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    Tanker Guide by RedClyde

    Version: 1.24 | Updated: 11/06/03 | Printable Version | Search This Guide

                        METAL GEAR SOLID 2: SUBSTANCE
                            Tanker Chapter Guide
                     written by RedClyde | Renato Farias
                          darkslide2001@hotmail.com
    
                            --== Version 1.24 ==--
    
    
                  ` F r e e d o m
                                     t o
                                            D e  c i d e . . . `
    
    
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                                  CONTENTS
    -----------------------------------------------------------------------
    
    1.0 GAME MANUAL
    -1.1 Basic Controls
    -1.2 Basic Actions
    -1.3 Caution, Evasion, Alert
    -1.4 Using the Environment
    
    2.0 ITEMS AND WEAPONS
    -2.1 Items
    -2.2 Special Items
    -2.3 Weapons
    
    3.0 ITEM LOCATIONS
    -3.1 Staring Equipment
    -3.2 Very Easy, Easy & Normal Item Locations
    -3.3 Hard Item Locations
    -3.4 Extreme & European Extreme Item Locations
    
    4.0 TANKER CHAPTER WALKTHROUGHS
    -4.1 Normal Mode Walkthrough
    -4.2 European Extreme Walkthrough
    
    5.0 DOG TAGS
    -5.1 Intro to Dog Tags
    -5.2 Very Easy Mode Dog Tags
    -5.3 Easy Mode Dog Tags
    -5.4 Normal Mode Dog Tags
    -5.5 Hard Mode Dog Tags
    -5.6 Extreme Mode Dog Tags
    
    6.0 OTACON'S TIPS
    
    -----------------------------------------------------------------------
                               VERSION HISTORY
    -----------------------------------------------------------------------
    
    Version 1.24 (11/6/2003) [127kb]
    - added Hard mode Dog Tag walkthrough
    
    Version 1.23 (9/22/2003) [118kb]
    - added Very Easy mode Dog Tag walkthrough
    - fixed the Extreme mode Dog Tag table; I had forgotten to list which 
    guards are tough guys in under the "T" column
    
    Version 1.22 (9/21/2003) [113kb]
    - added Extreme mode Dog Tag walkthrough
    
    Version 1.21 (9/5/2003) [103kb]
    - added Easy mode Dog Tag walkthrough
    
    Version 1.2 (8/30/2003) [97kb]
    - added European Extreme walkthrough
    - added more Otacon tips
    - added some details in the Game Manual
    
    Version 1.1 (8/24/2003) [83kb]
    - added `Analysis' to all the items
    - added more info for the Game Manual
    - added the Dog Tag section, with a Normal mode Dog Tag walkthrough
    - added Otacon's Tips section
    - cleaned up some section headers and the Contents... looks nicer now
    
    Version 1.0 (8/22/2003) [45kb]
    - finished sections: Game Manual with Basic Controls & Basic Actions
    - basic info on Items and Weapons found in the Tanker
    - item locations and starting equipment for all difficulties
    - Normal difficulty walkthrough
    
    
    =======================================================================
    -1.0---------------------------------------------------------------1.0-
                            G A M E   M A N U A L
    -1.0---------------------------------------------------------------1.0-
    =======================================================================
    
    =1.1===============================================================1.1=
                                BASIC CONTROLS
    =1.1===============================================================1.1=
    
    Action Button - Triangle
    Crawl Button - X
    Weapon Button - Square
    Confirm Button - Circle
    
    First Person View - R1
    Lock-on Button - L1
    
    Right Step Button (while in Corner View) - R2
    Left Step Button (while in Corner View) - L2
    
    Selecting weapons - hold R2
    Selecting items - hold L2
    
    
    =1.2===============================================================1.2=
                                BASIC ACTIONS
    =1.2===============================================================1.2=
    
              The Basic Actions can be found under `Special' in
                        the MGS2:Substance main menu.
    
    -----------------------------------------------------------------------
                               B E G I N N E R
    -----------------------------------------------------------------------
    
    FIRST PERSON VIEW ATTACK
    Aim in First Person View and use the directional button to aim at and 
    shoot specific spots --enemy weak points and spots at various heights 
    that you normally cannot shoot. You can also punch in First Person 
    View.
    
    THROW
    With no weapon equipped, use the left analog stick and the Weapon 
    button near an enemy to throw him. Sometimes this will knock the enemy 
    unconscious.
    
    CORNER VIEW
    Input left analog stick toward wall near corner to enter corner view. 
    You can stay hidden and look beyond corner. You can move camera with 
    right analog stick in corner view.
    
    CLIMB UP OBJECTS
    Press Action button to climb up objects with heights close to your 
    waist. You cannot climb up heights too high.
    
    ROLL FORWARD
    Press Crawl button when running to roll forward. Effective to jump from 
    one object to another. Hold down Crawl button while rolling to start 
    crawling at the end of the roll.
    
    DRAGGING ENEMIES
    With no weapon equipped, press the Weapon button near an 
    unconscious/dead enemy to grab his body. Hold down the Weapon button to 
    drag him. You can use this to hide bodies and avoid being found.
    
    HANGING
    Press Action button near handrail to jump over handrail and hang to 
    avoid enemy. You can move sideways and also enter First Person View.
    
    OPEN/CLOSE LOCKER
    Stand in front of locker & press the Action button to open locker. 
    Press Action button again in front of open locker to close it. You can 
    open locker even when standing against it.
    
    -----------------------------------------------------------------------
                           I N T E R M E D I A T E
    -----------------------------------------------------------------------
    
    CARDBOARD BOX
    If you hide under a cardboard box and stay still, the enemy will ignore 
    you. If you move when in his sight, you will be found. Blocking enemy's 
    path while in the box will cause the enemy to discover your.
    
    CHOKE HOLD
    With no weapon equipped, walk up to an enemy from behind & press the 
    Weapon button, without using the left analog stick. Hit the Weapon 
    button rapidly to take the enemy out. To drag the enemy, hold down the 
    Weapon button.
    
    PEEK AROUND CORNER
    Press the left/right Step button during Corner View to peek around a 
    corner. You could be seen by an enemy when leaning sideways. Be 
    careful.
    
    STEP SIDEWAYS
    Press the Left/Right Step button during First Person View to step 
    sideways. Press the Left & Right Step buttons together to stretch up. 
    Effective while hiding behind object during gun fights.
    
    KNOCK ON WALL
    Stand up against a wall and press the Punch button to knock on the 
    wall. This will draw the attention of an enemy who never seems to leave 
    his spot.
    
    ROLLING ATTACK
    If you roll into an enemy, you can knock him down. Effective when 
    surround by enemies.
    
    BOOK
    Placing a book in or near an enemy's path will catch his attention. Not 
    effective in Evasion and Alert modes.
    
    QUICK CHANGE
    You can deselect equipped weapons and items by pressing the Item or 
    Weapon menu button quickly. Press it again to re-equip. Comes in handy 
    with First Person View equipment like the Scope.
    
    -----------------------------------------------------------------------
                               A D V A N C E D
    -----------------------------------------------------------------------
    
    JUMP-OUT SHOT
    While in Corner View, equip weapon & press the Weapon button to jump 
    out and aim. You can attack quickly around a corner.
    
    HOLD UP
    To hold up an enemy, sneak up and press the Weapon button to raise your 
    gun. Aim at enemy weak points and the enemy may give you an item.
    
    SHIELD
    Use one enemy as a shield by strangling him and taking him hostage. 
    Other enemies will hesitate to shoot. You can escape during this 
    moment.
    
    AIM AND MOVE
    Aim guns by pressing the Weapon button. To move while aiming the gun, 
    press both the Weapon button and the Lock-on button. You can also shoot 
    while moving.
    
    SHAKE OUT ITEM
    Lift an unconscious or dead enemy by pressing the Weapon button. 
    Release the Weapon button to drop the body. Continue pressing and 
    releasing the Weapon button to shake the body. The enemy may drop an 
    item.
    
    DESTROY RADIO
    When discovered by an enemy, prevent a call for backup by shooting the 
    radio on the right side of his waist before he can call for help.
    
    FIRE EXTINGUISHER
    Shoot the fire extinguishers and chemicals will spray out. Use this to 
    disorient enemies.
    
    HANG AND JUMP DOWN
    While in Hanging mode, press the Crawl button to jump down. To knock 
    out an enemy, jump down and land on top of enemy.
    
    
    =1.3===============================================================1.3=
                           CAUTION, EVASION, ALERT
    =1.3===============================================================1.3=
    
    CAUTION MODE: In Caution mode, your radar is still usable. It will have 
    a yellow bar underneath it that will slowly empty. Once it's completely 
    empty the game will return to normal.
    
    In this mode, more guards can be called up to temporarily search an 
    area. Guards that were there before might also leave their original 
    patrol route.
    
    How do you get into Caution mode? Well, if you hold up a guard, he 
    _sees_ you and you tranquilize him, when he wakes up he'll buzz his 
    buddies and the game'll go into Caution mode. They'll also call in if 
    you shoot a guard in a non-vital area with a real gun (like the USP), 
    or if you kill a guard and another guard sees the body. If you knock a 
    guard down (with punches and kicks, or a throw) and hide, so that he 
    doesn't see you when he gets up, he'll also call in. If you tranquilize 
    a guard and he stays down for a while, eventually his buddies might 
    check in to see why they've gotten no word from him. That'll also make 
    the game go into Caution (and several guards will come to check up on 
    the guard; if he's out in the open, they'll wake him up).
    
    If a guard sees you while in Caution mode, the game will immediately go 
    into Alert mode.
    
    EVASION MODE: You automatically go into this mode if you were in Alert 
    mode and you lost your pursuers. The radar is unusable in this mode, 
    replaced by an orange bar. Evasion will eventually degrade into Caution 
    if you can keep yourself hidden well enough. If the guards that were 
    after you find you again, you'll immediately go back in Alert mode.
    
    Clearings are done when in Evasion mode. Hide yourself well.
    
    ALERT MODE: The game will go into Alert mode when a guard sees you and 
    calls for back-up. The radar is unusable; you'll only have a red bar in 
    its place. Usually, in this mode, several guards will quickly show up 
    and start shooting at you. If you can get out of everyone's sights, the 
    Alert bar will very quickly empty out and you'll go into Evasion mode. 
    But there isn't much difference between the two, since when you just 
    get to Evasion, the guards will still be near you. Keep yourself well 
    hidden.
    
    
    =1.4===============================================================1.4=
                            USING THE ENVIRONMENT
    =1.4===============================================================1.4=
    
    To survive, you must get skilled at using your environment to help you 
    out.
    
    LOCKERS: Open and close with the Action button. Get in the locker to 
    hide yourself (in higher difficulties, it's safer to also duck so they 
    don't see your face through the slit). This is useful when you've been 
    found, to hide from the attack team. Lockers sometimes also have items.
    
    PIPES/FIRE EXTINGUISHERS: You can shoot at these to temporarily stun 
    enemies. Use this time to either escape or attack.
    
    RAILINGS: Sometimes very useful when you need to hide. On higher 
    difficulties, trying to get past an enemy by hanging on a railing right 
    next to his patrol route isn't reliable, since they can sometimes spot 
    you. You can also drop on enemies to temporarily knock them out, and 
    doing a punch-punch-kick combo on an enemy next to a rail will send him 
    tumbling over it, usually meaning death.
    
    LOW SPACES: Any object that you can crawl under provides good cover. 
    However, it's not a good idea to crawl under somewhere when you've got 
    enemy personnel on your tail, since they'll toss grenades and the likes 
    at you. Since crawling is slow, chances are you won't get far enough 
    way in time.
    
    
    =======================================================================
    -2.0---------------------------------------------------------------2.0-
                      I T E M S   A N D   W E A P O N S
    -2.0---------------------------------------------------------------2.0-
    =======================================================================
    
    DIFFICULTY LEGEND:
    VE = Very Easy
    EA = Easy
    NO = Normal
    HA = Hard
    EX = Extreme
    E-EX = European Extreme
    
    =2.1===============================================================2.1=
                                  I T E M S
    =2.1===============================================================2.1=
    
    -----------------------------------------------------------------------
                                   CAMERA
    -----------------------------------------------------------------------
    IN-GAME DESCRIPTION: "Press Square button for photos. Zoom in w/ Circle
                          button, zoom out w/ X button."
    
    
                      -=- WHAT OTACON HAS TO SAY... -=-
    OTACON: I'll explain how to use the camera. That digital camera you 
    have was specially made to take pictures of the prototype Metal Gear. 
    When a picture is taken, the screen data is first stored in the 
    camera's internal memory. Then it's automatically processed through 
    various algorithms to protect against tampering. Each picture is 
    electronically stamped and distinctively encrypted. So, in the off 
    change that someone alters the data during transmission, we'll know 
    immediately. Oh -- there's a limit to the internal memory's capacity. 
    If the memory becomes full, overwrite the pictures you don't need 
    anymore. When you're ready to take a shot, use the L1 and R1 buttons to 
    scroll left or right among the pictures previews at the bottom of the 
    screen.
    
                           -=- A N A L Y S I S -=-
    The Camera only really serves for getting the Metal Gear photos in the 
    Tanker. Its internal memory can only hold six photos, and you can't 
    save pictures you take with the Camera (only the Digital Camera).
    
    You can have a little fun with it, though. Take a picture of one of the 
    female models in the Tanker (Deck-A, crew's quarters has some, in the 
    lockers) and watch Otacon's reaction when you upload the pics at the 
    computer in Hold 3. Also, if you take a picture of that man's body in 
    the Engine Room (starboard), he'll question your sexuality.
    
    
    -----------------------------------------------------------------------
                                  AP SENSOR
    -----------------------------------------------------------------------
    IN-GAME DESCRIPTION: "Sensor detecting lifeforms. Vibrates on enemy 
                          approach. All other vibrations will be OFF when 
                          sensor is activated."
    
    
                      -=- WHAT OTACON HAS TO SAY... -=-
    OTACON: You're using the Anti-personnel Sensor, I see. It measures the 
    electromagnetic fields and heartbeat of life forms and coverts the data 
    into vibrations. If an enemy draws near, it will vibrate. The stronger 
    the vibration, the closer the enemy is. But, remember, when using the 
    Anti-personnel Sensor, you'll only be able to feel the vibrations 
    coming from the sensor. 
    
                           -=- A N A L Y S I S -=-
    The AP Sensor is only useful if you have your radar off, to know when 
    an enemy is near, usually when you can't see yourself (like around a 
    corner or something). All other vibrations are turned off when this is 
    equipped, but since there aren't any other important vibrations in the 
    Tanker anyway, this isn't important.
    
    
    -----------------------------------------------------------------------
                                  CIGARETTES
    -----------------------------------------------------------------------
    IN-GAME DESCRIPTION: "Highly addictive and hazardous to your health."
    
    
                      -=- WHAT OTACON HAS TO SAY... -=-
    OTACON: Snake, are you smoking? You really should quit. First of all, 
    it turns you into an instant target in the dark. As for what it means 
    to your health, I won't even go there. Remember what Naomi said about 
    lung cancer rates? Everyone knows that it's a dangerous substance.
    
    SNAKE: So's war, and I've done that all my life.
    
    OTACON: Well, you can screw up your own body if you like, but think 
    about other people, okay?
    
    SNAKE: This is the new kind that has almost no second-hand smoke. It 
    won't bother anyone.
    
    OTACON: Oh really? Didn't I see you toss the butt off the bridge? 
    Littering, polluting...
    
    SNAKE: Ummm...
    
    OTACON: You have a long way to go, my friend.
    
                           -=- A N A L Y S I S -=-
    The main idea here is to equip the Cigs to see infrared beams. However, 
    since it decreases your life slowly and there are usually other ways to 
    see the beams (hitting a fire extinguisher, hitting a sack of flour, 
    equipping the Thermal Goggles...), this item is basically useless. 
    (Maybe that's how Kojima intended it to be!)
    
    
    -----------------------------------------------------------------------
                               CARDBOARD BOX 1
    -----------------------------------------------------------------------
    IN-GAME DESCRIPTION: "Cardboard box to transport perishable goods. 
                          Equip to wear."
    
    
                      -=- WHAT OTACON HAS TO SAY... -=-
    OTACON: Using the old cardboard box trick, huh? Looks good on you, 
    Snake. Camouflage is the best way to slip past enemy surveillance. But 
    cardboard is just paper when it comes down to it. It won't withstand 
    any serious assault for long. Don't rely on the trick too many times, 
    either. And I recommend you keep it dry.
    
                           -=- A N A L Y S I S -=-
    Equip and stay still to fool enemy guards. Don't equip this out in the 
    rain.
    
    On harder difficulties, the guards may not fall for it, so use it 
    sparingly (there are usually better hiding solutions, anyway).
    
    
    -----------------------------------------------------------------------
                              WET CARDBOARD BOX
    -----------------------------------------------------------------------
    IN-GAME DESCRIPTION: "Cardboard box to transport perishable goods. Wet 
                          and weak. Equip to wear."
    
    
                           -=- A N A L Y S I S -=-
    Like the regular Cardboard Box, but this one will only fool guards out 
    in the rain (obviously, I mean, it's wet).
    
    
    -----------------------------------------------------------------------
                               THERMAL GOGGLES
    -----------------------------------------------------------------------
    IN-GAME DESCRIPTION: "Visualizes heat source distribution. Allows one 
                          to see in the dark. Claymores can be seen when 
                          used."
    
    
                      -=- WHAT OTACON HAS TO SAY... -=-
    OTACON: You have the Thermal Goggles equipped huh? They provide night 
    vision by using variances in heat distribution to create an image. It 
    uses a two dimensional solid state projection system to create high-res 
    images at sixty fps in real-time. By using the Thermal Goggles, you can 
    take a look at the enemy's neck to see if they have dog tags or not.
    
                           -=- A N A L Y S I S -=-
    The Tanker has several dark areas, so I guess you could make some use 
    of this item. This will also reveal the infrared beams to you. I 
    personally never found the Thermal Goggles useful for spotting 
    enemies... Well, not that it wasn't useful for that, just that I never 
    needed it.
    
    
    -----------------------------------------------------------------------
                               USP SUPPRESSOR
    -----------------------------------------------------------------------
    IN-GAME DESCRIPTION: "Firing noise is reduced when attached to USP. 
                          Equip together w/ USP to attach. Unremovable once 
                          attached."
    
    HOW TO ACQUIRE: Beat the Tanker once. It'll show up all of the 
                    following times.
    
    
                           -=- A N A L Y S I S -=-
    Very useful. It suppressor the USP shots, so that no one will hear. If 
    you're holding up guards for dog tags this is very useful, as there's a 
    much lower risk of you being discovered.
    
    
    -----------------------------------------------------------------------
                                    RATION
    -----------------------------------------------------------------------
    IN-GAME DESCRIPTION: "'Meal ready to eat' to restore life. Press Circle 
                          button to use. Life automatically recovers when 
                          down to 0 if equipped."
    
    
                      -=- WHAT OTACON HAS TO SAY... -=- 
    OTACON: So you've got rations now. These are military food supplies, 
    and allow you to recover some LIFE with use. If it is equipped in 
    advance, the ration will automatically be used and LIFE will be 
    regained when you received damage. You can select it in the window and 
    push the confirmation button to use the item on the spot. Rations were 
    designed to be carried and eaten on the field. They're all about 
    functionality and calories. They use a special freeze-drying methods 
    developed by NROC. They're compact, portable, and last for weeks.
    
                           -=- A N A L Y S I S -=-
    The usefulness of this item cannot be argued. Using rations is the only 
    way to restore _during_ battles (your health is restored after some 
    boss battles, but even then, not all of them). If you've got no 
    rations, you're going to have to beat the fight using only your one 
    life bar.
    
    On Extreme difficulty, you won't find many rations lying around. Most 
    of the time you'll have to hold up enemies for them. In European 
    Extreme, there are no rations period.
    
    
    Capacity on VE: 10
    Capacity on EA: 6
    Capacity on NO: 5
    Capacity on HA: 3
    Capacity on EX: 2
    Capacity on E-EX: 0
    
    
    -----------------------------------------------------------------------
                                  PENTAZEMIN
    -----------------------------------------------------------------------
    IN-GAME DESCRIPTION: "Benzodiazepine antidepressant. Serves as muscle 
                          relaxant, treats automatic imbalance. Use w/ 
                          Circle button."
    
    
                      -=- WHAT OTACON HAS TO SAY... -=-
    OTACON: You have Pentazemin in your inventory. If you need to take 
    some, select it in the Item Window and push the Enter button. 
    Pentazemin is a mild tranquilizer used to treat clinical depression, 
    obsessive-compulsive behavior, and anxiety. It belongs to the 
    benzodiazepinate family, and along with its antidepressant and anti-
    anxiety qualities, it suppresses convulsions. Take it when you have a 
    tought shot ahead with the sniper rifle and you need to minimize 
    shakiness. But I guess you don't have one of those yet. Well... you can 
    also try some if you're feeling really seasick.
    
                           -=- A N A L Y S I S -=-
    Very useful in the Plant chapter, useless in the Tanker chapter. This 
    item relaxes muscles, making your shots with the sniper rifle much more 
    precise and easy to do. But you don't get a sniper rifle in the Tanker, 
    so this thing will only serve to take care of Snake's seasickness.
    
    
    Capacity on VE: 20
    Capacity on EA: 15
    Capacity on NO: 10
    Capacity on HA: 5
    Capacity on EX: 5
    Capacity on E-EX: 5
    
    
    -----------------------------------------------------------------------
                                    BANDAGE
    -----------------------------------------------------------------------
    IN-GAME DESCRIPTION: "Absorbent pads to stop blood loss when bleeding. 
                          Press Circle button to use while having it 
                          selected in window."
    
    
                      -=- WHAT OTACON HAS TO SAY... -=-
    OTACON: You've picked up gel bandages, I see. When you're bleeding, 
    select the bandage as an equipment to stop the blood. The bandage is a 
    type of alginate dressing. It's a highly absorbent pad that gels blood 
    and other fluids on contact. It releases calcium ions during 
    absorption, hence the coagulating effect.
    
                           -=- A N A L Y S I S -=-
    It's not very common, especially on harder difficulties where you'll 
    just die outright from some enemy attacks, but sometimes Snake WILL 
    start to bleed. Use the bandage immediately to stop life loss. I 
    suggest you pick up at least one of these (there are two in the Aft 
    deck, and they're not out of the way no matter which door you must use 
    to get in).
    
    Capacity on VE: 10
    Capacity on EA: 10
    Capacity on NO: 10
    Capacity on HA: 5
    Capacity on EX: 3
    Capacity on E-EX: 3
    
    
    -----------------------------------------------------------------------
                                   MEDICINE
    -----------------------------------------------------------------------
    IN-GAME DESCRIPTION: "Cold medicine. Press Circle button to take while 
                          having it selected in window."
    
    
                           -=- A N A L Y S I S -=-
    The Medicine only shows up on Hard or higher, since Snake only starts 
    sneezing on those difficulties. You get only one of these, and I 
    recommend you save it until after you go back inside after the Olga 
    battle. This is because getting through Deck-D with Snake sneezing is 
    much harder than doing so in Deck-A (which is the first place he'll 
    start sneezing, since it's where you first enter the inside of the 
    Tanker).
    
    Capacity on HA: 1
    Capacity on EX: 1
    Capacity on E-EX: 1
    
    
    =2.2===============================================================2.2=
                          S P E C I A L   I T E M S
    =2.2===============================================================2.2=
    
    -----------------------------------------------------------------------
                                  DOG TAGS
    -----------------------------------------------------------------------
    IN-GAME DESCRIPTION: "Select SPECIAL on title screen and enter Dog tag 
                          Viewer mode to look at obtained dog tags."
    
    HOW TO ACQUIRE: Hold up guards.
    
    
                           -=- A N A L Y S I S -=-
    Serves to unlock the Bandana and the Stealth camo in the Tanker. You 
    get them by holding up guards and making them dance.
    
    
    -----------------------------------------------------------------------
                               DIGITAL CAMERA
    -----------------------------------------------------------------------
    IN-GAME DESCRIPTION: "Press Square button to take photographs. Zoom in 
                          with Circle button, zoom out with X button."
    
    HOW TO ACQUIRE: Beat the Tanker chapter.
    
    
                           -=- A N A L Y S I S -=-
    Unlike the regular Camera, the shots you take with the Digital Camera 
    can be saved on your memory card for later viewing. There are some 
    really fun things you can do with this. Try taking unusual shots!
    
    
    -----------------------------------------------------------------------
                                   BANDANA
    -----------------------------------------------------------------------
    IN-GAME DESCRIPTION: "Solid Snake's bandana. Infinity symbol is sewn 
                          in."
    
    HOW TO ACQUIRE: Collect a total of 46 dog tags in the Tanker chapter.
    
    
                           -=- A N A L Y S I S -=-
    Snake's bandana, huh? I always thought it was smaller... Snake must 
    clip it for the Plant chapter...
    
    When you have this item equipped, your bullet count won't go down when 
    you shoot. This is very good for weapons that use up bullets fast, like 
    the assault rifles, but it loses usefulness in the Tanker, since you 
    don't really have to use a lot of bullets.
    
    Also note, you must have at least one bullet in the gun for the item to 
    take effect. If you have no bullets in the gun, you won't be able to 
    fire it even with this equipped.
    
    
    -----------------------------------------------------------------------
                                   STEALTH
    -----------------------------------------------------------------------
    IN-GAME DESCRIPTION: "Activates when equipped. Can optically deceive 
                          enemy eye, helping you to hide."
    
    HOW TO ACQUIRE: Collect a total of 78 dog tags in the Tanker chapter.
    
    
                           -=- A N A L Y S I S -=-
    Basically, when you have this equipped, no one can see you. You can 
    have serious fun with this, like punching guards and watching them look 
    around confused. This item is also helpful, sometimes necessary, for 
    getting some of the Dog Tags that are in the Holds.
    
    Be careful when running around with it equipped, though. If you bump 
    into somebody, the Stealth camo will automatically unequip. This can be 
    quite nasty... (Holds, anyone?)
    
    
    =2.3===============================================================2.3=
                                W E A P O N S
    =2.3===============================================================2.3=
    
    -----------------------------------------------------------------------
                                     M9
    -----------------------------------------------------------------------
    IN-GAME DESCRIPTION: "Tranquilizer with suppressor. Press Square to 
                          aim, and release to fire. Equipped with laser 
                          pointer."
    
    
                      -=- WHAT OTACON HAS TO SAY... -=-
    OTACON: What you're wielding right now is a converted Beretta M-92F, 
    designed to fire tranquilizer rounds. A direct hit will knock the 
    target unconscious. Think of those rounds as tiny syringes. The impact 
    of the round causes the mixing of two chemicals in the shell. The 
    resulting gas compresses a tiny piston and injects the tranquilizer in 
    the bullet's tip into the target's skin. The tranquilizer's effects are 
    felt at different times depending on where the bullet lands. A head or 
    heart shot will take effect immediately, but a round that hits 
    somewhere like feet or hands will take a while. Use the First Person 
    View Attack for maximum accuracy. The gun is fitted with a suppressor, 
    so there is no need to worry about alerting the enemy with the noise. 
    But since it is a tranquilizer gun, the M9 has its limitations. All it 
    can do is knock the enemy unconscious. Keep that in mind.
    
                           -=- A N A L Y S I S -=-
    You know of the importance of the M9 if you've played the Plant chapter 
    on harder difficulties, where you don't get it for a while.
    
    The M9 makes getting through areas much easier. If there's a guard in 
    your path, just tranquilize him. You can use it to distract enemies, by 
    shooting somewhere in their field of vision, like a wall or something. 
    If you're going for a no-kill game, this is the only one of only a few 
    weapons in the game that don't kill, so it'll be your main arsenal (in 
    the Tanker, it's the _only_ weapon that doesn't kill, not counting the 
    Stun Grenades).
    
    The M9 comes with a suppressor already attached, so you never have to 
    worry about making noise with it. And even on harder difficulties, the 
    M9 can hold a lot of bullets (unlike the USP, whose bullet capacity 
    decreases drastically). Very useful indeed.
    
    
    Capacity on VE: 106
    Capacity on EA: 61
    Capacity on NO: 46
    Capacity on HA: 46
    Capacity on EX: 46
    Capacity on E-EX: 46
    
    
    -----------------------------------------------------------------------
                                    USP
    -----------------------------------------------------------------------
    IN-GAME DESCRIPTION: "9mm auto. Press Square to aim, release to fire. 
                          15 rounds per magazine. Can attach suppressor."
    
    
                      -=- WHAT OTACON HAS TO SAY... -=-
    OTACON: Hey, Snake, you found a handgun.
    
    SNAKE: It's a decent one - USP.
    
    OTACON: The USP fires real bullets - not the knockout rounds the M9 
    uses. You know that, right? The USP isn't equipped with a suppressor, 
    either. If you fire it when there are enemies nearby, they'll probably 
    hear it. Keep that in mind. Having the USP will make combat easier, but 
    being undetected is still the best way to go. OK?
    
                           -=- A N A L Y S I S -=-
    The handgun of the Tanker chapter. You can find a suppressor for it on 
    the Navigational Deck after you've cleared the Tanker at least once. 
    This'll allow you to use the USP in many more areas and situations than 
    without it, since the shots won't be heard (note that the shots won't 
    be heard even without it in the Engine Room, due to the noise there).
    
    Since you don't really need to kill anyone, the USP is used primarily 
    for getting the dog tags of those pesky tough guys. Well, you could 
    kill guards if you want, but that's your decision, heh. Just watch your 
    bullets on harder difficulties.
    
    
    Capacity on VE: 61
    Capacity on EA: 46
    Capacity on NO: 46
    Capacity on HA: 31
    Capacity on EX: 16
    Capacity on E-EX: 16
    
    
    -----------------------------------------------------------------------
                               CHAFF GRENADE
    -----------------------------------------------------------------------
    IN-GAME DESCRIPTION: "Grenade that neutralizes electronic devices 
                          temporarily. Press Square button to aim, release 
                          to throw."
    
    
                      -=- WHAT OTACON HAS TO SAY... -=-
    OTACON: Hey, you have a chaff grenade. You can use that to interfere 
    with enemy radio communications... and electronic devices for a short 
    time. The chaff grenade is a weapon that disperses aluminum foil or 
    metalcoated glass and plastic fibers to confuse the enemy radar. What 
    you have is a portable application of the chaff-launchers built into 
    fighter planes. When detonated, the grenade releases tiny chaff pieces 
    as well as miniaturized active jammers using a small amount of 
    explosives. The grenade can't create full-scale chaff corridors or 
    chaff clouds, but will form a Radar Cross Section area large enough for 
    single-personnel use. This weapon is for electronic interference only, 
    though. It has no effect on enemy personnel.
    
                           -=- A N A L Y S I S -=-
    This item has several uses in the Plant chapter, but in the Tanker 
    chapter, it only has one, and that's knocking out security cameras. 
    However, there are only two security cameras in the Tanker, and along 
    with the camera it knocks out your radar, which can be nothing good if 
    you're not used to not having it.
    
    
    Capacity on VE: 50
    Capacity on EA: 30
    Capacity on NO: 20
    Capacity on HA: 10
    Capacity on EX: 6
    Capacity on E-EX: 6
    
    
    -----------------------------------------------------------------------
                                STUN GRENADE
    -----------------------------------------------------------------------
    IN-GAME DESCRIPTION: "Grenade that stuns enemy soldiers temporarily. 
                          Press Square to aim, release to throw."
    
    
                      -=- WHAT OTACON HAS TO SAY... -=-
    OTACON: The stun grenade in your equipment is for incapacitating 
    enemies without killing them. Stun grenades are non-lethal weapons that 
    knock out enemy personnel with an intense flash of light and a burst of 
    sound. Once the grenade is airborne, a timed detonator ejects an 
    internal cartridge using a small amount of explosives. The cartridge 
    then explodes, and releases a flash rated at over a million 
    candlepower, with an accompanying bang of over 200 decibels. The 
    combinations of the flash and the bang temporarily overwhelms human 
    sensory perceptions. There are no projectiles released, so it can only 
    knock out enemies, not wound them. Keep that in mind.
    
                           -=- A N A L Y S I S -=-
    A rather dangerous weapon. The sound this grenade makes can alert 
    nearby guards, like the USP and the Frag Grenade do, sending the game 
    into Alert mode. There are usually better alternatives to using these 
    items (the M9, for example).
    
    
    Capacity on VE: 50
    Capacity on EA: 30
    Capacity on NO: 20
    Capacity on HA: 10
    
    
    -----------------------------------------------------------------------
                                FRAG GRENADE
    -----------------------------------------------------------------------
    IN-GAME DESCRIPTION: "Grenade. Press Square to hold, release to throw. 
                          How strong button is pressed varies distance."
    
    
                      -=- WHAT OTACON HAS TO SAY... -=-
    OTACON: I see you have the grenade equipped. It's an anti-personnel 
    frag grenade - throw it at the enemy and the blast and fragments will 
    take the enemy out. Watch out -- pushing the Weapon button will pull 
    out the pin. Release the Weapon button to toss it. The throwing 
    distance depends on how hard you push the Weapon button. After pulling 
    the pin, you'll have five seconds until the grenade explodes. Get 
    familiar with changing the timing and throwing distance of the grenade 
    before it goes off.
    
                           -=- A N A L Y S I S -=-
    A real grenade. Like the Stun Grenade, it'll send the game into Alert 
    Mode if you use it with several guards around (who'll obviously hear 
    the explosion). This weapon also kills, something you may want to 
    avoid.
    
    
    Capacity on VE: 50
    Capacity on EA: 30
    Capacity on NO: 20
    Capacity on HA: 10
    Capacity on EX: 6
    Capacity on E-EX: 6
    
    
    -----------------------------------------------------------------------
                                  MAGAZINE
    -----------------------------------------------------------------------
    IN-GAME DESCRIPTION: "Empty magazine. Press Square button to hold, 
                          release to throw. How strong button is pressed 
                          varies distance."
    
    
                      -=- WHAT OTACON HAS TO SAY... -=-
    OTACON: Snake, you have an empty magazine in your hand. Why are you 
    still carrying that around?
    
    second time - OTACON: Select the magazine and throw it using the Weapon 
    button. The noise will draw enemy soldiers toward wherever the magazine 
    lands. How strong you push the button determines how large a swing you 
    take. Take aim using First Person View and try to land it where it will 
    lure the enemy away.
    
                           -=- A N A L Y S I S -=-
    Only available on Very Easy and Easy, this item starts out in your 
    inventory. You can throw it like a grenade, but it only serves to get 
    an enemy's attention. It can be useful, but again, you don't really 
    need it, since there are usually alternatives. Can be handy, but not 
    necessary.
    
    
    Capacity on VE: 200
    Capacity on EA: 150
    
    
    =3.0===============================================================3.0=
    -----------------------------------------------------------------------
                         I T E M   L O C A T I O N S
    -----------------------------------------------------------------------
    =3.0===============================================================3.0=
    
    =3.1===============================================================3.1=
                             STARTING EQUIPMENT
    =3.1===============================================================3.1=
    
     VERY EASY
    M9 with 109/109
    Magazine with 7/200
    Camera
    AP Sensor
    Cigs
    
     EASY
    M9 with 46/61
    Magazine with 4/150
    Camera
    AP Sensor
    Cigs
    
     NORMAL, HARD, EXTREME, & EUROPEAN EXTREME
    M9 with 16/46
    Camera
    AP Sensor
    Cigs
    
    
    =3.2===============================================================3.2=
                     VERY EASY, EASY, & NORMAL DIFFICULTY
    =3.2===============================================================3.2=
    
    AFT DECK:
    1 Chaff Grenades (2)
    1 Pentazemin (5)
    2 Bandage (2)
    1 Ration (1)
    
    DECK-A, CREW'S LOUNGE
    1 M9 Bullets (15)
    1 USP Bullets (15)
    1 Stun Grenades (2)
    1 Ration (1)
    
    DECK-A, CREW'S QUARTERS
    1 M9 Bullets (15)
    1 Ration (1)
    
    DECK-B, CREW'S QUARTERS
    1 M9 Bullets  (15)
    1 USP Bullets (15)
    1 Ration (1)
    
    DECK-C, CREW'S QUARTERS
    1 Chaff Grenades (2)
    1 Ration (1)
    
    DECK-D, CREW'S QUARTERS
    2 M9 Bullets (30)
    2 USP Bullets (30)
    1 Ration (1)
    Box 1
    
    DECK-E, THE BRIDGE
    1 USP Bullets (15)
    1 Ration (1) <- (only on VE & EA difficulties)
    
    NAVIGATIONAL DECK (during Olga battle)
    2 M9 Bullets (30)
    1 Ration (1)
    
    NAVIGATIONAL DECK
    1 Ration (1)
    Thermal Goggles
    Wet Box
    USP Suppressor*
    
    ENGINE ROOM
    1 M9 Bullets (15)
    4 USP Bullets (60)
    1 Frag Grenades (2)
    1 Ration (1)
    
    DECK-2, PORT
    4 USP Bullets (60)
    1 Ration (1)
    
    DECK-2, STARBOARD (before battle)
    1 M9 Bullets (15)
    2 USP Bullets (30)
    1 Ration (1)
    
    DECK-2, STARBOARD (during battle)
    2 USP Bullets (30)
    1 Ration (1)
    
    HOLD NO. 1
    2 M9 Bullets (30)
    1 Ration (1)
    
    * You can't get the USP Suppressor on your first time, but it'll show 
    up in all of the following play-throughs.
    
    
    =3.3===============================================================3.3=
                               HARD DIFFICULTY
    =3.3===============================================================3.3=
    
    AFT DECK
    1 Chaff Grenade (2)
    1 Pentazemin (5)
    2 Bandage (2)
    1 Medicine (1)
    1 Ration (1)
    
    DECK-A, CREW'S QUARTERS
    1 M9 Bullets (15)
    1 Ration (1)
    
    DECK-A, CREW'S LOUNGE
    1 M9 Bullets (15)
    1 USP Bullets (15)
    1 Stun Grenades (2)
    
    DECK-B, CREW'S QUARTERS
    1 M9 Bullets (15)
    1 USP Bullets (15)
    1 Ration (1)
    
    DECK-C, CREW'S QUARTERS
    1 Chaff Grenades (2)
    
    DECK-D, CREW'S QUARTERS
    2 M9 Bullets (30)
    2 USP Bullets (30)
    1 Ration (1)
    Box 1
    
    DECK-E, THE BRIDGE
    1 USP Bullets (15)
    
    NAVIGATIONAL DECK (during Olga battle)
    2 M9 Bullets (30)
    1 Ration (1)
    
    NAVIGATIONAL DECK
    1 Ration (1)
    Thermal Goggles
    Wet Box
    USP Suppressor*
    
    ENGINE ROOM
    1 M9 Bullets (15)
    4 USP Bullets (60)
    1 Frag Grenades (2)
    1 Ration (1)
    
    DECK-2, PORT
    4 USP Bullets (60)
    1 Ration (1)
    
    DECK-2, STARBOARD (before battle)
    1 M9 Bullets (15)
    2 USP Bullets (30)
    1 Ration (1)
    
    DECK-2, STARBOARD (during battle)
    2 USP Bullets (30)
    1 Ration (1)
    
    HOLD NO.1
    2 M9 Bullets (30)
    1 Ration (1)
    
    * You can't get the USP Suppressor on your first time, but it'll show 
    up in all of the following play-throughs.
    
    
    =3.4===============================================================3.4=
                    EXTREME & EUROPEAN EXTREME DIFFICULTY
    =3.4===============================================================3.4=
    
    AFT DECK
    1 Chaff Grenade (2)
    1 Pentazemin (5)
    2 Bandage (2)
    1 Medicine (1)
    
    DECK-A, CREW'S QUARTERS
    1 M9 Bullets (15)
    
    DECK-A, CREW'S LOUNGE
    1 M9 Bullets (15)
    1 USP Bullets (15)
    
    DECK-B, CREW'S QUARTERS
    1 M9 Bullets (15)
    1 USP Bullets (15)
    
    DECK-C, CREW'S QUARTERS
    1 Chaff Grenades (2)
    
    DECK-D, CREW'S QUARTERS
    2 M9 Bullets (30)
    2 USP Bullets (30)
    Box 1
    
    DECK-E, THE BRIDGE
    1 USP Bullets (15)
    
    NAVIGATIONAL DECK (during Olga battle)
    2 M9 Bullets (30)
    
    NAVIGATIONAL DECK
    Thermal Goggles
    Wet Box
    USP Suppressor*
    
    ENGINE ROOM
    1 M9 Bullets (15)
    4 USP Bullets (60)
    1 Frag Grenades (2)
    
    DECK-2, PORT
    4 USP Bullets (60)
    
    DECK-2, STARBOARD (before battle)
    1 M9 Bullets (15)
    2 USP Bullets (30)
    
    DECK-2, STARBOARD (during battle)
    2 USP Bullets (30)
    1 Ration (1) <- (not on E-EX mode)
    
    HOLD NO.1
    2 M9 Bullets (30)
    
    * You can't get the USP Suppressor on your first time, but it'll show 
    up in all of the following play-throughs.
    
    
    =======================================================================
    -4.0---------------------------------------------------------------4.0-
            T A N K E R   C H A P T E R   W A L K T H R O U G H S
    -4.0---------------------------------------------------------------4.0-
    =======================================================================
    
    Here are the walkthroughs.
    
    You'll notice I have a Normal difficulty walkthrough, then I jump to 
    European Extreme. Why is that? Well, Normal mode is very similar to 
    Easy and Very Easy, the only differences being the obvious ones in 
    enemy damage, item capacity, etc, that don't alter the basic 
    strategies. Because of that, I only deemed it necessary to write one 
    walkthrough, and chose the hardest of the three modes (from VE, EA, & 
    NO) so that the player could follow the walkthrough on Normal 
    regularly. Or if they were playing Very Easy or Easy, they could still 
    follow it, but have the game actually be easier than what the 
    walkthrough might have made it to be at times. I used the same 
    rationality for Hard onwards. Hard, Extreme, and European Extreme, all 
    have the same basic changes in guard behavior, Snake's sneezing, etc., 
    so their strategies are basically similar.
    
    
    =======================================================================
    -4.1---------------------------------------------------------------4.1-
                N O R M A L   M O D E   W A L K T H R O U G H
    -4.1---------------------------------------------------------------4.1-
    =======================================================================
    
    =======================================================================
                                  Aft deck
    =======================================================================
    
    Snake will start in the Aft deck, out in the pouring rain.
    
    Refrain from moving for the moment. There is a guard patrolling on the 
    walkway up in front of Snake. If he sees you, he'll run down to the 
    deck to investigate, but since it takes him a long time to do that, you 
    can easily find a hiding spot in time. 
    
    Run up the small set of stairs on the right and jump the boxes, then 
    grab the Chaff Grenades. Swing over the railing and drop back down to 
    the lower level. Don't bother trying the door in front of the stairs, 
    it's locked. The one we want is on the catwalk to the right. 
    Tranquilize the guard patrolling in front of the door. Once the coast 
    is clear, go through the door to emerge in Deck-B, crew's quarters, 
    starboard side.
    
    
    =======================================================================
                           Deck-B, crew's quarters
    =======================================================================
    
    You just came in from the rain, so you have to remember that Snake will 
    leave footprints for a while, and if any guards see these footprints, 
    they will get suspicious and follow them.
     
    If you try and run up the stairs, you'll see they are blocked. Looks 
    like you'll have to head over to the port side and use those stairs. 
    Walking out into the hall, Snake will see a guard looking out the 
    window. You can easily sneak up behind him and hold him up while he 
    stretches here. After tranquilizing him, you can cross the hall and use 
    the stairs to reach the upper level, Deck-C, crew's quarters, port 
    side.
    
    (If you want a ration, head down. You'll pass a sliding door (which 
    will take you to Deck-A, crew's lounge, but you don't want to go there 
    yet) and eventually get to another guard. Look in the small corner 
    before the hall the guard is patrolling to find a ration.)
    
    
    =======================================================================
                           Deck-C, crew's quarters
    =======================================================================
    
    To get past the security camera, simply throw a Chaff Grenade and run 
    across while the camera's signals are neutralized, or flatten yourself 
    against the wall and inch across under its blind spot. Inside the 
    locker to the left of the stairs are more Chaff Grenades, and in a 
    small vent in the end of the hall is a ration.
    
    Head up the stairs to reach Deck-D.
    
    
    =======================================================================
                           Deck-D, crew's quarters
    =======================================================================
    
    There are several ways to get through this area. The strategy I prefer 
    is to simply tranquilize the guard patrolling in front of the stairs 
    when he walks out in front of the infrared beams, then crouch and crawl 
    under the beams to reach the other side. This way you don't even have 
    to deal with the guard in the kitchen area. Climb the stairs here to 
    reach the bridge.
    
    
    =======================================================================
                             Deck-E, the bridge
    =======================================================================
    
    After watching the cutscenes, go through the door on the left.
    
    
    =======================================================================
                              Navigational Deck
    =======================================================================
    
    -----------------------------------------------------------------------
                               OLGA GURLUKAVICH
    -----------------------------------------------------------------------
    
    You can get the first shot in on Olga pretty early. She'll initially 
    fire a first volley, then hide behind a box on the right side. Run out 
    from behind your cover and aim at her. She'll get up to run to the 
    back, and you can shoot her. Run back behind the boxes; after she says 
    some words, she'll come back shooting again.
    
    Stay hidden behind the boxes until Olga says everything she has to say 
    (you lose control at some points, which is dangerous). After that, run 
    to the left and (under the cover of the boxes), shoot out the spotlight 
    so she won't be able to use it against you later on.
    
    The main strategy from now on is to get spotted in one area, then, 
    while she draws back (between firing), run to the other, so that she 
    still thinks you're in the same area. This way, you can aim for her 
    head to cause more damage, and do it safely.
    
    Once Olga's life gets cut to half, she'll shoot out a cover. You won't 
    be able to see her from the right side of the area, but from the left 
    you can. The best time to strike is when you see her pulling the pin on 
    one of her grenades. After hitting her just once, she'll get rid of the 
    cover. Go back to the old strategy. If she stays planted near the 
    spotlight, though, hide until she goes to throw another bomb at you and 
    then shoot at her (she'll be defenseless while pulling the pin and 
    throwing the grenade). Keep it up and she'll soon go down.
    
    -----------------------------------------------------------------------
    
    After the fight, Snake will retrieve the USP from Olga. This gun can 
    kill, and if there are any other guards in the guard besides the one 
    you're shooting at, the game will go into Alert mode. Be very careful 
    when using this weapon.
    
    Anyway, you now need to backtrack to Deck-B, crew's quarters again. 
    Remember that slider door (starboard side) from before? Go through to 
    find yourself in Deck-A, crew's lounge, our next destination.
    
    Note: The only difference while going back to Deck-B is that a guard 
    will show up in Deck-C. But he's in a position where you can easily 
    tranquilize him.
    
    
    =======================================================================
                            Deck-A, crew's lounge
    =======================================================================
    
    You can try and tranquilize the guard walking back and forth here, but 
    it is risky. If you don't down him in one shot (with either a head, 
    heart, or groin hit), he'll look around confused, and if he's close to 
    you, he might get a glance at you and walk up the stairs to 
    investigate. Since there's nowhere to hide, he'll spot you unless you 
    run back out the door to Deck-B.
    
    A safer solution is waiting for him to walk to the left, then quickly 
    run down the stairs and go right. Descend another flight of stairs at 
    the end of the hall and go through the slider door (picking up the Stun 
    Grenades in case you should need them) to reach the Engine Room.
    
    
    =======================================================================
                                 Engine Room
    =======================================================================
    
    Head up and through the door on the left. You'll come to a guard 
    looking over the railing, occasionally stretching. This guard won't 
    ever look back or to the sides, unless you make some noise, so he's 
    easy prey if you want to tranquilize him.
    
    You can also hit him over the railing, which will cause him to come 
    crashing down on another guard two levels below. This will kill the 
    guard you hit and knock out the other one, however I don't really 
    recommend you do this, since the guard will come to rather quickly, and 
    alert his buddies, making the game go into Caution mode.
    
    From the top level you can hang from the railing and jump down to lower 
    levels (beware that jumping more than one level down will hurt Snake) 
    or use the stairs. Tranquilize the guard in the middle level if you 
    feel he might cause you trouble, or you can hang over him and drop down 
    on top of him when he walks underneath you to knock him out.
    
    In the lower level, there's a guard staring at a column, looking left 
    and right. You can easily sneak up on him, so he should be no problem.
    
    Cross the small bridge to the middle section and run around until you 
    get to the stairs. You can take the bottom path, or you can run up the 
    stairs and go the upper path. Either one is okay, but running up the 
    stairs provides you with a good spot to tranquilize all the remaining 
    guards on the port side, clearing the way for Snake.
    
    Once you reach the small room on the port side, a guard will emerge 
    from the now-repaired door, announcing that he will patrol the area. If 
    you don't want confrontation, just hide in one of the lockers and wait 
    for him to go away. You can also take him down while he's talking on 
    the radio when he first appears.
    
    If you try to go any further, Otacon buzzes in and warns you of the 
    explosives blocking your path. You have to take out three control units 
    on Normal difficulty (and higher), two on Easy, and one on Very Easy.
    
    Get on top of the box closest to the lockers and stand at the very 
    bottom tip of it. Go into FPV and you should see the control unit 
    behind some explosives, up near the wall. Take careful aim and take it 
    out.
    
    The second control unit is on the ground, in plain view. You should 
    have no trouble taking this one out. (This is the only one you have to 
    take out in Very Easy.)
    
    The last control unit is cleverly placed, facing away from you so you 
    can't see the green light. It is on top of an explosive, across the bag 
    of flour. 
    
    Once all three units are down, go through the door.
    
    
    =======================================================================
                                Deck-2, port
    =======================================================================
    
    Run forward and you'll eventually come to a guard walking your way. You 
    can tranquilize him before he ever comes close to seeing you. You can 
    also run to the right into that small little room. Flatten yourself 
    against the top wall and slide behind the pipes, the furthest to the 
    right you can go. This way he won't see you, and simply continue on 
    walking down.
    
    After getting past him, keep running up and you'll come to another 
    guard, this one listening to some loud music. Tranquilize him or hold 
    him up.
    
    Now go right until you get to another guard. This is one sleepy, his 
    vision going in and out from time to time. You can easily run past him 
    while he dozes off, but if you don't want to risk getting the timing 
    wrong, just do him a favor and tranquilize him already. Keep going 
    right and go through the door.
    
    
    =======================================================================
                             Deck-2, starboard
    =======================================================================
    
    Run right, grabbing any items you might be in need of, then turn and 
    head down.
    
    -----------------------------------------------------------------------
                              RUSSIAN SOLDIERS
    -----------------------------------------------------------------------
    
    There are two boxes you can use for cover here. If the soldiers throw a 
    grenade, run and roll to the other box to avoid getting hit.
    
    The main strategy here is just to hide behind the box and wait for them 
    to shoot. When they stop, quickly stand up and try to get a head shot 
    in. This is good if you're using the M9 because you don't want to kill 
    anyone, or if you're low on ammo.
    
    After taking down five or six guards, either killing them or 
    tranquilizing them, three guards will charge at you from their cover. 
    At this point, you need to come out from behind the boxes and quickly 
    take aim at the oncoming men, or else they'll reach you and open fire.
    
    
    =======================================================================
                                 Holds 1-3
    =======================================================================
    
    There are several ways to get through the holds.
    
    GROUND PATH: Get down to the ground level by descending the two stairs. 
    Head to the left, crouching and crawling under the projector's image. 
    When you're clear, get up and run to the left some more. Run up towards 
    the door on the other side of the room, but be careful: if you step on 
    the plated floor, a marine will hear the noise and come investigating. 
    In Hold No. 2 you'll have to get back to the right side of the room, 
    crawling under the projector again. Wait until the marines turn to the 
    left, then run up to the next door to get to Hold No.3.
    
    UPPER-RIGHT PATH: Consists in descending one level using the ladder, 
    then flattening yourself up against the rail as close to the second 
    ladder as you can. Hop over it and quickly begin moving up. You should 
    reach a platform just as your grip is about to run out. Jump back up 
    (be careful since there'll be a marine there) and continue to Hold No. 
    2, where you'll have to do the same thing. In Hold 3, you can slide 
    down to the ground level using the pole on the right side.
    
    UPPER-LEFT PATH: On the top level, flip over the railing and hang 
    across the chamber. After that, this path is just like the upper-right 
    path.
    
    LOWER PATH: Go down to the ground path, and look for the hatches in 
    either side of the room. Open them and get in, then crouch and crawl 
    through the vents. This'll quickly take you to Hold 3. (While you're 
    crawling, if a marine drops a magazine in your path, wait a few seconds 
    until his shadow disappears, or they'll spot you if you crawl in their 
    line of vision.)
    
    Whichever path you take will take you to the same place, Hold No.3, 
    where you must get the photos. You need a left shot, a right shot, a 
    front shot, and a shot of "MARINES" on the Metal Gear.
    
    Getting the pictures is simple enough. Move to the each corresponding 
    place on the ground level (left part of the room, right part, and the 
    middle) and take a picture of the Metal Gear. For the Marines 
    lettering, it is on either side of the Metal Gear, so you'll have to 
    run more up and zoom up with the camera to get the Marines lettering 
    centered. You can also take this shot from the upper levels, if you got 
    here by the upper paths.
    
    You'll know you've taken the shot right when Snake says "Good." And 
    remember, if the Colonel says anything about stretching, or letting the 
    marines at ease, or if he says something about anti-Metal Gear 
    terrorists (i.e., YOU), hide. In all of the above cases, the Marines 
    could spot you if you're out in the open.
    
    When you're done, get to the ground level if you're not there already 
    and go to the right side of the room. Log into the little computer 
    there and you'll upload the photos to Otacon.
    
    
    =======================================================================
    -4.2---------------------------------------------------------------4.2-
            E U R O P E A N   E X T R E M E   W A L K T H R O U G H
    -4.2---------------------------------------------------------------4.2-
    =======================================================================
    
    Since I'm assuming you've played the game several times before even 
    thinking of attempting European Extreme, this walkthrough will hold 
    your hand less than the Normal walkthrough did.
    
    =======================================================================
                                  Aft deck
    =======================================================================
    
    Refrain from moving for the moment. There is a guard patrolling on the 
    walkway up in front of Snake who'll run down to the deck if he sees 
    you.
    
    Snake will not be able to enter the Tanker using the door leading to 
    Deck-B this time. He'll have to take a longer path, going through the 
    door on the port side, which leads to Deck-A, crew's quarters.
    
    Out of the items available in the Aft deck, there's one you definitely 
    should get, and another you might want, but don't need. The former is 
    the Medicine, used to stop Snake's sneezing, and is located in the 
    middle of the platform above Snake's starting point. The latter is the 
    Chaff Grenades, which you can use to get past Deck-C with less risk, 
    but isn't really needed.
    
    Head right first. I find it safer to tranquilize the guard on the 
    catwalk there to get on the top platform than to go port side. Wait 
    until he looks into his goggles and run up the stairs to hold him up. 
    Get on top of the platform and grab the Medicine. Beware the guard that 
    patrols here (though he should be on the port side of the platform if 
    you came here immediately).
    
    Tranquilize the guard patrolling in front of the ground level door on 
    port side, preferably from a higher position to guarantee safety, then 
    head on in through that door.
    
    =======================================================================
                           Deck-A, crew's quarters
    =======================================================================
    
    Snake might sneeze some in this area, but don't waste the Medicine! 
    You'll need it more in a later area.
    
    Wait a second, then when the guard turns his back to you, run out into 
    the hall on the right and shoot him. Hopefully you'll hit a vital area 
    and he'll go down in one hit. If not, hopefully he won't see you when 
    he turns around.
    
    After taking him down (if he moves right and you weren't able to hit 
    him, run after him and hold him up or shoot him from a distance).
    
    There are M9 bullets in the rightmost bottom locker of the locker room.
    
    Continue right, then up, and go through the sliding door.
    
    =======================================================================
                            Deck-A, crew's lounge
    =======================================================================
    
    If Snake sneeze in this little starboard hall, run down the stairs 
    immediately to avoid the guard that will come investigating.
    
    To get past this area, it's best to tranquilize both guards. Be wary of 
    their field of vision, though; it's much longer than the radar makes it 
    to be in this difficulty.
    
    Run up the little stairs and head through the sliding room on the 
    right.
    
    =======================================================================
                           Deck-B, crew's quarters
    =======================================================================
    
    Run up and hold up the guard staring out the window. Tranquilize him 
    and move on.
    
    =======================================================================
                           Deck-C, crew's quarters
    =======================================================================
    
    If you got the Chaff Grenades earlier, throw one and continue to Deck-
    D. If not, flatten yourself against the wall and wait under the 
    camera's blindspot. When the camera's vision turns to the right, then 
    begins turning to the left again, star shifting right. When it stops 
    down, you should have gotten some distance from it, so run normally to 
    the left and up the stairs.
    
    =======================================================================
                           Deck-D, crew's quarters
    =======================================================================
    
    The quickest and safest way to do this area is to quickly run up behind 
    the guard that starts out walking right (behind Snake) and hold him up, 
    tranquilizing him. Then flatten yourself against the and tap it. The 
    guard on the other side will hear it and come investigating. As soon as 
    he starts walking left, crawl under the infrared beams to reach the 
    Deck-E stairs.
    
    =======================================================================
                             Deck-E, the bridge
    =======================================================================
    
    After watching the cutscenes, go through the door on the left.
    
    =======================================================================
                              Navigational Deck
    =======================================================================
    
    -----------------------------------------------------------------------
                               OLGA GURLUKAVICH
    -----------------------------------------------------------------------
    
    You can get the first shot in on Olga pretty early. She'll initially 
    fire a first volley, then hide behind a box on the right side. Run out 
    from behind your cover and aim at her. She'll get up to run to the 
    back, and you can shoot her. Run back behind the boxes; after she says 
    some words, she'll come back shooting again.
    
    She'll plant herself behind a box on the right side. Run to the extreme 
    left and shoot her while she's shooting the boxes where she thinks you 
    still are. Now hide behind the boxes on the left side and wait.
    
    Now you need trick her like you would on Normal. Make her think you're 
    in one place, but then run to another while she draws back between 
    shots, so that she doesn't see that you moved. When her life gets to 
    half, she'll shoot herself a cover. When she does this, run to the 
    right.
    
    Wait until she begins to pull the pin on one of her grenades. But don't 
    run out immediately, give her a second, or else she'll go back for 
    cover. Run out and try and hit her (you won't be able to see where she 
    is because of the cover, but you should have an idea). After shooting, 
    run back behind the boxes to avoid getting shot. If you hit her, she'll 
    get rid of the cover; if not, wait and try again.
    
    After the cover, Olga will sic the searchlight on you (note that you 
    can't destroy the searchlight on Extreme and E-Extreme). This is where 
    it gets tricky. You can use the same strategy as you used when she had 
    the cover (wait until she goes to throw a grenade to strike). Wait on 
    the right side. When she's going to throw the grenade, run to the left 
    (the searchlight will be on the right, so it'll be easier for you to 
    see) and shoot her, immediately running for cover afterwards.
    
    -----------------------------------------------------------------------
    
    After beating Olga, run back inside. There's nothing useful here.
    
    Return to Deck-D.
    
    =======================================================================
                           Deck-D, crew's quarters
    =======================================================================
    
    When you enter, use the Medicine. Snake sneezing here is very 
    dangerous.
    
    To get past this area, use the same strategy as before, only in 
    reverse. Tranquilize the guard walking back and forth in front of the 
    infrared beams. If he was close enough to the beams, the guard on the 
    other side will see and come. If he wasn't, tap on the wall to make him 
    come. Quickly crouch and crawl under the beneath. Run down the stairs 
    and return to Deck-A, crew's lounge.
    
    =======================================================================
                            Deck-A, crew's lounge
    =======================================================================
    
    Stay where you are. Tranquilize the guard walking to the right when 
    he's around the front of the stairs. Wait; the other guard will see him 
    down and come to investigate. Before he can kick the other guard awake, 
    tranquilize him too.
    
    Continue on to the Engine Room.
    
    =======================================================================
                                 Engine Room
    =======================================================================
    
    Tranquilize the guard looking over the railing in the top level. Wait 
    at the edge and tranquilize the guard on the middle level. Move to the 
    lower level, and do the same to the guard there. 
    
    Now be careful when running up the stairs in the mid-section. The guard 
    patrolling there now walks around a lot more than in earlier 
    difficulties, so be wary of his location. Don't stand around the 
    staircase, either. Eventually he'll walk down it and spot you if you're 
    around that area.
    
    The guard near the door on the port side has the ability to see you 
    when you're on the upper mid-section. He'll run down to investigate, 
    but you'll have a lot of time to tranquilize before he reaches you. 
    Don't forget about the guard in the bottom section; he eventually walks 
    up to the middle level.
    
    In the little room on the port side, tranquilize or wait for the guard 
    who patrols it to leave, then take out the control units, continuing to 
    Deck-2.
    
    =======================================================================
                                Deck-2, port
    =======================================================================
    
    Run forward and you'll eventually come to a guard walking your way. You 
    can tranquilize him before he ever comes close to seeing you. You can 
    also run to the right into that small little room. Flatten yourself 
    against the top wall and slide behind the pipes, the furthest to the 
    right you can go. This way he won't see you, and simply continue on 
    walking down.
    
    After getting past him, keep running up and you'll come to another 
    guard, this one listening to some loud music. Tranquilize him or hold 
    him up.
    
    Now go right until you get to another guard. This is one sleepy, his 
    vision going in and out from time to time. You can easily run past him 
    while he dozes off, but if you don't want to risk getting the timing 
    wrong, just do him a favor and tranquilize him already. Keep going 
    right and go through the door.
    
    
    =======================================================================
                             Deck-2, starboard
    =======================================================================
    
    Run right, grabbing any items you might be in need of, then turn and 
    head down.
    
    -----------------------------------------------------------------------
                              RUSSIAN SOLDIERS
    -----------------------------------------------------------------------
    
    There are two boxes you can use for cover here. If the soldiers throw a 
    grenade, run and roll to the other box to avoid getting hit.
    
    The main strategy here is just to hide behind the box and wait for them 
    to shoot. When they stop, quickly stand up and try to get a head shot 
    in. This is good if you're using the M9 because you don't want to kill 
    anyone, or if you're low on ammo.
    
    Don't stay in First Person View all the time. A guard might charge you 
    even every now and then, even before the three at the end. If you stay 
    in FPV, you won't be able to see him until he's right on you, which is 
    nothing good. If this does happen, quickly shoot one of the pipes next 
    to him to stun him, then use the time to take him down to avoid getting 
    hurt.
    
    After taking down five or six guards, either killing them or 
    tranquilizing them, three guards will charge at you from their cover. 
    At this point, you need to come out from behind the boxes and quickly 
    take aim at the oncoming men, or else they'll reach you and open fire.
    
    Shoot the first one down and the other two will stop, making them easy 
    targets.
    
    =======================================================================
                                 Holds 1-3
    =======================================================================
    
    Descend the ladders down to the ground level. Move to the left and use 
    the ground path to go through the door leading to Hold No.2. Watch out 
    for the patrolling guard in this area; tranquilize him from afar.
    
    In Hold No.2 there are more patrolling guards, so walk left and open 
    the hatch on the ground. Use the lower path to get to Hold No.3. Get 
    the pictures, upload them to Otacon, and you're done.
    
    
    =======================================================================
    -5.0---------------------------------------------------------------5.0-
                               D O G   T A G S
    -5.0---------------------------------------------------------------5.0-
    =======================================================================
    
    =5.1===============================================================5.1=
                              INTRO TO DOG TAGS
    =5.1===============================================================5.1=
    
    What are dog tags? They're those military tags that contain info on the 
    soldier wearing it, like name, birthday, etc. Almost every soldier in 
    MGS2 has a dog tag you can get. But why get them?
    
    Because you can unlock special items for use in the Tanker and the 
    Plant. But to unlock those, you need to collect a certain number of 
    tags in the chapter you want to get the item in.
    
    In the Tanker chapter, the prizes are only two...
    
    46 dog tags - Bandana (infinite ammo)
    
    78 dog tags - Stealth (makes Snake invisible)
    
    So how do you get dog tags? By holding up guards! What do you have to 
    do?
    
    Sneak up behind a guard and go into First Person View. Aim your gun at 
    him and Snake will yell `Freeze!'. The guard will put his arms up. Now 
    you must walk in front of him and point the gun at either his neck, 
    heart, or groin (he must be able to see you) to make him get scared and 
    drop his tag.
    
    Some guards are brave, though. For these so-called `tough guys', you 
    must either shoot them in a non-essential area or shoot the air right 
    next to their heads to make them give up their tag. Remember, though, 
    that for this, you need a real gun, not the M9.
    
    -----------------------------------------------------------------------
                       GENERAL TIPS ON GETTING DOG TAGS
    -----------------------------------------------------------------------
    
    - If the guard is too close to a wall or railing, unequip your weapon 
    and choke him. Drag him back a bit, then quickly equip your weapon and 
    move in front of him, holding him up. (You can also run into him, 
    which'll make him take a step or two back.)
    
    - Don't ever let the enemy see you without a weapon equipped. If he 
    does, he'll attack you and call for backup, putting the game in Alert 
    mode.
    
    - Don't keep your back turned to the enemy too long, or he'll attack.
    
    - Don't try holding up members of the attack team. You can do it, but 
    they're trained to get out of the situation (they'll slowly duck down 
    and bolt around, knocking you down and/or shooting at you, which is 
    very hard to counter). Besides, they don't have dog tags, so why 
    bother?
    
    - Don't ever kill a guard whose dog tag you're trying to get. Depending 
    on your difficulty, he could take a long time to respawn.
    
    - If you need the tag of one guard, and there's another pesky one 
    getting in your way, just tranquilize that other one and focus on one.
    
    - Never let a guard hear your weapon go `click' (meaning you're out of 
    bullets). This'll make him immediately attack and call for back-up.
    
    - If at any time you want to see if you've gotten a certain guard's tag 
    or not, switch to an item that goes into First Person View (Camera, 
    Digital Camera, Scope; in the Tanker, only the Camera and Digital 
    Camera are available), point at the guard and press Triangle. If you 
    have his tag, his name will show up in blue over his head.
    
    
    -----------------------------------------------------------------------
                       USING THE DOG TAG WALKTHROUGHS
    -----------------------------------------------------------------------
    
    I made a chart for each difficulty listing the basic information you 
    can find in the Dog Tag Viewer 2002 in the game, and also a column 
    ("T") indicating if the guard is a tough guy or not (if he is, there 
    will be a "Y" under this column). Beneath the chart I have a brief 
    walkthrough of (what I thought was) the most convenient order to get 
    the tags.
    
    
    =5.2===============================================================5.2=
                           VERY EASY MODE DOG TAGS
    =5.2===============================================================5.2=
    
                                             BLOOD
    ### T NAME                     BIRTHDAY   TYPE  LOCATION
    -----------------------------------------------------------------------
    000   Olga Gurlukovich           0923       A   Navigational deck, wing
    001   Josh Spires                0716       ?   Aft deck
    002   Tomomi Nasu                0824       B   Aft deck
    003   Stephen M Driver           1217       A   Aft deck
    004   Brendan McLeod             0510      AB   Navigational deck, wing
    005 Y Hajme Tusima               0607       A   Deck-A, crew's quarters
    006 Y Yuki Hongoh                0507       B   Deck-B, crew's quarters
    007   Takahiro Yura              0119       A   Deck-A, crew's lounge
    008   David P LaFrenier          0305       A   Deck-A, crew's lounge
    009   Eric Bravo                 0806       A   Deck-A, crew's lounge
    010   Miguel Luis Cunha          0304       O   Deck-D, crew's quarters
    011 Y Eiji Senke                 0322       B   Deck-D, crew's quarters
    012   Yohsuke Sakaguchi          0802       A   Deck-2, port
    013   Jan Friese                 1016       A   Deck-2, port
    014   Marius Torsud              1224       ?   Deck-2, port
    015   Andrej Pedercina Mimica    0113       ?   Engine Room
    016   Mike J Corbitt             1205       O   Engine Room
    017   Aaron T Powell             1111       O   Engine Room
    018   Jeff A Saylor Jr           1110       ?   Engine Room
    019   Kazuki Tokunaga            1224       O   Engine Room
    020   Kamil Mania                0710       ?   Hold No.1
    021   Ismael Miranda de Andrade  0421       B   Hold No.1
    022   Darryl F Kemp              0824       B   Hold No.3
    023   Yoshitoshi Toyoda          0726       A   Hold No.3
    
    
    [Aft deck] 001, 002, 003 - Tomomi Nasu is the guy on the right side. 
    Josh Spires is the guy on the left side. Stephen M Driver is one who 
    starts out in the middle, on the high platform. None of them are tough 
    guys. Enter the Deck-B door, and, skipping the guard here, go to Deck-
    D.
    
    [Deck-D, crew's quarters] 010 - Miguel Luis Cunha is the guard 
    patrolling in front of the stairs. Hold him and move on to the 
    Navigational deck.
    
    [Navigational deck] 000, 004 - Pick up Olga and drop her, then get her 
    tag. Move right, to the other side of the deck, and hold up the guard 
    (Brendan McLeod) that comes out of the door. Run back down to Deck-D.
    
    [Deck-D, crew's quarters] 011 - Now you can get the pantry guard (Eiji 
    Senke), since he's a tough guy. Remember to take out and hide Miguel's 
    body if you don't have the USP suppressor. After getting
    
    [Deck-B, crew's quarters] 006 - Yuji Hongoh is a tough guy, but now you 
    can get his tag. Run down to the lounge.
    
    [Deck-A, crew's lounge] 008, 009 - Eric Bravo is the guard patrolling 
    left and right, and David P LaFrenier is the smelly guard downstairs on 
    the port side. Takahiro Yura is also here in the crew's lounge, but he 
    will only show up if you enter the lounge from Deck-A, crew's quarters, 
    or the Engine Room. Go to Deck-A, crew's quarters.
     
    [Deck-A, crew's quarters] 005 - Hajme Tusima is all alone, but he's a 
    tough guy. Get his tag and go back to the lounge.
    
    [Deck-A, crew's lounge] 007 - Get Takahiro Yura's tag and move on to 
    the Engine Room.
    
    [Engine Room] 015, 016, 017, 018, 019 - First up is Jeff A Saylor Jr. 
    He's the guy looking over the railing just as you walk out the door on 
    the left. Andrej Pedercina Mimica is patrolling in the middle level of 
    the starboard side. Then comes Mike J Corbitt; he's the sitting duck 
    looking left and right on the bottom level of the starboard side. Aaron 
    T Powell is the guard keeping watch in the middle section. Finally, 
    Kazuki Tokunaga is the man who comes out to patrol the small room on 
    the port side.
    
    [Deck-2, port] 012, 013, 014 - Run up until you see a guard (Yohsuke 
    Sakaguchi) walking towards you. There should be a small room to your 
    right at this point (the third small room, if you count). Get in it and 
    flatten yourself against the top wall, sliding to the right as far as 
    you can, so when the guard inspect the area, he won't spot you. After 
    he continues with his patrol, run out of your hiding spot and run after 
    him to hold him up. Run up and get Jan Friese's tag (the guard 
    listening to music). Run right and hold up Marius Torsud, continuing to 
    Hold No.1 afterwards.
    
    [Hold No.1] 020, 021 - Ismael is the marine standing to the left of the 
    projector. Get his tag first. Kamil Mania is on the upper-right path. 
    To get to him, go down one ladder then hang off the railing and start 
    moving up. You should reach the platform he's on as your grip gauge is 
    running out (if you're on Level 1, that is). Note that you don't have 
    to have higher level Grip, but you do need to be at full life. Follow 
    the upper path all the way to the third Hold.
    
    [Hold No.3] 022, 023 - Darryl F Kemp is the guard on the platform in 
    front of you, if you followed the upper path. Yoshitoshi Toyoda is the 
    sleeping guard in your way, after you descend to the ground level.
     
    
    =5.3===============================================================5.3=
                             EASY MODE DOG TAGS
    =5.3===============================================================5.3=
    
                                             BLOOD
    ### T NAME                     BIRTHDAY   TYPE  LOCATION
    -----------------------------------------------------------------------
    000   Olga Gurlukovich           0923       A   Navigational deck, wing
    001   Justin P Verrier           0511       ?   Aft deck
    002   Ryouichi Matsumoto         0501       A   Aft deck
    003   Michael S Futter           0209       B   Aft deck
    004   Michael Vogt               0402       O   Navigational deck, wing
    005   Kei Kudou Mon              0410       O   Deck-A, crew's quarters
    006 Y Eetu Holmqvist             1207       A   Deck-B, crew's quarters
    007 Y Matthew W Hunt             1114      AB   Deck-A, crew's lounge
    008   David W Pelster            0711       ?   Deck-A, crew's lounge
    009   Takumi Shimada             0202       A   Deck-A, crew's lounge
    010   Cary J Schwartzman         0216       B   Deck-D, crew's quarters
    011   Danilo NE Carbone          0426       O   Deck-D, crew's quarters
    012   Adam Lloyd                 0718       ?   Deck-2, port
    013   David E Palm               0506       ?   Deck-2, port
    014   Yuki Aoki                  1019       B   Deck-2, port
    015   William N Bruce            0910       O   Engine Room
    016   Chien Jen Liang            0429       O   Engine Room
    017   Luke Boulerice             0815       ?   Engine Room
    018   Yusuke Sasaki              0924       B   Engine Room
    019   Travis J Long              0219       O   Engine Room
    020   Steven A Weekes            0408       O   Engine Room
    021   Marco Silvano              0106       ?   Hold No.1
    022   Xesk Malone                1217       O   Hold No.1
    023   Michalis Taubert           0705       A   Hold No.3
    024   Lee A Myers                1230       B   Hold No.3
    025   Rock Young                 0911      AB   Hold No.3
    
    
    [Aft deck] 001, 002, 003 - Ryouichi Matsumoto is the guy on the right 
    side. Justin P Verrier is the guy on the left side. Michael S Futter is 
    one who starts out in the middle, on the high platform. None of them 
    are tough guys. Enter the Deck-B door, and, skipping the guard here, go 
    to Deck-D.
    
    [Deck-D, crew's quarters] 010, 011 - Cary J Schwartzman is the guard 
    patrolling in front of the stairs. Hold him up then hide his body and 
    enter the pantry to make Danilo NE Carbone show up. Hold him up and 
    move on to the Navigational deck.
    
    [Navigational deck] 000, 004 - Pick up Olga and drop her, then get her 
    tag. Move right, to the other side of the deck, and hold up the guard 
    (Michael Vogt) that comes out of the door. Run back down to Deck-B.
    
    [Deck-B, crew's quarters] 006 - Eetu Holmqvist is a tough guy, but now 
    you can get his tag. Run down to the lounge.
    
    [Deck-A, crew's lounge] 008, 009 - Takumi Shimada is the guard 
    patrolling left and right, and David W Pelster is the smelly guard 
    downstairs on the port side. Matthew W Hunt is a tough guy here, but 
    with the USP that won't be a problem (if you don't have the suppressor, 
    make sure you tranquilize the other two guards). Note that he will only 
    show up if you enter the lounge from Deck-A, crew's quarters, or the 
    Engine Room. Go to Deck-A, crew's quarters.
     
    [Deck-A, crew's quarters] 005 - Key Kudou Mon is all alone and isn't a 
    tough guy in this mode. Get his tag and go back to the lounge.
    
    [Deck-A, crew's lounge] 007 - Get Matthew W Hunt's tag and move on to 
    the Engine Room.
    
    [Engine Room] 015, 016, 017, 018, 019, 020 - First up is Travis J Long. 
    He's the guy looking over the railing just as you walk out the door on 
    the left. William N Bruce is next on the list. He's patrolling in the 
    middle level of the starboard side. Chien Jen Liang is next; he's the 
    sitting duck looking left and right on the bottom level of the 
    starboard side. Luke Boulerice is the guard keeping watch in the middle 
    section. Yusuke Sasaki stands post on the top level of the port side. 
    Finally, Steven A Weekes is the man who comes out to patrol the small 
    room on the port side.
    
    [Deck-2, port] 012, 013, 014 - Run up until you see a guard (Adam 
    Lloyd) walking towards you. There should be a small room to your right 
    at this point (the third small room, if you count). Get in it and 
    flatten yourself against the top wall, sliding to the right as far as 
    you can, so when the guard inspect the area, he won't spot you. After 
    he continues with his patrol, run out of your hiding spot and run after 
    him to hold him up. Run up and get Devid E Palm's tag (the guard 
    listening to music). Run right and hold up Yuki Aoki, just don't go out 
    when he opens his eyes.
    
    [Hold No.1] 021, 022 - Xesk Malone is one tough tag to get. You'll 
    probably only want to attempt it when you have Stealth. This marine is 
    the one who forgot his pants, near the front of the line. You'll have 
    to tranquilize every single marine around him if you want to hold him 
    up without Stealth. If you do this, however, you'll probably want to 
    get caught to start things over, since you'll have used up a ton of 
    bullets and time. Marco Silvano is on the upper-right path. To get to 
    him, go down one ladder then hang off the railing and start moving up. 
    You should reach the platform he's on as your grip gauge is running out 
    (if you're on Level 1, that is). Note that you don't have to have 
    higher level Grip, but you do need to be at full life. Follow the upper 
    path all the way to the third Hold.
    
    [Hold No.3] 023, 024, 025 - Michalis Taubert is the guard on the 
    platform in front of you, if you followed the upper path. Lee A Myers 
    is the sleeping guard in your way, after you descend to the ground 
    level. The last guard (Rock Young) is also tough, like Xesk Malone. 
    He's the fourth soldier, starting from the left, in the front row. If 
    you don't have Stealth and want to get his tag, the only way is to 
    tranquilize everyone. Put him in a chokehold and drag him away from the 
    others, then hold him up.
    
    
    =5.4===============================================================5.4=
                            NORMAL MODE DOG TAGS
    =5.4===============================================================5.4=
    
                                             BLOOD
    ### T NAME                     BIRTHDAY   TYPE  LOCATION
    -----------------------------------------------------------------------
    000   Olga Gurlukovich           0923       A   Navigational deck, wing
    001   Garret L Peters            0920      AB   Aft deck
    002   Sunny Hsu                  1106       A   Aft deck
    003   Pablo Maisuls              0529       A   Aft deck
    004   Samuel B Sandoval          1214       A   Navigational deck, wing
    005   James I Bartelle           0414       ?   Deck-C, crew's quarters
    006 Y Daniel Kucan               1130       O   Deck-A, crew's quarters
    007   Ronan Khim                 1105      AB   Deck-B, crew's quarters
    008   Masanori Inui              1014       O   Deck-B, crew's quarters
    009   Jeng L Valencia            0804      AB   Deck-A, crew's lounge
    010 Y Seth T Hay                 0420       O   Deck-A, crew's lounge
    011   Daniel W Dennison          0312       ?   Deck-A, crew's lounge
    012   Flavio Camargos            0727       A   Deck-D, crew's quarters
    013 Y Brad R Whitefield          1005      AB   Deck-D, crew's quarters
    014 Y James Broome               0408       ?   Deck-D, crew's quarters
    015   Hiromasa Watanabe          0516       A   Deck-2, port
    016   Kieran Keegan              1111      AB   Deck-2, port
    017   Hirokazu Takahashi         1006       A   Deck-2, port
    018   Marwan Abdullah AlHarbi    0101       O   Engine Room
    019   Henning Rhoden             1005       B   Engine Room
    020 Y Marcelo Zamorano           0828       A   Engine Room
    021   Simon F Picard             0515       O   Engine Room
    022   Haden K Oneil              0307       ?   Engine Room
    023   Yuji Higuchi               0322       B   Engine Room
    024   Husain Abdulrazaq AlHasan  0514       ?   Engine Room
    025   Robert R Bruce             1116       A   Hold No.1
    026   Kenzi Tanda                0328       O   Hold No.1
    027   Ivan E Saldarriaga         0910       O   Hold No.1
    028   Christopher G Hercus       1211       O   Hold No.2
    029   Tomohiro Katoh             0926       B   Hold No.2
    030   David Crumpler             0514       B   Hold No.3
    031   Joao E Martins             1114       A   Hold No.3
    032   Mika A Taayela             1118       ?   Hold No.3
    
    
    [Aft deck] 001, 002, 003 - There are three guards in the Aft deck, 
    Garret L Peters, Sunny Hsu and Pablo Maisuls. None of them are tough 
    guys, so get their tags, then head inside the Tanker using the 
    starboard door (to go into Deck-B and not Deck-A).
    
    [Deck-B, crew's quarters] 007, 008 - Ronan Khim and Masanori Inui are 
    here. They're not tough guys. Get their tags and head up to Deck-D.
    
    [Deck-D, crew's quarters] 012 - Flavio Camargos is the only one of 
    three guards in Deck-D that isn't a tough guy. So get his tag (he's the 
    one patrolling in front of the stairs leading to the bridge) and move 
    up to the Navigational deck.
    
    [Navigational deck] 000, 004 - After beating Olga, shake her to make 
    her tag drop. Then head right to the other side of the Navigational 
    deck and a guard will walk outside. That's Samuel B Sandoval. Get his 
    tag then go back inside. Get the USP bullets in the bridge and head 
    down to Deck-D.
    
    [Deck-D, crew's quarters] 013, 014 - Tranquilize Flavio, since you 
    should have his tag already. Then wait for an opening to sneak up on 
    Brad R Whitefield (the guy in the kitchen). Since Flavio's down 
    sleeping, there should be no problem firing the USP here, so get Brad's 
    tag. Drag Flavio into the kitchen, behind the door, then head into the 
    pantry area. A guard (James Broome) will show up and go into the pantry 
    (since you dragged Flavio's body out of the way, he won't see it). Get 
    his tag then descend to Deck-C.
    
    [Deck-C, crew's quarters] 005 - James I Bartelle will show up in Deck-
    C, walking left. Flatten yourself against the wall to the left of the 
    stairs and wait for him to pass you, then just hold him up. Go to Deck-
    A, crew's lounge.
    
    [Deck-A, crew's lounge] 010, 011 - Daniel W Dennison is the guard 
    patrolling in the main hall. You can almost immediately descend the 
    stairs and sneak up on him, since he'll be walking to the right and 
    you'll have plenty of time to get to him. Seth T Hay is the guard 
    almost falling asleep with the flies down near the port entrance to the 
    Engine Room. He's a tough guy, but easy to sneak up on. Using one of 
    the door at the extreme left or right of the crew lounge, move south to 
    Deck-A, crew's quarters.
    
    [Deck-A, crew's quarters] 006 - Daniel Kucan is in Deck-A, crew's 
    quarters, all alone, and sneak to sneak up on, but a tough guy to 
    compensate. This is why you went into the Tanker using the starboard 
    entrance, and not the port one, that would lead you here. Go back to 
    the crew's lounge and a new guard will show up (another reason to go 
    down to the crew's quarters now and return to the lounge).
    
    [Deck-A, crew's lounge] 009 - Jeng L Valencia will show up, patrolling 
    the leisure area of the lounge. Since Daniel W Dennison should still be 
    tranquilized (and hopefully out of Valencia's patrol route), Jeng is 
    all alone for you to take care of. After getting his tag, go down to 
    the Engine Room.
    
    [Engine Room] 018, 019, 020, 021, 022, 023, 024 - Yuji Higuchi is the 
    first guard you'll come to. He's the one looking over the railing on 
    the top level. No problem here. Marwan Abdullah AlHarbi is the guard in 
    the middle level, below Yuji. He's also easy to get, and the guard 
    looking back and forth on the ground level, Henning Rhoden, is also an 
    easy catch. Marcelo Zamorano, the guard keeping watch near the 
    generators in the middle part, is a tough guy, but firing the USP in 
    the noise of the Engine Room is no problem. Haden K Oneil patrols the 
    bottom area, on the port side, and occasionally goes up a level or two. 
    Be careful holding him up on the higher levels, since the guard (Simon 
    F Picard) near the door (leading to the port entrance of the Engine 
    Room) might hear you and come to investigate. After getting Haden's tag 
    and Simon's, head into the small room on the port side. Husain 
    Abdulrazaq AlHasan will come of the door leading to Deck-A, crew's 
    lounge. Press X to exit out of the scene and run down, flattening 
    yourself beside the door. He'll walk out and go to communicate that 
    he's going to patrol the small room, but you can hold him up long 
    before he has a chance to. Get his tag then move on to Deck-2.
    
    [Deck-2, port] 015, 016, 017 - Run up until you see a guard (Hiromasa 
    Watanabe) walking towards you. There should be a small room to your 
    right at this point (the third small room, if you count). Get in it and 
    flatten yourself against the top wall, sliding to the right as far as 
    you can, so when the guard inspect the area, he won't spot you. After 
    he continues with his patrol, run out of your hiding spot and run after 
    him to hold him up. Run up and get Kieran Keegan's tag (the guard 
    listening to music). Run right and hold up Hirokazu Takahashi, but be 
    careful you don't walk out in front of him when he opens his eyes...
    
    [Hold No.1] 025, 026, 027 - Kenzi Tanda is the marine looking up, 
    standing left of the projector. You might want to drag him down a bit 
    before holding him up. Ivan E Saldarriaga is the (only) marine facing 
    dead right on the left side of the room. Robert R Bruce is on the 
    upper-right path. To get to him, go down one ladder then hang off the 
    railing and start moving up. You should reach the platform he's on as 
    your grip gauge is running out (if you're on Level 1, that is). Note 
    that you don't have to have higher level Grip, but you do need to be at 
    full life.
    
    [Hold No.3] 030, 031, 032 - David Crumpler is the marine on the upper-
    right path. If you followed this path after getting Robert R Bruce's 
    tag you'll reach David. After getting David's tag, drop down to the 
    ground level. Joao E Martins is the guard asleep to the right of Metal 
    Gear RAY. Mike A Taayela is the guard on the left side of the ground 
    level, next to a large box, looking right. Backtrack to Hold No.2 to 
    get the last two tags.
    
    [Hold No.2] 028, 029 - Tomohiro Katoh is the marine standing to the 
    right of the projector. Christopher G Hercus, the marine patrolling the 
    left side of Hold No.2, is probably the hardest tag to get in Normal. 
    To get him, move to the front of the room and tranquilize the two 
    marines there (the ones almost below the big screens). Then tranquilize 
    the marines in the first two columns (left to right). You don't have to 
    tranquilize all of them, just the more up front ones. Now wait until 
    Hercus looks down, leaving his back to you (preferably behind one of 
    the boxes, to reduce the risk that a marine that you missed 
    tranquilizing will see you holding him up), and run in for the hold up. 
    (While waiting, you should hide behind either the box under the big 
    screen on the left side of the room, or the smaller box in front of 
    that.)
    
    
    =5.5===============================================================5.5=
                              HARD MODE DOG TAGS
    =5.5===============================================================5.5=
    
                                             BLOOD
    ### T NAME                     BIRTHDAY   TYPE  LOCATION
    -----------------------------------------------------------------------
    000   Olga Gurlukovich           0923       A   Navigational deck, wing
    001   Pawel Adamczyk             0101       O   Aft deck
    002   Jonathan S Wilson          0418       O   Aft deck
    003   Peter A Sattaur            0730       A   Aft deck
    004   Ako Kudou                  0804       A   Navigational deck, wing
    005   Johan Hana                 1030       A   Deck-C, crew's quarters
    006   Dex J Delfrate             0212       ?   Deck-A, crew's quarters
    007   Joseph R Larger            0123       ?   Deck-B, crew's quarters
    008   Kouji Takemoto             0530       O   Deck-B, crew's quarters
    009   Mahde M Mansur             1121       O   Deck-A, crew's lounge
    010   Sauzando Aran              0927       B   Deck-A, crew's lounge
    011 Y Kouhei Yoshizumi           1111       A   Deck-A, crew's lounge
    012   Hidetosi Suzuki            0817       B   Deck-D, crew's quarters
    013   Joelmir Mazon              0101       A   Deck-D, crew's quarters
    014   Michiel Ahendriksen        0216       B   Deck-D, crew's quarters
    015   Masahiro Takahashi         0701       A   Deck-D, crew's quarters
    016   Christopher C Osterwald    0120       A   Deck-2, port
    017   Lee Seung Min              0212       B   Deck-2, port
    018   TSZ TING                   1218       A   Deck-2, port
    019   Manabu Nishiyama           0717       B   Engine Room
    020   David Heng Liu             0412       A   Engine Room
    021   Wei Zhang                  0101       A   Engine Room
    022   Han Tao                    1124       B   Engine Room
    023 Y Takashi Shiohama           0520       B   Engine Room
    024 Y James C Layton             1214       B   Engine Room
    025 Y Jesus Auron Noatsuna       0101       A   Engine Room
    026   Ha Su Jung                 1216       B   Hold No.1
    027   Minako Nakazawa            0521       B   Hold No.1
    028   Kel M Booker               0128       ?   Hold No.1
    029   Asif A Ali                 0829       A   Hold No.2
    030   Tatsumi Mizuguchi          0913       A   Hold No.2
    031   Ali Karar                  0521      AB   Hold No.3
    032   Benjamin Phoon             0430       A   Hold No.3
    033   Jason L Hines              1207       A   Hold No.3
    034   Kurt W Bartholomew         0702      AB   Hold No.3
    
    
    [Aft deck] 001, 002, 003 - There are three guards in the Aft deck, 
    being that none of them are tough guys. Get their tags, then head 
    inside the Tanker.
    
    [Deck-A, crew's quarters] 006 - The only guard in this area Dex J 
    Delfrate. Get his tag and move on.
    
    [Deck-A, crew's lounge] 009, 010 - Tranquilize the guard patrolling on 
    the opposite side of the hall(Kouhei Yoshizumi), he's a tough guy. With 
    him out, you should have no trouble getting Mahde M Mansur, the one 
    patrolling the lounge area. Sauzando Aran is the smelly guard 
    downstairs, in front of the door leading to the Engine Room. Get their 
    tags and move up to Deck-B.
    
    [Deck-B, crew's quarters] 007, 008 - Joseph R Larger and Kouji Takemoto 
    are here. They're not tough guys. Get their tags and head up to Deck-D.
    
    [Deck-D, crew's quarters] 012, 013, 014, 015 - Michiel Ahendriksen is 
    the guard entering the kitchen just as you run up the stairs. It's a 
    good idea to quickly chase him and hold him up, as he starts in a swell 
    position for you to do just that. Afterwards, return to the hall in 
    front of the stairs where you entered. Tap on the wall to get the guard 
    on the other side of the hall's (Hidetosi Suzuki) attention. Hide 
    beside the doorway, and when he walks in to investigate, hold him up. 
    Be careful not to run into him, though, the guard in front of the 
    pantry (Joelmir Mazon) might hear you. After getting Hidetosi's tag and 
    tranquilizing him, getting Joelmir's tag becomes easy. Enter the pantry 
    and Masahiro Takahashi will show up (remember to hide all the bodies so 
    he doesn't wake anyone up). Get his tag and move on.
    
    [Navigational deck] 000, 004 - After beating Olga, shake her to make 
    her tag drop. Then head right to the other side of the Navigational 
    deck and a guard will walk outside. That's Ako Kudou; get his tag and 
    run back down to Deck-C.
    
    [Deck-C, crew's quarters] 005 - Johan Hana will show up in Deck-C, 
    walking left. Flatten yourself against the wall to the left of the 
    stairs and wait for him to pass you, then just hold him up. After this 
    head back to Deck-A, crew's lounge.
    
    [Deck-A, crew's lounge] 011 - Kouhei Yoshizumi is the tough guy from 
    before. Put the USP to good use (better tranquilize the other guards 
    first, especially if you don't have the suppressor) and get his tag, 
    moving on to the Engine Room afterwards.
    
    [Engine Room] 019, 020, 021, 022, 023, 024, 025 - James C Layton is the 
    first guard you'll come to. He's the one looking over the railing on 
    the top level. He's a tough guy, but that isn't a problem anymore. 
    Manabu Nishiyama is the guard in the middle level (be careful about 
    running into him; the guard below will hear and come running). He's 
    also easy to get, and the guard looking back and forth on the ground 
    level, David Heng Liu, is also an easy catch. Wei Zhang is the guard 
    keeping watch near the generators in the middle part. He'll usually 
    patrol only that level, and stop past the stairs for a while. While 
    he's there is a prime time to get him. Takashi Shiohama patrols the 
    bottom area, on the port side, and occasionally goes up a level. He's a 
    tough guy, so watch out where you shoot that USP. Han Tao is the guard 
    in front of the door leading to the small room on the port side, and he 
    might hear you if you're close. After getting his tag, as well as 
    Takashi's, head into that small room. Jesus Auron Noatsuna will come of 
    the door leading to Deck-A, crew's lounge. Press X to exit out of the 
    scene and run down, flattening yourself beside the door. He'll walk out 
    and go to communicate that he's going to patrol the small room, but you 
    can hold him up long before he has a chance to. He's a tough guy, but 
    that's not a problem anymore. Get his tag then move on to Deck-2.
    
    [Deck-2, port] 016, 017, 018 - Run up until you see a guard 
    (Christopher C Osterwald) walking towards you. There should be a small 
    room to your right at this point (the third small room, if you count). 
    Get in it and flatten yourself against the top wall, sliding to the 
    right as far as you can, so when the guard inspect the area, he won't 
    spot you. After he continues with his patrol, run out of your hiding 
    spot and run after him to hold him up. Run up and get Lee Seung Min's 
    tag (the guard listening to music). Run right and hold up TSZ TING, but 
    be careful you don't get the timing wrong when walking out in front of 
    him, or you'll get caught.
    
    [Hold No.1] 026, 027, 028 - Minako Nakazawa is the marine facing right 
    on the left side of the ground level (the only one facing right, 
    actually). Kel M Booker is patrolling the same side, but more towards 
    the north end of the hold (still on the ground level). Ha Su Jung is on 
    the upper-right path. To get to him, go down one ladder then hang off 
    the railing and start moving up. You should reach the platform he's on 
    as your grip gauge is running out (if you're on Level 1, that is). Note 
    that you don't have to have higher level Grip, but you do need to be at 
    full life.
    
    [Hold No.3] 031, 032, 033, 034 - If you followed the upper-right path 
    from Hold No.1, Ali Karar is the first marine you'll come to. Drop down 
    to the ground level and you'll see Bejamin Phoon, the marine dozing off 
    to the right of Metal Gear. Jason L Hines is the guard staring right, 
    on the left side of the hold. Kurt W Bartholomew patrols beneath the 
    platform that Scott Dolph is on. You should wait until he leaves that 
    area, either to the left or right, to try and get his tag. Or you could 
    let him get a glance at you to make him leave his patrol route, though 
    be careful not to get spotted.
    
    [Hold No.2] 029, 030 - Entering Hold No.2 from the right door to Hold 
    No.3, Tatsumi Mizuguchi will start off near the right side, on the 
    other side of a wall. If you tap on the wall then hide near one of the 
    large boxes, you can hold him up after he starts to go back. Make sure 
    to drag him out of potential sights of other marines. Entering Hold 
    No.2 from the left door will put you in a similar position Asif A Ali. 
    Do the same thing you did with Tatsumi to get his tag. It's not 
    impossible to get the tags of these two guards without Stealth, but 
    it's tricky.
    
    
    =5.6===============================================================5.6=
                            EXTREME MODE DOG TAGS
    =5.6===============================================================5.6=
    
                                             BLOOD
    ### T NAME                     BIRTHDAY   TYPE  LOCATION
    -----------------------------------------------------------------------
    000   Olga Gurlukovich           0923       A   Navigational deck, wing
    001 Y Isao Miyamoto              0322      AB   Aft deck
    002 Y Matt Holt                  0303       A   Aft deck
    003   Patrick James Torrence     0420       O   Aft deck
    004 Y Malcolm W Bullmore         0704       ?   Navigational deck, wing
    005   Adam Christopher Vazquez   1215       ?   Deck-C, crew's quarters
    006   Alexandra Rattay           1110       A   Deck-A, crew's quarters
    007   Enrike Vargas Suarez       0528       O   Deck-B, crew's quarters
    008   Akihito Oshima             1025       A   Deck-B, crew's quarters
    009   Bruce Murphy               0130       O   Deck-A, crew's lounge
    010   Patrick F Coley            0201       O   Deck-A, crew's lounge
    011   Patrouillault Celine       0321       O   Deck-A, crew's lounge
    012   Andre Perron               0304       A   Deck-D, crew's quarters
    013   Matthew M Wilcox           0212      AB   Deck-D, crew's quarters
    014 Y Miyaji Masayuki            0611      AB   Deck-D, crew's quarters
    015   Guyver M Scott             0122      AB   Deck-D, crew's quarters
    016   Devin P McCourt            0122       O   Deck-2, port
    017   Takahiro Hanaoka           0206       B   Deck-2, port
    018   JinagXi Konglong           0926       B   Deck-2, port
    019   Yuji Gotoh                 0315       O   Engine Room
    020   Tomi S Hakulinen           0901       ?   Engine Room
    021   Suneel Buggal              1229       O   Engine Room
    022   Anibal Rodriguez           0330       O   Engine Room
    023   Fahim Mumim                0831       ?   Engine Room
    024   Nicholas A Kowalcyk        1215       A   Engine Room
    025 Y Adam M Conrad              0804       ?   Engine Room
    026   David Oh                   0714       O   Hold No.1
    027   Shinichi Furusho           0823      AB   Hold No.1
    028   Daisuke mercury Shimada    1218      AB   Hold No.2
    029   Phil A Marchant            1006       O   Hold No.2
    030   Landon F Hilde             0618      AB   Hold No.3
    031   Jeremy J Drake             1028       ?   Hold No.3
    032   Fred A Thiele              0718       ?   Hold No.3
    033   Nagisa Kase                0225       O   Hold No.3
    
    
    [Aft deck] 003 - There are three guards in the Aft deck, being that two 
    of them are tough guys. Only Patrick James Torrence isn't, and he's the 
    guard up on the high platform. Get his tag, then head inside the 
    Tanker.
    
    [Deck-A, crew's quarters] 006 - The guard in this area is Alexandra 
    Rettay. Get his tag and move on.
    
    [Deck-A, crew's lounge] 009, 010, 011 - Be careful about getting 
    spotted in this area. You might find it better to tranquilize one guard 
    and focus on the other, then shake the other awake to get his tag. 
    Patrouillault Celline and Bruce Murphy are patrolling the lounge area, 
    and Patrick F Coley is the guard posted in front of the door leading to 
    the Engine Room (although he sometimes patrols upstairs in this 
    difficulty, as well). Get their tags and move up to Deck-B.
    
    [Deck-B, crew's quarters] 007, 008 - Akihito Oshima and Enrike Vargas 
    Suarez are here. They're not tough guys. Get their tags and head up to 
    Deck-D.
    
    [Deck-D, crew's quarters] 012, 013, 015 - Andre Perron is the guard who 
    walks in front of the stairs just as you walk up. Quicky run behind him 
    and hold him up, then drag him left a bit. Hold him up and get his tag. 
    Tranquilize him and let him fall to the floor. Now tap the wall to get 
    the guard on the other side (Matthew M Milcox) to run over there, but 
    hide to the side of the door before he does. He'll run in and see his 
    fallen friend. Before he kicks Andre to wake him up, hold him up and 
    get his tag. The guard in the kitchen is a tough guy, so skip him and 
    enter the pantry. Guyver M Scott will run up the stairs and enter the 
    pantry. Get his tag and continue.
    
    [Navigational deck] 000, 004 - After beating Olga, shake her to make 
    her tag drop. Then head right to the other side of the Navigational 
    deck and a guard will walk outside. That's Malcolm W Bullmore. 
    Interestingly (and annoyingly) enough, he's a tough guy. Make a quick 
    run to Deck-E and grab the USP bullets, then run back out. Get him to 
    come out again and get his tag. Run back down to Deck-D.
    
    [Deck-D, crew's quarters] 014 - Miyaji Mayasuki is the tough guy in the 
    kitchen. Now that you have the USP, get his tag and run down to Deck-C.
    
    [Deck-C, crew's quarters] 005 - Adam Cristopher Vazquez will show up in 
    Deck-C, walking left. Flatten yourself against the wall to the left of 
    the stairs and wait for him to pass you, then just hold him up. After 
    this you need to head back to the Aft deck to get those two pesky tough 
    guys from the beginning. You'll have to go through Deck-A, crew's 
    quarters to get outside again.
    
    [Aft deck] 001, 002 - Get the tags of Isao Miyamoto and Matt Holt, then 
    go all the way back to the Engine Room.
    
    [Engine Room] 019, 020, 021, 022, 023, 024, 025 - Nicholas A Kowalcyk 
    is the first guard you'll come to. He's the one looking over the 
    railing on the top level. No problem here. Yuji Gotoh is the guard in 
    the middle level, below Nicholas. He's also easy to get, and the guard 
    looking back and forth on the ground level, Tomi S Hakulinen, is also 
    an easy catch. Suneel Buggal, the guard keeping watch near the 
    generators in the middle part, will sometimes walk down to the lower 
    level and patrol near Tomi, so be careful. Fahim Mumin patrols the 
    bottom area, on the port side, and occasionally goes up a level or two. 
    Anibal Rodriguez is the guard in front of the door leading to the small 
    room on the port side. After getting his tag, as well as Fahim's, head 
    into that small room. Adam M Conrad will come of the door leading to 
    Deck-A, crew's lounge. Press X to exit out of the scene and run down, 
    flattening yourself beside the door. He'll walk out and go to 
    communicate that he's going to patrol the small room, but you can hold 
    him up long before he has a chance to. He's a tough guy, but that's not 
    a problem anymore. Get his tag then move on to Deck-2.
    
    [Deck-2, port] 016, 017, 018 - Run up until you see a guard (Devin P 
    McCourt) walking towards you. There should be a small room to your 
    right at this point (the third small room, if you count). Get in it and 
    flatten yourself against the top wall, sliding to the right as far as 
    you can, so when the guard inspect the area, he won't spot you. After 
    he continues with his patrol, run out of your hiding spot and run after 
    him to hold him up. Run up and get Takahiro Hanaoka's tag (the guard 
    listening to music). Run right and hold up JinagXi Konglong, but be 
    careful you don't get the timing wrong when walking out in front of 
    him, or you'll get caught.
     
    [Hold No.1] 026, 027 - Shinichi Furusho is the marine patrolling on the 
    left side of the hold on the ground level. David Oh is on the upper-
    right path. To get to him, go down one ladder then hang off the railing 
    and start moving up. You should reach the platform he's on as your grip 
    gauge is running out (if you're on Level 1, that is). Note that you 
    don't have to have higher level Grip, but you do need to be at full 
    life.
    
    [Hold No.3] 030, 031, 032, 033 - Landon F Hilde is the marine on the 
    upper-right path. If you followed this path after getting David Oh's 
    tag you'll reach Landon. After getting Landon's tag, drop down to the 
    ground level. Jeremy J Drake is the guard patrolling the right side of 
    the hold, on the ground level. Fred A Thiele is the guard on the left 
    side of the ground level, next to a large box, looking right. Nagisa 
    Kase patrols the platform under Scott Dolph, and also the left and 
    right sides of the room occasionally. An easy way to get his tag is to 
    wait until he moves to one of the sides of the room, then tranquilize 
    him. Drag him well out of sigh and hearing range then pick him up and 
    drop him until he wakes up. Hold him up and get his tag. Backtrack to 
    Hold No.2 to get the last two tags.
    
    [Hold No.2] 028, 029 - Entering Hold No.2 from the right door to Hold 
    No.3, Phil A Marchant will start off near the right side, on the other 
    side of a wall. If you tap on the wall then hide near one of the large 
    boxes, you can hold him up after he starts to go back. Make sure to 
    drag him out of potential sights of other marines. Entering Hold No.2 
    from the left door will put you in a similar position with Daisuke 
    mercury Shimada. Do the same thing you did with Phil to get his tag. 
    It's not impossible to get the tags of these two guards without 
    Stealth, but it's tricky.
    
    
    =======================================================================
    -6.0---------------------------------------------------------------6.0-
                          O T A C O N ' S   T I P S
    -6.0---------------------------------------------------------------6.0-
    =======================================================================
    
    -----------------------------------------------------------------------
                                 STEALTH TIPS
    -----------------------------------------------------------------------
    
    - OTACON: Snake, don't let the enemy spot you. Once you've been 
    discovered by a sentry, he'll call in reinforcements and there will be 
    an attack. Even you're no match for that level of organized assault. 
    They have better weapons too, remember? We aren't terrorists, okay? 
    Avoid unnecessary confrontations and go for total stealth. All right?
    
    - OTACON: As soon as you're spotted by an enemy soldier, he'll call for 
    backup on his radio. The search party that's going to show up as a 
    result is a tough bunch. For one thing, they have better equipment, 
    like body armor. But the main thing is that they're highly trained in 
    search-and-destroy types of activities. They'll come as a team and 
    attack as a team. Don't try to take them straight on. If you're 
    spotted, you need to stop the sentry from calling for backup. Take him 
    down before he has the chance to use the radio. You can also break out 
    the chaff grenade and interfere with the message transmission to 
    prevent any alerts from being issued. If you take out the radio, the 
    sentry will have no way of calling for help. Radios are worn behind the 
    right hip. You should be able to target it in First Person View. If he 
    does manage to call for backup, get yourself in deep hiding before they 
    arrive.
    
    - OTACON: These aren't sentries you're dealing with; they're searching 
    for you, and they know you don't want to be found. You can't make some 
    feeble attempt at concealment. Make sure you're completely hidden in 
    some place they wouldn't think of searching.
    
    - OTACON: Don't break things if you can help it. Any sign of 
    infiltration will put the enemy on a lookout. Exercise caution.
    
    - OTACON: Even if you've successfully thrown the enemy off your trail, 
    don't ever relax your guard once you've been spotted. They'll be 
    looking for you, and security will be tighter. Don't underestimate what 
    you're up against.
    
    - OTACON: You'll be less likely to be spotted in the dark. But this 
    won't work during a Clearing, so I recommend you try something else.
    
    - OTACON: Snake, in some locations, the lighting makes your shadow 
    longer and more noticeable. The enemy might spot your shadow, so you'll 
    want to watch out. Turns and corners are especially dangerous. But the 
    same holds for the enemy. If you spot someone's shadow ahead, you can 
    avoid unnecessary risks.
    
    - OTACON: If you tilt the left analog stick at a smaller angle, you'll 
    be able to walk more slowly and stealthily. Speed isn't everything. Try 
    moving over noisy surfaces this way.
    
    -----------------------------------------------------------------------
                                 WEAPON TIPS
    -----------------------------------------------------------------------
    
    - OTACON: Snake, the M9's anaesthetic rounds have different effects 
    depending on where it hits. If you manage to land them on the head or 
    the heart area, the enemy will go down immediately. If it's hands or 
    feet, it may take a while for the anaesthetic to take effect. Try using 
    First Person View to aim with higher accuracy.
    
    - OTACON: Snake, that handgun of yours is a USP. The USP comes in a 
    variety of calibers, from a 9mm to a .45. Yours is a 9mm, with 15 
    rounds per magazine. It's also equipped with a flashlight for nighttime 
    shooting. In the dark, select the USP and aim to turn on the light/ 
    Unlike the M9, the USP isn't suppressor-equipped. The gunshots may 
    bring enemy reinforcements running, so be careful.
    
    - OTACON: The handgun ammunition and other live rounds have different 
    effects depending on where the bullet hits. If you hit the hand, the 
    enemy won't be able to use it, and a round to the leg and feet will 
    take away their mobility. If you manage to land them on the head or 
    heart area, the enemy will go down immediately. Destroy the radio on 
    their right hip, to the back, to prevent the enemy from calling for 
    backup. Use the First Person View when you need to aim accurately.
    
    - OTACON: You can aim the handgun with the Weapon button, then lower it 
    without firing if you let go of the button slowly. It saves ammunition, 
    and besides, it could be useful after you've disarmed an enemy at 
    gunpoint.
    
    - OTACON: Snake, switch to First Person View and look at the upper 
    decks. See the sentries? Take them out in First Person View before they 
    see you. Change to First Person View with a weapon selected. Once you 
    aim your weapon with the Weapon button, you're ready to attack in First 
    Person View. Using the First Person Attack allows you to shoot high or 
    low; you can aim for the enemy's head or even feet. The L2 and R2 
    buttons let you strafe during First Person Attacks. You can crouch, 
    too, with the Crawl button. Once you've mastered all the moves, you'll 
    be able to do things like jump out from concealment, fire at a target, 
    and then drop out of the enemy's view again.
    
    - OTACON: Aim the gun and push the L1 button to automatically lock onto 
    the target. You can use this feature from First Person View or from Top 
    View as well.
    
    - OTACON: Select the grenade when you take a peek. You can then use the 
    Weapon button to throw the grenade while taking cover behind objects.
    
    -----------------------------------------------------------------------
                               CORNER VIEW TIPS 
    -----------------------------------------------------------------------
    
    - OTACON: When you're flattened against a surface behind a corner, 
    you're in Corner View. You'll be able to survey the area without 
    exposing yourself. The Corner View lets you take a look ahead with the 
    L2 and R2 buttons, or you can jump out with your weapon ready. Take 
    advantage of all the action.
    
    - OTACON: Push the L2 or R2 button while in Corner View to move your 
    head and take a quick look in that direction. You'll be able to see 
    farther in Corner View, but there's a greater chance of being 
    discovered. Keep that in mind.
    
    - OTACON: Move the right analog stick while in Corner View to look in 
    that direction. The difference between this and using L2 and R2 buttons 
    is that you won't be exposing yourself to possible enemy fire. At the 
    same time, because you are staying in the same position, your range of 
    vision is more limited.
    
    - OTACON: If you have a weapon selected while in Corner View, push the 
    Weapon button to jump out of concealment and aim your weapon. You can 
    use this while you're standing or crouching. It should help during 
    gunfights.
    
    -----------------------------------------------------------------------
                                TECHNICAL TIPS
    -----------------------------------------------------------------------
    
    - OTACON: Bodies can be moved to another location by dragging. First, 
    make sure no weapon is selected. Then push the Weapon button near the 
    body to grab it. As long as you have a hold on the body, you'll be able 
    to drag it. Let go of the Weapon button when you're done. It's a bad 
    idea to leave enemies when they've fallen. Hide the bodies to make sure 
    no one sees them.
    
    - OTACON: I recommend you hide the enemy's body as soon as you've taken 
    them down. The tranquilized and unconscious enemies will wake up sooner 
    or later. As for soldiers you've killed, the body will become too stiff 
    to move in a short while. Keep that in mind.
    
    - OTACON: You can also hide the enemy's body in a locker. All you have 
    to do is open the locker and drag the body there.
    
    - OTACON: If your Life Gauge is down to the point where it's red, the 
    bleeding won't stop. As long as you're bleeding, your Life Gauge will 
    keep dropping gradually. Besides that, the bloodstains could put the 
    enemy on your trail. The only way to stop the bleeding for good is to 
    let your body recover until the Life Gauge is green. Rations are the 
    best way to do that. Try to crouch down or assume Crawl position and 
    stay still while you're bleeding. Your life will recover bit by bit. 
    I'd recommend that you stay in hiding until the bleeding stops, if 
    possible.
    
    - OTACON: Snake, if you sustain damage from enemy attacks, it could 
    increase your chances of capture. The bloodstains would lead them right 
    to you. That's another reason you should stay away from trouble as much 
    as possible.
    
    - OTACON: Move the left analog stick in the direction of a wall and 
    keep it there to flatten yourself against the wall. Push the Punch 
    button while in that position to knock on the wall and create a 
    diversion. If you plan carefully, you'll be able to lure sentries away 
    from their posts.
    
    - OTACON: As long as you have no weapons selected, you can throw an 
    enemy with the Weapon button and the left analog stick. Just get in 
    close and hit these controls at the same time. They'll be down on the 
    ground afterwards, and you may even be able to knock them unconscious.
    
    - OTACON: The other attack option when you're unarmed is the chokehold. 
    Move in close to the enemy from behind and push the Weapon button 
    without moving the left analog stick. Hit the Weapon button repeatedly 
    to break the enemy's neck.
    
    - OTACON: Snake, don't just take out enemies and leave them there. 
    That's a bad idea. Finding their dead friends on the ground will 
    probably make sentries raise an alarm. Once you've dealt with someone, 
    put the body somewhere out of sight.
    
    - OTACON: You can hold someone at gunpoint by getting behind his back 
    with your gun ready. What you choose to do with a hostage making no 
    resistance after that is up to you.
    
    - OTACON: If you get lucky, you could seize an item from someone after 
    you hold them up. There are some items you can only acquire from 
    holdups. If you've got the time, try it out.
    
    - OTACON: Push the Crawl button as you're running to go into a tumble 
    and a forward roll. Make good use of it -- maybe when you need to move 
    from cover to cover quickly?
    
    - OTACON: Whenever you see an Item Box, you should acquire it. Take a 
    closer look to see what the Item is. When you take out an enemy, move 
    his body out of the way and check for an Item Box. Don't leave it 
    behind.
    
    - OTACON: If you're spotted and it comes down to exchange of gunfire, 
    don't stand out in the open. Find cover ASAP. Strafe and stretch up 
    from your concealed position to get a good shot on target while in 
    First Person View. But if they come at you in droves, even you won't be 
    able to fend them off. You need to avoid discovery at all costs.
    
    -----------------------------------------------------------------------
                              HANGING MODE TIPS
    -----------------------------------------------------------------------
    
    - OTACON: Push the Action button near a scalable railing to hang off 
    the other side. This is called Hanging. You can use it to move around, 
    hide, and even maneuver around an enemy's back. You can move left and 
    right while Hanging by moving the left analog stick or using the L2 and 
    R2 buttons. When you're ready to pull yourself up, just push the Action 
    button again. A Grip Gauge appears below the Life Gauge during Hanging. 
    The Grip Gauge indicates how tightly you are holding on, and steadily 
    decreases as long as you are in Hanging mode. When the Grip Gauge goes 
    to zero, you won't be able to hold on anymore. You need to hoist 
    yourself up before you fall off. Push the Crawl button while Hanging to 
    jump down straight below. If the ground is too far below, you'll lose 
    some LIFE. In some places, you won't make it at all. Be careful of 
    that.
    
    - OTACON: After pushing the crawl button in Hanging mode and falling, 
    if you see a good handhold, try pushing the Action button. If you hit 
    it just right, you should be able to grab on. It won't matter if your 
    direction is off a little bit. Experiment with it.
    
    - OTACON: When you're springing up from Hanging mode with the Action 
    button, you can use the momentum to knee someone. If you see an enemy 
    walking near the railing, give it a try.
    
    -----------------------------------------------------------------------
                               ENVIRONMENT TIPS
    -----------------------------------------------------------------------
    
    - OTACON: If it's about waist-high, you'll be able to climb up or over 
    things with the Action button. Keep that in mind.
    
    - OTACON: If you open the locker, you can use the door as a cover 
    during an exchange of gunfire. But of course, this is a pretty flimsy 
    door -- there are limits to how many bullets it can withstand. Don't 
    count on it too much, okay?
    
    - OTACON: Snake, those pipes you see along the wall and ceiling are 
    steam conduits. They're thin enough to penetrate with gunfire. Don't 
    touch the steam -- one of those blasts from the hole will burn your 
    skin off. You may be able to use it as a trap of some sort, though.
    
    
    =======================================================================
                                C O N T A C T
    =======================================================================
    
    If you need to contact me because of a question, suggestion, 
    correction, or whatever, email me at darkslide2001@hotmail.com. Put 
    "Metal Gear Solid 2" or "Substance" or "MGS2" or something in the 
    title, so that I'll know its not junk mail.
    
    =======================================================================
                                C R E D I T S
    =======================================================================
    
    Special thanks to Mr. Kojima-san for making this great series.
    
    Thanks to Dark Angel's Dog Tag FAQ for the exact number of dog tags you 
    need to unlock the Bandana and Stealth.
    
    =======================================================================
                                    E N D
    =======================================================================
    
     All trademarks and copyrights contained in this document are owned by
              their respective trademark and copyright holders.
    
          Guide originally written for and exclusive to GameFAQs.com
                        Copyright Renato Farias 2003