74u Suppressor




Name: M9

Location: Held from the beginning of the scenario.

Notes: An M92F Beretta handgun modified to fit a suppressor and further
       modified to fire tranquilizer rounds, also equipped with a laser.
       The slide locks after each shot, and so the slide must be cocked
       again to continue fire. The effect of the round varies depending on
       where shot, and the head, heart, and crotch are ideal targets for
       instant take-out shots.


Name: USP

Location: Procured from Olga after defeating her on the Navigational deck.

Notes: An HK .45 caliber USP tactical pistol, equipped with an LAM (laser
       aiming module) and an attached light. Powerful, but very loud. Use
       caution when using, and try not to alert any nearby guards.




Name: Cardboard Box

Location: In the storage room, Deck-D Crew's quarters.

Notes: Use for cover, but only in reasonable locations with surrounding
       objects. Sit still while equipped next to another set of boxes or
       in another reasonable area, off to the side of a hallway or a path
       in a room. If a guard is suspicious he will not hesitate to lift up
       the box and see you.


Name: Wet Box

Location: On the elevated platform, Navigational Deck, starboard wing.

Notes: Very similar to the regular cardboard box however it can only be
       used outside on the rainy deck.


Name: Camera

Location: Carried by Snake at the beginning of the Tanker chapter.

Notes: Use to take photos of Metal Gear in the cargo holds. Press Circle
       to zoom in, X to zoom out, and square to take a photo.


Name: Digital Camera

Location: Carried by Snake at the beginning of the Tanker chapter after
          having beaten it once or more previously.

Notes: Use to take photos at your own leisure. Press Circle to zoom in, X
       to zoom out, and square to take a photo.


Name: Cigs

Location: Held by Snake at the beginning of the Tanker chapter.

Notes: Equip to blow smoke on motion lasers to make them visible. Also
       helpful for steadying aim. Snake loses health while Cigs are
       equipped so don't use them for too long at a time.


Name: Binoculars

Location: Held by Snake at the beginning of the Tanker chapter.

Notes: Use as a scope to get a closer view of whatever you want. Use
       Circle to zoom in and X to zoom out.


Name: Thermal Goggles

Location: Up the ladder on the platform at the top of the mast,
          Navigational Deck.

Notes: Equip to view your environment by measures of heat. Useful for
       locating personnel and laser beams.





Name: M9

Location: Inside the southeast storage room on 1F, of Strut F Warehouse
          (Normal or higher). Held from the beginning of the game on Easy
          or lower.

Notes: An M92F Beretta handgun modified to fit a suppressor and further
       modified to fire tranquilizer rounds, also equipped with a laser.
       The slide locks after each shot, and so the slide must be cocked
       again to continue fire. The effect of the round varies depending on
       where shot, and the head, heart, and crotch are ideal targets for
       instant take-out shots.



Location: Handed to Raiden from Pliskin in one of the cutscenes after the
          shootout in Strut B Transformer Room.

Notes: An HK .45 caliber SOCOM (Special Operations Command) Mk23 tactical
       pistol, equipped with an LAM (laser aiming module) and with a
       barrel thread that can fit a suppressor. Very similar to the USP in
       almost every aspect. A very loud gun, and so it's extremely
       necessary to attach the suppressor when it is found.


Name: M4

Location: Inside the west storage room at the center of 1F, Strut F
          Warehouse, which requires a Level 2 PAN Card.

Notes: A Model 4 Advanced 1 (M4A1) 5.56mm carbine, standard issue of the
       US Military and US Navy SEALs, equipped with a laser. An accurate
       and effective rifle, widely considered one of the best modern
       rifles, and firearms for that matter, in the world.


Name: AKS-74u

Location: Inside the large storage room at the north of B1, Strut F
          Warehouse, which requires a Level 2 PAN Card. 

Notes: A small, "mini" version of the Automat Kalashnikov Model 74
       (AKS-74), as a special purpose 5.56 mm assault rifle, equipped with
       a laser and a foldable stock. Also fits a suppressor. Its
       grandfather, the AK-47, is the most widely known, used, respected,
       durable, and consistent weapon in the word; and the AKS-74u takes
       part of that respect as it is a very consistent and versatile
       firearm. The AKS-74u is required to sneak into the Shell 1 Core and
       perform your hostage duties.


Name: PSG1

Location: Inside the east storage room at the center of 1F, Strut F
          Warehouse, which requires a Level 3 PAN Card.

Notes: An HK PSG1 7.62mm semi-automatic sniper rifle, complete with a
       scope and laser. Very accurate and powerful, but always aim for
       the head.


Name: PSG1-T

Location: Inside the vent in the east storage room at the center of 1F,
          Strut F Warehouse, which requires a Level 3 PAN Card.

Notes: An HK PSG1 semi-autmatic sniper rifle modified to fire silenced
       tranquilizer rounds. Very accurate and effective at far distances.
       Although a shot in the heart will work, aim for the head for better
       and more consistent results.


Name: RGB6

Location: Inside the northwest storage room, Strut F Warehouse, which
          requires a Level 3 PAN Security Card.

Notes: A six-round semi-automatic grenade launcher. Launched Grenades have
       around the same power and blast radius as regular Grenades.
       Generally can't shoot very far, especially with accuracy, and
       therefore best at short to medium range.


Name: Nikita

Location: Straight ahead at the end of the watery corridor, after crawling
          into the water of the Shell 2 B1 Filtration Chamber No. 1. It
          will be somewhere else in the area on high difficulty levels.

Notes: A remote controlled missile launcher, capable of guiding missiles
       while they're in the air. Missiles fly at a fairly slow pace at
       first, but speed up if aren't manipulated. Each guided missile runs
       on fuel, and the missiles blow up once this fuel runs out. Drive
       a missile into the target to destroy it, be it a person or object. 


Name: Stinger

Location: Thrown to Raiden by Pliskin on the Shell 1-2 connecting bridge,
          during the Harrier boss fight.

Notes: An FIM-92 Stinger infrared homing surface-to-air missile launcher.
       Locks on to targets with homing missiles and is capable of
       destroying basically any type of aircraft and landcraft.



Name: Coolant

Location: Obtained from Stillman, Strut C Dining Hall.

Notes: Use to freeze C4 found throughout the plant and put out fires. Can
       also be used to wake up unconcious or sleeping guards. Can only be
       used in first person. Equip and hold Square to spray once close
       enough to your target. Upon procuring, it can be equipped from the
       weapon selection menu.


Name: Directional Microphone

Location: Near the node in the Shell 1 Core, B2 Computer Room.

Notes: Point at a target to listen in on converations. It is used
       automatically in some cases (although you still have to aim it to
       use it effectively), however it can also be used for fun in other
       cases. Upon procuring, it can be equipped from the weapon selection


Name: Level 1 PAN Card

Location: Handed to Raiden by Stillman in a cutscene, Strut C Dining Hall.

Notes: Permits access to all doors in the Big Shell with a "1" marking or


Name: Level 2 PAN Card

Location: Given to Raiden by the Ninja after defeating Fatman, Strut E

Notes: Permits access to all doors in the Big Shell with a "2" marking or


Name: Level 3 PAN Card

Location: Acquired from Ames in the hostage room, Shell 1 Core, B2.

Notes: Permits access to all doors in the Big Shell with a "3" marking or


Name: Level 4 PAN Card

Location: Obtained from the President, Shell 2 Core, 1F Air Purification

Notes: Permits access to all doors in the Big Shell with a "4" marking or


Name: Level 5 PAN Card

Location: Procured from Emma after bringing her to the Level 5 door on the
          KL connecting bridge.

Notes: Permits access to all doors in the Big Shell with a "5" marking or


Name: Uniform (B.D.U.)

Location: Procured from the Ninja after beating Fatman, Strut E heliport.

Notes: The same uniform that the Shell 1 Core soldiers wear. Carrying an
       AK while wearing this uniform will fit you right in with them and
       no one will be the wiser. Just don't do anything irregular or bump
       into other soldiers (the latter of which unequips the uniform).


Name: MO Disk

Location: Obtained from the President, Shell 2 Core, 1F Air Purification

Notes: Used in a cutscene in the Shell 1 Core, B2 Computer Room


Name: Digital Camera

Location: Inside the room down the stairs in the Strut E Parcel Room
          basement (requires Level 5 card) after having previously beaten
          the game.

Notes: Use to take photos at your own leisure. Press Circle to zoom in, X
       to zoom out, and square to take a photo.


Name: Body Armor

Location: Near a mine in the submerged Shell 2 Core, B1 Filtration Chamber
          No. 2.

Notes: Wear to decrease damage inflicted.


Name: Cardboard Box 1

Location: On a platform in the pipe maze, Strut A Pump Room.

Notes: Equip for cover. Useful among other boxes and out of the way.


Name: Cardboard Box 2

Location: Inside the southwest room, Strut F Warehouse (requires Level 1

Notes: Equip for cover. Useful among other boxes and out of the way.


Name: Cardboard Box 3

Location: Near the shelf on the roof, Strut E helipad.

Notes: Equip for cover. Useful among other boxes and out of the way.


Name: Cardboard Box 4

Location: Right by the node in the Shell 1 Core, B2 Computer Room.

Notes: Equip for cover. Useful among other boxes and out of the way.


Name: Cardboard Box 5

Location: On the end platform of a conveyor belt near the node, Strut E
          Parcel Room

Notes: Equip for cover. Useful among other boxes and out of the way.


Name: Shaver

Location: On the other side of the fence at the beginning of the Plant
          chapter, Strut A Deep Sea Dock. Hang on the railing by the water
          and shimmy across to get past the fence.

Notes: Raiden gives this to Pliskin when they first meet and this changes
       Pliskin's facial appearance later on in the game. If you don't get
       it in the first place, nothing will happen.


Name: Cigs

Location: Acquired from Pliskin in the Strut B Transformer Room.

Notes: Equip to blow smoke on motion lasers to make them visible. Also
       helpful for steadying aim. Raiden loses health while Cigs are
       equipped so don't use them for too long at a time.


Name: Binoculars

Location: Held by Raiden from the start of the Plant chapter.

Notes: Use as a scope to get a closer view of whatever you want. Use
       Circle to zoom in and X to zoom out.


Name: Thermal Goggles

Location: In a locker in the locker room where Emma is hiding, Shell 2
          Core, B1 Filtration Chamber No. 2.

Notes: Equip to view your environment by measures of heat. Useful for
       locating personnel and laser beams.


Name: Night Vision Goggles

Location: Inside the middle north room in the submerged Shell 2 Core, B1
          Filtration Chamber No. 1.

Notes: Allows you to see effectively in the dark and underwater.


Name: AP Sensor

Location: Held by Raiden from the start of the Plant chapter.

Notes: Detects the presence of enemy soldiers. Vibrates when enemies are
       close. The more intense the vibration, the closer the soldier(s).


Name: Sensor A

Location: Acquired from Stillman, Strut C Dining Hall.

Notes: Detects C4's with Fatman's signature scent. Displays a yellow cloud
       on your radar when a baby C4 is nearby -- this is the general area
       of that C4.


Name: Sensor B

Location: Inside the empty pantry after diffusing all the baby C4's, Strut
          C Dining Hall.

Notes: Detects C4's that do not have the same scent as the baby C4's (C4's
       that Sensor A cannot detect). Instead of providing a range on your
       radar the Sensor will beep when close the unscented C4's. The
       more rapid the beeps the closer you are to the C4's.


Name: Mine Detector

Location: Down the stairs and at the end of the hallway under the box
          distribution area, Strut E Parcel Room.

Notes: Detects mines and displays them on your radar as yellow cones.
       Crawl over these coned areas to pick up the claymores in their
       places (do not walk over these areas before doing so).


Name: SOCOM Suppressor

Location: On the far side of the southeastern room on the basement floor,
          Strut F Warehouse, blocked off by some boxes. You must enter the
          room on the other side of the hallway and use the vent in the
          room to go to the other side of the eastern room and get it.

Notes: Attach to the SOCOM to suppress your fire. Once attached it cannot
       be removed.


Name: AKS-74u Suppressor

Location: Behind a patch of fire along the alternate path of the Shell 1-2
          connecting bridge.

Notes: Attach to the AKS-74u to supress your fire. Once attached it cannot
       be removed.



11.                           C R E D I T S

- Thanks to GameFAQs and IGN for hosting this FAQ

- Thanks to Hideo Kojima and Konami for making one of the best games ever

- Thanks to Harry Gregson-Williams for creating a top quality soundtrack
  and the best ever MGS theme

- Thanks to everyone that uses this FAQ

                             COPYRIGHT 2010
                               END OF FILE