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    FAQ/Walkthrough by Shnake Bros

    Version: 1.10 | Updated: 06/02/05 | Printable Version | Search This Guide

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                            The Humble Players' Guide to:
    
                              Tactical Espionage Action
                         M E T A L   G E A R   S O L I D   2
                         ============ SUBSTANCE ============
    
                                 A Hideo Kojima Game
    
    
    FAQ written by the Shnake Brothers: Solid & Liquid Shnake
    
    "Game creators keep on expanding without limits -- just like the universe.
     That is why I keep making games." --Hideo Kojima
    
       _____________________________
      /                             \
    _/ V E R S I O N   H I S T O R Y \_____________________________________________
    
    VERSION 1.10
    - Minor revisions
    - Corrected a few formatting errors.
    - Spelling correction (thanks to Fatt Abbot).
    
    VERSION 1.05
    - Corrected error in Dolph's speech (thanks to Amos Armbrust).
    - Added to boss tips.
    
    VERSION 1.00
    - First complete version
    - Corrected a few errors.
    - New boss strategies.
    - Codes & Secrets section complete.
    
    VERSION 0.95
    - Minor update in VR Missions (First Person View Mode).
    - Quotes section updated.
    
    VERSION 0.90
    - Preliminary version
    - Quotes will be updated.
    - Codes & Secrets will be updated (although most are found in walkthrough).
    
    
       _______________________
      /                       \
    _/ I N T R O D U C T I O N \___________________________________________________
    
    "Brothers... I've been waiting for this!" --Liquid Snake
    
    Brothers... it would appear that you have taken up the task of beating _Metal
    Gear Solid 2: Substance_ (or _Sons of Liberty_, for which this guide will also
    be useful). You have come to the right place, for together we will explore the
    action and humor of this fascinating game. Read on (familiar Liquid hand
    gestures)!
    
    
       _______________
      /               \
    _/ C O N T E N T S \___________________________________________________________
    
    I.    Tactical Espionage Action
          A. Difficulty Level
          B. Radar
          C. Nodes
          D. Codec
             1. Tanker
             2. Plant
          E. Equipment
             1. Items
             2. Weapons
    II.   Characters
    III.  The Sons of Liberty
          A. Tanker Chapter
          B. Plant Chapter
    IV.   Missions
          A. VR Missions
             1. Sneaking Mode
             2. Weapons Mode
             3. First Person View Mode
             4. Variety Mode
          B. Alternative Missions
             1. Bomb Disposal Mode
             2. Elimination Mode
             3. Hold up Mode
             4. Photograph Mode
    V.    Snake Tales
          A. A Wrongdoing
          B. Big Shell Evil
          C. Confidential Legacy
          D. Dead Man Whispers
          E. External Gazer
    VI.   Boss FAQ
    VII.  Dog Tags
          A. 2002 Dog Tags
             1. Tanker
             2. Plant
          B. 2001 Dog Tags
             1. Tanker
             2. Plant
    VIII. Codes & Secrets
    IX.   Fun Quotes
          A. Great Speeches
             1. Marine Commandant Speech
             2. Tanker Takeover
             3. Fatman Speech
             4. Arsenal Gear Speech
          B. Fun Quotes
          C. Out of Context Quotes
    X.    Legal Stuff
    
    
       _________________________________________________
      / CHAPTER 1                                       \
    _/ T A C T I C A L   E S P I O N A G E   A C T I O N \_________________________
    
    Before we begin, a note on writing and capitalization: we will try to be as 
    close to the game itself as possible in our writing. We capitalize words that 
    are capitalized throughout the game (e.g., all difficulty levels are 
    capitalized). Furthermore, some minor capitalization errors and inconsistencies 
    that are in the game have been retained in this guide. If you are confused by 
    this, feel free to e-mail us with any questions.
    
    DIFFICULTY LEVEL
    ================
    
    VERY EASY: it's just that easy
    
    	M9 is found in Deep Sea Dock, SOCOM suppressor in Transformer Room, and AK
    suppressor in warehouse. Forget about nodes cause you get maps automatically and
    bad guys forget about you just by leaving the area.
    
    EASY: still easy, but not too easy
    
    	M9 is found in Deep Sea Dock and bad guys forget about you just by leaving
    the area.
    
    NORMAL: now that's more like it
    
    HARD: kind of difficult, no?
    
    EXTREME: there's a reason they call it extreme
    
    	Available after beating the game once.
    
    EUROPEAN EXTREME: you got to be out of your !@#$ing mind!
    
    	Available after beating the game once.
    
    In difficulty levels HARD, EXTREME and EUROPEAN EXTREME, you have an option
    called "GAME OVER IF DISCOVERED". If you choose this, it is an automatic game
    over if an enemy sentry spots you.
    
    
    RADAR
    =====
    
    RADAR TYPE 1: your trusty radar is always with you
    RADAR TYPE 2: radar disappears during infiltration mode (your hiding in a locker
    or crawling through a duct)
    NO RADAR: what do you think?
    
    Your radar can easily get jammed if you are discovered. There are, however,
    various levels of enemy suspicion.
    
    Normal Mode
    
    - You're just doing your job, sneaking around.
    - If you make noise or shot a guard with a tranquilizer (but do not let him see
    you), you may make him suspicious (indicated by a yellow cone on the radar). He
    may investigate so stay out of sight.
    - Some guards make reports over the radio every so often. If you stop him from
    reporting and the others catch on, an attack team will be sent in looking for
    you (red cones on radar). If you hid the body they will go away.
    
    Alert Mode
    
    * Radar is jammed.
    - Holy !@#$ there looking for you!
    - Either a sentry, cypher, or camera saw you or you shot off a gun without a
    suppressor or did something stupid to let them know, without a doubt, there is
    an intruder.
    - Hide and wait it out.
    * If you've been spotted, you have about 10 seconds to stop the guard from
    reporting you. If you shoot out his radio or eliminate him he cannot report and
    you will stay in Normal mode.
    
    Evasion Mode
    
    * Radar is jammed.
    - Alert mode has ended but their still looking for you.
    - If they saw you go into a room or area, they may do a clearing. In this case,
    find a damn good hiding spot because they will check lockers, under tables, and
    boxes that don't belong in the middle of the room.
    - You'll have to wait this one out as well.
    
    Caution Mode
    
    - Maybe Evasion mode has just ended.
    - Maybe that you knocked out woke up.
    - Maybe that guard you held up and ran away from finally realized that you
    aren't there.
    - Whatever the case, you can still use your radar, but security has been
    heightened. In some cases, additional guards may be sent in.
    - Wait this one out and you'll be back in Normal mode.
    
    
    NODES
    =====
    
    "Did you say 'nerd'?" --Raiden
    
    In the Plant Chapter, Raiden can only access the radar through machines called
    Nodes. Here are the locations:
    
    Strut A, Deep Sea Dock -- to the right of elevator
    Strut A, Pump Room -- front wall, under TVs
    Strut B, Transformer Room -- in transformer room next to stairs
    Strut C, Dining Hall -- in front of cafeteria, on left side
    Strut D, Sediment Pool -- next to door on lower level
    Strut E, Parcel Room -- front wall, right side
    Strut F, warehouse -- B1 floor, front room on left side
    Shell 1 Core, 1F -- on right side of room with lockers
    Shell 1 Core, B1 -- room on the right side of elevator
    Shell 1 Core, B2 Computer Room -- room on forward right corner of computer room
    Shell 2 Core, 1F Air Purification Room -- lounge left of president
    Shell 2 Core, B1 Filtration Chamber No. 1 -- right of elevator
    Arsenal Gear-Stomach -- small room leading to jejunum
    
    |------------------------------------------------------------------------------
    |HAPPY BIRTHDAY!
    |
    |"I'll choose my own name." --Raiden
    |
    |The first time you log on to a Node, Raiden will shock the hell out of himself
    |and then get to choose his name, birth date, blood type, and nationality. Here
    |are a few observations:
    |
    |(1) Enter the name of one of the game creators. The rest of the information
    |will fill itself in automatically.
    |(2) Enter today's month and date. You will get a "Happy Birthday" message with
    |a picture of a cake.
    |(3) At the end of the game, Raiden will have your dog tags.
    |
    |------------------------------------------------------------------------------
    
    
    CODEC
    =====
    
    To save a game, call 140.96 and choose "SAVE". In the Plant Chapter, you'll have
    to listen to 8 hours of Rose and Jack talking.
    
    TANKER
    ------
    
    141.12 Otacon
    140.96 Otacon-Save
    
    
    PLANT
    -----
    
    140.85 Colonel
    140.96 Rose
    141.80 Pliskin 
    140.25 Stillman
    140.48 Mr. X
    141.72 Ames
    141.37 President
    141.52 Emma
    141.12 Otacon
    
    
    EQUIPMENT
    =========
    
    "Treat your cardboard box with care. Take care of the box and it will take care
    of you... Don't think of it as just another box. Treat it with love... Don't be
    rough. Okay?" --Iroquois Pliskin (Solid Snake)
    
    ITEMS
    -----
    
    Ration: restores health
    Binoculars (Scope): long-distance reconnaissance
    Digital Camera: take pictures for fun
    Camera: take pictures of Metal Gear RAY
    Thermal Goggles: aid vision in dark areas & with invisible guards (that's right)
    Night Vision Goggles (N.V.G.): aid vision in dark areas
    Anti-Personnel (AP) Sensor: vibrates near enemies
    Sensor A: locate bombs by smell (green area on radar)
    Sensor B: locate bombs by sound
    Mine Detector: detect mines (what else?)
    Cardboard Box 1-5/Wet Box: hide under it
    Battle Dress Uniform (B.D.U.): become a guard in the Shell 1 Core
    Body Armor: reduces damage to half
    Dog Tags: unlock special items
    Cell Phone: receive calls from Mr. X (almost completely useless), order pizza?
    Personal Access Network (PAN) Card Lv.1-5: allows access to security doors
    Magneto-Optical (MO) Disk: install virus on GW
    Cigarettes: smoke, die
    Bandage: stops bleeding
    Cold Medicine: helps cure cold
    Pentazemin: helps steady hands (for use with sniper rifles)
    Shaver (Razor): let Snake shave
    Suppressor: silencer for weapons
    Bandana: gives Snake infinite ammo
    Brown Wig: gives Raiden infinite ammo
    Stealth Camouflage: invisibility
    Orange Wig: gives Raiden infinite grip
    Blue Wig: gives Raiden infinite 02
    
    
    WEAPONS
    -------
    
    M9: tranquilizer gun equipped with suppressor
    USP: handgun (suppressor available after completing Plant Chapter)
    SOCOM: handgun (suppressor available)
    M4: assault rifle
    AKS-74u: assault rifle used by Shell 1 Core guards (suppressor available)
    PSG1: sniper rifle
    PSG1-T: tranquilizer rifle with suppressor
    Frag Grenade: kills enemies
    Chaff Grenade: jams radars and electronic equipment
    Stun Grenade: stuns enemies
    Magazine: empty magazine, distract enemies
    RBG6: grenade launcher
    NIKITA: remote controlled missile launcher
    Stinger Missile Launcher: missile launcher
    Directional Microphone: magnifies sound
    Book: read, distract enemies
    Claymore: landmine
    C4: plastic explosive (remote controlled)
    Coolant Spry: disarm bombs, wake up enemies
    High Frequency Blade: sword (use sharp end to kill, blunt end to stun)
    
    
       ___________________
      / CHAPTER 2         \
    _/ C H A R A C T E R S \_______________________________________________________
    
    Solid Snake/Iroquois Pliskin ( David Hayter )
    
    "Fighting was the only thing I was good at, but at least I always fought for
    what I believed in."
    
    A wise man with extensive battle experience, this _Metal Gear_ classic returns,
    much older than we've seen him before. It has been four years since his
    adventure in Shadow Moses, and since then he has left the military, and devoted
    himself to the anti-Metal Gear cause. He comments that he when he was in Alaska
    "drinking too much", he used to be more self-absorbed, but now he is dedicated
    to making a safe world for future generations.
    
    
    Jack/Raiden ( Quinton Flynn )
    
    "I'll pick my own name... and my own life."
    
    Video game heroes don't get any more whiny than this. Jack grow up as a child
    soldier, fighting a civil war in Africa during the eighties. All I can say is
    that he needs to get a new wig, and shut the hell up.
    
    
    Otacon/Hal Emmerich ( Christopher Randolph )
    
    "I'm not like Snake... I can't carry a gun and face the enemy... That's why I do
    what I do best..."
    
    Otacon, a former technician on the Metal Gear REX project, has joined Snake in
    the fight against Metal Gear Activities.
    
    
    Rosemary ( Lara Cody )
    
    "Jack, do you remember what day tomorrow is?"
    
    Jack's girlfriend. Even more annoying than he is, and that says a lot. She has
    been hired as an analyst for the Big Shell mission.
    
    |------------------------------------------------------------------------------
    |ROSEMARY OR ROSE MARY
    |
    |While Rosemary works as an analyst for Campbell, she wears an ID badge on the
    |left pocket of her jacket. This is visible in the Codec screen and the end
    |sequence, but you cannot get a very good look at it.
    |
    |_The Documents of Metal Gear Solid 2_ allows you to view 3D images of the MGS2
    |characters. If you zoom in closely enough, you will see that her ID badge
    |clearly reads "Rose Mary" as two separate words.
    |
    |------------------------------------------------------------------------------
    
    
    Olga Gurlukovich/Ninja ( Vanessa Marshall )
    
    "I grew up on the battlefield. Conflict and Victory were my parents."
    
    A former Spetznaz and daughter of a former Soviet colonel. The longs for
    nothing more than a good fight.
    
    
    Colonel Roy Campbell ( Paul Eiding )
    
    "He's not included in the simulation. Don't trust him. Ever. You got that?"
    
    Former advisor and long time friend of Solid Snake. He supposedly retired, but
    he ends up as Raiden's commanding officer.
    
    
    Solidus Snake/George Sears ( John Cygan )
    
     "Unlike an intron of history, I will be remembered as an exon."
    
    Former U.S. president, former Dead Cell leader and the third Snake clone
    brother. He wants only to be remembered by history, since he cannot pass on his
    DNA. Neither Solid nor Liquid, he is a well-balanced mixture.
    
    
    Fortune/Helena Dolph Jackson ( Maula Gale )
    
    "My name is Fortune. Lucky in war and nothing else. And without a death to call
    my own."
    
    Daughter of Marine Commandant Scott Dolph, widow of Navy Commander Jackson, and
    leader of her former Dead Cell comrades. She will keep on fighting until her
    death, something that he constantly awaits.
    
    
    Vamp ( Phil La Marr )
    
    "Insane? We might be the only ones telling the truth."
    
    Just your average bisexual vampire (and Dead Cell member). Need I say more...?
    
    |------------------------------------------------------------------------------
    |DEAD MAN WHISPERS
    |
    |"There's no need for sorrow, Queen. I already died once. I can't die twice."
    |--Vamp
    |
    |That damn vampire just keeps coming back to life. That is, until, Raiden shoots
    |him on the oil fence. Or is it?
    |
    |Look closely at the very end. Vamp is there, blending in with the city crowd.
    |
    |------------------------------------------------------------------------------
    
    
    Fatman ( Barry Dennen )
    
    "Laugh and grow fat!"
    
    Former Dead Cell member, and bomb enthusiast. His life ambition is to become
    "the most famous bomber of them all." He sees himself as an artist, and he
    dislikes "boorish military types." According to Snake: "Supposedly he's
    nicknamed after an atomic bomb, but to me, he's just a fat man."
    
    
    Peter Stillman ( Greg Eagles )
    
    "An old man who got dragged along for this party."
    
    Former lecturer at NSEOD, Indian Head and retired consultant for the NYPD Bomb
    squad. He screwed up a mission that resulted in the destruction of a well-known
    church, and faked injury to cover up his guilt.
    
    
    Emma Emmerich "E.E." ( Jennifer Gale )
    
    "Science is for the individual. For me, it's a way to realize my dreams... You
    can't realize your dreams without greed."
    
    Otacon's sister. Although deep down she loves her brother, she joined weapons
    development so that she could hurt him. In her own words, "I'm much more than
    cute."
    
    
    Revolver Ocelot/Shalashaska ( Pat Zimmerman )
    
    "Gift of the silver tongue -- they say it's the mark of a good officer -- and of
    a liar."
    
    Former Spetznaz (who in this game isn't?) and fan of the Colt .45 revolver.
    Needs a haircut, and some fashion sense (what's with the stirrups?), but
    overall he's a pretty cool villain. But he may be much more than he appears
    ("la-li-lu-le-lo").
    
    
    Liquid Snake ( Cam Clarke )
    
    "Our raw materials are vintage, brother -- Big Boss was in his late fifties when
    they created his copies. But I -- I live on through this arm!"
    
    One our favorite characters: not because of his personality, but because of his
    expressive hand gestures and jovial British accent. He was the second Snake
    brother, basically a mixture of Big Boss's unfavorable genetic characteristics.
    
    
    Sergei Gurlukovich ( Earl Boen )
    
    "Even the technology that gave birth to these weapons is Russian, developed by
    us! Russia will rise again -- and RAY is the key."
    
    Former Spetznaz, he was raised in Snezhinsk, formerly know as Chelyabinsk-70,
    the nuclear research outpost.
    
    
    Commandant Scott Dolph ( Kevin M. Richardson )
    
    "As a father I want to leave a better world for the future generation. As a
    soldier, I know that is my duty."
    
    Father of Fortune, and a proud Marine. See the Fun Quotes section, for a look
    at his speech.
    
    
    Richard Ames ( Pete Renaday )
    
    "I was sent in by the La-li-lu-le-lo, just like you."
    
    A member of the DIA, or maybe just a spy for the la-li-lu-le-lo. Nastasha's
    ex-husband.
    
    
    President James Johnson ( Paul Lukather )
    
    "Without free will, there is no difference between submission and rebellion."
    
    Current president of the United States. Unlike a pawn, he wants to wield the
    power of a king.
    
    
       _____________________________________
      / CHAPTER 3                           \
    _/ T H E   S O N S   O F   L I B E R T Y \_____________________________________
    
    This guide assumes you are using NORMAL difficulty setting and RADAR TYPE 2.
    
    One thing I will note is that although the game itself is seemingly flawless,
    there is a major error in the flow of the story from the original _Metal Gear
    Solid_ to this sequel. The dates indicate that the first game was set at least
    more than fifty years in the future, while this game takes place about the time
    that it came out (note that the Marine Commandant, Scott Dolph, mentions that
    the National Missile Defense program is expected to be completed in the year
    2005).
    
    If you have not played _MGS1_, you will be at somewhat of a disadvantage in
    terms of the storyline, especially because many aspects of the story are based
    upon the events that took place during the Shadow Moses incident (that took
    place in that game). If you have the time, read through the PREVIOUS STORY
    section, which will give you all you need to know about _MGS1_.
    
    TANKER CHAPTER
    ==============
    
    "The Hudson River, two years ago... We had classified intelligence that a new
    type of Metal Gear was scheduled for transport. The whole thing stank, but our
    noses had been out in the cold too long." --Solid Snake
    
    OBJECTIVES:
    (1) Sneak into the inner part of the tanker (the bridge) and discover its
    destination.
    (2) Obtain photographic evidence of Metal Gear RAY.
    
    The Tanker Chapter is Snake's flashback to two years ago, when he infiltrated
    the USS Discovery, an oil tanker, attempting to make visual conformation with a
    new type of Metal Gear.
    
    EVENT 1: Locate the bridge
    
    Aft deck
    
    There are three guards: one on the left, one on the right, and 1 on the upper
    level (of which you can easily avoid confrontation. The one on the left is
    easiest to hold up, and the guy on the right doesn't pose much of a problem
    either. Now for the other one. Climb up the stairs on the right side, all the
    way to the top. Wait for the guard to come around the corner and hang off the
    railing. After he looks down and walks towards the stairs you came up, jump back
    over, and hold him up.
    
    There are a few ways to get inside the ship, but this guide will take you
    through the door on the lower left side (leads to Deck-A).
    
    If this is your first time playing or are not familiar with the structure of the
    tanker, here goes: there are five levels, decks A-E, A at the bottom and E at
    the top. Deck-E is the bridge, and that's where we are headed.
    
    Below Deck-A is the Engine Room, accessed through the two exits on each side of
    the crew lounge. The port (left) side of the Engine Room leads to Deck 2, which
    takes you to the holds. But anyway, back to Deck-A.
    
    |------------------------------------------------------------------------------
    |USS DISCOVERY: OIL TANKER WITH A SURPRISE
    |
    |Go to the back of the Aft deck and look at the name on the tanker. You can
    |read the name "USS Discovery". It is ironic that this is the ship where Metal
    |Gear is being held, because the USS Discovery was the ship that was the base
    |of operations for Snake's support team in the Shadow Moses incident four years
    |ago.
    |
    |------------------------------------------------------------------------------
    
    Deck-A, crew's quarters
    
    Go into the locker room and collect some ammo and view some posters. There is M9
    ammo in the lockers closest to the screen on the far left and the far right. But
    be warned! There is a guard to the right of the locker room, and if you tap on
    the poster in the locker on the right, you will alert him. If you hold him up,
    he may or may not cooperate depending on the difficulty level. If not, you will
    have to come back later with the USP.
    
    Deck-A, crew's lounge
    
    There are three guards here: one on the stairs, one patrolling the area, and
    there is a guy on the far left on the lower level. If you take out the
    patrolling guard, the one on the stairs is fairly easy to surprise. Also, the
    guy on the lower level is falling asleep and can easily be snuck up upon. If
    shake him down, you'll find a ration. However, if you take it, a swarm of bugs
    will follow you around for a while. Deck-B is right upstairs from the middle of
    the lounge. But before you go, check behind the bar. There's ammo back there and
    some ice that you can shoot for fun. If you really want to take out your anger,
    bust up the wine bottle.
    
    Deck-B, crew's quarters
    
    Two guards: one in front, one in back. You'll have to take out one: I suggest
    the guy near the windows. On the port side a flight of stairs will lead you to
    Deck-C.
    
    Deck-C, crew's quarters
    
    Nothing much here, but a security camera and hidden ration. Press against the
    wall to evade the camera. You could just use a chaff grenade if you have one,
    but why waste? Actually, it doesn't matter because there's another chaff grenade
    in the locker by the stairs. Now for the ration: go to the starboard side, and
    crawl into the duct. There we go.
    
    Deck-D, crew's quarters
    
    Just as you come up the stairs you see a sentry move into the cafeteria. You can
    easily get him with an M9 from the doorway. There is also another guard on the
    other side of the hall (he will always patrol the opposite hall from where you
    enter the room). If you go through the cafeteria, you'll see a camera guarding
    some USP ammo (as well as M9 and USP ammo under the tables and a ration in the
    back). Don't worry about it now, just take care of the guard in the hall. When
    you reach that, you'll notice a bunch of SEMTEX and IR sensors in the hall. Walk
    through them. Just kidding! Don't do that! Just leave them alone.
    
    Before you go up to the bridge, you should know that there is another guard on
    this deck. He will only come if you go in the back of the pantry (room on upper,
    starboard side). He will only come once, so I would suggest not entering that
    room until you have the USP just in case.
    
    Deck-E, the bridge
    
    Snake finds the destination of the tanker and a Russian soldier, Olga
    Gurlukovich, outside on the deck.
    
    Navigation deck, wing
    
    Snake will encounter Olga Gurlukovich, daughter of Sergei, the colonel behind
    this operation. Your first boss battle has arrived.
    
    ===============================================================================
    BOSS: OLGA GURLUKOVICH
    
    "I think you deserve a little credit. No one's ever dodged that shot of mine.
    But no one gets lucky twice, either!" --Olga Gurlukovich
    
    Easiest boss of the game. Here are some key ideas. If you summersault quickly,
    she will lose track of you. Take that opportunity to take her by surprise. You
    may want to use the lock-on feature (L1), but a shot to the head will always
    take off more health.
    
    For more tips, see the boss section.
    
    ===============================================================================
    
    EVENT 2: Obtain photographic evidence of Metal Gear RAY
    
    Your next objective is to get those photographs of RAY. But first, you must make
    it down to the holds.
    
    Navigational deck, wing
    
    Before you do anything, shake down Olga and get some equipment off of her,
    including her dog tag. Snake takes her USP handgun, but cannot get ammo for it
    until he goes back into the bridge.
    
    Now, go up the stairs to the right and climb up the eagle's nest. You will find
    the thermal goggles. Be careful. You should make sure to do this before you go
    on to the starboard side of this deck. When you do, a guard will come out of one
    of the doors, and if you climb up the nest, he'll follow you and patrol that
    area, making it more difficult to hold him up. By the way, if you've already
    completed the Tanker Chapter, you will be able to get a suppressor for the USP.
    
    Oh, and don't forget to pick up the wet box as a souvenir.
    
    Deck-E, the bridge
    
    USP ammo x15. Load the sucker up!
    
    Deck-D, crew's quarters
    
    Okay, now take out the guards and you can use the USP to take care of the IR
    sensors (by shooting the control unit for the sensors) in the hall and the
    camera in the cafeteria. You may want to use this time to hold up the guy in the
    pantry (mentioned earlier). If you do, then make sure you don't leave a body in
    the hall, because he will notice.
    
    Deck-C, crew's quarters
    
    There's a new guard on this deck, but you can easily take him. You can also use
    the USP to get rid of the camera.
    
    Deck-B, crew's quarters
    
    If I'm not mistaken, there's a stubborn guard on this deck.
    
    Deck-A, crew's lounge
    
    Take care of any stubborn guards. Now, go to the far right and down those
    stairs. The door here leads to the Engine Room.
    
    Engine Room
    
    On the starboard side, you will encounter your old buddy (enemy, actually)
    Vulcan Raven (well, sort of). Notice a dead guy in the locker all the way to the
    left.
    
    In the next room there are tons of sentries (six on NORMAL difficulty). However,
    it has been my experience that things are not always what they seem. For some
    reason, a guard may not be where he is supposed to be. For this reason, I
    suggest saving your game if you want dog tags, so that you can make sure
    everything is normal and which guards will give them up easily. You are much
    better off if you have the USP suppressor, so you might want to wait until
    another game for dog tags.
    
    If there are no weird circumstances, expect to find a guard near the entrance.
    Grab him from behind and take him into the room on the right. The area where he
    patrols overlooks the rest of the room and you can easily use your M9 to take
    out a few guards from there. If you're just looking for some fun, you can knock
    this guy over the railing, and he'll fall on another guard. But if you do this,
    you should head down there quickly before the second guard wakes up.
    
    Expect another sentry on the next level, and one more on the lowest level. Move
    left and you'll find a ration all the way at the end. Now move further left and
    move up the stairs. There will be a guard right there, so get ready. There is
    one more guard on the level below you and he is a little hard to hold up. The
    last guy is on the stairs by the entrance to a room on the port side. This guy
    is also a little difficult to hold up.
    
    When you enter the room on the port side, Snake will hide behind the wall and a
    sentry will come out and make a report. Get rid of this guy either before or
    after he makes his report, but if you interrupt him, a search team will be sent
    in. Next, just take out those control units with the USP.
    
    Deck 2, port
    
    It's cold in here, so don't move around or you might get sick. It's a little
    dark, so you might want to use those thermal goggles. Now, go to the third
    opening and hide as a box. Watch out that you don't knock over that pipe. After
    the guard comes through, you'll have a chance to hold him up.
    
    The next guard is listening to music and won't be a problem. The last guy makes
    a report every minute or so and is also falling asleep. Sneak up to the area to
    the left of him, wait until he falls asleep, and then hold him up. Get out of
    there before they send a search team.
    
    Deck 2, starboard
    
    There are no guards, but get ready because a hell of a lot of them are coming.
    
    ===============================================================================
    BOSS: SOLDIERS
    
    "Who goes there?" --Soldier
    
    Some people may not consider this a boss fight, but this is in the Boss
    Survival, so it is a boss fight.
    
    Now there is a trick to this. Most would be tempted to use the USP, but it takes
    a few USP shots to kill a solider. However, it only takes one shot from the M9
    to tranquilize a guard and in they won't wake up. (Like in the Tengu boss fight
    in the Plant Chapter, stunning or knocking out a solider will eliminate the same
    as killing them, but with much less effort.)
    
    If you need any supplies, run up to the screen to find some ammo and a ration.
    It doesn't matter if you run out of ammo because you will not need any more (but
    it is helpful to have at least one M9 bullet for a marine Holds).
    
    ===============================================================================
    
    Hold No.1
    
    *If you are playing _Substance_, there are extra dog tags that can be earned in
    the holds.
    
    There is an easy way and a hard way. Let's go with the easy one.
    
    Climb down the ladders and go over to the left side of the room (you'll have to
    duck under the projector beam). Open the hatch and climb in. Follow the duct and
    you'll end up in the upper right side of the room. Go through the door to the
    next room.
    
    |------------------------------------------------------------------------------
    |BOXER SHORTS AND SUNGLASSES
    |
    |"Fancy!" --Solid Snake
    |
    |In Hold No.1, there is one marine in his boxers. But if you come back and play
    |another game, all the marines in Hold No.3 will be wearing boxers. In fact, the
    |game is set so that this will occur every even time you play.
    |
    |Why every even time? The third time you play, Snake will be wearing sunglasses.
    |This will also happen every odd time after that. Thus, every other time you
    |play this chapter, you will either have marines in boxers or Snake in
    |sunglasses.
    |
    |If you play the Plant Chapter for a third time and every odd time after that,
    |Raiden will wear sunglasses.
    |
    |------------------------------------------------------------------------------
    
    Hold No.2
    
    If you want to get a Game Over, but do it in style, press the action button next
    to the projector.
    
    If you want to continue, open the hatch on the right and climb in. This will
    take you to the third room and Metal Gear RAY. At one point, you will come
    across a marine that dropped a magazine. He will lean over to get it, but then
    decide not to. Don't let him see you.
    
    Also, you'll probably be in this room when Dolph stops talking and has the
    marines start stretching. Don't let them see you (especially when he has them
    stretch "down").
    
    Hold No.3
    
    "Metal Gear...!?" --Solid Snake
    
    You've seen the legend, now go to the right and crawl through the duct. It will
    take you to a ladder that you can climb and get a great view of the "MARINES"
    lettering on RAY that you can take a picture of.
    
    |------------------------------------------------------------------------------
    |SHALASHASKA APPEARS
    |
    |"I am Shalashaska. Also called Revolver -- Ocelot."
    |
    |Look at the "MARINES" insignia without a weapon. Notice Ocelot is standing next
    |to Metal Gear. Look again. He's gone!
    |
    |If you can get a picture of it and send it to Otacon, it'll freak him out.
    |
    |------------------------------------------------------------------------------
    
    Climb down the pole and there will be a sleeping marine. Shoot him with an M9 to
    ensure that he doesn't wake up and see you. Now the last three pictures you can
    get in this area. If the picture is really good, Snake will say "good". After
    that you can head over to the computer.
    
    By the way, Dolph will scare the hell out of you. He will say, "Intruder to the
    right!" and the marines will all be alerted. Don't worry, it is just a drill. He
    will call out a few directions. If, however, there really is an intruder in that
    direction in plain sight (i.e., you), they will see you.
    
    |------------------------------------------------------------------------------
    |FUN IN THE HOLDS
    |
    |Here are some interesting things to do with the marines:
    |- Hold up a guy (Don't kill him)
    |- Throw a magazine at one
    |- Get up on stage with Commandant Dolph (Game Over)
    |
    |Do you have stealth? Come back when you get it. Tons of fun right there.
    |
    |Want to screw with Otacon? Take some interesting pictures:
    |- Posters throughout the tanker
    |- Olga
    |- Vulcan Raven toy
    |- Ghost
    |- Ocelot
    |- Dolph
    |- Marine in boxers
    |
    |------------------------------------------------------------------------------
    
    Now it's time to sit back and enjoy the movie (a very long movie, but one of the
    best).
    
    "You don't have what it takes after all. You're going down, Snake -- with this
    tanker." --Liquid Snake
    
    
    PLANT CHAPTER
    =============
    
    "...Scientists had to make thousands of calculations to create the (atomic) bomb
    and determine its effects... Computers and atomic bombs, both products of World
    War II, grew up together."
    --National Museum of American History, Smithsonian Institute
    
    OBJECTIVES:
    (1) Infiltrate the offshore decontamination facility "Big Shell" and safeguard
    the president and other hostages.
    (2) Disarm the terrorists by any means necessary.
    
    Let me introduce you to the Plant Chapter, which is about 80 percent of this
    game. It is April 29, and you will be playing an inexperienced whiny moron who
    receives his orders from an annoying colonel. And let us not forget his
    constantly nagging girlfriend who saves your games. But, of course, you can't
    just save your game; you have to listen to Jack and Rose talk -- forever! This
    is a good time to learn that pressing the Weapon Button (Square) will fast
    forward through a Codec conversation.
    
    "Raiden, do you remember the sinking of that tanker, two years ago?" --Colonel
    Campbell
    
    Remember, the Tanker Chapter was just a flashback. Now you are on to the present
    day. You will learn about the Big Shell and sneaking suits from Colonel Campbell
    (the same guy from the original _Metal Gear Solid_). If you have just played the
    original game, then this chapter should be very interesting. Mr. X (the Ninja)
    said it best: "Nothing is what it seems in this affair."
    
    EVENT 1: Infiltrate the offshore decontamination facility "Big Shell".
    
    Strut A, Deep Sea Dock
    
    Snake will start by breaking into Strut A of Shell 1, in the Deep Sea Dock. He
    will be wearing an oxygen mask (just like in MGS) that is hiding his face. The
    Colonel will then change his codename from 'Snake' to 'Raiden'.
    
    You can explore the pool to locate thermal goggles at the bottom. There is also
    a shaver (razor) that you can obtain for later. In the middle locker, there is a
    ration. I have found that this is a good place to learn about a little something
    called Grip Level. Go over to the side of the pool and flip over the railing. Do
    100 pull-ups to get a level 2 grip, and 100 more to get a level 3 grip. Although
    you didn't need to do this in the Tanker Chapter, this may be helpful in this
    one. Also, if you do this over the pool and lose your grip you will fall into
    the water (as opposed to falling off one of the connecting bridges later on).
    
    When you leave the room, you will be introduced to Raiden's (Jack's) girlfriend,
    Rosemary. Also, you will learn about Nodes and access one. Raiden will get the
    hell shocked out of him (one of my favorite parts) and you can enter your
    information (see section on Nodes in Chapter 1).
    
    Now the guards will wake up and you'll have to hide during Caution mode. Go back
    into the room with the pool. By the way, if you can get a good look under the
    submarine on the ceiling, you'll notice a C4 bomb. Hmmm... that might be
    important later on.
    
    When Caution mode is over, you can easily take out the guards (these guards will
    have dog tags if you are playing VERY EASY or EASY because you will have an M9
    available). Now just go up the elevator.
    
    "The terrorists call themselves 'Sons of Liberty.' Their leader is Solid Snake."
    --Campbell
    
    In the elevator, Raiden will take off his mask and reveal he is not Solid Snake,
    but someone else. (You may have realized that already, but they try to make you
    think it is Snake.) The reason they had to change your codename is that Snake is
    the terrorist leader. However, it was believed that Snake died two years ago in
    that tanker accident.
    
    It is believed that he is responsible for its destruction, even though we know
    otherwise. Confused about what's going on? Well you will be at some point. One
    thing I may have forgotten to mention is that this story is long, involved, and
    very complicated. I will repeat those words I quoted before: "Nothing is what it
    seems in this affair" (Mr. X, the Ninja).
    
    Another thing you should note is that there are many things you will not catch
    the first time you play. Certain things I will point out certain things, but I
    will make a note if it contains a spoiler.
    
    |------------------------------------------------------------------------------
    |THE SONS OF LIBERTY
    |
    |The Sons of Liberty were a group of patriots during the American Revolution.
    |You will notice many aspects of American history in this game. Keep this in
    |mind.
    |
    |------------------------------------------------------------------------------
    
    WELCOME TO  ~ T H E   B I G   S H E L L :   S H E L L   1 ~
    
    You can get through the Tanker Chapter without actually knowing the layout of
    the tanker, but you must be familiar with the layout of the Big Shell. You can
    get a basic diagram by pressing Start.
    
            _____
           /     \
      B - C       H - I
     /  |  \     /  |  \
    A   1   D - G   2   J
     \  |  /     \  |  /
      F - E       L - K
           \_____/
    
    It is two hexagons connected end-on-end, Shell 1 and Shell 2. Each shell
    consists of six struts (A-F in Shell 1; G-K in Shell 2). Each shell also has a
    central core. (There are also two oil bridges, but we'll worry about those
    later). You will get the feel of the Big Shell eventually, as you travel through
    it. You will primarily be concerned with Shell 1.
    
    SHELL 1
    Strut A Pump Facility
    Strut B Transformer Room
    Strut C Dining Hall
    Strut D Sediment Pool
    Strut E Materials Distribution Facility
    Strut F warehouse
    
    SHELL 2
    Strut G Oil Processing Facility
    Strut H Warehouse
    Strut I Assembly Facility
    Strut J Power Plant
    Strut K Biochem Lab
    Strut L Sewage Treatment Facility
    
    Strut A roof
    
    Your first task is to log into the Node. Crawl under the fence and then go down
    the staircase. Campbell will inform you that SEAL Team 10 has landed on the roof
    of Strut B.
    
    Strut A, Pump Room
    
    One guard will go up to the roof and the other one will be patrolling. You can
    easily distract him by knocking on the wall and access the Node. You are
    supposed to go to Strut B, but I have found it much easier if you actually have
    a weapon. I suggest you try using the door on the right, leading to Strut F.
    
    FA connecting bridge
    
    Here's the tough part. There is one guard on the bridge, and a camera cypher.
    This bridge also has a lower level, where the guard will spend most of his time.
    You must plan your movements carefully so that you won't be seen. I suggest you
    save your game before doing so.
    
    Strut F, warehouse
    
    Wait for the guard to turn around and go to the room all the way on the right.
    You will find the M9 and some ammo. Now you can head back to Strut A.
    
    FA connecting bridge
    
    This time you don't have to worry about the guard because you can use the M9.
    However, you will still have to work carefully around the cypher.
    
    Strut A, Pump Room
    
    There is some ammo at the top of the stairs on the right and also a ration in
    one of the lockers on the right side. Now go through the door to the left of the
    Node.
    
    AB connecting bridge
    
    There are two guards. If you want dog tags, you'll have to jump over the railing
    and jump back up after they have past you (all those pull-ups came in hand).
    This is because there are grates on the floor and they will hear you if you step
    on them.
    
    Strut B, Transformer Room
    
    "He's Romanian. A wizard with knives." --Iroquois Pliskin
    
    Now you get to watch a movie about Vamp and S..., I mean Lieutenant Junior Grade
    Pliskin, one of the SEALs. Remember that razor in the Deep Sea Dock? If you
    picked it up, Raiden will give it to him and later on he will shave. Note that
    Campbell is very unhappy about this because Pliskin "was not in the simulation"
    and is "not a factor in this mission." Pliskin will also give you the SOCOM, but
    since you don't have a suppressor, you can't do much with it. Log into the Node
    and leave. Don't forget to check the lockers for ammo and a ration.
    
    |------------------------------------------------------------------------------
    |FOXHOUND AND YOU
    |
    |"The kids wired with nano machines." --Iroquois Pliskin
    |
    |According to Pliskin, and others throughout the game, FOXHOUND was disbanded
    |four years ago, after the Shadow Moses incident. But I thought you were working
    |for FOXHOUND. Confused? You should be.
    |
    |------------------------------------------------------------------------------
    
    |------------------------------------------------------------------------------
    |THE SIGNIFICANCE OF TOMORROW
    |
    |Before you leave, Rose will call and ask you to save and if you know what day
    |tomorrow is (she will nag you about this for the rest of the game). The
    |significance between Jack (Raiden) and Rose is rather obvious. Can you figure
    |it out?
    |
    |But this goes beyond Jack and Rose. There is something very special about
    |tomorrow. Here's a hint: remember, today is April 29th. What is April 30th?
    |
    |------------------------------------------------------------------------------
    
    BC connecting bridge
    
    "Is there anyone here who can kill me?" --Fortune
    
    Another movie. This will introduce Fortune, leader of Dead Cell. You will also
    witness Vamp kidnap the president and her blow the crap out of a bunch of SEALs.
    But she gets depressed about accidentally killing some birds.
    
    Not much here but some Chaff Grenades. Also, this you may want to do those pull-
    ups if you didn't do them before since this will probably best the last time you
    get to stand on a bridge without any enemies.
    
    Strut C, Dining Hall
    
    You are going to meet up with Pliskin and Peter Stillman, a bomb disposal expert
    for the NYPD. You will now be working with these two against Fatman. This will
    involve defusing several bombs throughout the Big Shell. Stillman will tell you
    all about Sensor A and the coolant, and the Level 1 PAN card.
    
    |------------------------------------------------------------------------------
    |SEMPER FI
    |
    |After Pliskin leaves, Stillman will point out two of the expressions he used,
    |"Semper Fi" and "Who dares, wins". This serves to inform us that he may not be
    |who he says he is. If you cannot figure out who Pliskin is, then you are 
    |dumber than a rock (no offense). If you were wondering, Semper Fi means 
    |"always faithful" (thanks to Fatt Abbot).
    |
    |After this movie, quickly run out to the CD connecting bridge for an
    |interesting sight.
    |
    |------------------------------------------------------------------------------
    
    EVENT 2: Eliminate the terrorist threat posed by Fatman and disable his C4 bombs
    
    So coolant, what the hell's the point? I will tell you the point, my friend.
    Coolant is a very helpful tool. Not only do we need it for bomb disposal, but it
    has other purposes. Spray it at an enemy, and it temporarily stops them. But the
    most important feature is for getting dog tags. Running up behind an enemy and
    holding them up is no so easy in some situations. However, one of the properties
    of coolant is the ability to wake up an enemy. Now you can knock them out with
    the M9 and wake them up with coolant. It is a very powerful tool.
    
    Strut C, Dining Hall
    
    The first bomb is in the women's bathroom, above the mirror.
    
    |------------------------------------------------------------------------------
    |BATHROOM FUN
    |
    |Here are some interesting things about the bathrooms in Strut C:
    |- if you went in the women's bathroom before meeting Stillman, and ask him for
    |hints, he will mention that to you
    |- if you call Campbell in the women's bathroom you'll get an interesting
    |lecture from him and Rose will be mad at you (she won't let you save your game
    |until you apologize)
    |- look at a toilet or urinal in the men's bathroom and call Campbell (Raiden
    |will use it)
    |
    |------------------------------------------------------------------------------
    
    CD connecting bridge
    
    There is a guy that walks back and forth, but he's easy to deal with. There are,
    however, two traps on this bridge that can be a pain in the ass:
    
    Some of the metal planks in the bridge are loose and will fall off, especially
    on the lower level. If you walk straight across the bridge, you won't have any
    trouble. By the way, you can use the thermal goggles to see which planks will
    fall because these appear hotter.
    
    Now he's something that really screwed me over a few times:
    DO NOT RUN INTO THE DOOR TO STRUT D! There is a security camera right outside
    the door. Go close to the door and look inside. When you can see the camera,
    shoot it with the SOCOM.
    
    Strut D, Sediment Pool
    
    There are three guards: two on the upper level, one on the lower level. If you
    have the M9, take out the two on the upper level. Do not take out the other
    guard! He will report in every so often. You can even use the coolant to wake
    them up so you can get their dog tags.
    
    There are two ways to get down to the lower level. The easy way is to go down
    the stairs after the guard walks past (to the right). You can go downstairs,
    walk to the far left, defuse the bomb, and get back up before the guard comes
    back. This is much easier than it sounds.
    
    The other way is hang off the railing on the top, jump and quickly grab the
    railing on the lower level. This is harder, but it can be done. If you really
    want the map, you can do the same thing as you did with the bomb and exit the
    door right near it, or you can go to the DE connecting bridge first. I will
    assume you exit through the upper level.
    
    DE connecting bridge
    
    Ready? One guard walking across the bridge; he will sometimes walk on the bottom
    level. There is also a guard on the perimeter of Strut E so you'll have to take
    him out or wait until he leaves. (You will go to that area very soon, so if you
    shoot him with the M9 he will still be asleep when you get there.) There is also
    a guard on the heliport (same case if you tranquilize him), but he will only
    yawn; he won't see you.
    
    Now to get access the Node in Strut D (if you haven't already). Just go to the
    bottom level (the guard on Strut E cannot see you here) and enter Strut D
    through the door on the lower level.
    
    Strut E, Parcel Room
    
    There are two guards: one in the front (doesn't move much and reports in so you
    should leave him alone) and one patrolling in the back. You'll have to sneak
    around a bit, but you can take out the one in the back pretty easily.
    
    The Node is in the upper right corner. Downstairs you'll find Box 5 (Z.O.E.
    stands for _Zone of the Enders_, another Konami game). Access the heliport by
    the stairs on the right of the first floor.
    
    |------------------------------------------------------------------------------
    |CONVEYOR BELT FUN
    |
    |Go to the back of the room and climb onto the platform next to the conveyor
    |belt. If you face left or right, the conveyor belt will stop and let you on.
    |Different boxes will take you to different locations.
    |
    |Box 1 -- Strut C, Dining Hall (back left of cafeteria)
    |Box 2 -- Strut B, Transformer Room (across from lockers near door to BC bridge)
    |Box 3 -- Strut A, Pump Room (across from lockers on left side)
    |Box 4 -- Strut F, warehouse, B1 (back right wall; you can get extra ammo)
    |Box 5 -- Strut E, Parcel Room, B1 (back room downstairs*)
    |
    |*Normally you would need the level 5 card to get into the this area. The
    |digital camera is available here.
    |
    |------------------------------------------------------------------------------
    
    Strut E heliport
    
    Along the path you will run into the guard that looks over the DE connecting
    bridge. If you shot him before, he will now be either knocked out (M9) or dead
    (SOCOM). Near him are some Claymore mines.
    
    On the heliport, you will find two guards and a Harrier. The bomb is under the
    Harrier. Also, you can find Box 3.
    
    Strut E, Parcel Room
    
    EF connecting bridge
    
    Shortly after you step onto the bridge you will receive a call from an anonymous
    Mr. X. These are some of the most pointless lines in the entire game (and yes, I
    do realize the significance; they just sound stupid)! It goes something like
    this:
    
      MR.X: Be careful! There are Claymore mines around there.
      RAIDEN: Who is this?
      MR.X: Stealth-equipped Claymore mines, invisible to the naked eye. Use the
      mine detector.
      RAIDEN: Identify yourself.
      MR.X: Just call me "Deepthroat."
      RAIDEN: Deepthroat? You mean from Shadow Moses?
      MR.X: Mr. X, then.
      RAIDEN: Mr. X, now is it? Why would it matter if I called you Deepthroat?
    
    Hmm... another reference to Shadow Moses... what could it mean? :) (You want to
    know who the ninja is? Listen to the accent.)
    
    Depending on the difficulty level, you may or may not have the mine detector. If
    not you can go about this two ways: use the thermal goggles or just crawl across
    the bridge (this way if you go over a mine you will pick it up).
    
    But don't go yet! There is a guard on top of the heliport and you should make
    sure he is knocked out first.
    
    Strut F, warehouse
    
    This is kind of complicated, but you'll get the hang of it after going through
    here a few times.
    
    First run into the hallway (left) and get out the M9 so you can take care of a
    guy who sticks his head out from the corner. After another guard makes his
    report, he'll walk towards you so he can go downstairs. As he does, take the
    body of the other guard to the back of the strut (before he can see you). Hide
    him in the back room (where you got the M9). Next time the other guard comes
    upstairs, wait for him to make the report, knock him out, and hide the body. If
    the search team doesn't find a body they will assume he has gone AWOL and will
    not send a replacement.
    
    Now take out the other guard (on the B1 level) from this floor and move all the
    way over to the left side of the area that overlooks B1. Jump over the railing
    into a small, enclosed area, where you will see the bomb. There is another door
    you can exit from on this floor, but let's assume you use the door on 1F.
    
    But first, let's look around this floor. There are two rooms in the back, the
    one on the left has the Node, a ration, pentazemin, and Box 2. Crawl through the
    duct to the other room and the SOCOM suppressor will be awaiting you, along with
    some ammo.
    
    FA connecting bridge
    
    Before you can do anything you'll get another call from Rose. This one only
    takes about 57 hours to watch. She will talk about the time they first met
    (coincidence? I think not).
    
    One guard, one cypher. Now let's learn about cyphers. There are two kinds:
    camera cyphers (with a camera on top) and gun cyphers (with a gun on the
    bottom). There are two ways to destroy a cypher: shoot the body three times, or
    just shoot it once in the camera (or gun).
    
    Strut A, Pump Room
    
    You can now enter the room in the back, but let's save this strut for last. Why?
    Because it will save us some time later on.
    
    AB connecting bridge
    
    There is only one guard now. (If you wanted to get dog tags from the other one
    that was here before, come back later.)
    
    Strut B, Transformer Room
    
    There is one guard that walks back and forth through the hall and one who
    circles the transformer room. If you try to sneak up behind the guard in the
    hall, he will hear you. Just M9 him and hold him up. If you are too loud, the
    sentry in the room might hear you.
    
    Now you near the lockers in the back and wait until you see the other guard walk
    by on the radar. Now sneak up behind him. The bomb is behind the open door in
    the transformer room.
    
    BC connecting bridge
    
    There is now a guard (who reports in every one in a while) and a camera cypher.
    Want dog tags? Knock out the guy, shoot the cypher, get the tags, knock out the
    guy again, and run the hell out of there before anyone notices he hasn't
    reported in.
    
    Strut C, Dining Hall
    
    Okay, look into the hallway and you will see a guard. Take him out. There is
    another one in the cafeteria.
    
    Go to the pantry where Stillman used to be. Inside, you'll find Sensor B. This
    detects bombs by sound (and is a little harder to use). We got what we wanted,
    now head back to Strut A.
    
    BC connecting bridge
    
    Strut B, Transformer Room
    
    AB connecting bridge
    
    Strut A, Pump Room
    
    Go into the back room (there is a sentry there). Take out the guard, take out
    the camera, and go to the right entrance to the pipes.
    
    Crawl all the wall to the back and then go left until you see a big red pipe you
    can crawl under. Follow this forward and you will come across the last bomb.
    
    Also in this room are Box 1 and some other goodies.
    
    Strut A roof
    
    You'll get a call from Stillman and start your next adventure--finding a bomb in
    the Deep Sea Dock.
    
    There is one guard on the roof and he can be dealt with easily.
    
    Strut A, Deep Sea Dock
    
    Go into the room where you started. If you noticed the bomb the first time you
    were here, then you know where it is. If not, I'll tell you: under the submarine
    that hangs over the pool. Simple enough, no?
    
    On your way out, Campbell will call and tell you that the terrorists killed one
    of the hostages in retaliation for SEAL Team 10's strike.
    
    Once you leave, you'll run into Fortune, and she wants to fight.
    
    ===============================================================================
    BOSS: FORTUNE
    
    "You've seen the fires of hell, haven't you?" --Fortune
    
    Bad news -- there is no way to shoot her, stun her, knock her out, or kill her.
    No, I'm not joking. You don't win this fight by killing her, you win by not
    letting her kill you. Just survive until the elevator comes down from the roof.
    
    Now, let me tell you about a stupid-ass thing I did the first time I fought her.
    I didn't realize that she could be hit, so I just kept on trying until my SOCOM
    ran out of ammo. Considering the next boss is only a few minutes away, it was
    not a good thing.
    
    ===============================================================================
    
    Congratulations, you just won another disposal mission, followed by another boss
    fight. My advice is to run through these areas as quick as you can, but do not
    go too fast that you make a stupid mistake like letting a guard see you.
    
    Strut A roof
    
    Strut A, Pump Room
    
    FA connecting bridge
    
    Shoot the guard with the M9 and run across the bridge before the cypher comes.
    
    Strut F, warehouse
    
    Wait for the guard to make his report, shoot him, and shoot the other guy that
    will come to the area a few seconds later.
    
    EF connecting bridge
    
    Run across quickly, before a guard gets a chance to watch the bridge from the
    heliport.
    
    Strut E, Parcel Room
    
    Strut E heliport
    
    The bomb is right where the Harrier used to be. Once you defuse it, you will
    meet the famous Fatman:
    
    "I am Fatman. The greatest that humanity has to offer. And the lowest."
    
    I must admit, his speech is pretty good (in fact, we've reproduced it in the 
    Quotes section).
    
    ===============================================================================
    BOSS: FATMAN
    
    "It's time to start the party." --Fatman
    
    You could take his advice to laugh and grow fat, but that won't really help you
    out here. Make sure you have Sensor A equipped, cause you're going to need it.
    The basic idea is just to disable the bombs and shoot him. When he falls, shoot
    him in the head, and you'll take away a lot of health.
    
    (Remember that these are only summaries of the bosses and that you can get all
    the details in the Boss Section.)
    
    ===============================================================================
    
    "Bring it on I say. They'll be happy too."
    
    Wonder who "they" are? Think about it! This game gives a lot of clues about the
    plot.
    
    Now it's time to defuse the final bomb. Fatman will give you only one clue:
      "Somewhere in this area. Don't worry, it's very close by."
    In fact, it's very, very close by. It is underneath him. Just move him (make
    sure to get Stillman's dog tag) and spray it.
    
    EVENT 3: Locate Colonel Ames and obtain as much information as possible from him
    
    Okay, now you will finally meet the mysterious Mr. X in person. He is a cyborg
    ninja. (This is significant because Gray Fox dressed up as a cyborg ninja during
    Shadow Moses. Why does it keep coming back to the Shadow Moses Incident...?) He
    will give you a cell phone (which help you almost not at all) and a B.D.U.
    (Battle Dress Uniform), as well as giving you a lot of information.
    
    Remember:
    - Guards in Shell 1 dress differently than all the other terrorists.
    - You can only pass off as a guard if you wear the B.D.U. and carry the proper
    gun: the AKS-74u.
    - They will be suspicious of you if they see you without a gun or doing
    something out of the ordinary (i.e., crawling, doing flips, pounding against a
    wall, etc.) and question you. If you run away, they will be alerted. If they see
    you on the floor, they will kick you and reveal your identity.
    - If you bump into a sentry, your uniform will come off.
    
    Strut E heliport
    
    Strut E, Parcel Room
    
    EF connecting bridge
    
    Be prepared for your first encounter with gun cyphers! There will be three. No
    more, no less. Remember this: there will always be (unless you come back shortly
    after destroying them) three cyphers on the EF bridge. They will come at
    separate times as well. But don't try taking them out with the M9, cause you may
    have some trouble with that (that can only be destroyed by lethal weapons). Use
    the SOCOM.
    
    Strut F, warehouse
    
    Every time you go to Strut F, use the same strategy as before. I will alert you
    to new items.
    
    1F
    
          |----|  |----|
         A|Lv.3|  |Lv.2|B
          |----|  |----|
    
     |----|   ------   |----|
    C|Lv.2|  |      |  |Lv.3|D
     |----|   ------   |----|
    
          |----|  |----|
         E|Lv.3|  |    |F
          |----|  |----|
    
    Room B (Lv.2): Claymores / C4
    Room C (Lv.2): M4 (WARNING: SEMTEX!)
    
    In Room C, you will come in and see IR sensors and SEMTEX, just like Snake
    encountered in the Tanker Chapter. Take it out the control unit with the SOCOM.
    Inside the room, you will find the M4. This is a high-power assault rifle, but
    you won't be able to find a suppressor. This is better for later in the game and
    for boss fights. There is a duct on the left side of the wall, but the ammo in
    there is for a weapon you don't have yet.
    
    B1
    
    The big room by the stairs is level 2, and you can now enter. Inside you will
    find the AKS-74u assault rifle. This is what you need to make yourself into the
    enemy. But don't think you can walk around and they'll think you're one of them;
    this will only work in the Shell 1 Core.
    
    EF connecting bridge
    
    Not only will those cyphers come back, but you will also have to deal with a guy
    on top of the heliport. My suggestion is to take out him quickly with the M9 and
    then deal with the cyphers. I prefer using one of the assault rifles on the
    cyphers.
    
    By the way, you are pretty much at a part where you will be getting a lot more
    freedom of which weapon to use. You'll have to use the AKS-74u in the core, but
    if you need to take anyone out, it is better to use a weapon with a suppressor.
    I strongly recommend using the M9 throughout the game, because one hit with a
    lethal weapon is not enough to kill them (unless you get them in the head or
    heart), but if you miss, you will alert them to your presence.
    
    The bridge to the core has a lot of loose planks. If you use the thermal
    goggles, you will be able to see which ones will fall. There is another trick,
    by the way. Planks that fall will look different. Here is an example:
    
    |---------------|     |---------------|
    |               |     | |--       --| |
    |               |     | |           | |
    |               |     |               |
    |               |     | |           | |
    |               |     | |--       --| |
    |---------------|     |---------------|
    
    Normal Plank          Falling Plank
    
    Just make sure you got all the cyphers before you try to cross the bridge.
    
    Shell 1 Core, 1F
    
    When you enter the building, Rose will call you tell you about the Tanker
    Chapter and say that Snake's body had been positively identified at the scene.
    She is going to check DNA tests.
    
    There will be a camera right by the door. Quickly switch to the SOCOM and
    eliminate the camera. Now switch back to the AK. If a guard walks by they won't
    notice you, so don't worry about that. Now go out into the hall and take out the
    cameras when the guard is not watching you. (*Note: the cameras in _MGS2:SOL_
    and _MGS2:S_ are in different places on certain difficulty levels.)
    
    The Node is in the room to the left on the back of the building. There is also a
    camera on the hallway on the left.
    
    Now for the elevator: there is a camera there that you cannot destroy. All you
    have to do is wear your uniform and your AK. In the elevator, go down to the B2
    floor.
    
    |------------------------------------------------------------------------------
    |YOU'RE IN THE (RUSSIAN) ARMY NOW
    |
    |"What are you?" --Sentry
    |
    |You are now one of the terrorists. I always like to save the game here and just
    |have some fun (fun that will lead to many Game Overs and many more laughs).
    |You'll be surprised how much fun you can have.
    |
    |I think I'll take this time to mention a strange occurrence. When you prevent a
    |guard from making his scheduled report, an attack team will come. If they don't
    |find him, he will say "Unable to find AWOL soldier. Nothing else to report." in
    |a Russian accent. But once in a while, you will have an American guy that says
    |it. Kind of weird, no?
    |
    |------------------------------------------------------------------------------
    
    Shell 1 Core, B2 Computer Room
    
    Four guards: three in the computer room, one running (not walking, but running)
    around the perimeter. His purpose is to walk into you and discover you. The Node
    is in the right corner of the computer area. Your main objective here is to get
    the directional microphone. It is in the left corner.
    
    To the left of the computer area is a bunch of lockers. On top of the one on the
    back is a pile of books. Just hit the locker door until the books fall down. If
    the door comes off and falls on you, your uniform will come off.
    
    Just for fun, watch some of the guards. You might get a chance to see two of
    them high-five.
    
    |------------------------------------------------------------------------------
    |THE B2 ELEVATOR AND HOW TO PREVENT ALERT MODE
    |
    |Many rooms in _MGS2_ will have more than one exit. One of the functions of this
    |has to do with the attack team. In the Shell 1 Core, attack guards will often
    |come and go through the elevators. Notice that they will not come or leave from
    |an elevator that you are standing near.
    |
    |In the computer room there are two elevators: one from which you came, and one
    |directly in front of the computer area (which you cannot access). This is how
    |an attack team can get in or out if you are in front of the elevator. (Note
    |that you cannot use the elevator in Alert or Caution modes.)
    |
    |Now let's do a case study on the B1 floor. Suppose you kill all the other
    |guards, and leave one. Hold him up, shoot out his radio (M9), shoot him once in
    |the arm and once in the leg (SOCOM), and let him go into alert.
    |
    |He will go to call for backup, but then realize that his radio doesn't work.
    |Now he will hop around, trying to get a new radio in one of two places: the
    |small room right of the elevator or the lounge. One thing to note is that he
    |cannot get a radio if you are in the room.
    |
    |Follow him around while he hops from room to room, and back again, to find a
    |new radio. If you are always watching him, he will not succeed. You can do this
    |as long as you want. Just an interesting little activity.
    |
    |Now, let's think for a minute. Why is there another elevator on B2 of the Shell
    |1 Core? B1 is able to survive with one elevator. Where does the B2 elevator go?
    |You will never be able to see the inside of the elevator, but these questions
    |will be answered. After talking to Ames, you should have enough information to
    |figure it out.
    |
    |------------------------------------------------------------------------------
    
    Shell 1 Core, B1
    
    When Raiden enters, he will watch a sentry do the retina scan and enter the
    hostage room. This is a fun place to really screw around with the guards if you
    want. Remember: C4 can be attached to a guards back. Have fun! The Node is in
    the room on the right.
    
    Here is how it works: one guard will patrol, go back into the lounge, and
    another guard will patrol, etc. Your goal here is to grab a guard and use him in
    the retina scan. If you are unsure of how to do this, use a book or hold up the
    guard in front of the scanner. Now unequip your weapon and press square to put
    the guard in a strangle hold. Then drag him to the scanner. If he tries to get
    away (he will after a few seconds), press square again.
    
    Shell 1 Core, B1 Hall
    
    Okay, there is one guard. If you take too long, or you get him suspicious, he
    may call for more. So where is Ames? If you need to use the directional
    microphone, use it. There will be lots of middle-aged men and women, and there
    will be a young woman named Jennifer. If you keep talking to her too many times,
    she will get freaked out by Raiden.
    
    If this is your first time playing, Ames will be against the table in the lower,
    left corner. If it isn't, you will already know what he looks like, and you
    should be able to find him.
    
    By the way, don't mess with this guard too much. If anything happens to him, you
    will get a Game Over immediately.
    
    When you talk to Ames, you will get a chance to use the directional microphone
    to listen to a conversation between Ocelot, Olga, and the terrorist leader (the
    so-called "Solid Snake").
    
    If you turn towards the door to the left, you will hear Johnny Sasaki from the
    original _Metal Gear Solid_. Ocelot will come through the door, and you'll have
    to pick up your AK. You will be discovered and now you must make your mistake.
    
    Shell 1 Core, B1
    
    Good news: you've escaped. Bad news: Ocelot has taken your balaclava (fancy word
    for headgear). In addition, the guards will be in Caution mode. My
    recommendation is that you walk to the corner near the elevator, take out the
    guard, and leave.
    
    Shell 1 Core, 1F
    
    Remember how you took out those cameras before? Well that was so you don't have
    to face them now. Just go to the hall on the right, shoot the guard, and get the
    hell out of there!
    
    EVENT 4: Locate and safeguard the president
    
    Your new objective is to find President Johnson, over in Shell 2. This will
    require you to cross the Shell 1-2 connecting bridge, a major point in the game.
    You will not be able to come back to Shell 1, so anything you want to do, and
    any dog tags you want to get, you'll have to do now.
    
    If you've been collecting dog tags, there are 36 in Shell 1 (plus one in Strut E
    that you will be able to get only at the end of the game). Chances are, you are
    probably missing some, and I just might know which ones those are. I suggest you
    check the following places because this is where new guards appear after you
    beat Fatman:
    
    AB connecting bridge
    	*This guy was here at the very beginning and then left, but he's back!
    CD connecting bridge
    DE connecting bridge
    
    You may also want to check the roof of Strut A if you didn't get that guy yet.
    Also, the guard in the Lv.1 room of Strut A (where the bomb was) doesn't always
    appear during bomb disposal, but he should be there now.
    
    Once you are ready, check out new equipment at Strut F.
    
    EF connecting bridge
    
    Remember how I said there's always three cyphers? Well there are three damn
    cyphers! Now eliminate them, along with that guard on the heliport.
    
    Strut F, warehouse
    
    All right, let's go over the map again.
    
    1F
    
          |----|  |----|
         A|Lv.3|  |Lv.2|B
          |----|  |----|
    
     |----|   ------   |----|
    C|Lv.2|  |      |  |Lv.3|D
     |----|   ------   |----|
    
          |----|  |----|
         E|Lv.3|  |    |F
          |----|  |----|
    
    Room A (Lv.3): RGB6 grenade launcher
    Room C (Lv.2): PSG1 ammo hiding in the duct
    Room D (Lv.3): PSG1 sniper rifle. In the duct, you'll find the PSG1-T
    (tranquilizer rifle)
    Room E (Lv.3): Claymores / C4
    
    Head over to Strut D (that's where the Shell 1-2 connecting bridge is).
    
    EF connecting bridge
    
    The cyphers are still gone from when you shot them. The guard will come back,
    but if you just run quickly he shouldn't see you.
    
    Strut E, Parcel Room
    
    DE connecting bridge
    
    Don't forget about that guy on the heliport. Other than that, both guards on the
    bridge only patrol the lower level.
    
    Strut D, Sediment Pool
    
    Put the guards on the upper level to sleep and grab that PSG1 ammo by your feet.
    The door to the Shell 1-2 connecting bridge is the one directly in the middle.
    
    Shell 1-2 connecting bridge
    
    When you were in the hostage room, you heard Ocelot and "Snake" talking about
    placing SEMTEX and IR sensors on the bridge to Shell 2. Well, now you just have
    to defuse them. The number of control units changes depending upon the
    difficulty level. On NORMAL, there are 10:
    
    - 1 on the column in the middle of the bridge (Raiden will point this one out)
    - 2 right at the bottom of the stairs, next to the IR sensors
    - 1 on the door to Strut D (behind you)
    - 1 on the bridge to your left (closer to Strut G than D)
    - 2 on Strut G (each surrounded by six packs of SEMTEX)
    - 1 behind the Sons of Liberty flag on Strut G
    - 1 to the lower right of Strut G, hidden by a flock of seagulls
    - 1 on the cypher hovering above Strut G
    
    You should be able to take out the first seven pretty easily. The last three
    however, require some work.
    
    To get the one behind the Sons of Liberty flag, you can do two things. First,
    you can try to shoot when the flag reveals the control unit for about a second
    or two. The other option is much more simple. If you have a second PS2
    controller in the player two slot, grab it and press L1 to change the wind,
    blowing the flag in the other direction and revealing the control unit.
    
    The one hidden by the birds isn't too difficult. Such fire a warning shot at the
    birds to get them to leave.
    
    Now for the tough one (it's actually not that tough). Get the cypher in the
    scope of your PSG1 and wait until it stops moving, then shoot the control unit.
    If you shoot the actual cypher, it will crash and you will lose the game.
    
    What a real challenge? Do all this with just a SOCOM (except for the cypher
    one). It really isn't that hard. In addition, you save some PSG1 ammo, which you
    will need later on. Also, try getting the cypher in one shot without using
    pentazemin. Both of these tasks can be done, so try it!
    
    Once you have eliminated all the control units, you will encounter Solidus
    Snake, the terrorist leader and Solid Snake's brother. You will also find out
    that Otacon is here on this mission, and he's working with Pliskin. (Remember
    when Peter Stillman talked about someone of Otacon's description being brought
    along?) If you haven't figured out who Pliskin is by now, you don't deserve to
    play this game.
    
    |------------------------------------------------------------------------------
    |SOLIDUS SNAKE: MASTER OF DEFENSE (AND SCHMUCK)
    |
    |"I'm a whole different game from Liquid!" --Solidus Snake
    |
    |Solidus Snake is a master of defense and a real schmuck, as you will see later
    |on. You will also learn of his past work in politics. But one thing stands out
    |about, at least to my brother and me.
    |
    |Notice that whenever he prepares himself for battle, he makes a small plate on
    |his uniform close over his mouth. This is his ultimate defense (yes, I am being
    |sarcastic). What is wrong with this guy that he thinks a 1/4 inch thick piece
    |of metal over his mouth is going to protect his whole head?
    |
    |But the best example of his inane stupidity comes at the very end of the game.
    |
    |------------------------------------------------------------------------------
    
    ===============================================================================
    BOSS: HARRIER 2
    
    "So you're the boss around here?" --Raiden
    "Not just around here. I'm the boss to surpass Big Boss himself." --Solidus
    Snake
    
    You have a Kasatka on your side, but there's no way it can stand up to the
    Harrier. Use the stinger missiles constantly and when the Harrier bombs you,
    jump over the railing to the lower level of the bridge. When he flies over you,
    take the opportunity to blast the crap out of his weapons.
    
    ===============================================================================
    
    "They got my eye." --Solidus Snake
    
    Now you've really taken care of that jerk, but he's gonna send Vamp to walk on
    water like he was Jesus Christ. Metal Gear RAYs will also come out of the water
    to save the Harrier and blow the crap out of the Big Shell, destroying much of
    Struts D and G (not to mention that Strut H was crippled by Fatman).
    
    Rose will ask you to save, and you definitely should. This part is very easy to
    screw up, and both of us Shnake brothers have killed ourselves quite a few times
    on this part. Pliskin's identity will also be revealed and there will be a lot
    of talking via Codec.
    
    Snake and Raiden will now switch places with Snake and Otacon going after the
    hostages in Shell 1, and Raiden going after the president in Shell 2. The next
    part of this mission requires good coordination skills.
    
    |------------------------------------------------------------------------------
    |IN THE WORDS OF GRAY FOX
    |
    |When Raiden confronts Snake about cause, Snake gives Raiden some advice that
    |he says a friend of his told him:
    |
    |"We're not tools of the government or anyone else. Fighting was the only thing
    |I was good at, but at least I always fought for what I believed in."
    |
    |That friend he is referring to is Gray Fox. Before he died in Shadow Moses, he
    |says:
    |
    |"We're not just tools for politicians and generals! All I did with my life was
    |fight... but at least it was my choice... Goodbye, Snake."
    |
    |It is obvious now where Snake got his advice. The Gray Fox quote can be found
    |in Nastasha Romanenko's book, _In the Darkness of Shadow Moses: The Unofficial
    |Truth_ (found in the PREVIOUS STORY menu). By the way, if you read all three
    |of the previous story articles/books (they can be somewhat lengthy), you might
    |start to put a few pieces of the puzzle together.
    |
    |------------------------------------------------------------------------------
    
    WELCOME TO  ~ T H E   B I G   S H E L L :   S H E L L   2 ~
    
    Shell 1-2 connecting bridge - LG connecting bridge
    
    One thing I will point out is that at if you die, you will have to start over
    from the Shell 1-2 connecting bridge. For some reason the game now considers
    everything from the Shell 1-2 connecting bridge to the LG connecting bridge to
    be one area and everything from the perimeter of Strut L to the KL connecting
    bridge to be another area. When you die you start at the beginning of that area,
    so if you die on the LG connecting bridge, you will have to start from the Shell
    1-2 bridge.
    
    There is a ration on the stairs to the right. Use the coolant spray to put out
    the fire. Be aware that the stairs will fall a few seconds after you step on
    them. Now jump over the railing to the right, and hang off the little piece
    sticking out. Jump down onto the pipe below. There is a ration at the end.
    
    Now go forward and align yourself with the area on the left. Do a running jump
    (this may take a few tries to get right). Now put out the fire with coolant and
    grab some PSG1-T ammo and the suppressor for the AKS-74u. Walk along the
    perimeter of Strut G. Use the thermal goggles so you can see which planks will
    fall. When you get to the end, jump over onto the LG connecting bridge.
    
    There will be two guards who are coming to look at the damage caused by the
    Harrier. Get a sniper rifle and eliminate them. I recommend the PSG1-T because
    it only takes one shot, and if you miss they won't go into Alert mode. I also
    suggest just killing them with the PSG1 after they're knocked out because I have
    had times when they woke up while I was crossing the bridge. The cost is clear
    to move on to the perimeter of Strut L.
    
    Strut L perimeter - KL connecting bridge
    
    Here is the plan: crawl and crawl quickly. The Strut L perimeter has a few
    windows and two guards that will be looking out those windows. If you stay down
    and don't stop moving you shouldn't have any problems at all.
    
    Next you will have to scale the side of the strut. This shouldn't be any
    problem. After that, you will have an interesting little predicament. One of the
    guards will piss on you (no, I am not making this up). Call the colonel during
    while being drenched and Rose will ask you to take a shower before you come
    home.
    
    When you come to the area overlooking the KL connecting bridge, get out a gun
    and start firing at those cyphers. There are four of them in number. I suggest
    the AK, since you now have the suppressor.
    
    Flip over the railing, onto the KL connecting bridge. If you got all the
    cyphers, you shouldn't find any more resistance. Now, grab whatever equipment
    you want (there's a bunch of stuff on the bridge), and head down into the Shell
    2 Core.
    
    Shell 2 Core, 1F Air Purification Room
    
    Raiden will use the directional microphone to listen in on Olga's conversation
    with Solidus. She will explain that there is an electrified floor leading to the
    room the president is in.
    
    Guess what? There are no guards here at all! However, there are two gun-cameras
    in the dark room on the left hall, so make sure you take them out before going
    in there. You're going to have to use the remote-controlled missile launcher,
    NIKITA to take out the control unit for the electrified floor.
    
    If you really want to have some fun, have Raiden walk on the floor. Also, drop a
    book on the floor or have Raiden walk on it wearing a box. The NIKITA is on the
    B1 floor.
    
    Shell 2 Core, B1 Filtration Chamber No.1
    
    Get the Node and hop in the water. Now, I will assume that you are playing _MGS:
    Substance_, because in _Sons of Liberty_, the NIKITA is in a different spot
    (just swim straight ahead and you'll run into it).
    
    If you are playing _Substance_, just follow this map to the letter 'B'. You
    might want to pick up the night vision goggles along the way.
    
                     START|
           |----|    |    |
           |    |----|    |
           | O2        O2 |
           |    |-  -|    |
           |    | C  |    |
           |    |----|    |
           |        X|    |
           |   B|-  -|    |
           |    |    |    |
           |    |  X |    |
           | O2 | D  | O2 |
           |    |    |A   |
           |----|    |----|
           |              |
    |-  -|-|---------|    |
    |    |-----------|  X |
    |    |-----------|    |
    |    |-----------|    |
    |    |-----------| X  |
    |    |-|-------|-|    |
    | O2     O2 O2     O2 |
    |      |       |     E|
    |------|-------|------|
    
    KEY
    O2: oxygen available
    X: mine
    Item A: NIKITA (_MGS2:SOL_)
    Item B: NIKITA (_MGS2:S_)
    Item C: Night Vision Goggles (N.V.G.)
    Item D: Vulcan Raven Toy
    Item E: Rubber Ducky
    
    Once you get the NIKITA, head back up to the 1F.
    
    Shell 2 Core, 1F Air Purification Room
    
    Okay. The best place to use the NIKITA is from the dark room. Stand on the crate
    and aim toward the vent. Fire the missile into the vent when you get to the
    corner, turn right. From there it will be in the room with the president, so
    just navigate it toward the control unit in the back and don't let it hit
    Johnson.
    
    Now that you've taken out the electrified floor, go have a talk with Johnson.
    
    EVENT 5: Safeguard Emma Emmerich and Infect GW with the virus
    
    Before he died, President Johnson gave you a magneto-optical (MO) disk that
    contains a virus that mimics FOXDIE (from original _MGS_). Your mission is to
    find Emma Emmerich (Otacon's sister) and have her install the virus on GW,
    Arsenal Gear's computer AI.
    
    You've learned all about the Patriots (the la-li-lu-le-lo) and now the plot
    thickens. To be honest, it's going to get very confusing. But you'll figure it
    out eventually.
    
    Now to get Emma -- go back down to B1. You're going to have to be pretty good at
    swimming quickly!
    
    Shell 2 Core, B2 Filtration Chamber No.1
    
                     START|
           |----|    |    |
           |    |----|    |
           | O2        O2 |
           |    |-  -|    |
           |    |    |    |
           |    |----|    |
           |        X|    |
           |    |-  -|    |
           |    |    |    |
           |    |  X |    |
           | O2 | A  | O2 |
           |    |    |    |
           |----|    |----|
           |              |
    |-  -|-|---------|    |
    |END |-----------|  X |
    |    |-----------|    |
    |    |-----------|    |
    |    |-----------| X  |
    |    |-|-------|-|    |
    | O2     O2 O2     O2 |
    |  D   |  C    |     B|
    |------|-------|------|
    
    KEY
    O2: oxygen available
    X: mine
    Item A: Vulcan Raven Toy
    Item B: Rubber Ducky
    Item C: Stinger Missile x10
    Item D: Ration you'll pass along the way (there may be another ration in another
    area out of the way)
    
    Well, here you have it. Just follow the poorly drawn map. Swimming quickly is
    good practice for later, when you'll really have to speed along.
    
    At the end, you will come to a Lv.4 door. This leads to Filtration Chamber No.2.
    
    Shell 2 Core, Filtration Chamber No.2
    
    Your muscles are different... what the hell is that bastard talking about?
    Anyway, it's time to fight Vamp.
    
    ===============================================================================
    BOSS: VAMP
    
    "Crazy Ivan sometimes speaks the truth." --Vamp
    
    Remember the words of Vamp: "Human muscles can tell which way a gun is pointed
    even before you pull the trigger." This applies to handguns and assault rifles,
    etc. The RGB6 grenade launcher is meant specifically for this fight.
    
    Shoot out the lights, so he can't use his shadow bind attack. If you use the
    Stinger on the water when he's swimming, you'll knock down his stun gauge.
    
    ===============================================================================
    
    Well we've taken care of Dracula, so I guess it's time for another crap map.
    
    |---------------|
    | END STAIRS | B|
    |----|    |  |  |
    |O2  |    |X |X |
    |A X |    |  |  |
    |  --------  -  |
    |O2    X      O2|
    |  -----------  |
    |          |   X|
    |   STAIRS |X C |
    |          |----|
          START
    
    KEY
    O2: oxygen available
    X: mine
    Item A: AKS-74u ammo x30
    Item B: Body Armor
    Item C: AKS-74u ammo x30
    
    Don't forget to get the body armor; it reduces all the damage you take to only
    1/2. Once you enter the locker room, access the Node and get the map, so you can
    rely on something better than this. Emma is in the middle locker. Open all the
    others that you can before that locker, because once you meet her, you won't be
    able to come back into the room. Also, there is some pentazemin. Speaking of
    pentazemin, try to make sure your supply is full because you'll need it pretty
    soon.
    
    |------------------------------------------------------------------------------
    |HIDING IN LOCKERS: HEREDITARY OR NOT?
    |
    |"You and I, we're both the same." --Otacon (to Emma)
    |
    |In the original _Metal Gear Solid_, Snake has to find Dr. Hal Emmerich
    |(Otacon). When he goes searching for him, he finds him in a locker, in a
    |similar position to the one Emma is in when Raiden meets her.
    |
    |------------------------------------------------------------------------------
    
    You're going to have to swim back the way you came. The only problem is that
    Emma's life and O2 gauges are much shorter than Raiden's. The solution -- swim
    faster!
    
    When you get to the room where you fought Vamp, Emma will want to take a rest.
    Snake will instruct you on how to walk with Emma (press triangle with no weapon
    equipped). If you call up Snake, Otacon will answer and he and Emma will have an
    argument about war and the nature of science.
    
    Shell 2 Core, B1 Filtration Chamber No.1
    
    Just swim back. Oh, and say hello to Stillman on your way.
    
    Once you get back to the area in front of the elevator, you'll discover Emma's
    fear of bugs. That's a bit of problem because sea lice are swarming in front of
    the elevator. There are a few ways to approach this. If you really want to be
    nice to Emma, use the coolant to get those critters to run away. If your just
    want to get upstairs, either tranquilize her and drag her into the elevator, or
    my favorite, just put her in a choke hold and bring her over there.
    
    |------------------------------------------------------------------------------
    |WHEN YOUR FIGHTING SKILLS ARE EQUIVILANT TO THOSE OF A SEA LOUSE
    |
    |"..." (Sea lice don't speak)
    |
    |If you crawl around in a pile of sea lice (who knows why), they might get a
    |hold of your rations. When you look in your menu, you will see a sea louse
    |(singular of lice) on top of your rations (if you don't have any rations, you
    |can read a description of the sea lice). Every so often, they will eat one of
    |your rations.
    |
    |To get rid of a sea louse, flip through your inventory repeatedly until it
    |falls out. If you complete the game with a sea louse in your inventory, you
    |will be ranked "sea louse".
    |
    |------------------------------------------------------------------------------
    
    Shell 2 Core, 1F Air Purification Room
    
    This part is just a pain in the ass! That's it. You can do it; it's just
    annoying.
    
    There is one guard in the room with the Node. Take him out and hide the body to
    the right of the elevator. I would recommend getting rid of him permanently, but
    do not leave blood where anyone can see it.
    
    Hide Emma near the body and go down the hall. A new guard will come from the
    elevator. When he comes into the hall, get rid of him. Hide the body.
    
    Now bring Emma into the room with the Node. A new guard will appear in the small
    area with the broken door that would go to the HI connecting bridge if it
    worked. Take him out and hide the body (preferably in the dark room). Hide Emma
    there as well.
    
    Now go over to the stairs and take care of a guard over there. Hide the body.
    
    Now bring Emma to the area at the bottom of the stairs. A new guard will appear
    near by; tranquilize him.
    
    Now bring Emma upstairs and hide her behind some creates. A new guard will
    appear by the door the KL connecting bridge. When he turns towards the
    electrified floor, hold him up.
    
    Let me take this time to give you a little anecdote. Once upon a time, my
    brother was playing a game on VERY EASY and was up to this last guy. He was
    playing around and got caught. Once Alert mode began, tons and tons of guards
    came to attack. I can honestly say that at least twenty to thirty guards
    attacked and remember that he was playing VERY EASY. Why? I cannot answer. But
    you must admit, it was pretty weird (usually an attack team on VERY EASY won't
    consist of more than four or five guards).
    
    KL connecting bridge
    
    Leave Emma by the door and pull out the AK. There will be two cyphers, so make
    sure you get them both. Then run across the bridge and take out the single guard
    patrolling there as he comes up the stairs. Go back and get Emma and bring her
    to the Lv.5 door to Strut L. She will give you the level 5 card key.
    
    Strut L, Sewage Treatment Facility
    
    Right as you come in the door, walk over to the corridor and tranquilize the
    guard standing there before he goes into the other room. Stand close to the door
    (far away enough so the other guard won't see you). When you can see the guard
    at the far end of the walkway, take him out. Now you can bring Emma to the
    ladder that will take you to the oil fence.
    
    Strut L oil fence
    
    Ready? It's sniping time! Get out the PSG1 and those thermal goggles. The
    thermal goggles are necessary because there are Claymore mines dispersed
    throughout the bridge (one group at the beginning and one at the end). Once you
    have taken those out, check for cyphers and guards near Emma. The PSG1-T is best
    for taking out guards, but you may find it bothersome to keep switching back
    between the PSG1 and PSG1-T.
    
    After a while, you will get a call from Snake, who has found a spot near Strut E
    where he can help you out. Call him back for assistance. He is an invaluable
    tool and never misses his target.
    
    |------------------------------------------------------------------------------
    |RAIDEN'S GIRLY HAIR DOESN'T COME NATURALLY
    |
    |"I have my own ideas about that hair." --Emma Emmerich
    |
    |If you use the directional microphone on Emma or Snake, you will hear them
    |talking to themselves. When Emma reaches the first giant pole, he will say that
    |she thinks Raiden's hair is fake. At the second pole, he will run into Johnny
    |Sasaki and have a talk.
    |
    |Call up Emma after you hear her talking about Raiden's hair. She will deny that
    |she said anything. Although this may sound like just a joke, she is actually
    |correct in her thinking. Raiden does wear a wig.
    |
    |Don't believe me? After you get a certain amount of dog tags, three other wigs
    |will be available to Raiden: a brown wig, an orange one, and a blue one. This
    |shows that he actually does wear a wig and can change it. Also, get Raiden to
    |squat down and get up again really fast. Take a close look at his hair.
    |
    |In addition, if you get stealth, notice that it does not conceal Raiden's hair.
    |That is because it is actually not part of him (just like with the weapons on
    |Snake's suit). I wonder if Rose knows.
    |
    |------------------------------------------------------------------------------
    
    ===============================================================================
    BOSS: VAMP
    
    "Unfortunately, hell had no vacancies." --Vamp
    
    I guess hell really didn't have any vacancies. Remember when he said, "I already
    died once. I can't die twice"? Well he wasn't lying. He's back, but don't worry
    -- he's much easier this time.
    
    Get out your PSG1 or PSG1-T, whichever you prefer, and shoot the hell out of
    him. Not so fast! He has Emma and you don't want to hit her. My suggestion is to
    aim for the head. This fight really isn't that hard.
    
    ===============================================================================
    
    So Emma is fatally wounded. That bastard! You've got to get the MO disk over to
    the computer room in the Shell 1 Core before it's too late. It's a good thing
    all the guards (or almost all of them) are in Arsenal now; you won't have much
    resistance.
    
    Strut E, Parcel Room
    
    There is one guard in this room and he's listening to music, so you can easily
    take him if you want dog tags. Depending on the difficulty level, he'll either
    be in the Lv.5 room where you found the digital camera (if you didn't find get
    it yet, than don't forget to pick it up -- just for fun) or he'll be in the
    parcel room. Also, there is some Stinger missile ammo hanging around near the
    front of the room.
    
    EF connecting bridge
    
    How many cyphers did I say were always here? THREE! Now take them out and go.
    
    Shell 1 Core, 1F
    
    Just go to the elevator. If you're gonna walk around the room, you should know
    that there are some Claymores hidden in the hall.
    
    The virus has been installed successfully... well, sort of. The installation was
    stopped at 90 percent, but the GW system is slowly being corrupted. Don't miss
    Snake and Otacon's secret handshake. Snake will double cross you and the Ninja
    (actually Olga) will knock you out. Otacon gets the hostages out just in time
    for the Big Shell to collapse. This is the turning point of the game!
    
    Rose will call you and ask you to save. I suggest that you do so.
    
    WELCOME TO ~ A R S E N A L   G E A R ~
    
    EVENT 6: Rendezvous with Snake and eliminate the threat posed by Arsenal Gear
    
    "It's been a while, hasn't it? Jack the Ripper." --Solidus Snake
    "You know this fellow?" --Revolver Ocelot
    
    You are going to find yourself in a torture chamber in Arsenal Gear. Not only
    does Solidus now have an eye patch, but he has a tentacle suit as well (but he
    still looks like a compete schmuck, and acts like one too).
    
    Just hang in there and things will start to make sense.
    
    Arsenal Gear-Stomach
    
    Solidus is going to try to strangle you with his tentacles, and to survive you
    must repeatedly press triangle. Although, it is pretty easy to survive here, you
    will have to do this a few more times later on, and it can really deplete your
    life gauge.
    
    Once Olga frees you, you will have to walk around naked. In this "Streaking
    Mode", you will not be able to use the hanging mode or carry a weapon. Snake has
    all your gear, so you have to find him first.
    
    Grab the cold medicine from the locker in the back, and go to the small room on
    the right. There you will find the Node. Now enter Arsenal's jejunum through the
    door on the right.
    
    Arsenal Gear-Jejunum
    "New York 52nd street"
    
    "Even my patience has its limits. I just can't leave this thing up to you any
    longer. I'll do the fighting. You can just go home." --Colonel Campbell
    
    This is a tough part. Not only do you have to sneak past a mass of tengus, but
    they can jump from floor to floor, and you don't get any weapons.
    
    This is where it really gets weird. Colonel Campbell will call you with a
    strange message. Raiden realizes that he has never met the colonel in person.
    See what's going on now?
    
    Sneak behind the crates, and when the tengu has his back turned, run up the
    stairs. You'll get another call from Campbell telling you to turn off the game
    console. Don't do it! From now on, he is going to call you about every ten
    seconds with a peculiar message. Answer him if you want some humor (some of them
    are quite funny); otherwise, ignore them.
    
    When you are at the top of the stairs, wait for the tengu there to walk away,
    and then run across the bridge and get the cardboard box. Put it on. Now it gets
    really hard. You're going to have to dodge a few guards and security cameras and
    there are many ways to do this. Also, the security cameras are in different
    places in _Sons of Liberty_ and _Substance_.
    
    It is likely that you will go into Alert mode. If this happens, just run as fast
    as you can until you get to the door on the right side of the upper level.
    
    Arsenal Gear-Ascending Colon
    
    Start answering the colonel's calls. Eventually, your radar will turn into a
    video of a girl (this is the same video that plays in the tanker, if Snake
    messes with the twin projectors). This signals that you are about to move on.
    Keep answering the calls, until you get one from Rose.
    
    "It's amazing you can walk around like that."
    
    That's right. It's the familiar voice of Snake. He will bring you all your gear
    and a gift from Olga -- a high frequency blade. You will get some time to
    practice using it.
    
    If you are going for dog tags, put the blade away, and kick the crap out of
    Snake until he falls unconscious. Then shake him down for his dog tag. When he
    wakes up, he'll kick your ass.
    
    |------------------------------------------------------------------------------
    |SPIES THAT FIND TIME TO SHAVE
    |
    |Did you get the shaver (razor) at the beginning of the game and give it to
    |Snake? If you did, take a good look at his face -- he'll be clean-shaven.
    |
    |------------------------------------------------------------------------------
    
    When you're ready, Snake and Raiden will prepare to fight twenty-five Metal Gear
    RAY units (twenty-five according to Olga), and you'll get a call from Otacon.
    The next part is a long boss battle.
    
    If you need more ammo, Snake will give it to you. Notice that he points to his
    bandana and says "Infinite ammo". This is a reference to the fact that when you
    collect a certain number of dog tags in the Tanker Chapter, you will get a
    bandana that will give you infinite ammo.
    
    Arsenal Gear-Ileum
    
    A cypher will spot you and you will automatically go into Alert mode.
    
    ===============================================================================
    BOSS: ARESENAL TENGUS
    
    "Find something to believe in. And find it for yourself. And when you do, pass
    it on to the future." --Solid Snake
    
    You may not consider this a boss fight, but it is in the Boss Survival Mode, so
    it is a boss fight. Snake will guide you through this, and if you listen to his
    directions, you should look pretty damned professional. Oh, and don't forget
    that body armor. I would suggest using the M4 for this battle, but the AK should
    work as well. Once I tried using the NIKITA on this battle (just to see what
    would happen) and I was pretty beat up at the end of the battle.
    
    I don't know about this, but I believe if you keep shooting Snake, he will stop
    providing you with ammo. I believe this happened once to my brother.
    
    ===============================================================================
    
    Once you finish, Otacon will reveal that the colonel is actually an AI created
    by GW (although there was an actual Colonel Campbell that was in command of
    Snake during the Shadow Moses incident). When GW started to be corrupted by the
    virus, it affected the simulation of the colonel.
    
    Arsenal Gear-Sigmoid Colon
    
    ===============================================================================
    BOSS: ARSENAL TENGUS
    
    That's right. More tengus. This time I recommend trying out the high frequency
    blade and the body armor. I've found that with this combination, you can get
    through here almost untouched.
    
    Every few minutes, it will look like you got a Game Over, but you really didn't.
    Instead of reading "MISSION FAILED", the screen will read "FISSION MAILED". The
    fight will still be in progress, though, and it is kind of hard to see what's
    happening when the screen has been reduced so much.
    
    ===============================================================================
    
    After you defeat all the tengus, Fortune will make an appearance and battle
    Snake, while you climb the ladder up to Arsenal's rectum.
    
    Arsenal Gear-Rectum
    
    "Jack, those days during the civil war were as real as they come... Every day
    was absolute, split between life and death. You ran from it, and now, you've
    been lead back to war by something less than real." --Solidus Snake
    
    ===============================================================================
    BOSS: METAL GEAR RAYS
    
    "rrrRRAAAAH!" -- Metal Gear RAY
    
    This is the hardest battle of the game. In NORMAL difficulty level, you'll have
    to defeat five Metal Gear RAYs. There is no question about weapons -- the
    Stinger Missile Launcher is a must. Wear the body armor until your life is down
    low enough that one hit could kill you. Then, switch to the rations.
    
    Use chaff to stop the RAYs from launching missiles, then shoot a RAY once in the
    leg, and wait for it to open its mouth. Then shoot it there.
    
    ===============================================================================
    
    "Charades usually are humorous." --Revolver Ocelot
    
    Good work. Now sit back and enjoy one of the longest, and best, movies of the
    game. Listen to Ocelot reveal his ingenious plan.
    
    "There is no such thing as miracles or the supernatural, only cutting-edge
    technology." --Revolver Ocelot
    
    Now Solidus will really prove what a schmuck he is. Fortune will shoot at Ocelot
    and miss. Ocelot will explain that he is wearing the "little gizmo" that
    protects him from bullet fire. Solidus then wastes a whole round of ammo
    shooting at Ocelot, right after he explains that bullets cannot hit him. After
    that, Solidus will fire at him again. Later on, when liquid makes his
    appearance, still wearing the gizmo, Solidus fires at him again.
    
    WELCOME TO  ~ N E W   Y O R K   C I T Y ~
    
    "There's only room for one Snake, and one Big Boss." --Liquid Snake
    
    Federal Hall
    
    Arsenal Gear has landed in the middle of New York City, and Raiden and Solidus
    are standing on Federal Hall. It is April 30th, the day that George Washington
    took office as the first president of the United States.
    
    EVENT 7: Eliminate Solidus Snake
    
    The Patriots will talk to you for hours, and they will have on last request:
    eliminate Solidus Snake. You must comply, because Olga's child's life depends on
    it.
    
    |------------------------------------------------------------------------------
    |SOLIDUS SNAKE AND MOLECULAR GENETICS
    |
    |"Unlike an intron of history, I will be remembered as an exon." --Solidus Snake
    |
    |What the hell is he talking about? Solidus is making a reference to one of the
    |concepts of molecular genetics. Introns are parts of DNA that are never
    |expressed and exons (not the gas station) are the parts that are expressed.
    |
    |At this point of the game, Solidus, the Patriots, and (Solid) Snake will make a
    |few references to genetics, evolution, and other concepts of biology.
    |
    |------------------------------------------------------------------------------
    
    ===============================================================================
    BOSS: SOLIDUS SNAKE
    
    "I want my memory, my existence to remain... But the Patriots would deny us even
    that." --Solidus Snake
    
    Solidus Snake is a master of defense. There are a few tricks to beating him.
    First of all, equip the body armor (until you really need rations). You can only
    use your blade, but that shouldn't really be a problem.
    
    Stay away from him when he turns green or blue, because he is about to attack.
    After a failed attack, he is vulnerable to your attacks.
    
    ===============================================================================
    
    Well, it's been fun. If you've only played once, then you've probably missed a
    lot. I encourage you to go back and replay. But remember these words:
    
    "We all have the freedom to spread the word. Even me." --Solid Snake
    
    
       _______________
      / CHAPTER 4     \
    _/ M I S S I O N S \___________________________________________________________
    
    "Complete your mission according to the simulation!" --Colonel Campbell
    
    CHARACTERS
    
    Raiden
     |- Raiden
     |- Raiden (Ninja) -- hidden (complete 50% Raiden)
     |- X Raiden -- naked Raiden; hidden (complete 100% Raiden & Ninja)
    
    Snake
     |- Snake
     |- Pliskin -- hidden (complete 50% Snake)
     |- Snake (Tuxedo) -- snazzy; (complete 100% Snake and Pliskin)
     |- Snake (MGS1) -- Snake from original _Metal Gear Solid_ game; hidden
    (complete 100% Snake, Pliskin, & Tuxedo Snake)
    
    MISSION LAYOUT
    
    VR Missions
     |- Sneaking Mode (Streaking Mode for X Raiden)
     |   |- Sneaking
     |   |- Eliminate All
     |
     |- Weapon Mode
     |   |- Handgun (Raiden -- SOCOM, Snake -- USP)
     |   |- Assault Rifle (Raiden -- M4, Snake -- AKS-74u)
     |   |- C4/Claymore
     |   |- Grenade (RGB6/Frag Grenade)
     |   |- PSG-1
     |   |- Stinger
     |   |- NIKITA
     |   |- High Frequency Blade (Raiden only)
     |   |- No Weapon (Snake only)
     |
     |- First Person View Mode
     |- Variety Mode -- hidden (complete 100% all other VR Missions)
    
    Alternative Missions
     |- Bomb Disposal Mode
     |- Elimination Mode
     |- Hold Up Mode
     |- Photography Mode -- hidden (complete 100% all other Alternative Missions)
    
    
    VR MISSIONS
    ===========
    
    SNEAKING MODE
    -------------
    
    SNEAKING MODE-SNEAKING
    
    Get to the goal without being discovered.
    
    Raiden: 10 levels each
     |- Raiden
     |- Raiden (Ninja)
    
    Snake: 10 levels each
     |- Snake
     |- Pliskin
     |- Snake (Tuxedo)
     |- Snake (MGS1)
    
    SNEAKING MODE-ELIMINATE ALL
    
    Eliminate all enemies without being discovered.
    
    Raiden: 10 levels each
     |- Raiden
     |- Raiden (Ninja)
    
    Snake: 10 levels each
     |- Snake
     |- Pliskin
     |- Snake (Tuxedo)
     |- Snake (MGS1)
    
    STREAKING MODE
    
    Get through five consecutive stages without being discovered.
    
    Raiden
     |- X Raiden: 1 level
    
    
    WEAPON MODE
    -----------
    
    Practice your efficiency with certain weapons. Destroy all targets and head to
    the goal.
    
    WEAPON MODE-HANDGUN
                ASSUALT RIFLE
                C4/CLAYMORE
                GRENADE
                PSG-1
                STINGER
                NIKITA
    
    Raiden
     |- Raiden: 5 levels per weapon
    
    Snake: 5 levels per weapon each
     |- Snake
     |- Pliskin
     |- Snake (Tuxedo)
     |- Snake (MGS1)
    
    WEAPON MODE-HF.BLADE
    
    Raiden: 5 levels each
     |- Raiden
     |- Raiden (Ninja)
    
    WEAPON MODE-NO WEAPON
    
    Snake: 5 levels each
     |- Snake
     |- Pliskin
     |- Snake (Tuxedo)
     |- Snake (MGS1)
    
    
    FIRST PERSON VIEW MODE
    ----------------------
    
    Get to the goal using only first person view.
    
    Raiden
     |- Raiden: 5 levels
    
    Snake
     |- Snake: 5 levels
    
    Tips for Snake's First Person View Mode - Level 5:
    You will have to defuse 5 bombs in this level. The tricky one is the fifth,
    because you have to do a bit of maneuvering to get close enough to it.
    
    John Cunningham, a fan of the game, sent in this tip to the Shnake Brothers:
    
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    It's kind of hard to explain it without a map or a drawing or something but
    I'll try.
    
    The bomb I couldn't defuse was on wall that could only be seen through a window
    or gap in the wall in front of it. If your directly facing the bomb there's a
    box to the right and a box to the left and slightly behind with M4 bullets on
    top of it. Beside the box with the bullets there's a tunnel you have crawl
    through. Its a fairly long tunnel with a couple of turns but if you follow it
    to the end you'll be able to get close enough to the bomb to use the coolant
    spray.
    <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
    
    
    VARIETY MODE
    ------------
    
    Available after completing all other VR missions. Wide variety of objects.
    Common missions include:
    - protecting person/item with sniper rifle (Emma, Meryl, curry, noodles, a box)
    - navigating dark area
    - ZAKO SURVIVAL
    
    Raiden
     |- Raiden: 7 levels
     |- Raiden (Ninja): 1 level
    
    Snake
     |- Snake: 7 levels
     |- Pliskin: 2 levels
     |- Snake (Tuxedo): 2 levels
     |- Snake (MGS1): 3 levels
    
    
    ALTERNATIVE MISSIONS
    ====================
    
    BOMB DISPOSAL MODE
    ------------------
    
    Disable all bombs within the time limit.
    
    Raiden: 5 levels each
     |- Raiden
     |- Raiden (Ninja)
    
    Snake: 5 levels each
     |- Snake
     |- Pliskin
     |- Snake (Tuxedo)
     |- Snake (MGS1)
    
    
    ELIMINATION MODE
    ----------------
    
    Eliminate all enemies within the time limit and get to the goal.
    
    Raiden: 10 levels each
     |- Raiden
     |- Raiden (Ninja)
    
    Snake: 10 levels each
     |- Snake
     |- Pliskin
     |- Snake (Tuxedo)
     |- Snake (MGS1)
    
    
    HOLD UP MODE
    ------------
    
    Hold up all enemies without being detected and get to the goal.
    
    Raiden
     |- Raiden: 10 levels
    
    Snake: 10 levels each
     |- Snake
     |- Pliskin
     |- Snake (Tuxedo)
     |- Snake (MGS1)
    
    
    PHOTOGRAPHY MODE
    ----------------
    
    Available after completing all other Alternative Missions. Take specific
    photographs within the time limit. Now these are the fun missions.
    
    Raiden
     |- Raiden: 6 levels
    
    Snake
     |- Snake: 7 levels
    
       _____________________
      / CHAPTER 5           \
    _/ S N A K E   T A L E S \_____________________________________________________
    
    Raiden, get the hell out of here! It's Snake time! That's right. The Snake
    Tales are a series of five stories starring Solid Snake!
    
    Notice that the Snake Tales were named so that they the first story (story A)
    starts with the letter A, the last one (story E) starts with the letter E, and
    all the other ones fall between with the correct letters.
    
    Be warned! These tales are very hard and I cannot even give you a full
    description, because even us Shnake brothers have had a lot of trouble with
    them. You can only save during the mission descriptions that appear every now
    and then, and there is no Codec.
    
      A
     A A
    A   A
    AAAAA
    A   A  Wrongdoing
    =================
    
    A Wrongdoing
    CHARACTER: Solid Snake
    LOCATION: Big Shell (Plant)
    BOSS: Fatman
    
    Strut A roof
    
    This story is basically a shortened version of the Plant Chapter, starring
    Snake instead of Raiden.
    
    
    BBBB
    B   B
    BBBB
    B   B
    BBBB  ig Shell Evil
    ===================
    
    Big Shell Evil
    CHARACTER: Solid Snake
    LOCATION: Big Shell (Plant)
    BOSS: Harrier 2
    
    Strut E heliport
    
    A serial killer is lurking in the Big Shell. Otacon asks Snake to go to the Big
    Shell to protect his sister, Emma. Gradually, Snake watches as a group of
    terrorists take over the Big Shell.
    
    
     CCCC
    CC
    C
    CC
     CCCC onfidential Legacy
    ========================
    
    Confidential Legacy
    CHARACTER: Solid Snake (_Metal Gear Solid 1_)
    LOCATION: USS Discovery (Tanker)
    BOSS: Meryl Silverberg
    
    This mission is basically the Tanker Chapter with a _MGS1_ twist. The Meryl
    boss fight is actually the Olga fight except with Meryl's image (similar to
    when you change Olga to Meryl for the confrontation scene in the Casting
    Theater).
    
    
    DDDD
    D   D
    D   D
    D   D
    DDDD  ead Man Whispers
    =====================
    
    Dead Man Whispers
    CHARACTER: Iroquois Pliskin
    LOCATION: Big Shell (Plant)
    BOSS: Vamp
    
    Strut F, warehouse
    
    Snake has been hired to participate in a training exercise as Iroquois Pliskin.
    After a problem takes place, Snake must investigate. Since blanks were used in
    the exercise, Snake does not have any actual bullets.
    
    
    EEEEE
    E
    EEEEE
    E
    EEEEE xternal Gazer
    ===================
    
    External Gazer
    CHARACTER: Solid Snake
    INITIAL LOCATION: Big Shell (Plant)
    BOSS: Metal Gear RAYs, Solidus Snake
    
    AB connecting bridge
    
    This is what you'd expect if Solid Snake was on drugs. It starts out with Snake
    investigating Gurlugon, a sixty-foot tall guard/monster. The initial objective
    is to take a picture of Gurlugon, but it gets very strange...
    
    
       _______________
      / CHAPTER 6     \
    _/ B O S S   F A Q \___________________________________________________________
    
    The _Sons of Liberty_ Walkthrough section provides a limited amount of
    information on bosses, but this section contains a more complete version. Once
    again, I will assume that you are using NORMAL difficulty.
    
    This section can also be used as a reference for the Boss Survival Mode. Also,
    try the Solid Shnake Challenge: use the digital camera to prepare a set of boss
    profiles.
    
    
    OLGA GURLUKOVICH
    
    LOCATION: USS Discovery (Tanker)
    AREA: Navigational deck, wing
    WEAPONS: USP, Frag Grenades
    
    RECOMMENDED WEAPON: M9
    
    "I think you deserve a little credit. No one's ever dodged that shot of mine.
    But no one gets lucky twice, either!" --Olga Gurlukovich
    
    The first thing you need to do is hide behind one of the crates. You need to
    make good use of the radar to see when where she is looking. Summersault
    quickly to another hiding spot, and she will lose track of you. This is the
    perfect time to strike. If you can, shoot for the head.
    
    I suggest that you make it a point to shoot out the light early in the battle,
    because at some point she will use it to blind you. Also, she is going to make
    that green curtain fly in front of her. When this happens, go to the left area,
    and shoot the string holding it down.
    
    One more thing: when Olga throws a grenade at you, run. This should be a
    relatively quick battle.
    
    Kirby Pufocia sent in this EXTREME Mode strategy:
    
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    In the battle with Olga (voiced by Vanessa Someone-or-other), it will definitely
    be in your best interest to never, ever get hit by her, and especially not by
    the bullets which she fires out of her USP.  As the battle begins, run up to the
    pile of crates on your right and hide behind them.  After a few seconds, she'll
    run up to the northeast and a cinema will begin (and you'll most likely be
    asking aloud "WHY in the HELL can I not skip this?!"  I mean, you could in the
    Boss Survival).  Among other things, she'll reload at this time.
    
    Now is when an optional strategy can begin.  Begin counting her shots.  That's
    right, keep track of the number of bullets which she fires.  When you get to
    fifteen (15), she'll reload.  This marks the perfect opportunity to jump out and
    take a shot at her head.  Be sure to get back behind the crates before she takes
    another shot at you.  Helpful hint: she usually fires three rounds at a time.
    Occasionally, after firing, she'll run up through to the northeast area, firing
    as she goes.  Usually, her clip will have run dry by the time she gets there,
    and you'll have another good chance to hit her.
    
    Now, once Olga shoots the tarp, she'll stand behind it, firing randomly (how the
    hell she can see you, I'll never know) through it.  After a few shots, she'll
    pull out a grenade.  You have two options: first, you can roll to the left,
    behind the other crate as soon as she lets go of the grenade (and keeping at
    this pattern until she gets bored of not being able to kill you - could be quite
    a while if you never shoot her), or, as soon as she puts away her USP to pull
    off a grenade, run out and take a shot at her.  Then wait until she throws it.
    I know, it's hard to see where she is, but she'll only take two to three shots
    before getting rid of the tarp.
    
    By this point, she's become a very drowsy Russian woman (who apparently has time
    neither to put on a brassiere nor shave her pits), but don't be fooled.  The
    ability of her 9mm rounds to blow your lungs onto the bridge windows does not
    rely on the condition of their user.  She'll shoot at the spotlight, somehow,
    instead of shattering it to pieces, making it face directly toward wherever you
    are in relation to her.  After that, she'll fire a couple of rounds toward you,
    then toss a grenade over.  When you roll to the other side, she'll shoot the
    light again, and continue with the pattern.
    
    The main trick here is as such: once she's facing the light, she'll ignore you
    until she's shot it, AND, she will always fire twice at the spotlight.  Here's
    where it gets really easy.  The first time, wait until she primes her grenade,
    then jump out and take a shot (don't whine about how you can't see her in first
    person view - align yourself such that you'll be facing her when you hit your
    FPV button).  When she throws her grenade, roll over to the other side.  As soon
    as she faces the spotlight, take a potshot at her head - two if you have the
    time.
    
    Continue this pattern until she dies.  Or.. ah, falls asleep.  Whatever.  Now,
    be sure to pick up her dog tag after the battle.  Shoot her again just for good
    measure (and for a funny CODEC call from Otacon!).
    <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
    
    
    SOLDIERS
    
    LOCATION: USS Discovery (Tanker)
    AREA: Deck 2, starboard
    WEAPONS: AKS-74u, Frag Grenade
    
    RECOMMEDNED WEAPON: M9 (or USP)
    
    "Who goes there?" --Soldier
    
    You can use the USP, but I recommend the M9 because it only takes one hit to
    take out a soldier.
    
    Duck behind the crate, and pop up every now and then to fire on the enemies.
    Listen carefully for grenades falling near you. If one does, get out of there.
    Don't try get too close to the soldiers, because you will just get yourself
    hurt. If you need any supplies, run up to the screen to find some ammo and a
    ration. It doesn't matter if you run out of ammo because you will not need any
    more.
    
    The last three soldiers will walk towards you in a straight line. Just take
    them out one after the other.
    
    Playing on EXTREME Mode? Kirby Pufocia sent in this strategy:
    
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    Now, for the battle with the guards, I'm gonna assume that you're using the M9.
    Why?  Simple; in case you haven't noticed, killing people lowers your rating.
    Other than that, the USP has a ridiculously low max ammo count; a full clip and
    one bullet.  Trust me, you're better off using the M9(2F Beretta - straight
    outta the first Metal Gear, if you'd ever played it).
    
    This fight can really suck.  Be sure to aim for their heads.  As soon as the
    battle starts, move up and roll behind the crate directly in front of you (you
    should note that you will not be able to move past this crate, and will probably
    be dead by the time you realize it on your own).  Hold down your weapon button,
    and switch to FPV.  As soon as you hear the hail of gunfire pause, stand up and
    take out any guard that you can see.  You'll be safe standing until a guard
    decides to shoot at you.  Duck as soon as you need to, and release the FPV
    button.  Remember; if you're not in first-person, you have a good view of the
    entire field.  Again, wait until they've stopped firing, and take shots at
    whomever you can.  Eventually, one of the guards in the back will stand to chuck
    a grenade at you.  If you have time, nail him between the eyes, then run back
    behind the first crate (you can't go very far behind the crate, but ammo spawns
    back here, if you need any).  Continue eliminating guards as usual, ducking when
    their fire (well, not FIRE fire, but bullets) comes your way.  After a bit,
    another guard will begin throwing grenades at you.  When everybody in the
    hallway is disposed of, there will be three more coming from the doorway up on
    the right.  These guards will come right through to where you are, making it
    very difficult to dispatch them if you wait too long.  However, if you the front
    man in the head, the others will pause, giving you the perfect opportunity(I
    plan to use this phrase many, many more times before I'm done writing these
    strategies, giving me the perfect opportunity to piss you all off) to cap them
    and be done with it.  You should note that they won't fire until one of them
    reaches you and knocks you to the ground, so feel free to stand in the open
    (unless I'm wrong and they do open fire, in which case, feel free to blame
    yourself for listening to me).  At this point, you'll have the perfect
    opportunity to watch the cinema before entering the Holds, where you'll be given
    a great chance to complete your mission (pissed yet?  If not, reread this
    section until you grow angry.  Or don't.  Just say that you did; it's not like I
    can tell).
    
    Basic strategy overview: Roll to the front crate and crouch.  Pop up and take
    potshots until somebody pulls his trigger while his gun is facing in your
    direction, when you'll want to duck.  Pop back up and repeat.  When the guard in
    the rear chucks a grenade at you, cap him and roll back behind the rear crate.
    Continue firing at the guards.  A second guard will again throw a grenade.  Roll
    back up to the front crate.  Repeat as necessary.  When the hall is cleared, run
    back to the rear crate (if you weren't there already) and fire at the three
    guards coming toward you.  When stunned, hop into the Holds and continue your
    game.  Become irritated by my overuse of the phrase "perfect opportunity."
    <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
    
    
    FORTUNE
    
    LOCATION: Big Shell (Plant)
    AREA: Strut A, Deep Sea Dock
    WEAPON: Rail Gun
    
    RECOMMENDED WEAPON: No Weapon
    
    "You've seen the fires of hell, haven't you?" --Fortune
    
    You cannot kill her; you cannot stun her; no bullet can even touch her. This is
    a defensive battle only, just run and hide behind the big boxes. Don't go too
    close to the oil barrels, because if she hits one, it will explode. When she
    takes a few seconds to aim at you, she is going to fire a huge bolt of
    electricity. There's not much else to this fight.
    
    
    FATMAN
    
    LOCATION: Big Shell (Plant)
    AREA: Strut E heliport
    WEAPON: C4, SOCOM
    
    RECOMMENDED WEAPON: SOCOM (or M9), Coolant Spray
    
    "It's time to start the party." --Fatman
    
    Before you even start, make sure you have Sensor A equipped. The first bomb is
    on the small crate to the top right. Immediately, turn to where the Harrier
    used to be and shoot him with the SOCOM a few times. When he falls, shoot him
    directly in the head with either the SOCOM or the M9. It doesn't matter which
    weapon you use, you always must hit him with the SOCOM a few times for him to
    fall. The next bomb will be on the back of one of the big green crates (the one
    in the middle of the front row). You will probably be able to shoot him again.
    
    Although he will take brakes from planting bombs, he is really still setting
    bombs, they just won't start counting down yet. Keep Sensor A on and take this
    opportunity to defuse a bomb or two before the countdown begins.
    
    If you see him bending down at some point, he is probably putting a bomb
    underneath the crate. You'll have to crawl under it to disable it. You may want
    to try planting Claymores in the aisles for him to meet up with.
    
    By the way, when he isn't running around, take a look a him (or maybe even a
    picture). A bird will sometimes land on him and peck at his head.
    
    Good job, you've beaten him. Now laugh and grow fat.
    
    
    HARRIER 2
    
    LOCATION: Big Shell (Plant)
    AREA: Shell 1-2 connecting bridge
    WEAPON: Machine Guns, Missiles, etc.
    
    RECOMMENDED WEAPON: Stinger Missile Launcher
    
    "So you're the boss around here?" --Raiden
    "Not just around here. I'm the boss to surpass Big Boss himself." --Solidus
    Snake
    
    Constantly target the Harrier with Stinger missiles (be sure you're aiming for
    the Harrier and not the Kasatka. When it comes right in front of you, aim for
    the weapon systems (guns and missile launchers). When it drops bombs, hang over
    the edge that leads to the lower level of the bridge. Snake will through down
    rations and extra ammo when you need it.
    
    
    VAMP
    
    LOCATION: Big Shell (Plant)
    AREA: Shell 2 Core, B1 Filtration Chamber No.1
    WEAPON: Knives
    
    RECOMMENDED WEAPON: RGB6 Grenade Launcher (or Stinger Missile Launcher)
    
    "Crazy Ivan sometimes speaks the truth." --Vamp
    
    Remember the words of Vamp: "Human muscles can tell which way a gun is pointed
    even before you pull the trigger." This applies to handguns and assault rifles,
    etc. The RGB6 grenade launcher is meant specifically for this fight.
    
    Shoot out the lights, so he can't use his shadow bind attack. If you use the
    Stinger on the water when he's swimming, you'll knock down his stun gauge.
    Sometimes he will come out of the water right across from your position. Take
    that opportunity to shoot with the RGB6 or the Stinger.
    
    He is harder to hit when he walks around the catwalk on the upper level.
    Sometimes he will stop glowing; this is the time to hit him.
    
    At times, he will walk around the "pool" towards you. I have found that you can
    plant C4 bombs and get him good when he walks near them. When he jumps near
    you, run away before he slashes you.
    
    LOCATION: Big Shell (Plant)
    AREA: Strut L oil fence
    WEAPON: Knife
    
    RECOMMENDED WEAPON: PSG1 (or PSG1-T)
    
    "Unfortunately, hell had no vacancies." --Vamp
    
    I guess hell really didn't have any vacancies. Remember when he said, "I already
    died once. I can't die twice"? Well he wasn't lying. He's back, but don't worry
    -- he's much easier this time.
    
    Get out your PSG1 or PSG1-T, whichever you prefer, and shoot the hell out of
    him. Not so fast! He has Emma and you don't want to hit her. My suggestion is to
    aim for the head. This fight really isn't that hard. I guess I don't really
    have anything to add in this section...
    
    
    TENGUS
    
    LOCATION: Arsenal Gear (Plant)
    AREA: Arsenal Gear-Ileum
    WEAPONS: Blades, Machine Guns
    
    RECOMMENED WEAPON: M4
    
    "Find something to believe in. And find it for yourself. And when you do, pass
    it on to the future." --Solid Snake
    
    The easiest way to do this is just to follow Snake's directions. When you get
    near the end, there will be a lot of guys. Just try to take each out quickly.
    
    Kirby Pufocia sent in some additional strategies:
    
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    As you fight your way through with Snake, it's a good idea to watch what he's
    doing and follow - preferably from the opposite side.  This can really help
    against the sword-toting freaks.  It also helps with keeping you alive.
    Speaking of alive, make a point not to worry about Snake's life gauge until it
    hits halfway point.  Remember, not only does his health get restored for the
    second part of this battle, but he doesn't have to fight the RAYs.  So, unless
    he's in danger of dying, stay out of the battle as much as possible.
    <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
    
    LOCATION: Arsenal Gear (Plant)
    AREA: Arsenal Gear-Sigmoid Colon
    WEAPONS: Blades, Machine Guns
    
    RECOMMENDED WEAPONS: M4 or High Frequency Blade
    
    This battle really isn't too hard. I find that the High Frequency Blade works
    wonders on this battle. Just take out all the guys that jump down near you, and
    let Snake take out those that he can.
    
    Every few minutes, it will look like you got a Game Over, but you really didn't.
    Instead of reading "MISSION FAILED", the screen will ready "FISSION MAILED". The
    fight will still be in progress, though, and it is kind of hard to see what's
    happening when the screen has been reduced so much.
    
    More strategies from Kirby Pufocia:
    
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    Now for the second part, you can really let Snake do all the work.  I sat at the
    bottom of the ring holding my sword in a defensive position, and he didn't get
    hit once - and this was in Hard mode.  Since you can only be approached from one
    direction, you're well protected from their fire.  And I know what you're
    thinking: "I can only block for so long before their fire gets through!"  Well,
    that's what Snake's for.  In case you haven't noticed, he's very efficient with
    killing guards, and he's not gonna let some freak expend his entire clip on you.
    He's a living legend, damn it!
    <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
    
    
    METAL GEAR RAYS
    
    LOCATION: Arsenal Gear (Plant)
    AREA: Arsenal Gear-Rectum
    WEAPONS: Missiles, Machine Guns, Face Lasers
    
    RECOMMENDED WEAPON: Stinger Missile Launcher
    
    "rrrRRAAAAH!" -- Metal Gear RAY
    
    This is the hardest battle of the game. In NORMAL difficulty level, you'll have
    to defeat five Metal Gear RAYs. There is no question about weapons -- the
    Stinger Missile Launcher is a must. Wear the body armor until your life is down
    low enough that one hit could kill you. Then, switch to the rations.
    
    Use chaff to stop the RAYs from launching missiles, then shoot a RAY once in the
    leg, and wait for it to open its mouth. Then shoot it there. You're going to
    have to try this one a few times before you can expect to win.
    
    This battle really sucks. But it won't suck as much if you read this strategy
    from Kirby Pufocia (seriously, some good strategies here):
    
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    Speaking of RAYs, it should be noted that Chaff doesn't prevent them from
    launching missiles, but tends to throw them off course.  It was far more useful
    against the REX, for sure.  Now, with RAYs, I believe you're familiar with its
    knee-missiles.  This can be a pain in the ass to dodge - you go too soon, they
    home into you while you're jumping; too late, and, well, you eat them head-on.
    There's a nice median distance at which you're too close for their missiles, but
    too far to be sprayed into the ground - so they'll opt for the machine gun
    (definitely easier to dodge than the other two; plus you can get a shot at their
    knees before you're in danger of being hit by the rounds - a near impossibility
    with the other two attacks).  Or, if you prefer, you can stand underneath them.
    Not only can they not hit you with any attacks, but the other RAYs will refrain
    from launching missiles at you (which wouldn't hit you but the 40-foot creature
    above).  The only problem here is the fact that it'll try to stomp the hell out
    of you, killing Raiden(I guess it makes more sense to refer to the player as
    Raiden than as "you," considering that you probably haven't ever had to face
    RAYs in your life) instantly.  If it misses with the stomp, he'll be knocked
    over, and probably stomped on.  Roll to avoid the shockwave.
    
    A small note on the knee-missiles (which will definitely save your life on the
    harder difficulties, especially if you're afraid to be under the RAY): while the
    timing is excessively difficult to master, if a RAY is recovering from a
    Stinger-induced convulsion, chances are it'll launch a knee missile before a
    missile can reach its knee.  There is one way to deal with this; you (here we go
    with the "you" again) would need to fire a missile such that it'll impact RAY's
    knee at the moment the Stinger's lock-on box comes back online.  If you wait for
    a lock-on, it will fire its missiles before yours hits.  Unless, of course,
    you're at that distance where it fires machinegun rounds your way (and trust me,
    it's not easy to find - there's something like a five foot grace spot where
    it'll target using its guns), wherein you'll be fine.
    
    It should probably be noted at some point that in all difficulties below
    Extreme, Rations may pop up in the center of the ring (a maximum of 2 on Hard,
    perhaps more on easier difficulties - they seem to appear only when you're
    running low, and that doesn't really happen much on easier difficulties, so
    quantities, I'm not sure on).
    <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
    
    
    SOLIDUS SNAKE
    
    LOCATION: New York City
    AREA: Federal Hall
    WEAPONS: Blades (2), Tentacles
    
    REQUIRED WEAPON: High Frequency Blade
    
    "I want my memory, my existence to remain... But the Patriots would deny us even
    that." --Solidus Snake
    
    Solidus Snake is a master of defense. There are a few tricks to beating him.
    First of all, equip the body armor (until you really need rations). You can only
    use your blade, but that shouldn't really be a problem.
    
    Stay away from him when he turns green or blue, because he is about to attack.
    After a failed attack, he is vulnerable to your attacks. Make sure you get the
    rations on the roof (there are two of them). Also, when he jumps up onto the
    wall, get as far away from him as you can.
    
    Once you've lowered his life gauge to about one-third, you will lose the
    tentacles. Now, however, you must be wary that he will try to run into you at
    very fast speeds. Also, if you get caught on fire and don't have time to "stop,
    drop, and roll", just run and it will eventually go out.
    
    
    Here are some additional tips sent in by Chris Burdick (please note that these
    strategies have not been verified by the Shnake Brothers):
    
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    -The Cardboard Box saved my ass multiple times in the boss fight with Olga on
    EXTREME mode. Basically, when under the box, you are too low for Olga to see or
    shoot you, unless you move away from the crates. When you need to change your
    position (if she throws a grenade at your current position) equip the box
    (quick change setting to previous item comes in handy here) and when you're
    done equip whatever you were using (Ration, Bandana...).
    
    -In the 'Boss' fight with the soldiers in the Tanker, throwing a few stun
    grenades at the soldiers in First Person View does the trick
    
    -Fatman uses a Glock G8, not a SOCOM.
    -Also w/ Fatass, if you're fast with your gun, you can cap him right before he
    tries to get up, and he'll take damage. Then you can do it again like normal.
    
    -Add a note that Snake/Pliskin will not drop any more rations (and hopefully
    will keep dropping ammo) if you shoot him with ANY weapon in the Harrier boss
    fight! (I shot Snake/Pliskin with the M9, and the Kasatka's life gauge went
    down!)
    -There is a sweet spot in the middle of the staircase you can stand in when the
    Harrier shoots the missle barrages (not the ones that blow up the bridge)
    
    -You can still shoot Vamp with normal weaponry (SOCOM, M9, AKS-74u), but it
    will miss if you use the targe locking function.
    -Shoot Vamp with the Stinger when he's posing (just jumped out of the water)
    and you'll knock him back into the drink
    -When he pins your shadow to the floor, shoot out the light that's casting your
    shadow. Better yet, add a note to shoot out all of the lights when the fight
    starts. If you forgot, hitting Vamp, getting hit, or throwing a Stun Grenade
    will stop the spell.
    
    -The Tengus in Arsenal Gear are armed with P90's, which are a sister weapon to
    the FAMAS.
    
    -The MG Rays' "face lasers" are high-pressure water cannons.
    
    -The game takes Solidus's eye patch into account. He's blind on the left side!
    
    <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
    
    
       _______________
      / CHAPTER 7     \
    _/ D O G   T A G S \___________________________________________________________
    
    I have, at least for now, omitted the names, dates of birth, and blood types of
    most of the guards. This information isn't necessary unless you really like to
    get personal with some of them.
    
    Feel free to print this chapter, or a section of this chapter, to use as a
    checklist when going through the game. If you are now sure whether you are
    using 2001 or 2002 dog tags, it depends which game you are playing. If you are
    using _Sons of Liberty_, you definitely have 2001 dog tags. _Substance_ uses
    both, but unless you were offered a choice and choose to use the 2001 dog tags,
    you probably have the 2002 ones.
    
    There isn't that much difference besides names. In the Tanker Chapter, there
    are many more 2002 dog tags because in this version, you can hold up some of
    the Marines in the holds. The only difference in the Plant Chapter is that
    there is one less dog tag in the 2002 set on EASY difficulty. This is because
    there are only two guards in Strut D, Sediment Pool, instead of three.
    
    2002 DOG TAGS
    =============
    
    TANKER
    ------
    
    VERY EASY
    
    |---|-------------------------------|----|---|
    |ID |NAME                           |DOB |BLD|
    |---|-------------------------------|----|---|
    |000 Olga Gurlukovich                0923 A  | Navigational deck, wing
    |001                                         | Aft deck
    |002                                         | Aft deck
    |003                                         | Aft deck
    |004                                         | Navigational deck, wing
    |005                                         | Deck-A, crew's quarters
    |006                                         | Deck-B, crew's quarters
    |007                                         | Deck-A, crew's lounge
    |008                                         | Deck-A, crew's lounge
    |009                                         | Deck-A, crew's lounge
    |010                                         | Deck-D, crew's quarters
    |011                                         | Deck-D, crew's quarters
    |012                                         | Deck 2, port
    |013                                         | Deck 2, port
    |014                                         | Deck 2, port
    |015                                         | Engine Room
    |016                                         | Engine Room
    |017                                         | Engine Room
    |018                                         | Engine Room
    |019                                         | Engine Room
    |---|-------------------------------|----|---|
    
    EASY
    
    |---|-------------------------------|----|---|
    |ID |NAME                           |DOB |BLD|
    |---|-------------------------------|----|---|
    |000 Olga Gurlukovich                0923 A  | Navigational deck, wing
    |001                                         | Aft deck
    |002                                         | Aft deck
    |003                                         | Aft deck
    |004                                         | Navigational deck, wing
    |005                                         | Deck-A, crew's quarters
    |006                                         | Deck-B, crew's quarters
    |007                                         | Deck-A, crew's lounge
    |008                                         | Deck-A, crew's lounge
    |009                                         | Deck-A, crew's lounge
    |010                                         | Deck-D, crew's quarters
    |011                                         | Deck-D, crew's quarters
    |012                                         | Deck 2, port
    |013                                         | Deck 2, port
    |014                                         | Deck 2, port
    |015                                         | Engine Room
    |016                                         | Engine Room
    |017                                         | Engine Room
    |018                                         | Engine Room
    |019                                         | Engine Room
    |020                                         | Engine Room
    |---|-------------------------------|----|---|
    
    NORMAL
    
    |---|-------------------------------|----|---|
    |ID |NAME                           |DOB |BLD|
    |---|-------------------------------|----|---|
    |000 Olga Gurlukovich                0923 A  | Navigational deck, wing
    |001                                         | Aft deck
    |002                                         | Aft deck
    |003                                         | Aft deck
    |004                                         | Navigational deck, wing
    |005                                         | Deck-C, crew's quarters
    |006                                         | Deck-A, crew's quarters
    |007                                         | Deck-B, crew's quarters
    |008                                         | Deck-B, crew's quarters
    |009                                         | Deck-A, crew's lounge
    |010                                         | Deck-A, crew's lounge
    |011                                         | Deck-A, crew's lounge
    |012                                         | Deck-D, crew's quarters
    |013                                         | Deck-D, crew's quarters
    |014                                         | Deck-D, crew's quarters
    |015                                         | Deck 2, port
    |016                                         | Deck 2, port
    |017                                         | Deck 2, port
    |018                                         | Engine Room
    |019                                         | Engine Room
    |020                                         | Engine Room
    |021                                         | Engine Room
    |022                                         | Engine Room
    |023                                         | Engine Room
    |024                                         | Engine Room
    |---|-------------------------------|----|---|
    
    HARD
    
    |---|-------------------------------|----|---|
    |ID |NAME                           |DOB |BLD|
    |---|-------------------------------|----|---|
    |000 Olga Gurlukovich                0923 A  | Navigational deck, wing
    |001                                         | Aft deck
    |002                                         | Aft deck
    |003                                         | Aft deck
    |004                                         | Navigational deck, wing
    |005                                         | Deck-C, crew's quarters
    |006                                         | Deck-A, crew's quarters
    |007                                         | Deck-B, crew's quarters
    |008                                         | Deck-B, crew's quarters
    |009                                         | Deck-A, crew's lounge
    |010                                         | Deck-A, crew's lounge
    |011                                         | Deck-A, crew's lounge
    |012                                         | Deck-D, crew's quarters
    |013                                         | Deck-D, crew's quarters
    |014                                         | Deck-D, crew's quarters
    |015                                         | Deck-D, crew's quarters
    |016                                         | Deck 2, port
    |017                                         | Deck 2, port
    |018                                         | Deck 2, port
    |019                                         | Engine Room
    |020                                         | Engine Room
    |021                                         | Engine Room
    |022                                         | Engine Room
    |023                                         | Engine Room
    |024                                         | Engine Room
    |025                                         | Engine Room
    |---|-------------------------------|----|---|
    
    EXTREME
    
    |---|-------------------------------|----|---|
    |ID |NAME                           |DOB |BLD|
    |---|-------------------------------|----|---|
    |000 Olga Gurlukovich                0923 A  | Navigational deck, wing
    |001                                         | Aft deck
    |002                                         | Aft deck
    |003                                         | Aft deck
    |004                                         | Navigational deck, wing
    |005                                         | Deck-C, crew's quarters
    |006                                         | Deck-A, crew's quarters
    |007                                         | Deck-B, crew's quarters
    |008                                         | Deck-B, crew's quarters
    |009                                         | Deck-A, crew's lounge
    |010                                         | Deck-A, crew's lounge
    |011                                         | Deck-A, crew's lounge
    |012                                         | Deck-D, crew's quarters
    |013                                         | Deck-D, crew's quarters
    |014                                         | Deck-D, crew's quarters
    |015                                         | Deck-D, crew's quarters
    |016                                         | Deck 2, port
    |017                                         | Deck 2, port
    |018                                         | Deck 2, port
    |019                                         | Engine Room
    |020                                         | Engine Room
    |021                                         | Engine Room
    |022                                         | Engine Room
    |023                                         | Engine Room
    |024                                         | Engine Room
    |025                                         | Engine Room
    |---|-------------------------------|----|---|
    
    
    PLANT
    -----
    
    VERY EASY
    
    |---|-------------------------------|----|---|
    |ID |NAME                           |DOB |BLD|
    |---|-------------------------------|----|---|
    |000 Iroquois Pliskin                ???  ?  | Arsenal Gear-Ascending Colon
    |001                                         | Strut A, Deep Sea Dock
    |002                                         | Strut A, Deep Sea Dock
    |003                                         | Strut A roof
    |004                                         | Strut A, Pump Room
    |005                                         | Strut A, Pump Room
    |006                                         | AB connecting bridge
    |007                                         | AB connecting bridge
    |008                                         | Strut B, Transformer Room
    |009                                         | Strut B, Transformer Room
    |010                                         | BC connecting bridge
    |011                                         | Strut C, Dining Hall
    |012                                         | Strut C, Dining Hall
    |013                                         | CD connecting bridge
    |014                                         | CD connecting bridge
    |015                                         | Strut D, Sediment Pool
    |016                                         | Strut D, Sediment Pool
    |017                                         | DE connecting bridge
    |018                                         | DE connecting bridge
    |019                                         | Strut E, Parcel Room
    |020                                         | Strut E, Parcel Room
    |021                                         | Strut E heliport
    |022                                         | Strut E heliport
    |023                                         | Strut F, warehouse
    |024                                         | Strut F, warehouse
    |025                                         | FA connecting bridge
    |026                                         | Shell 1 Core, 1F
    |027                                         | Shell 1 Core, 1F
    |028                                         | Shell 1 Core, 1F
    |029                                         | Shell 1 Core, B1
    |030                                         | Shell 1 Core, B1
    |031                                         | Shell 1 Core, B1
    |032                                         | Shell 1 Core, B2 Computer Room
    |033                                         | Shell 1 Core, B2 Computer Room
    |034                                         | Shell 1 Core, B2 Computer Room
    |035                                         | Shell 1 Core, B2 Computer Room
    |036                                         | KL connecting bridge
    |037                                         | Shell 2 Core, 1F Air Pur...
    |038                                         | Shell 2 Core, 1F Air Pur...
    |039                                         | Shell 2 Core, 1F Air Pur...
    |040                                         | Strut L, Sewage Treatment Fac...
    |041                                         | Strut L, Sewage Treatment Fac...
    |042 Peter Stillman                  1116 A  | Strut E heliport
    |---|-------------------------------|----|---|
    
    EASY
    
    |---|-------------------------------|----|---|
    |ID |NAME                           |DOB |BLD|
    |---|-------------------------------|----|---|
    |000 Meryl Silverberg                ???  A  | Arsenal Gear-Ascending Colon
    |001                                         | Strut A, Deep Sea Dock
    |002                                         | Strut A, Deep Sea Dock
    |003                                         | Strut A roof
    |004                                         | Strut A, Pump Room
    |005                                         | Strut A, Pump Room
    |006                                         | AB connecting bridge
    |007                                         | AB connecting bridge
    |008                                         | Strut B, Transformer Room
    |009                                         | Strut B, Transformer Room
    |010                                         | BC connecting bridge
    |011                                         | Strut C, Dining Hall
    |012                                         | Strut C, Dining Hall
    |013                                         | CD connecting bridge
    |014                                         | CD connecting bridge
    |015                                         | Strut D, Sediment Pool
    |016                                         | Strut D, Sediment Pool
    |017                                         | DE connecting bridge
    |018                                         | DE connecting bridge
    |019                                         | Strut E, Parcel Room
    |020                                         | Strut E, Parcel Room
    |021                                         | Strut E heliport
    |022                                         | Strut E heliport
    |023                                         | Strut F, warehouse
    |024                                         | Strut F, warehouse
    |025                                         | Strut F, warehouse
    |026                                         | FA connecting bridge
    |027                                         | Shell 1 Core, 1F
    |028                                         | Shell 1 Core, 1F
    |029                                         | Shell 1 Core, 1F
    |030                                         | Shell 1 Core, B1
    |031                                         | Shell 1 Core, B1
    |032                                         | Shell 1 Core, B1
    |033                                         | Shell 1 Core, B2 Computer Room
    |034                                         | Shell 1 Core, B2 Computer Room
    |035                                         | Shell 1 Core, B2 Computer Room
    |036                                         | Shell 1 Core, B2 Computer Room
    |037                                         | KL connecting bridge
    |038                                         | Shell 2 Core, 1F Air Pur...
    |039                                         | Shell 2 Core, 1F Air Pur...
    |040                                         | Shell 2 Core, 1F Air Pur...
    |041                                         | Strut L, Sewage Treatment Fac...
    |042                                         | Strut L, Sewage Treatment Fac...
    |043 Peter Stillman                  1116 A  | Strut E heliport
    |---|-------------------------------|----|---|
    
    NORMAL
    
    |---|-------------------------------|----|---|
    |ID |NAME                           |DOB |BLD|
    |---|-------------------------------|----|---|
    |000 Solid Snake                     ???  ?  | Arsenal Gear-Ascending Colon
    |001                                         | Strut A roof
    |002                                         | Strut A, Pump Room
    |003                                         | Strut A, Pump Room
    |004                                         | AB connecting bridge
    |005                                         | AB connecting bridge
    |006                                         | Strut B, Transformer Room
    |007                                         | Strut B, Transformer Room
    |008                                         | BC connecting bridge
    |009                                         | Strut C, Dining Hall
    |010                                         | Strut C, Dining Hall
    |011                                         | CD connecting bridge
    |012                                         | CD connecting bridge
    |013                                         | Strut D, Sediment Pool
    |014                                         | Strut D, Sediment Pool
    |015						         | Strut D, Sediment Pool
    |016                                         | DE connecting bridge
    |017                                         | DE connecting bridge
    |018                                         | Strut E, Parcel Room
    |019                                         | Strut E, Parcel Room
    |020                                         | Strut E, Parcel Room
    |021                                         | Strut E heliport
    |022                                         | Strut E heliport
    |023                                         | Strut E heliport
    |024                                         | Strut F, warehouse
    |025                                         | Strut F, warehouse
    |026                                         | Strut F, warehouse
    |027                                         | FA connecting bridge
    |028                                         | Shell 1 Core, 1F
    |029                                         | Shell 1 Core, 1F
    |030                                         | Shell 1 Core, 1F
    |031                                         | Shell 1 Core, 1F
    |032                                         | Shell 1 Core, B1
    |033                                         | Shell 1 Core, B1
    |034                                         | Shell 1 Core, B1
    |035                                         | Shell 1 Core, B2 Computer Room
    |036                                         | Shell 1 Core, B2 Computer Room
    |037                                         | Shell 1 Core, B2 Computer Room
    |038                                         | Shell 1 Core, B2 Computer Room
    |039                                         | KL connecting bridge
    |040                                         | Shell 2 Core, 1F Air Pur...
    |041                                         | Shell 2 Core, 1F Air Pur...
    |042                                         | Shell 2 Core, 1F Air Pur...
    |043                                         | Shell 2 Core, 1F Air Pur...
    |044                                         | Shell 2 Core, 1F Air Pur...
    |045                                         | Shell 2 Core, 1F Air Pur...
    |046                                         | Strut L, Sewage Treatment Fac...
    |047                                         | Strut L, Sewage Treatment Fac...
    |048 Peter Stillman                  1116 A  | Strut E heliport
    |---|-------------------------------|----|---|
    
    HARD
    
    |---|-------------------------------|----|---|
    |ID |NAME                           |DOB |BLD|
    |---|-------------------------------|----|---|
    |000 Liquid Snake                    ???  ?  | Arsenal Gear-Ascending Colon
    |001                                         | Strut A roof
    |002                                         | Strut A, Pump Room
    |003                                         | Strut A, Pump Room
    |004                                         | AB connecting bridge
    |005                                         | AB connecting bridge
    |006                                         | Strut B, Transformer Room
    |007                                         | Strut B, Transformer Room
    |008                                         | BC connecting bridge
    |009                                         | Strut C, Dining Hall
    |010                                         | Strut C, Dining Hall
    |011                                         | CD connecting bridge
    |012                                         | CD connecting bridge
    |013                                         | Strut D, Sediment Pool
    |014                                         | Strut D, Sediment Pool
    |015						         | Strut D, Sediment Pool
    |016                                         | Strut D, Sediment Pool
    |017                                         | DE connecting bridge
    |018                                         | DE connecting bridge
    |019                                         | Strut E, Parcel Room
    |020                                         | Strut E, Parcel Room
    |021                                         | Strut E, Parcel Room
    |022                                         | Strut E, Parcel Room
    |023                                         | Strut E heliport
    |024                                         | Strut E heliport
    |025                                         | Strut E heliport
    |026                                         | Strut F, warehouse
    |027                                         | Strut F, warehouse
    |028                                         | Strut F, warehouse
    |029                                         | Strut F, warehouse
    |030                                         | FA connecting bridge
    |031                                         | Shell 1 Core, 1F
    |032                                         | Shell 1 Core, 1F
    |033                                         | Shell 1 Core, 1F
    |034                                         | Shell 1 Core, 1F
    |035                                         | Shell 1 Core, B1
    |036                                         | Shell 1 Core, B1
    |037                                         | Shell 1 Core, B1
    |038                                         | Shell 1 Core, B2 Computer Room
    |039                                         | Shell 1 Core, B2 Computer Room
    |040                                         | Shell 1 Core, B2 Computer Room
    |041                                         | Shell 1 Core, B2 Computer Room
    |042                                         | KL connecting bridge
    |043                                         | Shell 2 Core, 1F Air Pur...
    |044                                         | Shell 2 Core, 1F Air Pur...
    |045                                         | Shell 2 Core, 1F Air Pur...
    |046                                         | Shell 2 Core, 1F Air Pur...
    |047                                         | Shell 2 Core, 1F Air Pur...
    |048                                         | Shell 2 Core, 1F Air Pur...
    |049                                         | Strut L, Sewage Treatment Fac...
    |050                                         | Strut L, Sewage Treatment Fac...
    |051 Peter Stillman                  1116 A  | Strut E heliport
    |---|-------------------------------|----|---|
    
    EXTREME
    
    |---|-------------------------------|----|---|
    |ID |NAME                           |DOB |BLD|
    |---|-------------------------------|----|---|
    |000 Hideo Kojima                    0824 A  | Arsenal Gear-Ascending Colon
    |001                                         | Strut A roof
    |002                                         | Strut A, Pump Room
    |003                                         | Strut A, Pump Room
    |004                                         | AB connecting bridge
    |005                                         | AB connecting bridge
    |006                                         | Strut B, Transformer Room
    |007                                         | Strut B, Transformer Room
    |008                                         | BC connecting bridge
    |009                                         | Strut C, Dining Hall
    |010                                         | Strut C, Dining Hall
    |011                                         | CD connecting bridge
    |012                                         | CD connecting bridge
    |013                                         | Strut D, Sediment Pool
    |014                                         | Strut D, Sediment Pool
    |015						         | Strut D, Sediment Pool
    |016                                         | Strut D, Sediment Pool
    |017                                         | DE connecting bridge
    |018                                         | DE connecting bridge
    |019                                         | Strut E, Parcel Room
    |020                                         | Strut E, Parcel Room
    |021                                         | Strut E, Parcel Room
    |022                                         | Strut E, Parcel Room
    |023                                         | Strut E, Parcel Room
    |024                                         | Strut E heliport
    |025                                         | Strut E heliport
    |026                                         | Strut E heliport
    |027                                         | Strut F, warehouse
    |028                                         | Strut F, warehouse
    |029                                         | Strut F, warehouse
    |030                                         | Strut F, warehouse
    |031                                         | Strut F, warehouse
    |032                                         | FA connecting bridge
    |033                                         | Shell 1 Core, 1F
    |034                                         | Shell 1 Core, 1F
    |035                                         | Shell 1 Core, 1F
    |036                                         | Shell 1 Core, 1F
    |037                                         | Shell 1 Core, B1
    |038                                         | Shell 1 Core, B1
    |039                                         | Shell 1 Core, B1
    |040                                         | Shell 1 Core, B2 Computer Room
    |041                                         | Shell 1 Core, B2 Computer Room
    |042                                         | Shell 1 Core, B2 Computer Room
    |043                                         | Shell 1 Core, B2 Computer Room
    |044                                         | KL connecting bridge
    |045                                         | Shell 2 Core, 1F Air Pur...
    |046                                         | Shell 2 Core, 1F Air Pur...
    |047                                         | Shell 2 Core, 1F Air Pur...
    |048                                         | Shell 2 Core, 1F Air Pur...
    |049                                         | Shell 2 Core, 1F Air Pur...
    |050                                         | Shell 2 Core, 1F Air Pur...
    |051                                         | Strut L, Sewage Treatment Fac...
    |052                                         | Strut L, Sewage Treatment Fac...
    |053 Peter Stillman                  1116 A  | Strut E heliport
    |---|-------------------------------|----|---|
    
    
    2001 DOG TAGS
    =============
    
    TANKER
    ------
    
    VERY EASY
    
    |---|-------------------------------|----|---|
    |ID |NAME                           |DOB |BLD|
    |---|-------------------------------|----|---|
    |000 Olga Gurlukovich                0923 A  | Navigational deck, wing
    |001                                         | Aft deck
    |002                                         | Aft deck
    |003                                         | Aft deck
    |004                                         | Navigational deck, wing
    |005                                         | Deck-A, crew's quarters
    |006                                         | Deck-B, crew's quarters
    |007                                         | Deck-A, crew's lounge
    |008                                         | Deck-A, crew's lounge
    |009                                         | Deck-A, crew's lounge
    |010                                         | Deck-D, crew's quarters
    |011                                         | Deck-D, crew's quarters
    |012                                         | Deck 2, port
    |013                                         | Deck 2, port
    |014                                         | Deck 2, port
    |015                                         | Engine Room
    |016                                         | Engine Room
    |017                                         | Engine Room
    |018                                         | Engine Room
    |019                                         | Engine Room
    |020                                         | Hold No.1
    |021                                         | Hold No.1
    |022                                         | Hold No.3
    |023                                         | Hold No.3
    |---|-------------------------------|----|---|
    
    EASY
    
    |---|-------------------------------|----|---|
    |ID |NAME                           |DOB |BLD|
    |---|-------------------------------|----|---|
    |000 Olga Gurlukovich                0923 A  | Navigational deck, wing
    |001                                         | Aft deck
    |002                                         | Aft deck
    |003                                         | Aft deck
    |004                                         | Navigational deck, wing
    |005                                         | Deck-A, crew's quarters
    |006                                         | Deck-B, crew's quarters
    |007                                         | Deck-A, crew's lounge
    |008                                         | Deck-A, crew's lounge
    |009                                         | Deck-A, crew's lounge
    |010                                         | Deck-D, crew's quarters
    |011                                         | Deck-D, crew's quarters
    |012                                         | Deck 2, port
    |013                                         | Deck 2, port
    |014                                         | Deck 2, port
    |015                                         | Engine Room
    |016                                         | Engine Room
    |017                                         | Engine Room
    |018                                         | Engine Room
    |019                                         | Engine Room
    |020                                         | Engine Room
    |021                                         | Hold No.1
    |022                                         | Hold No.1
    |023                                         | Hold No.3
    |024                                         | Hold No.3
    |025                                         | Hold No.3
    |---|-------------------------------|----|---|
    
    NORMAL
    
    |---|-------------------------------|----|---|
    |ID |NAME                           |DOB |BLD|
    |---|-------------------------------|----|---|
    |000 Olga Gurlukovich                0923 A  | Navigational deck, wing
    |001                                         | Aft deck
    |002                                         | Aft deck
    |003                                         | Aft deck
    |004                                         | Navigational deck, wing
    |005                                         | Deck-C, crew's quarters
    |006                                         | Deck-A, crew's quarters
    |007                                         | Deck-B, crew's quarters
    |008                                         | Deck-B, crew's quarters
    |009                                         | Deck-A, crew's lounge
    |010                                         | Deck-A, crew's lounge
    |011                                         | Deck-A, crew's lounge
    |012                                         | Deck-D, crew's quarters
    |013                                         | Deck-D, crew's quarters
    |014                                         | Deck-D, crew's quarters
    |015                                         | Deck 2, port
    |016                                         | Deck 2, port
    |017                                         | Deck 2, port
    |018                                         | Engine Room
    |019                                         | Engine Room
    |020                                         | Engine Room
    |021                                         | Engine Room
    |022                                         | Engine Room
    |023                                         | Engine Room
    |024                                         | Engine Room
    |025                                         | Hold No.1
    |026                                         | Hold No.1
    |027                                         | Hold No.1
    |028                                         | Hold No.2
    |029                                         | Hold No.2
    |030                                         | Hold No.3
    |031                                         | Hold No.3
    |032                                         | Hold No.3
    |---|-------------------------------|----|---|
    
    HARD
    
    |---|-------------------------------|----|---|
    |ID |NAME                           |DOB |BLD|
    |---|-------------------------------|----|---|
    |000 Olga Gurlukovich                0923 A  | Navigational deck, wing
    |001                                         | Aft deck
    |002                                         | Aft deck
    |003                                         | Aft deck
    |004                                         | Navigational deck, wing
    |005                                         | Deck-C, crew's quarters
    |006                                         | Deck-A, crew's quarters
    |007                                         | Deck-B, crew's quarters
    |008                                         | Deck-B, crew's quarters
    |009                                         | Deck-A, crew's lounge
    |010                                         | Deck-A, crew's lounge
    |011                                         | Deck-A, crew's lounge
    |012                                         | Deck-D, crew's quarters
    |013                                         | Deck-D, crew's quarters
    |014                                         | Deck-D, crew's quarters
    |015                                         | Deck-D, crew's quarters
    |016                                         | Deck 2, port
    |017                                         | Deck 2, port
    |018                                         | Deck 2, port
    |019                                         | Engine Room
    |020                                         | Engine Room
    |021                                         | Engine Room
    |022                                         | Engine Room
    |023                                         | Engine Room
    |024                                         | Engine Room
    |025                                         | Engine Room
    |026                                         | Hold No.1
    |027                                         | Hold No.1
    |028                                         | Hold No.1
    |029                                         | Hold No.2
    |030                                         | Hold No.2
    |031                                         | Hold No.3
    |032                                         | Hold No.3
    |033                                         | Hold No.3
    |034                                         | Hold No.3
    |---|-------------------------------|----|---|
    
    EXTREME
    
    |---|-------------------------------|----|---|
    |ID |NAME                           |DOB |BLD|
    |---|-------------------------------|----|---|
    |000 Olga Gurlukovich                0923 A  | Navigational deck, wing
    |001                                         | Aft deck
    |002                                         | Aft deck
    |003                                         | Aft deck
    |004                                         | Navigational deck, wing
    |005                                         | Deck-C, crew's quarters
    |006                                         | Deck-A, crew's quarters
    |007                                         | Deck-B, crew's quarters
    |008                                         | Deck-B, crew's quarters
    |009                                         | Deck-A, crew's lounge
    |010                                         | Deck-A, crew's lounge
    |011                                         | Deck-A, crew's lounge
    |012                                         | Deck-D, crew's quarters
    |013                                         | Deck-D, crew's quarters
    |014                                         | Deck-D, crew's quarters
    |015                                         | Deck-D, crew's quarters
    |016                                         | Deck 2, port
    |017                                         | Deck 2, port
    |018                                         | Deck 2, port
    |019                                         | Engine Room
    |020                                         | Engine Room
    |021                                         | Engine Room
    |022                                         | Engine Room
    |023                                         | Engine Room
    |024                                         | Engine Room
    |025                                         | Engine Room
    |026                                         | Hold No.1
    |027                                         | Hold No.1
    |028                                         | Hold No.2
    |029                                         | Hold No.2
    |030                                         | Hold No.3
    |031                                         | Hold No.3
    |032                                         | Hold No.3
    |033                                         | Hold No.3
    |---|-------------------------------|----|---|
    
    
    PLANT
    -----
    
    VERY EASY
    
    |---|-------------------------------|----|---|
    |ID |NAME                           |DOB |BLD|
    |---|-------------------------------|----|---|
    |000 Iroquois Pliskin                ???  ?  | Arsenal Gear-Ascending Colon
    |001                                         | Strut A, Deep Sea Dock
    |002                                         | Strut A, Deep Sea Dock
    |003                                         | Strut A roof
    |004                                         | Strut A, Pump Room
    |005                                         | Strut A, Pump Room
    |006                                         | AB connecting bridge
    |007                                         | AB connecting bridge
    |008                                         | Strut B, Transformer Room
    |009                                         | Strut B, Transformer Room
    |010                                         | BC connecting bridge
    |011                                         | Strut C, Dining Hall
    |012                                         | Strut C, Dining Hall
    |013                                         | CD connecting bridge
    |014                                         | CD connecting bridge
    |015                                         | Strut D, Sediment Pool
    |016                                         | Strut D, Sediment Pool
    |017                                         | DE connecting bridge
    |018                                         | DE connecting bridge
    |019                                         | Strut E, Parcel Room
    |020                                         | Strut E, Parcel Room
    |021                                         | Strut E heliport
    |022                                         | Strut E heliport
    |023                                         | Strut F, warehouse
    |024                                         | Strut F, warehouse
    |025                                         | FA connecting bridge
    |026                                         | Shell 1 Core, 1F
    |027                                         | Shell 1 Core, 1F
    |028                                         | Shell 1 Core, 1F
    |029                                         | Shell 1 Core, B1
    |030                                         | Shell 1 Core, B1
    |031                                         | Shell 1 Core, B1
    |032                                         | Shell 1 Core, B2 Computer Room
    |033                                         | Shell 1 Core, B2 Computer Room
    |034                                         | Shell 1 Core, B2 Computer Room
    |035                                         | Shell 1 Core, B2 Computer Room
    |036                                         | KL connecting bridge
    |037                                         | Shell 2 Core, 1F Air Pur...
    |038                                         | Shell 2 Core, 1F Air Pur...
    |039                                         | Shell 2 Core, 1F Air Pur...
    |040                                         | Strut L, Sewage Treatment Fac...
    |041                                         | Strut L, Sewage Treatment Fac...
    |042 Peter Stillman                  1116 A  | Strut E heliport
    |---|-------------------------------|----|---|
    
    EASY
    
    |---|-------------------------------|----|---|
    |ID |NAME                           |DOB |BLD|
    |---|-------------------------------|----|---|
    |000 Meryl Silverberg                ???  A  | Arsenal Gear-Ascending Colon
    |001                                         | Strut A, Deep Sea Dock
    |002                                         | Strut A, Deep Sea Dock
    |003                                         | Strut A roof
    |004                                         | Strut A, Pump Room
    |005                                         | Strut A, Pump Room
    |006                                         | AB connecting bridge
    |007                                         | AB connecting bridge
    |008                                         | Strut B, Transformer Room
    |009                                         | Strut B, Transformer Room
    |010                                         | BC connecting bridge
    |011                                         | Strut C, Dining Hall
    |012                                         | Strut C, Dining Hall
    |013                                         | CD connecting bridge
    |014                                         | CD connecting bridge
    |015                                         | Strut D, Sediment Pool
    |016                                         | Strut D, Sediment Pool
    |017                                         | Strut D, Sediment Pool
    |018                                         | DE connecting bridge
    |019                                         | DE connecting bridge
    |020                                         | Strut E, Parcel Room
    |021                                         | Strut E, Parcel Room
    |022                                         | Strut E heliport
    |023                                         | Strut E heliport
    |024                                         | Strut F, warehouse
    |025                                         | Strut F, warehouse
    |026                                         | Strut F, warehouse
    |027                                         | FA connecting bridge
    |028                                         | Shell 1 Core, 1F
    |029                                         | Shell 1 Core, 1F
    |030                                         | Shell 1 Core, 1F
    |031                                         | Shell 1 Core, B1
    |032                                         | Shell 1 Core, B1
    |033                                         | Shell 1 Core, B1
    |034                                         | Shell 1 Core, B2 Computer Room
    |035                                         | Shell 1 Core, B2 Computer Room
    |036                                         | Shell 1 Core, B2 Computer Room
    |037                                         | Shell 1 Core, B2 Computer Room
    |038                                         | KL connecting bridge
    |039                                         | Shell 2 Core, 1F Air Pur...
    |040                                         | Shell 2 Core, 1F Air Pur...
    |041                                         | Shell 2 Core, 1F Air Pur...
    |042                                         | Strut L, Sewage Treatment Fac...
    |043                                         | Strut L, Sewage Treatment Fac...
    |044 Peter Stillman                  1116 A  | Strut E heliport
    |---|-------------------------------|----|---|
    
    NORMAL
    
    |---|-------------------------------|----|---|
    |ID |NAME                           |DOB |BLD|
    |---|-------------------------------|----|---|
    |000 Solid Snake                     ???  ?  | Arsenal Gear-Ascending Colon
    |001                                         | Strut A roof
    |002                                         | Strut A, Pump Room
    |003                                         | Strut A, Pump Room
    |004                                         | AB connecting bridge
    |005                                         | AB connecting bridge
    |006                                         | Strut B, Transformer Room
    |007                                         | Strut B, Transformer Room
    |008                                         | BC connecting bridge
    |009                                         | Strut C, Dining Hall
    |010                                         | Strut C, Dining Hall
    |011                                         | CD connecting bridge
    |012                                         | CD connecting bridge
    |013                                         | Strut D, Sediment Pool
    |014                                         | Strut D, Sediment Pool
    |015						         | Strut D, Sediment Pool
    |016                                         | DE connecting bridge
    |017                                         | DE connecting bridge
    |018                                         | Strut E, Parcel Room
    |019                                         | Strut E, Parcel Room
    |020                                         | Strut E, Parcel Room
    |021                                         | Strut E heliport
    |022                                         | Strut E heliport
    |023                                         | Strut E heliport
    |024                                         | Strut F, warehouse
    |025                                         | Strut F, warehouse
    |026                                         | Strut F, warehouse
    |027                                         | FA connecting bridge
    |028                                         | Shell 1 Core, 1F
    |029                                         | Shell 1 Core, 1F
    |030                                         | Shell 1 Core, 1F
    |031                                         | Shell 1 Core, 1F
    |032                                         | Shell 1 Core, B1
    |033                                         | Shell 1 Core, B1
    |034                                         | Shell 1 Core, B1
    |035                                         | Shell 1 Core, B2 Computer Room
    |036                                         | Shell 1 Core, B2 Computer Room
    |037                                         | Shell 1 Core, B2 Computer Room
    |038                                         | Shell 1 Core, B2 Computer Room
    |039                                         | KL connecting bridge
    |040                                         | Shell 2 Core, 1F Air Pur...
    |041                                         | Shell 2 Core, 1F Air Pur...
    |042                                         | Shell 2 Core, 1F Air Pur...
    |043                                         | Shell 2 Core, 1F Air Pur...
    |044                                         | Shell 2 Core, 1F Air Pur...
    |045                                         | Shell 2 Core, 1F Air Pur...
    |046                                         | Strut L, Sewage Treatment Fac...
    |047                                         | Strut L, Sewage Treatment Fac...
    |048 Peter Stillman                  1116 A  | Strut E heliport
    |---|-------------------------------|----|---|
    
    HARD
    
    |---|-------------------------------|----|---|
    |ID |NAME                           |DOB |BLD|
    |---|-------------------------------|----|---|
    |000 Liquid Snake                    ???  ?  | Arsenal Gear-Ascending Colon
    |001                                         | Strut A roof
    |002                                         | Strut A, Pump Room
    |003                                         | Strut A, Pump Room
    |004                                         | AB connecting bridge
    |005                                         | AB connecting bridge
    |006                                         | Strut B, Transformer Room
    |007                                         | Strut B, Transformer Room
    |008                                         | BC connecting bridge
    |009                                         | Strut C, Dining Hall
    |010                                         | Strut C, Dining Hall
    |011                                         | CD connecting bridge
    |012                                         | CD connecting bridge
    |013                                         | Strut D, Sediment Pool
    |014                                         | Strut D, Sediment Pool
    |015						         | Strut D, Sediment Pool
    |016                                         | Strut D, Sediment Pool
    |017                                         | DE connecting bridge
    |018                                         | DE connecting bridge
    |019                                         | Strut E, Parcel Room
    |020                                         | Strut E, Parcel Room
    |021                                         | Strut E, Parcel Room
    |022                                         | Strut E, Parcel Room
    |023                                         | Strut E heliport
    |024                                         | Strut E heliport
    |025                                         | Strut E heliport
    |026                                         | Strut F, warehouse
    |027                                         | Strut F, warehouse
    |028                                         | Strut F, warehouse
    |029                                         | Strut F, warehouse
    |030                                         | FA connecting bridge
    |031                                         | Shell 1 Core, 1F
    |032                                         | Shell 1 Core, 1F
    |033                                         | Shell 1 Core, 1F
    |034                                         | Shell 1 Core, 1F
    |035                                         | Shell 1 Core, B1
    |036                                         | Shell 1 Core, B1
    |037                                         | Shell 1 Core, B1
    |038                                         | Shell 1 Core, B2 Computer Room
    |039                                         | Shell 1 Core, B2 Computer Room
    |040                                         | Shell 1 Core, B2 Computer Room
    |041                                         | Shell 1 Core, B2 Computer Room
    |042                                         | KL connecting bridge
    |043                                         | Shell 2 Core, 1F Air Pur...
    |044                                         | Shell 2 Core, 1F Air Pur...
    |045                                         | Shell 2 Core, 1F Air Pur...
    |046                                         | Shell 2 Core, 1F Air Pur...
    |047                                         | Shell 2 Core, 1F Air Pur...
    |048                                         | Shell 2 Core, 1F Air Pur...
    |049                                         | Strut L, Sewage Treatment Fac...
    |050                                         | Strut L, Sewage Treatment Fac...
    |051 Peter Stillman                  1116 A  | Strut E heliport
    |---|-------------------------------|----|---|
    
    EXTREME
    
    |---|-------------------------------|----|---|
    |ID |NAME                           |DOB |BLD|
    |---|-------------------------------|----|---|
    |000 Hideo Kojima                    0824 A  | Arsenal Gear-Ascending Colon
    |001                                         | Strut A roof
    |002                                         | Strut A, Pump Room
    |003                                         | Strut A, Pump Room
    |004                                         | AB connecting bridge
    |005                                         | AB connecting bridge
    |006                                         | Strut B, Transformer Room
    |007                                         | Strut B, Transformer Room
    |008                                         | BC connecting bridge
    |009                                         | Strut C, Dining Hall
    |010                                         | Strut C, Dining Hall
    |011                                         | CD connecting bridge
    |012                                         | CD connecting bridge
    |013                                         | Strut D, Sediment Pool
    |014                                         | Strut D, Sediment Pool
    |015						         | Strut D, Sediment Pool
    |016                                         | Strut D, Sediment Pool
    |017                                         | DE connecting bridge
    |018                                         | DE connecting bridge
    |019                                         | Strut E, Parcel Room
    |020                                         | Strut E, Parcel Room
    |021                                         | Strut E, Parcel Room
    |022                                         | Strut E, Parcel Room
    |023                                         | Strut E, Parcel Room
    |024                                         | Strut E heliport
    |025                                         | Strut E heliport
    |026                                         | Strut E heliport
    |027                                         | Strut F, warehouse
    |028                                         | Strut F, warehouse
    |029                                         | Strut F, warehouse
    |030                                         | Strut F, warehouse
    |031                                         | Strut F, warehouse
    |032                                         | FA connecting bridge
    |033                                         | Shell 1 Core, 1F
    |034                                         | Shell 1 Core, 1F
    |035                                         | Shell 1 Core, 1F
    |036                                         | Shell 1 Core, 1F
    |037                                         | Shell 1 Core, B1
    |038                                         | Shell 1 Core, B1
    |039                                         | Shell 1 Core, B1
    |040                                         | Shell 1 Core, B2 Computer Room
    |041                                         | Shell 1 Core, B2 Computer Room
    |042                                         | Shell 1 Core, B2 Computer Room
    |043                                         | Shell 1 Core, B2 Computer Room
    |044                                         | KL connecting bridge
    |045                                         | Shell 2 Core, 1F Air Pur...
    |046                                         | Shell 2 Core, 1F Air Pur...
    |047                                         | Shell 2 Core, 1F Air Pur...
    |048                                         | Shell 2 Core, 1F Air Pur...
    |049                                         | Shell 2 Core, 1F Air Pur...
    |050                                         | Shell 2 Core, 1F Air Pur...
    |051                                         | Strut L, Sewage Treatment Fac...
    |052                                         | Strut L, Sewage Treatment Fac...
    |053 Peter Stillman                  1116 A  | Strut E heliport
    |---|-------------------------------|----|---|
    
    
       _____________________________
      / CHAPTER 8                   \
    _/ C O D E S   &   S E C R E T S \_____________________________________________
    
    What more can I say? I think I mentioned almost every game secret in the
    walkthrough. But here are a few things to hunt down:
    - 2 Vulcan Raven action figures (1 in Tanker; 1 in Plant)
    - A ghost
    - 4 Easter Island Head Statues (Ever seen that episode of _The Real Adventures
    of Johnny Quest_ with all the Easter Island guys? Never mind.)
    - 1 rubber duck
    
    Remember, there are tons of things to do in this game. If you want to find all
    them all, there are FAQs that are written primarily on the secrets of this game.
    
    
       ___________________
      / CHAPTER 9         \
    _/ F U N   Q U O T E S \_______________________________________________________
    
    GREAT SPEECHES
    ==============
    
    I have gone through a lot of trouble to make sure the text that is displayed
    here is completely accurate (including grammar). If there is a mistake, please
    e-mail me (e-mail address appears at the end of the guide).
    
    MARINE COMMANDANT SPEECH
    ------------------------
    
    At the moment,
    every industrialized nation on the globe
    knows the specifications for Metal Gear.
    Worse yet,
    so do a number of rogue states.
    
    They are all working on deploying
    their own Metal Gear force to compete
    with the US's nuclear strike capability.
    The world is about to see
    a swarm of these Metal Gear derivatives.
    
    We initiated development of Metal Gear RAY
    as a countermeasure to these pirated weapons forces.
    The only thing that can stand up to a Metal Gear is
    of course-- another Metal Gear.
    
    With RAY,
    the hundreds if not thousands of Metal Gears
    that exist all over the world are no longer a threat.
    The blind rush to nuclear proliferation
    will be contained--
    and it will be the Marine Corps, and our RAY,
    that will accomplish this.
    
    This weapon will render all other Metal Gears obsolete.
    Nations building up their own Metal Gear force
    will think twice about their nuclear strategy
    in the light of the military dominance
    spelled out by RAY.
    
    The shift in the balance of power
    will mean a new world order.
    And we, the Marine Corps will play a central role
    in its military affairs
    
    Ours is not the only military project
    devoted to Metal Gear development,
    but it cannot be more different in nature
    from the Navy's.
    Theirs is a program that will add fuel
    to the uncontrolled fire of nuclear proliferation.
    
    It is a fact that players in favor of such a policy
    are attempting to derail our own RAY project.
    But I promise you that they will not succeed.
    
    Some say that the strategic importance of
    aircraft carriers will be reduced
    by the completion of RAY.
    The opposition from the Navy
    is an undeniable fact.
    There is a lot of pressure from Navy brass,
    especially those with submarine
    and air background.
    
    Not to mention interference from a major player...
    But this project is vital to the Marine Corps.
    The enemy is sometimes closer to home
    than you think, gentlemen.
    Always bear that in mind.
    
    I have a daughter--
    and it is my greatest wish never to have her,
    or her children,
    experience the horror of nuclear war.
    As a father, I want to leave a better world
    for the future generation.
    As a soldier,
    I know that is my duty.
    
    Metal Gear RAY is amphibious,
    unlike the Army's REX.
    It can cruise deep underwater,
    move in undetected and make its landing on any shoreline.
    
    Its ON-BOARD--
    Joint Tactical Information Distribution System
    identifies targets with unerring accuracy,
    and takes them out with massive firepower.
    It is the ultimate weapon,
    and it is yours to guard.
    I'd like you all to think about what that means.
    
    The National Missile Defense program was initiated
    in the end of the 20th century,
    projected to completion in 2005.
    However, the NMD trial conducted in the year 2000
    was a complete failure,
    and the success of the 1999 trials
    is now considered a chance happening.
    
    There was no technological solution in sight
    and the program was already attracting strong criticism
    from Russia and China for its potential violation
    of the Anti-Ballistic Missile agreement.
    The fact that any development in missile defense
    would trigger accelerated weapons development
    has been pointed out from the very beginning.
    
    President Sears forced the NMD proposal through
    and succeeded in deploying the program.
    Some say that it was a military interest--
    with plans for the hundred billion dollar program budget
    that actually arranged the legislative approval.
    
    Former President Sears did also act towards reducing
    the nuclear stockpile while nurturing the NMD concept.
    It was he--
    who lowered START3's ceiling for tactical nuclear weapons
    in order to bring Russia around
    to approving a revision to the ABM treaty.
    Everyone believed the world was headed for the end of
    the arms race when Shadow Moses happened.
    
    Even though the development of Metal Gear REX
    is still outside the bounds of official truth,
    everyone in the international military community
    knows the facts.
    Its specs spread across the globe like wildfire,
    and the nuclear race is on again.
    The only thing that can reverse its course
    is this Metal Gear RAY.
    
    The Metal Gear REX development on Shadow Moses
    was supposedly the first preparatory measure
    taken against the future possibility of
    reduced nuclear defense capability.
    NMD technology leak to other nations
    would make that contingency likely.
    But if this theory is correct,
    it means that there was a calculated intent to cash in
    on this opportunity
    by specific interests
    within the military-industrial complex.
    We are here today to flush out and rid our country
    of these corrupting forces.
    That is our mission,
    and you will bear that in mind.
    
    George Sears surrendered his presidency
    in the aftermath of Shadow Moses.
    The official reason given did not of course include
    the development of Metal Gear REX
    and next-generation nuclear warheads.
    But even you will have heard rumors that
    he was forced to resign
    after the failed cover up cost him his influence
    in the political community.
    
    This Metal Gear RAY is a prototype,
    designed to be operated  by an onboard pilot.
    In its final form, RAY will be unmanned,
    driven by tele-existence
    and an autonomous control system.
    
    The importance of next-generation technology
    such as C4ISR and RMA in battle situation
    has been discussed time and again,
    but RAY is the first to deploy it so fully.
    With RAY's completion,
    the Marine Corps will lead the way for
    a new age of military tactics.
    
    We will proceed out of New York Harbor
    and conduct top-secret field testing of RAY.
    Shadow Moses has turned public opinion against
    weapons development,
    and this training needs to stay covert.
    
    We cannot risk jeopardizing the program
    on the eve of its completion.
    The disguised oil tanker is a part of our cover.
    RAY is well worth all these precautions.
    Trust me.
    
    It is an undeniable fact that there is a force at work
    in our government, and within the military,
    seeking to control national affairs
    to suit its own interests.
    Metal Gear RAY bears the burden of
    confronting this party,
    thwarting their plans and guiding this nation
    back to its original path.
    
    This exercise is but a first step towards that goal--
    the future of the country
    rests with you tonight.
    
    The brain drain of nuclear specialists
    and the black market trade in weapons-grade plutonium
    has been fueling a cottage industry in nuclear weapons
    since late last century.
    Add Metal Gear to the mix,
    and the result is the renewed proliferation
    you see the world over.
    
    We once lived in the shadow of the doomsday machine.
    This Metal Gear RAY can bring other Metal Gears
    under control--
    and ensure that we never  know that fear again.
    And we the Marines--
    will be the guardians of this peace.
    
    This new model of Metal Gears is codenamed RAY-
    after the great Manta Ray.
    Our RAY has a sting
    that nature never gave the Manta.
    With this latest Metal Gear,
    we can rule the sea and land as we never have before.
    
    The proliferation and development of
    Metal Gear technology are about to render agreements
    like the NPT and START obsolete.
    There are also forces at work
    trying to exploit this disturbing trend
    to further their own power and influence.
    
    The human race is about to slide back into the
    endless arms race of that last century,
    and we cannot afford to play that Russian Roulette again.
    The Metal Gear RAY you see--
    is here to prevent that possibility.
    
    Don't stay on the same ground!
    You are here to complete a mission,
    and that means moving forward.
    Take pride in being a Marine,
    and remember what that means.
    Only those who are willing to take risks
    can achieve victory.
    
    We the Marines--
    will lead the charge into a new world order
    with Metal Gear RAY.
    That is all. Dismissed!
    
    
    TANKER TAKEOVER
    ---------------
    
      Ocelot:
    Excellent speech, my friend...
      CMC:
    Who the -- !?
      Ocelot:
    Gift of the silver tongue -- they say it's the mark of a good officer - and of
    a liar. Americans are too in love with the sound of their own voice to speak
    the truth.
      CMC:
    Identify yourself!
      Ocelot:
    I am Shalashaska! Also called Revolver --
      Ocelot & Snake:
    Ocelot.
      CMC:
    What do you want?
      Ocelot:
    This machine will be quite useful.
      CMC:
    What are you planning to do -- steal this thing?
      Ocelot:
    Steal? No, no, I'm taking it back.
      Snake:
    Gurlukovich...
      Ocelot:
    Nobody move! Understood?
    This ship now carries enough SEMTEX on its key structural points to blow it out
    of the water -- at the touch of this button.
    That's right -- no one has to die needlessly.
    We're almost at the target. Get a move on!
      CMC:
    What do you intend to do with RAY -- sell it on the streets?
      Gurlukovich:
    I was raised in Snezhinsk, formerly known as Chelyabinsk-70, the nuclear
    research outpost.
      CMC:
    What are you taking about?
      Gurlukovich:
    After the Cold War ended, my home was bought out by the Americans.
      CMC:
    Is there a point to this sad story?
      Gurlukovich:
    Not that you would understand! Land, friends, dignity... all sold to the
    highest bidder, -- the United States of America. Even the technology that gave
    birth to these weapons is Russian, developed by us!
      CMC:
    What do you intend to do?
      Gurlukovich:
    Russia will rise again -- and RAY is the key.
      Ocelot:
    I regret to inform you that I have no intention of selling Metal Gear. As I
    said, I came to take it back. Yes -- returned. To the Patriots...
      CMC:
    The "La-li-lu-le-lo"! How is that -- possible!?
      Gurlukovich:
    Ocelot, you -- ! Have you sold us out?
      Ocelot:
    I was never in your employee, Gurlukovich...
      Gurlukovich:
    Are you still in league with Solidus...!?
      Ocelot:
    No hard feelings, Colonel. Mother Russia can rot, for all I care.
      Gurlukovich:
    Since when, Ocelot? When did you turn?
      Ocelot:
    I'm glad you noticed comrade. I abandoned 'her' during the Cold War.
      Gurlukovich:
    ...
      Ocelot:
    Metal Gear only has room for one! Gurlukovich, you and your daughter will die
    here.
      Gurlukovich:
    Damn you!!
    Die, you dog!
      Ocelot:
    Sergei! Looks like you were long overdue for retirement.
      Gurlukovich:
    Traitorous dog...
      Ocelot:
    Show's over! If you wish to live, I suggest you run now! This ship is still in
    the lower New York Harbor. You may yet make it to shore if you swim for your
    life!
      Snake:
    OCELOT!!
      Ocelot:
    !? Aaarrghhhh!!
      Liquid:
    It's been a while, brother!
      Snake:
    Who are you?
      Liquid:
    You know who I am.
      Snake:
    Liquid?
      Liquid:
    Not so young anymore, eh, Snake... You're drowning in time. I know what it's
    like, brother.
      Snake:
    ...
      Liquid:
    No wonder Naomi passed you over for the FOXDIE program.
      Ocelot:
    Out -- get out of my mind! Liquid...
      Liquid:
    The price of physical prodigy... Few more years and you'll be another dead
    clone of the old man. Our raw materials are vintage, brother. Big Boss was in
    his late 50s when they created his copies. But I -- I live on, through this arm.
      Snake:
    Liquid's arm?
      Marine:
    Ah...
      Gurlukovich:
    Olga...
      Liquid:
    You don't have what it takes after all. You're going down, Snake -- with this
    tanker!
      Snake:
    Otacon, we have a problem...
      Otacon:
    Snake!? Snaaaake!
      Ocelot:
    No problems... proceeding as planned, sir. ...Yes, at the location we
    discussed... Yes. I have photographic evidence of Snake on the scene. The
    cypher was most useful... I look forward to tomorrow morning's news flash... I
    would say the Marine Corp's plans are on indefinite hold... ...Yes, of course,
    Mr. President.
      Otacon:
    SNAKE!!
    
    
    FATMAN SPEECH
    -------------
    
      Fatman:
    So you're the one... You're right on time, I see. I like a punctual man.
      Raiden:
    Is he Dead Cell?
      Fatman:
    I am Fatman. I am the greatest that humanity has to offer, and the lowest.
    Can you hear it? Hear this rhythm? It's the rhythm of time. And life! Don't you
    love the sound? I used to hang around department store clock counters.
    Life is short. Bombs tell the time with every moment of their existence. And
    nothing else announces its own end with such a fanfare. Glad you could make it.
    The party's about to start...
    Yum... Good year. Let's drink to Stillman, shall we?
      Raiden:
    If you destroy the Big Shell, you'll never collect your ransom.
      Fatman:
    Ransome? What are you talking about?
      Raiden:
    Thirty billion dollars in cash!
      Raiden:
    !?
      Fatman:
    ...So that's what's going on, huh?
      Raiden:
    What the hell are you talking about?
      Fatman:
    Oh, you'll know soon enough. And I could care less what they plan to do. My
    ambitions are much more simple: to be the most famous bomber of them all.
      Raiden:
    You're nuts! No one's ever gonna damn about you.
      Fatman:
    Oh, yes they will. I'll go down in history -- as the man who beat Peter
    Stillman. That's the only reason I assisted them.
      Raiden:
    Like hell you beat Stillman. He had you're number.
      Fatman:
    What did you say?
      Raiden:
    You have nothing of his courage or --
    What're you laughing at?
      Fatman:
    That crock died a dishonorable death six months ago.
      Raiden:
    Six months ago -- the liquidation of Dead Cell.
      Fatman:
    Call it what you want. Only the right stuff survived that hell. It set me free,
    you know. Opened the way to a new dimension... So that I could become the
    emperor among detonation devotees!
      Raiden:
    You're nothing but a common criminal. And that's the only way people will ever
    remember you.
      Fatman:
    How dare you! I'm an artist!
    This is why I dislike boorish military types.
    It's time to start the party... This how it works: I plant a bomb... And it
    explodes soon after that. If you prefer to stay in one piece, you'll have to
    disable my bombs.
    "Laugh and grow fat!" Let's move!
    
    (Boss Battle)
    
      Fatman:
    My suit... Oh no... I've nothing to wear to the party...
      Raiden:
    The party's over for you.
      Fatman:
    That's what you think.
      Raiden:
    What do you mean!
    What did you just do? What is this?
      Fatman:
    I have beautiful hands. These delicate hands can craft works of art.
      Raiden:
    Answer me! What the hell is this!
      Fatman:
    It's the switch for the biggest bomb in this entire place.
      Raiden:
    !?
      Fatman:
    No use. Once it's activated, there's no stopping the count.
      Raiden:
    Where did you plant it?
    Where is it?
      Fatman:
    Somewhere in this area. Don't worry, it's very close by.
      Where is it!?
      Fatman:
    Go ahead, shoot me. I'm already dead...
      Raiden:
    Damn!
      Fatman:
    Think you can find it? When it goes off, it'll take the Big Shell with it.
      Raiden:
    Tell me where I can find the bomb.
      Fatman:
    That's your problem.
    This is the highlight of the party! Bring it on I say. They'll be happy too.
    I die here -- and start my legend. Too bad you won't be around to see the
    movies...
    "Laugh and grow fat!"
    
    
    ARSENAL GEAR SPEECH
    -------------------
    
      Solidus:
    Are you awake yet, Jack?
      Raiden:
    U-uh...
      Solidus:
    GW, the Arsenal AI, is corrupted beyond repair. I admit that I underestimated
    you...
    I'll squeeze the answers out of you instead, my son...
      Fortune:
    What do you hope to hear? You know he doesn't know anything.
      Solidus:
    It's not him I want the answers from.
      Fortune:
    What do you mean?
      Solidus:
    That's not your business.
      Fortune:
    Oh really? It happens that I have some business of my own to attend to.
      Solidus:
    Planning to hijack Arsenal?
      Fortune:
    !
      Solidus:
    You were going to screw me over, weren't you?
      Fortune:
    ...Who talked? Ocelot?
      Solidus:
    Not exactly. I was the one who used Ocelot to suggest the idea to you in the
    first place.
      Fortune:
    What?
      Solidus:
    I was planning to give you Arsenal to begin with.
      Fortune:
    ...Why the uncharacteristic generosity?
      Solidus:
    I'm no philanthropist. Arsenal is far from impregnable. It needs other Metal
    Gears as guards, a huge payload of warheads, and full air, sea and land support
    to function efficiently. Against a large attack force without support, Arsenal
    is nothing more than a gigantic coffin. Seizing Arsenal was never the real
    objective.
      Fortune:
    ...What was your objective, then?
      Solidus:
    A list of names -- of the Patriots.
      Fortune:
    !?
      Solidus:
    They were planning to extend their control to digital information flow with GW
    and Arsenal. That means the information they wanted to filter out is contained
    in GW. Including that list of the highest twelve members of the Patriots'
    Wisemen's Committee.
      Fortune:
    And once you knew who they were, you would cross out their names one by one...?
    ...while we with our useless Arsenal drew their fire.
      Solidus:
    Very good.
      Fortune:
    You were using us all along.
      Solidus:
    Were you any different?
      Fortune:
    But your plan's hit a snag with GW destroyed, hasn't it?
      Solidus:
    No -- there is another way.
      Fortune:
    Really... But we have our own plans to carry out. We'll take the Arsenal since
    you don't care for it anyway; the purified hydrogen bomb is ready to go.
      Solidus:
    A nuclear strike won't stop them.
      Fortune:
    It will damage their power source -- the mindless masses that they control.
    First things first.
      Solidus:
    Of course -- that was what you wanted. I won't stop you. Good luck.
      Fortune:
    Thanks, but I have quite enough of that.
      Ocelot:
    Charades usually are humorous. I wouldn't have minded watching some more of it,
    but we're running a little short on time...
      Solidus:
    What are you talking about?
      Ocelot:
    Everything you've done here has been scripted -- a little exercise set up by us.
      Solidus:
    Exercise?
      Ocelot:
    The S3 plan was conceived as a means to produce soldiers on par with Solid
    Snake. That's what I told you. But the VR training the boy was put through is
    not the meat of the project. You think this little terrorist incident is your
    own doing, Solidus? THIS is the S3 training kernel -- an orchestrated
    recreation of Shadow Moses.
      Solidus:
    What!?
      Ocelot:
    Ames and the President's deaths -- the Ninja -- the computer virus that mimics
    FOXDIE. Did you really think they were all a coincidence? Ames' own
    nanomachines were used to shut down his pacemaker. I arranged for the
    appearance of the Ninja as well. As for the President -- although Johnson
    realized what was going on, he played out his allotted part. As for the
    computer virus, it's a digital counterpart of FOXDIE. It was also designed to
    eliminate every scrap of information regarding the Patriots from GW. Your plan
    was invalidated even before execution, Solidus.
    Fatman was a different story. He's one of our own people, a sort of examiner we
    hired to test the boys progress before letting him tackle the exercise proper.
    We had to arrange for Stillman's presence to coax the maniac into agreeing. If
    the boy had allowed the Big Shell to be destroyed, this exercise would have
    ended there. This project has no room for failures.
      Solidus:
    What do you mean?
      Ocelot:
    Given the right situation, the right story, anyone can be shaped into Snake.
    Even rookies can fight like men of experience. An instant creation of genius --
    and this kernel will provide more than enough data to formulate such a program.
    You, Dead Cell, Olga -- you're all nothing but pawns placed to create the
    perfect simulation.
    Solidus, you and the boy were selected because your relationship resembles the
    one between Snake and Big Boss. Fortune, you and the rest of Dead Cell stand in
    for the FOXHOUND squad that Snake took on in Shadow Moses. You're the most
    impressive collection of freaks outside of FOXHOUND. We've gone through a lot
    of trouble to set you up against the boy. That story about purified hydrogen
    bombs is just the tip of the iceberg. The project was already underway when I
    sank that tanker along with your old man two years ago. Throwing your husband
    in the brig was part of it too. You were told that the eradication of Dead Cell
    six months ago was an act of the Patriots. We provoked you and encouraged your
    hatred -- and you opted for vengeance, just as we had planned.
      Fortune:
    All orchestrated...?
      Ocelot:
    Except for the appearance of the real Solid Snake. I wonder now who sent for
    you...?
      Fortune:
    All our misfortune was -- just a part of their project! H-how could -- !
      Ocelot:
    You're no Lady Luck. You have nothing that we didn't give you.
      Fortune:
    What?
      Ocelot:
    Do you know why no bullet could hit you? It wasn't magic or some New Age
    mumbo-jumbo. Certainly wasn't your psychic talents. It was all staged by the
    Patriots.
      Fortune:
    Staged?
      Ocelot:
    You were being shielded by the electromagnetic weapons technology that the
    Patriots developed. Your Dead Cell comrades loved your father and your husband 
    -- we needed a pathetic wretch like you to keep them focused. You've been our
    puppet all along -- just like Olga.
      Fortune:
    No!
      Ocelot:
    You were hamming it up as the tragic heroine thanks to the script that the
    Patriots wrote for you. Pure self-indulgence -- absorbed in your own
    "misfortune", you couldn't get enough of the drama.
      Fortune:
    ...I could have died whenever I wanted to...
      Ocelot:
    Hm? I thought I got her in the heart.
      Raiden:
    It missed...
      Ocelot:
    No I remember. Your heart's on the right.
    Waste of metal, my dear. Your luck's run out. This is the little gizmo. There's
    no such thing as miracles or the supernatural -- only cutting-edge technology.
      Solidus:
    HRR!
      Fortune:
    You bastard --
      Ocelot:
    No that I have enough data, all I have to do is retrieve Arsenal and -- Clean
    up the refuse from this exercise.
      Solidus:
    Just try!
      Snake:
    !?
    Uohh...
      Ocelot:
    How's this then?
      Snake:
    Damn!
      Raiden:
    Fortune!
      Solidus:
    You idiot! Get the hell away from there!
      Ocelot:
    I told you -- your luck's run out. Take your reward: it's all the payload RAY
    has. Die!!
      Snake:
    Everybody down!
      Ocelot:
    What the -- ! Impossible!
      Snake:
    -- She is Lady Luck.
      Fortune:
    My name is Helena Dolph Jackson. The daughter of a proud, noble soldier...
    I can see my family again...
      Ocelot:
    Damn!
    Try this instead!
      Snake:
    No!
      Ocelot:
    Hm? No! Not now!
      Liquid:
    Brothers!
      Snake:
    Liquid!
      Liquid:
    I've been waiting for this.
      Solidus:
    It can't be -- ?
      Liquid:
    I've been inside this arm all along, waiting for the right time to awaken.
      Solidus:
    You were inside Ocelot?
      Liquid:
    Yes -- a sleeper in the arm of a Patriots' spy.
      Snake:
    It was you two years ago!?
      Liquid:
    Exactly. I was controlling him. Snake, it was I that leaked information about
    Arsenal to your partner and got you out here.
      Snake:
    What!
      Liquid:
    You are the only one who can free me, after all...
    I'm off to bury the Patriots for good.
      Solidus:
    You know where they are? How?
      Liquid:
    Why do you think I chose Ocelot as my host?
      Liquid:
    But before I go, I have a family matter to settle with both of you. There's
    room for only one Snake, and one Big Boss!
      Solidus:
    Grraah!
      Liquid:
    Time to say goodbye.
      Snake:
    What are you doing?
      Liquid:
    I've started Arsenal's navigation program. The course will take me straight
    into Manhattan.
      Raiden:
    You're planning to -- to crash this thing into New York City?
      Snake:
    It'll be a full-scale disaster...
      Liquid:
    Disaster? That has a nice ring to it.
      Snake:
    Damn!
      Liquid:
    Like surfing? It's a good way to go.
      Snake:
    Liquid! Stop this thing!
      Liquid:
    Hey, Snake! You coming?
      Snake:
    Hrrr-eya!!!
      Raiden:
    Snaaaake!!
    
    
    FUN QUOTES
    ==========
    
      Ocelot:
    Gift of the silver tongue. They say it's the mark of a good officer -- and of a
    liar.
    
      Snake:
    Fighting was the only thing I was good at. But at least I always fought for
    what I believed in.
    
      Vamp:
    Crazy Ivan sometimes speaks the truth.
    
      Ocelot:
    Charades usually are humorous.
    
      Snake:
    We all have the power to spread the word. Even me.
    
    
    QUOTES OUT OF CONTEXT
    =====================
    
      Raiden:
    What is that blood-sucking freak?
      Pliskin:
    He's Romanian...
    
    
       _____________________
      / CHAPTER 10          \
    _/ L E G A L   S T U F F \_____________________________________________________
    
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    PUBLICLY WITHOUT EXPRESSED WRITTEN PERMISSION FROM THE AUTHOR(S). USE OF THIS
    GUIDE ON ANY OTHER WEB SITE OR AS A PART OF ANY PUBLIC DISPLAY IS STRICTLY
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    Permission to post this FAQ has been given to:
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