FAQ/Walkthrough by YSF

Version: Final | Updated: 04/21/02 | Printable Version


   |Ż\    /Ż|ŻŻŻŻŻ|ŻŻŻŻŻ| /\   |Ż|       /ŻŻŻŻ||ŻŻŻŻŻ|   /\   |ŻŻŻŻŻ\
   |  \  /  | |ŻŻŻŻŻ| |Ż //\\  | |      / /ŻŻŻ | |ŻŻŻ   //\\   ŻŻŻ) /
   |   \/   |  Ż|   | | //--\\ | |      \ \ |ŻŻ|  Ż|   //--\\ |ŻŻŻ  \
   | |\  /| | |Ż    | |/ /ŻŻ\ \| |__     \ \_| | |Ż   / /ŻŻ\ \| |ŻŻ\ \
   | | \/ |_|  ŻŻŻ| |_|_/    \_\____|     \____|  ŻŻŻ|_/    \_\_|   \ \
   | |       ŻŻŻŻŻ                  ___         ŻŻŻŻŻ                \ \
   |_|  /ŻŻŻ\ /ŻŻ\ |Ż|  |Ż||ŻŻ\    /   \                              \_\
        \ \Ż | /\ || |  | |||\ \  / /Ż\ \
         \ \ | \/ || |_ | |||/ /  ŻŻ  / /    _________________________
       /ŻŻ /  \__/ |___||_||__/      / / --=[TACTICAL ESPIONAGE ACTION]=--
       ŻŻŻŻ                         / /      ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
        --=SONS OF LIBERTY=--      / /__   Faq/Walkthrough Written By YSF
                                  |_____|  ASCII Logo Designed By NeoGamer

       Metal Gear Solid 2: Sons Of Liberty Walkthrough Part I Final Version
                           For Sony PlayStation 2 Only
                                 By YEE SENG FU
E-Mail   :                     ysf@pacific.net.sg
Date     :                       21st April 2002
ICQ      :                          25076522
HomePage :          http://www.geocities.com/TimesSquare/Portal/7933/
Country  :                          Singapore

Copyright Protected. 2001-2002. No part of the content is allowed to be edited
or published without the permission of the writer. It can only be used as a
personal guide, but not for any commercial purposes. Anyone who has violated
this agreement will be severely dealt with. Anyone who wants to link the faq
to a particular site must seek permission from the author. Thanks for your

All the contents that are inside this faq cannot be reproduced in any way.
(Whether it is physical, electronic or otherwise) The faq can only
be placed on a freely accessible and non-commercial webpage, provided that
the content is unaltered and my permission has been obtained.

This faq cannot be used for any profitable purposes like for promotional
purposes. Neither can it be used as any sort of commercial transaction or
given away as some sort of bonus, gift, present etc. Giving away this faq
as an incentive to attract buyers is prohibited or forbidden. This faq
cannot be used by any publishers, editors, employees or any associates etc
of any company, group, organisation, business or any other associations.
It cannot be used in any game magazines, guides, books etc or in any other
form of printed or electronic media in any way, shape, form (that includes
reprinting, reference, inclusion) without my permission.

I have spent a lot of time typing this faq and the only way to show your
appreciation is not to use this faq for profitable means and hopefully, this
faq will be of some help to you.

If you feel that reading this faq is a bit tedious especially when you have
to look at the computer and play your game, you are allowed to print a portion
or the entire of this document out. However, the printed copies can only be
for personal use.

1987 1999 2001 2002 Metal Gear, Metal Gear Solid, Metal Gear Solid Integral,
Metal Gear Solid 2: Sons Of Liberty are registered trademarks of Konami.

Presented By Konami Computer Entertainment Japan West
A Game Directed By Hideo Kojima.

|NOTE |The faq is best viewed using WORDPAD by setting it as Courier New  |
|     |font 9 and with text wrapped to ruler.                             |


Before we begin the introduction, let me give you two quotations which I
like a lot.

"Transcend consoles from PSOne to PS2, transcend centuries from the 20th
to the 21st and transcending (surpassing) its prequel MGS1" has become the
main development theme of MGS2.

I wanted to create "a space in which the player can indulge in freely at
real time, a space that you are able to touch and a space that you can feel
the temperature, humidity, smells and even air." - Hideo Kojima

Hideo Kojima has certainly achieved his aim- MGS2 proves to be a even more
interacting world than the original MGS. The sequel does promises a lot
more than is expected. The experience of playing MGS2 is something hard to
describe- You have to feel it, touch it, hear it and enjoy it on your own
rather than someone telling you.

Well, it's been a long time since I wrote another new faq. I hope everyone
will still continue to give ysf your support. You might have realised that the
format of my MGS2 faq is slightly different from my previous faq- "I wanted to
make my latest MGS2 faq with a more refreshing look." The most noticeable
change is that for a good view of the faq, you must change the font size from
10 to 9.

This MGS2 faq will also contain the essential stuffs that you need to know in
order for you to master the game basis well. The approach of the walkthrough
is different from what you normally see in other faqs. Do check it out and
feel free to give me feedbacks.

  /Impt Notice \
|Metal Gear Solid 2 is one of the fewest games on the PlayStation 2 that      |
|supports Dolby Digital 5.1 channel. Certain selected cinematic scenes from   |
|the game [NOT ALL SCENES] support DD5.1 channel. In the Option Mode, there   |
|is a feature to turn ON/OFF the DD5.1 channel. This is the most crucial part |
|that I want to point out- When the "Dolby Digital 5.1 channel" is chosen,    |
|sound will ONLY come from the DIGITAL OUT [OPTICAL] of the PS2 and NOT the   |
|AV MULTI OUT. The DIGITAL OUT [OPTICAL] should be connected with DIGITAL     |
|INPUT [OPTICAL] of a receiver with Dolby Digital decoding. Note that the     |
|game uses both Dolby Digital and PCM audio. Some receivers will switch       |
|between both audio format automatically while others do not. Hence, you have |
|to refer to the receiver's instruction manual to determine if there is a     |
|need to activate an "auto-detect" feature. The main problem is that if you   |
|ONLY use the AV MULTI OUT and you select DD5.1 channel ON, there will be NO  |
|SOUND during certain cinematic scenes. When this happens, please DO NOT get  |
|panic and think that there is something wrong with the game or your PS2. In  |
|fact, I encountered this situation before and did not know what to do until  |
|I read the instruction manual.                                               |


This is how I am going to determine the version of my faq. The first version
is always 1.0. For every major update, add a 1.0 to it. Usually, I will
split a major update into two to four minor updates. I will use letters to
represent how many minor updates I have done.

Version 1.0   [20th December 2001]   [141 KB]
- "Game Basis" section from 1.1 to 1.9 is done.
- "Tanker Chapter" walkthrough is done.
- Based on the US version.

This is the first release of my MGS2 faq. The walkthrough for the "Tanker
Chapter" is completed. I haven't started the "Plant Chapter" walkthrough
yet. I have tried out an entirely new format for my walkthrough. The new
format may resemble that of Heero Yuy's FFVIII Flowchart walkthrough but
it's not the exactly the same. The approach of the walkthrough is also
different from others. Do check it out. So, I do hope to hear your
feedback about my faq.

Version 1.1   [28th December 2001]   [201 KB]

- Introduced abbreviations in my walkthrough.
- Started a bit on the "Plant Chapter" walkthrough. I Should be able to
  complete the entire walkthrough in another four to six more major
- Changed "Guys who prefer the hard way to soft way" to "tough guys".
- Corrected some grammatical and spelling mistakes.
- Based on the US version.

The "Plant Chapter" walkthrough is not completed yet but I will finish it
as soon as possible. I guess I got to type faster... I expect myself to
finish the walkthrough in another two to three more major updates. By the
way, I wish everyone here a Merry Christmas!!!

Version 1.2   [7th January 2002]     [271 KB]

- Continued writing the "Plant Chapter" walkthrough.
- Corrected some wrong information.
- Corrected some grammatical and spelling mistakes.
- Based on the US version.

It's finally 2002- a new year begins. I wish everyone here a happy new year.
Do enjoy yourself. I just bought Final Fantasy X recently and I have started
playing FFX. As a result, the progress of my MGS2 faq has slowed down. I
apologise for the slow update. I wouldn't want to rush to finish the
walkthrough because it may end up being a crappy work. I want to take the
time and write a quality walkthrough. If your game progress has exceeded
what I have covered in my walkthrough, check out other complete walk-
throughs at gamefaqs. Hyral's MGS2 walkthrough is worth using. [Don't
forget my MGS2 faq also...]

Version 1.3   [23th January 2002]    [409 KB]

- Continued writing the "Plant Chapter" walkthrough.
- Corrected some wrong information.
- Corrected some grammatical and spelling mistakes.
- Based on the US version.

Phew! I should be able to complete the entire walkthrough in the next MAJOR
update. Hopefully, my walkthrough will end up being one of the most
comprehensive one. Once I have completed writing the entire walkthrough, I
will move on to writing the equipment and weapon list, secrets and even Dog
Tags too.

Version 1.4   [10th February 2002]   [508 KB]

- Added an ASCII logo of MGS2 designed by NeoGamer.
- "Plant Chapter" walkthrough is done.
- "Song Lyrics/Soundtrack List/Critique" section is done.
- Started a bit on the "Frequently-asked-questions" section.
- Started a bit on the "Credit" section.
- Corrected some wrong information.
- Corrected some grammatical and spelling mistakes.
- Based on the US version.

Phew! It took me more than a month to complete the entire MGS2 walkthrough.
Certainly, I have never imagined it to be so time consuming. Anyway, enjoy
this MGS2 faq as it could be my FINAL faq. I will take about a few days
break from faq writing because I want to continue playing FFX. After that,
I will be back to writing the unfinished stuffs. In a few more days, it
will be Chinese New Year. The Year Of Snake will depart with the arrival
of the Year Of Horse. I wish every reader here a happy new year.

Version 1.5   [23th February 2002]   [651 KB]

- Did some changes to the entire content page. Certain stuffs that were plan
  to be added were removed while some new stuffs are added.
- "Items/Equipment" section is done. The only thing missing in the list
  are the bonus items, except the Digital Camera.
- "Weapon" section is done.
- "Secrets and Bonuses" section is done.
- "Dog Tag Extra Notes" section is done.
- "Photo Album" section is done.
- Updated the "Frequently-Asked-Questions" section.
- Corrected some wrong information.
- Corrected some grammatical and spelling mistakes.
- Based on the US version.

The only section left undone is the Miscellaneous section. Other than that,
the faq can be considered completed. I will be serving full time army from
25th onwards. I'll do a final update of this faq tomorrow.

Final Version [24th February 2002]   [492 KB]

- Split the single faq into two, separate faqs.
- Make some adjustments to the content page.
- Edited certain parts in the walkthrough.
- "Miscellaneous" section is done.
- Updated the "Frequently-Asked-Questions" section.
- Corrected some wrong information.
- Corrected some grammatical and spelling mistakes.
- Based on the US version.

The release of the final version of this faq happens to coincide with the
breaking up of my MGS2 faq into two separate faqs. The reason is simple.
If I combine the two, separate faqs into one, the file size of the combined
faq will be too big. Splitting the faqs into two separate ones allow you to
locate information easier and also saves you time when you are downloading
the faq from gamefaqs. The earlier revision history [from ver 1.0 to 1.5]
was meant for the single faq before I break it into the current two parts.

Final Version [21st April 2002]      [494 KB]

- Added PAL/JAP Notes into certain parts of the walkthrough.
- Corrected some wrong information.
- Corrected some grammatical and spelling mistakes.
- Based on the US version.

I have added a bit of PAL/JAP Notes to certain parts of the walkthrough.
Although this walkthrough is written specifically for the US version,
I hope it will also benefit those who are playing the PAL and JAP version.
If you want to know more about the differences between the US, PAL and
JAP version, check out the US-PAL-JAP Differences section in my MGS2's
faq/walkthrough Part II.

Note: You are now reading my MGS2's faq/walkthrough Part I. Do check out
      my MGS2's faq/walkthrough Part II.

  /Impt Notice \
|Just to inform everyone a sad news. Some of the board users at the faq board |
|should know already know this long ago. I will be serving full time army     |
|from 25th February 2002 onwards. For the first six weeks, I won't be able to |
|go home to use my home computer. That will mean that I won't be able to      |
|answer e-mails and update my faq. As a result, this is going to be the final |
|version of my MGS2 walkthrough. I probably won't update the faq again. I     |
|hope everyone can understand my situation. Please do not e-mail me questions |
|after 25th February 2002. I don't wish to return home one day and find my    |
|mailbox being bombarded with hundreds of e-mails. Thanks everyone for your   |
|continuous support, especially the contributors. Without them, this faq      |
|won't be made possible. Enjoy my final faq! Yes.. it's going to be the last. |

Table Of Contents

|  Part I  |------------------------------------------------------------------

01)   Game Basis
       1.1  Basic Controls
       1.2  Difficulty Level
       1.3  Various Gauges
       1.4  Various Movements
       1.5  Sneaking Through Areas
       1.6  Action Button Commands
       1.7  Attacking Skills
       1.8  Using the Codec and Radar
       1.9  Basic Knowledge About Dog Tags
02)   Mission Analysis: Walkthrough
       2.1  Tanker Chapter
       2.2  Plant Chapter

| Part II  |-------------------------------------------------------------------

03)   Listing
       3.1  Items/Equipment
       3.2  Weapons
04)   Secrets and Bonuses
05)   Dog Tag Extra Notes
06)   Photo Album
07)   Song Lyrics / Soundtrack list / Critique
       7.1  The Best Is Yet To Come          [Metal Gear Solid]
       7.2  Can't Say Good Bye To Yesterday  [Metal Gear Solid 2]
       7.3  Metal Gear Solid Soundtrack List & Critique
       7.4  Metal Gear Solid 2 Soundtrack List & Critique
08)   US-PAL-JAP Differences
09)   Miscellaneous
10)   Frequently-Asked-Questions
11)   Credit

01)Game Basis

This section aims to cover the basis of infiltration, as well as some advanced
survival strategies. This section prepares readers with the essential knowledge
they need to know. Even if you have played the original MGS before, it is still
advisable for you to read this section before you start the game so that you
will at least know some of the new stuffs that are introduced to this sequel.

1.1)Basic Controls

Button              - Function
D-pad               - Normal View Mode: Movement.
                    - First Person View Mode: Camera Movement.
Left Analog Stick   - Normal View Mode: Movement.
                    - First Person View Mode: Camera Movement.
Right Analog Stick  - Adjust camera in corner view
SELECT              - Use or exit Codec.
START               - Pause Game/View Map of Big Shell.
X                   - Switch between crouching/crawling/standing.
                    - Cancel Action.
                    - Exit Codec.
Circle              - Punch/Kick.
                    - Knock on wall when flattened
                    - Confirm Action/Swim.
Square              - Use weapon.
                    - Throw/Choke when no weapon is equipped.
Triangle            - Action Button. [Check out 1.5 for details.]
L1                  - Allows running while shooting.
                    - Lock-on button.
R1                  - Enter First Person View.
L2                  - Opens Items/Equipment Menu. [Bottom Left]
                    - First Person View: Peek to the left.
R2                  - Opens Weapon Menu.          [Bottom Right]
                    - First Person View: Peek to the right.

Some Stuffs You Need To Know

 1)Depending on various situations [swimming, diving, crouching, type of
   weapons equipped, hanging etc], some of the buttons may have different
   functions. It is hence, advisable for you to refer to the appropriate
 2)Late in the game, your character will acquire a blade. Check out 1.7 for
   the controls.
 3)To run while shooting, simply hold the d-pad in one direction [the
   direction that you are running towards] with the L1 button and Square
   button hold also.
 4)The L1 button automatically locks on to the nearest enemy. Note that
   once lock-on, the laser beam can point at any possible parts of the enemy.
   Hold the R1 button and after lock-on to an enemy, move the laser beam to
   aim at the appropriate body parts of the enemy.
 5)Tap the L2/R2 button once quickly to execute a Quick Change without having
   the need to open up the Item/Weapon Menu. There are two different types of
   Quick Change. Go to the Option Menu after the Title screen or access the
   Node to select the type you prefer: UNEQUIP or PREVIOUS.

 UNEQUIP                                 | PREVIOUS
- Switch between currently/most recently |- Switch between currently equipped
  equipped weapon/item and having noth-  |  weapon/item and previously equip-
  ing equipped.                          |  ped weapon/item.

1.2)Difficulty Level

When you are playing Metal Gear Solid 2 for the first time, there are four
choices of difficulty level. The Extreme Mode is NOT available at first
UNTIL you have completed the game AT LEAST ONCE.

After selecting a NEW GAME, the various difficulty levels will be displayed.


This mode is suitable for beginners who are not familiar with the action genre.
Fewest number of enemies are patrolled compared to the other difficulty level.
The guards here are the most 'retarded' or react the slowest. The alert mode,
caution mode etc also last the shortest. The quantity of items and ammunition
that can be carried are maximised. During the "Plant" Chapter, all maps for
the Big Shell are downloaded at once from the first local network "Node".
Hence, there is no need to download the map for every level. Boss enemies
take greatest possible damage for the same shot. Your character also receives
the least possible damage from your enemy when he is injured.


This mode is just slightly tougher than the above and is designed for players
who are familiar with action genres but has not played any of Konami's previous
Metal Gear series games before. Slightly more enemies are presented than above.
They react a little faster. Boss enemies are slightly tougher. However, in the
"Plant" Chapter, each level's map has to be downloaded from the respective
local network "Node".


This mode will be at average difficulty for veterans of MGS. The enemies are
all at their regular strengths and weaknesses but tougher than the above two


This mode is designed for players who have cleared the game at least once and
are looking for greater challenges. They must be familiar with the layouts and
patrols of each area. Patrol routes are less predictable; More "smarter"
enemies are presented. The enemies here also have wider and longer cone of


Most areas have too many enemies to sneak past. Your character can only carry
one quantity of each item and ammunition. It is the toughest of all. This mode
is suitable for die-hard gamers who aren't frustrated easily. The bosses here
are almost impossible to be beaten. Don't expect ration and bandage to lie
on the ground waiting for you! With some luck, you may occasionally get a
ration or a bandage by "shaking" down enemies.

Game Over When Discovered???

Since the Hard Mode and Extreme Mode are difficult to clear, after selecting
either Hard or Extreme mode, there is an option that lets you choose whether
you want instant Game Over when discovered by enemies or not. The reason is
death is quite inevitable if you character is spotted. When character is
spotted, it is likely that a backup team consisting of many enemies will be
sent. You will then be heavily surrounded by enemies. Escaping will then be
quite hard.

What To Do After Completing The Game???

The answer is simple. Replay the game over again to collect whatever you have
missed. Try Extreme Mode if you wish to. Also, after you have completed the
game, you will be asked to save the game. Next load this complete game and

1)Select any difficulty you want. [You can choose any of the five now!!!]
2)Then, either choose Tanker-Plant, Tanker or Plant.

=> Choosing Tanker-Plant : You complete Tanker Chapter and then Plant Chapter.
=> Choosing Tanker       : You complete Tanker Chapter and game ends.
=> Choosing Plant        : Skip Tanker Chapter and begin with Plant Chapter.

This is a great option. It allows players to select one chapter of the game
that they wish to play so that they do not need to play the more tedious
two chapters at one go.

1.3)Various Gauges

Life Gauge

If Life Gauge of someone [character or enemy] drops to zero, the person will
die. It decreases when damage is taken. When your character has little Life
Gauge remaining, the gauge will turn orange. Blood will start to flow out
of your character's body. Bleeding then results. See below.

During Bleeding,

 1)Character suffers severe blood loss.
 2)Life Meter gradually depletes on its own until it runs dry. Character
   then dies instantly.
 3)Character's blood can drip onto the floor. Enemy can trace the path
   of the blood stains to your character's location.
 4)Use Bandage to stop bleeding. However, health will not recover unless
   Ration is taken.
 5)Without giving spoilers, a character, whose name begins with letter
   'R', can stop bleeding and recover a small amount of health by laying
   flat on the floor for a certain period of time. The reason is because
   the nanomachines in his blood will coagulate the blood around his
   wound and repair the damaged tissues.

Stun Gauge

Boss's Stun Gauge [below boss's life gauge] will decrease when the boss is
tranquilised either by using M9 Tranquiliser Gun, PSGI-T or receive punching
attacks. When either Life Gauge or Stun Gauge reaches zero, boss battle ends.
The Stun Gauge of a boss is directly below the boss's Life gauge.

Grip Gauge

Grip Gauge appears during Hanging Mode. When gauge reaches zero, character
will fall from the railing. If there is no platform below a certain height,
the character might be killed instantly due to the strong impact arises from
the fall, resulting in instant Game Over.

A Life Gauge, that is not completely filled, will cause the Grip gauge to
diminish faster as compared to that of the Grip Gauge when a Life Gauge is
completely filled.

There is a special action that can raise the Grip Gauge's level. It can be
done by pressing TWO of the TOP FOUR buttons simultaneously in hanging mode.
I leave you to figure out this yourself. However, you need to repeat this
special action for many times to let the Grip Gauge earn a level.

O2 Gauge

O2 Gauge shows the amount of oxygen remaining when the character is
underwater. When O2 Gauge reaches zero, the Life Gauge gradually depletes.

Press the Triangle button to decrease the rate at which the O2 Gauge
diminishes. The more you press it, the O2 Gauge can sometimes be

A Life Gauge, that is not completely filled, will cause the O2 gauge to
diminish faster as compared to that of the O2 gauge when a Life Gauge is
completely filled.

Partner Life Gauge

It is displayed when the player has a partner working with the main character.
If partner's Life Gauge drops to zero, the game ends immediately.

1.4)Various Movements

The various movements are summarised as follows:

 5)Swimming and Diving
 7)Movements associated with Action Button


To run, either hold

 1)the desired direction with d-pad.
 2)the left analog stick in the desired direction.

Crawling and Crouching

              X                   X              d-pad
          ----------> Standing  <---> Crouching -------> Crawling
         |                                                  |

The above illustrates the conversion between standing, crouching and
crawling. When crouching or crawling, press X once to switch to standing.
When standing, press X to crouch. When crouching, press the desired
direction to make the character flatten out on the ground.

 1)When crawling, press the movement control [d-pad] in any direction. To
   turn the character, you can also rotate the left analog stick.
 2)Crawling is useful for entering vents, moving under obstacles and for
   silently crossing any floor surfaces that might create a lot of noise when
   walked on it.
 3)Crouching behind low crates and waist-high obstacles hides you from enemy
   that is on the other side of the obstacles.


When running in a direction, press the X button to initiate a roll. Depending
on the character, the roll move is different. A roll can also knock down an
enemy down but if the enemy has already spotted the intruder, there's a
chance that the enemy might react to this attack by performing a kick to
defend himself.

Diving Somersault : Dives across ground and perform a cool somersault.
Torso-Axial Flip  : Can be used to jump over short gaps and to leap quickly
                    down a flights of stairs.

Note that each character has ONLY one roll move. As to who performs the
respective roll moves above, I leave you to find it out yourself.

Swimming and Diving

A character can either float on the surface of the water or dives into

On Surface - Press Circle button to dive into underwater.
           - Press d-pad or left analog stick to move around. Press triangle
             button to move faster on the surface of water.

Underwater - Press Circle button to swim. Repeated pressing of Circle button
             causes character to swim faster while holding down Circle button
             slowly causes character to swim slowly.
           - Press X to make a quick stop. At bottom of water, character will
             attempt to stand on the surface.
           - Press d-pad to control movement. Using right-analog stick to
             change directions when you want to have a quick turn.

When the character's head is below the surface of water, an O2 Gauge will
appear. Check out 1.3 for details of O2 Gauge.


The game concentrates on stealth and so hiding is an essential survival
tactics that the characters need to learn. There are various hiding methods.
Check out 1.5 for details.

Movements associated with Action Button

There are movements that rely on the Triangle [Action] button. Check out
1.6 for details.

1.5)Sneaking Through Areas

Metal Gear Solid 2 emphasises the need to sneak through areas undetected.
Hence, knowing the various methods of hiding is vital. But before going into
that, let's discuss the different types of camera angles in the game. You
need to know so that you can plan your 'sneaking' well.

Various Types Of Camera Angles

 1)Normal View  - This is the default camera angle that shows an overhead

 2)Corner View  - Occurs for hiding and scoping out the area, flattening
                  against certain corners and walls and side-stepping.
                - Press L2/R2 buttons to peak left and right. Use Right Analog
                  stick to adjust camera angle.

 3)First Person - Shift the camera to the player's perspective. [Hold R1]
      View        Can change to this view when you want to make precise shots
                  on parts of a target.
                - The player's field of vision is represented by a green cone
                  displayed by the Radar.
                - Press the L2/R2 buttons to take a step to the left/right.
                  Press both the L2 and R2 buttons at the same time to
                  stretch up your body.

 4)Intrusion    - Occurs when character squeezes into narrow spaces.
     View         Eg. Crawling in narrow vent, hiding in locker.
                - First Person View can be accessed by pressing the R1 button
                  from Intrusion View. However, you cannot move when First
                  Person View is switched on from Intrusion View.

Condition Of a Guard

To summarise things, you need to know this:

 1)Use the Radar.
 2)A sleepy guard.
 3)An unconscious guard.

Explaining in detail:

 1)The colour of the cone of vision of the guard shown in the Radar does
   reflect the condition of the guard. Eg. Yellow cone indicates that the
   guard suspects something and will be more alert than usual. Check out
   1.8 for details.
 2)The sleepy guard is not completely unconscious. His eyes are half-open.
   A zzzZZZ sign appears over his head periodically. And, when zzzZZZ sign
   disappears, he wakes up again to check to patrol. Then, he goes to sleep
   again, later wakes up, then sleep. You notice that this is some sort of
   a cycle. Such guard is best to capture when a zzzZZZ sign appears above
   his head. However, you must take note that noises can wake him up.
 3)A guard can be temporary unconscious or permanent unconscious. During
   temporary unconscious, some stars will be seen circling above his head.
   A star disappears after sometime, follow by the other stars. Once all the
   stars disappears, the guard wakes up. A guard can be made temporary
   unconscious by being knocked out through punching and kicking etc.

   A tranquilised sleep is an example of permanent unconsciousness. The
   guard will take a long time to wake up. Regardless of which type of
   unconsciousness, the guard will not be able to reach to any unusual
   noises like gunshot. Eg. He won't wake up suddenly even a gunshot
   is heard.

   You have to take note that being knocked out lasts for a shorter time
   than tranquilised sleep.

To sneak through an area successfully, you might need to know these:

 1)Hiding behind obstacles
 3)Corner View and Peeking
 4)Hanging from a Railing
 5)Hiding in Hatchlockers/Bathrooms/Ventilation Ducts/under Tables/Cardboard
 6)Type Of Floor Surfaces
 7)Methods of Distracting Enemies
 8)Dealing with Claymore
 9)Dealing with Surveillance Camera
10)Dealing with Cyphers
11)Dealing with Infrared Beams
12)Dealing with Reporting Guards
13)AP Sensors
14)Attacking [Whenever there's a need to...]

Hiding Behind Obstacles

Enemies cannot see through obstacles like walls, crates etc. Use these
obstacles to hide. Note that if an obstacle is at waist level, you should
crouch instead of stand. Low-level objects do not let you hide well. You
should be aware that there are certain near-transparent objects like certain
type of windows that can be seen through. These objects are not suitable for


The side-stepping action allows character to slowly side-step to the next area.
This can be first achieved by flattening the character's body against a
wall/railing. Next, press left/right along a certain angle or L2/R2 to move
along the surface while holding the left analog stick in a direction to
flatten against the wall/railing.

The side-stepping move can be used to move along extremely thin ledges.
Sometimes, while side-stepping, due to obstacles that lies above your waist
level, you might need to crouch.

Compare the functions of L2 and R2 buttons for side-stepping and the one below.

Corner View and Peeking

While character's back is flattened against a wall NEAR a corner, the player
can peek left and right. Press L2/R2 to peak left/right and use the Right
Analog Stick to adjust the camera angle.

Peeking is useful especially when the Radar is not available. Make sure that
when you peek, do not let the enemy see you.

        |     |       X - Character flattening against the wall near a corner.
    ____|     |____

Hanging from a Railing

Hanging is a good way to sneak past guards. I guess it's quite self-
explanatory. You will eventually figure this out yourself so there's no
need for me to explain anything more.

Hiding in Hatchlockers/Bathrooms/Ventilation Ducts/under Tables/Cardboard

Check out 1.6 for details on how to open, close and hide inside Hatchlockers
and Bathroom doors. Sometimes, the enemy are "smart" enough to open up
hatchlockers and bathroom doors if they find anything suspicious. They will
first look into the vents [if there is] of the hatchlockers and bathrooms to
see if there is anyone inside. If there's the case, you should crouch when
you are hiding inside to avoid being seen.

Hiding inside the ventilation ducts or under tables are quite self-
explanatory. I guess I don't need to elaborate further.

Our "beloved" Cardboard Box can be used for hiding. I guess I don't need
to explain further. Try and figure these out. I will give you some hints-
It's best to position yourself inside a Cardboard Box with other similar
boxes for a good camouflage. The Cardboard Box can also be used as a
means of transportation too. Try figuring this out yourself too.

Type Of Floor Surfaces

There are certain type of floor surfaces when walked on, creates a lot of
noise that can distract nearby guards. An example of such floor is iron
grates. To avoid making noises, you should consider crawling over such

If the 'length' of the surface is not too long, you might want to consider
performing a Roll Move [I hope you still remember how] to sneak past quickly
through these surfaces. [Damn, Crawling is too slow and seems 'unpro-

There are also certain parts of bridges that when you stepped on it, causes
part of the floor panels to fall out of it. If you are not fast enough, you
might fall down. The best way is to just keep running.

Methods Of Distracting Enemies

 1)Knock on walls
 2)Using Empty Clip Magazine
 3)Using attractive pictures of girls
 4)Shooting steampipes in ceilings/fire extinguisher

Using method 1 and method 2 associate with creating noises that lure the
guards out. Method 3... I leave you to figure that out. The guards might stand
there, staring at those pictures and forgetting to do his usual patrol duty.
As for method 4, try it and you will know why. There are also other possible
ways of distracting a guard like shooting at the window to create a hole.

You might want to take note of these stuffs:

 1)When flattening against a surface, press the circle button to knock on the
   surface. When enemy is in a range equal to twice the length of his cone of
   vision or even lesser from the origin of the sound, he will hear the sound
   and start to investigate it.
 2)When the empty clip magazine is equipped, hold the Square button and then
   release it to throw the clip magazine. How far he clip magazine travels
   depend on how long the Square button is held. It can also be thrown by
   peeking out from behind a corner. Once it is thrown and it hit the floor,
   a noise is created.
 3)Any cool picture of girls are possible... I'll let you think harder about
   how to carry out this method.
 4)Shooting at these things can distract guards too, giving you enough time
   to escape. I guess I'll leave you to figure this out yourself.

Dealing with Claymore

There are two ways to view whether an area has Claymore or not.

 1)Equip Mine Detector. The position of the Claymore will be shown in the
   radar. Check out 1.8 for details on Radar.
 2)Equip Thermal Goggles [Or Night Vision Goggles] and switch to First Person
   View. Look at the ground. If there is Claymore, you should be able to
   see it. Note that without Thermal Goggles [Or Night Vision Goggles]
   equipped, you will NOT see the Claymore in First Person View. The dis-
   advantage is that the position of the Claymore will NOT be shown in the

Crawl towards the Claymore and your character will collect it. Enter the
region represented by the yellow cone while in a standing position will
cause the Claymore to explode.

Dealing with Surveillance Camera

Surveillance Camera is usually mounted high to a fixed part on the wall most
of the time. If you happen to be spotted by these camera [step into the cone
of their vision], you will alert your enemies.

It is safe to walk DIRECTLY beneath the camera. This can be done by flattening
yourself against the wall. Use Chaff Grenade to create electronic interference
to cause the camera not to function properly. If you are equipped with a
Stealth suit, the surveillance camera cannot detect you even if you are within
the cone of its vision.

Surveillance camera can be classified into four types:

Fire at you when you are spotted         : Yes or No.
Pan back and forth                       : Yes or No.

Dealing with Cyphers

Cyphers work similarly to the surveillance camera. The difference is that
Cyphers hover around in the open air through some fixed patrol routes. Cyphers
can also change their altitude too. Cyphers can be armed and unarmed too. For
armed Cyphers, they fire at you immediately they spot you.

Use a SOCOM that is armed with a suppressor to destroy these Cyphers. If there
are too many Cyphers, you might want to use a Chaff Grenade instead of wasting
time to shoot down these Cyphers. The Chaff Grenade disrupts the Cyphers.

One way of sensing the presence of Cyphers nearby will be the hovering sound
made by them.

Dealing with Infrared Beams

Infrared beams are invisible to human eyes. You need some sort of 'aid' to
see these beams. The Semtex C4 Trap is an advanced trap involving C4 and
these infrared beams. If you happen to come into contact with the infrared
beams, it will trigger the explosion of the connected C4. When this happens,
it's Game Over.

There are three possible ways to view whether an area has infrared beams.

 1)Wearing Thermal Goggles.
 2)Using a Cig.
 3)Shooting at any nearby fire extinguisher.

 1)This is probably the safest and most reliable method. The red beams
   represent the infrared beams.
 2)The smoke created from the cig reveals the red infrared beams. When
   equipped, your life falls gradually. This method is certainly not
   advisable to use.
 3)Shooting the fire extinguisher causes a small explosion. The scattering
   powder reveals the infrared beams. However, what if there is no fire
   extinguisher nearby?

A possible way to avoid contact with infrared beam is to crawl along the
way. This is possible ONLY if all the infrared beams are all above ground

Sometimes, in a Semtex C4 Trap, it is not possible to crawl through an area
of Infra-red beams. However, there are control boxes that can be destroyed.
Once all the control boxes are destroyed, the infrared beam will deactivate

Dealing With Reporting Guards

There are some areas that require guards to radio in their status report. If
the security supervisor does not receive the status report, an investigation
team will be launched. A status report is required at every fixed time

Usually, an area which requires status report has ONLY one guard that does
the reporting. The other guards do not report so you should take them on
first. The reporting guard should be taken down the LAST. Once you have
taken down the reporting guard, my advice is hide yourself or leave the
room. If the reporting guard is taken on and you exit the area and then
enters the same area again, the timer for the request of the status report
will be resetted.

As to which guard reports the status, it depends on your observation. The
reporting guard is usually the one who says "nothing to report!" or
something similiar else. Use this fact to figure out who's the reporting
guard. Check out 2.8 for details about investigation team.

Anti-Personnel Sensor

The Anti-Personnel Sensor, known as the AP Sensor is a sonic emission
sensor that measures the electromagnetic fields and heartbeat of lifeforms
and converts the data into vibrations. If an enemy approaches near you,
the AP Sensor results in the controller to vibrate. The nearer the enemy
approaches you, the stronger and faster the vibration.

For controllers without vibration function, the device will emit a sonar
beep. The frequency of the beep increases as the enemy approaches nearer
towards you. The sensor functions automatically when your character is
hiding inside a hatchlocker or crawling in a ventilation duct. At other
situations, you need to equip it via the Items/Equipment Menu to work.
Note that when the AP sensor is functioning, it cancels all other vibration

This device is extremely useful to detect the presence of nearby guards
especially when the Radar is not working during intrusion mode.


You do need to know some attacking tactics too. Check out 1.7 for more


 1)Observe enemy's patrol routes well and plan a good 'sneaking' method.
 2)Weather climate also plays an important element in the game. If the
   character stays too long in a cold area [snowy, raining etc], the
   character might catch a cold. The character may occasionally sneeze
   and this creates unwanted noises that may alert other nearby guards.
   When faced with such situation, you might want to consider taking a
   Pentazemin or Medicine to alleviate this symptom. Or simply enter an
   area that is not too cold and gradually, the character will recover
   from flu. You have to take note that Medicine is a more effective
   flu remedy than Pentazemin.
 3)Bugs on the Floor? How to get rid of them? Use Coolant to spray towards
   these bugs to chase them away.
 4)Fire? Can I use the Coolant?

1.6)Action Button Commands

The Triangle [Action] button has a wide variety of functions. The function
used depends on the situations. Below is a summary of the functions of the
Triangle button:

 1)Opening Watertight Doors/Hatchlockers/Bathroom Doors
 2)Calling Elevators
 3)Climbing Ladders
 4)Climbing Onto Obstacles
 5)Hanging From a Railing
 6)Using a Node/WorkStation
 7)Guiding someone

Opening Watertight Doors/Hatchlockers/Bathroom Doors

An example is a watertight door which you will encounter early in the Tanker
Chapter. When facing a watertight door, press the Triangle button and the
character will start to turn the handle on the door. Tap the button rapidly
to open the door more quickly. Sometimes, certain watertight doors cannot
be opened. If you repeatedly attempt to force such doors to open, the handle
might come loose.

The controls for opening and closing a hatchlocker and a bathroom door are
the SAME. Simply press the Triangle button once to open it. To close it
when it is opened, simply press the Triangle button once. If you want to
hide inside the hatchlocker or the bathroom, simply walk towards it and the
character will automatically close the door. While inside, press the Triangle
button once for the character to open it and the character will come out and
then close it again.

There are certain hatchlockers that are sealed. Try punching and kicking

The hatchlockers can also be used to hide items too. Remember to take the

Calling Elevators

There is a call button near every elevator. Press the Triangle button once to
summon it while facing it. The elevator may take some time to reach your level.
Press the Triangle button once more time [that is twice overall] for the
elevator to come more quickly. Go near the set of buttons that allow you to
choose your desired level. Use d-pad to choose the desired level. Press the
Circle button to confirm and the elevator will then move.

Climbing Ladders

Press the Triangle button when near a ladder. Character then climbs onto it.
Adjust Up or Down to ascend or descend the ladder. When you reach a level
and want to get off, stop and press left or right to step off the ladder.

Climbing Onto Obstacles

Face any obstacle that is at waist-high level. Press the Triangle button to
climb onto it.

Hanging From a Railing

When facing a railing on the edge of a platform, press the Triangle button.
The character will then hop over the railing and hang it there. Use left/
right button on d-pad or L2/R2 button to move left/right along a railing.
Press the X button to let go of the railing and drop down. When in hanging
mode, you can press the Triangle button to climb back over onto the plat-
form. In hanging mode, a Grip Gauge appears. Check out 2.3 for details.

Using a Node/WorkStation

Face the Node and press Triangle button to access to it. For the time
being, to prevent any spoiler, there's no point explaining anything about
'Node'. You will know it when time comes. The method is the same for
accessing the Workstation also.

Guiding Someone

During a certain part of a game, you have to guide someone. I won't mention
who the person is to prevent spoiler. Anyway, to guide the person, you have
to hold the person's hand. This can be done by holding the Triangle button
when you are near the person. Then, use d-pad to control movement. To
release the person's hands, release the Triangle button.

1.7)Attacking Skills

Before talking about attacking, you must first be aware of these things:

 1)Unlike original MGS, enemies no longer 'vanish' when killed. Hence, you
   have to think of ways to dispose the bodies of the enemies. You do not
   wish other guards to discover the bodies, right?
 2)Knows the various modes of Radar: Alert, Evasion, Caution, Normal and
   what they represents. Check out 1.8 for details on Radar.
 3)Knows the various gauges: Life, O2, Grip etc and what they represent.
   Check out 1.3 for details.
 4)If a guard discovers some blood stains, investigation will be carried out.
 5)An area may sometime require the guards there to radio in their status
   report periodically. An investigation team will be sent when the status
   report has not be sent. Check out 1.5 and 1.8 for details.
 6)If a guard spots you, he will radio in by sending an alarm to request for
   help. Check out 1.8 for details on how to cancel an alarm.
 7)Knows the various conditions of the guards. [zzZZZ or stars circling above
   the head!!!] Check out 1.5 for details.
 8)In Alert mode, the members of the attack team sometimes carry a shield
   for protection.
 9)Some weapons have their corresponding suppressors. When finding the
   respective suppressors, simply equip them using the item menu and then
   equip the corresponding weapons using the weapon menu. The suppressor
   will then be attached PERMANENTLY to the weapon. With suppressor attached,
   it sort of minimises the gunshot noise and also muzzle any flash that is
   coming out of the weapon.
10)Knows the FUNCTIONS of all your weapons well: How are these weapons being
   used? How powerful are the weapons? The advantages and disadvantages of
   these weapons? Check out 3.2 for details.

Consider these three factors:

 1)Should I tranquilising an enemy or killing an enemy?
 2)What type of weapons should I use?
 3)What should I do when I am spotted?

 1)If another guard finds a tranquilised guard, he will just wake him up. After
   that, everything resumes to normal. That is on the assumption that the
   tranquilised guard is not wounded. However, if another guard finds a dead
   body or blood stain, an attack team will be sent. Obviously, it is safer to
   tranquilise an enemy rather than killing.

   Consider this case: You capture a guard, then wound the guard by shooting
   one of his legs or hands. Don't kill him yet. Then, tranquilise him using
   your M9 weapon. A guard then comes in to find this tranquilised guard. He
   wakes up the tranquilised guard. The tranquilised guard wakes up, finding
   that he is injured. He will then say "I am under attack!" The enemies are
   then alerted.

 2)You should consider these four factors:

   Range Of Firing [Short or Long range]
   When firing, does it create noise or not?
   Does it tranquilise or is it capable of killing?
   How powerful is the weapon?
   The reloading speed of the weapon?
   Can it be rapidly fired or not?

   The choice of weapons depend on situations with the above six factors taken
   into considerations. You should always consider using weapons that are
   attached with a suppressor. With suppressor attached, you can sort of kill
   enemies "silently".

 3)When you are spotted, your first priority should be to attempt to cancel
   the alarm. Check out 1.8 for details. If you are unlucky and are not able
   to cancel the alarm, you should consider doing any of these:

     i)Exit into a NEW area.
    ii)Think of possible ways that you can hide.
       Eg. Hide inside hatchlocker, ventilation ducts etc.
   iii)Don't use tranquiliser weapon. It takes time for the effect of
       tranquilising to take place. Instead, just shoot the guards that
       are obstructing your path.
    iv)Use a Stun Grenade. When detonate, it creates a sudden flash of light.
       This temporarily stuns all enemies in the range of the flash, making
       them unconscious. You now have some time to escape. However, when they
       awake, they will radio for help.
     v)Get a "human shield". Check out [Dragging] below for details.
    vi)Restart the game. For difficulty level Hard and Extreme, there's an
       option to let you choose whether you want instant Game Over when being
       spotted by enemies. This seems to be a good option. Try again, learn
       why you get spotted earlier and don't repeat the mistake again.

Let's first talk about how to deal with the body of an enemy and then begin
with some basic hand-to-hand combat:

Hiding Bodies

There are several ways you can hide the bodies of your enemies. The ultimate
aim is not to let any other guard discover the body. Here are the possible

 1)Throw the body into a disposal gate. The disposal gate is where you can
   dumped the body into the deep ocean.
 2)Hiding the body inside a hatchlocker/bathroom.
 3)Hiding the body in a remote area.

1) and 2) are quite self-explanatory. 3) is slightly tricky. Sometimes, the
hatchlockers, bathroom and disposal gates are located far from where you are
presently located. You obviously wouldn't want to waste time to drag the body
over a long distance, right?

For 3), this depends on your observation skills. Try to hide in an area where
few guards will patrol nearby like inside a room, in a small corner of an
area. It will also be best to hide the body behind some obstacles like boxes,
crates etc. Do NOT leave the body in an open space. Also, if you plan to
kill an enemy, attack an enemy in a remote area so that the blood stains of
the enemy will not be easily seen by other guards. Don't forget that you can
hide the body of the guards but NOT those blood stains on the walls or floors.

Punching and Kicking

Pressing the Circle button will cause the character to execute a combination
of punches and kicks. How many punches and kicks are performed depend on
how many times and how rapidly you press the Circle button. Note that every
punch and kick you perform do create noises. By just punching and kicking,
it is possible to knock out a guard. Do this when the guard is at extremely
close range to you.

Punching with a weapon equipped will give the enemy more damage. The controls
are similar, except that a weapon is now equipped. It is still "pressing the
Circle button".


When no weapon is equipped, the character can grab and throw an enemy. To
throw an enemy, simply run towards the enemy barehanded and press the
Square button at the appropriate time.

If the enemy happens to hit a hard obstacle after being thrown, he is likely
to be knocked unconscious. Though the knocked out enemies will be unconscious
for a short duration, it is still possible to shake them to get their Dog Tags.


Rolling can also sometimes knock out an enemy. In fact, I once let my character
perform a torso-axial flip on a guard and knocking him unconscious. It's quite
a cool move. Check out 1.4 for details.


When no weapon is equipped, simply sneak behind an enemy [preferably he is
not moving to have a better chance of grabbing him] to grab him. Try to be
as near as possible but maintain no body contact. Stop just behind the enemy.
[Be careful not to make too much noises; slow walk will do!!!] Then, HOLD the
Square button to grab the enemy.

When the enemy has been grabbed by you for some time, it is possible for him
to pass out. You will see stars circling above his head, indicating that he
is temporarily unconscious.


When you are grabbing an enemy [see above], it is possible to drag him along
some distance. With the Square button HOLD, use d-pad to control the movement.
However, the enemy tends to resist by struggling. If he keeps struggling,
he might break free from you. To prevent this, tap the Square button once or
twice to choke him and then continue holding the button to drag him. Do NOT
tap the Square button too many times unless you want to snap the enemy's

When grabbing and dragging a LIVE enemy, it is possible to use him as a human
shield against other enemies. The other enemies will sometimes hesitate to
attack you, fearing that this might hurt their companion. This technique is
cool but hard to be executed. It is quite useful when you are spotted by the
enemies and are heavily surrounded.

Dragging an unconscious or dead enemy is easy as they will not perform any
struggling. Without any weapon equipped, simply go near the body and hold
the Square button and then use d-pad to drag.


When grabbing an enemy, simply tap the Square button repeatedly to choke him.
Eventually, the character will snap the enemy's neck, killing the enemy. This
method is advantageous in the sense that you do not need to waste any ammo
to kill the guard and also no blood will be dripped on the floor. Take note
that blood stains on the ground can alert other guards.

"Shaking Down" enemies

It is possible to "shake" useful items out of enemy's body when the enemy is
unconscious or dead. Without equipping any weapon, press the Square button
to pick up the unconscious enemy. Then, release the Square button to put the
guard down. Repeated action of these will "shake" items sometimes out of the
enemy's body.

How To Use a Weapon

In general, with a weapon equipped, you press and release the Square button
to shoot. Hold the Square button without releasing it to aim. After aiming,
release the Square button only if you want to shoot. You notice that there
is some sort of a red laser beam from the gun that is pointing towards
the enemy. You can also make use of the L1 button to lock-on to the nearest

With the Square button hold, hold the R1 button to switch to First Person View
mode and then aim at specific body part of the enemy. You can adjust your
aiming by using the d-pad or left analog stick. The reason for choosing to aim
at first person view mode is that it gives greater precision. For example,
aim and shoot at the head, neck or heart instantly kill the enemy in ONE
shot. Shoot at his hand and the guard cannot fire a weapon at you or shoot
at his leg and the guard will not be able to run after you.

If you do not aim using First-Person View at the enemy's vital points, it
is likely that you might need to fire a few more shots to kill the enemy.
Obviously, you wouldn't want to waste any unneccessary ammunition. After
aiming the specific body part you want to shoot, simply release the Square

While aiming, you can also press both the L2 and R2 buttons simulanteously to
straighten your hands and also let the character stand on tiptoe. When
stand on tiptoe, it's possible to aim a high level object with greater

Sometimes, during aiming with the Square button hold, you suddenly do not want
to aim and shoot anymore. However, if you just simply release the Square
button, your character will shoot. This will then waste a bullet. There is
a simple trick to solve this problem. Simply SLOWLY release the Square button.
Do NOT release the Square button too fast, otherwise there will be shooting.
All you need is gently and slowly move your finger away from the Square button.
You will notice that the character will put down his gun slowly. This
technique does require some practice but it is very useful.

Note that weapons like Nikita missiles, Stinger missiles etc work slightly
different from the rest. Check out 3.2 for details of the various
specifications of all the weapons.

Tranquilising a Guard

Throughout the game, the only two weapons that are capable of tranquilising
a guard are the M9 Tranquiliser Gun and the PSG-1T Tranquiliser Rifle. When
a tranquiliser dart hits the enemy, it causes the enemy to fall into a
permanent sleep. It is possible to use a Tranquiliser weapon to put enemies
out of commission without having to fight.

You must take note that depending on which specific part(s) of the body you
shoot, the time for the effect to occur varies. For example, shooting at
the head causes the enemy to fall instantly to sleep while after shooting
at the hand/leg, it might take a few seconds after the shot, for the enemy
to fall asleep. The time taken for the effect to occur also depends on the
difficulty level.

After tranquilising the guard, he will sleep for a duration of time. How long
the guard will sleep depends on the difficulty level. The guards will tend to
sleep for a longer period at an easier difficulty level than those found at
harder levels. You can wake up a tranquilised guard by using a Coolant.

Let's just look at some of the advanced tactics that you can use with a

Tactical Reload

When the magazine runs out of ammunition, you will need to reload the weapon.
During reloading, the character is made defenseless in the middle of a battle.
So, make sure that when you are reloading a weapon, you must hide yourself
well from enemies.

During reloading, press the L2 button fast to have a quick reload. There is
another way to avoid the situation of reloading. When the magazine has ONLY
a few ammo left, tap the R2 button twice quickly to perform a quick change.
You notice that you will eventually switch back to the same weapon but the
magazine is fully loaded with ammo. As long as you remember to perform the
Quick Change twice, you won't have to worry about having to spend some time
reloading your weapon.


Equip an assault rifle-type weapon or a handgun. Then, hold the L1 button,
Square button and the direction that you are running towards. Hence, you can
now run and shoot simulanteously at the same time.

Jump Out Shot

The Jump Out Shot is an interesting new concept introduced in MGS2. It is a
cool tactic that everyone should attempt to master it. This technique is
great for launching a surprise attack from a hiding place.

While standing at a corner with your character flattening against a wall,
press the Square button. Your character will jump out and aim the gun at the
closest target. Note that your camera angle MUST be in Corner View. If an
enemy happens to stand near the corner with his back facing the wall you lean
on, perform this technique to give the guard a surprise. Your character will
shout "Freeze". It's possible to use this method to acquire a Dog Tag. Note
that the action works even if you are crouching.

Throwing Grenades from Corners

This is a modified technique from the Jump Out Shot. It enables you to throw
Grenades with less risk to enemy fire. Your character must first be flattened
against a wall. With Grenade equipped, press the L2/R2 to peek around the
corner. The character will shift the Grenade to the suitable hand. Press and
hold the Square button and then release it to throw the Grenade. The longer
you hold the Square button, the farther the Grenade will be thrown.

Note that a Grenade explodes in five seconds immediately after the Square
button is first pressed. Therefore, do not hold the Grenade for long or
else, it might explode in the thrower's hand.

Playing With C4

It is possible to sneak behind a guard and secretly plant a C4 on his back.
All you need to do is to maintain about two to three steps away from him.
With C4 equipped, press the Square button to plant the C4.

When the guard, with C4 planted behind his back, approaches other guards
or surveillance cameras, detonate the C4 to create a blast of explosion to
kill all of them in one swoop. It's quite fun to play around with C4.
However, a C4 explosion does create quite a loud noise that alerts other
nearby guards too.

Another fun way is to place a series of C4 in close range. Press the Square
button to detonate a chain of explosion.

Capturing a Guard

The ability to capture a guard is probably another one of the game's coolest
new addition. To capture a guard, you need to have a weapon equipped first.

 1)First, sneak near towards the guard slowly. You can approach the guard from
   behind or from the sides of him. However, it is safer to sneak behind him.
   You must be at least less than six steps away from him.
 2)Hold the Square button and your character will immediately shout "FREEZE!"
 3)This surprises the guard and the guard will surrender himself by raising up
   his hands. We say that the guard has been "held up".

Threatening a Guard

You must first have a guard captured first. See above. When the guard is at
your mercy, it is possible to threaten him and he will hand over his Dog Tags
as well as some of the items/ammunition he has with him.

 1)After capturing a guard, you have to run to the front of the enemy. Release
   the R1 button but with the L1 button and Square button hold. Pressing L1
   automatically locks-on to the target. Then, use d-pad to move to the front
   of the guard.
 2)When you are in front of the "held-up" guard, point the gun at him. Don't
   hold L1 so that you can aim at specific body parts of the guard. It is
   preferable to aim the guard at either his head or his crotch [near his
   private part].
 3)The guard will convey his fears by "shaking" his body. By shaking his body,
   the guard should drop his Dog Tags. Collect his Dog Tag.
 4)After collecting his Dog Tag, you might want to continue to aim the gun
   at him, hoping that he would continue to "shake out" some items/ammunition.
   If not, either tranquilise him or use a weapon with a suppressor to shoot

Threatening a guard is NOT always that easy. There are some things that you
should take note:

 1)When you attempt to capture and threaten a guard, make sure that there are
   no other nearby guards.
 2)If you do NOT equip any weapon/point the gun at the guard for long, he
   will slowly put down his hands. When his hands are all down, he will attack
   you. To prevent this from happening, equip the weapon and quickly point
   the gun at him. This causes him to raise up his hands.
 3)If you stand in front of a tauting guard for a long time, a twinkle may
   appear in his eyes. He will then attempt to attack you.
 4)Equipping a heavy [and powerful] weapon such as the Stinger, Nikita, RGB6
   Grenade Launcher etc forces the guard to offer Dog Tags immediately
   without having to aim at his body parts. When weapons like Socom are used,
   you do need to point the gun at the guard or else it cannot frighten him
   and he will not hand over his Dog Tag.
 5)There are some guards that will resist your capture. Most faq writers here
   call these guards as "tough guys". To standarised things, I have decided
   to use the same name. When these guards are captured, they will ask you
   similar questions like "Are you going to shoot me? If so, do it!" Check
   out 1.9 for more details.

Blade Attacks

Sometime in the game [near the end of the game], your character will acquire
a High Frequency Blade. Press the Square button to switch between Edged
style [Red] and Blunt style [Blue].

Edged Style : Damage the enemy, causing enemy's Life Gauge to decrease.
Blunt Style : Attempt to knock out enemy. Causes enemy's Stun Gauge to

The High Frequency Blade is one of the coolest weapons to use in the game.
The right analog stick is responsible for controlling the blade attack.

Here are the controls:

Name of Attack           -  Right Analog Stick   - Analysis

Slash up/down            -  Up/Down              - Help to defend midsection
Swing Blade Horizontally -  Left/Right           - Attack enemy horizontally
Rotating Cut             -  Rotate the stick in  - Damages enemies in all
                            full circle            direction; Effective when
                                                   surrounded by enemies
Thrust                   -  Hold Down            - Jab the sword towards enemy;
                                                   Not that damaging


Don't forget that bullets travel faster than the movement of your blade. It
is important that you defend yourself. This can be done by holding the L1
button with the Blade equipped. With L1 hold, the Blade helps to deflect
attacks and bullets. Note that you can still move while defending. So, try
and get close to the enemy and attempt to chop the enemy up.

1.8)Using the Codec and Radar

In your mission, you have two sophisticated devices to help you: Codec and
Radar. I will start off by explaining the use of codec first, then radar.


The Codec is a high-tech transmission device that allows you to communicate
with your allies for helpful tips and information. Throughout the entire
game, the codec is a vital device that will guide you along the way. Calling
some allies repeatedly might cause them to reveal certain things that you
need to do in order to proceed on the game when you are stuck anytime.

 1)Press SELECT to enter/exit Codec mode.
 2)You can adjust the frequency by pressing the left and right buttons.
 3)Press down button to display a memory window containing a list of all
   known Codec contacts. Then, select the recipient with the d-pad or left
   analog stick.
 4)When the correct corresponding frequency is set, press the Circle button
   to call the corresponding supporting characters.
 5)Sometimes, even with the correct frequency, the person might not respond.
   If frequency is wrong, there will certainly be NO RESPONSE.
 6)You can SAVE the game by talking to the person with frequency corresponds
   to 140.96.
 7)When receiving a call, a GREEN CAll or a RED Call may appear. A green call
   is not compulsory for you to respond to but for a red call, you have no
   choice but to answer it. Often, these calls often contain vital information.
 8)Press the X button to skip the dialogues or end the conversation quickly
   whenever you do not feel like listening.

The Call Sign Frequency Table is as below:

Tanker Chapter:                       |  Plant Chapter:
Otacon  141.12  For hints and advice. |  Colonel  140.85  For hints and advice.
Otacon  140.96  To save game.         |  Rose     140.96  To save game.
                                      |  Pliskin  141.80  For hints and advice.
                                      |  Stillman 140.25  For hints and advice.
                                      |  Mr. X    140.48  For hints and advice.
                                      |  Emma     141.52  For hints and advice.
                                      |  Otacon   141.12  For hints and advice.

There are still other codec frequencies for other supporting characters but
there is really no point remembering them so I guess I won't bother to type
in these codec frequencies. Above will just be enough.

Not knowing the functions of some weapon and items? Equip the respective
weapon or item and use Codec to call Otacon [141.12] / Colonel [140.85] and
they may SOMETIMES explain the specification of the weapon/item in detail.
If they don't explain, try calling them several times.


Before beginning the game, you are asked to choose one out of three Radar
options: Type 1 Rader, Type 2 Radar and No Radar. Choosing Type 1 Radar
results in radar to appear even during intrusion mode [in vent, locker etc]
but not Type 2 Radar.

The "No Radar" option is advisable to be chosen only for expert players who
have memorised the locations and the petrol routes of the guards well. For
starters, it is advisable to choose type 1 Radar as this is the easiest and
most advantageous type of Radar to use.

  Type 1 Radar                       |  Type 2 Radar
- The Soliton Radar remains visible  |- The Soliton Radar remains visible
  all the time, even inside a vent   |  all the time except when the character
  or a hatchlocker.                  |  is hiding inside the hatchlocker or a
                                     |  duct.

Electronic Jamming

 1)Occurs when a Chaff Grenade detonates
 2)It sends electronic interference, causing ALL electronic devices NOT to
   function properly. Your radar, enemy's radio, Cyphers, surveillance camera,
   certain weapons of yours like remote control missiles [Nikita], lock-on
   Stinger missiles or C4 with a remote detonator etc will fail to function
 3)Jamming lasts for a while after the detonation of the Chaff Grenade. It
   resumes back to normal when jamming ends.

An "Investigation"

 1)SOME areas will require guards to radio in their status report periodically.
 2)An investigation is then carried out to search for the "missing" guards that
   have not been sending in their status report. You will notice several guards
   entering into the area.
 3)If they find nothing after sometime, the investigation ends. If they find
   something like a sleeping guard, a dead corpse, blood stains etc, trouble
   comes in. A sleeping guard that was once tranquilised by you may be awoken
   by other guards. Hence, disposing bodies is something that you can't ignore.
 4)When investigation ends, carried on with your usual "business" until the
   next request for a status report arrives.

A "Clearing"

 1)When a guard has spotted your character or heard any gun fire, hiding is
   something an emergency. You can hide in the narrow vents, Cardboard Box
   or inside a hatchlocker.
 2)The guard that spots you can also radio in to ask for help. To prevent him
   from using his radio, use Chaff Grenade or tranquilise him before he can
   use radio. If not, more enemies will come after you.
 3)An attack team will be launched and they will search every room.
 4)If you have chosen Type 1 Radar earlier on and you are hiding inside the
   vent or locker, you will notice that the Radar will display into a screen
   showing the movements of the searching team.
 5)The guards can sometimes open up hatchlockers or Cardboard Box if they find
   anything suspicious. They are after all not 'retarded' at all.

Tip : The guards can sometimes look into the vents of the hatchlocker to look
      whether there is someone inside. Try to crouch while inside the locker
      so that the guards cannot notice you.

Tip : When you are hiding inside a Cardboard Box and it is within the vision
      of the enemies, do NOT move, otherwise the guard will be suspicious
      and examine the Cardboard Box.

Cancelling an Alarm

 - When your character is spotted, enemy will try to use the radio to call
   for help, to cancel an alarm before it occurs, you can do this:

 1)Use first person view mode to shoot the radio. The radio is on the enemy's
   belt. If he spots you, he will take the radio from his belt.
 2)Tranquilise the guard or kill the guard with a weapon that has a suppressor
   attached. You might consider doing punching and kicking on the guard to
   knock him temporary unconscious.

 - If guard manages to say ONLY a few words before the receiver can realise
   much, then an investigation team will be sent ONLY. If the guard does not
   have enough time to report anything, nothing happens.

 3)You can also escape through a door to another NEW AREA, which results in the
   alarm status to downgrade from Alert Mode to Evasion Mode and slowly Caution
   Mode and finally back to Normal Mode. Alarm thus becomes ineffective in the
   new area.

Alert Mode

 1)Occurs when the player is discovered by a guard, surveillance camera or a
   Cypher. Radar will not be displayed. You see a gauge below it. If you hide
   fast and remain undetected while the gauge continues to drop, you will enter
   the Evasion Mode when the gauge reaches zero.

Evasion Mode

 1)Occurs when an attack team is searching for you. If nothing is found after
   some time, clearing occurs. When gauge reaches zero, you will enter Caution
   Mode. Radar will not be displayed. However, a screen showing the movement
   of the soldiers will be displayed if Type 1 Radar is displaced.

Caution Mode

 1)Enemy soldiers are more alert than the usual during their petrols. Radar
   will be displayed. You will enter the Normal Mode when the gauge is down
   to zero.

Normal Mode

 1)Everything is as usual.

Radar Representation

 - It is important that you learn the meaning behind each symbols shown in
   the Radar.

White Dot    : Location of Player.
Green Cone   : Player's field of vision in First Person View.
Red Dot      : Enemy Soldiers/Surveillance Camera/Cyphers.
Blue Cone    : Enemy's field of vision in First Person View. [Normal]
Yellow Cone  : Enemy's field of vision in First Person View. [Suspicion]
Red Cone     : Enemy's field of vision in First Person View. [Discover YOU]
Blue Areas   : Represents breathing points in the flooded areas where the
               players can come up to breathe frest air.
Yellow Areas : Indicates that a bomb has been placed there. Size of yellow area
               displaced depends on difficulty level chosen.
Yellow Dots  : Yellow dots indicate the positions of mines. Entering the cone-
and Cones      shaped area while in a standing position will cause the mine to
               explode. To reveal the yellow dots and cones in the radar, the
               mine detector MUST be equipped.

1.9)Basic Knowledge About Dog Tags

What are Dog Tags???

"Dog Tags" are ID badges worn by soldiers so that they can be identified if
killed on the battlefield. Information such as names and blood type is
engraved on the tags.

The names engraved on the Dog Tags are the names of the game's staff as well
as the winners of the "Name Recruitment Contest" held on Konami Computer
Entertainment Japan's web site from March to June 2001. There are also other,
rarer Dog Tags to be found.

Uses Of Dog Tags

Almost every guard, plus certain bosses/character in every difficulty level
carries a dog tag. Collecting a certain amount of Dog Tags is a KEY ELEMENT to
unlocking certain bonus items for your next game. It is best that you remember
the guards whom you have or have not collected Dog Tags from.

At tougher difficulty level, there should be more enemies patrolling and hence,
more Dog Tags are EXPECTED to be collected. After collecting some Dog Tags,
save your game and then go to Dog Tag Viewer in the Special Mode and load the
saved file to view the various Dog Tags collected. Accessing to the Dog Tag
Viewer also reveal the name of the area for a particular Dog Tag also reveal
the corresponding guard is found in. The Dog Tag Viewer also gives you a
glimpse of how many enemies are found in each area.

In total, there are 361 Dog Tags scattered throughout the guards in all
difficulty levels. Therefore, to collect all Dog Tags, you must PLAY through
all difficulty levels.

Dog Tags In Possession

The number of Dog Tags collected so far is recorded in saved game data.
During the game, go to the items/equipment menu and select a Dog Tag
icon. The quantity that is displaced next to the Dog Tag icon represents
the total number of Dog Tags that are currently in possessed.

Note that the Dog Tag icon resembles the shape of a badge, some sort of a
cylinder. Note that it is impossible for me to draw an ASCII diagram of
the Dog Tag icon.

If you are playing the Tanker Chapter, the number next to the Dog Tag icon
tells you the total number of Dog Tags from the Tanker Chapter. The same
thing applies to that of the Plant Chapter.

There are three ways to view whether a guard carries a Dog Tag or not:

 1)Wear a Thermal Goggles and view in first person view mode to see the neck
   of the guard. You should see the shape of the Dog Tag around the neck.
 2)Without any Thermal Goggle equipped, just view the guard's neck in first
   person view mode. You should see a telltale flash of light around their
   necks. However, you can ONLY see the flash of light when you are VERY NEAR
   to the guard.
 3)Equip the Camera or the Digital Camera and look at the guard from a
   distance. Then, press the Triangle button. If you have collected his Dog
   Tags, the guard's name should appear blue above his head. If the Triangle
   button is NOT pressed, you won't be able to see the guard's name.

There are two ways of obtaining Dog Tags from enemies:

 1)Capturing a guard and threatening them to hand over their Dog Tags as well
   as other items they possess. - Method 1
 2)Make guard unconscious. Search the guard by "shaking" his body. - Method 2

For descriptions of how to carry out Method 1 and Method 2, check out 1.5
and 1.7 for details.

The chance of "shaking out" Dog Tag from an unconscious guard is very slim
for most of the time. You might need to "shake" the guard for several times.
However, for a temporary unconscious guard [with stars circling above his
head], you don't have a lot of time to "shake" him because he will wake up
after a short period of time.

Method 1, on the other hand, is more risky of being spotted. However, it is
a more reliable method- When the guard first "shakes" his body for the first
time after being captured and threatened, he will always drop their first
item and this first item is always his Dog Tag.

"Tough Guys"

Before reading, make sure you have checked out 1.7 on how to capture and
threaten a guard for Dog Tag.

Daniel Engel, the faq writer of the MGS2 Dog Tag faq called these guards
"tough guys"- quite an informal way to describe them. Many faq writers here
also use the same name so I have decided to stick to it.

Most of the time, after capturing and threatening the guard, I will usually
tranquilise them rather than killing. Since these guys refuse to hand over
their Dog Tags, I have no choice but to make them suffer- Well, they want
to act "tough" like what Daniel Engel has said so I have to give them a
chance by shooting them to see whether they can still be "tough".

When such guards are captured, they tend to ask you questions like "Are you
going to shoot them. If so, do it." So, do it like what they say. You must
be careful that these guards have a high tendency of overthrowing you whenever
they have a chance. Remember to point the gun at them almost every instant.
However, if you just point the gun at him for long without doing other things,
he will also overthrow you.

After capturing such guard, this is the way to deal with them:

 1)Equip a gun that has a suppressor attached to it.
 2)Shoot at either one of his legs or his hands. Shoot once will do.
 3)He will beg for mercy.
 4)Then, aim the gun at his head and he will "shake" out his Dog Tag.
 5)After collecting the Dog Tag, it's best to either tranquilise him or
   kill him.

You have to take note of these things:

 1)Do NOT shoot at his head or heart. You don't want him to die before you
   get his Dog Tag, right?
 2)Do NOT use a tranquilised weapon to shoot him. You don't want him to fall
   into a sleep before he "shakes" his body to drop his Dog Tag.
 3)The weapon chosen to shoot the guard is preferably to have a suppressor
   attached to it. Shooting is inevitable and without a suppressor attached,
   the noise produced will alert other nearby guards. If you do not have
   a weapon with a suppressor attached to it, it's best to tranquilise other
   guards in the same area before taking out this guard. The logic is that
   the tranquilised guards are sleeping so soundly that even gunshot noise
   cannot wake them up.

How To Wake Up a Tranquilised Guard???

Sometimes, you want to use Method One rather than Method Two but you happen
to just tranquilise the guard. Simply use the Coolant which you will acquire
sometime in the game and spray at him. This wakes up the guard.

When the guard is about to regain his conscious and stands up [using Coolant
to wake him up], quickly station behind him. Equip your gun, get ready and
point the weapon at him. When he stands up, your character will shout
"Freeze"- this is quite an easy way to capture the guard.

02)Mission Analysis: Walkthrough

Metal Gear Solid 2 is composed of two main chapters: the "Tanker Chapter" and
the "Plant Chapter". MGS2's plot is full of many complexing twists. To
understand the plot of MGS2 well, it is important that you know a little bit
of the stories of the past Metal Gear games, otherwise, you might have a hard
time following.

Before you begin playing MGS2, make sure that you know these things:

 1)the stories of the past MGS2 well, especially the story of the original
   MGS talking about the "Shadow Moses Island Incident".
 2)read a brief introduction of what the Tanker Chapter and Plant Chapter
   are about from the instruction manual.
 3)stuffs like Foxhound, Big Boss, Outer Heaven, Zanzibar etc.
   You can find out more about the plot of the past Metal Gear games by going
   to the SPECIAL option, then select the PREVIOUS STORY option and read the
   articles found there. Note that you don't have to read everything. Just
   those important points. Some of the articles are hundred plus pages long.
   I wonder who has the stamina to read those lengthy articiles.
   Just a suggestion: Hideo Kojima can be a novel writer. Hahaha. Note
   that I won't be so "crazy" to type out every single word from these art-
   icles into my faq.
 3)Know that you should try your best to collect as many Dog Tags as possible.
   During walkthrough, I won't remind you to get Dog Tags for most of the time.
 4)Remember to read the Game Basics section found in the faq. [From 1.1
   to 1.9]  It's not neccessary to read through the entire section but at
   least read some of the new stuffs that are introduced to MGS2 like Jump
   Out Shot, performing a roll etc.

Using the Walkthrough   [Part One]

The walkthrough will be divided into two parts: Tanker Chapter and Plant
Chapter. I try to write the walkthrough in a way such that minimum spoilers
are revealed.

The main walkthrough is divided into two columns. The left column describes
the steps needed to clear the "area". The right column consists of some
extra hints and strategies to guide you.

The approach of the walkthrough is quite different from what you have seen in
most faqs- rather than telling you "how to do", questions will be set to let
you "think" about it. At certain parts of the walkthrough, you should notice
stuffs like the "Scene Analysis" and the "Area Analysis".

The "Scene Analysis" usually comprises questions that are related to the
main ideas you see during a cinema cutscene- the answers to these questions
are connected to the vital parts of the plot. It is hoped that instead of
me explaining the cutscenes, the use of questions can help to minimise any
possible spoilers as well as further highlighting the important idea that
you should take note of regarding the plot. With that, I hope this will help
you understand the plot of MGS2 better.

The objective of the "Area Analysis" is to hope that players will be more
familiar with the surroundings of MGS2 by breaking it into several short
paragraphs. Each short paragraph usually contains one main idea about this
area. The "Area Analysis" will also aim to cover minor details about the
area that the players might often neglected it. An example of a minor detail
will be a fire extinguisher- often, players might not notice the existence
of this fire extinguisher or do not know what to do with it but it is possible
to put it to good use.

Depending on the difficulty level, there should be variations in the number
of enemies in each area, the patrol routes of the enemies etc. My walkthrough
will mention about the variation in the number of enemies in each area for
each difficulty level. Sometimes, my walkthrough may describe a bit about
the patrol routes of the enemies in an area.

There is one last important point to take note. My walkthrough will not be
describing in details how to obtain items like Ration, Bandage, Pentazemin,
ammunition, Grenades etc - such items are scattered throughout the game
and are quite abundant. Hence, I don't see any point of doing this as I
believe it will be better for you to explore on your own. However, my
walkthrough will describe in details about the locations of some specific
weapons and equipment- such items exist in only ONE quantity throughout the
game. Examples are Thermal Goggles, Night Vision Goggles and weapons like the
Socom, Nikita etc- You can only have one Thermal Goggles in your inventory
at a time, right?

Using the Walkthrough   [Part Two]

Whenever your character enters a new area, there will be a few sections
that can be grouped under "Analysis". Analysis is usually found above the
row of Steps/Hints and Strategies but there are instances where it can
be found directly below the row of Steps/Hints and Strategies. The reasons
for putting these below are:

 1)Some may be spoiler.
 2)To break certain analysis into two different parts because it may be too
   long. Eg. A scene analysis. A scene may occur when you enter a new area
   and another scene may occur when you are about to leave this area. The
   scene that comes first is usually put above while the other one is at
   the bottom.

Here's a quick summary.

 1)Mission Objective      5)Area Analysis         9)Further Analysis
 2)Scene Analysis         6)Enemy/Boss Analysis  10)PAL/JAP Notes
 3)Codec Analysis         7)Dog Tag Analysis
 4)Status Analysis        8)Extra Stuff

I will explain what the above ten stuffs serve as during the walkthrough.

 1)To tell you what your priorities should be.
 2)Bombard you with questions regarding FMV/cutscene. You can skip reading
   it if you wish to. It may be a mixture of various cutscenes and codec
   conversations. The reason is because a codec conversation often occurs
   in between the FMV/cutscenes. Instead of splitting them, I guess it
   will be better to group them together.
 3)Bombard you with questions regarding codec conversation [100% codec]. It
   may also tell you to make optional codec conversation with your comrades.
   These optional codec conversation sometimes tell you vital information
   regarding the plot.
 4)A brief explanation of your characters' status.
 5)For complicated areas, maps are sometimes drawn. A legend is always given
   for all the maps drawn. The abbreviations I used for the legend is NOT
   standarised for all maps. It also points out certain details found in an
   area that are often neglected. Patrol routes of enemies/location of
   enemies may sometimes be shown on the map.
 6)Gives you a rough idea of how many enemies you will face for all the
   different difficulty level. This includes telling you whether Cyphers,
   surveillance camera etc are present or not. If it is Boss Analysis,
   you will be told some basic information about the boss.
 7)This occurs ONLY once in the entire walkthrough near the end of the game.
   It is self-explanatory.
 8)All the things mention here are optional. But it is fun and worth trying
   out. Hints are sometimes given to tell you how to perform the action but
   does not always tell you the outcome of the action.
 9)More of a supplement... to the various analysis.
10)To provide extra notes for those playing the PAL version.

Using the Abbreviations

First of all, thanks to Hyral <hyral@hyral.f2s.com> for allowing me to use
abbreviations that are similar to the one he uses in his faq.

Difficulty Level                     -    Abbreviation

Very Easy                            -        [VE]
Easy                                 -        [EA]
Normal                               -        [NO]
Hard                                 -        [HA]
Extreme                              -        [EX]
All Difficulties                     -        [AD]


I will be using the abbreviations a lot in my walkthrough. For example,

Item [VE]      -  This item can only be found here if you are playing Very
                  Easy mode.

Item [VE - NO] -  This item can only be found here if you are playing Very
                  Easy, Easy and Normal mode but not Hard and Extreme mode.

Item [AD]      -  This item can be found here at all the difficulty levels.
                  [From Very Easy to Extreme]

I hope the examples above are quite clear.


After you complete the game, you will be given a clear code. The clear code
tells your ranking. Your ranking is basically a summary of everything you
see on the Result screen after the credits. It also tells you how well you
have played the game. To strive for the best ranking, you should follow
these basic guidelines:

 1)Complete the game using minimal time. You must be familiar with every
   areas well. Take only the items that you need.
 2)Use minimal Rations.
 3)Minimal saves. Save your game ONLY when there is a need to. Eg. Before
   every boss fight.
 4)Minimal continues. You can achieve ZERO continues but choosing NOT
   to continue your game during Game Over. Instead, reset the game and
   load the previous saved file. Then, try all over again.
 5)Kill minimal enemies. You can avoid killing by tranquilising the
   enemies along the way.
 6)Have minimal times being spotted by enemies. You can reset the game,
   load the saved file and then try all over again if you are spotted
   by enemies.
 7)Fire minimal shots. Do NOT waste any unneccessary ammo.

As to what to do to the clear code after you complete the game, we will
talk about it later on at the end of the game.

2.1)Tanker Chapter

Finally, the walkthrough begins from here. You control Solid Snake- the
legendary hero. He left behind a legacy after the Shadow Moses incident
two years ago.


Mission         : Infiltrate into a marine tanker called the U.S.S. Discovery
Objective         and make visual confirmation of a gigantic walking nuclear
                  tank called Metal Gear. The model of this tank, this time,
                  is called Metal Gear RAY.


Area Analysis   : Since you face the vessel from the back at your first
                  initial position, the port side of the ship is to the left
                  and the starboard side is to the right. Remember to know
                  the meaning of these two words because I will be using
                  these two terms quite often for most of the Tanker
                  Chapter walkthrough.


Aft Deck

Scene Analysis  : The starting scene is a neat and cool one. Have fun
                  watching. You might want to think about these questions
                  when you are watching the scenes:

                   1)Who leaked the Metal Gear's top secret technology into the
                     black market and how did he do it?
                   2)The place where the ship leaves? The place where the ship
                     is heading?
                   3)Think about the purpose why the navy builds a Metal Gear.
                   4)Why is there a group of Russian invaders on the ship?
                     What weapon do they carry? What do they want?
                   5)Remember the face of the Russian guy that you took a
                     picture of.
                   6)What is the "Philanthropy"?
                   7)Think about the two lines which Ocelet says.
                   8)Where was Ocelet at the end of the "Shadow Moses"
                   9)Think about how Otacon gets the classified information
                     about the new Metal Gear model.
                  10)When does the "Tanker Chapter" take place?

                  Take note of how the Russian intruders dispose the bodies of
                  the dead marine soldiers whom are killed by them.

                  Do give these questions some serious thoughts. You do not
                  really need to know all the answers.

                  Otacon also explains some basic controls and how to execute
                  some cool moves like Jump Out Shots. Remember to read them.

Status Analysis : You have an AP Sensor to detect nearby enemies, a Camera to
                  take pictures and a M9 Tranquiliser Gun. Right now, you do
                  not have a weapon that has the ability to kill. So, you
                  can't afford to be spotted in this area. Don't forget about
                  Dog Tags too. As for Cigs, our hero, Solid Snake still
                  can't kick away his bad habit.

Area Analysis   : You land on the deck of the ship. The weather is cold. Solid
                  Snake is a human after all. Can he get sick? What to do if
                  he gets sick? I am sure you can handle this. Don't stay too
                  long in a cold area!

                  On each side of the ship [starboard and port side], there
                  is a disposal gate. Can I toss something into the water from
                  here? I bet you know what to do with the bodies of your
                  enemies. Considering that the Aft Deck is a big area, as
                  long as you hide the bodies well in some corners, you don't
                  really need to drag the bodies all the way to the gates.
                  Don't waste any unneccessary time.

                  There is a total of four watertight doors. Two of them are
                  sealed while the other two can be opened. See below:

                   1)Portside level  1 : Leads to Deck-A's Crew's Quarters.
                   2)Portside level  2 : Sealed.
                   3)Starboard level 1 : Sealed.
                   4)Starboard level 2 : Leads to Deck-B Crew's Quarters.

Enemy Analysis  : [AD] - Three enemies.

                  There are three enemies each in the starboard, port side
                  and even the top deck. From your initial position, far
                  away when viewed in first person view mode, there are
                  lights directly below the top deck. Can these lights be
                  of any use?

                  The two guards at the higher level deck wear a binoculars.
                  This allows them to extend their cone of vision. Be careful!

  Steps                                  |  Hints and Strategies
- Explore the deck and take whatever     |- To lure the guard at the top deck
  Ration, ammunition etc you find.       |  to the bottom deck, try shooting
                                         |  the light directly beneath him.
- Whenever you are near watertight doors |  That attracts the guard at the top
  1) and 4), Otacon will call you via    |  deck down to the lower deck. This
  codec. See above.                      |  saves the trouble of dragging the
                                         |  guard over a long distance to dis-
- When you are ready, get to Deck-A via  |  pose his body. However, this meth-
  the watertight door at Portside level  |  od MAY NOT work sometimes.
  1. You can enter the Deck-B via the    |
  watertight door at second starboard    |- Remember the Triangle button that
  level but you don't want to miss any   |  let you to climb over obstacle.
  thing at Deck-A, right? So, let's just |  You may need this strategy to
  go to Deck-A.                          |  reach out for a box of ammunition.

Deck-A, Crew's Quarters

Area Analysis   : Everything in Deck-A is pretty straightforward. There is a
                  room which is worth exploring. The lockers inside the room
                  are good hiding spots.

Enemy Analysis  : [AD] - One enemy.

                  The guard is also a man too. His eyes will be wide open when
                  he sees the posters. [Can the posters be used as a form of

Extra Stuff     : At the top left of Deck-A is a watertight door. Try 'playing'
                  with it to see what happens.

                  Play around with the posters that are pasted onto the locker

                  Maybe hide inside the locker, look closely at the posters
                  by adjusting your view with the left-analog stick with R1
                  hold. You might hear a smooching sound with all the kisses
                  make. Try pressing and releasing the R1 button.

                  Try calling Otacon when you are inside the hatchlocker.

                  Try flattening against the locker door with your hand touch-
                  ing the poster and knock on the door when a weapon is
                  equipped. Do you hear anything special?

                  Don't forget to take pictures with your Camera. If you have a
                  Digital Camera, remember to save these pictures on your
                  memory card.

  Steps                                  |  Hints and Strategies
- Explore Deck-A and you will find a     |- It is impossible to sneak past the
  room to enter.                         |  guard without discovered and taking
                                         |  down the guard.
- Collect any ammunition found in the    |
  room. [Open hatchlockers???] Try       |- The guard is easy to handle. Try
  punching and kicking hatchlockers that |  Jump Out Shots.
  are locked.                            |
- Once ready, exit the room and head     |
  right. You see a guard patrolling.     |
  Take on the guard.                     |
- Exit through the door in the north.    |

Deck-A, Crew's Lounge, Starboard

Area Analysis   : You start off at the corridor outside the Lounge area.

                  From your initial position, further north is a staircase
                  which leads you down to the Engine Room. But, don't go
                  there first. You won't go far if you head to the Engine
                  Room now.

                  At your initial position, look up and you should see pipes
                  in the ceilings. In case you get spotted, do you know what
                  to do?

                  Look left towards the lounge and you see a few guards
                  patrolling. This makes collecting Dog Tags from these
                  guards difficult.

                  At the lounge, go up the staircase and you will notice two
                  doors, one on the left and the other on the right. The
                  left door is not accessible. You have to use the right

                  The corridor at the far west side of the lounge has a
                  staircase that leads to the bottom with a dozing guard.
                  The dozing Russian guard is swarmed by flies. There is also
                  a box of USP ammo but you cannot get it unless you have the
                  USP weapon. I suggest you deal with this guard later on when
                  you have the USP. But if you want to collect Dog Tag from
                  him, do go ahead.

Enemy Analysis  : [AD] - Three enemies.

                  The patrol routes for the enemies varies at different
                  difficulty levels. There are two guards at the lounge
                  and the third guard is at the port side stairs. The third
                  guard is the Russian guard that is swarmed by flies.

                  [VE] - The first guard is sitting in the central staircase.
                         The second guard will not appear initially. When you
                         return to Deck-B the next time, the second guard will
                         appear. The third guard stays at the bottom of the
                         port side stairs all the time.

                  [EA] - The first guard is sitting in the central staircase.
                         The second guard will be patrolling along the star-
                         board corridor of the lounge. For the third guard,
                         it is similar to that in [VE].

                  [NO] - The first guard patrols the port side of the corridor
                         of the lounge. For the second guard, it is similar to
                         that in [EA]. For the third guard, it is similar to
                         that in [VE] also. [as well as EA too!]

                  [HA] - The first two guards are similar to that in [NO].
                   &     For the third guard, he will patrol from the bottom
                  [EX]   of the port side stairs all the way to the port side
                         door. He will sometimes stop for a while, then give
                         that sleepy look on his face and then continue

                  Try shooting the large window at the centre of the lounge.
                  It leaves a hole in the window. Enemy may investigate the
                  hole in the window if they see it. A form of distraction?

Extra Stuff     : At the lounge, after taking care of the guards, do hang
                  around. Try smashing bottles and take some cool pictures.

                  Take a look at the scrolling image on the widescreen
                  television on the port side wall- what do you see?

  Steps                                  |  Hints and Strategies
- The simplest way to take care of the   |- If you want to deal with the
  guard is simply aim in first person    |  Russian guy that has flies
  view mode and tranquilise the guards   |  hovering above his head, you
  from far away.                         |  should do it swiftly- The
                                         |  flies can swarm towards you
- Simply head up the stair and enter the |  after some time and this
  door to the right to go to Deck-B.     |  captures his attention.

Deck-B, Crew's Quarters, Starboard

Area Analysis   : Depending on the difficulty level chosen, there will be one
                  to two guard(s) patrolling the area. The area here is quite
                  easy to explore and the guards here are easy to capture for
                  Dog Tags.

Enemy Analysis  : [VE - EA] - One enemy.
                  [NO - EX] - Two enemies.

                  For [VE- EA], there is ONLY one guard patrolling this area
                  at the Forward Hallway. For [NO - EX], the second guard is
                  at the rear hallway.

  Steps                                  |  Hints and Strategies
- You should be able to handle the       |- There is a watertight door here
  guard(s) here.                         |  that can lead you back to Aft
                                         |  Deck at Starboard level 2.
- When you are ready, head up the stairs |  See if you can find it.
  in the western side of Deck-B to get   |
  to Deck-C.                             |- There is a hatchlocker at the rear
                                         |  hallway. Maybe, you can use it.
                                         |  Anyway, it's optional.

Deck-C, Crew's Quarter, Port

Area Analysis   : There is a surveillance camera mounted high on the wall in
                  the corridor. A tranquiliser gun cannot destroy the device.

                  There is a fire extinguisher by the doorway. In case, you
                  get spotted by the camera, do you know what you should do?

Enemy Analysis  : [AD] - No enemy.

                  For [VE - EA], there will be NO guard stationing at Deck-C.
                  For [NO - EX], there will be one guard stationing here. The
                  guard won't be here at this moment. However, when you
                  return to Deck-C the next time, the guard will be here.
                  I will inform you when the time comes. So, don't bother
                  about the guard here at this moment.

                  [VE - EA] - Surveillance camera does not pan back and
                  [NO - EX] - Surveillance camera pans back and forth.

  Steps                                  |  Hints and Strategies
- Simply perform a side-stepping to get  |- It is safe to walk directly beneath
  past the camera.                       |  a surveillance camera.
- Explore the area. Try opening the      |- Using a Chaff Grenade is an easy
  hatchlocker.                           |  way to sneak past the camera.
                                         |  However, why bother to waste one
- When everything's ready, go up the     |  ammunition when you can easily
  staircase near the hatchlocker to go   |  sneak past the camera with side-
  to Deck-D.                             |  stepping.
                                         |- Another way to sneak past the
                                         |  camera is to become "invisible".
                                         |  Can you figure this out?
                                         |- If you do plan to get Dog Tag from
                                         |  the guard the next time you return
                                         |  here, the hatchlocker might be a
                                         |  good place for hiding.

Deck-D, Crew's Quarters

Area Analysis   : Below shows a diagram of part of the layout of Deck-D.
                  It is not drawn to scale. Forgive me for the bad diagram
                  below. I won't be drawing out the details inside Room 1
                  and Room 2.

                   _____________ ____         ___________________
                  |             | S1 |       |     -> Leads to   |
                  |    A        |    |       |    |   Room 2.    |
                  |             |    |_______|    |              |
                  | Leads to <-            B      |              |
                  | Room 1.  XXX|____________     |     D        |
                  |           SC|XXXX| S2 |XX| IR |              |
                  |             |____|    |__|    |______________|
                  |                     C         |


                  Room 1 - Mess Hall
                  Room 2 - Food Storage Pantry
                  SC     - Surveillance Camera
                  IR     - Semtex C4 Trap
                  S1     - Leads to Deck-C [Initial Position]
                  S2     - Leads to Deck-E Bridge
                  A to E - Represent the Guards

                  The security at Deck D is quite tight. Depending on the
                  difficulty level, the number of enemies present in Deck-D
                  can range from two to four.

                  There is a surveillance camera inside Room 1. The tables
                  underneath in Room 1 are worth hiding. Do explore behind
                  the kitchen counter inside Room 1.

                  There is a fire extinguisher near the Semtex C4 Trap. The
                  setting up of Semtex C4 Trap involves the explosive C4 and
                  the infrared beams. If your character touches the beam, it
                  will trigger the explosion of the connected C4 and that's
                  Game Over.

                  In Room 2, explore around and you should see other boxes
                  that are marked with the word "The Orange". Notice that
                  the Cardboard Box 1 obtained here are identical to these

                  With so many guards and traps around, you cannot afford to
                  be spotted. You have to plan all your steps carefully,
                  especially if you want to get Dog Tags from these guards.

                  Note that it is impossible for me to show you the patrol
                  routes of all the guards here on the map. This is how
                  the map works. For example, the position of A is inside
                  Room 1 according to the map. That will mean that Guard A
                  will ONLY patrol WITHIN Room 1.

Enemy Analysis  : [VE - EA] - Two enemies.   [C and D]
                  [NO]      - Three enemies. [A, C and D]
                  [HA - Ex] - Four enemies.  [A, B, C and D]

                  Explore the southern portion of room 2. The Pantry guard
                  will then return to his post, with his back facing the
                  northern part of the food shelves. The Pantry guard looks
                  sleepy. [Does this tell you anything about the Guard?]
                  I have to mention that it takes some time for the guard
                  to slowly make his way to his post.

Items/Equipment :  : Cardboard Box 1 [AD].

  Steps                                  |  Hints and Strategies
- Explore Room 1 and Room 2 in whatever  |- Guard B and C may occasionally face
  order you prefer.                      |  the door leading to Room 1, the
                                         |  Mess Hall. If you happen to stand
- Get [Cardboard Box 1] in the southern  |  near the door while inside the Mess
  part of Room 2.                        |  Hall, the door might open and the
                                         |  the corresponding guard might
- Remember the various ways of how to    |  you.
  make the infrared beams "visible"?     |
  Check out 1.5 for details.             |- The "usual method" - Otacon.
                                         |  What's Solid Snake's favourite?
- To sneak past the the corridor with    |  Other alternative method? F-i-re
  the Semtex C4 Trap, you have to crawl  |  ext-in-gu....? Shoot at it?
  your way through.                      |
                                         |- Get spotted here? Try either one
- After exploring the area, head to S2   |  of these three stuffs:
  and go up the stairs, leading you to   |
  the Deck-E Bridge.                     |   1)Head up either stairs S1 or S2.
                                         |   2)Use your Cardboard Box 1. Stack
                                         |     your Cardboard Box 1 well with
                                         |     other "similar" boxes.
                                         |   3)Get a "human shield".
                                         |   4)Restart your game and try again.

Deck-E, The Bridge

Scene Analysis  : The scene here is quite straightfoward to understand what
                  is going on. You might want to take note of the special
                  name for the Chopper.

Area Analysis   : There is nothing much to say about here. No enemy here
                  but two dead marine soldiers.

                  Both the watertight doors to the left and right lead to the
                  navigational deck. However, only the left watertight door
                  can be opened. The right one is sealed currently.

Enemy Analysis  : [AD] - No enemy.

  Steps                                  |  Hints and Strategies
- After regaining control of character,  |- The first boss fight awaits you.
  you should save your game now.         |
                                         |- You desperately need the life-
- Collect a Ration if there is.          |  saving Ration for the fight later
                                         |  on.
- Open the left watertight door and head |
  to the navigational deck.              |

Navigational Deck, Wing   [Boss Battle: Olga Gurlukovich]

Scene Analysis  : You might want to take note of:

                   1)the relationship between Olga and the Russian man whom
                     you took a picture just now.
                   2)the reason(s) why Olga was asked to leave the unit?
                   3)the word with first letter 'L' that is said by the
                     Russian man.
                   4)the relationship between Olga, the Russian man and her
                     unit? Her military training?

Area Analysis   : You find many crates stacked here, walls, a light [back left
                  corner] and a large green-colour tarp [Cloth].

                  There should be a M9 ammo and a Ration nearby. Take them
                  when needed. The Ration is available for [VE - HA].

Boss Analysis   : Olga Gurlukovich is not a tough opponent generally. She
                  uses a USP weapon [it can KILL] and occasionally throw
                  Grenades at you.

                  Though you do not have a weapon capable of killing, the
                  M9 can tranquilise her into sleep. When she is tranquilised,
                  battle ends.

                  You will notice that when each dart from M9 shoots her, her
                  green Life Gauge will NOT decrease but her purple Stun Gauge
                  will decrease. Boss fight ends when Stun Gauge is zero.

Extra Stuff     : Try defeating Olga on the left side and the right side of
                  the Navigational Deck. Look carefully at the scene where
                  Olga is tranquilised. Can you find anything unusual?

  Boss                                   |  Hints and Strategies
- She shoots at you with her USP weapon. |- Use L1 button to lock-on to target.
                                         |  instead of First Person View. First
=>Hide behind crates to dodge her        |  Person View aiming is slow. You
  bullets.                               |  might get hurt before making
                                         |  a proper aiming.
- She throws Grenades at you.            |
                                         |- This fight is a good chance for
=>She will shout "Take this!" before she |  you to practice your Jump Out
  throws the grenade. You should move to |  Shots.
  another position whenever you hear     |
  this. Sometimes, when she does not     |- The best strategy to use is to
  know where you are, she will throw     |  create a 'deceiving' tactic. Let
  Grenade at you to lure you out.        |  her think that you are at a spot
                                         |  and she will hide behind the wall
- She shoots at tarp. The tarp flutters  |  and shoot at you. Quickly, crawl/
  in the wind. This hides her well.      |  roll undetected to a new position
                                         |  where you can shoot her. She
=>Move to the far-left side of the open  |  thinks that you are still at the
  space. Aim and shoot at the lower-     |  original position. Then, jump
  right anchor of tarp. The wind blows   |  out from the new position and
  blows the tarp away.                   |  shoot her. Quickly, go back to
                                         |  hiding and repeat this strategy
- She shifts the light at you towards    |  until she's been tranquilised.
  your direction.                        |
                                         |- This is another great strategy to
=>It makes you hard to aim at her. If    |  use. Notice that on the ground,
  you switch position, she will also     |  there is a small hole in between
  shift the light. It's possible to      |  two boxes on the bottom right
  shoot and break the light from a       |  of the screen? Lie your body flat
  corner. Hence, she cannot use the      |  on the ground and shoot at Olga
  light to blind you again.              |  from here. This is a good spot
                                         |  to shoot at Olga. If Olga throws
                                         |  a grenade at you, be sure to move.
                                         |- You might want to hold L2 and R2
                                         |  [plus R1] when you are aiming at
                                         |  her from a certain spot.

Do you know?

One thing I notice about beating Olga in [EX] is that no matter how hard
I shoot, I just couldn't break the light successfully. For the other
difficulty levels [VE - HA], breaking the light through shooting are
possible. In case, you are challenging Olga in Extreme Mode, you might want
to drop the idea of breaking the light. I wonder if there is any sharpshooter
here who has successfully broken the light?

Since the light is not possible to be broken, the problem arises when she
uses the light to blind you. Like what most guides suggested, the best way
is to hide in a place and when she throws a Grenade at you by saying "Take
this!", quickly move out and shoot her according to your instinct. Then,
hide yourself quickly.

In Extreme mode, two shots from Olga will have your character killed. An
explosion of the Grenade will kill your character instantly.


Navigational Deck, Wing   [After Boss Battle]

Scene Analysis  : You might want to take note of:

                   1)Why is there a Cypher? The purpose of the Cypher there?
                   2)What is the name of that Russian man? His rank in
                   3)Who is the sender of the tip?
                   4)Any relationship between the sender and Otacon? Why
                     have they not met each other for so long?

Area Analysis   : The area here is quite straightforward for exploration.
                  First, do not enter the Deck-E Bridge via the left
                  watertight door. There are some items to get.

Enemy Analysis  : [AD] - One enemy.

                  There is only one enemy here on the starboard side for all
                  difficulty levels. You should be able to get his Dog Tag

Status Analysis : You now have a USP weapon that has the ability to kill.

                  However, its drawback is that it does not have a suppressor
                  attached to it. Noise level is therefore not minimised
                  during shooting.

                  Another disadvantage is that when the USP pistol is used for
                  aiming and shooting, it gives off a flash of light that can
                  attract nearby guard's attention. If you don't believe it,
                  try holding Square button to aim and go to First Person View.

                  Though you have the USP weapon now, it has run out of ammo.
                  Go to Deck-E Bridge, Mess Hall of Deck-D, the hatchlocker in
                  Deck-B etc to collect your USP Bullets.

Extra Stuff     : Olga now lies unconscious on the deck. Try taking a photo
                  of her. How about her armpits? Her chest?

PAL/JAP Notes   : For the US version, there is no USP Suppressor. For the
                  PAL and JAP version, you can get the USP Suppressor from
                  the second level of the tower [just below where you get
                  the Thermal Goggles] at the Navigational Deck, Wing
                  after you have completed the game more than once.

Items/Equipment : Thermal Goggles [AD], Wet Cardboard Box [AD], USP
                  Suppressor [AD - For PAL & JAP ONLY; complete first game.]

Weapons         : USP Pistol [AD].

  Steps                                  |  Hints and Strategies
- "Shake" the body of the unconscious    |- For [NO - EX], there is a guard
  Olga for her Dog Tag.                  |  patrolling at Deck-C now. Remember
                                         |  to get his Dog Tag.
- Continue heading east until you find   |
  a ladder. Climb up the ladder until    |- I assume you have read the Game
  you reach the top to collect the       |  Basis and know how to capture and
  [Thermal Goggles].                     |  threaten the guard. Now that you
                                         |  have a USP weapon that can kill,
- Then, head down to the base of the     |  you should spend some time to
  ladder and continue heading east to    |  collect Dog Tags from those "tough
  the starboard side. A guard walks out  |  guys".
  of the previously sealed watertight    |
  door. The door can now be opened.      |- This is NOT a hint/strategy.
                                         |  I just wonder why Konami lets
- Take on the guard. Then, collect the   |  the character climb so high up
  [Wet Cardboard Box] on the starboard   |  the ladder just to collect a
  side.                                  |  [Thermal Goggles]. A little waste
                                         |  of our time. Konami could have
- Once everything's ready, head to the   |  placed it at a lower level...
  Engine Room. I hope you still remember |
  the descending staircase at the Crew   |- Head up the starboard stairwell of
  Lounge which I told you not to enter   |  the Deck-A Crew Lounge and descend.
  earlier.                               |  Then collect the Stun Grenade and
                                         |  enter the door to reach the Engine
                                         |  Room.

The Engine Room is a huge area. I will divide the Engine Room, Starboard
area into two different parts. The third part of the area is the Engine
Room, Port area.


Engine Room, Starboard   [Part One]

Area Analysis   : Move up further and you will see a door that leads to the
                  second part of the Engine Room. Explore the area first.

                  Continue further up. Look up to see hatchlockers and if
                  you look right onto the floor, you notice an action figure
                  and a torchlight.

Extra Stuff     : Try opening up one of the hatchlockers for a surprise. [Not
                  another Resident Evil?]

                  The action figure resembles a character with initial 'VR'
                  from the original MGS. He once told Snake that he will
                  watch over him- his words came true. So, have you figure
                  out his identity?

                  Try firing a dart with M9 at the torchlight to terminate
                  the light source.

                  Try shooting at the action figure with M9 for a surprise.

                  Remember to take a picture of the action figure.

  Steps                                  |  Hints and Strategies
- Climb up the crates to get USP         |
  Bullets.                               |
- Once you are ready, head to the door   |
  that leads you to the second part of   |
  the Engine Room.                       |

Engine Room, Starboard   [Part Two]

Area Analysis   : Upon entering the second part of the Engine Room, you will
                  notice a guard with his back facing you. You can easily
                  sneak behind the guard and capture him for Dog Tag.

                  Guards can be found on each level of the Engine Room. The
                  ultimate aim is to enter the door at the top level of the
                  Engine Room on the other side to the west to reach the
                  Port Side of the Engine Room.

                  Depending on the difficuty level chosen, there should be
                  four to six guards here. The area here is overall quite
                  heavily guarded. However, since the area here is big, the
                  guards are more scattered. Hence, sneaking past the guards
                  is NOT that difficult. You can easily tranquilise the
                  guard from a distance. But obtaining Dog Tags from all the
                  guards here is NOT that easy.

                  There is a shortcut to reach to the other side of the Engine
                  Room by just hanging onto the long wire. Try using First
                  Person View mode at the top of the engine room. Try figuring
                  the route of this shortcut yourself. Remember to do a lot of
                  exercise if you want to use this shortcut.

Enemy Analysis  : [VE]      - Four enemies.
                  [EA]      - Five enemies.
                  [NO - EX] - Six enemies.

                  There is one more guard at the Engine Room Portside for all
                  difficulty level and therefore, if you check out the Dog
                  Tag Viewer, there should be five guards for [VE], six
                  guards for [EA] and seven guards for [NO - EX].

                  Since the Engine Room is a big area, it is impossible for
                  me to draw any diagram to show the location of every single

Extra Stuff     : There are lots of railings here that you can practice your
                  hanging on. Try doing some intensive exercise here to
                  train your hanging grip ability. Exercise... you do know
                  how to do, right?

  Steps                                  |  Hints and Strategies
- Make your way to the other end and     |- The Grenade is found at the lowest
  collect whatever Ration and ammunition |  level on the western side of the
  you can find. Remember to get the      |  Engine Room.
  Grenade here- It will be helpful to    |
  you.                                   |
- Then, enter the door at the top level  |
  of the western side to reach the Port  |
  side of the Engine Room.               |

Engine Room, Port

Area Analysis   : Upon entering the room, you notice a door to the left that
                  is sealed. Head further north and the last guard of the
                  Engine Room will come out of this sealed door. Take care of
                  this guard. The once sealed door is now accessible and it
                  takes you to Deck-A Crew's Lounge where the fly-infested
                  Russian is. After taking care of the guard here, I suggest
                  you save your game.

                  The last part of the Engine Room is again another Semtex
                  C4 Trap. It's not that simple this time. Crawling won't
                  be able to let your character get past without coming into
                  contact with the Infrared beams.

                  When you are near the Semtex C4 Trap, Otacon will contact
                  you and explain that you need to hit the three control
                  boxes to deactivate the beams. The three control boxes blinks
                  with a green light. Only when all the three control boxes are
                  destroyed, can the infrared beams disappear. You have to
                  use the USP weapon to destroy the control boxes.

                  The problem is that the three control boxes are all placed
                  near to the C4. If you happen to come into contact with the
                  infrared beams or miss the shot and hit the C4, that's Game
                  Over for you.

Enemy Analysis  : The last guard found at the Engine Room finally appears.
                  You can easily take him on by tranquilising him from a far
                  corner to the north. The guard will head to examine the
                  Infrared beams before heading south and exit the area.

                  Notice that when he comes out of the room, he will radio in
                  his status report. My advice is let the guard finish sending
                  his status report and you tranquilise him AFTER that. If you
                  tranquilise him without letting him to finish sending his
                  status report, the receiver of his status report will be
                  suspicious and will send an investigation team to the Engine
                  Room. You don't want that to happen, right?

Extra Stuff     : Remember to take pictures of Mooch and her friend.

  Steps                                  |  Hints and Strategies
- Take on the guard first.               |- The guard will head to examine the
                                         |  Infrared beams. You have to hide
- Equip Thermal Goggles to view the      |  inside a hatchlocker. Crouch if
  infrared beams. Go to first person     |  the guard looks inside the vent.
  view and search for the three boxes.   |  The AP Sensor vibrates when the
                                         |  guard approaches you while you hide
- To find the first control box, climb   |  inside the locker. As soon as the
  onto the turbine where the box of USP  |  guard turns south and head back
  ammo is. View in first person mode and |  to exit the room, open up the
  shoot at this uppermost control box.   |  hatchlocker. Quickly, sneak behind
                                         |  his back, capture him and get his
- Next, simply crawl along the ground as |  Dog Tag.
  near as possible to the infrared beams |
  but not touching them.                 |- Take a Pentazemin to calm the
                                         |  nerves so that your hand will not
- You should find the second control box |  shake too much during aiming. This
  on the left side of the passage that   |  makes your aiming steady.
  is wedged between two C4 packs. Shoot  |
  the control box.                       |- While aiming at the uppermost
                                         |  control box [the first box], hold
- The final control box rests on the     |  L2 and R2 buttons while still
  ground along the right side of the     |  holding the R1 button. Snake will
  passage. Shoot the control box.        |  tiptoe and you can aim and shoot
                                         |  the top part of the explosives with
- Once you have successfully destroyed   |  greater accuracy.
  all the control boxes, the beams will  |
  disappear. Open up the watertight door |- If you successfully destroy a
  to the north to reach Deck-2.          |  control box, it stops blinking
                                         |  and a sound will be heard.

Deck-2, Port

Area Analysis   : The corridor here is extremely long. The only problem
                  here is that the corridors are too well-lit. This makes the
                  guards able to see you from a far distance. So, the solution
                  is to use the M9 and shoot at all the bulbs you see. Notice
                  that certain bulbs are illuminated but others not. But to
                  play safe, just shoot ALL.

                  Other than that, the area here is pretty straightforward
                  for exploration. You find some Ration and ammunition
                  along the corridor. I guess I leave the rest up to you.

Enemy Analysis  : [AD] - Three enemies.

                  You should be able to get their Dog Tags quite easily from
                  these three guards.

                  For all difficulty levels, the third guard you meet tends
                  to look sleepy. He even talks when he's about to sleep.
                  No-th-ing T-o R-epo-r-t. Well, it's just a little bit
                  amusing. I guess he faces too much stress...

  Steps                                  |  Hints and Strategies
- Simply walk along the corridor and     |- Do you still remember that I told
  shoot at every single bulb. Collect    |  you that the USP pistol emits a
  whatever ration and ammunition you can |  flash of light when used earlier?
  find.                                  |  The flashlight on the USP can
                                         |  easily draw the guards' attention.
- You will soon see the first guard.     |  So, use M9 most of the time.
  Take him on and continue up until you  |
  come to a bend.                        |- From the bend, shoot at the first
                                         |  two nearest bulbs. If you shoot at
- The second guard stops at the bend for |  any bulb that is further than this,
  a while. Take him on also.             |  the shattering of the glass bulb
                                         |  will alert the sleep-talking guard.
- Head right and eventually, you will    |
  notice the sleep-talking guard. Take   |- If you have shot the bulbs down,
  him down.                              |  the dark corridor makes the enemies
                                         |  difficult to find you after you
- Move further right and then open the   |  have been spotted. You can run
  watertight door to head to the star-   |  to any possible alcove to hide
  board side of Deck-2.                  |  until the Alert mode resumes to
                                         |  normal.

Deck-2, Starboard

Scene Analysis  : You might want to take note of:

                   1)Who is the person the enemies here are talking to?
                   2)Who is being taken good care of?

Area Analysis   : The area here is quite unusually quiet... Anyway, equip
                  your USP weapon.

                  The Ration is available for [AD] if you make your way back
                  towards the end during the firefight. Even in [EX] too.
                  This is the only time you can find a Ration lying on the
                  floor in [EX] for Tanker Chapter.

                  Actually, I don't feel that there is a need to shoot the
                  bulbs here. It's a waste of time. Carry on the game.
                  Eventually, you will figure out why I say this.

  Steps                                  |  Hints and Strategies
- Simply walk along the corridor, taking |- Figure out why shooting the bulbs
  all the ration and ammunition you can  |  here is redundant? The corridor
  find.                                  |  is still bright during the fight
                                         |  even if you shoot the lights
- Eventually, a cutscene will appear.    |  previously.
- When you regain control of character,  |- You can find Ration and a box of
  three guards enter and an inevitable   |  USP ammo if you make your way
  firefight occurs. More guards will     |  back towards the end.
  also come charging out towards you.    |
                                         |- The enemies here do throw grenades
- Kill all the enemies with your USP     |  at you. The best way is to kill
  weapon. I won't encourage you to use   |  them before they have the chance
  the M9 in my own opinion because       |  to throw the grenade. The purpose
  depending on which part of the bodies  |  of them throwing a grenade is to
  of the enemies you shoot, seconds may  |  lure you out. So, don't fall into
  be needed for the tranquilising effect |  the trap.
  to take place. During this period of   |
  time, the guard can still fire at you  |- Hide and crouch behind the crates
  and thus injure you.                   |  with your back flattening against
                                         |  them. Practice your Jump Out Shots
- Once all enemies are killed, a cut-    |  and also throw grenades from
  scene occurs. When the cutscene ends,  |  corners.
  you will find yourself in Hold No. 1.  |
                                         |- Make sure you know the tricks to
                                         |  reload your weapons quickly. When
                                         |  you are reloading your weapon,
                                         |  hide behind the crates.

Mission         : You have to take pictures of the Front-Right, the Front-
Objective         Centre, Front-Left and the side showing the word "marine"
                  of Metal Gear RAY. In total, four pictures have to be taken
                  using the Camera, NOT the Digital Camera. You have to send
                  the pictures via the workstation at Hold No. 3 to Otacon.


Hold No. 1

Scene Analysis  : Listen attentively to the commandant's speech. You will
                  find out a lot of information about the new Metal Gear
                  model. The aim of RAY? The name of the person giving the
                  speech? He mentions about he has a daug... How is RAY
                  different from other Metal Gears?

Area Analysis   : You now stand on a balcony. Below you is a crowd of
                  soldiers. The holds [From No. 1 to No. 3] are being used
                  as a place where the marine soldiers gather to hear the
                  marine Commandant giving his speech.

                  There are many marine soldiers below and you can't afford
                  to be spotted. Game ends when you are spotted. The same
                  applies to Hold No. 2 and 3 also.

                  The commandant's speech is expected to last for seven
                  minutes. Well, you should have more than enough time to
                  sneak to Hold No. 3. Hold No. 3 is where the actual speech
                  by the commandant is held and also where Metal Gear RAY is

                  The timer starts immediately after the conversation with
                  Otacon. It's best to save your game at this period.

                  There are many ways that you can get to Hold No. 3. The
                  walkthrough here covers ONLY one route. For the other
                  alternative routes, the hint to you is to remember to
                  investigate below and above the ground floor. Hanging?
                  Crawling? Figure out all these yourself. You should
                  really do more exercise, especially in the Engine Room.

                  For the time being, I won't discuss these alternative
                  routes even though I do know these routes. More details
                  about the alternative routes can be found in the Secrets
                  and Bonuses section.

Extra Stuff     : Do stop for a while in Hold No. 1 and look up to the
                  broadcast of the commandant's speech.

                  Don't forget to take pictures of these marine soldiers.
                  There is a marine soldier who seems to forget something.
                  He's the odd one out. Can you locate him and distinguish
                  what makes him the odd one out?

                  If you happen to get spotted, a cutscene will appear and
                  it's Game Over for you. These cutscenes are different
                  depending on which Holds you are being spotted. You might
                  want to let your character being spotted and compare these

PAL/JAP Notes   : For US version, forget about getting Dog Tags from the
                  marine soldiers in the Tanker Holds as all the marine
                  soldiers do not carry a Dog Tag each.

                  For the PAL version, certain specific marine soldiers
                  carry a Dog Tag. The locations of certain marine soldiers
                  who carry Dog Tags are not easy to find. You might need
                  to try out all the routes to find them and get their
                  Dog Tags.

                  As for the JAP version, I am NOT quite sure.

  Steps                                  |  Hints and Strategies
- Head down the ladder.                  |- Getting the box of M9 ammo is quite
                                         |  a waste of time. You can skip
- Head to the left. Slowly crawl beneath |  getting it unless you really need
  the projector without alerting the     |  it.
  guard standing near to the projector.  |
                                         |- Besides crawling past these iron
- Continue heading left and you see a    |  grates surfaces, you can perform
  ladder. Climbing up the ladder leads   |  a rolling to quickly sneak past
  you to a box of M9 ammo.               |  them.
- Then, climb down the ladder and head   |
  north. Along the way, there are iron   |
  grates surfaces. If you step on them,  |
  you will make noises which will alert  |
  the nearby guards. So, crawl over      |
  these iron grates surfaces.            |
- Enter the door at the north to reach   |
  Hold No. 2.                            |

Hold No. 2

Area Analysis   : You should be at the bottom left part of Hold No. 2. From
                  here, look north in First Person View and you should see
                  obstacles blocking the path along the western side of the
                  hold. The safest way is to move along the eastern side of
                  the hold.

                  There are also two projectors at the centre bottom part of
                  Hold No. 2.

Extra Stuff     : Try standing near one of the projectors and press the
                  Triangle button several times. What do you see in the two

  Steps                                  |  Hints and Strategies
- Crawl past the two projectors in the   |- Notice that the speech is being
  centre-bottom of the hold to get to    |  shown alternatively on two
  the eastern side of the hold.          |  different screens. Eg. If the
                                         |  screen is on the left, the left
- Hide behind the huge object.           |  projector will be used and NOT the
                                         |  right. The marine soldiers will
- There are iron grates surface too.     |  also look to the left too. Note
  Sneak through and head north.          |  that this action is alternate and
                                         |  repeats itself.
- There are some obstacles at the north. |
  The door is just behind these          |- When you are hiding behind the
  obstacles. Enter this door to get to   |  huge object, head north only when
  Hold No. 3.                            |  the marine soldiers turn their
                                         |  heads to the left. If their heads
                                         |  are facing to the right, wait for
                                         |  a while until they turn their
                                         |  heads.
                                         |- Depending on the timing, the
                                         |  commandant may ask the soldiers
                                         |  to do some neck exercises.

Hold No. 3

Scene Analysis  : Depending on the route you take from Hold No. 2 to Hold
                  No. 3, the scene shown here will have some variation.

Area Analysis   : Finally, we get to see the Metal Gear RAY. We also get to
                  see the commandant saying his speech from here. At the
                  centre is a group of marine soldiers, listening to his
                  speech. On the far right side, you should notice the
                  workstation. Access it by pressing the Triangle button.

                  Now, time to take pictures of Metal Gear RAY.

Enemy Analysis  : For Easy Mode, there is a marine soldier standing on the
                  right side of the Metal Gear RAY. He looks sleepy. I guess
                  he finds the commandant's speech boring. Oh, I'm just

                  If necessary, try tranquilising the marine soldiers with
                  your M9 weapon. It's fun shooting the marine soldiers with
                  M9. [I guess the Commandant's speech is too boring. That's
                  why they all fall asleep.]

Extra Stuff     : If you are playing the Tanker Chapter for the nth times,
                  where n is an even number, you will notice something special
                  about the marine soldiers here.

                  If you have taken pictures of girls, Olga, the action figure
                  etc, try sending these pictures to Otacon via the work-
                  station. Otacon might say some amusing conversations. What
                  Otacon says will depend on the type of the pictures taken.

                  Remember the alternative routes which I told you about
                  earlier? If you took a different alternative route from
                  Hold No. 2 to Hold No. 3, there may be slight changes in
                  the cinematic scenes when you enter Hold No. 3. Maybe,
                  you can notice a familiar bad guy somewhere from far.
                  Remember to take a picture of him.

  Steps                                  |  Hints and Strategies
- Take the pictures of Metal Gear RAY in |- After taking a shot, if Snake says:
  the following order.                   |
                                         |  "Good"    - satisfactory; accept-
- Front-Right Photo                      |              able pictures.
=>After the Codec conversation ends, you |  "Alright" - Very great shot.
  stand on the perfect spot where you    |
  can take the shot.                     |- To get a better front-left photo,
                                         |  you might want to crouch to take
- Front-Center Photo                     |  the picture. The reason is because
=>Sneak around the base of the platform  |  the overhanging pipes seem to
  where the cameraman is on to the       |  block part of the Metal Gear's
  centre part of the hold. Notice a line |  head.
  on the floor that clearly divides hold |
  into two portion? Stand here and take  |- At roughly two minutes left in the
  the perfect shot.                      |  speech, the commandant will sudden-
                                         |  ly shout "Intruder on the Left!
- Front-Left Photo                       |  Intruder on the right!". Although
=>Continue sneaking to the left and stay |  the alerts are heard, the command-
  close under the platform near where    |  ant is drilling his soldiers. It's
  the second cameraman is. Position      |  a false alarm, anyway. So, don't
  yourself near the front-left corner of |  panic.
  the platform. Then, take the shot.     |
                                         |- If the seven minute timer runs out,
- Photo with "marine" logo               |  don't worry. Commandant Scott
=>Sneak north until you reach the north- |  Dolph loves to talk and will still
  ern left part of Hold No. 3. View in   |  carry on his speech. Sounds like
  first person mode to see the logo.     |  the Commandant is very talkactive
  Then, take the shot.                   |  and Otacon's prediction of the
                                         |  length of the speech is wrong.
- Once you have all four pictures, go to |  Anyway, just focus on getting
  the workstation and send the pictures  |  the pictures of Metal Gear RAY.
  in. Hopefully, all the pictures are    |
  accepted by the "fussy" Otacon.        |

With all four pictures accepted by Otacon, long cinematic scenes will follow
one over another. Eventually, you will be prompt to save your game and this
ends the "Tanker" Chapter. The "Plant Chapter" hence starts now.


'Final' Scene Analysis:

 1)Who is the person whom Gurlukovich suspects that Ocelot is in league with?
 2)Think about Solid Snake's genetic brothers. S-oli-d-u...?
 3)How did Ocelot get the evidence to prove that Solid Snake was present on
   the ship?
 3)The aim of the Sergei Gurlukovich? Has he achieved his aim eventually?
 4)What has happened to Ocelot's arm?
 5)What is the name given to Ocelot by the prisoners of Russia?
 6)"I am taking it back!" What does it mean?
 7)The word with first letter 'p', second letter 'a' and third letter 't'.
 8)The lali....? How does it relate to 6)?
 9)What are the terrorists after?
10)What do you think will happen to Solid Snake, Otacon, Olga, Sergei
   and Scott Dolph at the end of the Tanker Chapter?

With that, I conclude the end of the "Tanker Chapter". Let's move on to the
"Plant Chapter" now.

2.2)Plant Chapter

Finally, the second chapter begins here. Before beginning the game proper,
let's have some briefing. You now control a new character, NOT Solid Snake
this time.

For those playing Extreme Mode, remember to take note that there will be no
Ration hiding inside any hatchlocker or lying on the ground for the entire
Plant Chapter. There are only two ways of obtaining Ration. The FIRST way
is to capture a guard and hopefully, he "shakes" off his Ration. The SECOND
way is get from your comrade. During certain situations, your comrade
will drop some ammunition and Ration for you to pick it up. But such
situations don't always occur.


Mission         : There are two mission objectives:
                   1)Infiltrate into the offshore decontamination facility
                     "Big Shell" and safeguard the President and hostages.
                   2)Disarm the terrorists by any means.

                  A group of terrorists named "Dead Cell" seized the Big Shell.
                  They demand a ransom. If not, they plan to demolish the Big
                  Shell with explosives.


Area Analysis   : The Big Shell is made up of two main cores: Shell One and
                  Shell Two. Six struts surround each Shell in a hexagonal
                  manner. Connecting Bridges provide links between either
                  two struts, two shells or a strut and a shell. In total,
                  there should be twelve struts. The struts and the main
                  cores form the Big Shell.

                  Eg. A AB Connecting Bridge is a bridge that is linked
                      between Strut A and Strut B.

                  Eg. A FA Connecting Bridge is a bridge that is linked
                      between Strut F and Strut A.

                  Eg. A Shell 1-2 Connecting Bridge is a bridge that is
                      linked between Shell 1 and Shell 2.


I will split the area of Strut A, Deep Sea Dock into two different parts
for simplicity sake.


Strut A, Deep Sea Dock  [Part One]

Scene Analysis  : I strongly advise you to read the manual to find out
                  information about the Big Shell. Anyway, it's time to
                  think about these questions:

                   1)Where is the Big Shell constructed? What does it serves
                     as? Can you relate its purpose to the sinking of the
                     U.S.S Discovery [Tanker Chapter] two years ago?
                   2)What are the names of the former and current President?
                     How did the current President gets into the hands of
                     the terrorists? How much money do the terrorists demand?
                   3)What is the name of the navy unit that has been sent
                     to rescue the President? Where did the Navy unit first
                     land on Big Shell?
                   4)What are the consequences if the Big Shell is demolished
                     by the explosives?
                   5)Did the scene mention anything about "Stillman" and C4?
                   6)What is Dead Cell?
                   7)Find out about the background of your new character like
                     what unit does he represent, the type of military
                     training he undergoes, the type of operation he is
                     undergoing now etc.

                  The Colonel also explains the function of the suit that your
                  new character is wearing. He also explains something about
                  the nanomachines. Take note of the name that is given to
                  the suit as well as the type of goggles he is wearing.

Status Analysis : You are unarmed- not even a tranquiliser weapon is given
                  to you. Quite pathetic! You have an AP Sensor and a
                  Scope. You cannot afford to be spotted by the enemies
                  until you have acquired some weapons.

Area Analysis   : The area here is quite worthwhile to explore. Your aim here
                  is to open the watertight door to the north to reach another
                  new area. But, let's roam around this area first.

                  There are three hatchlockers in the north. Try opening them.

                  Try diving into the water which you have just come of. You
                  might find something. The Colonel will also explain the
                  controls for diving. Do read it up or check out 2.4 for

                  There are narrow ducts that are worth crawling. Explore the
                  eastern and western side to find the ducts. Check out the
                  floor in First Person View.

                  There are railings near the waters. Maybe, go into the
                  hanging mode. You might find something in the area enclosed
                  by the fences.

                  Lastly, there are bugs all over the floor. Try not to come
                  into contact with the bugs. Want the reason? Call the Colonel
                  and he might tell you why you should not go near the bugs.

Enemy Analysis  : [AD] - No enemy.

Items/Equipment : Thermal Goggles [AD], Shaver [AD].

Weapons         : M9 Tranquiliser Gun [VE - EA].

                  For [VE], the M9 Tranquiliser Gun is found on the top of
                  a crate in the northeast corner of the dock. You need
                  to climb onto the crate to get it.

                  For [EA], the M9 Tranquiliser Gun is found inside the
                  ventilation ducts. Explore the ducts and you should be
                  able to find the weapon. I will leave you to find it on
                  your own.

                  For [NO - EX], your M9 Tranquiliser Gun is at the Strut F,
                  Warehouse. I will tell you to get it when the time comes.

  Steps                                  |  Hints and Strategies
- For [VE - EA], remember to take the M9 |- If a red bug appears on the Ration
  Tranquiliser Gun. See above.           |  icon in the left item menu, hold
                                         |  L2 while pressing Up and Down
- Dive deep into the water. Explore the  |  rapidly on the d-pad. This "shakes"
  bottom right corner to find the        |  off the bugs. If you just leave
  [Thermal Goggles].                     |  the bugs to feed on your Ration
                                         |  for long, the Ration gets infected
- Use the railings to get to the area    |  and eventually becomes unusable.
  enclosed by fences to get [Shaver].    |  [Effect of healing decreases.]
- Check out the hatchlockers, the ducts, |- To the right of the ladder that
  the crates etc.                        |  leads to the water, face the rail-
                                         |  ing and hang onto it. Press R2 to
- Once everything's ready, open the      |  move to the right until you can
  watertight doors to the north.         |  jump into the small caged area.
- A short scene occurs, followed by a    |- Notice the long O2 gauge when you
  codec conversation. Check below for    |  are inside diving. That's because
  the codec conversation analysis.       |  your character is wearing some-
                                         |  thing special. Check out the
- Proceed quickly up the corridor and    |  Colonel's explanation of the suit
  enter the sliding door to reach the    |  which was said earlier.
  second part of the Deep Sea Dock.      |
                                         |- Getting the [Shaver] is optional.
                                         |  It affects certain parts of the
                                         |  scene slightly later on. You might
                                         |  want to play the game with a file
                                         |  having the Shaver and another file
                                         |  without the Shaver to compare the
                                         |  scenes.

Codec Analysis  : To prevent spoilers, I decide to put this part at the bottom.
                  There are two codec conversations which I like to highlight.
                  One is at the beginning and the other one occurs after you
                  have opened the watertight door. I refer to these two as
                  "First" and "Second" respectively as shown below.

First           -  1)Why the Colonel gives you a new codename?
                   2)Your character mentions something about the hole in
                     the oil fence. What does this tell you? Did anyone
                     come here before? Is it Seal Team 10 or someone else?

Second          -  1)Take note of the type of weapon the guard carries.
                   2)What is the name of the Russian private army that is
                     mentioned here?
                   3)Is this army cooperating with the terrorists for a
                     conspiracy? If so, think of the possible reason(s) why
                     this army is doing this? [A deal?]
                   4)Is this army related to any person you know in the
                     "Tanker Chapter"?


Strut A, Deep Sea Dock   [Part Two]

Scene Analysis  : The enemies here are being knocked unconscious by an

                   1)Can you suggest the identity of the intruder just by
                     looking at his back view? It's quite easy to guess.
                   2)From the way he takes care of the guards here, can you
                     suggest something about his infiltration ability?

                  The clue about that oil fence during the codec conversation
                  earlier on actually suggests something about the intruder
                  which you saw just now- The hole... Was this done by him?
                  How did he sneak to here?

Area Analysis   : There is a stack of boxes on the middle pallet. The Node is
                  at the northeast corner. I will explain how to use the
                  node in detail below.

Enemy Analysis  : [VE - EA] - Two enemies.
                  [NO - EX] - Three enemies.

                  The guards here are unconscious. The stars circling above
                  their head will slowly fade ONLY after you have activated
                  the Node.

                  For [NO - EX], the three enemies are here temporary. If you
                  come back here again, there will be no enemy here. If you
                  have checked out your Dog Tag checklist, you should notice
                  that you won't find any Dog Tag at Strut A, Deep Sea Dock.

  Steps                                  |  Hints and Strategies
- "Shake" the guards here for items.     |- The guards will start to wake up
                                         |  only after you have activated the
- Activate the Node.                     |  Node. Before you activate the
                                         |  Node, do "shake" the guards to
- Head to the middle pallet that has     |  get all the items from them. These
  stack of boxes to hide while waiting   |  items might come in handy.
  for the elevator to arrive.            |
                                         |- For [VE - EA], you should have a
- When elevator has arrived, sneak past  |  M9 Tranquiliser weapon. Try and
  the guards whom have just awoken and   |  get Dog Tags from these two
  enter the elevator to head to the      |  guards. It shouldn't be difficult.
  Strut A, Pump Facility.                |
                                         |- For [NO - EX], forget about Dog
                                         |  Tags for the time being.
                                         |- The Colonel also explains the
                                         |  Soliton Radar system to you.

Using a Node

To access the Node, press the Triangle button. You will enter your name
and particulars at this first Node. For the other Nodes, you do not need
to enter anymore of your particulars.

There is almost no restriction on what information you enter. [You can
even put your sex as Female. It doesn't matter] However, try to input
the name of a famous person like Hideo Kojima, Ken Ogasawara, Yoji
Shinkawa etc. Remember the name that you have typed in.

If you input a date for your Date Of Birth that matches the current date
of your PS2 setting configuration, the screen will say "Happy Birthday".

After you have typed in your particulars, the Option screen will appear.
The rest is quite self-explanatory. The downloaded screen will also appear.

This downloads the map for this area. For [VE], all maps for the Big Shell
are downloaded from this first local network. For [EA - EX], you need to
download the map for EACH level from the respective local network Node. You
must take note only after you have downloaded the map from the Node, the
Radar can then function.

After logging into the Node, you can view a full map of the Big Shell by
pressing the START button. Highlight the strut and the name of the strut
will also appear on the screen. Use the right analog stick to rotate the


Codec Analysis  : After activating the Node, a codec conversation will occur.
                  A woman will appear, act as a mission analyst and record
                  your game data. Take note of these things:

                   1)Find out the name of this person and also the real name
                     of your new character. Do the names of this person and
                     your character remind you of any blockbuster movie?
                   2)The relationship between this woman and your current
                   3)A special day between this woman and your character?
                     What had happened on that day?

                  Contact this person if you want to find out about your
                  current character's past.

                  This is based on my real life experiences. Assuming the
                  guy and the woman are very close in terms of their
                  relationship. If the woman asks the guy to recall a
                  special day, this special day must be related to both
                  of them. This day could be ONE of the following listed

                   1)The day they first knew each other.
                   2)Their first date.
                   3)Their wedding anniversary. [Is your character married
                     yet? If not, this option is out.]
                   4)Their first "one night". [Don't look at me!]
                   5)Her birthday. [It can't be the guy's birthday. You can
                     rest assured that.]

                  Could the special day be related to one of the above five?
                  What do you think? Guys are forgetful creatures. They
                  can't remember all these well.


Strut A, Pump Facility

Scene Analysis  : You finally get to see your new character's face. Just
                  to inform you: When you are diving the next time, you
                  won't see the long 02 gauge like just now. I hope you
                  have figured out what had extended your O2 gauge just

                  The Colonel also explains some new things to you. You
                  should now know the reason why Colonel gives you a new
                  codename. Time to think about these questions:

                   1)What do the terrorists call themselves, other than being
                     known as the members of the Dead Cell?
                   2)According to the Colonel, who is the leader of the
                     terrorists? What are the possible reason(s) that suggest
                     he is or is not the leader of the terrorists?
                   3)Where was the President last spotted?

                  The Colonel also explains the structure of the Big Shell.
                  Anyway, I have explained that in the beginning of the
                  Plant Chapter in the Area Analysis portion.

Area Analysis   : The area here is quite straightforward for exploration.
                  There are fences, railings and crates. You might want to
                  do some exercises here.

                  There are birds flying in the sky. Try looking up the sky
                  in First Person View to see the birds. If you happen to
                  step onto an area with bird droppings, your character will
                  slip and fall. Also, if you stand on a place for too long,
                  the birds might drop their shits onto his head. Consider
                  using Scope, D.G Camera etc to view the birds.

                  The Colonel also points out that there is a small narrow
                  hole at the bottom of the upper left corner fence.

                  Strut A, Pump Facility is also known as Strut A, Roof.

Enemy Analysis  : [AD] - No enemy.

                  The enemy will not be present at this moment. When you
                  return to Strut A, Pump Facility / Strut A, Roof later on,
                  you will find this guard. Don't worry! I will remind
                  you when the time comes.

  Steps                                  |  Hints and Strategies
- Explore the area. Take all the items   |- After crawling through the fence
  you can find. Check the crates too.    |  at the upper-left corner, the
                                         |  Colonel will contact you by
- There is a box of Chaff Grenades at    |  updating the status of the navy
  the top right corner of the area that  |  rescue team.
  is enclosed by the fence. However, you |
  cannot take it at this moment. I will  |
  tell you how to get it when the time   |
  comes.                                 |
- Head to the upper-left corner and      |
  crawl through the fences.              |
- Enter the door, down the stairs and    |
  you will reach Strut A, Pump Room.     |

Strut A, Pump Room   [Part One]

Area Analysis   : From your initial position, to the left are two hatchlockers.
                  You might want to open it. On the far corridor, which is
                  the right side of the room, there are also two hatchlockers.
                  Take pictures if you have the Digital Camera.

                  The Node is located at the top part of the room. A guard
                  is patrolling along the central portion of the room.

                  The top-left door leads you to the AB Connecting Bridge.
                  The AB Connecting Bridge leads you to the Strut B,
                  Transformer Room. Do you still remember the location
                  where the President was last spotted? I hope you still

                  The top-right door leads you to the FA Connecting Bridge.
                  The FA Connecting Bridge takes you to the Strut F,
                  Warehouse. The Warehouse is a place that stores quite a
                  lot of items, equipment and ammunition. However, you cannot
                  access to most of the areas of the warehouse that have a
                  PAN security system. [Personal Area Network]

                  There is a staircase at the bottom right of the room. It
                  leads you to the Strut A, Pump Facility. Go up this
                  staircase to get the box of Chaff Grenades which you cannot
                  get earlier.

                  Near this staircase at the bottom right corner of the room
                  is a door that has a PAN Security system. You can't open
                  the door. However, do take note that it takes you to the
                  second part of the Strut A, Pump Room. I'll talk about this
                  later on.

                  For [NO - EX], I once told you that your M9 Tranquiliser
                  Weapon is at the Strut F, Warehouse. The walkthrough will
                  first discuss how to get the M9 Tranquiliser Weapon at
                  the Strut F, Warehouse. For [VE to EA], you can skip going
                  to the Warehouse and proceed on to the AB Connecting Bridge
                  by entering the top left door. If not, you might want to
                  consider going to the Warehouse and collect some items and

Enemy Analysis  : [AD] - One enemy.

  Steps                                  |  Hints and Strategies
- Activate the Node first.               |- For [VE - EA], you should have the
                                         |  M9 Tranquiliser Gun. Capture the
- Go up the staircase at the bottom      |  guard and get his Dog Tag.
  right corner of the room and get the   |
  box of Chaff Grenade that you cannot   |- Try knocking the wall to distract
  get earlier.                           |  the guard if there is a need to
                                         |  when you make your way to the Node.
- Go to the top right door of the room   |
  and head to the FA Connecting Bridge.  |- If you are spotted, there are two
                                         |  hatchlockers on each side for
                                         |  hiding.
                                         |- After the short scene at the Strut
                                         |  A Pump Room, the guard at Strut A
                                         |  Pump Facility / Roof is available
                                         |  there. You might want to get his
                                         |  Dog Tag.

FA Connecting Bridge

Area Analysis   : The bridge consists of two platforms. The top platform
                  leads you to the upper level of the Warehouse while the
                  bottom platform leads you to the lower level of the
                  Warehouse. For [NO - EX], the M9 Tranquiliser Gun is
                  at the top level of the Warehouse.

                  There is a Cypher and a guard here. The Cypher cannot
                  detect you if you are on the lower platform because the
                  pipes there obstruct its view.

Enemy Analysis  : [AD] - No enemy.

                  The guard that is supposed to patrol the FA Connecting
                  Bridge will not be here at this point of time. I will
                  inform you when this "missing" guard is back on the bridge.

                  The Colonel also contacts you via codec to explain how a
                  Cypher works.

  Steps                                  |  Hints and Strategies
- Run down the first stet of the stair-  |- The Colonel contacts you via the
  case you see to the lower level.       |  codec and shows you a visual
                                         |  demonstration of how to throw
- Continue heading until you come to the |  a Grenade from a corner.
  second set of the staircase.           |
                                         |- The easy way is to throw a Chaff
- Head up the staircase and enter the    |  Grenade to disrupt the Cypher
  door. Make your way to the top level   |  However, using Chaff Grenade is
  of the Warehouse.                      |  quite redundant since you can
                                         |  easily sneak to the other end.

Strut F, Warehouse

Area Analysis   : The Warehouse is a two-storey high building. There are lots
                  of room to explore. For the time being, you cannot enter
                  most of the rooms because these rooms have the Pan Security
                  System. Most of the rooms contain item and ammunition for
                  you to collect.

                  For the time being, I don't think I will elaborate the
                  "Area Analysis" portion of the Strut F Warehouse further.
                  Most of the areas cannot be accessed currently so I don't
                  see the point of doing this now. Don't worry. I will
                  elaborate it further when you need to come to the Warehouse
                  the next time.

                  Your aim now is to collect the M9 Tranquiliser Gun if you
                  are playing [NO - EX]. After collecting the weapon, you
                  might want to collect the Dog Tags from the guards here.

Enemy Analysis  : [VE]      - Two enemies.
                  [EA - NO] - Three enemies.
                  [HA]      - Four enemies.
                  [EX]      - Five enemies.

                  I believe there might be fewer enemies that what are listed
                  above. Because in [VE], I found only one guard here instead
                  of two. Rest assured that all the expected guards will be
                  here after you have obtained the Socom and the Coolant.

                  The enemy here radios his status report every minute. If
                  he fails to report, an investigation team will be sent.
                  You should not take on any guard that is reporting his
                  status. When the security supervisor begins to ask for
                  their status report, leave the area immediately or hide
                  yourself somewhere. For your interest, the reporting guard
                  is at the top level of the Warehouse- the one who has a
                  patrol route nearest to the door that leads to the top
                  level of the FA Connecting Bridge.

Status Analysis : At this point, you cannot gain access to the room that
                  contains the Node. That will imply that the Radar won't
                  be functioning. Sneaking past the guards and collecting
                  Dog Tags won't be that easy. If you are able to get any
                  Dog Tag, by all means, go ahead. Don't bother to explore
                  the Warehouse- You can do that later.

Weapons         : M9 Tranquiliser Gun [NO - EX].

  Steps                                  |  Hints and Strategies
- At the top level Warehouse, head to    |- This door does not require any
  the right until you find a door.       |  PAN Security Card. You should
                                         |  be able to find it.
- Enter the door.                        |
                                         |- Don't forget to collect Dog
- Explore the room to find the [M9       |  Tags from the guards at the
  Tranquiliser Weapon] near the stacked  |  the Strut F Warehouse, the FA
  boxes. Get some M9 ammo.               |  Connecting Bridge, the Strut
                                         |  A Pump Room etc.
- Head back to FA Connecting Bridge,     |
  then to Strut A Pump Room and finally  |- There is a [Book] on top of the
  to the AB Connecting Bridge.           |  crate at the lower level of the
                                         |  Warehouse. Railings at the top
                                         |  level of the Warehouse? Try and
                                         |  figure out how to get the book.

AB Connecting Bridge

Area Analysis   : Your aim is to reach the exit at the other end to reach the
                  Strut B, Transformer Room.

                  There are two guards patrolling the bridge. [One guard
                  patrols along the left side of the bridge; another patrols
                  along the right side of the bridge.]

                  There are iron grates along the bridge. If you happen to
                  step onto it, it will create noise that will distract the

                  There are railings on the bridge. You might want to go into
                  Hanging mode.

Enemy Analysis  : [AD] - Two enemies.

  Steps                                  |  Hints and Strategies
- The best way to sneak past the guards  |- Remember to get Dog Tags from
  is to follow what Colonel advises you. |  these two guards if possible.
  Yes, go into the Hanging mode.         |  If not, get the Dog Tags from
                                         |  them later on when you have the
- Make your way to the exit and enter    |  Socom and the Coolant especially
  Strut B, Transformer Room.             |  if one of them/both of them
                                         |  is/are "tough guys".

Strut B, Transformer Room

Scene Analysis  : The scene here is quite gruesome. When you enter Strut B,
                  do look at the walls. What do you see? The scene here also
                  describes the tragedy of a group of the Navy rescue team.

                  You encounter a blood freaking guy, Vamp. Your character
                  almost loses his life. At the critical moment, someone
                  saves you. He called himself Pliskin. Later on, Pliskin
                  and you overhear the event going on at the BC Connecting
                  Bridge via the radio on the ground.

                  Pliskin also notices a dead navy man with half a handcuff.
                  Remember this scene well!

                  About the navy rescue team,

                   1)What happen to the entire group of the navy rescue team
                     here at the Strut B Transformer Room?

                  About the radio on the ground,

                   1)Is there a VIP being taken hostage at the BC Connecting
                   2)What is the "thing" that cannot be hit?
                   3)What do you think will happen to the navy rescue team
                     at the BC Connecting Bridge?

                  About the blood freaking guy, Vamp and the Dead Cell,

                   1)Which organisation does he belong to? One of the
                     terrorists? Where was he born? How did he become a
                     blood freaking guy?

                   2)Find out information about the Dead Cell like who
                     organised it, who guided it, what was the purpose of
                     creating Dead Cell, the type of military training the
                     members of the Dead Cell undergo.

                   3)What devastating event changed the life of all the
                     members of the Dead Cell? Did something happen to the
                     former Dead Cell leader?

                   4)Who was the one who called this blood freaking guy for
                     an emergency and request this blood freaking guy to
                     come to the BC Connecting Bridge? Why did the blood
                     freaking guy call her the "Queen"?

                  About Pliskin,

                   1)Relate his name to a movie called "Escape From New York".
                   2)Is he familiar? Any doubt about his identity? Is there
                     a bug crawling past him? What does that tell you? Did
                     he come to the Deep Sea Dock before? Is he the intruder
                     whom you saw just now?
                   3)Who is the voice actor for Pliskin?
                   4)This person has the same favourite hobby as our hero,
                     Solid Snake.
                   5)When the blood freaking guy smells this person, what
                     does he say?
                   6)Why does this person know so much about Foxhound and VR

                  Pliskin passes you a Socom weapon [but without suppressor
                  attached to it] and also his favourite stuff, the Cig. If
                  you have the Shaver, your character will pass it to him.
                  He does need it. Try and notice the differences in the
                  scene if you have the Shaver compared to you do not have
                  the Shaver.

Area Analysis   : Below shows a rough diagram of the layout of Strut B.
                  Forgive me for the bad diagram. As usual, I won't show
                  the details inside the Transformer Room.

                  To BC Connecting Bridge
                     _ | ___________
                    |            XXX|
                    |     ___   ____|___
                    |  C |              |
                    |    |    Room      |
                    |                   |
                    |    |______________|
                    |___________________ -> To AB Connecting Bridge


                  C - Corridor   X - Hatchlocker    __   __ - Door

                  Your initial position after the scene ends is inside the
                  room near the staircase. Pliskin is now sleeping on
                  the staircase. Your aim is to go to the exit which lies
                  to the west of the three hatchlocker to reach the BC
                  Connecting Bridge.

                  Down the nearest staircase from your initial position, you
                  should be able to see the Node. The room here is quite
                  straightforward for exploration.

                  Along the corridor on the western side, there are iron
                  grates. Explore this corridor and you might find two
                  transformer doors. One of the two transformer doors has
                  a poster. Consider taking a picture.

                  You might want to try and open the three hatchlockers in
                  the northeastern part of the area.

                  Near the north exit of the room, you should hear some strange
                  noise. Beep? Anyway, don't worry about this first. What
                  causes this noise? Do think about it.

Enemy Analysis  : [AD] - No enemy.

                  The two guards will not be present in this area at this
                  moment. When you come back here later on, the two guards
                  will then appear. I will inform you when the time comes.

                  One guard will station inside the room while another will
                  patrol along the corridor.

Extra Stuff     : At the end of the scene, Pliskin decides to take a short

                   1)Try taking a photo of him sleeping.
                   2)If you attempt to hurt him by kicking, punching or shoot-
                     ing him, he will react madly. Will he shoot you? Then,
                     call him via codec to hear what he has to say. Try calling
                     the Colonel. I suggest you reset your game after that.
                   3)Try shouting "Freeze" at him by pointing a gun at him.
                     This wakes him up. Note his reactions.

                  The codec frequency of PLiskin is 141.80. Note that you
                  cannot add the codec frequency of Pliskin to your codec
                  list when he is sleeping because he won't answer you.

Items/Equipment : Cig [AD], Socom Suppressor [VE].

                  For [VE], the Socom Suppressor is to the right of you after
                  you regain control of your character. For [EA - EX], the
                  Socom Suppressor is at the lower level of Strut F Warehouse.
                  For [EA - EX], I will tell you how to get the Socom
                  Suppressor when the time comes. So, don't worry too much.

Weapons         : Socom [AD].

  Steps                                  |  Hints and Strategies
- For [VE], get the [Socom Suppressor].  |
- Activate the Node to download the map. |
- Explore the room, the corridor and     |
  also open the hatchlockers.            |
- When everything's ready, head to the   |
  exit in the northwestern part and then |
  move on to BC Connecting Bridge.       |

BC Connecting Bridge

Scene Analysis  : You finally meet the "Queen" of Dead Cell. This scene also
                  marks an end to the Navy rescue team.

                   1)Why is she looking in a misery?
                   2)What word does she use to describe the seagull?
                   3)What is her relationship with Commandant Scott Dolph
                     and the former leader of the Dead Cell?
                   4)What do you think make her immune to bullets? Is she
                     really so lucky?
                   5)What happen to the entire Navy rescue team?
                   6)What happen to the President?
                   7)What is she carrying towards the end of the scene? A
                     black case? Remember this well!

                  After the scene, the Colonel says that the Dead Cell might
                  retaliate for the navy rescue team's assault. He decides
                  that you should go and seek the Navy bomb expert, Peter

                  When the scene ends, call the Colonel repeatedly. He will
                  mention the specifications on the Harrier II that shot down
                  the cargo helicopters scheduled to pick up the Navy rescue
                  team. If you keep pestering him, Rose and him might do some
                  background checks on the members of Dead Cell. The info-
                  mation might be very useful to you.

Area Analysis   : Straightforward; nothing much to say.

Enemy Analysis  : [AD] - 1 enemy.

                  The guard that is expected to be here is missing. So, there
                  is no guard stationing here. I will inform you when this
                  "missing" guard is back to the bridge.

  Steps                                  |  Hints and Strategies
- Get the Chaff Grenade here.            |
- Exit the door to the north until you   |
  have reached Strut C Dining Hall.      |

Mission         : Fearing the assault of the navy rescue team might cause
Objective         the terrorists to detonate the bombs that are placed all
                  over the shell, the Colonel advises you to find a way to
                  defuse the bomb.

                   1)Find the Navy bomb expert, Peter Stillman first.
                   2)With his help, defuse the bomb.


Strut C, Dining Hall

Scene Analysis  : When you enter Strut C, Dining Hall, continue heading up
                  until you come near a room. A scene then occurs.

                  You finally get to meet the Navy bomb expert, Peter Stillman.
                  Pliskin now also appears. Peter also explains how to defuse
                  the bomb. You get to know that one of the terrorists here
                  is actually his student. His student is Fatman. Peter
                  discusses the likely location that the bomb will be placed.
                  He also mentions that there is a signature in every bomb
                  that his student makes.

                  About Peter Stillman,

                   1)How did he lose one of his legs?
                   2)How did this incident affect his entire life?
                   3)According to him, what are the most likely places that
                     his student will put the bomb? How many bombs are there
                     for you to defuse?
                   4)What about the engineer who came with him together to Big
                     Shell? Is he fat or skinny? What is the duty of this
                     engineer here?
                   5)What is the Ion Mobility Spectrometer? How does it detect
                     the bombs that are built by his student?
                   6)Towards the end of the scene, Peter mentions about
                     preparing a backup plan? What do you think this
                     backup plan will be?

                  About Fatman,

                   1)What is he also known as? The ??? of explosives.
                   2)When he was 10, what incredible thing had he done?
                   3)What type of signature did he use in all the bombs he

                  About Pliskin,

                  Peter commented something about the identity of this person.

                   1)"That man's no seal" - what does it mean?
                   2)"Who Dares Win" - what does it mean?

                  At the end of the scene, Peter hides himself inside the
                  pantry. He gives you a Coolant, a Sensor A and a Lv1 PAN
                  Card. With the Lv1 PAN Card, you can now enter the door
                  with security level 1.

                  Peter has a codec frequency of 140.25. Do contact him if
                  you need additional help on how to defuse a bomb. I will
                  explain the details on how to defuse the bomb below.

Area Analysis   : Below shows a rough diagram of the layout of the Strut C
                  Dining Hall. As usual, the diagram won't cover the details
                  found inside the various rooms.

                                    Dining Hall
                                        |    _____
                                _______ | __|    _ -> To CD Connecting
                               |    ____________|     Bridge
                    Dining     |   |
                     Hall  <---    |             Legend
                               |   |             ------
                               |   |
                           M   |   |   W         M - Men's Bathroom
                           ^   |   |   ^         W - Women's Bathroom
                         | | |_|   |_| | |
                         |               |
                         |_____     _____|
                               |   |
                        To BC Connecting Bridge

                  Explore the two bathrooms. In the men's bathroom, there is
                  a poster- the lustful mind of men! The area inside the two
                  bathrooms are quite self-explanatory. Try opening the bath-
                  room doors.

                  Inside the Dining Hall, there's also two more posters- men
                  just can't kick away this habit. The Node is located inside
                  the Dining Hall near one of the posters. You should be able
                  to find the Node and the two posters quite easily. I leave
                  you to figure it out.

                  The CD Connecting Bridge leads to the Strut D, Sediment
                  Pool. However, we will go to the Strut D, Sediment Pool
                  later. When you are ready, head to the BC Connecting
                  Bridge. See Further Analysis below for the reason.

Enemy Analysis  : [AD] - No enemy.

                  One guard patrols the room where you first meet the Navy
                  bomb expert while another one patrols the area outside
                  the two bathrooms.

                  There's one thing to take note. For [VE - EA], the two
                  guards are not here. After the scene [with Peter Stillman]
                  ends, exit and enter the Dining Hall again. The two guards
                  will then be here. As for [NO - EX], I am not quite sure
                  whether you need to exit and enter the Dining Hall again
                  to find these two guards here.

                  For [EA - EX], you don't have a Socom Suppressor. If you
                  are thinking of collecting Dog Tags and one of the guards
                  here happen to be a "tough guy", you do need to tranquilise
                  the other guard so that the noise produced from the Socom
                  will not alert the other guard. Use Coolant to wake up the
                  tranquilised guard if neccessary.

Extra Stuff     : Check out the urinary stands in the men's bathroom. What
                  do you hear?

                  Knock on the pantry door where the Navy expert bomb hides
                  himself to see his angry reactions. Attempt to open the
                  pantry door.

                  Try going to the Women's bathroom and call your comrades.

                  Right after the scene [with the Navy bomb expert] ends,
                  immediately head to the CD Connecting Bridge. You notice a
                  guard that is being knocked unconscious at the door. You
                  see someone hiding inside a Cardboard. If you do not head
                  to the CD Connecting Bridge immediately, you won't see
                  the person whom is hiding inside a Cardboard. Try shooting
                  the box and then call Pliskin.

                   1)Who is the one hiding inside a Cardboard?
                   2)What's a Cardboard trick?
                   3)Where do you think this person is heading?

                  You might want to get the Dog Tag from the guard stationing
                  at CD Connecting Bridge. Use Coolant to wake him up if

Items/Equipment : Sensor A [AD], Lv1 PAN Card [AD].

Weapons         : Coolant [AD].

  Steps                                  |  Hints and Strategies
- Explore the two bathrooms. Collect     |- Get Dog Tags from the guards at the
  whatever item you can find.            |  Dining Hall, the CD Connecting
                                         |  Bridge etc.
- Head north until the scene occurs.     |
                                         |- Go to the CD Connecting Bridge
- Once the scene ends, activate the      |  to see a person using the
  Node. Equip Sensor A and then head to  |  "Cardboard trick".
  the women's bathroom.                  |
- Check up the mirror in First Person    |
  View mode and look up to find the      |
  bomb.                                  |
- Use Coolant to "freeze" the bomb.      |
- Then, head to the Strut B, Transformer |
  Room via the BC Connecting Bridge.     |

Defusing a Bomb

Defusing a bomb is quite simple. When you spot the bomb, simply use the
Coolant, aim it at a distance from the bomb and then spray at the bomb.
Keep spraying until the bomb is "freezed". The bomb then no longer produces
a "beeping" sound.

Use the Sensor A given to you to help you locate the bombs. The bombs can
be located at any possible corners - in ceilings, under tables etc. You might
need to crouch or crawl sometimes when you attempt to "freeze" the bomb.

In case you do not know, the Coolant can also be used to wake up tranquilised

Press the Start button to reveal the map of the Big Shell. Struts with bombs
that are not yet defused will be indicated by a small box with a 'B' on the


Further Analysis

From now onwards, pay attention to the codec conversation with the Navy
bomb expert and also the person who saved you earlier. You can also call
them for hints. If you need help finding the location of the bombs,
call them for advice.

 1)Are the locations of the bombs you find expected to be there?
 2)What about the quantity of the explosives?

The Struts A, B, C, D, E and F are all planted with a C4 Bomb. We will first
defuse the bomb at Strut C [See above] then back to Strut B, A, F, E and
lastly D. You can diffuse the bomb in whatever order you wish. But for my
walkthrough, I will follow the order as mentioned above. The reason for
choosing this order is that this leads to an easier route- You go to Strut
F Warehouse earlier so that you can get the Socom Suppressor earlier.
Secondly, you go to the Strut D last since it's quite heavily guarded
there compared to most of the other Struts.

Lastly, you can also contact Pliskin to find out information about the
members of Dead Cell. He also discusses some background information about
the dead navy captain.


Strut B, Transformer Room

Area Analysis   : Done Before.

Enemy Analysis  : [AD] - Two enemies.

                  Remember the missing two guards here? They are now back at
                  the Transformer Room.

  Steps                                  |  Hints and Strategies
- Enter the transformer room via the     |- You might want to take care of
  northern door. [the one nearest to the |  the two guards here before you
  three hatchlockers.]                   |  attempt to "freeze" the bomb.
- The moment you enter the door, you     |- The iron grates along the corridor
  should hear a "beep" sound.            |  make the capturing of the guard,
                                         |  who is patrolling along there,
- The bomb is hidden behind the trans-   |  difficult. Is there a good way
  former door that is opened. Close this |  to get the Dog Tag from this
  door and you should see the bomb.      |  guard? Try crouching with your
                                         |  back pressed against one of the
- Use the Coolant to "freeze" the bomb.  |  transformer doors along the
                                         |  corridor...
- Head to the Strut A, Pump Room via the |
  AB Connecting Bridge.                  |

Strut A, Pump Room   [Part Two]

Area Analysis   : With the Lv1 PAN Card, you can open the door at the bottom
                  right corner of Strut A, Pump Room [Part One]. Enter this
                  door to go to the second part of Strut A, Pump Room.

                  At the second part of Strut A, Pump Room, there is a
                  surveillance camera at top left corner of the room. In the
                  central portion of the room, there are many pipes.

                  The second part of Strut A, Pump Room can also be called
                  the machinery room of Strut A.

Enemy Analysis  : [VE - EA] - No enemy.
                  [NO - EX] - One enemy.

                  For [NO - EX], there will be one guard stationing at this
                  machinery room. Plus the earlier guard, there should be a
                  total of two guards in the Strut A, Pump Room.

                  For [VE - EA], the guard will not be here at the machinery
                  room. I will inform you when he's back to the machinery

Items/Equipment : Cardboard Box 1 [AD].

  Steps                                  |  Hints and Strategies
- Go to the bottom left corner of the    |- Remember to get Dog Tags from the
  machinery room to find a short stair-  |  two guards at the AB Connecting
  case.                                  |  Bridge, the two guards at the
                                         |  Strut A, Pump Facility and also
- Climb the staircase to reach to the    |  the guard at the FA Connecting
  other side. To the right of you is a   |  Bridge. If I am not wrong, the
  pipe. Crawl under this pipe.           |  guard that is missing just now
                                         |  will be back at the FA Connecting
- Climb onto the obstacle to your south  |  Bridge.
  to reach to the other end. You should  |
  be able to get your [Cardboard Box 1]. |- The Cardboard Box 1 has the label
                                         |  "The Orange". It's the same box
- Go to the bottom right corner of the   |  that your former character get at
  room. You should see some pipes and a  |  Deck D Pantry Room during the
  short staircase. Go up the staircase,  |  Tanker Chapter.
  head north and crawl pipes whenever    |
  neccessary. You will come to a bend.   |- When you enter this machinery room,
  Head west, repeat the same thing until |  do NOT let the guard see you. Use
  you come to a red pipe.                |  the pipes to hide youself.
- Crawl south under the red pipe to come |- If you are spotted by any guard,
  to a small, enclosed area. The bomb is |  you might want to hide inside one
  located here.                          |  of the hatchlockers.
- Use the Coolant to "freeze" the bomb.  |
- For [HA - EX], there is an extra bomb  |
  placed at Strut A, Roof / Pump         |
  Facility. Go the roof only if you are  |
  playing [HA - EX]. If not, proceed     |
  as usual.                              |
- When everything's ready, head to the   |
  Strut F, Warehouse via the FA Connect- |
  ing Bridge.                            |

Strut A, Roof

Area Analysis   : Done Before.

Enemy Analysis  : [AD] - One enemy.

  Steps                                  |  Hints and Strategies
- For [HA - EX], go to the southeast     |- If you have not collected Dog Tag
  corner of the roof near the fence to   |  from the guard at Strut A, Roof,
  find the bomb on the other side of the |  this is the time now.
  tank. Switch to First Person View.     |
- Use the Coolant to "freeze" the bomb.  |
- Return to Strut A, Pump room and head  |
  to the Strut F, Warehouse.             |

Strut F, Warehouse

Area Analysis   : Phew!!! I finally manage to draw a layout for both levels
                  of the Warehouse. Note that the diagrams are not drawn to
                  scale. The diagrams may be missing some minor details like
                  showing the correct positions of the crates. Also, I won't
                  show the details inside each room. Forgive me for the bad

                  For Lower Level Warehouse:

                                    |                   | __
                                    |  R2A       R2A    ||  |
                                    |   ^         ^     || S|
                                    |__ | _______ | ____||__|
                                    |                       |
                                    |XXXX           X       |
                                    |BOXX          XX       |
                                    |XXXX   BX             x|
                                ____|       XXX           xx|
                               |            XXXX           X|
                               |  ________     _____________|
                               | | |      |   |        |
                    To  FA    /  | | R1A         R1B   |
                  Connecting _/ /  |      |   |        |
                    Bridge         |______|   |________|
                                     ||             ||

                  For Upper Level Warehouse:

                                         To EF Connecting Bridge [Lv1]
                                           _____________ /___
                                          |    ___________   |
                                  ________|   |       ||  |  |
                                 |  R3C   |   | R2C   || S|  |
                                 |____  __|   |__  ___||__|__|
                                 |   ____________           |
                       __________|  |            |   _______|_____
                      |___| R2B  |  | Region A   |  |  R3B    |___|
                      /  _|__  __|  |____________|  |____  ___|  \
                   Duct |                                     |  Duct
                        |_______________      ____________X  _|
                                |       |    |       |     ||
                                | R3A   |    |  R0A  |_____||
                                |       |    |       |______|
                              __|_   ___|    |___  __|   \
                   To  FA   <-_______________________|  Duct


                  X        - Crates, Boxes etc
                  S        - Staircase that links between the upper and
                             lower level of the Warehouse
                  BO       - The location of the bomb [C4]
                  B        - Book lying on top of the crates
                  Region A - Region A is enclosed by railings. Stand near the
                             railings and look down to see the lower level of
                             the Warehouse. Region A is simply "empty"- You
                             will know it when you go there.

                  You notice that I have used abbreviations to represent the
                  various rooms. The first letter is always R. The second
                  letter is a number and this number represents the security
                  level of the door. If the number is 1, you need Lv1 PAN
                  Card or higher to open the door. If the number is 0, no
                  PAN Card will be required. If the number is 3, you need
                  a PAN Card with security level equal to or higher than 3.
                  The third letter helps to distinguish the doors of similar
                  security level. For example, R1A is the first door with
                  security level 1, R1B is the second door with security
                  level 1 and so on.

                  I will be using the above abbreviations whenever you need to
                  come to the Warehouse the next time.


                  I won't discuss the details inside the rooms with security
                  level 2 and 3 since you cannot access to these rooms
                  now- I will discuss later.

                  R0A - For [NO - EX], you can get your M9 Tranquiliser Gun
                        here if you didn't get it earlier.

                  R1A - The Node, Cardboard Box 2 and a Book are located here.

                  R1B - For [EA - EX], you can find the Socom Suppressor here.
                        The Mine Detector is also found here.

                  With the Lv1 PAN Card, you can now enter the door [security
                  level 1] that leads to the EF Connecting Bridge.

Enemy Analysis  : [VE]      - Two enemies.
                  [EA - NO] - Three enemies.
                  [HA]      - Four enemies.
                  [EX]      - Five enemies.

                  A guard at the top level of the Warehouse is the reporting
                  guard. Take on this guard last.

Items/Equipment : Cardboard Box 2 [AD], Mine Detector [AD], Socom
                  Suppressor [EA - EX].

Weapons         : M9 Tranquiliser Gun [NO - EX] [If you didn't get earlier].

  Steps                                  |  Hints and Strategies
- Go to R1A and activate the Node. Get   |- Every room contains some ammunition
  the [Cardboard Box 2] here.            |  and items. Remember to take them
                                         |  whenever there is a need to.
- Punch and kick the sealed hatchlocker  |
  until the door falls outward. Get the  |- Some of the items here are found
  Book.                                  |  on top of the crates.
- Search the southwestern part of R1A    |- Use hatchlockers to hide bodies.
  and crawl through the duct to reach    |
  R1B. For [NO - EX], you can get the    |- Whenever you attempt to drop from
  [Socom Suppressor] at R1B here. Climb  |  the upper level Warehouse to the
  over the crates and then grab the      |  lower level Warehouse [through
  [Mine Detector] here at R1B.           |  hanging at the railings near
                                         |  region A], make sure that there
- Go to upper level Warehouse. Go to the |  are no guards at the lower level
  railings [near Region A].              |  Warehouse or the guards are tran-
                                         |  quilised. If not, when you drop
- Hang over the railings and find a good |  down, the noise may alert the
  spot to jump such that you land on the |  guards.
  crates that are at the centre of the   |
  Warehouse below. Get the [Book].       |- If you are spotted by any of the
                                         |  guards, you can either:
- Go to upper level Warehouse, hang over |
  the railing and jump onto the crates   |   1)Enter the exits that lead you
  that are at the bottom left of the     |     to the FA or EF Connecting
  Warehouse below. You should find the   |     Bridge.
  bomb.                                  |   2)Hide inside either one of the
                                         |     two ducts. Notice that there
- Use Coolant to "freeze" the bomb.      |     is a duct at each level.
                                         |   3)Hide inside any hatchlocker.
- Go to the upper level and enter the    |   4)Use Cardboard Box 1 or 2 to
  door that leads to the EF Connecting   |     hide.
  Bridge.                                |   5)Get a "human shield".
                                         |   6)Restart the game.

EF Connecting Bridge

Area Analysis   : The diagram shows a rough layout of EF Connecting Bridge.

                              To Strut E Parcel Room 1F
                                       |   |
                                   ____|   |____
                                  |             |
                    To Shell 1  __|   Claymore  |
                    Core 1F   <-__     Mines    |
                                  |             |
                                  |____     ____|
                                       |   |
                               To Strut F Warehouse

                  There are around 7 Claymore Mines on the bridge. The left
                  platform leads to the Shell 1 Core 1F. If you step on the
                  left platform, the floor panel will fall. Therefore, you
                  must run across it. If a Gun Cypher spots you and shoot you,
                  your character will pause for a while and he will fall to
                  his death. However, don't go onto this platform first. You
                  can't access to Shell 1 yet as you do NOT have the required
                  security card. So, head north and go to Strut E, Parcel

Enemy Analysis  : [AD] - No enemy.

                  Though there is no guard stationing on the bridge, there are
                  Claymores here. But if you look up towards the Strut E,
                  Heliport, you will notice a guard standing there, using his
                  binoculars to search the bridge for intruders.

                  Do look out for Cyphers in this area.

  Steps                                  |  Hints and Strategies
- When you head north towards the centre |- Use the Scope to locate the guard
  of the bridge, a codec conversation    |  stationing at the Heliport.
  will occur. See below.                 |
                                         |- Do NOT use the Socom to shoot this
- After the codec conversation, use your |  guard. Use M9- You don't want to
  M9 Tranquiliser Weapon to tranquilise  |  kill him yet. [His Dog Tag?]
  the guard at the Heliport.             |
                                         |- Where is our long range sniper
- Equip the Mine Detector and crawl      |  rifle when we need it? Anyway,
  along the bridge to collect the        |  M9 is sufficient to hit him.
  Claymores.                             |
                                         |- If you do not tranquilise the
- Enter the door to the north to reach   |  guard at the Heliport and attempt
  Strut E, Parcel Room.                  |  to crawl along the bridge to get
                                         |  Claymores, the guard may spot you.
                                         |- It is possible to use Thermal
                                         |  Goggles to detect the Claymores.
                                         |  Try switching to First Person
                                         |  View mode.

Codec Analysis  : You meet an enigmatic figure here- this mysterious person
                  contacts your character and warns him that there are
                  Claymore mines set on the bridge. His codec frequency is

                   1)What is his/her real identity?
                   2)What type of suit and weapon does he/she carries?
                   3)Think about the nickname, the codec frequency he/she
                   4)Relate him/her to a "person" you know. What happened to
                     this "person" at the end of Shadow Moses incident? [The
                     Original MGS]


Strut E, Parcel Room, 1F

Area Analysis   : The Parcel Room is a place where boxes are nicely packaged
                  and are transported to different areas. There are many
                  large conveyor belts for transporting the boxes. Try using
                  the conveyor belts as a cover.

                  There are many boxes of ammunition worthwhile to take. Try
                  crawling if there is a need to. Despite the fast-moving
                  parcels, the guards here have reasonably good visibility.

                  The Node is located at the top-right corner of the room.
                  To the left of the Node, you should be able to see a stack
                  of boxes with the label "The Orange".

                  In the western part of the room, there is a staircase
                  that leads you down to another small room that has two
                  Lv5 doors. In this small room, you should be able to
                  see a stack of boxes with the label "Z.O.E". For the
                  time being, you cannot open these two doors. The Lv5
                  doors are each red and blue. Check out the southwestern
                  part of this small room [near the Z.O.E boxes] to find
                  a duct. What can you find?

                  In the eastern part of the room, there is a staircase that
                  leads you up to the Strut E, Heliport.

                  In the top-left corner of the room, there is a door that
                  leads to the DE Connecting Bridge. The DE Connecting Bridge
                  also leads to the Strut D, Sediment Pool. However, we will
                  go to Strut E, Heliport first.

                  For [VE - NO], there will be no bomb for you to diffuse
                  at the Parcel Room.

                  For [HA - EX], there is one bomb waiting for you to be
                  diffused. This extra bomb is attached to one of the moving
                  boxes on the conveyor belt. The problem lies here- the
                  bomb is not stationary.

Enemy Analysis  : [VE - EA] - One enemy.
                  [NO]      - Two enemies.
                  [HA]      - Three enemies.
                  [EX]      - Four enemies.

                  If I am not wrong, there should be one missing guard here
                  for [AD]. This will mean that there should be a total of
                  two enemies for [VE - EA], three enemies for [NO], four
                  enemies for [HA] and five enemies for [EX]. I will inform
                  you when this "missing" guard is back to the Parcel Room.

                  For [HA - EX], there will be some surveillance cameras.

                  For [NO - EX], there should be a reporting guard here.

Extra Stuff     : Cardboard Box 5 is the awesome "Zone of the Enders" box.
                  Because this box is too attractive, it might gain the
                  guard's attention instead of provide a good concealment.

                  The Cardboard Box can be used as a means of transportation.
                  Try climbing onto the platform on the southwestern side of
                  the Parcel room and equip a Cardboard Box. Wait until the
                  conveyor belt stops. Quickly hop onto the conveyor belt.
                  You will be transported to a place. Repeat this procedure
                  using different Cardboards. You can call this the "Parcel
                  Travel" trick. More details can be found in the Secrets
                  and Bonuses section.

Items/Equipment : Cardboard Box 5 [AD], Digital Camera [AD], Mine
                  Detector [AD] [If you didn't get earlier].

  Steps                                  |  Hints and Strategies
- Go to the top-right corner and acti-   |- For [HA - EX], use the Socom with
  vate the Node to download the map.     |  Suppressor attached to destroy
                                         |  the surveillance cameras. Use
- Go to the northeastern part of the     |  Scope to locate the surveillance
  room and climb onto the platform to    |  cameras if neccessary.
  get the [Cardboard Box 5].             |
                                         |- For [NO - EX], whenever you enter
- For [HA - EX}, diffuse this extra      |  the room via any of the entrance,
  bomb.                                  |  make sure you look out for guards.
                                         |  If you simply rush into the room,
- You can find the [Mine Detector] at    |  the guard(s) might spot you.
  the small room near the Z.O.E boxes by |
  taking the southwestern staircase if   |- For [HA - EX], my advice is stand
  you didn't take it earlier.            |  near the platform where you get
                                         |  the [Cardboard Box 5] and use the
- Equip Cardboard Box 5 [Z.O.E Box] and  |  Coolant to "freeze" this bomb.
  try the "Parcel Travel" trick. You     |  Because the bomb is not stationary,
  will be transported to a room where    |  you may have to wait there for the
  you can take the [Digital Camera].     |  bomb to travel back to the same
  Then, equip the Z.O.E box and hop onto |  spot and then freeze it again.
  the conveyer belt to return back to    |  The bomb may need to travel a few
  the main Parcel Room. Check above for  |  cycles before it is completely
  the "Parcel Travel" trick.             |  "freezed". You have to note that
                                         |  when you are using the Coolant,
- Explore the room and take all the      |  the spray can also attract the
  things you can find.                   |  guards. It's advisable to take down
                                         |  the guards first before you attempt
- Once everything's ready. go to the     |  to diffuse this extra bomb.
  eastern part of the room and up the    |
  staircase to get to Strut E, Heliport. |- The blue Lv5 door leads you to an-
                                         |  other small room where you can
                                         |  find the [Digital Camera]. Though
                                         |  you cannot enter this door yet,
                                         |  you can use this "Parcel Travel"
                                         |  trick to get into this room.
                                         |- Remember the locations where you
                                         |  find the "The Orange" and "Z.O.E"
                                         |  boxes? If you are spotted, equip
                                         |  the appropriate Cardboard Box
                                         |  and hide there. Stack near
                                         |  "similar" boxes. Do you still
                                         |  remember this technique? I hope
                                         |  you still do remember.

Strut E, Heliport

Scene Analysis  : Moving to the base of the stairs, up to the helicopter
                  landing pad, a scene occurs. Your character overhears a
                  radio conversation made by a familiar Russian woman. You
                  should be able to guess her identity by her nationality.
                  Maybe, that explains why the Russian private army is here.

                   1)Who do you think is the one talking to the Russian
                   2)What is the "annoying fly"?
                   3)What "unusual" person did this woman see? Can you relate
                     this to the mysterious person who call you earlier to
                     warn you of the Claymores buried in the EF Connecting
                   4)The woman mentions about someone hiding in a Cardboard
                     Box. Relate this to the man hiding inside the Cardboard
                     Box you see in the CD Connecting Bridge. What is the
                     response of the person the woman is talking to? Be
                     careful when you are crossing the connecting bridge-

Codec Analysis  : Right after the cutscene ends, your character will contact
                  Pliskin. He knows a lot about the background of this
                  Russian woman.

                   1)According to Pliskin, what had happened to Colonel
                     Sergei Gurlukovich?
                   2)The relationship between this Russian woman and this
                     Sergei- well, you should be able to guess it...
                   3)Who NOW commands the Russian private army?
                   4)Where is the Russian private army patrolling?

Area Analysis   : From the base of the staircase, ascend up to reach the top
                  where the Heliport is. There is a Harrier to the north. The
                  bomb is hidden just under the wing of the Harrier. There
                  are large crates and some iron grates here. If you fall
                  down from the Heliport, the impact of the fall will kill
                  your character instantly.

Enemy Analysis  : [VE - EA] - Two enemies.
                  [NO - EX] - Three enemies.

                  From the base of the staircase, head to the left to see a
                  guard. You should find a Claymore near this guard. This
                  is the guard who uses the binoculars to detect intruders
                  at the Connecting Bridge. Therefore, if you have tranq-
                  uilised him at the EF Connecting Bridge earlier, you
                  should find him sleeping now. Use Coolant to wake him up
                  and quickly capture him to get his Dog Tag.

                  For [VE - EA], there is a guard patrolling the top of
                  the Heliport.

                  For [NO - EX], there are two guards patrolling the top of
                  the Heliport; one guard patrols the north and another
                  guard patrols the south. You should be able to get Dog
                  Tags easily from all the guards here.

Items/Equipment : Cardboard Box 3 [AD].

  Steps                                  |  Hints and Strategies
- After the scene, decend to the base of |- To locate the bomb easily, I will
  the staircase and go to the left side  |  advise you to let your character
  to collect the Claymore and the Dog    |  crouch or crawl. While maintaining
  Tag from the guard there.              |  this position, use the Coolant
                                         |  to spray at the bomb.
- Ascend the staircase to the top where  |
  the Heliport is.                       |
- From the top of the stairs, move to    |
  the left to get the [Cardboard Box 3]. |
- Explore the Heliport, take all the     |
  things you can find here and get       |
  Dog Tag(s) from the guard(s) here.     |
- Head to the Harrier to the north, find |
  the bomb and use the Coolant to        |
  "freeze" it.                           |
- Head back to Strut E, Parcel Room and  |
  enter the door at the top-left corner  |
  of the room to go to the DE Connecting |
  Bridge.                                |

DE Connecting Bridge

Area Analysis   : The DE Connecting Bridge consists of two levels, the upper
                  level bridge and the lower level bridge. Your aim is to
                  enter either of the two doors on the other end of the
                  bridge. The door at the upper level bridge leads to the
                  upper level of the Strut D, Sediment Pool while the door
                  at the lower level bridge leads to the lower level of the
                  Strut D, Sediment Pool. My advice is enter the door at the
                  lower level bridge because a Node is located at the lower
                  level of the Strut D, Sediment Pool.

                  There are some items to collect at the other end of the
                  lower level bridge. Make full use of the two staircases on
                  each end of the bridge to ascend and descend.

Enemy Analysis  : [AD] - Two enemies.

                  There should be one guard here. The other guard is not here
                  at this moment. I will inform you when this "missing" guard
                  is back to the bridge.

  Steps                                  |  Hints and Strategies
- Capture the guard here and get his Dog |
  Tag.                                   |
- Head to the Strut D, Sediment Pool via |
  the door at the lower level bridge.    |

Strut D, Sediment Pool

Area Analysis   : The Strut D, Sediment Pool consists of two levels, the upper
                  level and the lower level. The paths follow a circular arc
                  for both levels. At the upper level, there is a platform
                  at the centre and this platform is linked to the upper
                  level by three small connecting bridges. The angle between
                  any of these two small connecting bridges is likely to be
                  around 120 degrees. [360/3 = 120] If you fall from the
                  platform to the bottom waste disposal, your character will
                  be killed instantly.

                  When you first enter the Sediment Pool via the lower level
                  door at the DE Connecting Bridge, you should be able to
                  notice the Node nearby.

                  At the upper level, there is a small staircase to the north
                  that leads you to a Lv3 door. This Lv3 door leads to a
                  connecting bridge that links between Shell 1 and Shell 2.
                  However, you cannot open this door yet.

                  Just below this Lv3 door at the upper level Sediment Pool,
                  you should be able to see a disposal gate. I suppose you
                  do know what to do with the bodies of unconscious or dead

                  At the western side of the upper level Sediment Pool, there
                  is a Lv1 door that leads you to the CD Connecting Bridge.
                  Remember the person hiding inside a Cardboard earlier?
                  The CD Connecting Bridge leads to the Strut C, Dining Hall.

                  There are hatches in the floor. Make sure you check them.

                  The number and location(s) of the bomb(s) varies depending
                  on the difficulty level you are playing.

                  [VE - NO] - 1 bomb. [HA] - 2 bombs. [EX] - 3 bombs.

                  The locations of the bombs are as follows:

                  [AD] - Inside the most far left hatch at the lower level
                         of the Sediment Pool.

                  [HA] - Inside the second most far left hatch at the lower
                         level of the Sediment Pool.

                  [EX] - Inside the northern most hatch at the lower level
                         of the Sediment Pool.

                  [EX] - The third bomb in [EX] is found at random places.
                         Possible locations include inside the second most
                         far left hatch, inside the far right hatch and
                         on the northern staircase.

Enemy Analysis  : [VE]      - Two enemies.
                  [EA - NO] - Three enemies.
                  [HA - EX] - Four enemies.

                  There is a reporting guard at the lower level of the
                  Sediment Pool for [AD].

Extra Stuff     : Here is a cool way of moving from the upper level of the
                  Sediment Pool to the lower level of the Sediment Pool but
                  it is very risky.

                  At the upper level, simply hang over the rail. Then, press
                  the X button to drop. When your character starts to fall,
                  quickly press the Triangle button to let your character grab
                  onto the rail below. Timing is important here. If you fail,
                  then your character will fall into the pool that is full of
                  toxin waste. This leads to Game Over!!!

  Steps                                  |  Hints and Strategies
- Activate the Node.                     |
- Get Dog Tags from the guards here and  |
  explore the area here. Take all the    |
  things you can find here.              |
- Open the hatch(s) that contain(s) the  |
  bomb(s). Use Coolant to "freeze" the   |
  bomb(s).                               |
- Once the bomb(s) is/are completely     |
  "freezed", a codec conversation will   |
  occur. See below.                      |
- Head to CD Connecting Bridge by via    |
  the door at the western side of the    |
  upper Sediment Pool.                   |

Codec Analysis  : When you have completely "freezed" the bomb(s) in Strut D
                  Sediment Pool, Peter Stillman will contact you.

                  He will elaborate about the incident regarding the
                  explosion of the church five years ago- the incident
                  that changed his entire life. He also mentions something
                  about his "crippled" leg.

                  Pliskin also contacts you and discusses about a special
                  type of odourless bomb.

                  Think about the locations where the bombs were found.
                  Were the bombs expected to appear at these places? Is
                  there a trap? How come this mission is carried out so

                  Near the end of the scene at the Strut C, Dining Hall,
                  Peter Stillman mentions something about a "backup plan".
                  I hope you know what this "backup plan" turns up to be-
                  the "unexpected" can happen anytime; something needs to
                  be "created" to detect the "unexpected" bombs.


Further Analysis

If you have followed the walkthrough closely, you should already have diffused
all the bombs. If not, see the World Map by pressing the Start button to view
the areas you have not diffused the bombs yet and proceed on to diffuse the
remaining ones. If there are some Dog Tags not collected yet, go and get them


CD Connecting Bridge

Area Analysis   : If you are entering the CD Connecting Bridge via the Strut
                  D, Sediment Pool, you should spot a surveillance camera
                  mounted to a wall. Be careful.

                  The CD Connecting Bridge consists of two levels, the upper
                  level bridge and the lower level bridge. If you step on
                  the lower level bridge, the floor panels under you will
                  fall off as you step on them. You can either run across
                  the lower level bridge or side-step along the bridge. If
                  not, take the upper level bridge.

Enemy Analysis  : [AD] - One enemy.

                  There should be one guard here. The other guard is not here
                  at this moment. I will inform you when this "missing" guard
                  is back to the bridge.

                  Beware of Cyphers!

  Steps                                  |  Hints and Strategies
- Get Dog Tag from this lone guard.      |- Use Socom attached with a Suppress-
                                         |  or to take down the surveillance
- Go to Strut C, Dining Hall via the     |  camera and the Cypher here.
  door on the other side.                |

Strut C, Dining Hall

Area Analysis   : Done Before.

Enemy Analysis  : [AD] - Two enemies.

                  I am not sure whether the guards are here at this moment.
                  But if there are enemies here, there should be two guards

Items/Equipment : Sensor B.

  Steps                                  |  Hints and Strategies
- Search the pantry where the Navy bomb  |- In case, you forget. To get to
  expert used to hide to find the        |  Strut A, Pump Facility / Roof.
  [Sensor B].                            |
                                         |       Strut C, Dining Hall
- A codec conversation may occur. See    |                |
  below. Timer occurs.                   |     Strut B, Transformer Room
                                         |                |
- Go to Strut A, Pump Facility / Strut   |       AB Connecting Bridge
  A, Roof.                               |                |
                                         |         Strut A, Pump Room
                                         |                |
                                         |   Strut A, Pump Facility / Roof

Codec Analysis  : The above codec conversation occurs only when you have
                  diffused all the bombs and collected the Sensor B. You
                  can collect the Sensor B even if you have not diffused
                  all the bombs yet. [But you must diffuse the bomb(s) at
                  Strut D, Sediment Pool first before you can get the
                  Sensor B.]

                  Pliskin will inform you that he has completely "freezed"
                  the last bomb- is there a trap? The timer appears. Once
                  the timer ends, the odourless bomb at Strut A, Deep Sea
                  Dock would explode. Depending on the difficulty, the time
                  limit will vary. However, you should be more than enough
                  time for you to head to Strut A, Deep Sea Dock.


Strut A, Roof

Area Analysis   : Done Before.

Enemy Analysis  : [AD] - One enemy.

  Steps                                  |  Hints and Strategies
- Take the elevator down.                |- If you can afford the time, get
                                         |  Dog Tag from the guard at the
- A codec conversation occurs when the   |  roof here, provided that you
  elevator is descending. See below.     |  have not done so. You should be
                                         |  able to get his Dog Tag easily.
- Head to Strut A, Deep Sea Dock [Part   |
  One]- it is the place where the Plant  |
  Chapter begins.                        |

Codec Analysis  : What happen to Peter Stillman at the end of conversation?


Strut A, Deep Sea Dock  [Part One]

Area Analysis   : Done Before.

                  A submarine is being suspended above the pool.

                  For [VE - HA], the final, odourless bomb is hidden under-
                  neath the suspended submarine.

                  For [EX], the final, odourless bomb is placed on the
                  wall west of the submarine.

Enemy Analysis  : [AD] - No enemy.

Items/Equipment : Thermal Goggles [AD] [If you didn't get earlier].

  Steps                                  |  Hints and Strategies
- Equip Sensor B to detect the bomb.     |- The location of this odourless
                                         |  bomb will not be shown on the
- Locate the final bomb. For [EA - HA],  |  Radar.
  the bomb is place underneath the sub-  |
  marine. For [EX], it is placed on the  |- With the Sensor B equipped, you
  west wall.                             |  should hear a beeping sound as you
                                         |  approach the bomb. The closer you
- Use Coolant to "freeze" this bomb.     |  are to the bomb, the beeping sound
                                         |  will have a higher frequency.
- A codec conversation occurs. See       |
  below.                                 |- Stand at the southern part of the
                                         |  Dock [near where you can jump into
- Head to Strut A, Deep Sea Dock [Part   |  the water and crouch to see the
  Two]- it is the place where you acti-  |  bomb. Use Coolant from here.
  vate your first Node.                  |

Codec Analysis  : There are two codec conversations worth highlighting. One
                  occurs immediately after you have diffused this bomb. The
                  second one occurs after you have entered the watertight
                  door to the north. I refer to these two as "First" and
                  "Second" respectively as shown below.

First          -   1)What happen to the duct for diverting the contaminated
                     sea water?
                   2)What happen to the central section of shell 2?
                   3)What about the toxins?

Second         -  The terrorists have started to retaliated. One of the
                  hostages have been shot on the roof.

                   1)How many hostage(s) do the terrorists plan to kill every
                     hour? [usually all cruel terrorists would say this in
                     the movie.]

                  No matter what, your first priority will be to rescue the
                  President. As for the other hostages, I just have to say
                  to them, "What a pity!"- The President is a "Very Important
                  Person". But the problem is where is the President?


Strut A, Deep Sea Dock   [Part Two]   [Boss Battle: Fortune]

Scene Analysis  : Fortune, the "lady luck" is lucky only in war and nothing
                  else. As you make your way to the elevator, she appears.
                  Here are two sentences said by Fortune:

                  "I can't tell how happy I am when you are alive."
                  "Like you finish off my father."

                   1)According to Fortune, who do you think is she expecting
                     to be here?
                   2)His father? Who is her fath..er?

                  There are two other sentences said by Fortune worth thinking
                  about- it tells you how Fortune views her life.

                   1)What impression of Fortune does she give you?

                  To get a full picture of what Fortune says, my hint to you
                  is find out the real name of Fortune, her background etc
                  from your comrades via the codec whenever you have the
                  opportunity the next time.

Area Analysis   : The crates at the top deck have been rearranged. Some new
                  items are scattered over the place. Other than that, there
                  is nothing else special.

Boss Analysis   : This is probably the easiest boss fight in MGS2. Fortune is
                  so "lucky" that she can't be beaten- She can't be killed
                  yet. No bullet can penetrate into her body, remember?
                  Patience is a virtue that leads to the key of winning this

  Boss                                   |  Hints and Strategies
- Just hide behind the crates and dodge  |- Fortune blasts the room with a
  her attacks.                           |  large rail cannon. The damage
                                         |  is massive so avoid any direct
- Wait till the elevator descends down.  |  hit.
  Then, wait for a while until Colonel   |
  contacts you via codec. See below.     |- Don't waste any ammo.
- Battle ends after the codec conversat- |- Keep moving by rolling from one
  ion ends. A scene occurs.              |  side of the room to another.
                                         |  Her cannon can destroy the crates.

Codec Analysis  : Colonel tells you that Fatman wants to meet you at the Strut
                  E Heliport. Fatman is up to something- it has to do with


Strut A, Deep Sea Dock   [Part Two]   [After Boss Battle]

Scene Analysis  : Vamp appears. He mentions something about Fatman.

                   1)How does Vamp describe Fatman?

                  The rest is quite straightforward to understand. I just
                  wish to highlight one sentence said by Fortune.

                  "Why am I the only one that cannot die?" - Think about this!


Strut A, Roof

Area Analysis   : The countdown begins as the elevator reaches the roof. There
                  are two claymores placed near each side of the two doors
                  that lead to the Strut A, Pump Room.

                  The time limit varies for different difficulty levels.

Enemy Analysis  : [AD] - No enemy.

                  The guard will not be here for the time being.

  Steps                                  |  Hints and Strategies
- Equip your Mine Detector when you are  |- Strut A, Roof / Pump Facility
  at the roof. Crawl to get Claymore and |              |
  make your way to Pump Room. For [VE -  |       Strut A, Pump Room
  EA], the "missing" guard at the Pump   |              |
  Room [Part Two] is back. Get his Dog   |      FA Connecting Bridge
  Tag if you can afford the time.        |              |
                                         |       Strut F, Warehouse
- Make your way to the Heliport. On the  |              |
  way, tranquilise the guards if there   |      EF Connecting Bridge
  is a need to. If you forget how to go  |              |
  there, see right.                      |       Strut E, Parcel Room
                                         |              |
- At the Heliport, ascend the staircase  |        Strut E, Heliport
  to the top. There is a bomb at the     |
  centre of the Heliport. Use Coolant    |
  to "freeze" it. A scene then occurs.   |

Strut E, Heliport   [Boss Battle: Fatman]

Scene Analysis  : You finally get to meet this sterotypical mad bomber. Fatman
                  mentions a lot of things like his aim to be the most famous
                  bomber etc. There are two important points to take note:

                   1)What is Fatman's reaction when your character mentions
                     about the ransom?

                  "That crook died a dishonourable death six months ago"
                  "The liquidation of Dead Cell?"

                  What does the above two sentences mean?

Area Analysis   : The Harrier is gone here. Other than that, there is nothing
                  else special.

Boss Analysis   : Fatman is not a difficult opponent to beat. However, this
                  boss battle will be quite long mainly because of these
                  three reasons:

                   1)Heliport is a big area. This makes finding him difficult.
                     At the same time, there are many good hiding places for
                   2)He skates around. This makes him move and travel very
                   3)You are often kept busy because you have to diffuse the
                     bombs he set.

                  Fatman will skate around and find a good location where he
                  can plant a bomb. He will then try to defend the bomb. Take
                  him down by using a Socom and quickly defuse the bomb
                  by using Coolant. Fatman will quickly move to another place
                  to plant another bomb. The cycle repeats many times. After
                  planting a few bombs, Fatman will rest for a while. This
                  is your chance to shoot him. [Skating is quite tiring,
                  especially for a fat guy like him, right?]

                  When a new bomb is set, a timer pops up. Once timer reaches
                  zero, the bomb explodes and that's the end of you. So, the
                  challenge arises: You have to diffuse the bombs and find a
                  chance to shoot him at the same time until he is down.

                  You need a lot of Socom Bullets to win this battle. Remem-
                  ber to memorise the possible locations where boxes of
                  Socom Bullets can be found. Take the ammo only when you
                  need it.

Extra Stuff     : When Fatman stops for a rest, seagulls will sometimes come
                  near him. Switch to First Person View and look at him to
                  see what the seagull will do to him.

  Boss                                   |  Hints and Strategies
- Fatman is planting a bomb.             |- Equip your Sensor A to find the
                                         |  location of the bomb(s).
=>Shoot Fatman with a Socom before the   |
  timer begins. This cancels the setting |- There are many possible locations
  up of the bomb.                        |  where Fatman can place the bomb.
                                         |  Shelves, barrels, large crates etc
- Fatman is in close range of you.       |  are all possible locations. There
                                         |  are three levels for each shelf
=>Try knocking him down with punches and |  and all levels are possible to
  kicks. When he is down, use Socom to   |  contain a bomb. Bombs can also be
  shoot him.                             |  placed at the bottom of, on top
                                         |  of or on the sides of an object
- Fatman bends down, with his head pos-  |  like crate or container. Do check
  itioned to your shoulder level.        |  every area thoroughly.
=>This is the best moment to shoot his   |- Look at the ground for the tracks
  head to inflict great damage on him.   |  leave behind by Fatman. The tracks
                                         |  might lead you to the location of
- Fatman charges at you.                 |  the bomb.
=>Try performing a roll to dodge it.     |- Try running while shooting. Hold
                                         |  L1, Square and the direction.
- Fatman shoots you with his gun.        |
                                         |- When he attempts to charge at you,
=>Dodge it by all means.                 |  do NOT go into First Person View
                                         |  because you cannot run when switch
- Fatman stops for a while in a large    |  to this view. My advice is go into
  open area.                             |  First Person View to aim and shoot
                                         |  him only whenever he is temporary
=>Shoot him. This is a rare chance. He   |  unconscious or he stops for a rest.
  might rest for seconds in the north,   |
  centre and south areas of Heliport.    |- It's possible to use Claymores and
                                         |  C4 to take Fatman down. But, I
                                         |  feel that chasing after him with
                                         |  Socom is the best method.
                                         |- When his life gauge is very low,
                                         |  you might want to skip defusing
                                         |  the bomb and go after him. If he
                                         |  dies, battle ends and the bombs
                                         |  will not tick anymore.

Strut E Heliport   [After Boss Battle]

Scene Analysis  : After the codec conversation below, approach the staircase
                  and a scene occurs.

                  Remember the mysterious person who warns you of the buried
                  Claymore at the EF Connecting Bridge? You finally get to
                  meet him/her.

                  He/she tells you that there is ONLY one person who knows
                  the location of President and this person is Ames. Ames is
                  being held in B1 Conference Hall of Shell 1 Core.

                  He/she will also tell you how to deal with certain security
                  system in Shell 1 like the surveillance camera and the
                  Retina Scanner. It is quite self-explanatory. What you
                  really need now is the AKS-74u weapon.

                  Lastly, he/she also mentions something about the nuke in
                  Big Shell- very crucial point! Take note.

                   1)He/she says that he/she is a messenger of "???". What is
                   2)What are the differences between the guards stationing
                     at Shell 1 and those not stationing at Shell 1? Relate
                     this to uniform and weapon.
                   3)What type of duty does Ames serve as for the President?
                   4)What unique characteristic distinguishes Ames from the
                     rest of the hostages?
                   5)What item do you need to detect Ames?
                   6)What is housed inside Big Shell?
                   7)Which two evidences show that the terrorists already
                     have the access code to launch a nuke?

                  When the scene ends, you should have the B.D.U, Cell
                  Phone and Lv2 PAN Card in your inventory.

Codec Analysis  : After "freezing" the final bomb, the Colonel and Pliskin
                  will contact you subsequently.

                   1)What reason did the Colonel give when your character
                     tells him that Fatman is not aware of the ransom?
                   2)When your character mentions about the toxins in Big
                     Shell, what is Pliskin's response?

                  From the two responses in 1) and 2), what can you conclude?
                  Is there something that you do NOT know? Or one of them
                  must be lying?

Status Analysis : Though your character can now disguise himself as an enemy
                  soldier, the uniform indicates that he is supposed to be
                  stationing at Shell 1. Therefore, the disguise is not
                  helpful in other areas, other than in Shell 1. Furthermore,
                  you need a weapon to make the "disguise" more convincing.

Area Analysis   : Done Before.

Extra Stuff     : Once the scene ends, call Pliskin to ask information regard-
                  ing this mysterious person. What is his reply? He seems so
                  confident. So, let's just believe what he says.

Items/Equipment : B.D.U. [AD], Cell Phone [AD], Lv2 PAN Card [AD].

  Steps                                  |  Hints and Strategies
- After beating Fatman, equip Sensor A,  |- A new guard has been added to
  drag Fatman's body to reveal the final |  each of these bridges:
  bomb. Use Coolant to "freeze" it.      |
                                         |   1)DE Connecting Bridge
- "Shake" Fatman's body to find Peter    |   2)CD Connecting Bridge
  Stillman's Dog Tag.                    |   3)BC Connecting Bridge
- Approach staircase. A scene occurs.    |  This accounts for the "missing"
                                         |  three guards earlier on at these
- After the scene ends, you should head  |  three bridges.
  for the Warehouse at Strut F before    |
  heading to Shell 1. On your way, you   |- In order to collect Dog Tags from
  should collect Dog Tags from these     |  these three guards, the shortest
  three new guards on the bridges and    |  way is to head to the DE Connect-
  also other Dog Tags you have not       |  ing Bridge via the Parcel Room
  collected yet before entering Shell 1. |  and go anticlockwise till you
  The AKS-74u is found inside the        |  reach the Warehouse.
  Warehouse.                             |
                                         |- For [VE - EA], you can also get
                                         |  Dog Tag from the guard at the
                                         |  Pump Room [Part Two] [Machinery
                                         |  Room] if you didn't get it
                                         |  earlier on.

Mission         : Your aim is to go to B1 Conference Hall of Shell 1 to find
Objective         Ames.

                   1)Find out the location of the President from Ames.
                   2)Find out information about the nuke, the terrorists'
                     plans, the patriots etc from Ames.


Strut F, Warehouse

Area Analysis   : I will be using the diagrams that I used earlier on. Check
                  the diagrams for reference.

                  With the Lv2 PAN Card, you can now open the doors with
                  Security level 2. For rooms with Lv3 security, we will
                  discuss the details inside them later on.

                  R2A - The AKS-74u is located in the northeast corner of this
                        room. For [VE], the AKS-74u Suppressor is also located
                        near the left door at the southwest corner of R2A.

                  R2B - There are infrared beams inside this room. The control
                        box lies on top of a locker. The M4 Semi-Automatic
                        is found here.

                  R2C - There are two lockers in this room. You can find some
                        C4 and Claymores here. There is a stack of boxes with
                        the label "McFarlane Toys" here.

                  The Warehouse will be a good place for you to get your
                  ammunition, especially after the long battle with Fatman.
                  Get as many like AKS-74u Bullets, Claymore, C4, M4 Bullets,
                  Socom Bullets etc here.

Enemy Analysis  : [VE]      - Two enemies.
                  [EA - NO] - Three enemies.
                  [HA]      - Four enemies.
                  [EX]      - Five enemies.

                  A guard at the top level of the Warehouse is the reporting
                  guard. Take on this guard last.

Weapons         : AKS-74u [AD], AKS-74u Suppressor [VE], M4 Semi-
                  Automatic [AD].

                  For [EA - EX], the AKS-74u Suppressor is found at the
                  Shell 1-2 Connecting Bridge. I will tell you how to get
                  it later on. So, don't worry.

  Steps                                  |  Hints and Strategies
- Go to R2A and get the [AKS-74u]. For   |- Use your suppressed Socom to take
  [VE], you can also find the [AKS-74u   |  down the control box at R2B.
  Suppressor] here.                      |
                                         |- Before you head to the EF Connect-
- Go to R2B, shoot the control box to    |  ing Bridge, make sure you have
  deactivate the infrared beams. Then,   |  collected the Dog Tags from the
  get the [M4 Semi-Automatic] here.      |  three newly added guards at the
                                         |  bridges.
- Explore the Warehouse and take the     |
  items you need. [Don't forget about    |
  Books too!]                            |
- Head to the EF Connecting Bridge.      |

EF Connecting Bridge

Area Analysis   : Done Before.

Enemy Analysis  : [AD] - No enemy.

  Steps                                  |  Hints and Strategies
- Tranquilise the guard standing on the  |- Since there are quite a few Cyphers
  Heliport that acts as a lookout over   |  around, my advice is use a Chaff
  the bridge.                            |  Grenade to take them down.
- Take care of the Cyphers here.         |- The floor panels on the left plat-
                                         |  form will fall whenever your char-
- Run along the left platform till you   |  acter steps onto them. So, you
  reach the end. Collect the AKS-74u     |  must run fast. Still remember
  Bullets.                               |  this?
- With the Lv2 PAN Card, you can now     |
  open the door that leads to Shell 1    |
  Core, 1F.                              |

Further Analysis

You should always have your B.D.U and AKS-74u equipped at all times when you
are inside Shell 1. There are some important points to take note of:

 1)Do NOT bump into any of the guards. If you bump into a guard, you will
   automatically unequip your B.D.U and your attempt to disguise will be
 2)If you happen to bump into a guard, knock him unconscious by punching and
   kicking and quickly equip your B.D.U before other guards spot you.
 3)Consider this case. You bump into a guard and quickly you knock him down
   and equip your B.D.U and AKS-74u. When this guard wakes up, he will not
   be able to identify you even though he has spotted you earlier.
 4)Do NOT crouch/crawl/roll/punch/kick or do anything unusual in front of a
   guard like firing, knocking on the wall etc.
 5)If you happen to do anything unusual and an enemy soldier notices you, he
   will come and question you. Just stay calm and let your character remain
   standing. Don't move. If you run away, the guard will sound an alarm.


Shell 1 Core, 1F

Area Analysis   : The diagram shows you a rough layout of Shell 1 Core, 1F.
                  Forgive me for the bad diagram.

                                 |  _______SC___  |
                                 | |            | |
                                 | |            | |
                     To BC      _| |   ______   | |_______      To EF
                  Connecting <- _  |  |  MR  |  |  __SC___ -> Connecting
                     Bridge      | |__|_  ___|__| |             Bridge
                                 |                |


                  =E= - Elevator  MR - Main Room  SC - Surveillance Camera

                  The Node is found inside the top-right hand corner of the
                  Main Room. There are many hatchlockers here.

                  There is a surveillance camera when you come in from the
                  entrance via the EF Connecting Bridge. The surveillance
                  camera near the elevator will not let you use the elevator
                  unless you are equipped with the right uniform and
                  weapon. If you do not have the right uniform and weapon,
                  alarm will sound.

                  The door that leads to the BC Connecting Bridge cannot be
                  opened. Wonder why? Someone has destroyed the platform in
                  the BC Connecting Bridge that leads to Shell 1. Still
                  remember where the navy rescue team was last wiped out?

Enemy Analysis  : [VE - EA] - Three enemies.
                  [NO - EX] - Four enemies.

                  With the B.D.U and AKS-74u equipped, you can go near the
                  enemies. This makes collecting Dog Tags easier.

  Steps                                  |  Hints and Strategies
- When you first come into Shell 1 via   |- Disguise yourself. Sneak behind
  EF Connecting Bridge, take down the    |  the enemy. When he is unaware,
  surveillance camera by using Socom.    |  switch your weapon to either M9
                                         |  or Socom to capture him. You
- Go to Main Room and activate the Node. |  cannot use AKS-74u or M4 to cap-
                                         |  ture a guard. Why? Firing occurs
- Open every hatchlockers in 1F. There   |  the instant you press the Square
  are many useful items hidden inside    |  button when the AKS-74u or M4
  these hatchlockers.                    |  are equipped.
- Get Dog Tags from the enemies here.    |- Do NOT go to B1 first. Figure
                                         |  out why?
- Equipped the right uniform and weapon, |
  take the elevator and go to B2.        |

Shell 1 Core, B2 Computer Room

Area Analysis   : The moment you come out of the elevator, you should see
                  two doors, one on the left and other on the right. Both
                  doors eventually lead you south to the main computer
                  room. So, I guess I don't need to elaborate further.

                  To the west and outside the computer room, you should
                  see four hatchlockers.

                  The Cardboard Box 4, Directional Microphone and Node are
                  found inside the main computer room. Another point worth
                  mentioning is that there is a parrot with the nickname
                  "copycat" kept inside a cage in the northern part of the
                  computer room. Have fun playing with the parrot. And
                  the two computers that are switched on as well. [You
                  should see a desktop screen in each computer...] [I
                  give the parrot the nickname, Copycat.]

Enemy Analysis  : [AD] - Four enemies.

                  The place is very heavily guarded. One guard patrols out-
                  side the main computer room. The other three guards patrol
                  inside the computer room. The guard outside the main
                  computer room has good hearing. If he hears anything com-
                  ing from the room, he will run into it and check it.
                  He runs fast so do not bump into him by staying close to
                  the wall.

                  The computer room is concentrated with guards. The guard
                  outside the computer room should be the first one to get
                  Dog Tag from. It is a great challenge to get Dog Tags

Extra Stuff     : The computer room is a fun place to be in. Try figuring
                  these out yourself. If you plan to take any picture, make
                  sure you do it fast. The reason is you cannot equip your
                  B.D.U and Digital Camera at the same time. If you equip
                  the Digital Camera, your character will be wearing the
                  usual Foxhound suit. If the enemy sees you in this suit,
                  he will realise that you are an intruder.

                  You should have the Digital Camera with you now even if you
                  are playing the game for the first time. I have told you
                  how to get it earlier on. So, it's time to say "cheers".

                   1)Explore the main computer room to find three different
                     posters. Each poster is associated with a Konami game.
                     [Konami, how dare you advertise your games here?] Take
                     pictures of these posters.
                   2)Notice the two computers that are switched on? Wait for
                     a guard to come near any of the computer. Notice his
                     hands? What do you see? Take pictures. Compare what
                     you see in the two different computer screens.
                   3)Try shooting at the parrot with M9/stare at it in First
                     Person View/use Coolant to spray at it. What is its
                     reaction? Unequip either the B.D.U, AKS-74u or both and
                     watch how it reacts. [Be careful... whatever you do to
                     the parrot, there is a high risk of getting spotted. I
                     have warned you!!!]
                   4)If there are two guards happening to stand and chat near
                     the parrot, remember to go near the parrot to hear what
                     it has to say when the two guards leave later on. This
                     is "men's secret".
                   5)To the west and outside of the main computer room,
                     face the four hatchlockers and look up. What do you
                     see? Relate this to 4). Is this the secret? The problem
                     is how to get the items on the top?

                  Lastly, don't forget to take a picture of the parrot. The
                  parrot will sometimes imitate certain humourous and weird
                  words. Just stay calm.

Items/Equipment : Cardboard Box 4 [AD].

Weapons         : Directional Microphone [AD].

  Steps                                  |  Hints and Strategies
- Go to the main computer room and act-  |- You might need a few tries to get
  ivate the Node.                        |  Dog Tags from the guards here.
                                         |  The simplest way that I can think
- Take the [Cardboard Box 4] and the     |  of to get Dog Tags from these
  [Directional Microphone].              |  guards is to first tranquilise
                                         |  the guards with your M9 weapon,
- To the west of the computer room, you  |  then slowly drag each guard to
  should see four hatchlockers. Try      |  a safe place. Wake each guard
  punching and kicking one of the hatch- |  up using Coolant, then capture
  lockers to get the item on top of it.  |  each of them. Then, get all the
                                         |  Dog Tags here.
- You might want to save your game and   |
  hang around the computer room. See     |- I have a way to lure the guard
  Extra Stuff above.                     |  out who is patrolling at the
                                         |  southern part of computer room.
- Take Dog Tags from the guards here.    |  First, place a Book just outside
                                         |  the entrance [at the south] that
- Explore the area and take the items    |  leads to the computer room. Knock
  you need. Open the hatchlockers here.  |  on the wall. This lures the guard
  Remember to check underneath the cen-  |  out and he examines the Book.
  tral control panel in the computer ro- |  Wait until his cone of vision
  om. Crawl inside to get a Bandage.     |  disappears. Surprise him and get
                                         |  his Dog Tag.
- Head to the elevator and go to B1.     |- If you plan to get the Bandage
  It's time to find Ames.                |  underneath the control panel, make
                                         |  sure you have taken down the
                                         |  guards here.
                                         |- The [Cardboard Box 4] looks like
                                         |  a box of McFarlane Toys.
                                         |- If you happen to get spotted,
                                         |   1)Hide and crouch inside a hatch-
                                         |     locker.
                                         |   2)Run to a safe place and dis-
                                         |     guise again.
                                         |   3)Get a "human shield".
                                         |   4)Restart the game.

Further Analysis

It is quite unusual to find a parrot inside a computer room. The guards
wouldn't be so "free" to spend the time to keep a parrot here, especially
when you consider the amount of "amazing" pictures found here to keep
them "entertained".

Certainly, the parrot must be belonged to someone else. But who? If you
hang around the computer room long enough, the parrot may mumble a word
that has a first letter "H". Maybe, the parrot misses someone- this may
be a vital clue. Go and think about who's the owner(s) of this parrot!


Shell 1 Core, B1   [Outside Conference Room]

Scene Analysis  : The scene is self-explanatory. You see a guard entering
                  the Conference Room after he has verified his identity
                  at the retina scanner. The only way to get into the
                  Conference Room is to drag a guard to the retina scanner
                  and use the guard's identity to open the door.

                  Once the door is opened, you enter the Conference Room to
                  find a bunch of hostages here. You notice that if your
                  character is equipped with the B.D.U, the scene will also
                  show your character wearing the B.D.U too. If your character
                  is not wearing the B.D.U, you character will be be in his
                  usual Foxhound suit- a very noticeable difference.

Area Analysis   : As usual, the diagram below shows a rough layout of B1
                  level in Shell 1 Core.

                        ________          _______       _____
                       |        |  ______|===E===|_____|XX   |
                       |        | |                      R1  |___
                       |  R2     \|    ________________|_____|___|
                       |          |   |                        \
                       |XXXX      | RS|_                       Duct
                       |          |    _ -> To Conference Room
                    ____\   ______|   |
                   |                  |


                  ==E== - Elevator  RS - Retinal Scanner  X - Hatchlocker

                  R1 & R2 - Rooms

                  R1 - The Node is located here. There are two hatchlockers
                       here. There are two boxes, with one stacked on top of
                       the other. Examine the floor her. At the top right
                       corner of the room, you should find a small duct. The
                       duct does not lead you to any special place.

                  R2 - There are four hatchlockers. The rightmost hatchlocker
                       is sealed. There is a vending machine here. But, too
                       bad, no drink for you. There is also a poster pasted
                       onto the wall. There are also some small boxes stacked
                       just outside R2.

Enemy Analysis  : [AD] - Three enemies.

                  Two guards rest inside R2 while the other guard patrols
                  along the corridor. The three guards take turns to patrol
                  the corridor. That means when the guard has finished
                  patrolling the corridor and this guard returns to R2,
                  another guard will take over him to inspect the corridor.
                  Whenever a guard finishes his inspection, he will say
                  "All Clear". This applies to [VE - NO]. As for [HA - EX],
                  I am not quite sure.

Extra Stuff     : Do you still remember the poster inside R2? You should see
                  three familiar celebrities. They were the actresses of a
                  Hollywood movie. Well, the name of the movie is printed in
                  the poster. Remember to take a picture of this poster.

                  Konami, how much are you paid to advertise this movie?

  Steps                                  |  Hints and Strategies
- Go to R1 and activate the Node.        |- You might want to use the same
                                         |  technique like what you did in
- Get Dog Tags from the three guards     |  the B2 Computer Room. The guards
  here.                                  |  here are easier to get Dog Tags
                                         |  from as opposed to those inside
- If all guards have been tranquilised   |  the computer room. See below:
  during the collection of Dog Tags,     |
  take the elevator to other level and   |  Get Dog Tag from guard who is
  then come back here again. The guards  |  inspecting the corridor.
  are back again.                        |                |
                                         |  Knock on the wall or punch/kick
- Wait for the guard to patrol the corr- |  the sealed rightmost hatchlocker
  idor. When he stops for a while to     |  to lure the second guard out.
  rest, unequip your AKS-74u, go near    |  Tranquilise him, drag him to a
  him and grab him.                      |  safe place, wakes him up and get
                                         |  his Dog Tag.  |
- Drag him to the retina scanner and     |                |
  position him such that he faces the    |  Equip B.D.U and AKS-74u. Sneak
  scanner. The door opens. A short scene |  behind the third guard and get
  that shows the hostages inside the     |  his Dog Tag.  |
  Conference Room will occur, followed   |                |
  by a short codec conversation with the |  Use the hatchlockers to hide the
  Colonel.                               |  the bodies of the enemies.
                                         |- When dragging the guard towards the
                                         |  Scanner, press the Square button
                                         |  ONCE to choke him if he attempts
                                         |  to struggle to free himself. Do
                                         |  NOT press the Square button too
                                         |  many times. You DON'T want to
                                         |  strangle him to death yet.
                                         |- Consider using the left analog
                                         |  stick to move and turn. Adjust
                                         |  using the stick until guard faces
                                         |  the scanner.

Shell 1 Core, B1   [Inside Conference Room]

Scene Analysis  : Ames tells you that the President was moved to the first
                  floor of Shell 2's Core section a while ago. He also
                  provides information about the nuke to you.

                  Later on, there will be a conversation between Ocelot and
                  the terrorist leader, followed by another conversation
                  between Ocelot and Olga. As for the rest, it's self-
                  explanatory. After watching the entire scene, remember to
                  think about the questions below:

                  About Ames,

                   1)Who is Ames working for? Who sends him? Is he sent to
                     keep tabs on the President? If yes, why?
                   2)When your character mentions about a hostage being killed
                     every hour until the ransom is paid, what is Ames's
                     reaction? Think about this: Who is the one who told you
                     that a hostage is being killed every hour?
                   3)When your character mentions about the ransom, what is
                     Ames's reaction?
                   4)What happen to Ames eventually? What causes this to
                   5)What is Ames trying to say to Ocelot towards the end
                     of the scene? Does this tell you anything about

                  About President,

                   1)According to Ames, what is/are the possible reason(s)
                     that make(s) the terrorists not able to hurt the
                     President for the time being?
                   2)What will the terrorists do to the President after they
                     have got what they want?

                  About conversation between Ocelot and terrorist leader,

                   1)What happen to Shell 2? [Flooding?]
                   2)What has been placed at the Shell 1-2 Connecting Bridge?
                   3)What is so special about Ocelot's right arm? A
                     transplant operation?
                   4)Relate this to 3). If you have talked to your comrades
                     earlier via codec, one of them might mention something
                     about the corpse of Snake. What is missing in Snake's
                     corpse? Anyway, this codec conversation is optional-
                     if you get to hear it, that's good. If not, forget it
                     and move on.

                  About conversation between Ocelot and Olga,

                   1)What is the main topic of this conversation? [Two years
                     ago, what happen to Olga's father at the Tanker? What
                     has that got to do with Ocelot?]

                  About Nuke and Metal Gear,

                   1)What was the purpose of the inspection tour?
                   2)What does the Black Case serve as?
                   3)Why would they hide a Metal Gear in an offshore plant?
                   4)What was the main purpose of building the Big Shell?
                   5)How does the login works?
                   6)Has the terrorists obtained the password entry? If yes,
                     is the President cooperating with them? Why?

                  "The man in the sneaking suit"
                  "The girl to start the system"
                  "Only a few more steps to Outer Heaven"
                  "Liberate Manhattan, pull it offline and turn it into some
                   kind of republic"
                  "You never escape the La-li-lu-le-lo"
                  "DIA turns out second rate liar"

                  What is DIA? Think about the above six statements too.

Area Analysis   : The stage is located in the western part of the Conference
                  Room. Go up the stage and look at the flag. What do you
                  see? The rest is quite self-explanatory.

Enemy Analysis  : [VE - NO] - 1 enemy.
                  [HA - EX] - 2 enemies. [Not sure yet...]

                  There is a reporting guard here. Don't ever think of taking
                  on the guard(s) here. The alarm will sound if you do
                  that. If you are spotted, that's the end of the game. There
                  is no Dog Tag to collect here.

                  I don't know this applies to [EA - NO]. But for [VE], I
                  roam around long enough in the Conference Room. Just don't
                  find Ames at this moment. When you have stayed long inside
                  the Conference Room, the reporting guard here will call in
                  another guard. Hence, there are two patrolling guards.
                  This occurs when you have roamed around here for about
                  10-15 minutes. Contact me if you have any information.

Items/Equipment : Thermal Goggles [AD] [If you didn't get earlier], Lv3 PAN
                  Card [AD].

Extra Stuff     : There is a female hostage who tends to open her legs widely.
                  [I can guess what you are thinking...] She closes her legs
                  if you look at her. See if you can locate her yourself.
                  Try tranquilise her and take a picture of her.

                  Equip the Directional Microphone and use it on different
                  hostages by pressing the Triangle button. Their reactions
                  can be quite amusing. Try this on an old lady. But this
                  can easily draw the guard's suspicion. So, switch to
                  AKS-74u most of the time.

                  Try "abusing" the hostages by smacking them with your
                  AKS-74u [Pressing Circle]. This sounds rather cruel.
                  Be prepared to get a scolding from Colonel and Rose. How
                  about running and then get tripped down by the legs of
                  a hostage?

                  During the conversation between Ocelot and the terrorist
                  leader, move the microphone left towards the Lavatory.
                  [The microphone should be pointing towards to the pole
                  that has a flag attached to it.] What do you hear? He's
                  making a "big business" in the restroom. Who is he?

                  "Big Business" = Making "Chocolate Cake".

                  The location of Ames is random- so far, I haven't figured
                  out any pattern that can predict Ames's location. However,
                  I will give you detailed description of Ames to enable you
                  to locate him easier. See below.

  Steps                                  |  Hints and Strategies
- Get the [Thermal Goggles] behind the   |- If the guard suspects you and
  podium on the stage if you didn't get  |  approach you for questioning, do
  it earlier.                            |  NOT move or attempt to run away.
                                         |  Instead, simply equip your B.D.U
- Explore the area and take the items    |  and AKS-74 quickly. The B.D.U
  you need. Have fun interacting with    |  should be equipped at all times.
  the hostages.                          |
                                         |- Use the Directional Microphone
- Locate Mr. Ames with the clues given   |  to hear someone's heartbeat ONLY
  to you. Look at the right column for   |  when the guard(s) is/are NOT
  hints and strategies.                  |  looking at you.
- When you are sure he is Mr. Ames,      |- Do NOT perform any unusual moves
  switch to Directional Microphone and   |  like Crouching/Crawling/Rolling/
  point it at him. Press the Triangle    |  Punching/Kicking etc in front of
  button to address him.                 |  any guard.
- A scene occurs followed by a codec     |- Description Of Ames:
  conversation with Mr Ames. Continue    |
  watching the remaining scenes until    |   1)Male
  Ocelot enters Conference Room.         |   2)Brown, thick and long hair
                                         |   3)Wearing a suit with a red tie
- Timer pops out. Equip your AKS-74u     |   4)White coloured skin
  and don't move until a scene occurs.   |
  You should then receive the [Lv3 PAN   |  This should narrow your search.
  Card].                                 |  Don't bother about the female
                                         |  or bald hostages as they are cer-
- When you regain control of your char-  |  tainly NOT Ames.
  acter, you realise that you have       |
  entered into Caution mode.             |- Method 1)
- Get Dog Tags from all the guards at    |  Ames have an unusual heartbeat.
  Shell 1 if you have NOT done so yet.   |  Point the Directional Microphone
  You might want to wait for the Caution |  towards Ames. You should hear a
  mode to revert back to normal.         |  ringing/beep sound periodically.
- Exit Shell 1 and head to the EF Conn-  |- Method 2)
  ecting Bridge.                         |
                                         |  Look at the back of Ames. He is
- At the EF Connecting Bridge, beware of |  the ONLY male hostage in the room
  the Gun Cyphers and the guard standing |  to have his hair completely cover-
  at the Heliport who is using the bino- |  ed his neck.
  culars to search the bridge for intru- |
  ders. Tranquilise the guard from far   |- During the scene when you are
  away and use Chaff Grenade to deal     |  overhearing conversation, adjust
  with the Cyphers.                      |  the microphone back and forth
                                         |  such that it points as near as
- Head to the Strut F Warehouse via the  |  possible to the speaker. The
  EF Connecting Bridge.                  |  nearer it is pointed to, the
                                         |  larger the font size of the
                                         |  subtitle and hence greater sound
                                         |  signal results.
                                         |- When Ocelot enters the Conference
                                         |  Room and approaches you, stay
                                         |  still with your B.D.U and AKS-74u
                                         |  equipped. If you run or do any-
                                         |  thing funny, it's game over.
                                         |- During caution mode, attack teams
                                         |  are launched. It is advisable for
                                         |  you to hide in the hatchlocker or
                                         |  the duct in R1 until everything
                                         |  resumes to normal.

Further Analysis

Now that your character no longer has the facemask, the B.D.U is completely
useless. Without a full set of uniform, you can never put on a good disguise.
If you haven't finished collecting all the Dog Tags from the guards at
Shell 1, get them now. The Dog Tags are slightly harder to get now because
you can no longer disguise yourself. Thus, it gets a little bit difficult
to sneak behind the guard and then capture him. If you plan to get the
Dog Tags when Caution mode is still on, the guards are more alert than
usual- my advice is wait until Caution mode is gone.


Mission         : Cross the dangerous Shell 1-2 Connecting Bridge to get to
Objective         Shell 2. There are Semtex and IR in the bridge.

                   1)Rescue the President who is currently being held at the
                     Shell 2 Core, 1F.
                   2)Find out information about the nuke, the terrorists'
                     plans, the patriots etc from the President.

                  But first, let's go to the Warehouse to collect some
                  important weapons and items.


Strut F, Warehouse

Area Analysis   : I will be using the diagrams that I used earlier on. Check
                  the diagrams for reference.

                  With the Lv3 PAN Card, you can now open the three
                  Lv3 doors at the upper level Warehouse. Finally, all the
                  rooms in the Warehouse can be accessed.

                  R3A - There are some Grenades which you can take here.
                        Open the hatchlocker to find a box of PSG-1T

                  R3B - The PSG-1 Sniper Rifle is found in the top corner
                        of the room. You should also see a stack of boxes
                        with the label "McFarlane Toy". From these boxes,
                        look to your right to find a duct. Crawl into the
                        duct to find the PSG-1T Tranquiliser Rifle.

                  R3C - The RGBG Grenade Launcher is surrounded by boxes at
                        the top left corner of the room.

Enemy Analysis  : [VE]      - Two enemies.
                  [EA - NO] - Three enemies.
                  [HA]      - Four enemies.
                  [EX]      - Five enemies.

                  A guard at the top level of the Warehouse is the reporting
                  guard. Take on this guard last.

Weapons         : PSG-1 Sniper Rifle [AD], PSG-1T Tranquiliser Rifle [AD],
                  RGBG Grenade Launcher [AD].

  Steps                                  |  Hints and Strategies
- Get [PSG-1 Sniper Rifle], [PSG-1T      |
  Tranquiliser Rifle] and [RGBG Grenade  |
  Launcher] from the respective rooms.   |
  [Don't forget about Books too!]        |
- Explore the area and take the items    |
  you need, especially ammo.             |
- When you are ready, head to the EF     |
  Connecting Bridge. Head to Strut D     |
  Sediment Pool via the EF Connecting    |
  Bridge.                                |
- Remember the Lv3 door? Open the door,  |
  enter it to get to Shell 1-2 Connect-  |
  ing Bridge. The door is just above the |
  disposal gate.                         |

Shell 1-2 Connecting Bridge

Codec Analysis  : Pliskin will inform you that there are Semtex and IR placed
                  at the bridge. You need to shoot all the control boxes to
                  disable the infrared sensors on the bridge- it's the same
                  situation Solid Snake encountered in the Engine Room two
                  years ago but is more challenging this time. If you miss
                  the shot and hit any C4, that's the end.

                  The control boxes are scattered everywhere on the bridge.
                  To ensure a good shot, it is preferable to use the Sniper
                  Rifle. Call Pliskin and he will explain why you need it
                  and where you can get it.

                  If you approach near the infrared beams, the Colonel will
                  contact you and ask you not to proceed further. Equip the
                  Thermal Goggles to see the infrared beams.

Area Analysis   : The bridge consists of two levels: the upper level and the
                  lower level. You cannot get to the lower level due to the
                  Semtex and IR here. The staircase on the left of the central
                  portion of the bridge leads you to the lower level.

                  Observant players will notice that there is a word "G" on
                  the far side of the door on the bridge. The door on the
                  far side leads to Strut G. How to observe? Your scope, of

                  Other point of interests would be the flag and the birds.
                  What is written on the flag? Find it out yourself. Lastly,
                  there are two orange pumps directly in front of you. The
                  pump nearest to you will be called the 1st pump and the
                  one further will be the 2nd pump.

Enemy Analysis  : [AD] - No enemy.

Extra Stuff     : Some faq writers at gamefaqs may suggest you to use Socom
                  to hit all the control boxes to challenge yourself- I
                  happen to disagree. Read below to find out why.

                  "The challenge is not about using Socom to take down all
                  the control boxes. The greatest challenge is choosing the
                  most appropriate weapon to use under the many different
                  circumstances." - From Mr YSF.

                  Given the fact that there are control boxes that are in
                  close range and long range to you, when should you use
                  Socom or the PSG-1? [Note that PSG-1T cannot destroy the
                  control boxes. Don't equip the wrong rifle.] Check
                  the column that says "additional" to find out whether
                  it is advisable to use Socom or PSG-1 to destroy the
                  respective control boxes.

                  Accuracy + Speed + Steady = Greatest Challenge.

  Steps                                  |  Hints and Strategies
- Destroy all the control boxes care-    |- Take a Pentazemin to steady your
  fully. Refer to below for help.        |  shots whenever you use PSG-1.
- Once all the control boxes are des-    |- Contact Pliskin if you need help
  troyed, a codec conversation occurs.   |  on how to use the Sniper and also
  See below. After the conversation, a   |  how to locate the control boxes.
  scene occurs and a boss fight starts   |
  after the scene ends.                  |


Depending on difficulty level, the number of control boxes present varies.

            Difficulty Level     Control Box No.         Total No.
            ----------------     -------------------     ---------

                 [VE]         -  02 to 04, 08 to 10.  -      6
                 [EA]         -  01 to 04, 07 to 10.  -      8
                 [NO]         -       01 to 10.       -     10
                 [HA]         -       01 to 12.       -     12
                 [EX]         -       01 to 14.       -     14

 No.| Location               | Hints and Strategies              | Additional |
 01 | Above the door leading | Look behind you to where you      | [EA - EX]  |
    | to Strut D.            | first come from.                  |   Socom    |
 02 | Attached to the 1st    | You can see it. No problem,       |    [AD]    |
    | orange pump.           | right?                            |   Socom    |
 03 | Left side of bridge    | From staircase, check the floor   |            |
    | near the first small   | to find two control boxes aligned |    [AD]    |
    | staircase.             | in a straight line. The further   |   Socom    |
    |                        | one is control box no. 04         |            |
 04 | Same as 03.            | See 03.                           |    [AD]    |
    |                        |                                   |   Socom    |
 05 | Hidden behind the      | Wait for the breeze to cause the  |            |
    | flag. The flag is lo-  | flag to flap it out far enough to |            |
    | cated on the far left  | reveal the control box. Estimate  | [NO - EX]  |
    | side of the door lead- | the location and wait for a       |   PSG-1    |
    | ing to Strut G.        | chance to shoot it.               |            |
 06 | On the ledge where     | Give a warning shot and scare the |            |
    | flock of birds clust-  | birds away. You will then have a  |            |
    | ered around. The ledge | clear view of the control box.    | [NO - EX]  |
    | is on the far right of | Time to shoot it.                 |   PSG-1    |
    | the Strut G doorway.   |                                   |            |
 07 | On the right wall of   | The control box is surrounded by  |            |
    | the Strut G doorway.   | six bundles of C4.                | [EA - EX]  |
    | Left of the ledge.     |                                   |   PSG-1    |
 08 | On the left wall of    | The control box is surrounded by  |    [AD]    |
    | the Strut G dooway.    | five bundles of C4.               |   PSG-1    |
 09 | Northwest of the 2nd   | The control box is facing east as |            |
    | orange pump. From your | the green light is emitting in    |            |
    | starting position,     | that direction. The best shot     |            |
    | head left and use your | will be to aim directly at the    |    [AD]    |
    | Scope to find it lying | green light. The best position to |   PSG-1    |
    | directly north of you. | aim is to stand near the left     |            |
    | Far left side of the   | railing of the small staircase.   |            |
    | bridge.                | The shot is 100% successful, at   |            |
    |                        | least for me.                     |            |
 10 | Attached to the top of | Wait until the control box faces  |            |
    | a Cypher. The Cypher   | you before you shoot. Don't shoot |            |
    | can turn around such   | the Cypher or it will explode and |    [AD]    |
    | that the back of the   | that's the end of the game. The   |   PSG-1    |
    | control box faces you. | toughest one- so destroy this     |            |
    |                        | control box last.                 |            |
 11 | Near a pipe on the     | To see it, stand on the first,    |            |
    | bottom of the balcony  | small staircase and face east to  | [HA - EX]  |
    | of Strut D doorway.    | see the balcony wall.             |   Socom    |
 12 | Go to the right hand   | You can only see the control box  |            |
    | side of the balcony,   | when you tiptoe. Therefore, you   |            |
    | switch to First Person | have to rely on the Socom instead | [HA - EX]  |
    | View and tiptoe. Look  | of the PSG-1. Obvious answer,     |   Socom    |
    | at the lower level     | right?                            |            |
    | bridge to find the     |                                   |            |
    | control box.           |                                   |            |
 13 | Same as 10.            | A control box is mounted on the   |    [EX]    |
    |                        | second Cypher.                    |   PSG-1    |
 14 | On the left wall of    | You can only see the sides of     |            |
    | the Strut G doorway.   | this control box. Control box no. |    [EX]    |
    | From control box no.   | 08 is surrounded by five bundles  |   PSG-1    |
    | 08, search the bottom  | of C4.                            |            |
    | left wall of it.       |                                   |            |

Codec Analysis  : Pliskin introduces a partner to you. After that, your
                  character contacts the Colonel. He will tell you some
                  information about Solid Snake and Hal Emmerich. He also
                  tells you about the organisation set up by Solid Snake
                  and Otacon and what the organisation does. Still remember
                  the name? Phil...? The rest is quite self-explanatory.


Shell 1-2 Connecting Bridge   [Boss Battle: Harrier]

Scene Analysis  : The terrorist leader appears. Pliskin seems to have a
                  very strong reaction when he sees him. The rest is self-
                  explanatory. Eventually, the boss battle begins.

                   1)What is the name of this terrorist leader?
                   2)Why does Pliskin react so strongly when he sees him?
                   3)What is the relationship between Pliskin, the terrorist
                     leader and Big Boss?
                   4)What is the relationship between the terrorist leader
                     and the former President?

Area Analysis   : With the infrared beams deactivated, you can now go down
                  the staircase on the central right side of the bridge to
                  the lower level. The lower level bridge consists of many
                  pumps and pipes which you can make use of for hiding.
                  However, the downside is that the lower level bridge gives
                  you little opportunity to attack as compared to when you
                  are on the higher level bridge. On the other hand, you
                  are easily vulnerable to attacks due to the open area
                  on the higher level bridge as it does not provide a good

                  After a while, the Harrier will release a volley of missiles
                  that will blast the entire central section of the bridge.
                  This creates a huge hole, allowing you to jump down to
                  the lower level bridge.

Boss Analysis   : The boss battle is not really hard compared to others.
                  Pliskin and his partner will control the Kastaka while
                  the enemy will control the Harrier. Your main target is
                  the Harrier. [I hope you know how to differentiate be-
                  tween a Chopper and the plane.]

                  Pliskin will drop some Stinger Missiles for you to take
                  whenever you run out of ammo. For [VE - HA], Pliskin will
                  drop Ration occasionally but NOT for [EX]. If you happen
                  to shoot the Kastaka, Pliskin will get annoyed and might
                  reduce the amount of supplies to aid you.

                  The best part is that Pliskin will occasionally help you by
                  attempting to fire a grenade at the Harrier. He will say
                  something like "I'll take care of this."

                  The challenge lies in locating the Harrier. If you have
                  trouble locating the Harrier, the battle may end up taking
                  a lot of time. The Harrier is represented by a big red
                  arrow on the radar while the Kastaka is represented by
                  a small red dot on the radar. If the life gauge of the
                  Kastaka reaches zero, you also lose the game.

Weapons         : Stinger Missile Launcher [AD].

                  At the end of the scene, Pliskin will drop the Stinger
                  Missile Launcher onto the bridge. The boss fight begins.
                  Pick up the Stinger Missile Launcher immediately after
                  you regain control of your character.

  Boss                                   |  Hints and Strategies
- The Harrier can charged at you.        |- When the Harrier is about to fire
                                         |  a volley of missiles to blast the
- The Harrier can fire missiles at you.  |  central section of the bridge,
  It is possible for the Harrier to fire |  make sure you run away from there
  two missiles at one go.                |  towards the door that leads to
                                         |  Strut D. You know this will happen
- The Harrier can use the machinegun to  |  when a FMV is shown.
  fire rapidly at you whenever it is in  |
  close to you.                          |- If you happen to come into contact
                                         |  with fire, your life gauge starts
- When the Harrier flies from one side   |  to decrease gradually. To counter
  of the bridge, it is important that    |  this problem, let the character
  you adjust your character's position   |  perform some rolling. Eventually,
  FAST and then quickly attack it.       |  the burning fades.
  The best way is to choose "UNEQUIP"    |
  in the Option mode. Then, tap the R2   |- Before shooting the Harrier with
  button to perform a Quick Change. This |  your Stinger Missile Launcher, you
  unequips the Stinger Missiles. Quickly |  should always make sure that the
  turn and adjust. Then, tap R2 button   |  target is locked-on as this in-
  again to equip Stinger missiles. Aim   |  flicts greater damage. This can
  and then shoot.                        |  done by pointing the crosshairs
                                         |  at the targetted areas such that
- The Harrier can repeat a series of     |  it turns red.
  sequenced moves. It is important that  |
  you try to anticipate the actions and  |- When Stinger Missile Launcher is
  grab the opportunity to attack it.     |  equipped, your character views in
                                         |  Scope mode. Press the R1 button to
                                         |  return to the usual First Person
                                         |  View. Adjust your view. This is
                                         |  useful if you wish to switch your
                                         |  view quickly to the sides.

Shell 1-2 Connecting Bridge   [After Boss Battle]

Scene Analysis  : After defeating the Harrier, you get to meet the mighty
                  Metal Gear. Vamp performs an amazing stunt- have you ever
                  seen any Chinese martial art movies before? How about
                  seeing someone performing a "Qinggong"? Never mind if you
                  don't understand what I mean- But Chinese martial arts
                  fans should understand.

                   1)Regarding the Metal Gear you see in the Big Shell, do
                     you think this is the same type as the one Solid Snake
                     saw two years ago on the Tanker?

Codec Analysis  : Colonel and Rose tell you that it is possible to get to the
                  main core from the other side of Strut L. The Colonel
                  advises you to follow the railings down and then jump onto
                  the pipes.

                  You will be prompted to save your game eventually. More
                  tougher challenges await you so save now.

Area Analysis   : The Shell 1-2 Connecting Bridge is in a complete wreckage.
                  For [EA - EX], the AKS-74u Suppressor is located just
                  outside the Strut G door. The strong burning fire and the
                  destruction of the central portion of the bridge make
                  you get there even difficult. The rest is self-explanatory.

Enemy Analysis  : [AD] - Two enemies.

Items/Equipment : AKS-74u Suppressor [EA - EX].

Extra Stuff     : If you approach near any strong fire, the Cell Phone rings.
                  You can feel the vibration. Equip the Cell Phone to receive
                  an e-mail. I thought the Cell Phone is useless? Finally,
                  it has one use. Why can't the character use the cell phone
                  to e-mail a person? Unfortuately, no. Only someone e-mails
                  you but NOT the other way round.

                  Anyway, this e-mail will tell you how to deal with the fire
                  on the bridge- you probably already know how to put out
                  the fire. Try figuring the method out yourself. So, I will
                  just simply say "put up the fire" whenever there is a need
                  to rather than elaborating the method on "how to put up
                  the fire".

  Steps                                  |  Hints and Strategies
- Put up the fire in front of you. For   |- The left staircase is unstable and
  [VE - HA], there is a Ration on the    |  will collapse. So, get your Ration
  left staircase that once led you to    |  fast before the staircase collapses
  the lower level bridge.                |  and your character falls to his
                                         |  death.
- Move to the right railing, leap over   |
  it and then hang onto it. Move along   |- Position yourself. Look down in
  the railing until the orange pipe is   |  First Person View to check whether
  directly below you. Drop down onto the |  the orange pipe is directly below
  pipe by pressing the X button.         |  you. Then, drop down.
- For [VE - HA], look at the pipe toward |- Slowly walk or crawl along the
  Strut D to find a Ration. Get the      |  pipe. Try to adjust your character
  Ration if you need. Go back to initial |  to the centre of the pipe for every
  position and continue your way up      |  few steps he move. There is a very
  until you come to a point on the pipe  |  high chance of slipping off and
  where you can see bird droppings.      |  falling, especially if your
                                         |  character runs.
- From where you see the orange pipe,    |
  look to the left and you should see a  |- To hop onto the left platform,
  left platform. Perform a Torso-axial   |  you must ensure that your position
  jump to hop onto this platform.        |  is in line with the platform.
                                         |  Hold the d-pad in the desired
- From this left platform, move up to    |  direction and press the X button
  doorway and put out the fire. For      |  to perform a torso-axial flip.
  [EA - EX], get your [AKS-74u Suppress- |
  or] here. Collect the Bullets here.    |- As you move along the walkway,
                                         |  certain floor panels will fall
- Head to the right and jump down to the |  so you must run fast.
  lower level walkway. Notice that this  |
  also connects you to the orange pipe.  |- Eventually, you get the [AKS-74u
                                         |  Suppressor]- you now have a
- Simply follow the path of the walkway  |  machine gun that can "silently"
  until you reach the end. Flip over the |  kill people.
  railing at this end. Hang it, adjust   |
  and then fall to the platform below.   |- PSG-1T is prefered to be used
                                         |  when it comes to tranquilising
- Two guards emerge out from the higher  |  these two guards at the higher
  level bridge. Tranquilise these two    |  level bridge.
  guards either with your M9 or PSG-1T.  |
                                         |- To add on, the two guards do NOT
- Proceed on until you come to the first |  have Dog Tags.
  gap. Either do a side-stepping or a    |
  torso-axial jump to get to the other   |
  end.                                   |
- Continue the path until you come to    |
  the second gap. Flip over the railing  |
  and hang it. Slowly make your way,     |
  past the gap and then hop back onto    |
  the platform.                          |
- Continue the path until you come to    |
  a ladder. Climb up this ladder to go   |
  to Strut L Perimeter.                  |

Strut L, Perimeter

Codec Analysis  : It's time to clarify a lot of doubts you have with your
                  comrades via codec- it's optional but this helps you
                  understand the plot better.

                  First, call Pliskin. Pliskin finally reveals his REAL
                  identity. Anyway, you should be able to guess his identity
                  long ago. He also tells you the reason why he chooses the
                  name, Iroquois Pliskin. You also get a chance to talk to
                  Pliskin's partner. You get to find out what had really
                  happened to Solid Snake two years ago at the Tanker and
                  how did everyone believe that Solid Snake was dead? Pliskin
                  and his partner also tell you their reasons for coming to
                  the Big Shell.

                   1)What are the two reasons why Pliskin's partner is

                  After Pliskin has revealed his real identity, go to codec
                  screen. You notice that the word "Pliskin" has been changed
                  into Pliskin's REAL name.

                  Contact Pliskin for a few times to ask him issues about
                  Outer Heaven and the relationship between DIA and Nastasha
                  Romanenko etc. Who is DIA? Pliskin also tells you what
                  "Manhattan" actually means.

                  Next, contact the Colonel to tell him about the real
                  identity of Pliskin. You should remember that the Colonel
                  Campbell in MGS1 has a strong friendship with Solid

                   1)What is the Colonel's reaction? Does he tell you to trust
                     or don't trust Pliskin? Are you surprised by his reaction?

                  Some Profound Statements:

                  "A legend is nothing but fiction. Someone else tells it,
                  someone else remembers, everybody passes it on"

                  "There's something my best friend said to me once. We are
                  not tools of the government or anyone else. We need to
                  remember -- to spread the word -- to fight for change. And,
                  that's what keeps me alive"

Area Analysis   : The diagram below shows you a rough layout of Strut L

                                          | |<--- To KL Connecting
                                          |_|__     Bridge
                                      ____|___ \   [Jump down]
                                              \ \
                                               \ \
                                         PB  -->\ \   Legend
                                                / /   ------
                                        PA  -->/\/
                                              /\      IP - Initial Position
                              _____________  //       PA - Position A
                             |_ _ _ _ _ _ _|//        PB - Position B

Enemy Analysis  : [AD] - Three enemies.

                  Two guards will move from window to window and look out
                  the window to see the catwalk. There are iron grates
                  on the catwalk. If you walk on the iron grates, a loud
                  noise will be produced and this may alert the guards. If
                  you are spotted, the guards will radio some gun cyphers
                  here to attack you.

                  If you manage to sneak past the guards undetected and
                  reaches PB, you will see the third guard standing on a
                  platform above you.

Extra Stuff     : The third guard is making a "small business". Try fire
                  a shot at the platform on which this guard is standing
                  on. This pauses his "small business" but he will then
                  come back after a while to finish up his "small business".

                  What will happen if your character comes into contact
                  with this "waterfall"?

                  "Small business" = Making "waterfall".

  Steps                                  |  Hints and Strategies
- Move along the catwalk without being   |- A good way to move along the cat-
  discovered. Some of the floor panels   |  walk will be either to crawl or
  along the catwalk will fall when you   |  crouch and sidestep to the other
  step on it. You have to move fast.     |  end. The problem lies on those
  Continue moving until you come to PA.  |  floor panels that fall easily.
- At PA, the ledge is too thin and the   |- Another way to move along the cat-
  gap is too long to jump over. Further- |  walk will be by hanging onto the
  more, there is an obstacle directly    |  railing. The only thing to take
  above your shoulder level. The only    |  note is that whenever you want to
  way is to crouch and sidestep across   |  hop back onto the platform or hop
  the gap using the thin ledge. When the |  over the railing and hang, make
  obstacle is directly above you, do NOT |  sure that the guards are far away,
  attempt to stand or else your charact- |  otherwise they can spot you.
  er will hit his head against the obst- |
  acle and he will fall to death.        |- I have devised a strategy to get
                                         |  to the other end of the catwalk
- Continue moving until you get to PB    |  easily. At the first window you
  and see the third guard. Have some     |  come to, quickly tranquilise the
  fun.                                   |  first guard using M9 [Or PSG-1T]
                                         |  without being discovered. The
- Continue moving until you come to an   |  second guard approaches the first
  end. Jump over the railing and hang.   |  guard to wake him up. Quickly,
  Adjust yourself until a platform is    |  hang onto the railing and move
  directly beneath you. Jump onto the    |  to the other end. By the time,
  platform and you are now on the KL     |  the two guards are back to their
  Connecting Bridge. Before you jump     |  usual position, you should have
  down onto the platform to KL Connect-  |  already made it to the other end.
  ing Bridge, notice that there are      |
  Cyphers. You might want to destroy     |- There are four possible ways for
  some of the Cyphers here by shooting   |  your character to avoid coming
  at them with your suppressed Socom     |  into contact with that "waterfall".
  or AKS-74u.                            |  The first way is disrupt him by
                                         |  firing a shot upwards. He pauses.
                                         |  Then, quickly move. The second
                                         |  way is simply hang onto the
                                         |  railing. The third way is simple.
                                         |  Skip the cinematic when you come
                                         |  to PB. Quickly run to the other
                                         |  end. You might be able to reach
                                         |  other end before he starts his
                                         |  "small business". The fourth way
                                         |  is the simplest- wait until he
                                         |  finishes his making his "small
                                         |  business".

KL Connecting Bridge

Area Analysis   : The diagram below shows the rough layout of the KL Connect-
                  ing Bridge.
                                         _____          Legend
                                        | SK  |     __  ------
                                        |_   _|  __|  |
                                          | |___/__   | IP - Initial Position
                                          |  ___/  |  | SK - To Strut K
                               __     PA  | |  |   |  | SL - To Strut L
                              |  |____/___| |  S   |  | PA - Position A
                              |   ________  |      |  | S  - Staircase
                      To     _|  |        | |      |IP|_
                    Shell 2  _   |        | |      |____|
                     Core,    |__|        | |
                      1F                 _| |_________
                                        | SL  |------\\

                  The doors to Strut K and Strut L have been damaged.
                  However, there are some ammunition placed near each door.

Enemy Analysis  : [AD] - No enemy.

                  There are some Cyphers here.

  Steps                                  |  Hints and Strategies
- Get the ammunition on the bridge if    |- You can use a Chaff Grenade to
  you need it.                           |  handle the Cyphers here. If not,
                                         |  use the suppressed Socom or
- Handle the Cyphers here.               |  the suppressed AKS-74u to care-
                                         |  fully destroy all the Cyphers.
- Move to PA. You realise that a portion |
  of the bridge is damaged. You have to  |
  let your character perform a torso-    |
  axial to jump over the gap.            |
- After passing PA, there will be one    |
  more gap. Perform a sidestep using the |
  thin ledge to get past the second gap. |
- Continue moving and enter the door     |
  that leads to Shell 2 Core, 1F.        |

Shell 2 Core, 1F Air Purification Room

Scene Analysis  : A scene occurs immediately you enter Shell 2. You over-
                  hear a conversation between Olga and the terrorist
                  leader. You discover that a section of the floor outside
                  the room, where the President is kept, is electrified.
                  The only way to deactivate the high voltage current is
                  to destroy the electric distribution panel inside the room
                  where the President is kept. [Sounds similar... Remember
                  MGS1?] The rest is quite self-explanatory.

Codec Analysis  : The Colonel will contact you via the codec to tell you how
                  to destroy the electric distribution panel. But you need to
                  find something first- what is this "something"? Call
                  Pliskin to find out the location of this "something".

Area Analysis   : The diagram below shows the rough layout of Shell 2 Core,
                  1F Air Purification Room. It is NOT drawn to scale.

                                _        |==E==|     ____
                               | |_______|     |____|    |
                               |  __  ___________________|
                               | |     |           EDP __|
                               |    R1 | President's  |______
                               | |_____|   Room        ##### |
                               | |XXXXX|              |----| |
                     To HI     | |XXXXX|______________|XXXX| |    To KL
                   Connecting <--|_____ XXXXXXXXXXXXXXXXXXX|--> Connecting
                     Bridge   _|    R2 |XXXXXXXXXXXXXXXXXXX| |    Bridge
                             |   |_____|__     ____________| |
                             |    |||||   |___| V  |||||     |


                  R1 - Room 1   R2 - Room 2   ==E== - Elevator   V - Vent
                  ||||| - Staircase   ##### - Electric Floor
                  XXXXX - Wall/Vent   EDP - Electric Distribution Panel

                  The door leading to HI Connecting Bridge is damaged.

                  You can find a Node and a vending machine inside R1. Look
                  at the eastern wall of R1 in First Person View. What do
                  you see? Please remember what you see here- you might need
                  it for help later on.

                  There are two surveillance cameras inside R2. A box of
                  Nikita Missiles is found inside R2. After destroying the
                  two surveillance cameras, stand on the low-level crate
                  and switch to First Person View. Look to the front and
                  you should see a vent from a distance away. If you look
                  to your right, you should see another vent but it is
                  sealed by grates.

                  Search the area marked "V" as shown in the diagram above.
                  You should be able to find two vents. One vent is at a
                  lower level and another vent is at a higher level. Remember
                  the location of these two vents.

Enemy Analysis  : [AD] - No enemy.

Extra Stuff     : If you feel that your life is too long, simply go ahead and
                  step on the electric floor. Your character gets shocked.
                  Quickly, rotate the left analog stick to free yourself from
                  the shock.

                  In R1, flatten your character against the east wall. The
                  camera will adjust to reveal a portion of the President's
                  room. Knock on the door rapidly several times. How does
                  the President react?

  Steps                                  |  Hints and Strategies
- Go to R1 and activate the Node.        |- You might want to destroy the two
                                         |  surveillance cameras in R2 now by
- Explore the area and take the items    |  using your suppressed Socom.
  you need.                              |
- Take the elevator to Shell 2 Core, B1  |
  Filtration Chamber No. 1.              |

Shell 2 Core, B1 Filtration Chamber No. 1

Area Analysis   : The diagram below shows ONLY a PORTION of the Shell 2 Core,
                  B1 Filtration Chamber No. 1.

                                                        |__    |
                                           _____        |__|   |
                                       ___|==E==|_______|__|   |
                                      |           N        |   |
                       To the         |____________________|   |     N
                    other parts    <---                     ++ |     ^
                       of B1           _________       ____ ++ |     |
                     Filtration                 |     |    |   |  W --- E
                                                | NVG |    |   |     |
                       Legend                   |_____|    |   |     S
                       ------                              |++ |
                                                           |++ |
                       ==E== - Elevator                    |NRL|
                         N   - Node                        |___|
                        NVG  - Night Vision Goggles
                        NRL  - Nikita Remote Control Rocket Launcher
                        ++   - Air Pockets

                  You might wonder why I make a diagram that shows ONLY a
                  portion of Shell 2 Core, B1 Filtration Chamber No. 1. The
                  reason is simple. At this point of time, just focus on
                  getting the Nikita Remote Control Rocket Launcher and the
                  Night Vision Goggles.

                  Don't bother to explore deeper than what is expected at
                  this moment. Without the Lv4 PAN Card, you won't go far.
                  In conclusion, it's a waste of time exploring any further.
                  You will have a chance to explore here later on. When that
                  time comes, expect a full diagram.

                  The area from the staircase and beyond will be heavily
                  flooded. You need to know the controls for swimming well.

                  Whenever your O2 gauge is about to reach zero, look for
                  blue light spots on the floor. The blue light spots on
                  the floor are represented by light coloured circles on
                  the radar and a ++ on my diagram. There are air pockets
                  directly above these spots. Simply swim to upwards to the
                  top to breathe for some air.

                  Lastly, the diagram [same for the complete one later on]
                  has been made to fit what is shown in the map by your
                  Radar. Use the map as a reference for directions- the
                  directions will NOT be based on your character's
                  perspective. The reason is simple- if the directions
                  are based on your character's perspective, it gets even
                  complicated because there is NO fixed way of defining
                  the direction of your character's perspective. It is
                  also advisable that you make some reference to the map
                  on your radar whenever I am explaining the directions.

Enemy Analysis  : [AD] - No enemy.

Items/Equipment : Night Vision Goggles [AD].

Weapons         : Nikita Remote Control Rocket Launcher [AD].

  Steps                                  |  Hints and Strategies
- Activate the Node that is located to   |- The moment you descend the stair-
  the right of elevator.                 |  case, the Colonel will contact
                                         |  you. He's here to remind you how
- Go right and descend the staircase. Be |  to swim. [Longwinded, right?]
  prepared to swim.                      |
                                         |- Whenever you reach a spot that has
- Head south until you reach the first   |  air pockets directly above it,
  spot that has air pockets directly     |  remember to swim upwards to the
  above it. You notice that there is a   |  top to breathe for some air- it
  door on the west.                      |  does you no harm.
- Enter the door and continue travelling |- Don't take the risk to explore a
  west until you see a door on the       |  big area at one go without taking
  south.                                 |  a breathe of air.
- Enter the door on the south to come to |- If your O2 gauge isn't long enough
  a small room. Grab the [Night Vision   |  to last, do not take the risk to
  Goggles] here. Then, return to where   |  explore an area, instead find the
  the staircase is.                      |  nearest place to take a breathe
                                         |  of air.
- From the staircase, head south until   |
  you reach the end of the path. Grab    |
  the [Nikita Remote Control Rocket      |
  Launcher] here.                        |
- Head north until you reach the stair-  |
  case. Ascend the staircase and then    |
  take the elevator to Shell 2 Core, 1F. |

Shell 2 Core, 1F Air Purification Room   [Rescuing President]

Scene Analysis  : After destroying the electric distribution panel, enter
                  the room where the President is kept. A scene then occurs.
                  The President then explains the function of the organi-
                  sation, the Patriots and the new Metal Gear model, Arsenal
                  Gear. He also asks you to find Emma, the system programmer
                  of the new Metal Gear model.

                  About the current President,

                   1)When the President first meet your character, what
                     "funny" action does he do?
                   2)Did the President input the code sequence because he
                     can't withstand the torture or did he input the code
                     sequence willingly? Why did he do this?
                   3)What is the President after? Compare it to that of
                     the terrorists.
                   4)What did the President originally intend to do to
                     achieve what he desires to sought after?
                   5)Think about the background of the President.
                   6)What happen to the President eventually?

                  About the former President,

                   1)What is the relationship between the former President
                     and the terrorist leader?
                   2)What incident that occured two years ago caused the
                     former President to step down?

                  About Ocelot and the terrorists,

                   1)Who sent Ocelot to be one of Liquid Snake's accomplice
                     at Shadow Moses two years ago?
                   2)What was the purpose of sending Ocelot there? What
                     results after sending Ocelot?
                   3)Is there any relationship between Ocelot and the
                     Patriots? Relate this to the final words of Ames and
                     the President?
                   3)How is "Outer Heaven" related to the main objective of
                     the terrorists?

                  About the Patriots,

                   1)How many members make up the organisation of Patriots?
                   2)What word is used to describe the committee set up by
                     the Patriots?
                   3)What is/are the function(s) of the Patriots?
                   4)What supreme power do the patriots hold? Greater than
                     that of the President?
                   5)What do the Patriots currently fear/worry most?
                   6)What will happen if the organisation of Patriots cease
                     to function?

                  About Arsenal Gear,

                   1)How does the structure of Big Shell related to the
                     development of this new Metal Gear?
                   2)What is Arsenal Gear capable of? The GW system?
                     What does GW stand for? Think of a famous person.
                   3)How does Arsenal Gear solve the Patriots' worries?
                   4)What serves as the key to activate Arsenal Gear?
                   5)What are guarding the Arsenal Gear? Why is this an

                  About Emma and the MO Disk,

                   1)What is the relationship between Emma and Otacon?
                   2)How can Emma and the MO Disk stop the activation of
                     Arsenal Gear?

Area Analysis   : Refer to the diagram of Shell 2 1F earlier. Let's just
                  do some recap:

                  There are three vents where you can fire your Nikita
                  Missiles into. Two of them are in the southern portion
                  of 1F near the region marked 'V'- an upper level vent
                  and a lower level vent. The third vent is inside R2.
                  Simply stand on the low level crate and look in First
                  Person View to find the vent.

                  All the three vents lead to the President's room. The
                  three paths are quite straightforward. So, I guess I
                  don't need to explain the three routes in detail or
                  create maps to shwo these three routes.

                  The vent inside R2 offers the easiest route for navigation
                  while the lower level vent in the southern portion of the
                  room offers the most tedious route. If the vent is too low,
                  crouch in front of it before you shoot. If the vent is too
                  high up, stand on some low level crates or tiptoe by holding
                  L2 and R2 before you shoot.

Enemy Analysis  : [AD] - No enemy.

Extra Stuff     : If you failed to destroy the electric distribution panel
                  after firing a few shots of Nikita missiles, your Cell
                  Phone will vibrate. Equip the Cell Phone to receive the
                  e-mail. The e-mail advises you to take the easiest route.

                  Try out all the three routes. Attempt the route offered by
                  the lower level vent if you find the other two routes too

                  Certain vents are sealed with grates. A few shots of Nikita
                  Missiles can destroy the grates. This "clears" the path.
                  However, it's totally redundant to destroy the grates since
                  all the three routes mentioned above will lead your missiles
                  into the President's room. You don't want to waste any
                  unneccessary Nikita Missiles, right?

                  Remember the east wall inside R1- you see a two-level map.
                  Need help guiding your Nikita missile to the President's
                  room via the vents? Refer to this map.

                  For [HA - Ex], the President is sleeping near the circuit
                  panel. If you simply shoot the circuit panel without
                  waking the President up, the President will also be killed
                  by the explosion and when this happens, the game ends.
                  Even if you wake him up, there is a possibility that the
                  sleepy President returns back to the original position near
                  the circuit panel. [HA - EX] are certainly far more chall-
                  enging than the rest- you have to think of a way to wake
                  up the President and at the same time, make sure that he
                  will not return to the same position again.

Items/Equipment : Lv4 PAN Card [AD], MO Disk [AD].

  Steps                                  |  Hints and Strategies
- Collect some Nikita Missiles first.    |- You can find boxes of Nikita Miss-
                                         |  iles inside R2 and near the right
- Head to either one of your preferred   |  staircase in the southern part of
  vents.                                 |  1F.
- Fire a Nikita missile into the vent,   |- To slow down the direction of the
  guide it into the President's room and |  Nikita missile, press left or
  shoot the electric distribution panel. |  right gently to adjust the direct-
                                         |  ion a little.
- When the electric distribution panel   |
  is destroyed, a short scene occurs,    |- For [NO - EX], consider doing this
  showing the destruction of the panel.  |  to wake the President up:
  The floor leading to the President's   |
  room is no longer electrified now.     |   1)Fire a Nikita missile and hit
                                         |     a wall. [East wall in R1?]
- Enter the President's room. A long     |   2)How about using C4?
  scene will occur.                      |
                                         |- You might need a few tries as you
                                         |  guide the missile into the Pres-
                                         |  ident's room but don't give up.
                                         |  It's not really that difficult.

Mission         : 1)Rescue the system programmer, Emma of Arsenal Gear who was
Objective           believed to be in captivity on the flooded B1 level.
                  2)Hand the MO Disk to her and assist her in stopping the
                    launching of Arsenal Gear.


Shell 2 Core, 1F Air Purification Room   [Searching For Emma]

Scene Analysis  : Almost everything that are said during the codec conver-
                  sations and the cutscenes are important. Many of your
                  doubts are clarified but new questions are bombarding
                  you at the same time. [I got a headachne when I was
                  writing this...]

                  Things that are clarified:

                   1)The important events regarding the Tanker incident two
                     years ago. [Eg. How did Solid Snake become the No. 1
                     wanted terrorists after the Tanker incident two years
                   2)Your comrades confirms the presence of the new Metal
                     Gear, Arsenal Gear.

                  Unanswered doubts:

                   1)Everything that has to do with Ocelot again. Think about
                     his acts, his words etc. [It's that damn Ocelot again..]
                   2)The Tanker incident two years ago- Was the Patriots
                     involved? If so, what role did the Patriots play and
                     why are they involved?

Codec Analysis  : After regaining control of your character, it's time to
                  contact your comrades- it's optional but advisable.

                  Contact the Colonel and he will provide you with Emma's
                  life story. The background information of Emma is self-
                  explanatory but kinda lengthy. Since Emma's background is
                  not relevant to the main plot, I will not say much.

                  Contact Pliskin repeatedly until Pliskin's partner answer
                  on behalf of Pliskin. It's an amusing conversation.

Enemy Analysis  : [AD] - No enemy.

  Steps                                  |  Hints and Strategies
- After a long chat with the President,  |- Search the southern wall of the
  exit the President's room.             |  President's room. You should be
                                         |  able to find a vent at floor
- Your comrades will contact you via the |  level. Crawl into it. You should
  codec. A few cinematic cutscenes will  |  be able to find some Stinger
  be presented to you in between codec   |  Missiles. There's a Book inside
  conversations.                         |  the vent also but to get it,
                                         |  you need to destroy the grates
- Once you regain control of your char-  |  along the way. See if you can
  acter, head to the elevator.           |  find the Book yourself. If you
                                         |  don't need the Book, don't bother
- Take the elevator and go to Shell 2,   |  to waste Nikita Missiles to
  B1 Filtration Chamber No. 1.           |  destroy the grates.

Shell 2 Core, B1 Filtration Chamber No. 1

Scene Analysis  : After opening the watertight door that leads to Region A,
                  a short scene occurs. You see a corpse belonging to a
                  familiar person- who is he?

Codec Analysis  : When you first catch your breath at any airpocket, Pliskin's
                  partner will call you and tell you something about Emma.

                   1)What is Emma's greatest phobia?
                   2)What caused Emma to develop this phobia?

                  Be prepared for more challenging and difficult underwater
                  mission later on.

Area Analysis   : As promised, here's the complete diagram of the Shell 2
                  Core, B1 Filtration Chamber No. 1.

                                                   |__    |
                                    _____          |__|   |
                                ___|==E==|_________|__|   |
                               |           N          |   |
                               |______________________|   |
                                |++                    ++ |
                                |++  _____       _____|++ |
                                |   |____ |     | ____|   |
                                |   |    || NVG ||    |   |
                                |   |    ||_____||    |   |
                                |                     |   |
                      To Lv4    |   |_______   _______|   |      N
                       Door     |   |     |     |     |   |      ^
                         /      |   |__   |     |  ___|   |      |
                       _/_      |++ |  |__|_   _|_|[A]|++ |   W --- E
                      |   |     |++ |                 |++ |      |
                      |   |     |___|_____________    |___|      S
                      |   |                       |   |
                      |___|                       |   |
                      |___|    [C]       [B]      |   |
                    __|___|______\_______/________|   |____
                   |[W]++  W |_| ++ |_| ++ |_|    W ++  [W]|
                   |   ++  | |_| ++ |_| ++ |_|    | ++     |
                   |___/___| |_|    |_|    |_|    |________|
                      /    |_|_|___________|_|____|
                     [D]            \
                                  Region A


                       ==E== - Elevator               [W] - Sealed watertight
                         N   - Node                         door
                        NVG  - Night Vision Goggles    W  - Watertight door
                        [A]  - M4 Bullets                   that can be
                        [B]  - PSG-1T Tranquiliser Rifle    opened
                        [C]  - Stinger Missiles
                        [D]  - Ration                 ++   - Air Pockets

                  [B], [C] and [D] are located at the respective ++. The heavy
                  PSG-1T Tranquiliser weapon and Stinger Missiles sinks to
                  the bottom of the water. The Ration floats on the water.
                  The Ration is there ONLY if you are playing [VE - HA].

                  Region A is enclosed by two watertight doors: one on the
                  left and the other on the right. Region A can be quite a
                  confusing maze but it isn't really that difficult to make
                  your way through. Unused cans, crates, girders etc are all
                  dumped into here. With so many unwanted waste, the water
                  naturally gets polluted and the vision here is definitely
                  poorer compared to other regions.

Enemy Analysis  : [AD] - No enemy.

                  There are some small circular black coloured mines floating
                  around here. Avoid coming into contact with these mines
                  as these mines are explosive and will take away a portion
                  of your life. The reason why I didn't place the location
                  of the mines into my diagram is because I didn't count and
                  remember them. Also, I don't know whether the number of
                  mines present here depends on the difficulty level or not.

Extra Stuff     : There are three posters that show pictures of a sexy
                  woman each. See if you can find these three posters.
                  The real pity is that you cannot take a photo with your
                  Digital Camera when you are underwater. This means that
                  you cannot save those cute pictures onto your memory
                  card- it's a challenge to take pictures when you are
                  underwater but unfortunately, you can't do that.

                  There's a cute little rubber ducky floating around the
                  Filtration Chamber No. 1. Still remember the action
                  figure in the Engine Room? The second action figure can
                  be found here too. See if you can locate both of them.
                  It's optional to find them. If you can't find them, just
                  focus on your mission first.

                  At the bottom of the water, press X to stand on the floor.
                  When standing on the water, use d-pad to walk. Feel the
                  tremendous pressure of the water?

Items/Equipment : Night Vision Goggles [AD] [If you didn't get earlier].

Weapons         : PSG-1T Tranquiliser Rifle [AD] [If you didn't get earlier].

  Steps                                  |  Hints and Strategies
- Your aim is to enter the Lv4 door.     |- Equip Mine Detector. The mines are
  With the map given above, I believe I  |  represented by small red dots on
  can save the trouble of writing the    |  your radar.
  text out. Use the Radar along with     |
  this map and you should be able to     |- Swim slowly past the mines and
  find this Lv4 door.                    |  you should be able to avoid body
                                         |  contact with the mines. If you
- Remember some of the tips I gave you   |  swim too fast, there is a high
  when you first come to this Filtration |  tendency for your body to come
  Chamber? Here's some additional tips   |  into contact with the mines. The
  See the right column.                  |  worrying factor is the decreasing
                                         |  O2 gauge- you have to swim fast.
- After entering the Lv4 door, a scene   |
  will occur. Be prepared for another    |- Open the watertight door quickly
  long boss fight.                       |  by tapping the Triangle button
                                         |  rapidly. Notice that there are
                                         |  air pockets near the two watertight
                                         |  doors? If your O2 gauge is running
                                         |  out, take a breath first. Don't
                                         |  force yourself to open the door
                                         |  at one go if you can't.
                                         |- When you are inside region A,
                                         |  look for gaps that allow you to
                                         |  make your way through. The blue
                                         |  light emitted at ++ can serve as
                                         |  a guide for you to make your way
                                         |  through.
                                         |- Take the ammos only if you need
                                         |  them.

I will split the Shell 2 Core, B1 Filtration Chamber No. 2 into three parts.
The first part of the area is where you fought Vamp. The second part of the
area is another flooded region. The third part of the area is the control
room where Emma is located.


Shell 2 Core, B1 Filtration Chamber No. 2   [Part One]   [Boss Battle: Vamp]

Scene Analysis  : You meet Vamp, the blood freaking guy. He's here to stop
                  you from interfering with Arsenal Gear. The final check
                  procedure for launching Arsenal Gear is about to start.

                   1)According to Vamp, how is Arsenal Gear capable of
                     creating a nuclear threat?
                   2)"Human muscles are quite eloquent." What does it mean?
                   3)What is so "special" about the pool of water below?

                  Vamp mentions something about Dead Cell being responsible
                  for the mass murder of innocent civilians. What happen
                  six months ago? Think about the two important phrases below:

                  "World of deceit" - Vamp
                  "We might be the only ones telling the truth" - Vamp

                  Keywords: Deceit and Truth.

                   1)Does the "world of deceit" exist? Is there anyone or
                     organisation responsible for creating this "deceit"?
                   2)Is there any false report regarding the Dead Cell?

Area Analysis   : Look up to find a light in each of the four corners of this
                  room. The centre of the room is hollow. If you fall into it,
                  you will fall into the large pool of water below. There are
                  railings on the east and west side of this hollow area but
                  NOT on the north and south side.

                  Search the room and you should be able to find some Socom
                  Bullets, M4 Bullets, a Ration and the RBG6 Grenades. The
                  items here REGENERATES the moment you RUN OUT of them.
                  Note that the Ration is available here ONLY if you are
                  playing [VE - HA]. Take these items ONLY if you need them.

Boss Analysis   : Vamp is quite a tough opponent and this boss battle will
                  most probably take as long as the previous two one. You
                  have seen Vamp performing amazing actions before. But first,
                  let's talk about some basic rules.

                   1)Do NOT fall into the pool of water below. You will die
                   2)When Vamp glows red, he is IMMUNE to all firings from
                     handguns and rifles. Do NOT waste any unneccessary
                     ammos. Only heavy weapons like Stinger Missile Launcher,
                     RGB6 etc can hurt him at this moment.
                   3)Whenever you attempt to shoot Vamp, aim in First Person
                     View. Do NOT use the L1 auto lock-on feature. Vamp seems
                     to possess a special ability that allows him to predict
                     the direction of the bullets whenever the auto lock-on
                     feature is used. This applies ONLY to handguns and
                     rifles. [Not for Stinger etc] The problem is that you
                     are almost defenseless when you are aiming in First
                     Person View because your movement is restricted.

                  Vamp's main attacking weapon is knife. He can throw a
                  clusters of knives directly at you. He can also leap all
                  the way up to the upper railing and roam around the room
                  to find opportunity to attack you. Vamp can also hide
                  himself by going underwater into the pool. The general
                  pattern for him is he will come out of the water to attack
                  for a while and then go back into the water to stay there
                  for seconds. The cycle then repeats itself.

                  He seems to glow red for most of the time whenever he's not
                  underwater. Above all, he has another lethal attack that is
                  very hard to dodge. I call this the "Shadow Knife" attack.
                  Other writers call this attack differently but it should
                  mean the same thing.

                  Vamp ONLY uses the "Shadow Knife" when his health is low,
                  around 35% or less. This is how the attack works. Vamp
                  will attempt to track down the location of your shadow.
                  He then pins your shadow to the floor with a knife. When
                  this happens, your character is "freezed" or cannot move
                  for a certain duration. You also cannot use any item and
                  weapon for the time being. Vamp then attacks you with
                  throwing knives.

                  Lastly, there will be NO radar for you to track down Vamp's
                  location except for [VE]. The reason is simple. You have
                  not activated the Node located at Shell 2 Core, B1
                  Filtration Chamber No. 2 yet. This makes the battle a little

  Boss                                   |  Hints and Strategies
- Vamp is inside the water.              |- Stand near the entrance of the
                                         |  room and switch to First Person
=>You can do either one of these three   |  View. You have a clear view of the
  things:                                |  room. This makes you locate Vamp
                                         |  easily. [except when he's under-
   1)Look down into the pool and track   |  water].
     him down with your Stinger Missile  |
     Launcher. Lock-on him whenever you  |- Now for the Stinger trick. This is
     spot him and fire a shot into the   |  what many people call. Whenever
     water at him.                       |  he's on the platform you are stand-
   2)Stand near the centre of the room   |  ing on, use the Stinger Missile
     and use your RGB6 Grenade Launcher. |  Launcher, lock-on the target and
     Hopefully, most of the grenades     |  fire a few shots rapidly at him.
     fall into the pool and some will    |  Repeat this method whenever you
     damage Vamp.                        |  have the chance. You should be
   3)Destroy the lights in this room.    |  able to inflict great damage on
     This is the perfect opportunity to  |  him. The problem is that you have
     blow the lights out without worry-  |  limited Stinger Missiles.
     ing of being attacked.              |
                                         |- Using either the Stinger Missile
- Vamp throws knives at you [Normal] or  |  Launcher or RGB6 Grenade Launcher
  slashs you with knives.                |  to shoot at Vamp when he's under-
                                         |  water can stun him, thus reducing
=>You should be able to dodge them.      |  his Stun Gauge. Water vibrates?
                                         |  Yeah, right!
- Vamp leaps out of water.               |
                                         |- Most of the knives that are thrown
=>This is a perfect opportunity to shoot |  towards you are directed at your
  him but you must aim and shoot fast.   |  head. Crouching or crawling helps
                                         |  you to dodge the attacks. Watch
- Vamp stands on the platform you are    |  the knives flying past above you.
  standing on and walks towards you.     |  This technique also works even if
                                         |  you are "freezed" when he pins
=>Wait for a chance when he is not glow- |  your shadow. Though you can't
  ing and quickly use your AKS-74u or M4 |  move your legs when "freezed",
  to shoot him. However, do NOT let him  |  noone says you can't bend down to
  come TOO CLOSE to you.                 |  crouch or crawl.
- Vamp is glowing red.                   |- If you manage to destroy all the
                                         |  lights, Vamp cannot use the
=>Don't shoot him with your handguns or  |  "Shadow Knife" attack. Instead,
  rifles. If you have some Stinger       |  he will go berserk, moving wildly
  Missiles left, fire a shot at him.     |  around the room and throw knives
                                         |  at you. When this happens, move
- Vamp uses the "Shadow Knife" attack.   |  and dodge. Equip a Rifle, run
                                         |  around in circles and fire at
=>Shoot the lights if you have not done  |  the same time.
  so, When the room is dark, Vamp cannot |
  pin your shadow. The reason is simple. |- You might also want to plant some
  No light = No shadow.                  |  C4 around the room and when Vamp
                                         |  is near them, detonate them. It's
                                         |  not advisable but worth trying.

Shell 2 Core, B1 Filtration Chamber No. 2   [Part Two]

Scene Analysis  : The final check procedure of Arsenal Gear has begun. Your
                  comrades have also secured the computer room. The rest
                  is self-explanatory.

Area Analysis   : After defeating Vamp, you might want to grab any items left
                  behind. Then, enter the door in the northeaster corner to
                  get to the second part of the Shell 2 Core, B1 Filtration
                  Chamber No. 2. Be prepared for another swim now.

                  The worse part is that there will be NO radar to guide you
                  except for [VE]. Luckily, this area is NOT that complex
                  as that of the Filtration Chamber No. 1.

                  Below shows the diagram of the second part of the Filtration
                  Chamber No. 2.
                                          |          | [C]|
                          To third part   |          |    |
                          of Filtration   |____      |    | Legend
                          Chamber No. 2   |____|     |    | ------
                                          |____|     |    |
                    _______     ^         |____|     |    | [A] - Ration
                   | [B]   |    |         |    |     |    | [B] - AKS-74u
                   |_     _|    |----------    |     |    |       Bullets
                     |   |________________|____|     -   -| [C] - Body Armour
                     |++                               ++ | [D] - PSG-1T
                     |++                               ++ |       Bullets
                     |        _________________________  _|
                     |       | | | |             [A] | [D]|
                     |_______|_|_|_|_________   _____|____|
                          To first part       |
                          of Filtration  <----|
                          Chamber No. 2

Enemy Analysis  : [AD] - No enemy.

                  As usual, there are some mines around. A mine is placed in
                  the small room where you can find [B]. Two mines are placed
                  in the small room where you can find [D].

Items/Equipment : Body Armour [AD].

  Steps                                  |  Hints and Strategies
- Get the [Body Armour] here. Refer to   |
  the diagram above for its location.    |
- With the diagram above, I hope I can   |
  save the trouble of writing crappy     |
  text again. You can make it, right?    |

Shell 2 Core, B1 Filtration Chamber No. 2   [Part Three]

Scene Analysis  : You will have a hard time trying to persuade Emma to
                  swim. The keyword is "glasses". Pay attention to some
                  sentences that are related to "glasses". The rest is
                  self-explanatory. Lastly, what makes Emma unable to walk

Area Analysis   : The Node is near the door. There are lockers on the west
                  and north side of the control room. Hmm...Where is Emma?
                  She must be hiding.

                  Search the area to find some Book, C4, Pentazemin here.
                  Don't forget about searching lockers too. Whatever you do,
                  open the centre locker of the top row LAST.

Enemy Analysis  : [AD] - No enemy.

Extra Stuff     : Try knocking on the locker. A sound will be heard if
                  someone/something is inside it. How about using the
                  Directional Microphone also? Searching for heartbeat?

Items/Equipment : Thermal Goggles [AD] [If you didn't get it earlier.]

  Steps                                  |  Hints and Strategies
- You can find the [Thermal Goggles]     |- Emma has a short O2 Gauge. It is
  inside a large locker on the east wall |  advisable for you and Emma to
  if you didn't get it earlier.          |  catch a breath at the air pockets
                                         |  whenever you have the opportunity.
- Activate the Node.                     |
                                         |- If Emma dies, the game ends. So,
- Explore control room and find Emma.    |  don't force your way out through
                                         |  the flooded areas in the chambers.
- Carry Emma, swim all the way through   |  Catching breath and avoiding mines
  the flooded filtration chamber No. 2.  |  are important too.
  Go up the staircase. Hold Emma's hand  |
  by holding the Triangle button and     |- With the Node activated, the
  enter the door to the place where you  |  Radar is now available for use.
  fought Vamp earlier.                   |  This makes navigation a lot easier
                                         |  as you make your way through the
                                         |  flooded filtration chamber No. 2.
                                         |  Get the Body Armour if you have
                                         |  NOT done so earlier.

At this point of time, I am assuming that you have already knew the REAL
identity of Pliskin, Pliskin's partner and the relationship between Pliskin's
partner and Emma. From here onwards, I will be using their REAL names. For
example, I won't be using the name "Pliskin" from here onwards. The reason
for sticking to the name "Pliskin" earlier is to minimise spoilers. Instead
of using "your character", I will also use your character's real name. [There
will be some readers who would read the walkthrough FURTHER than their game
progress and if I use the REAL name of Pliskin earlier on, they might come
across spoilers unintentionally. If you have NOT played the game till
this far yet, do NOT continue reading below.


Shell 2 Core, B1 Filtration Chamber No. 2   [Part One]

Scene Analysis  : Raiden and Emma will take a short break here. Your comrades
                  will call you via codec. You get to know more about Otacon
                  and Emma's childhood days. The Colonel also tells you that
                  you can hold Emma's hands by pressing the Triangle button.

                  Keyword: Family's Dark History.

                  You are told to take Emma to Strut L and then use the ladder
                  down onto the oil fence from there.

Codec Analysis  : This is optional but worth trying out. Contact Solid Snake
                  until Otacon appears and requests you to let him talk to
                  Emma. You know it's sibling rivalry. Snake and Raiden un-
                  willingly get drawn into the hot debate. Think about this:

                   1)What's the REAL purpose of Science? To benefit all
                     mankind or just to help an individual to attain his/her

Area Analysis   : Done Before.

Enemy Analysis  : [AD] - No enemy.

                  Some Claymores have been placed on the western side of the
                  Chamber. On the other hand, the eastern side of the Chamber
                  is freed of Claymores.

Extra Stuff     : If you approach near the Claymores [with no Mine Detector
                  equipped], your Cell Phone beeps again and you will be
                  warned of the presence of the Claymores here.

                  Try spraying Coolant at Emma's face. Her reaction?

  Steps                                  |  Hints and Strategies
- After regaining control of Raiden,     |- Approach near Emma. Then, hold the
  equip the Mine Detector.               |  Triangle button to hold Emma's
                                         |  hand. Use d-pad to walk. To
- Crawl and take the Claymores on the    |  release the hand, release the
  western side of the chamber. If not,   |  Triangle button.
  avoid the western side of the chamber. |
                                         |- Here's something you should know:
- See the right column for some tips on  |
  how to guide Emma.                     |   1)When holding Emma's hand, you
                                         |     are defenseless as you cannot
- Guide Emma and enter the door that     |     equip any weapon or fight.
  will lead you to Shell 2 Core, B1      |   2)If you wish to scout the place,
  Filtration Chamber No. 1.              |     leave Emma in a remote and safe
                                         |     place so that she will NOT be
                                         |     spotted by enemies easily.
                                         |   3)When Emma's Life gauge is low,
                                         |     let her rest. When she sits
                                         |     down, her Life Gauge is grad-
                                         |     ually filling up.

Shell 2 Core, B1 Filtration Chamber No. 1

Scene Analysis  : After you exit Filtration Chamber No. 2, a scene occurs.
                  Raiden shows Emma the MO Disk and Emma will tell you all
                  she knows about Arsenal Gear and GW. The scene is also
                  accompanied by several long codec conversations.

                   1)Who created the program that is stored inside the disk?
                   2)Who created GW?
                   3)What is GW capable of? Relate to issues like censorship,
                     the Y2K problem etc.
                   4)What is designed to protect the GW system?

                  Lastly, regarding that talkactive parrot in the computer
                  room, who is its owner?

Codec Analysis  : It's optional again. Contact Solid Snake again. The sibl-
                  ing rivalry continues. The heated debate gets even more
                  out of hand this time.

                  The fussy Emma refuses to come to the elevator because
                  she is afraid of the bugs there. Try contacting the
                  Colonel for a few times until he suggests a method to
                  help you to lead Emma. Colonel, how can you ask Raiden
                  to do this to the poor girl, Emma? It's cruel. What
                  is this method? I let you find out on your own.

Area Analysis   : Refer to the map earlier if you need help on how to get
                  past the flooded filtration chamber No. 1. Bugs have been
                  gathering near the elevator.

Enemy Analysis  : [AD] - No enemy.

Extra Stuff     : If you try to drag Emma to the elevator, the Cell Phone
                  will vibrate. Equip the Cell Phone and receive the e-mail.
                  You will be taught another method of leading Emma. This
                  method is NOT cruel as opposed to what that Colonel's
                  method but is troublesome.

  Steps                                  |  Hints and Strategies
- After the long scene ends, guide Emma  |- Compared the Colonel's method and
  and swim all your way through the      |  the Ninja's method. It does tell
  flooded filtration chamber No. 1 until |  something about the personality
  you reach the elevator.                |  of them.
- Use either ONE of the two methods:     |  Man is Mars? Woman is Venus?
                                         |  Men hate trouble. Women is less
   1)Colonel's method.                   |  careless than men most of the
   2)Ninja's method.                     |  time. Just something irrelevant.
- Enter the elevator and go to Shell 2   |  If you try out the Colonel's me-
  Core, 1F Air Purification Room.        |  thod, be careful of your Rations.

Shell 2 Core, 1F Air Purification Room

Area Analysis   : The Shell 2 Core, 1F Air Purification Room is quite heavily
                  guarded now. Below is a modified diagram of the map of
                  Shell 2 Core, 1F Air Purification Room. I have enlarged it
                  to clearly show you the location of all the enemies.

                                __        |==E==|     _____
                               |  |_______|     |____|     |
                               |             A             |
                               |   _  _____________________|
                               |  |      |           EDP __|
                               |  |  R1  |              |_______
                               |     B   | President's   #####  |
                               |  |______|   Room        #####  |
                        _______|  |XXXXXX|              |----|  |____
                       |  C       |XXXXXX|______________|XXXX| F     |
                       |_______   |______ XXXXXXXXXXXXXXXXXXX|   ____|
                        /     _|     R2  |XXXXXXXXXXXXXXXXXXX|  |  \
                    To HL    |    |      |XXXXXXXXXXXXXXXXXXX|  | To KL
                  Connecting |    |______|__     ____________|  | Connecting
                    Bridge   |     |||||    |___|    |||||      | Bridge
                             |     |   \       D     / E |      |
                                         \         /
                                         WS       ES


                  WS     - West Staircase
                  ES     - East Staircase
                  A to F - Represent the Guards

                  As for the rest of the symbols, I don't need to explain
                  further, right?

Enemy Analysis  : [VE - EA] - Three enemies. [B, D, F]
                  [NO - EX] - Six enemies.   [A, B, C, D, E and F]

                  You MUST attempt to get all the Dog Tags here during this
                  trip. You won't visit here anymore unless you want to
                  waste time coming back. The problem is whether you can
                  come back here or not later on. Before you leave here to
                  KL Connecting Bridge, make sure you have collected all the
                  Dog Tags here.

                  The guards here are tricky. To make certain guards appeared,
                  certain conditions must be fulfilled.

                  A - He appears ONLY in [NO - EX]. For [NO - EX], there are
                      two conditions to fulfill in order for him to appear.
                      A short FMV will be shown when he appears.

                       1)Emma must NOT be inside the elevator.
                       2)You reach the top of WS.

                      He patrols outside the elevator and also along the west
                      corridor outside R1 and R2.

                  B - He appears in [AD]. No special condition is needed to
                      make him appear.

                  C - He appears in [NO - EX]. No special condition is needed
                      to make him appear.

                  D - He appears in [AD]. No special condition is needed to
                      make him appear. For [VE - EA], he has a longer patrol
                      route that covers the area in between the WS and ES.

                  E - He appears in [NO - EX]. I am actually NOT quite sure
                      when he will appear. But I think he appears right after
                      Guard A arrives. He has a very short patrol route
                      near the two vents. The fact that his patrol route is
                      near to Guard D, this makes collecting Dog Tag from
                      Guard D difficult. When you want to capture Guard D
                      for Dog Tag, you wouldn't want Guard E to see, right?

                  F - He appears in [AD]. To make him appear, you have to
                      drag Emma all the way to ES. He pops up into the
                      room all of a sudden [with no FMV unless guard A] so
                      be careful. He patrols along the east corridor that is
                      outside the President's room.

                  Follow the steps below to get all the Dog Tags.

                  Correct me if there is any error regarding the information

  Steps                                  |  Hints and Strategies
- Put Emma inside the elevator first.    |- For [VE - EA], as long as you act
                                         |  fast, there isn't a need to dis-
- For [VE - EA], here are the steps:     |  pose the bodies.
   1)Get Dog Tags from Guards B and D.   |- For [NO - EX], taking all the Dog
   2)Drag Emma all the way to ES. Hide   |  Tags from these six guards may
     her there. Guard F should appear.   |  take quite some time. During the
   3)Get Dog Tag from Guard F.           |  process, some of the guards that
                                         |  you have tranquilised earlier
- For [NO - EX], here are the steps:     |  might wake up. You don't want them
                                         |  to wake up and spot Emma when you
   1)Get Dog Tags from Guards B, C and   |  are collecting Dog Tags from the
     D. Dispose Guard D's body so that   |  other guards. To counter this
     Guard E will NOT find his body.     |  problem, here are some tips:
     Remember that Emma is STILL in the  |
     elevator?                           |   1)Always tranquilise the guard by
   2)Drag Emma all the way to R1 from    |     shooting his head. The effect
     the elevator. Hide Emma well.       |     seems to last slightly longer
   3)Go to WS. Guards A and E should     |     comparatively.
     appear.                             |   2)Return to where the tranquilis-
   4)Get Dog Tags from the Guard A. Take |     ed guards are. Tranquilised
     Emma to R2 for hiding.              |     them again by shooting their
   5)Get Dog Tag from Guard E.           |     heads if they are about to wake
   6)Drag Emma all the way to ES. Hide   |     up. You might want to consider
     her there. Guard F should appear.   |     retranquilising the guards
   7)Get Dog Tag from Guard F.           |     after step 1) and 4).
- Once you have collected all the Dog    |- In case, I remember wrongly about
  Tags, go to KL Connecting Bridge by    |  when Guard E will appear. If both
  taking the exit on the east.           |  Guards D and E appear at the same
                                         |  time, M9 both of the guards by
                                         |  standing at the bottom-left corner
                                         |  near WS. Drag Guard D to a safe
                                         |  place. Use Coolant to wake him up
                                         |  and get his Dog Tag. Repeat the
                                         |  same procedure for Guard E.
                                         |- For [NO - EX], it is best to dis-
                                         |  pose the body of Guard D at the
                                         |  bottom left corner of the room.
                                         |  The body of Guard B is advisable
                                         |  to be disposed at R2, in case,
                                         |  Guard A sees it when he is patrol-
                                         |  ling along the corridor.
                                         |- You would want the area to have
                                         |  fewer enemies as possible. So, do
                                         |  NOT fulfill the conditions that
                                         |  cause additional guards to appear
                                         |  until you have taken care of the
                                         |  other guards.

KL Connecting Bridge

Scene Analysis  : It seems like ONLY Emma can solve your problem.

Area Analysis   : Please refer to the diagram of KL Connecting Bridge which
                  I used earlier on.

                  You realise that the bridge has been repaired by adding
                  wooden planks to fill up the gaps. There is fire near the
                  door leading to Strut L [SL].

                  The door leading to Strut K is still malfunctioning but
                  the door leading to Strut L has been repaired. The problem
                  is that the door leading to Strut L is a Lv5 door. You
                  ONLY have up to Lv4 PAN Card.

Enemy Analysis  : [AD] - One enemy.

                  There are two Cyphers here. A guard has been placed near
                  the door leading to Strut K [SK].

Items/Equipment : Lv5 PAN Card [AD].

  Steps                                  |  Hints and Strategies
- First, leave Emma just outside the     |
  door. Your job is to scout the area.   |
- Destroy the Cyhers first. Get Dog Tag  |
  from the guard here.                   |
- Put out the fire near the door leading |
  to Strut L.                            |
- Pick up any items along the way.       |
- Go back to where Emma is. Drag her to  |
  the Strut L door. A scene occurs.      |
- Once scene ends, you end up in Strut   |
  L, Sewage Treatment Facility.          |

Strut L, Sewage Treatment Facility

Area Analysis   : The diagram below shows you a rough layout of Strut L,
                  Sewage Treatment Facility.

                     To KL Connecting Bridge
                          __ | _______________
                         |                [A] | Legend
                         |_________     ______| ------
                                   |   |
                                   |   |        [A]    - Socom Bullets
                              _____| A |___     A to B - Represent the Guards
                             /   __________|    W      - Watertight door
                            /   /               FH     - Floor Hatch
                           /   /
                           \   \
                            \ B \__________
                             \________ W __|
                             | FH          |

Enemy Analysis  : [AD] - Two enemies.

  Steps                                  |  Hints and Strategies
- Leave Emma at the entrance while you   |- Here is a way to help you to
  scout the area. Get the Socom Bullets. |  obtain both Dog Tags from the
                                         |  guards here.
- Get Dog Tags from both of the guards   |
  here.                                  |   1)Knock on the wall to lure
                                         |     Guard A.
- Open the watertight door to come to a  |   2)Tranquilise Guard A and drag
  small area.                            |     him to entrance where you
                                         |     leave Emma.
- Open the floor hatch here. The ladder  |   3)Wakes Guard A up by using the
  below takes you to Strut L, Oil Fence. |     Coolant. Get his Dog Tag.
                                         |   4)When Guard B is about to turn
                                         |     and head south, run up to him,
                                         |     capture him and get his Dog
                                         |     Tag.

Strut L, Oil Fence

Scene Analysis  : Emma and Raiden climb down the long ladder to get to the
                  Oil Fence. It's self-explanatory here.

Area Analysis   : To get back to Shell 1 from here, the only way is to cross
                  the Oil Fence using the pontoon bridges that links between
                  Strut L and Strut E.

                  The problem lies in the fact that the pontoon bridges are
                  too narrow to accomodate two persons. As a result, Raiden
                  must guide Emma across the Oil Fence by clearing the path
                  for her. This begins another sniping mission. Take note
                  that it's going to be a long walk. [I just wish that Emma
                  would walk faster...]

Enemy Analysis  : [AD] - Too many enemies.

                  Expect many guards and Cyphers here. There are just simply
                  too many for counting. No Dog Tags here. Claymores may or
                  may not be planted on the bridges. See below:

                   1)For [VE], there will be no Claymores on the bridges.
                   2)For [EA], there will be some Claymores ONLY on the
                     nearest platform to you [or where Strut L is].
                   3)For [NO], there will be four Claymores on the nearest
                     platform plus two other Claymores on the far right side
                     near Strut E is.
                   4)For [NO - EX], there seems to be more Claymores than in
                     [NO]. I have NOT played [NO - EX] so I can't say much

                  Your task is simple. While Emma walks on the bridges, you
                  stand on the base of Strut L and use your PSG-1 and PSG-1T
                  to take out as many Claymores, Cyphers and guards. If you
                  are NOT fast enough to take out the obstacles, Emma might
                  get spotted and a bunch of Cyphers and guards will start
                  attacking her. If Emma dies, that's the end. The ammos
                  nearby you also regenerates whenever you run out of it.

                  Someone will also contact you via codec and he mentions
                  that he is willing to help you. Just contact him ONCE
                  more time and he will join in. Simply point near an enemy
                  when in Scope View and he will shoot this enemy. This is
                  helpful if your bullets and Pentazemin are about to run
                  out. I let you figure out who this person is. [Who is
                  good in using a sniper here?]

Extra Stuff     : Check the upper part of Strut E to find someone lying on
                  the floor. He is getting ready for some sniping action.
                  Who is he? He's the one who says he can help you in this
                  sniping mission. See above. Try doing this to this person:

                   1)Shoot him using the PSG-1T to tranquilise him. Contact
                     him via codec. Any response?
                   2)Shoot him using the PSG-1. It hurts him but he won't
                     die. Where is his Life Gauge? However, he can shoot
                     you back with his sniper and that does damage you.
                     After hurting him, contact him via codec. What is his

                  Try pointing the Directional Microphone at Emma and the
                  person who is helping you on your sniping mission. What
                  do you hear?

Items/Equipment : Thermal Goggles [AD] [If you didn't get earlier].

                  You should be able to find the Thermal Goggles nearby if
                  you didn't get it earlier.

  Steps                                  |  Hints and Strategies
- Equip the Thermal Goggles.             |- The Mine Detector is useless for
                                         |  locating the Claymores here
- Some guidelines to follow:             |  effectively. Try and figure out
                                         |  why I say this.
   1)Destroy the Claymores first with    |
     your PSG-1 whenever Emma is about   |- Take a Pentazemin to steady your
     to approach them.                   |  shots.
   2)Use your PSG-1T to tranquilise the  |
     guards. You should strive for mini- |- Here's some tips on how to use
     mum kills. Use PSG-1 ONLY if you    |  your sniper rifle effectively.
     run out of PSG-1T Bullets.          |
   3)Use your PSG-1 to destroy the       |   1)Double tap R2 for two Quick
     Cyphers.                            |     Changes whenever there is a
   4)Always shoot targets in advance     |     need to reload the weapon.
     even before Emma reaches there. But |   2)By laying on the ground,
     do look out for Emma occasionally.  |     it makes your aim more
                                         |     steady.
- Call for help if you need assistance.  |   3)If you plan to take out the
                                         |     guards with either your
- Guide Emma all the way until she is on |     PSG-1 or PSG-1T, try to
  the far right side nearer to Strut E.  |     shoot at their heads.
  A scene then occurs. Be prepared for   |   4)When you are equipping either
  a very short boss fight.               |     the PSG-1 or PSG-1T, you
                                         |     should zoom in before you
                                         |     shoot at an enemy for greater
                                         |     accuracy or zoom out if you
                                         |     are scouting the area for
                                         |     enemies. Why zoom in or
                                         |     out? Figure out yourself.
                                         |- If Emma is spotted, don't panic.
                                         |  Destroy all the Cypers and tran-
                                         |  quilise all the guards that are
                                         |  nearby to Emma. Once that's done,
                                         |  Alert or Caution mode should dis-
                                         |  appear. Everything resumes normal.

Strut L, Oil Fence   [Boss Battle: Vamp]

Scene Analysis  : The cutscenes before beating and after beating Vamp are
                  self-explanatory. The blood freaking guy, Vamp won't
                  give up easily as he appears to hunt you again.

                   1)What do you think will happen to Emma eventually?

Area Analysis   : Done Before.

Boss Analysis   : This is one of the easiest boss fights in MGS2. Here's a
                  quote from Morph's Extreme Boss fight faq.

                  "If you can't beat him, I am not sure how you got this
                  far." - From Morph.

  Boss                                   |  Hints and Strategies
- Take a Pentazemin if neccessary.       |- It is NOT neccessary to wear the
                                         |  Thermal Goggles during this boss
- Equip your PSG-1 or PSG-1T. Zoom in by |  fight.
  pressing the Circle button. [Press X   |
  button to zoom out.]                   |- If Vamp's head is blocked, try
                                         |  aiming at Vamp's shoulders.
- Aim at Vamp's head and shoot him until |
  his Life/Stun Gauge runs out.          |- To avoid Emma being hurt during
                                         |  the conflict, you might want to
- Battle ends with a short cutscene and  |  use the PSG-1T. The damage on
  some codec conversations.              |  Emma is lesser if you happen to
                                         |  shoot her by accident.
- Eventually, you land up in Strut E,    |
  Parcel Room.                           |- For [VE], one shot at Vamp's head
                                         |  will end the battle.

Mission         : You have to deliver the MO Disk to the Shell 1 Computer
Objective         Room on the B2 level within a given time duration.

                  You are entirely sticked to your mission. You can't go
                  anywhere else except entering the places that will
                  eventually lead you to the computer room. If you attempt
                  to enter any area that you are NOT supposed to enter,
                  your comrades will stop you by giving you a call.


Strut E, Parcel Room, 1F

Status Analysis : Most of the enemies are now onboard the Arsenal Gear. Even
                  if you are sighted, you wouldn't have to worry about the
                  backup being called.

Area Analysis   : You start off in a small area of the Parcel Room where
                  you previously can't enter because you do NOT have the
                  reguired security PAN Card.

                  The conveyor belts are no longer moving and transporting
                  of parcels are no longer possible. That will mean that
                  you cannot rely on any of your Cardboards to transport
                  you quickly to a Strut.

Enemy Analysis  : [AD] - One enemy.

                  What is this guard listening to? Why is he still here and
                  not at Arsenal Gear? Forgetful? This is the last guard
                  that is stationing at the Big Shell.

                  For [VE], this lone guard is standing inside the room
                  where the Digital Camera is kept. Simply enter the blue
                  Lv5 door.

                  For [EA - EX], this lone guard is patrolling inside the
                  main room of the Parcel Room where the conveyor belts
                  and parcels are.

Items/Equipment : Digital Camera [AD] [If you didn't get earlier].

  Steps                                  |  Hints and Strategies
- Timer appears.                         |- You have to get the Dog Tag from
                                         |  this guard fast. It's your ONLY
- Enter the door near you to come to a   |  chance. Don't forget the timer.
  small room. Grab the Socom Bullets     |
  here. Enter another door on the west.  |- If you have followed the walk-
                                         |  through closely and collected all
- You should come to a small room where  |  the Dog Tags along the way includ-
  the two Lv5 doors are. [By the way,    |  this last guard at the Parcel
  you come from the red Lv5 door.]       |  Room, you should have all the Dog
                                         |  Tags for the difficulty levek you
- Get the Digital Camera if you have not |  are playing, except the 000 Dog
  done so.                               |  Tag. Refer to Dog Tag checklist.
- Get Dog Tag from the lone guard here.  |- If you have forgotten to collect
                                         |  certain Dog Tags, I just have to
- Enter the door that leads to the EF    |  say it's too bad. You have to re-
  Connecting Bridge.                     |  play the same difficulty level
                                         |  once again from start and collect
                                         |  the missing Dog Tags.

EF Connecting Bridge

Area Analysis   : Depending on the difficulty level you are playing, there
                  may be gaps in the left platform initially. The left plat-
                  form is the one that will take you to Shell 1 Core.

                  If I am not wrong, there should be no gaps on the left
                  platform initially for [VE]. However, the floor panels
                  still fall if Raiden steps on it. For [EA - EX], I am not
                  really sure but as difficulty level increases, you can
                  expect more gaps in the left platform.

Enemy Analysis  : [AD] - No enemy.

                  The guard, who was standing on the Heliport and scouting
                  the EF Connecting Bridge with a binocular, is no longer
                  there now. However, there are some Cyphers around.

  Steps                                  |  Hints and Strategies
- Destroy all the Cyphers using your     |- You might want to use the Chaff
  suppressed Socom or AKS-74u.           |  Grenade.
- Cross the left platform and enter the  |- Gaps on the left platform? It's
  door that leads to Shell 1 Core, 1F.   |  no big deal for you, right? How
                                         |  about this? Side-step? Hanging?
                                         |  Perform a torso-axial flip?

Shell 1 Core, 1F

Area Analysis   : The south side of the corridor is placed with some Clay-
                  mores. If you look north from the entrance towards the
                  elevator, you notice that there are bugs all over the

Enemy Analysis  : [AD] - No enemy.

  Steps                                  |  Hints and Strategies
- Get the Claymores if you need it.      |- Those digusting bugs... you know
                                         |  how to deal with them, right?
- Handle those bugs. Remember to check   |
  your Rations to ensure that no para-   |
  sites feed on them.                    |
- Take the elevator to Shell 2, B2       |
  Computer Room. A long scene occurs.    |
  See below.                             |

Scene Analysis  : You will be shown a series of some of the most spectacular
                  Metal Gear Solid 2 cutscenes. Emotional, Friendship, Death,
                  Betrayal, Action etc - everything's here. Make sure you
                  have reserved one saved file earlier on so that you can
                  replayed the scene again. It's my most favourite MGS2
                  scene. As usual, I am going to bombard you with questions.

                  About the Emmerich Family,

                   1)What happen to Emma eventually?
                   2)What was the main cause of the death of Otacon's and
                     Emma's father? How does this lead to the present
                     sibling rivalry?
                   3)What is Otacon's philosophy about life and happyiness
                     like? When did he start to have this philosophy?
                   4)What is Otacon's main mission now? How is he going
                     to carry out his mission? [Don't forget the hostages.]

                  About the MO Disk and Arsenal Gear,

                   1)With the MO Disk in possession, do you think the
                     launching of Arsenal Gear can be halted? If no, why?
                     Can the disk be altered when it left Emma? If that's
                     the case, who could have altered it? If the launching
                     of Arsenal Gear cannot be stopped, what is the ONLY
                     solution left?
                   2)When Raiden asks Solid Snake whether there is a way to
                     go onboard Arsenal Gear or not, what is his response?
                     [Remember Solid Snake's response. It's important!]
                   3)With the terrorists all onboard the Arsenal Gear, what
                     will happen to the rest of the Big Shell? Sink?

                  Towards the end of the scene, you will have another great
                  surprise from Solid Snake and "???". Who is "???"? I'll
                  leave you to find it out on your own. I thought Solid
                  Snake and "???" are ene... How come?

                  Eventually, you will be taken to a tortune chamber inside
                  Arsenal Gear. From here, another scene continues on but
                  we will talk about it in a while later.


Mission         : You are now inside Arsenal Gear. The final hours of Metal
Objective         Gear Solid 2 has come- the time to have confrontation with
                  the remaining terrorists is approaching. The final few
                  battles await you.


Arsenal Gear, Stomach

Scene Analysis  : You will be taken into the torture room inside Arsenal
                  Gear. You will find Solidus and Ocelot here. From here,
                  you get to find out more about Raiden's past. Solidus
                  also tortures Raiden by choking him using his tentacles

                  Eventually, Olga will come in. She will then have a
                  codec conversation with you when Solidus and Ocelot have
                  left. The rest is self-explanatory. As usual, it's time
                  to bombard you with questions.

                  About Raiden,

                   1)What was his childhood days like? Relate it to the
                     civil war.
                   2)What was the relationship between Solidus and him?
                   3)Two other names/titles of Raiden.
                   4)How does his childhood days affect his present life?
                   5)Who frees Raiden? Why?

                  About Olga,

                   1)She tells you why the MO Disk didn't manage to stop
                     the launching of Arsenal Gear completely.
                   2)Who sends her here?
                   3)What is/are the reason(s) for her to betray her troops?
                   4)Was there a feud between her and Solid Snake years
                     back? If yes, is the feud solved? How?
                   5)Where can you get back your gear? Get from who?

                  "I find it nostalgic" - Ocelot
                  "We are also in the memories of Shadow Moses" - Ocelot
                  "We are pawns for the S3 plan" - Olga

                  Think about the above three statements. What is the S3
                  plan? Shadow Moses?

Status Analysis : Raiden is in such a ??? state- to put it simply, a variety
                  of words appear in my mind. Funny, pathetic, pitiful,
                  disgusting, "beautiful" etc

                  Raiden can't afford to be spotted by enemies. If he gets
                  spotted, death is likely to be inevitable. Don't forget
                  that you are inside Arsenal Gear- a place where you can
                  expect all the enemies to gather here. Can you imagine a
                  bunch of soldiers chasing after a na... man?

Area Analysis   : Just follow the directions below. Pretty straighforward.
                  So, don't expect any diagram/map. For [VE - HA], check
                  underneath the computers on the left wall for a Ration.
                  Check the locker near the northeastern door for Medicine.

Enemy Analysis  : [AD] - No enemy.

Extra Stuff     : Try punching, kicking or even a rolling. Where is his
                  left punch? His left hand? You can never imagine Raiden
                  to be in such a state, right?

                  Try flattening Raiden against the bed. Where are his two
                  hands now? No longer covering? But that damn canned
                  bottle obstructs... Unfortuately, no matter how you
                  position Raiden, there seems to be no way of seeing "it".
                  The "it" is being covered up by Raiden. The designers
                  didn't leave any loopholes. Too bad!

                  When Raiden regains control of himself, exit and enter the
                  torture room. What is so special about the name of the
                  room? Try exiting and entering the room several times.

  Steps                                  |  Hints and Strategies
- During the middle of the scene when    |- Consider the state Raiden is in
  Solidus tortures you, tap the Triangle |  now. Not only he is unarmed, he
  button quickly to prevent the O2 gauge |  is quite handicapped. Eg. He can-
  from deminishing.                      |  not hang from the rails, drag and
                                         |  strangle an enemy to death, exe-
- Watch the scene till Rose calls. After |  cute a two punches and one kick
  her call, Raiden is released.          |  combination combat etc. Do I need
                                         |  to spell it out why? - Rose
- Explore the torture room. Get the      |
  Ration and the Medicine here.          |- Raiden is more easily subjected
                                         |  to flu in this state of cond-
- Enter the door on the northeastern     |  ition. If he sneezes, use the
  side to come to a small room.          |  Medicine to cure him. If you
                                         |  don't, the sneezing sound can
- In this small room, activate the Node. |  give away his position.
- To your right is another door. Enter   |
  it and you will come to Arsenal Gear,  |
  Jejunum.                               |

Enemy Analysis  : The security at Arsenal Gear is definitely tight. Expect
                  yourself to engage in a few gunshot fights till you get
                  to beat the final two bosses. The most noteworthy thing
                  is perhaps the Tengu commandos. You will be fighting a
                  lot of them later on.

                  The Tengu commandos are well versed in military skills.
                  The most noticeable feature of them is the type of equip-
                  ment they are wearing. The body is made entirely of plastic
                  and perfectly symmetrical so that even left handed shooter
                  can easily use it. They even have a wider cone of vision
                  and suffer less gunshot damages than the normal enemies
                  you have encountered previously.

                  The Tengu commandos can be grouped into two types. One that
                  carries a sword and another one that carries a gun. I
                  will call them Sword Tengus and Gun Tengus for simplicity

                  Sword Tengus - They have blades that can help to bounce
                                 back bullets. [Like the High Frequency
                                 Blade too, right?] The downside is that
                                 they can't deflect bullets that are too
                                 low. You should aim and shoot their legs.

                  Gun Tengus   - They carry P90 Personal Defense Weapon that
                                 lies somewhere in between a rifle and a
                                 pistol. The designers of the P90 and its
                                 ammunition focused on the convenience of
                                 a pistol and the penetrating power of a
                                 rifle. It fires the new 5.7 X 28 mm cart-
                                 ridge. The lightweight round feature a pro-
                                 jectile weight of 2.02 g and a muzzle velo-
                                 city of 715 m/s and low recoil. Its high
                                 piercing power can penetrate an ordinary
                                 bulletproof vest at a distance of 100 m.

                  The Tengu soldiers can also perform a low-level spin kicks
                  which hits your feets, causing you to trip and land on the

                  Source: From our dear Otacon via codec, of course. I
                          extracted a portion of selected information. I'll
                          tell you how to get the information later on when
                          the time comes.


Arsenal Gear, Jejunum

Codec Analysis  : The moment you come into Arsenal Gear, Jejunum, the Colonel
                  contacts you. Raiden says an important line:

                  "I have never met you in person" - Raiden.

                  Later on, you will receive several calls from the Colonel.
                  The first call from the Colonel is compulsory to answer.
                  but not the rest. After the first call, the Colonel will
                  contact you repeatedly.

                  The Colonel will say several humourous and ridiculous
                  stuffs. Well, let's just don't care about this LUNATIC
                  guy for the time being. If you are bored, listen to hear
                  what the Colonel has to say but DON'T take all his words
                  SERIOUSLY. If not, just IGNORE him all the way after the
                  first call.

                  Think and account for the Colonel's weird behaviour.

Area Analysis   : Arsenal Gear, Jejunum is a huge and heavily guarded area.
                  It comprises of two storey. Considering the state Raiden
                  is in now, this is a good test of your infiltration skills.
                  Your aim is to go to Arsenal Gear, Ascending Colon by
                  taking the northeast exit of the upper storey.

                  Below shows the maps for the two-storey Arsenal Gear,

                  For Lower Level Arsenal Gear, Jejunum:

                                   |[B] XXXXXX        |
                                   |    XXXXXX        |
                             SU2 <--                  |
                                   |                  |
                                   |      *--*        |
                                   |      | XX        |
                                ___|_     C XX       _|___
                               |   | |    | XX      | |   |
                               |___|_|    * XX      |_|___|
                                   |                  |
                                 __|__              __|_
                                |__|__|            |__|_|
                                   |                  |
                                   |                  |
                                   |    ++      ++    |
                                   |    ++      ++    |
                                ___|_                _|___
                               |   | |  ++      ++  | |   |
                               |___|_|  ++      ++  |_|___|
                                   |               [A]|
                                 __|__              __|_
                                |__|__|            |__|_|
                                   |                  |
                                   |                HH|
                                   |    ++      ++  HH|
                                   |    ++      ++  HH|
                                ___|_   *----B---*   _|___
                               |   | |  ++   |  ++  | |   |
                               |___|_|  ++   *  ++  |_|___|
                                   |                  |
                                 __|__              __|_
                                |__|__|            |__|_|
                                   |                  |
                                   |                  |
                                   |                  |
                                   |                  |
                                ___|_                _|___
                               |   | |      XX      | |   |
                               |___|_|      XX      |_|___|
                                   |     *---A        |
                                   |         |        --> SU1
                                   |         *        |
                                 __|xxxxxx        xx  |
                   To Arsenal   |   xxxxxx        xx  |
                     Gear,    <--                     |
                    Stomach     |_____________________|

                  For Upper Level Arsenal Gear, Jejunum:

                                    ____          ____
                                   |    |        |    |
                                   |    |        |    |_________
                             SL2 <--   X|        | *---F----*  ----
                                   |   X|        | |   _________  |
                                   |    |        | *  |           |
                                   |    |________|    |           V
                                   |     GGGGGGGG   __|_      To Arsenal
                                   |     GGGGGGGGSC|__|_|  Gear, Ascending
                                   |     ________     |         Colon
                                   |    |        |    |
                                   |    |        |X   |
                                   |    |        |    |
                                   |   X|        |    |
                                   |    |________|    |
                                  _|__   GGGGGGGG   __|_
                                 |_|__|*----*GGGG  |__|_|
                                   |   | ________     |
                                   |   E|        |    |
                                   |   ||        |X HH|
                                   |   *|        |  HH|
                                   |   X|        |  HH|
                                   |    |________|    |
                                  _|__   GGGGGGGG   __|_
                                 |_|__|SCGGGGGGGG  |__|_|
                                   |     ________     |
                                   |    |        |X * |
                                   |    |        | /  |
                                   |    |        | D  |
                                   |   X|        | |  |
                                   |    |________| *  |
                                  _|__   GGGGGGGG   __|_
                                 |_|__|  GGGGGGGG  |__|_|
                                   |     ________     |
                                   |    |        |    --> SL1
                                   |   X|        |   X|
                                   | [C]|        |    |
                                   |    |        |    |
                                   |xxxx|        |    |
                                   |____|        |____|


                  X      - High Level Container
                  +      - Low Level Container
                  SU1/2  - Staircase leading to Upper Level
                  SL1/2  - Staircase leading to Lower Level
                  G      - Iron Grates
                  H      - Holes in Upper level. In lower level, it
                           signifies the position you will be when you
                           jump down the gaps in the upper level.
                  SC     - Surveillance Camera mounted onto the wall
                  A to F - Represent the Guards
                  *      - Stopping points for the guards
                  [A]    - Ration
                  [B]    - Medicine
                  [C]    - Cardboard Box 5


                  You can say that you are in luck because I took the effort
                  to design the two-level maps for Arsenal Gear, Jejunum.
                  I enlarged the two maps so that I have enough space to draw
                  out the patrol routes of the enemies. Still, there's a
                  few points to remember:

                   1)The Ration is available only for [VE - HA].
                   2)Medicine and Cardboard Box 5 are available for [AD].
                   3)The patrol routes shown in the maps are for [NO] only.
                     However, you can still use the patrol routes above for
                     reference even if you are playing other difficulty
                     levels. The patrol routes shouldn't differ too much in
                     other difficulty levels.
                   4)For [HA - EX], I am NOT sure how many enemies are there
                     inside Jejunum. I believe it's six but I can't confirm
                     it. Anyone?
                   5)The difference between each difficulty levels should be
                     the number and type of surveillance cameras. In [VE],
                     there should be no surveillance camera. For [NO], there
                     are two as shown in the upper level map. For [EA], I
                     have forgotten. For [HA - EX], sorry, I don't know.
                   6)The location of HH in both maps are approximated for
                     the time being.

                  You will have to give me some time to solve 4), 5) and 6).

                  Another point of interest is the Metal Gear RAYs that are
                  being kept here. It's impossible for me to draw out the
                  outline of Metal Gear RAYs on my two maps here. Your Radar
                  should show all of them so check your Radar.

Enemy Analysis  : [VE - NO] - Six enemies.
                  [HA - EX] - ???

                  The enemies here are Tengu soldiers. Don't mess around
                  with them. You can't afford to be spotted.

                  The lower level is harder to make your way through to the
                  exit as there are many low level containers that can't
                  hide you effectively unless you crouch or crawl. Further-
                  more, the guards at the upper level can also notice you
                  and descend to the lower level to do a investigate. If
                  you are in the upper level, you generally do NOT have to
                  worry about the guards at the bottom level.

                  On the other hand, the iron grates and surveillance camera
                  at the upper level make sneaking difficult.

                  I do have a sneaking route and I will be using it below.
                  It's optional to follow but using this route, you should
                  be able to get past quite easily plus collecting all the
                  items here. If you want challenges, try figuring out other
                  possible routes.

                  The Tengu soldiers here do NOT have Dog Tags to offer you.

Items/Equipment : Cardboard Box 5 [AD].

                  Do you still remember? The Cardboard Box 5 is the Z.O.E
                  Cardboard Box. Though it's the only thing you can hide
                  inside, the designation of the box will attract the
                  enemies' attention. Furthermore, if the box obstructs the
                  guard's paths, he will likely to examine it and you will
                  be discovered. If the box provides successful hiding,
                  that's good. If not, I just have to say too bad!

  Steps                                  |  Hints and Strategies
- When Guard A turns and moves north,    |- Ignore the crazy Colonel.
  sneak past him and head up SU1.        |
                                         |- You can ONLY carry ONE Medicine
- Hide behind the large container near   |  at a time for [AD]. If you have
  the staircase. Wait until Guard D      |  already taken the Medicine from
  turns and moves north.                 |  Arsenal Gear, Stomach earlier
                                         |  on and has NOT used it yet, don't
- Move west and past the iron grates.    |  bother to take the Medicine at
  Consider doing a torso-axial flip to   |  the upper left corner of the
  get past quickly. Get the [Cardboard   |  lower level of Jejunum.
  Box 5].                                |
                                         |- At the upper level of Jejunum,
- Move north, get past the surveillance  |  you can perform a torso-axial
  camera if there is and hide behind the |  flip to jump across the gap,
  large container. Wait until Guard E    |  Check the symbol "H" on both
  moves north and Guard D moves south.   |  of the maps.
- Move east and pass the iron grates.    |- If you follow my method but
  As usual, try out the torso-axial flip |  feel that getting the Ration
  to get to the east quickly. Move north |  and the Medicine at the lower
  a little till you come to a gap. This  |  level of Jejunum are redundant,
  is where "H" is.                       |  perform a torso-axial flip to
                                         |  jump across the gap. Then, head
- Jump down the gap to the lower level.  |  north to the wall near Guard F.
  Move a little north and collect the    |  Follow the last two steps to
  Ration. Continue moving north till you |  make your way to the exit.
  come to the large central container    |
  near Guard C.                          |- The Cardboard Box 5 is not really
                                         |  effective for hiding purposes.
- Knock on the wall and Guard C will in- |  However, it's better than having
  vestigate. Run around the opposite     |  nothing, right?
  side of the container, collect the     |
  Medicine and go up SU2.                |
- Stay behind the large container on the |
  west near the staircase. Peek at Guard |
  F. Watch out for the surveillance cam- |
  era near Guard F if there is.          |
- Wait for a chance to move east, esp-   |
  ecially when the surveillance camera   |
  pans away from the bridge. Hide be-    |
  hind the wall where the surveillance   |
  camera is mounted.                     |
- Wait for Guard F to head north and     |
  stops for a while. Quickly, hide at    |
  blind spot directly below the surve-   |
  illance camera if there is. Head north |
  and perform a torso-axial flip such    |
  that it knocks Guard F unconscious.    |
- Move to the exit on the east and go to |
  Arsenal Gear, Ascending Colon.         |

Arsenal Gear, Ascending Colon

Scene Analysis  : After talking to Rose, a cutscene occurs. Solid Snake
                  appears and he returns you all your gears plus giving
                  you a nice gift, the High Frequency Blade. He also tells
                  you that he has stocked up the Stinger Missiles. When
                  you regain control of Raiden, you should notice that your
                  Stinger Missile Launcher is fully loaded.

                   1)Who gives you the gift?

                  Solid Snake also explains the reasons for his actions
                  earlier on. You will then have some time to control your
                  blade. Just to do some recapping:

                  Press the Square button to switch between Edged style [Red]
                  and Blunt style [Blue].

                  Edged Style : Damage the enemy, causing enemy's Life Gauge
                                to decrease.

                  Blunt Style : Attempt to knock out enemy. Causes enemy's
                                Stun Gauge to decrease.

Codec Analysis  : Run along the corridor here while the lunatic Colonel con-
                  tinues to call you. In order to kill some time, let's just
                  answer the weird messages from the Colonel till Rose calls.

                  Rose will tell you a shocking news. Time to bombard you
                  with questions.

                   1)Why else would they toss an analyst into the mix at
                     the last minute? Who sent Rose? Rose's main duty?

                  The rest is self-explanatory. After talking to Rose, a
                  cutscene will appear. See above.

Area Analysis   : It is simply a long and straight corridor. Run south
                  towards the end of the corridor and you should find a
                  Ration for [VE - HA].

Enemy Analysis  : [AD] - No enemy. [Solid Snake?]

                  The first 000 Dog Tag for the Plant Chapter turns out to be
                  the last Dog Tag you will acquire. You probably guess it-
                  the Dog Tag is with Solid Snake. Do you dare to attack this
                  legendary hero and "shake" his body for the last Dog Tag?

                  Another point to note is that all the weapons, except the
                  High Frequency Blade, cannot be used inside here. I don't
                  know why. This will mean that you cannot use the M9 to
                  tranquilise Solid Snake. Solid Snake will certainly re-
                  taliate with punches and kicks if you attack him. He might
                  even draw out his Socom and fire. Tough? Not really.

                  Do NOT use the Edge Style [Red] on Solid Snake. You don't
                  want to kill him. If he dies, that's the end of the game.

Items/Equipment : From gear [AD].

Weapons         : From gear [AD], High Frequency Blade [AD].

Extra Stuff     : While waiting for Rose to contact you, a short video will
                  suddenly override the Soliton Radar display. Don't answer
                  any codec call while the video is playing or else, it will
                  disappear. Continue watching the video till it ends.

                  If you have given Solid Snake the Shaver earlier on, he
                  will be completely clean-shaven.

  Steps                                  |  Hints and Strategies
- Move south and get the Ration if you   |- To acquire the final Dog Tag here,
  are playing [VE - HA].                 |
                                         |   1)Switch the High Frequency Blade
- Run around here, listen to Colonel's   |     to the blunt style [Blue] by
  rubblish. Luckily, a short video over- |     pressing the Square button.
  takes your Radar to keep you enter-    |   2)Go near Solid Snake. Attack
  tained. Wait till Rose calls.          |     him using the blade. Try to
                                         |     hit his head so that he will
- After talking to Rose, a cutscene app- |     be knocked unconscious. This
  ears. You get back your gears plus a   |     can be done by slashing the
  cool blade. See above.                 |     blade up/down. Press your
                                         |     Right Analog stick up/down.
- practice your blade. You might want to |     Consider punching/kicking.
  get the final Dog Tag here. See the    |   3)When Snake is unconscious,
  right column.                          |     "shake" his body and get the
                                         |     Dog Tag.
- practice enough blade? Another scene   |   4)Quickly, run away from Solid
  occurs. See below. It's time to move   |     Snake and practice your blade.
  on to the next area, Arsenal Gear,     |     When Solid Snake wakes up,
  Iieum.                                 |     pretend nothing has happened.
                                         |- If you get Dog Tag from Solid
                                         |  Snake at this moment, you are
                                         |  likely to get hurt. There is an
                                         |  effective way of obtaining the
                                         |  last Dog Tag without getting
                                         |  hurt. See below.

Scene Analysis  : Keep on practising the blade until a cutscene occurs.
                  Raiden and Solid Snake are about to leave Arsenal Gear,
                  Ascending Colon and enter Arsenal Gear, Iieum.

                  Keyword: Infinite Ammo.

                  When these two words are said, where is Solid Snake's hand
                  pointing to? What is Solid Snake wearing?

                  Otacon will contact you via codec. His codec frequency is
                  141.12. Raiden tells him about the Colonel's weird be-
                  haviour. Otacon promises to help you to investigate.


Dog Tag         : I have never thought that I will need to make such an
Analysis          "analysis". Anyway, you have been told that you will be
                  engaging in many gunshot fights later on in Arsenal
                  Gear, Iieum. Your M9 weapon can also be used now.

                  The trick is this. After you have cleared a gunshot fight
                  in an area, don't move further. Use your M9 to tranquilise
                  Solid Snake from far. Quickly, "shake" his body for the
                  last Dog Tag. In this way, you shouldn't be hurt.

                  Wait till he wakes up. Pretend nothing has happened.
                  Then, proceed on. You have to acquire the final Dog Tag
                  from Solid Snake before you enter the second part of
                  Arsenal Gear, Sigmoid Colon. The reason is simple. A
                  gunshot fight awaits you in the second part of Arsenal
                  Gear, Sigmoid Colon. You won't have time to get the
                  Dog Tag from Solid Snake because the Tengu soldiers
                  will keep you occupied. The best place to get the last
                  Dog Tag is the first part area of Arsenal Gear, Sigmoid


Arsenal Gear, Iieum

Scene Analysis  : A Cypher appears, spots you and alerts all the Tengu
                  soldiers here. Your radar is jammed.

Codec Analysis  : Contact Otacon and he will provide you with information
                  about the Tenggu soldiers here- I have extracted most
                  of the information from the codec and put it under
                  the "enemy analysis" section. Do you still remember?
                  Check above.

                  Besides providing accurate technical data on the weapons
                  and armours of the Tengu soldiers, Otacon also tells you
                  how Metal Gear RAYs can protect Arsenal Gear. Contact
                  Otacon several times.

                   1)What is the "Cooperative Engagement Capability"?
                   2)What are Arsenal Gear and RAYs capable of when Arsenal
                     Gears and several RAYs are connected to one another
                     under a unified domain?

                  Above's optional but worth trying out.

Area Analysis   : There is a door to the north at the end of the corridor.
                  This door leads you to the second part of Arsenal Gear,

Enemy Analysis  : [AD] - Too many enemies.

                  Be prepared to face a bunch of Sword Tengus and Gun
                  Tengus. There are also snipers who are perched on the
                  rails above.

                  If either Solid Snake or Raiden gets killed, the game
                  ends. Solid Snake will also drop ammunition and Ration
                  sometimes for you to pick them up.

  Steps                                  |  Hints and Strategies
- Blast your way through tons of Tengu   |- Here's some tips to help you:
  soldiers.                              |
                                         |   1)Equip the Body Armour. For
- Duck behind rectangles, cubes on the   |     defend, of course.
  sides or centre. Use Jump Out Shots.   |   2)Shoot the snipers first at the
                                         |     top if there are. The snipers
- Wait for an opportunity to get the     |     have accurate shooting ability.
  last Dog Tag from Solid Snake if you   |   3)If the Tenggu soldiers are
  have NOT done so.                      |     deflecting your bullets, shoot
                                         |     at their legs.
- See the right column if you need help  |
  in blasting your way through.          |- Choice of Weapon:
- A codec conversation will occur as you |   1)Machine guns like M4 or AKS-74u
  approach the door at the north. See    |     will be essential to kill them.
  below.                                 |   2)If you aim for minimal kills,
                                         |     let Solid Snake do all the
- After the codec conversation ends,     |     killing and follow behind him.
  enter the door to the north to go to   |     Use your M9 or the High Fre-
  the first part of Arsenal Gear,        |     quency Blade with the blunt
  Sigmoid Colon.                         |     style [Blue] selected to put
                                         |     the enemies unconscious.

Codec Analysis  : As you move north and about to enter the door that leads
                  to the first part area of Arsenal Gear, Sigmoid Colon,
                  Otacon calls you. He manages to find an explanation to
                  account for the Colonel's weird behaviour. Otacon's
                  discovery turns out to be a shocking news. I'll leave
                  it to you to find it out on your own.


I will split the area of Arsenal Gear, Sigmoid Colon into two parts. The
first part of the area is a small room. The second part of the area is the
circular room where some more firefights will occur later on.


Arsenal Gear, Sigmoid Colon   [Part One]

Codec Analysis  : The Colonel calls you via codec. What happen to Rose?
                  The rest is self-explanatory.

Area Analysis   : Well, a small room actually. Get the Ration here if you
                  are playing [VE - HA]. The door to the north leads you
                  to Arsenal Gear, Sigmoid Colon.

Enemy Analysis  : [AD] - No enemy.

  Steps                                  |  Hints and Strategies
- Get the Ration here.                   |- Get the last Dog Tag from Solid
                                         |  Snake if you have NOT done so.
- Enter the door north to get to Arsenal |  This is your final chance. In
  Gear, Sigmoid Colon.                   |  fact, this is the best place to
                                         |  get the final Dog Tag.

Arsenal Gear, Sigmoid Colon   [Part Two]

Scene Analysis  : As Solid Snake and Raiden enters the circular room, count-
                  less Tengu soldiers drop onto the floor. You are ambushed.

                  After taking out the Tengu soldiers here, another scene
                  occurs. It's quite self-explanatory. Solid Snake seems to
                  have an unsettled feud. Is there any misunderstanding?
                  Raiden leaves Solid Snake behind and ascends the ladder.
                  Eventually, Raiden reaches Arsenal Gear, Rectum.

                   1)Who do you think will appear to settle a feud with
                     Solid Snake?
                   2)What do you think will happen to Solid Snake? Although
                     he's strong, he's no match for that powerful cannon.

Area Analysis   : The room is designed in a circular manner.

Enemy Analysis  : [AD] - Too many enemies.

                  Expect countless Sword Tengus and Gun Tengus here.

  Steps                                  |  Hints and Strategies
- Take out the Tengu soldiers here.      |- If you have used up most of the
                                         |  bullets earlier on, you might face
- While you are fighting, a screen that  |  some problems. If that's the case,
  says "Fission Mailed" may appear. Con- |  I strongly advise you to use the
  tinue the game. The game has NOT ended |  High Frequency Blade to attack
  yet. The "Fission Mailed" screen seems |  the enemies. You should take this
  to be a replica of the "Game Over"     |  chance to master all the blade
  screen.                                |  attacks.
- After a while, the "Fission Mailed"    |- Ignore the screen that says
  screen disappears and gameplay resumes |  "Fission Mailed". The fighting
  normal.                                |  screen shrinks but the fight
                                         |  still continues on. I suggest
- Tne pattern repeats for another round  |  you sit close to your T.V
  so you should see the "Fission Mailed" |  screen and keep a close lookout
  screen for a total of two times.       |  of the fight.
- When all the Tengu soldiers are taken  |- Avoid consuming too many Rations
  out, a scene occurs. See above.        |  during the firefights. Reserve
                                         |  the Rations for the battles
- Raiden will eventually reach Arsenal   |  later on.
  Gear, Rectum. Be prepared for two more |
  final battles.                         |

Arsenal Gear, Rectum   [Boss Battle : Metal Gear RAY Army]

Scene Analysis  : You hear Solidus's voices. He will mention about the S3
                  plans and what he really wants.

                   1)According to Solidus, what does the S3 stand for?
                   2)What do Solidus really want? A nuclear blast or not?
                     Data about the Patriots?

                  As you listens to Solidus' voice, you might want to take
                  some time to practice your blade. If not, equip your
                  Stinger Missile Launcher and get ready for the upcoming
                  boss fight.

Codec Analysis  : This is optional. During the battle, contact Otacon via the
                  codec. He will provide you with some clues and strategies
                  to help you to take out these Metal Gear RAYs.

Area Analysis   : You arrive at an area that seems to be ripped directly from
                  one of the VR training missions. The Stinger missiles here
                  regenerate whenever you run out of them and can be taken
                  on the outskirts of the ring. The Ration regenerates and
                  is available only if you are playing [VE - HA]. You can
                  take the Ration at the centre of the arena.

Boss Analysis   : The boss fight is NOT really hard at all but it takes a
                  long time. Patience is what you need. You will be fighting
                  an army of Metal Gear RAYs. Depending on your difficulty
                  level you have chosen to play, the number of Metal Gear
                  RAYs [MGR] you need to destroy varies. See below.

                  [VE] - 3 MGRs      [NO] - 5 MGRs       [EX] - 20 MGRs
                  [EA] - 4 MGRs      [HA] - 12 MGRs

                  ??? - I don't know/can't remember. [Wait...]

                  You will fight at most up to three MGRs at the same time.
                  Once a MGR is destroyed, the next MGR substitutes its

                  The names of the MGRs are arranged in a certain order,
                  which also determines the order of which MGRs appear to
                  fight you first. Eg. RAY-RO1E, RAY-RO2E, RAY-RO3E,
                  RAY-R04E and so on. For [NO], the last MGR to appear
                  will be RAY-ROSE.

                  MGRs can sometimes jump into or out of the ring. MGRs that
                  are inside the ring attacks machine gun, rail gun and knee-
                  fired missiles. MGRs that are outside the ring attacks
                  with homing missiles that comes with the lock-on feature.

                  After defeating a few MGRs, you should be able to grasp
                  their attacking patterns and anticipate their moves.

  Boss                                   |  Hints and Strategies
- MGR outside the ring will fire         |- Use Chaff Grenades. Missiles no
  a series of homing missiles.           |  longer locks on to target auto-
                                         |  matically. This makes dodging
=>A "beeping" sound will be heard as a   |  the homing missiles or the knee-
  a warning whenever the homing missiles |  fired missiles easier.
  are fired. Hard to dodge because the   |
  missiles are locked onto Raiden. You   |- Dodge the rail gun attack by
  can also feel the vibration.           |  moving a little away from the
                                         |  straight path of the laser beam.
- MGR inside the ring attacks with       |  While the laser beam continues
  machinegun.                            |  to travel in a straight path,
                                         |  equip your Stinger missiles and
=>You should be able to dodge it.        |  shoot at the MGR. It is defense-
                                         |  less at this moment.
- MGR inside the ring attacks with knee- |
  fired missiles.                        |- Dodge missiles, machine guns etc
                                         |  by performing a roll. The strategy
=>Two missiles are fired and locked onto |  is always moving. Don't stay in
  Raiden. Gives little warning. Hard to  |  ONE fixed place.
  dodge.                                 |
                                         |- Tips of Attacking:
- MGR inside the ring attacks with rail  |
  gun. The faceplate opens up, draws in  |   1)Attack the knees of MGR first.
  outside energy and fire a laser beam   |     This causes its head to lean
  in a straight line towards Raiden.     |     over the damaged knee, reveal-
                                         |     ing the faceplate.
=>You should be able to dodge it.        |   2)Shoot the head.
                                         |   3)Do NOT concentrate on just
- MGR inside the ring stomps the floor   |     attacking one MGR. Rotate the
  with its legs or perform a quick 180   |     target. It's better to have
  degrees turn.                          |     all three MGRs with their
                                         |     knees being hurt and not able
=>You can get hurt by the vibration of   |     to move fast rather than having
  the stomps or the quick turn.          |     one severely injured MGR but
                                         |     with two other MGRs that can
- Some Basic Guidelines:                 |     blast you at full power.
                                         |   4)Fire, move and then fire. You
   1)Consider equipping the Body Armour. |     don't have to wait until the
   2)Dodge all attacks and destroy the   |     Stinger missile hits the
     MGRs.                               |     target. Move and find a new
   3)Repeat 2) and destroy a certain     |     target after every fire.
     number of MGRs.                     |
   4)Boss battle ends.                   |  Missiles that hit head while the
   5)Prepare to watch an extremely long  |  faceplate is open inflict greater
     cutscene.                           |  damage. This explains 1) and 2).
   6)Save your game when prompted to.    |
   7)Survive another torture from        |- Plus (+) and Cons (-) of being
     Solidus by tapping Triangle button  |  too close to RAY:
     rapidly.                            |
   8)Continue watching cutscene, follow- |  +1)MGRs outside the ring won't
     ed by a long codec conversation.    |     risk firing homing missiles.
   9)Final boss fight begins. See below. |  +2)Gives a good view to attack
                                         |     the knee and sometimes head.
                                         |  +3)MGR can't see you. No rail gun
                                         |     machine gun and knee-fired
                                         |     missile attacks..
                                         |  -1)A very high risk of getting
                                         |     hurt when it stomps its legs
                                         |     or perform a quick turn.

Scene Analysis  : A lot of shocking events await you. It's bombardment time.
                  I'll try to make it in a general and non-spoiler manner.
                  I know it's "vague" to use the word "everything" but
                  every part of the scene is important. [Almost 99%]

                   1)Everything about Olga and Fortune. What's their ending?
                     What about Olga's baby? What about Fortune's mysterious
                     "lucky" ability?
                   2)What happen to GW, the AI of Arsenal Gear?
                   3)What information does the GW contain and how does the
                     virus from the MO Disk affect this information inside
                     the GW system?
                   4)Everything about the S3 plan, especially every single
                     sentence said by Solidus and Ocelot. How the S3 plan
                     is being carried out? How do the "pawns" carry out
                     their individual roles? What was expected and what was
                     not expected inside the plan? Is the S3 plan a success
                     or a failure? Who staged the S3 plan?
                   5)What happen to Ocelot at the end? What about Liquid

                  "A sleeper in the *** of a Patriot's ***" - Liquid Snake
                  "Why do I choose ****** as my ****? - Liquid Snake

                  A * covers up a letter. *** means a three-lettered word.
                  The key words of the above two statements are censored
                  by * symbol because they reveal extreme spoilers. It's
                  up to you to watch the scene on your own, pick up these
                  two important statements on your own. Then, ponder over
                  these two statements.

                  You can expect the second torture sometime in the early
                  part of the cutscene. Eventually, Raiden and Solidus
                  Snake ends up in the Federal Hall.


Mission         : "Sons Of Liberty" - Defeat Solidus. This is your final
Objective         mission.


Federal Hall   [Boss Battle: Solidus Snake]

Scene Analysis  : I guess it's best to keep my mouth shut here. You should
                  have no problem understanding what are the things said
                  in the cutscene. But the codec... that's a different
                  story... See below.

Codec Analysis  : Colonel and Rose call you. Be prepared to hear an extremely
                  long codec conversation of at least TEN minutes long,
                  provided that you didn't press the X button to skip the
                  dialogues quickly... I don't have that patience to endure
                  that long.]

                   1)According to the Colonel, what does S3 stand for? It's
                     different from what Solidus and Ocelot said.

                  A debate that questions the Patriots' doings drags forever
                  as the Colonel and Rose talk continuously non-stop. [They
                  must be on the Patriots' side. No doubt about it...] Poor,
                  Raiden simply can't outtalk them. [Don't see stars...]

                  Once the long codec conversation is over, the final boss
                  fight begins.

                  During the final battle with Solidus, contact Otacon and
                  he will provide you with some tips on how to beat Solidus.

Area Analysis   : Raiden and Solidus lands on the roof of New York's earliest
                  monument, Federal Hall. A Ration can be found in the upper-
                  left corner of the Federal Hall's roof if you are playing
                  [VE - HA]. Another Ration can also be found in the bottom-
                  right corner of the Federal Hall's roof if you are playing
                  [VE - EA].

Boss Analysis   : The final boss battle is NOT really hard. A few ground
                  rules to remember first.

                   1)The only weapon you have is the High Frequency Blade.
                     So, have you mastered the blade already?
                   2)The Body Armour will be with you if you have taken
                     it earlier at the Shell 2 Core, B1 Filtration Chamber
                     No. 2.
                   3)Solidus is missing his left eye so he is less likely
                     to notice and defend against attacks from his left.
                   4)Solidus has his tentacles with him at the start of the
                     battle. He can use his tentacles to attack you. When
                     his gauge is reduced to less than half, he will remove
                     his tentacles.
                   5)Solidus is very proficient in handling swords. He moves
                     fast and swiftly.
                   6)If you fall from the roof, game ends.

  Boss                                   |  Hints and Strategies
- Solidus uses his sword to attack you.  |- Equip the Body Armour.
=>He can perform a variety of different  |- Hold L1 to defend. It also helps
  sword moves, including slashes that    |  you to block the incoming tentacle
  are almost unblockable. Furthermore,   |  missiles.
  his sword moves are not always pre-    |
  dictable all the times. Some of his    |- If the tentacle grabs you, tap
  sword moves include a downward double  |  the Triangle button rapidly and
  slash, a quick slash and multi combo   |  rotate the left analog stick in
  slashes.                               |  any direction you wish to free
                                         |  yourself.
- Solidus fires a volley of tentacle     |
  missiles.                              |- If Raiden gets burned, keep doing
                                         |  torso-axial flip to shake out
=>You can dodge the missiles easily by   |  the flames. Use the roll to jump
  performing a roll. Or move in an arc.  |  over streaks of fire.
- Solidus stretches out his tentacles    |- Here's some tips for fighting
  and attempts to grab you. His arms     |  Solidus.
  will turn green when he is about to    |
  use the tentacles. So, stay away from  |   1)Never have a front to front
  him when his arms are green.           |     confrontation with him. He
                                         |     tends to assault you before
=>If you are grabbed, your O2 Gauge      |     you have the chance to attack
  gradually drops. Once O2 Gauge         |     him.
  runs out, your Life Gauge depletes.    |   2)Don't try the spin move or the
                                         |     360 degree attack although some
- Solidus charges and performs fire      |     faq writers here recommend it.
  streaks across the roof, leaving be-   |     The spin move leaves you open
  hind a trail of fires. Solidus uses    |     to be vulnerable to attacks.
  this even MORE often after he removes  |     If Solidus blocks the spin move,
  his tentacles. After removing his ten- |     he will retaliate you and most
  tacles, he can perform up to a triple  |     likely, you can't dodge it.
  fire streaks.                          |   3)The best way to attack is simply
                                         |     slash up, down, left, right.
=>If Raiden comes into contact with the  |     It is advisable to attack from
  flames, his body gets burned and his   |     Solidus's left because of bis
  health drops continuously.             |     missing left eye. Immediately,
                                         |     after Solidus uses his tentacles
- The survival of this final boss fight  |     to grab you or fires tentacle
  depends on how well you have mastered  |     missiles, Solidus is open to
  your blade. Anyway, enjoy this final   |     attack. Dodge these attacks,
  fight and good luck to you.            |     approach him from sides and
                                         |     perform slashes.
                                         |   4)Occasionally, Solidus stumbles
                                         |     and falls onto the surface. This
                                         |     is the best chance to approach
                                         |     near him and slash him as many
                                         |     times you can.

'Final' Scene Analysis:

I am NOT going to spoil the ending for you. Instead, I will be bombarding you
with some important questions.

 1)What is so special about the day that Rose kept asking you about? In
   case, you have forgotten, the day is April 30th. Some hints to you.
   The day is related to Raiden, Rose and Solidus. Remember that when
   you first met Rose, she asked you about this special day and I gave
   you five possible options what this day could be. Well, I am right.
   This special day happens to fit one of the five options perfectly. The
   day is ONLY related to Solidus only if you manage to beat him and
   watch the ending- It is so coincidence that April 30th every year
   will be Solidus's ***** anniversary after "today". By the way, what
   is the date for "today"? "Today" refers to the date with reference
   to the game itself.
 2)Everything associated with the Patriots.
 3)Everything associated with the Ocelot/Liquid Snake.
 4)Remember some profound statements said inside the game.
 5)By the way, what name did you input at the first Node?

Enjoy the ending, watch the credit and listen to the ending theme song-
"Can't Say Goodbye To Yesterday". Make sure that the option, Dolby Digital
5.1 is NOT turned on if your system does NOT have the requirement to hear
DD5.1 audio.

At the end of the credit, you will be given a Clear Code. Jot it down and
go to www.konamijpn.com and register. Input the Clear Code to view how you
well you have fared in the game. Save the CLEARED file. If you are playing
Metal Gear Solid 2 for the first time, you will receive the bonus item,
Digital Camera even if you didn't get it during the game earlier on. The
Extreme mode and the option to play in either episodes [Tanker or Plant]
will also be available to you. Load the CLEARED file and it's time to
challenge yourself by playing [HA - EX]. Collect all the Dog Tags scattered
across all difficulty levels and infiltrate deep enough to uncover even
more bonus items.