hide results

    Spoiler-Free Walkthrough by MRadford

    Version: 1.5 | Updated: 02/16/04 | Search Guide | Bookmark Guide

    
    ===================================================
     METAL GEAR SOLID 2 - SUBSTANCE
     PLATFORM - XBOX  / PLAYSTATION 2 / PC
     GENRE - STEALTH / ESPIONAGE
     PRICE - £39.99 / $40.00
     GUIDE VERSION - v.1.5 LAST UPDATED - 15/2/04
    ===================================================
    
    UPDATE: Ok the guide is up. Better late then never, it only took a
    few weeks anyway. The reason I did this is because there are no
    spoiler free walkthroughs on Metal Gear Solid, which would spoil
    the game in a sense if you knew the story. I recommend only doing
    or even reading the VR section last, as it contains some location
    spoilers. The rest of the VR missions and the Snakes tales as well
    as the Skateboarding will be up as soon as I can get around to
    finishing them, there is already a few to get started.
    
    
    CONTENTS
    
    1. INFORMATION ABOUT THE GUIDE / AUTHOR
    
         1.1 - About the Author
         1.2 - About the Guide
         1.3 - Guide History
         1.4 - Disclaimer
         1.5 - Contact Information
    
    2. THE MENUS
    
         2.1 - Oh, the Choice
         2.2 - Start Game
              2.2.1 - Very Easy
              2.2.1 - Easy
              2.2.1 - Normal
              2.2.1 - Hard
              2.2.1 - Extreme
              2.2.1 - European Extreme
         2.3 - Load Game
         2.4 - Options
         2.5 - Special
         2.6 - VR Missions
              2.6.1 - VR
              2.6.2 - Elimination
              2.6.3 - Bomb Disposal
              2.6.4 - Hold up
              2.6.5 - First Person
              2.6.6 - Camera Shoot
              CHARACTERS IN VR MISSIONS
              2.6.7 - Solid Snake
              2.6.8 - Plisken
              2.6.9 - Raiden
              2.6.10 - Ninja Raiden
              2.6.11 - Raiden X
    
         2.7 - Snakes Tales
         2.8 - Skateboarding
    
    3. THE GAME HISTORY
    
         3.1 - Metal Gear
         3.2 - Metal Gear 2: Solid Snake
         3.3 - Metal Gear Solid
         3.4 - Metal Gear Solid 2:  Sons Of liberty
    
    4. THE CONTROLS
    
         4.1 - Basic Controls
         4.2 - Intermediate Controls
         4.3 - Advanced Controls
         4.4 - Special Techniques
         4.5 - Other Controls
    
    5. THE CHARACTERS
    
         5.1 - Solid Snake
         5.2 - Iroquois Plisken
         5.3 - Raiden
         5.4 - Olga Gulcovich
         5.5 - Revolver Ocelot
         5.6 - Solidus Snake
         5.7 - Fortune
         5.8 - Vamp
         5.9 - Fatman
         5.10 - Otacon
         5.11 - Emma
         5.12 - President Johnson
         5.13 - Peter Stillman
         5.14 - CMC Dolph
         5.15 - Camball
         5.16 - Rose
         5.17 - Ames
         5.18 - Sergi Gurlucovich
         5.19 - Liquid Snake
         5.20 - SEALS
         5.21 - Marines
         5.22 - Russian tanker / core guards
         5.23 - Russian shell guards
         5.24 - Metal Gear RAY
    
    6. WHAT'S ALL THIS ON MY SCREEN THEN?
    
         6.1 - The soloton radar
              NODE LOCATIONS
              6.1.1 - Strut A
              6.1.2 - Strut B
              6.1.3 - Strut C
              6.1.4 - Strut D
              6.1.5 - Strut E
              6.1.6 - Shell 1 core floor 1
              6.1.7 - Shell 1 core floor B1
              6.1.8 - Shell 1 core floor B2
              6.1.9 - Shell 2 core floor 1
              6.1.10 - Shell 2 core floor B1 1st
              6.1.11 - Shell 2 core floor B1 2nd
         6.2 - LIFE Gauge
         6.3 - O2 Gauge
         6.4 - Enemy Life Gauge
         6.5 - Enemy O2 Gauge
         6.6 - Weapon
         6.7 - Item
         6.8 - Codec
         STAGES OF ALERT
         6.9 - Normal
         6.10 - Alert
         6.11 - Evasion
         6.12 - Caution
         6.13 - Jamming
         GUARDS STATUS
         6.14 - Normal
         6.15 - Dazed
         6.16 - Confused
         6.17 - Suspicious
         6.18 - Unconscious
         6.19 - Asleep
         6.20 - Dead
    
    7. WEAPONS AND ITEMS
    
         WEAPONS
         7.1 - M9
         7.2 - USP
         7.3 - SOCOM
         7.4 - AKS74-U
         7.5 - M4
         7.6 - Stinger
         7.7 - RGB6
         7.8 - Nikita
         7.9 - PSG1
         7.10 - PSG1-T
         7.11 - C4
         7.12 - Claymore
         7.13 - Grenade
         7.14 - Stun Grenade
         7.15 - Chaff Grenade
         7.16 - HF Blade (High Frequency Blade)
         ITEMS
         7.17 - Ration
         7.18 - Scope
         7.19 - AP Sensor
         7.20 - Sensor A
         7.21 - Sensor B
         7.22 - Mine Detector
         7.23 - Thermal Vision
         7.24 - Night Vision
         7.25 - B. Armor
         7.26 - Book
         7.27 - Bandage
         7.28 - Medicine
         7.29 - Magazine
         7.30 - Directional Microphone
         7.31 - Pentazimine
         7.32 - B.D.V
         7.33 - Phone
         7.34 - Bandanna
         7.35 - B. Wig
         7.36 - O. Wig
         7.37 - Stealth
    
    8. WALKTHROUGHS
    
    Who you are up against.
              Tanker guards
              Shell guards
              Core Guards
              Shell Assault Team
              Core Assault Team
              CYPHERS
              Gun CYPHERS
              Cameras
              Gun Cameras
              Claymores
    
         8.1 - SOL Main game walkthroughs
              8.1.1 - Tanker
              8.1.2 - Plant (Start)
              8.1.3 - Plant (Bomb Disposal pt.1)
              8.1.4 - Plant (Bomb Disposal pt.2)
              8.1.5 - Boss - FORTUNE
              8.1.6 - Plant (Bomb Disposal pt.3)
              8.1.7 - Boss - FATMAN
              8.1.8 - Plant (Hunt for the AK)
              8.1.9 - Plant (Looking for the D.Mic)
              8.1.10 - Plant (Looking for Ames)
              8.1.11 - Plant (Heading for Shell 2)
              8.1.12 - Plant (Bloody IR Sensors!)
              8.1.13 - Boss - HARRIER
              8.1.14 - Plant (Crossing to the KL connecting bridge)
              8.1.15 - Plant (The Nikita)
              8.1.16 - Plant (Securing the President)
              8.1.17 - Plant (Looking for Emma pt.1)
              8.1.18 - Boss - VAMP
              8.1.19 - Plant (Looking for Emma pt.2)
              8.1.20 - Plant ("I can't swim!")
              8.1.21 - Plant (Crossing to strut L)
              8.1.22 - Plant (The Oil Fence)
              8.1.23 - Plant (To the Core!)
              8.1.24 - Plant/Arsenal ("Alright why am I nude on a table?")
              8.1.25 - Plant/Arsenal (Snake)
              8.1.26 - Plant/Arsenal (The Battle)
              8.1.27 - Boss - METAL GEAR RAY
              8.1.28 - Boss - SOLIDUS SNAKE
    
         8.2 - VR Missions
              8.2.1 - Raiden
                   8.2.1.1 - VR sneaking
                   8.2.1.2 - VR eliminate all
                   8.2.1.3 - Elimination
                   8.2.1.4 - Hold up
                   8.2.1.5 - Bomb Disposal
                   8.2.1.6 - Photo Shoot
                   8.2.1.7 - Weapons mode
    
              8.2.2 - Ninja Raiden
                   8.2.2.1 - VR sneaking
                   8.2.2.2 - VR eliminate all
                   8.2.2.3 - Elimination
                   8.2.2.4 - Hold up
                   8.2.2.5 - Bomb Disposal
                   8.2.2.6 - Variety mode
                   8.2.2.7 - Weapons mode
    
              8.2.3 - Raiden X
                   8.2.3.1 - VR sneaking
                   8.2.3.2 - VR eliminate all
                   8.2.3.3 - Elimination
                   8.2.3.4 - Hold up
                   8.2.3.5 - Bomb Disposal
                   8.2.3.6 - Variety mode
                   8.2.3.7 - Weapons mode
    
              8.2.4 - Snake
                   8.2.4.1 - VR sneaking
                   8.2.4.2 - VR eliminate all
                   8.2.4.3 - Elimination
                   8.2.4.4 - Hold up
                   8.2.4.5 - Bomb Disposal
                   8.2.4.6 - Photo shoot
                   8.2.4.7 - Weapons mode
    
              8.2.5 - Plisken
                   8.2.5.1 - VR sneaking
                   8.2.5.2 - VR eliminate all
                   8.2.5.3 - Elimination
                   8.2.5.4 - Hold up
                   8.2.5.5 - Bomb Disposal
                   8.2.5.6 - Variety mode
                   8.2.5.7 - Weapons mode
    
              8.2.6 - Tuxedo Snake
                   8.2.6.1 - VR sneaking
                   8.2.6.2 - VR eliminate all
                   8.2.6.3 - Elimination
                   8.2.6.4 - Hold up
                   8.2.6.5 - Bomb Disposal
                   8.2.6.6 - Variety mode
                   8.2.6.7 - Weapons mode
    
              8.2.7 - MGS1 Snake
                   8.2.7.1 - VR sneaking
                   8.2.7.2 - VR eliminate all
                   8.2.7.3 - Elimination
                   8.2.7.4 - Hold up
                   8.2.7.5 - Bomb Disposal
                   8.2.7.6 - Variety mode
                   8.2.7.7 - Weapons mode
    
    
         8.3 - Snakes Tales
              8.3.1 - A Wrongdoing
              8.3.2 - Big Shell Evil
              8.3.3 - Confidential Legacy
              8.3.4 - Dead Man Whispers
              8.3.5 - External Gazer
    
    PLEASE NOTE SNAKES TALES ARE NOT COMPLETED AS OF YET PLEASE CHECK BACK
    SOON.
    
    9. MORE FEATURES
    
         9.1 - Boss Survival
         9.2 - Casting Theater
         9.3 - Collecting the Dog Tags
         9.4 - Game Script
         9.5 - FAQs
    
    10. ENDING
    
         10.1 Thanks and Credit
         10.2 Contact Info
    
    ===================================================
    
    Ok, with all that out of the way lets get going. Despite this is an
    in-depth guide I think we can all assume you know how to put turn the
    game on so from the title screen hit start and lets go.
    
    1. INFORMATION ABOUT THE GUIDE / AUTHOR
    
         1.1 - About the Author
    
    This is not my first guide for any games site but I can hardly say
    I am experienced in the field so if you think I have not covered
    something completely or you just want a really in depth point by
    point guide for a certain part of the game then please email me on
    mike8580@hotmail.com and put the subject as something like "MGS
    Walkthroughs" as anyone with Hotmail out there will know you get more
    junk mail then is possible to mention. If I think its junk mail it will
    be deleted and blocked so be careful what you put. Also, I realize that
    some people when stuck just email the author without reading the guide.
    This is VERY annoying so please don't do it and read the guide
    thoroughly first, it is usually the case that it is in there and is
     missed. Lastly if you want to submit your own game or VR scores
    then send them into me and if they look genuine enough I'll put
    them up here for the world to see.
    
    
         1.2 - About the Guide
    
    As mentioned before, this is a complete guide to the main game and the
    VR missions including the Hold up modes; elimination modes; bomb
    disposal modes and the rest. However, if I have missed something or made
    a mistake somewhere just point it out and I will fix it ASAP. As a final
    not before we start I hope you enjoy this game and the guide as much
    as possible. Lots of people have said that this game is a rubbish, this
    is not the case and although there is a lot of cut scenes try to resist
    the urge to skip it, the storyline is ace, and the game is very
    understated, it's great. If you do miss a scene there is a complete
    transcript of the movies and I'll try to do the codec but don't put
    money it will be here anytime soon.
    
    
         1.3 - Guide History
    
    - Version. 0.1 - 296 KB
    
    Ok the guide is up. Better late then never, it only took a
    few weeks anyway. The reason I did this is because there are no
    spoiler free walkthroughs on Metal Gear Solid, which would spoil
    the game in a sense if you knew the story. I recommend only doing
    or even reading the VR section last, as it contains some location
    spoilers. The rest of the VR missions and the Snakes tales as well
    as the Skateboarding will be up as soon as I can get around to
    finishing them, there is already a few to get started.
    
    
    - Version. 0.2 - 296 KB
    
    A lot of the typos are now corrected in the first half of the
    documents, and IGN FAQs now have permission to host the guide.
    
    
    - Version. 1.3 - 297 KB
    
    A bit more of the transcribed added as well as some spelling corrections.
    
    
    - Version. 1.4 - 300 KB
    
    A lot of the remaining spelling mistakes fixed up, only a few more to go. Also
    added a handy tip for getting past the strangulation part near the end. I
    recommend reading it , even if you have not got to that part / have passed that
    part or never actually played the game. If so why are you on this? It can be
    helpful for other games.
    
    - Version. 1.5 - 305 KB
    
    Since I haven't done it for a while, I uploaded a new part of the script. I
    doubt anyone will read it, but for the sake of completion.
    ---
    
         1.4 - Disclaimer
    
    This Guide is protected under copyright law.
    the reproduction or any or all of this without express permission from
    the author is against international law. At the moment, this guide
    should only appear on the following websites:
    
    www.gamefaqs.com  - Gamefaqs
    www.faqs.ign.com  - Ign Faqs
    
    If you see this on any other site please email me on mike8580@hotmail.com
    
    
         1.5 - Contact Information
    
    If for any reason you would wish to contact me about this or any other
    guide please feel free to email me on mike8580@hotmail.com
    
    ===================================================
    
    2. THE MENUS
    
         2.1 - Oh, the Choice
    
    MGS2 has a LOT of options, this is to help you to get the most out of
    your game. You are advised to read through, look and change any of
    these as you see fit.
    
    
         2.2 - Start Game
    
    If this is the first time then go to this choice and select "1st time".
    Now you are going to be faced with a list of questions, these will affect
    the difficulty setting and if the radar will be shown in some views.
    Sometimes after selecting the answer to a question you can select the
    choice of difficulty and radar status. Please note, this guide will
    presume you are playing on Normal mode with "radar does not appear in
    intrusion view.
    
    There are six different levels of difficulty you can play the whole
    SOL section on. These range from pathetically easy to next best thing
    -to-impossible European Extreme. Here's the list in full as well as
    the differences between them.
    
              2.2.1 - Very Easy
    Very easy is just what is says on the tin. The guards are all almost
    blind as well as deaf. You seem to be immune to colds and if you need
    to play on this difficulty then you should really not even bother.
    DIFFERENCES IN VERY EASY MODE
         - Guards are practically blind
         - Guards are practically deaf
         - Guards and bosses have very little intelligence
         - You will sustain lots of hits by enemies and bosses
         - Bosses will take heavy damage in battles
         - Hands do not tremble whist Sniping
         - Guards will not clear rooms well
         - Full amount of ammo available for each gun
         - You will not catch a cold
         - Falls do very slight damage.
    
    
              2.2.1 - Easy
    Just a bit harder then Very Easy, you get slightly less ammo and
    your hands tremble in sniping mode. And like Very Easy, you shouldn't
    have to play on this unless you are getting the dog tags.
    DIFFERENCES IN EASY MODE
         - Guards are almost blind
         - Guards are almost deaf
         - Guards and bosses have little intelligence
         - You will sustain minimal damage from enemies
         - Bosses will take heavy damage in battles
         - Hands tremble whist sniping
         - Guards will not clear rooms thoroughly
         - Lots of ammo available for each gun
         - You will catch a cold after about 10 minutes outside or in water.
         - Falls do slight damage
    
    
              2.2.1 - Normal
    This is what most people play on as well as the guide is based on. The
    enemies will be quite intelligent, knowing when to retreat and fire.
    DIFFERENCES IN NORMAL MODE
         - Guards have normal vision
         - Guards do not hear well
         - Guards and bosses some intelligence
         - You will sustain around ten hits from guards and bosses
         - Bosses will take about as much damage as you in battles
         - Hands tremble whist Sniping
         - Guards will clear some detailed point in rooms
         - Around half of ammo available for each gun then V.Easy
         - You will catch a cold after about five minutes outside or in water
    
    
              2.2.1 - Hard
    A lot of people play on this. The guards are very smart and you will
    not survive a direct assault from the Attack teams. Stealth is certainly
    the best way to go. Also, the shaver and "game over if discovered"
    features are now available.
    DIFFERENCES IN HARD MODE
         - Guards have good vision
         - Guards hear most things
         - Guards and bosses high intelligence
         - More C4 in bomb disposal
         - Attack team consists of five guards
         - You will sustain around seven hits from guards
         - Bosses will kill you in around five hits
         - Hands tremble allot whilst sniping
         - Guards will clear rooms well
         - Around quarter of ammo available for each gun then V.Easy
         - You will catch a cold after about three minutes outside or in
           water
         - Shaver available from Deep Sea Dock
         - Game Over if discovered option available
    
    
              2.2.1 - Extreme
    This is only available after completing the game once. Guards have
    extremely good vision and will see anything, this also goes for hearing.
    You will take extremely heavy damage from very intelligent guards and
    bosses. I recommend easily being able to beat the game on the Hard
    setting before even attempting this one.
    DIFFERENCES IN EXTREME MODE
         - Guards have excellent vision
         - Guards have excellent hearing
         - Guards and bosses are very intelligent and guards work as a team
         - More C4 in bomb disposal
         - You will sustain around four hits from guards
         - Bosses will kill you in two hits
         - Hands tremble hard whist Sniping
         - Guards will clear rooms thoroughly
         - Very small amount of ammo
         - Attack team consist of five guards
         - You will catch a cold after about one minute outside or in water
         - Shaver available from Deep Sea Dock
         - Game Over if discovered option available
    
    
              2.2.1 - European Extreme
    In the original game, this was only available in the European releases.
    The guards must have invisible binoculars strapped to their heads or
    something. It is insanely hard and anyone who can complete it
    on "game over if discovered" and never having a game over has my
    respect.
    DIFFERENCES IN EUROPEAN EXTREME MODE
         - Guards have ultra-extreme vision
         - Guards have ultra-extreme hearing
         - Guards and bosses are very intelligent and guards work as a team
         - More C4 in bomb disposal
         - You will sustain around three hits from guards
         - Bosses will kill you in one hit
         - Hands tremble all over the place whist Sniping
         - Guards will clear rooms completely
         - Almost no ammo in guns
         - No suppressors
         - Attack team consist of five guards
         - You will catch a cold after about a few seconds outside or in
    water
         - Shaver available from Deep Sea Dock
         - Game Over if discovered option available
    
    
         2.3 - Load Game
    
    If you are coming back to the game that you have already saved then
    go to this, select the correct memory card and the correct game
    file and you begin from the last possible point you can. Note, the place
    you saved may not be the place you start from when you load the game,
    but it will not be too far away.
    
    
         2.4 - Options
    
    Here you can customize various options, these are pretty much
    self-explanatory so I wont go into them in great detail. Some that you
    may want to consider changing is the brightness of the screen. When you
    go to this option change the brightness of your TV so the grayscale is
    not visible below the red line. If this is a little too dark for you as
    it is for me then change it so just one grayscale bar is visible below
    the red line.
    
    You also may want to turn the captions or subtitles off as they can take
    your eyes off what is going on, on screen. You ma also want to turn on
    the surround sound feature if you are lucky enough to have it. Note,
    surround sound is only available in some of the cut scenes and not in the
    actual game mode.
    
    There is also the option to turn off the blood in the game. My
    recommendation is, even if you are squeamish, keep it turned on it is not
    too gory and shouldn't pose too much trouble. In areas like Strut B is
    too
    much or you don't like seeing the red blops on the walls after you
    deliver a head shot then turn it off, but like I said it shouldn't
    be a problem.
    
    
         2.5 - Special
    
    This is where you can get at the things that you have accompliced / won
    while playing through the game, as well as looking at the basic moves
    and
    reading through several news articles and the book "In the Darkness of
    Shadow Moses" by Natasha Romeneko, the military analyst in Metal Gear
    Solid. **Note, There are actually articles as I have mentioned but only
    one appears at the start. Read through it and the next one appears, read
    through that one and In the Darkness of Shadow Moses will appear.
    Alternatively, just skip each page until you get to the end and the next
    one will appear. Sort of defeating the object if you think about it, but
    the choice is open to you.
    
    
     2.6 - Missions
    
    The VR missions are what sets aside Substance from Sons Of Liberty. I
    like these missions as although they seem quite liner they are fun to
    play and get quite addictive. The only one, which is not too good, is
    the first person game. And of course when I say not too good I mean
    rubbish. But this is not a review and it will not spoil the run that
    you have with the game.
    
    
              2.6.1 - VR
    
    You have several objectives in these missions, basically it is to get from
    one side of the area to the goal. There is also an Eliminate all mode, where
    all the guards in a level must be taken out
    
    Alternate Missions
    
              2.6.2 - Elimination
    
    My favorite mode. The objective is to kill or in any way take out all
    of
    the enemies in the level. To help you are given a selection of "tools"
    with quite a lot of ammo. This mode gets hard when you have nothing but
    grenades to attack with, but around good fun.
    
    
              2.6.3 - Bomb Disposal
    
    You are given a sensor, a can of coolant and a time limit, guess what
    you have to do. This mode can get challenging as there are sometimes a
    lot of guards that must be disposed of before you can even think about
    disposing bombs. After you have got rid of the guards the bombs are
    sometimes extremely hard to locate. Saying that it is one of my favorites.
    
    
              2.6.4 - Hold up
    
    In this mode you have to sneak up behind guards and draw your weapon,
    thus holding them up and magically turning into a dust of pixels.
    You are given a certain amount of time to get every guard on that
    stage.
    
    
              2.6.5 - First Person
    
    What did we do to deserve this? The controls are all messed up and the
    aim
    is all out of whack and is generally no fun to play. Unfortunalty to
    complete it you are going to have to. Due to the awkwardness of the
    controls this makes the mode very hard and least enjoyable.
    
    
              2.6.6 - Camera Shoot
    
    This mode is unlocked after you have successfully completed all the other
    modes for all the characters, you are shown a photograph and you must
    discover how to recreate it, some are plain and simple where others
    require a great deal of though to get a good shot.
    
    
    CHARACTERS IN VR MISSIONS
    
    
              2.6.7 - Solid Snake
    
    Play as Snake in his normal Sneaking suit from the start of the game
    Difficulty Setting - Normal
    
              2.6.8 - Plisken
    
    After completing 50 percent the missions with Snake you can play
    as Plisken, Snake's alter ego.
    Difficulty Setting - Hard
    
              2.6.9 - Tuxedo Snake
    
    Snake, Solid Snake.  Play as Snake in the smooth Tux after you have
    beaten all of Snake and Plisken mission.
    Difficulty Setting - Hard/Extreme
    
              2.6.10 - MGS1 Snake
    
    This is the character model used for Snake in MGS with MGS2 Snake's head stuck
    on the top of it, ow.
    Difficulty Setting - European Extreme
    
              2.6.11 - Raiden
    
    Play as Raiden from the start of the game.
    Difficulty Setting - Easy/Normal
    
              2.6.12 - Ninja Raiden
    
    Finish half of the missions with Raiden and you get to play as him in
    the cyborg ninja attire.
    Difficulty Setting - Extreme
    
              2.6.13 - Raiden X
    
    After you have finished the game with both Raiden and Ninja Raiden
    then you can play as him in nude mode.
    Difficulty Setting - Hard
    
    
     2.7 - Snakes Tales
    
    This takes place on the Tanker and the Big Shell. You play as Snake
    who is given certain objectives, which he must complete. There are not
    really any new cut scenes however, the plot unfolds by text, which comes
    up at each new objective. Also there is not codec, only text appears
    when the select button is pushed. For this mode there is no radar, so
    this requires more use of stealth and concealment then the other modes
    would allow. All this makes the mode challenging, but not at all as
    boring as I make it out.
    
    
         2.8 - Skateboarding
    
    This makes use of the same engine as other Konami skateboarding games,
    although obviously not as fluid. As Snake or Raiden you have to
    accomplice various objectives by skating around the roof of the Big
    Shell. Entertaining as it is it gets boring and repetitive after a while
    but great when you start. Also the re-mix of the main theme is cool.
    
    ===================================================
    
    3. THE GAME HISTORY
    
    Here is a brief overview of what happened in the last Metal Gear
    games. I strongly recommend you read this if you have never played
    or heard the story lines to any of these games, especially Metal Gear
    Solid as it informs you of its storyline which you will need to have
    a relatively good knowledge of to understand this game completely.
    
    ***WARNING - IF YOU MEAN TO PLAY ANY OF THESE GAMES BEFORE MGS2
    (good luck with finding an MSX) THE DO NOT READ THIS AS IT REVEALS
    THE STORYLINE.***
    
         3.1 - Metal Gear (MSX)
    
    The mercenary Big Boss creates a group of highly elite special forces
    made for solo offensives as a last resort. Named FOXHOUND the group
    are put into action straight away as a terrorist organization have
    seized a heavily armed isolated building. Rumor has it construction
    of an unknown bipedal nuclear tank is in production. Big Boss sends out
    his best man, Gray Fox. He had a fame in certain circles as the only
    man who could ever possibly be as good a soldier as Big Boss himself
    and was given the highest honor in FOXHOUND, the codename FOX. Upon
    entering the facility Fox goes missing, hours later command received a
    small radio call from Fox. "The  .. ultimate weapon...Meta...  Gear!..."
    After that there was no more transmissions and the signal faded. Big
    Boss sent in FOXHOUND's new recruit who went by the codename Solid
    Snake. He successfully infiltrated the base and located and rescued
    Fox who was being held captive. Working together they discovered the
    location of the rumored Metal Gear, and the leader of the terrorists
    exposed himself. It was Big Boss, the head of FOXHOUND. He revealed
    that he had used false contacts established in a mission he had taken
    several years ago in a country known as Zanzibar Land. He used this
    money to build the base and to construct Metal Gear. Fox and Snake
    battled Metal Gear, but Fox was injured and could not fight. Snake
    defeated the tank and attempted his escape with the wounded Fox.
    However, since it was going to kill them both as the speed Snake could
    go was significantly reduced Fox convinced him to leave him to die.
    As the destroyed Metal Gear destroyed the base snake escaped and big
    Boss and Fox were missing presumed dead.
    
    
         3.2 - Metal Gear 2: Solid Snake (MSX)
    
    Snake had risen to FOX-HOUND's best agent, legendary in the
    field but totally secrete from the public. News spread to FOX-HOUND that
    in the nation of Zanzibar Land a fortress and been built and a new form
    of Metal Gear was under development. Since the proven tracery of Big
    Boss FOXHOUND was now under command of veteran Colonel Campbell. He ordered
    there best man, Snake to infiltrate the small nation of Zanzibar Land and
    see of the rumors about Metal Gear and its nuclear launch capability
    are true. Snake successfully infiltrated the area and proceeded down
    to the hardened underground basement on floor B100 of the fortress, named
    Outer Heaven. Upon arrival Snake found the kidnapped Mar Kristrav,
    whom invented the new form of petroleum OILEX and located the hanger
    for Metal Gear. Not being there Snake explored and came to a large room.
    Metal Gear entered the room and ambushed Snake, however one of the
    biggest surprises was its pilot, Gray Fox. He explained that he was
    rescued form the base and fell into the ranks of Solotin, Big Boss's
    name. Snake defeated Metal Gear and the base began to fall apart. With
    Mar he escaped to the B25 where Big Boss was waiting. The Greatest
    Soldier of the 21st Century and FOXHOUND's best agent battled. Snake
    was injured and Big Boss revealed to him why Snake was such a good
    agent, Big Boss revealed that he was Snakes father. Astounded the two
    battled on. Big Boss this time was wounded and Snake finished him off.
    When they got to the top of the base, the two ran accidentally into a
    minefield and was met by Gray Fox. Snake and Fox fought hand-to-hand
    until Fox stumbled on a mine and was killed. Outer Heaven crumbled and
    Snake returned a hero.
    
    
         3.3 - Metal Gear Solid (POX)
    
    Since the incident in Zanzibar Land Snake retired from FOX-HOUND he was
    never the same after he leant the truth about his father from Big Boss.
    He moved to Alaska to get away from civilization and remained there,
    drinking and wasting away. Suddenly, armed men papered at his house and
    dragged him away. The next thing he knew he was on a submarine with a
    shadowy man in front of him. "It's been a long time Snake" the man said
    as he walked into view. It was Campbell, the retired head of FOXHOUND.
    The two talked about why Snake was out there. A Doctor walked into the
    room. She was introduced as the head of FOXHOUND's medical staff, Dr.
    Naomi Hunter. She gave Snake a injection. "An anti-freezing peptide",
    it was to stop Snake from freezing in the icy Alaskan waters. Campbell
    briefed Snake as if he had already taken the mission. Terrorist seized
    control of a base in the Fox Peninsula, a small island called Shadow
    Moses. It was told that this base is for storing spare nuclear warheads.
    The terrorists had demanded only one thing. A specific persons remains.
    The remains of Big Boss, whose body was kept in storage after the
    incident that lead to his death in Zanzibar land. He also revealed that
    the terrorists had captured two hostages on tour of the base, ARMSTECH
    president Kenneth Baker and DARPA chief Donald Anderson, they were
    somewhere on the base but that was all they knew. Snake asked why do
    they want Big Bosses remains, and Campbell told him that the terrorist
    soldiers were not just mercenaries, they were Next-generation special
    forces. Digitally enhanced genetically modified soldiers who were yet
    unperfected. Big Boss's body would lead them to completion and they
    would be unstoppable. But they were not the only ones in the facility.
    FOX-HOUND the group set up by Big Boss had five members and they had
    all taken part in the uprising. "Decoy Octopus, master of disguise;
    Sniper Wolf, the beautiful and deadly sharpshooter; Vulcan Raven, giant
    and shaman; Psycho Mantis, with his powerful physic abilities. Second
    in command was Revolver Ocelot, specialist in interrogation and a
    formidable gun fighter. And finally in charge of them, FOX-HOUND squad
    leader, Liquid Snake". Campbell handed him a picture, Snake was taken
    back. Liquid Snake was a exact replica of Snake, apart from the skin
    tone, possible due to Liquid living in England and serving in the
    Middle East. "I have a twin?!" Snake asked "I don't know the details"
    replied the Campbell "his name is so highly classified even I can't look
    at it". Campbell also reveled after interrogation by Snake that his niece
    Merry, was being held prisoner on the base. She had been transferred in
    as a replacement hours before the uprising. Campbell pleaded with Snake
    to take the mission and to save Merry and stop the terrorists. And
    reluctantly, Snake agreed.
    
    The sub launched Snake out of a one-man SUVA and approved the disposal
    facility. Soon Snake was swimming to the surface running over Campbell's
    briefing in his mind once more. As Snake rose to the surface he caught
    a glimpse of a tall man with blonde hair and a brown overcoat riding
    up a elevator on the opposite side of the room. Snake got on the same
    elevator when it descended and went to ground level. A HIND-D Russian
    gunship lifted off inform of his and passed over his head. Snake
    crawled into a ventilation duct before the gunship returned. While
    crawling through the ventilation duct Snake received a call from Master
    Miller. An old survival instructor and long time friend of Snakes who
    was also living in Alaska. He said he would help Snake as much as
    possible throughout the mission in way to stay alive and pass by the
    enemy in silence.
    
    Snake made his way through the ventilation duct and over heard two
    guards talking. Apparently a mysterious intruder had infiltrated the
    base and killer three men. "Threes another intruder besides me" Snake
    thought to himself. Snake was informed of a cargo elevator in the
    tank hanger where he was then. He located it and went down to basement
    one to find the DRAPE chief. Mei Ling, technical analyst who had been
    introduced to Snake told him to head for the green dot on his soliton
    radar. He got into another vent and made his way to the cells. On his
    way over he looked down another vent into the adjacent cell to see a
    woman exercising. This was not the DARPA Chief so he moved on to the
    next cell. A well dressed man, though now looking worse for wear was
    sitting in the cell. Snake opened the vent and dropped in. The DARPA
    Chief introduced himself. He told Snake the real use of the Alaskan
    base was. The research and development center for a new Metal Gear
    modal, codenamed REX after the fearful dinosaur Tyrannosaurus Rex.
    
    The Chief handed Snake a security card to open level one doors. Snake
    was about to escape with the Chief when suddenly he screamed out in
    pain, clutching his chest. He fell to the ground, Snake checked his
    pulse, none, the DARPA Chief, Donald Anderson was dead. Suddenly, a
    noise from outside the cell. Another loud scream and a thump. The
    guard there walked past looking in the room. Then, the door opened.
    Snake cautiously walked out. A FA-MAS assault riffle was pointed near
    his face, and a guard stood looking at him. "Have you ever pointed
    a gun at a person?" Snake asked as the guard's hands were trembling
    wildly. "Careful, I'm no rookie", the guard answered as sternly as
    possible. "Liar!" Snake's voice was calm and monotone he knew exactly
    what he was doing. "That nervous glance, that scared look in you eyes,
    there rookie's eyes if I ever saw them". The guard looked inside the
    cell. Another mistake he spotted as he drew his SECOM pistol he acquired
    earlier. "So you killed the Chief, you bastard!" Guards stationed
    outside heard all the shouting. "Open that door!" instructed the
    soldier, more nervous then ever, "why should I?" "So we can get the
    hell out of here!" The door opened and several guards burst through.
    The solider trued and faced the guards and stepped to the side for a
    clear shot. The false guard let out a yelp of surprise at the
    intrusion. "Clear your mind", Snake yelled. "Don't think, SHOOT!"
    
    Snake managed to take out the guards by himself, the other soldier did
    nothing but tremble. Once more Snake shouted "What are you waiting for?
    Shoot!" The pressure getting unbearable for the soldier pulled the
    trigger and killed three guards running in. Soon no more guards came
    through and the soldier went to the door and looked out to see nobody
    else. "Thanks for the help" she added sharply and shot at Snake.
    He dived out of the way and ran to the door as the guard ran to the
    elevator. The turned and shot at him again before the doors closed
    and there was an ghostly silence. Suddenly, a laugh filled the whole
    room. "Good girl". The whole room turned black and white and a figure
    hovered near the entrance to the elevator. "just like that..." it
    said as it diapered. Confused, Sane contacted Dr. Hunter on the codec.
    She said that it was psychokinetic disturbance caused by Psycho Mantis.
    
    Snake made his way to B2 and located the other hostage. Arms-tech
    president, Kenneth Baker. He was tied up to a pole with ropes around him
    attached to the plastic explosive, C4. The, in walked a tall man.
    A Russian wielding a handgun. This was Revolver Ocelot. The  two
    battled around the square with Baker in the middle. For a few minutes
    the fight continued until the door opened once more and a distorted
    image circled the room cutting the wires and activating the C4
    causing a large explosion. The figure then ran past Ocelot and hi
    hand came off. "AAGGGHHHH" he yelled out in pain, running off. The
    figure that had once been invisible appeared. What appeared was a tall
    humanoid shape, completely covered in metal armor, a small disk in the
    middle of the head region blinked on and off at certain intervals.
    The thing walked towards Snake. Suddenly it yelled out in a fit of
    pain, banning its head against the floor. It took one last look at
    Snake before disappearing both from vision and then out of the door.
    
    Snake ran over to Baker who was still alive. He told Snake the
    terrorists had both detonation codes for arming a nuclear warhead and
    were preparing for launch. Before, when Snake asked the Chief how
    the terrorist had leant his code, he said that Mantis had read his
    mind. However, it seemed everyone who knew a top secrete code had
    cortical impatient to stop any form of physic interference. The
    terrorists had not learnt the Chiefs code through the way he had said.
    Baker told Snake that he had told the terrorists his code. He had no
    way to reset torture but didn't know how they got the Chiefs code as
    he had some training.
    
    Baker gave Snake a disk, containing all the information on the testing
    of Metal Gear. Snake was about to help the President to his feat when
    he to yelled out. He spluttered out, "those pentagon bastards, so they
    actually went and did it.. ash, there just using.. you to. spread fox
    d.. aught". He fell dead. Snake go straight on the codec. "Cornel, are
    you listening, now he's dead too!", "I have no idea", "it looked like
    another heart attack but..." Naomi stated. "Cornel, are you hiding
    something from me!?", "absolutely not!". Snake knew he could not get more
    at that point and continued with the mission. He was now to contact
    Merry,  who was somewhere on the base. Snake went beck up to the tank
    hanger and established contact with her. She was the guard at the
    cells. After a talk she opened the cargo door for him and Snake proceeded
    past IRE sensors and onto a large open area between buildings. As Snake
    continued he got a message off a man  calling himself "deep throat".
    He wasn't using burst transmission so he could not be identified.
    He warned Snake or Claymore mines placed ahead of him and recommended
    a mine detector. "Who are you anyway?" Snake demanded, "let's just say
    I'm one of your fans". The mysterious stranger answered. Mei Ling told
    Snake that the signal was coming from somewhere on the base.
    
    Snake, thanks to the help of the man called Deapthroat got safely past
    the minefield and was ambushed by a M1 tank piloted by Vulcan Raven.
    
    The two battled and Snake destroyed the tank and got a lv.2 card.
    He preceded to the door while Raven talked on the intercom with Ocelot
    and somebody else with an English accent.
    
    Snake crawled into a room. His weapons were banned as this was the
    nuclear warhead storage facility. Warheads where just stacked carelessly
    on the floor. Snake cautiously made it up to the elevator and rid it
    down to B2. His objective, to find the Metal Gear chief technician
    somewhere on this floor. Snake wandered in to an area filled with
    poison gas and an electrified floor. Deepthroat called and instructed
    Snake to find a Nikita remote controlled missile launcher to take out the
    circuit planned which keeps the floor electrified. Snake managed to
    get one from the floor above and took out the panel. He then ran threw
    gas to the sanitation room. There were screams in the next room. Snake
    went threw the door to find a corridor of dead guards who has been
    cliché be a kind of blade. Snake ran down the corridor and saw the
    mysterious man in  armor walking into the next room, the lab where
    the Metal Gear technician was being kept in.
    
    He roused in after the man who was converging on another man in a white
    lab coat.  He was trembling and nervously talking to himself. "Where
    is my friend?" The mysterious armored man said in a metallic voice.
    
    "Hey!" Snake shouted, "I need that man alive keep your hands off him!"
    The cyber ninja turned around and drew his blade. "Snake" it said.
    "Who are you!" he demanded "neither enemy nor friend, I've come back
    from the dead to do battle with you, either I will kill you, or you
    will kill me. It makes no difference!" "Now, make me feel it, make me
    feel alive again!" it shouted as it ran to Snake. What followed was a
    hand to hand battle. Snake knocked the ninja to the floor. "Ah, I felt
    that Snake, do you ember me now?". Suddenly, Snake realized who was
    attacking him. "AAGGGGGGHHHHHHHHHHHH" the ninja screamed, "I.. The
    medicine". The ninja jumped over a shelf of computers and ran out of
    the door.
    
    Snake went to the cupboard where the engineer was hiding. He introduced
    himself as Dr. Hal Emmerich or Otacon. He informs Snake that he must
    look for Meryl, she was still impersonating an enemy soldier.
    
    He made his way up to the B1 floor as Otacon used his stealth camouflage
    to stay hidden from the guards, the way to identify her would be the
    way she walked. Apparently her behind shook when she moved.
    
    Snake identified Meryl and they proceeded to the commander's room. In
    there they looked for the way forwards when suddenly, Meryl drew her gun
    on him. Thinking quickly Snake threw a stun grenade and knocked her out.
    Psycho Mantis appeared, he was controlling Meryl using his mind powers.
    After a long battle Mantis was defeated and died, Snake and Meryl
    continued through a secrete passage that Mantis had shown them. They
    traversed a rocky area and came to a long passage in front of the
    communications towers.
    
    Suddenly a sniper shoots Meryl. Campbell panicking told Snake to get
    a sniper rifle to challenge the enemy sniper. However, the only other
    known one was on the other side of the base. Back in the tank hanger.
    
    After Snake retraced his steps, asitained the sniper rifle and got back
    to the area where he was before Meryl has disappeared, only leaving blood
    where she had been.
    Snake used his sniper rifle to beat off the sniper, and ran towards the
    communications tower. Guards suddenly appeared and Sniper Wolf walked
    over to him. One of the guards hit him over the head with his riffle.
    
    Snake woke up on a large metal bed. In front of him was Wolf, Ocelot
    and Liquid Snake. Soon there was only he and Ocelot in the room. He
    explained that he was about to run a high voltage current through
    Snakes body and if he submitted he would kill Meryl. Snake resisted
    the torture and was taken away to a cell. From there he called Otacon
    who came in and gave Snake some ketchup and Wolf's hankifhief.
    
    Snake, using the ketchup as fake blood escaped and managed to get to
    get back to the pace he was captured. He climbed the stairs of the comm
    tower A. However he was ambushed by guards and battled all the way to
    the top of the stairs and to te top of the top of the tower. Where he
    was to cross to the other tower when the HIND-D Snake saw eairler
    decended destroying the sattalite dish on the tower and destroying the
    connecting brige and forcing Snake to absail down to the other
    connecting
    brige where the HIND gave up and Snake crossed over to the other tower.
    He decended the stairs until he came to the bottom flight of stairs.
    However, they were broken, shap and unclimbable. So Snake made his
    way back to the top where Ocacon was waiting. Snake had tried the
    elevator in the center of the tower, however it was stuck at the
    bottom and wouldn't move. Otacon said he would attemp to fix it as
    Snake went to the roof of the tower and fought with Liquid in the
    HIND. Using the stinger missile launcher he shot down the helicopter
    which exploded killing Liquid.
    
    Snake went down to meet Otacon. The elevator had just started to work
    and he had ridden it down to the bottom. Snake called the elevator and
    got inside. An alarm went off siginling the elevator was overwight.
    
    On the way down Otacon called Snake and told him that he had gone back
    to get a stealth suit for him, but when he got there they were all
    missing. Ocacon then said the weight limit went off when he was riding
    the elevator. "Look out Snake, the guys who stole my steath prototypes
    are in there with you". Snake fought against four steath equiped guards.
    However, he used his night vision to spot and kill them.
    
    Snake exited the comm tower at the bottom and went towards the Snow
    field outside of the Underground Matinence Base where Metal Gear was
    being stored. As he crossed the snow feild she is shot by sniper wolf.
    After a sniper battle Wolf was killed and Snake contines through a blast
    furnece and down a cargo elevator. He went into a werehouse Vulcan Raven
    was waiting. He fought with a Vulcan Cannon ussaly mounted on fighter
    planes. Soon Raven was defeted and he told Snake that the person who
    he saw die was not the DARPA cheif, it was Decoy Octopus, however that
    is all he would say before he died.
    
    Snake went through the next door and passed a hallway fulll of gun
    cammras until he finally reached the underground hanger, and Metal Gear.
    
    Snake was informed that the way to deactivate Metal Gear's warhead is to
    use the PAL override system. This consisted of three keys. However the
    he only had one that Meryl had given to him earlier. Otacon, in the
    computer room said he was trying to hack into Baker's files and
    discover the trick to using the keys. Soon Ocacon called Snake and told
    him what was so special about the new nuclear warhead. It was a steath
    missile, to be fired from the rail gun on Red's right arm. Snake got to
    the computer room and saw Liquid and Ocelot talking inside. He had
    survived the crash. Snake was seen on the surveillance camera and Ocelot
    fired at him knocking the PAL card into the drainage ditch below. Snake
    got the key back and Otacon revealed that the key consists of shape
    memory alloy. The key had to be at room temperature, low temperature
    and high temperature for it to disable the warhead. Snake put the room
    temperature key into the correct terminal. Then he had to cool the key
    down. He got to the werehouse where he fought Raven, cooled the key
    and put it in the correct terminal. Finally he got to the blast furnece.
    He heated the key up and on his way back Master Miller called. He said
    to Snake that Naomi maybe working for the terrorists. He then asked him
    about something called FOX DIE. Snake mentioned that he heard Liquid and
    Ocelot talking about it in their conversation. He revealed that it is a
    assai nation weapon that selectively looks for people with a
    pre-programmed DNA, it then attacks the heart cells causing a heart
    attack Master reveals that Naomi maybe being the deaths of the DARPA
    Chief and the Arms Tech President. Snake questioned Campbell and he says
    Naomi was having a short nap.
    
    Snakes sees that he can only leave it up to Campbell and he continues to
    the base to insert the last key. He gets a call from Naomi who says
    she is calling on a different codec. She says to Snake that she did
    use FOX DIE on him, but it wasn't her decision, it was part of the
    mission. Suddenly there was a struggle and Campbell comes on and says he
    just placed Naomi under arrest. Snake demands that he put Naomi back
    on and asks him what she mint by FOX DIE was part of the mission.
    
    Snake gets to the control room and inserts the last key. The computer
    then states that the warhead is activated and is ready for launch.
    Outraged and puzzled Master calls Snakes and thanks him. He states that
    they couldn't learn the DARPA chief's code and Ocelot accidentally
    killed him during the interrogation. It was clear that the person who
    was talking to him was not Master Miller. Campbell the comes on and says
    that Miller was discovered dead at his home, and had been so for at least
    three days. "Campbell, your too late!" said the man impersonating Miller.
    "Who are you?" Snake demanded. Campbell comes on again, "Snake you've been
    talking to".."Me, dear brother" says Master. He took off his sunglasses
    and released his hair which fell down to reveal Liquid. "LIQUID" Snake
    shouts, "where are you?", "very close by". The room fills with poison gas
    and Snake relies on Otacon to save him by unlocking the door. Snake
    runs out of the room as Liquid passes him. Snake follows him and they
    stand outside of Metal Gear. Liquid tells Snake that they are clones of
    the same cell. However they were genetically grown given the DNA of Big
    Boss. Snake and Liquid where when modified so all the good genes went
    into Snake and all the unused recessive genes went to Liquid. Liquid
    the jumps into Metal Gear and activates it. Snake has to then battle it.
    Naomi calls Snake to tell him why she used FOX DIE.
    
    She was born somewhere in Roads where her parents were killed. She was
    discoed by a solider who saved her from starvation and shared his
    rations with her. Frank Jaeger. "Frank Jaeger" Snake said. "You mean
    Grey Fox?" "That's right, he was all I had in my world, my only connection
    with my past. And you killed him, yes you killed my brother and my only
    family. I wanted revenge and joined FOX HOUND knowing one day I would
    finally meet you, and I prayed for the day that I would. For two,
    years. Two long years, you were all I thought about, like some kind of
    twisted obsession" "and now that you've meet me, do you still hate me?"
    Snake asked humbly "no, not much. Your different from what I expected"
    "Naomi, you must have programmed that thing to kill me too" said Snake
    Naomi begin to cry, "I can't blame you for wanting me dead" he said
    "but I can't go yet, I still have a job to do" "I know" she said and
    the call ended leaving snake to fight Metal Gear.
    
    Snake was instructed by Otacon to destroy the RAY DOME on Rex. He did his
    best but it would not be destroyed. Snake was knocked back and about to
    be killed when the Ninja jumped in. "Fox, NO!" Snake shouted. Fox
    the tank and retreated behind a container with Snake. Fox told Snake
    about Naomi. He said that he had to leave her, because of his conscience.
    He reveled that he was the one who killed her parents.
    
    "I couldn't bring myself to kill her to. But every time I looked into
    her eyes I saw her parents staring back at me. I felt so bad that
    I took her in. Even now she thinks of me as her brother, tell her
    that I was the one who did it!"
    
    Fox jumped out and began fighting Metal Gear again, he jumped up but
    the laser mounted underneath it cut off his arm. He jumped up to the
    rafters and started firing at the RAY DOME. Rex, rammed straight into him
    squashing him between Metal Gear and the wall. He continued firing until
    the RAY DOME was destroyed. The cockpit then opened to reveal Liquid inside.
    "Impressive" he said," you are indeed worthy of the codename
    "fox" but now YOUR FINISHED". "FIRE THE STINGER" shouted Fox, Snake
    can you really shoot, you'll kill him too!". Snake pointed the
    Stinger missile launcher at Liquid in Rex's cockpit but could not put
    the trigger.
    
    Liquid used the top of Rex to scrape Fox onto the floor. "Let's see how
    strong that exoskeleton of yours is" Shouted Liquid. Rex's foot hovered
    above the almost dead Fox. Metal Gears foot slammed down on Fox crushing
    most of him. Despite all that he still found the energy to speech.
    
    "Snake, we're not tools of the government, or anyone else. Fighting
    was the only thing, the, only thing I was good at. But at least I
    always fought for what I beloved in". Rex's foot lifted up much higher
    this time, this was going to be the final blow. "Snake, farewell"
    
    Rex's foot crashed down on Fox leaving a puddle of blood running out
    of the bottom of Rex's foot. "FFFFFFOOOOOOOOOOOXXXXXXXXXXXXX" Snake
    shouted. "Foolish man!" Liquid. "He looked for death, and it found him.
    You see, you can't protect anyone, not even yourself! Now DIE!" Snake
    tried to dodge the fire from Rex and managed to fire a stinger into
    the cockpit destroying Rex and knocking Snake out.
    
    When he came around he saw Liquid walking towards him, he went back
    unconscious. He then woke up with Liquid standing in front of him.
    They were on the top of Metal Gear. Behind them was Meryl.
    
    What followed was a fist fight on the top of Metal Gear. Liquid placed
    a nuclear time bomb which would destroy the entire base. They fought
    for a while, Snake managed to knock Liquid off the top Metal Gear and
    rushed over to Meryl deactivating the bomb. He got a codec call off
    Campbell he apologizes to Snake and admits he had knowledge of FOX DIE
    the New Advance Steath Warhead and Metal Gear from the start. He
    says that he was forced not to say anything. "By who" Snake demanded.
    "The Pentagon, Snake, Meryl wasn't transferee to the base by
    coincidence. She was sent there, they forced me to cooperate in exchange
    for her life. I'm sorry". Snake, the Pentagon have heard that Metal
    Gears been destroyed. You were given FOX DIE to spread to everyone in
    that base so Metal Gear and the bodies of the Genome army could be
    collected undamaged. Now it has been destroyed they have no more use
    for it, 2 B-2 Spirits just took off from Galena Air Base and are
    coming your way, their armed with a tactical nuclear bomb for
    penetrating underground bunkers. Snake, I'm canceling the bombing run
    it will confuse the chain off command and at least buy you some time".
    "Cornel that would mean" "Ash" the screen went blank, then Mei Ling
    came on. "Snake the Cornel". Then a new voice, "This is the sectary
    of defense Jim Housemen". He informed Snake that the Cornel has being
    taken into custody for "crimes of high treason".
    
    Snake told Meryl who was waking up and otherwise unscathed the
    situation. The ran for a garage nearby and got onto a jeep. Otacon had
    called and said that he was staying where he was and was willing to die
    so Meryl and Snake could get out. "Otacon, there using a surface
    piercing nuclear bomb, it won't hold". However, unsaid Otacon
    stayed where he was.
    
    Meryl found a jeep with keys in and they drove off, Sank manning the
    machine gun mounted on the back. Almost at the exit Liquid appeared.
    He was still alive and chasseing them in a jeep of his own. The two
    Snakes fought until liquid drove in front them just at the exit and both
    jeeps rolled over onto the snow outside. Snake and Meryl were trapped
    underneath the jeep, Liquid's was flipped sideward. He walked around
    and pointed his FA-MAS at him. "Snake" he cried in pain. Snake and
    Meryl struggled to get out of the jeep but they were stuck tight.
    
    The liquid let out a shout and grabbed his chest. "AAAAAGGGHHHH, Snake".
    He yelled trying to pull the trigger. "FOX!" He shouted "DIE!" Snake
    finished before Liquid fell down on the snow, dead.
    
    Campbell then called and said that he had been reinstated. Snake looked
    around and saw no bummers in the air. Campbell informed them the planes
    had landed back at Galena and the order to stop the bombing run came
    from the president himself.
    
    Snake rides off into the snow with Meryl, determined to begin a life
    where he lives for someone else rather then himself, although not
    knowing when FOX DIE will become active and cause his death.
    
    The last thing we hear is Ocelot on the phone to a muted man. He tells
    him that the entire unit was wiped out, and his cover was intact.
    "Yes, the DARPA Cheif knew my identity, but he's been disposed of".
    He also says, "yes sir, no one knows that you were the third on,
    Solidus. I know it takes a man of your stature to rule the world".
    He says that he will monitor Meryl as well as Snake. The, "yes sir,
    thank you, goodbye,  Mr. President".
    
    
         3.4 - Metal Gear Solid 2:  Sons Of Liberty (PS2)
    
    It is 4 years after the Shadow Moses incident. 2 Years ago, environmental
    terrorist Solid Snake destroyed a tanker full of Crude Oil twenty miles
    off the cost of Manhattan Bay. To clean up the mess a giant environmental
    sanitation facility called Big Shell was built. Now two years later
    there is still very little progress being made in cleaning up the bay.
    
    Now, terrorists have taken control of the Big Shell and demanding
    the sum of $1,000,000,000. Also, the American president, and several
    VIPs were on a tour of that facility that day. Another thing, the
    leader of the terrorists is calling himself, Solid Snake, the hero
    of Shadow Moses and though to have been killed in the terrorist attack
    on the tanker.
    
    Find and disarm the terrorists and save the president, these orders
    are given to FOX-HOUND's newest recruit who goes by the codename
    "Raiden". Raiden goes into the plant alone.
    
    ===================================================
    
    4. THE CONTROLS
    
         4.1 - Basic Controls
    
    Left analogue stick forwards -
         - Walk forwards / Aim up / Swim pointing up
    
    Left analogue stick down -
         - Walk towards camera / Aim down / Swim pointing down
    
    Left analogue stick left -
         - Walk left / Aim left / Swim pointing left
    
    Left analogue stick right -
         - Walk right / Aim right / Swim pointing right
    
    Right analogue stick up -
         - Swipe HF Blade up
    
    Right analogue stick down -
         - Swipe HF Blade down
    
    Right analogue stick left -
         - Swipe HF Blade left
    
    Right analogue stick right -
         - Swipe HF Blade right
    
    Right analogue stick press -
         - lunge strike with HF Blade
    
    Cross Button -
         - Crouch
    
    Circle Button -
         - Punch (press 3 times for combo) / Select in menus
    
    Square Button -
         - (light) Aim / (press) Fire
    
    Triangle button -
         - Action: jump over railing, hold breath, open door act.
    
    L1 Button -
         - De-equip/Equip last item
    
    L2 Button -
         - Select item
    
    R1 Button -
         - De-equip/Equip last item
    
    R2 Button -
         Select weapon
    ---
    
    
         4.2 - Intermediate Controls
    
    Walls - Run into a wall (Stupid you may think) you will push up
    ageist the wall and be harder to spot. You can also shimmy along
    the wall to the end. This technique is essential for some of the
    later stages. You can also crouch while doing this technique.
    
    Jump out shot - With a weapon selected go to the corner of a wall and
    press the X button to leap out and take an enemy by surprise. Note you
    will be visible in this mode. I it is also possible in a crouch
    and in first person view.
    
    Open Locker - Stand next to it and press the Y button, there are
    occasionally items inside lockers. Press Y outside to it close again.
    
    Hanging Mode - Press Y while against a waist high railing and you will
    hang on the edge.
    
    First person view - Enter first person view by pressing the right
    trigger.
    
    First person view attack - Press X while in first person view to draw
    you weapon and aim at things in detail.
    
    Crawl - Crawl through ducts to access hidden areas or evade guards
    
    Punch and kick - Press B three times to unlash a combo, these will
    sometimes knock out a guard.
    
    Choke - Sneek up behind a guard and press the X button repeatedly with
    no weapons selected after the guard does not make any more noises he is
    dead. Note kind obvious but this kills the guard
    
    Tapping on walls - To draw a guard from his spot push up against a
    wall and press X. The guard if in hearing range will come and
    investigate, be sure your not around when he comes around the corner.
    
    
         4.3 - Advanced Controls
    
    Fire Extinguisher - Found mostly on the tanker shoot this with any gun
    and it will burst spraying chemicals all over the place. This can blind
    nearby guards and reveal the location of IR sensors. However, due to the
    chemical being a coolant it may give your character a cold if you are
    too close.
    
    Radio destruction - Look on the left of the back of a guard, you will
    see a large black thing. That is his radio, shoot it and he cannot call
    for backup. If he does see you though he will shoot you and run to the
    closet guard and he will call for backup.
    
    Hiding in a locker - Open a locker and get inside, press ageist the back
    of the locker and your character will close the door. Now you can hide
    from incoming guards. You can also go into first person view or use the
    shoulder buttons to have a look around, be careful though, guards may
    see you eyes and open the door repealing you.
    
    Drop on a guard - While in the hanging mode you can look underneath you
    for guards. If one unlucky one walks underneath you then press the A
    button to fall on his head, this knocks him out.
    
    Dragging guards - While behind a guard press and hold X and pull him
    over to a quite corner. Note the guard will escape if you hold him for
    too long!
    
    Human shield - Like the above technique, grab a guard in alert mode
    and use him as your own personal shield. The guard will escape in time
    though. Also don't kill him or the guards will fire at you again.
    
    Chaff attack! - throw a chaff grenade and guards cannot use their
    radios leaving to go off on a killing spree. Violence is wrong.
    
    Hold up - Sneek up to a guard with a weapon equiped, aim at him and if
    close enough your character shouts "Freeze". He will now stand hands
    in the air. Take the guard out before leaving otherwise he will attack
    and call for backup.
    
    
         4.4 - Special Techniques
    
    Building up your muscles - go into the hanging mode and get some
    alcohol, this may take a while. Whilst hanging press the two shoulder
    buttons to do a pull up. Let go off the buttons and repute 100 times.
    you will increase your grip strength to level two and be able to hold
    on for a while longer. Repeat again to go to level three. This is the
    highest you can go. If you can't be bothered doing that way then go
    to some where that has a rail and a rail directly underneath. A good
    place is the entrance to the engine room on the tanker and strut D in
    the shell. Go to the top rail and hang then press A and rapidly hammer
    Y again to grab on to the rail below. This will only take ten goes
    instead of the other 100, phew.
    
    Cardboard box - Hide in a cardboard box and stay still. If you are not
    in the way of a guard then he will see you and walk away. Of course if
    you block his path he will kick it over and reveal you.
    
    Yaw Get, I'm stuck! - If there is only one guard in the room shoot his
    radio, his legs and his left arm. He should not die but he cannot
    do anything apart from run as he uses his left arm for the gun. He
    will slowly struggle away but don't let him get to another guard.
    
    Dog Tags - If you get a cetin amount of dog tags on a chapter you
    will unlock a bandanna for Snake or a fetching set of wigs for Raiden.
    Also they will get a stealth suit each. To get dog tags, hold up a
    guard and aim for the head or groin in first person view attack. He
    will get nervous and shake around and his dog tags will fall to the
    floor. Shoot him and collect these. A guard may reset and instead of
    saying things like "don't kill me" he will go "if your going to do it
    then do it!" Shoot him in a non fatal area like the hand or leg to
    soften him up. The higher the difficulty setting the more guards will
    resist you.
    
    WEEDED!!! - In the parcel room on the shell there is a convergent
    with lots of boxes on it. Also on the side of the room closest to the
    camera there is a platform with three red lights on. Climb onto it
    and equip a box. The belt stops so with the box still equiped walk on
    and you will be transported to a different area of Shell 1. The box
    you use also depends on your location. To get the digital camera early
    use the ZOË box to access the Vs. room downstairs, the camera is here.
    When you have it just use the same box to get back to the parcel room.
    Fantamicgorical.
    
    Locker Shield - If you are under heavy enemy fire, open a locker door
    and hide behind it, (don't get in the locker). You can fire and the
    guards will have a harder time shooting you.  But, lockers can only
    time a certain amount of abuse, after a few shots or a grenade it will
    fall down, leaving you exposed.
    
    Self Heal - If you have been shot and start bleeding, (your health
    bar will turn orange), you will drop blood giving a path for guards
    to follow. Also you will gradually lose heath until you die. One way
    of stopping this, is using a bandage to temporarily stop bleeding.
    Another way is to use a ration for a more permanent solution. Also,
    if you find a out of the way spot then just crouch, your life will
    slowly rise until it goes green again.
    
    
         4.5 - Other controls
    
    Fly like a butterfly - On the heliport above the parcel room there are
    some stairs. Do a cartwheel at the top and instead of flying off the
    Shell you will stop in mid-air and come crashing back to earth losing
    no health.
    
    I'm on fire baby! - On the electrified floor near the president equip
    a box and walk onto the floor. You will lose a small amount of health
    and the box will catch on fire. Also, place a book on for the same
    results only keeping the heath. Finally throw a grenade on and all the
    electricity will spark around it.
    
    Bugs - Splat! - When you are escorting Emma at the end of the second
    swim near the elevator there are some sea lice. Plant C4 in the middle
    and go into first person view.  Detonate the C4 and the lice will splat
    on the screen.
    
    It's a bug's life - Crouch and get into the crawl position in a gathering
    of sea lice and equip your rations. Soon a lice will appear over the
    rations and start eating it. It will eat three rations and then go away
    but if you want to get rid of it then. Open the menu highlight the
    ration so its "ready to eat" screen comes on, then move the selection up
    and down from the ration to the next one up. You will shake the lice
    out.
    
    Guard Bomb - If you have the steath camouflage then equip it and C4
    and plant it on a guards back. He will be suspicious but do nothing.
    Now press circle at your leisure and watch the guard go. Note you will
    go into alert mode.
    
    Open seismic! - If a locker is locked there are several curses of action
    open to you. the first one is to use the punch combo to knock it off
    it hinges. You can also shoot it, both these ways though could cause the
    locker to fall inwards, if this happens you cannot get in it. The other
    method is to use the RGB6 grenade launcher. This will almost always open
    it. Reamer, all these methods make noise and doing this to a locker
    damages the door and it is not available to hide in.
    
    ===================================================
    
    5. THE CHARACTERS
    
    *Caution - this guide contains some mild spoilers but nothing you
    couldn't work out on your own.
    
         5.1 - Solid Snake - No! That is not Solid Snake
    NAME: David ???
    CODENAME: Solid Snake
    AKA: Iroquois Plisken
    GENDER: Male
    OCCUPATION: Protester against Metal Gear / Hero
    CHARACTER NOTES: Former FOX-HOUND operative now actively involved in
    destroying any Metal Gear around the world.
    
         5.2 - Iroquois Plisken - My name is S.. Plisken
    NAME: David ???
    CODENAME: None
    AKA: Solid Snake
    GENDER: Male
    OCCUPATION: SEAL
    CHARACTER NOTES: Snakes alter-ego but obviously Snake.
    
         5.3 - Raiden - Will everyone stop asking me what day it is,
                        buy a calander!
    NAME: Jack ???
    CODENAME: Snake / Raiden
    AKA: None
    GENDER: Male (yes, male)
    OCCUPATION: FOX-HOUND operative
    CHARACTER NOTES: According to Snake a "simple minded, stubborn fool"
    Raiden is a weak in ego and takes on the persona of another
    rather the develop his own character.
    
         5.4 - Olga Gurlukovich - Conflict and victory are my parents!
    NAME: Olga Gurlukovich
    CODENAME: None
    AKA: None
    GENDER: Female
    OCCUPATION: Russian Mercenary and leader of the Russian troops
    CHARACTER NOTES: "As tough as she looks". She is supposed to remind us
    of Meryl but instead of having no combat experience she is battle
    hardened and deadly.
    
         5.5 - Revolver Ocelot - I never trust a Frenchman
    NAME: Ivan ???
    CODENAME: Revolver Ocelot
    AKA: Shalashaska
    GENDER: Male
    OCCUPATION: Evil torturer and revolver nut
    CHARACTER NOTES: From Shadow Moses Ocelot is now in league with
    Solidis. He is obsessed with Westerns and gun slinging films.
    Takes a bit of a back seat in this one until the end
    
         5.6 - Solidus Snake - There's room for only one Big Boss!
    NAME: George Sears
    CODENAME: Solidus Snake
    AKA: None
    GENDER: Male
    OCCUPATION: Former President of America and leader of the terrorists
    CHARACTER NOTES: Has a Japanese inspired suit of armor complete
    with tentacles. Looks slightly older then the other Snakes and is
    identical to Big Boss.
    
         5.7 - Fortune - Lucky in war and nothing else!
    NAME: Helena Doplh Jackson
    CODENAME: Fortune
    AKA: Lady Luck
    GENDER: Female
    OCCUPATION: Head of Dead Cell
    CHARACTER NOTES: Called Fortune because of her amazing luck in battle.
    Bullets vear away from her and grenades refuse to explode. Also has a
    miniature version of the rail gun that was mounted on Metal Gear Rex.
    
         5.8 - Vamp - I vill suck your blood!
    NAME: Ivan ???
    CODENAME: Vamp
    AKA: Crazy Ivan
    GENDER: Male
    OCCUPATION: Vampire
    CHARACTER NOTES: He's called Vamp not because he's a Vampire but because
    he's by-sexual apparently. Ok. Also he just refuses to die, despite
    how many times you kill him, err.
    
         5.9 - Fatman - I used to hang around apartment store clock
                        counters!
    NAME: Unknown
    CODENAME: Fatman
    AKA: Fat Cat
    GENDER: Male
    OCCUPATION: Psychotic Bomber
    CHARACTER NOTES: Part of Dead Cell, he only has one ambition in life; to
    be the most famous bomber in history. Has a extreme talent in explosives
    and was Stillmans apprentice. He also was responsible for the bomb that
    turned Vamp into a monster and lost Petes leg. Fatman is not exacly the
    most sane individuil in the game and gets around on rollerskates.
    
         5.10 - Otacon - Where's my sister, grr.
    NAME: Hal Emirich
    CODENAME: Otoku Covention
    AKA: Otacon
    GENDER: Male
    OCCUPATION: Computer pro, also a pilot
    CHARACTER NOTES: Snakes friend he helps out from a tehnical standpoint
    in missions. He has come to the Shell to help Snake and get his sister.
    Also "Otoku" means "usless invention" hmmm.
    
         5.11 - Emma - I wanted to see you suffer!
    NAME: Emma Emarich
    CODENAME: None
    AKA: E.E.
    GENDER: Female
    OCCUPATION: Computer wizz
    CHARACTER NOTES: Strong minded character who blames her brother for
    not being there when their father died. The two are step childern.
    
         5.12 - President Johnson - Your, a man?!?
    NAME: James Johnson
    CODENAME: None
    AKA: None
    GENDER: Male
    OCCUPATION: President of America
    CHARACTER NOTES: Only in the game for a short while, Sears is Johnsons'
    predosessor. He relays some importent infomation
    
         5.13 - Peter Stillman - When you give into the fear the darkness
                                 comes.
    NAME: Peter Stillman
    CODENAME: None
    AKA: Peg-Legged Peter
    GENDER: Male
    OCCUPATION: Bomb disposal expert
    CHARACTER NOTES: Strong willed man who lost his leg in a bomb. He is
    respected as the number one in his feild.
    
         5.14 - CMC Dolph - I hate war, thats why I'm in the militery.
    NAME: Scott Dolph
    CODENAME: None
    AKA: None
    GENDER: Male
    OCCUPATION: Marine Comadont
    CHARACTER NOTES: He heads the transport of Metal Gear RAY  on the
    tanker. He is also Fortunes' father. Intrestingly he is named after one
    of the staff who assisted in the creation of the game.
    
         5.15 - Cambell - I need scissors, 61!
    NAME: Roy Cambell
    CODENAME: None
    AKA: None
    GENDER: Male
    OCCUPATION: Head of FOX-HOUND
    CHARACTER NOTES: He pulls the strings with Raiden, relys mission
    objectives and gives the orders.
    
         5.16 - Rose - Do you know what day it is tommorow?
    NAME: Rose
    CODENAME: None
    AKA: None
    GENDER: Female
    OCCUPATION: Data Anaylist
    CHARACTER NOTES: She is Raidens girlfriend and saves the mission data.
    Also is painful to talk to, "Jack, I've always been alone".
    
         5.17 - Ames - I'm Richard Ames
    NAME: Richard Ames
    CODENAME: None
    AKA: None
    GENDER: Male
    OCCUPATION: Secrate Service agent
    CHARACTER NOTES: Nastasha's former husband he relys some vital info
    about the president.
    
         5.18 - Sergi Gurlukovich - Are you still in leauge with Solidus?
    NAME: Sergi Gurlukovich
    CODENAME: None
    AKA: None
    GENDER: Male
    OCCUPATION: Leader of the Russian troops
    CHARACTER NOTES: Wants Russia to be reborn as a world superpower.
    He was in line to join forces with Liquid Snake at Shadow Moses.
    He is Olga's father and wants to protect her at any cost.
    
         5.19 - Liquid Snake - Theres room for only one Snake!
    NAME: James ???
    CODENAME: Liquid Snake
    AKA: None
    GENDER: Male
    OCCUPATION: Evil twin
    CHARACTER NOTES: Ocelot inherits Liquids right arm after his was sliced
    off in Shadow Moses. Liquid is not in this game a great deal but is
    always watching from the side lines. Also dispite how many times you
    kill him he just does not stop coming back.
    
         5.20 - SEALS - AGGGHHHHHHHHH
    NAME: N/A
    CODENAME: None
    AKA: N/A
    GENDER: Male
    OCCUPATION: SEALs
    CHARACTER NOTES: Their mission is to rescue the president and get rid of
    the terrorists.
    
         5.21 - Marines - AAAAAAAAAAGGGGGGGGGGHHHHHHHHHHHHHH
    NAME: N/A
    CODENAME: N/A
    AKA: N/A
    GENDER: Male
    OCCUPATION: Marines
    CHARACTER NOTES: There in the tanker escorting RAY to the designated
    point.
    
         5.22 - Russian tanker / core guards - What the!?
    NAME: N/A
    CODENAME: N/A
    AKA: N/A
    GENDER: Male
    OCCUPATION: Mercenerys
    CHARACTER NOTES: Elite guards that hold AKS74-U's. Dressed diffrent from
    the other version of guards but are very skilled.
    
         5.23 - Russian shell guards - Requesting Backup!
    NAME: N/A
    CODENAME: N/A
    AKA: N/A
    GENDER: Male
    OCCUPATION: Mercenerys
    CHARACTER NOTES: These patrol the rest of the Shell. Just because they
    don't have AK's doesn't make them any less terroists though.
    
         5.24 - Metal Gear RAY - ROAR
    NAME: Metal Gear
    CODENAME: RAY
    AKA: N/A
    GENDER: N/A
    OCCUPATION: Non-nuculer bipel battle tank
    CHARACTER NOTES: The first non nuke totting Metal Gear. This one can
    swim though. Named after the Manta Ray it looks cool and is very
    powerful.
    
    ===================================================
    
    6. WHAT'S ALL THIS ON MY SCREEN THEN?
    
         6.1 - The soloton radar
    LOCATION - Top right of the Screen
    NOTES - Unless you are playing in very easy mode you must log in to a
    node to activate the radar.
    
    The bright white dot in the center of the radar is you.
    Red dots are ussally enemys, if this is not so it is in the guide.
    Blue cone shapes are the guards feild of vision, do not enter it.
    Small blue cones are a camaras field of vision. Dispach them.
    Flying Cones are cyphers.
    Yellow cones are  suspicious guards / cyphers, they may look for you.
    Red cones are directly alerted guards, take immediate action!
    
              NODE LOCATIONS
    This reveals all the locations of the nodes in the game.
    
              6.1.6 - Strut A
    Deep Sea Dock - Second Room, far right corner near the knocked out
    guards.
    Main Building - In the center block at the end. This is shown when you
    enter for the first time.
    
              6.1.7 - Strut B
    Enter the area to the right of the main corridor and go down the stairs
    turn left and you should see it.
    
              6.1.8 - Strut C
    Go to the area you meet Stillman, walk to the pantery and go left
    pased the water melons through the swining doors and in the small
    area with the poster.
    
              6.1.9 - Strut D
    From the top level go down the stairs and carry on down the corridor,
    you will eventully get to it. Watch out for the guard.
    
              6.1.10 - Strut E
    It is in the far right of the room.
    
              6.1.11 - Strut F
    On the bottom floor go to the furthest point from the stairs. There will
    be a coridor with a door on either side. Enter the left door to the
    room with the lockers. The node is here.
    
              6.1.12 - Shell 1 core floor 1
    Find the elevator, on either side is a corridor. Walk down it and you
    will walk towards the camara. At the end of the corridor there is a
    room.  Enter here and go through the gap in the fake wall. The node is
    on the right wall.
    
              6.1.13 - Shell 1 core floor B1
    As soon as you come out of the elevator there is a door to the right.
    go in here and the node is directly in front of you.
    
              6.1.14 - Shell 1 core floor B2
    Go into the computer room and in the far right corner is the node.
    
              6.1.15 - Shell 2 core floor 1
    The node is in the room next to the one with the President go around the
    room to get it.
    
              6.1.16 - Shell 2 core floor B1 1st
    Easy, it is in the room when you walk out of the elevator
    
              6.1.17 - Shell 2 core floor B1 2nd
    This one is in the locker room with Emma, just next to the stairs.
    
              6.1.18 - ???
    Exit the room and it is in this room.
    
         6.2 - LIFE Gauge
    LOCATION - Top left of the Screen
    NOTES - As you sustain damage this will reduce. The level of difficulty
    will determine how fast you lose life. When it runs out you die so keep
    those rations handy.
    
         6.3 - O2 Gauge
    When underwater or being stangled this will appear press Y repetedlty to
    keep it up.
    
         6.4 - Enemy / Snake's Life Gauge
    When fighting a boss the heath of him / her appers. At one point you
    fight with Snake helping you. If his life bar runs out the game is over.
    
         6.5 - Enemy O2 Gauge
    The only occurence of this is in the Vamp boss battle. If he is
    underwater he will lose air progrestivly. If it runs out he will begin
    losing life.
    
         6.6 - Weapon
    LOCATION - Bottom left of the Screen
    NOTES - Shows the equiped weapon, press and hold the shoulder button
    to change it.
    
         6.7 - Item
    LOCATION - Bottom right of the Screen
    NOTES - Like the weapon box, shows the equiped item. Change it in the
    same way.
    
         6.8 - Codec
    The codec appers when you press go back. use the left and right
    buttons to change frequency, up to call that frequency, down to view
    the codec's memory of people you have called or called you. In a
    conversation, move the analouge sticks to move the camara and push
    it to zoom in on the faces, push the shoulder buttons to hear that
    your character is thinking. These are just random phrases and not
    put in aranged but can be funny, like when the colonel tells you to
    freeze all the bombs Raiden will come out with something like "why
    don't you do it?". Press the left button to hear a posative comment
    and the right to hear a negative comment. Below is a list of all the
    people you can call in the plant and tanker as well as a description.
    
    
    TANKER
    
    141.12 - Otacon
    Call Otacon for advice on anything, as he is your only contact, call
    him whist inside the locker in the engine room to get a funny one.
    
    140.96 - Otacon-save
    Call Otacon on this frequency to save your game, save the game so
    many times and you get a suprise guest.
    
    
    PLANT
    
    140.85 - Cambell
    Call Cambell for advice and mission objectives, he'll respond all the
    time
    
    140.96 - Rose
    Call Rose to save the game, she will respond all the time
    
    141.80 - Plisken
    Call Plisken for practical advice or infomation about the Big Shell
    Dead Cell, Olga ect. At some occasions he does not answer.
    
    140.25 - Stillman
    Call Stillman for hints about the locations of Bombs and infomation on
    Fatman.
    
    140.48 - Mr. X
    Mysterious ninga who warns of traps and danger. He will never respond
    when you try to call him.
    
    141.52 - Emma
    Call her for a genral one-liner. She will respond up to a point.
    
    141.12 - Otacon
    He will give advice and infomation on your mission or Metal Gear.
    
    There are some people who you will only talk to in cut-scenes and
    if you try to phone them any other time there will be "no response"
    even if their standing right in front of you.
    
    James Johnson - 141.32
    Informs you about certian orginisations and equipment.
    
    Richard Ames - 141.42
    Tells you of Solidus, but doesn't give away that much.
    
         STAGES OF ALERT
    There are numorus Stages of alert in the game. This will aftect the
    radar and what the guards do.
    
                      Blank
    When there is no radar on the screen you must log into the node to turn
    it on. There is one part in the game when the radar goes off line. This
    will be mentioned in the walkthrough.
    
              6.9 - Normal
    When you have turned the radar on and there is no interference then it
    is free to use.
    
              6.10 - Alert
    When a guard has seen you. He will shoot at you and call for back up.
    As soon as he does the radar will turn to red and an assult force will
    come in. Try to take out the enemy before he uses his radio. If he starts
    and you kill him then the controller will ask him to respond and the
    assult force will investigate. Move the body before they get there. More
    on this can be seen on the "things to know" section above the main
    walkthrough.
    
              6.11 - Evasion
    When an alert has died down this mode comes on. The radar jammed so go
    to somewhere like a locker and hide. If a guard saw you go into a room
    the assult team may do a clearing.
    
              6.12 - Caution / Clearing
    Whent the radar comes back on surrounded in a yellow strip then you are
    in caution mode. Guards will be more vigilent in their partols and
    the assult team will still be there. The radar however does work again.
    Clearing is when a guard saw you enter a room. He will call the attack
    team and the radar willturn into a view of them about to enter flashing
    "clearing" at the bottem. From this point you have aproximtly five
    seconds to move any bodys and get out of sight. A good place hide is in a
    locker. Also you could hide in a vent but move around a corner is it has
    one as the guard may decide to look in there.
    
              6.13 - Jamming
    If you have thrown a chaff grenade the the radar will not work. But
    nither will the guards radios so you can be seen without fear of backup
    ariving. Rember they still will shoot at you though. Also, when the
    jamming clears they can call for back up, so leave no witnesses. Also
    anything remotly operated, be it CYPHERs, camaras ect will be out of
    action, but so will you equipment. Nikitas, C4 detinators ect will have
    to wait until the jamming clears up. The decraseing green bar, like the
    yellow one in caution mode tells you how long you have until the jamming
    clears. Once it hits zero everything will work again so be ready.
    
         GUARDS STAUTS
    A guard can have sevral diffrence levels of consiousess, each with it's
    own pros and cons. This list how a guard can be altered to this status
    and tells you the benifits as well as the risks.
    
         6.14 - Normal
    Most guards are like this. They follow a pre-set patrol and investigate
    any suspious activity. If you get past them without them noticing you
    this is the best way as no one is any the wiser.
    
         6.15 - Dazed
    If a guard sees you a red exclamation mark appers over his head. Shoot
    it and it will daze him for around five seconds. Punch combo him to
    knock him out. The benifits of this is you can do sevral things with the
    guard such as shoot, grab or punch him without him attacking you but the
    bad things is that this is kind of hard to do as you only have a second
    to shoot the exclamation mark and there is not much time to react. Also,
    the guard will only stay like this for a few seconds so you have to think
    quick on how your going to dispach him.
    
         6.16 - Confused
    Tap on a wall and a guard will investiate. If he finds nothing he will
    stay there with a blue question mark over his head for a few seconds.
    Again the good thing about this is it gets the gaurd out of the way
    for a while without the need to attract extra suspsion and gives you a
    chance to move on without harming him, which is best.
    
         6.17 - Suspisouis
    Sometimes a guard my see you but not close enougth to identify you. A
    blue exclamation mark appears and they will come over to see what
    happened. As long as he doesn't see you theres no need to worry as he
    will act as in confuesd mode. Don't try to set this mode off, you run
    the risk of setting off the alert mode. The confused mode explained
    aboveis a much safer option.
    
         6.18 - Uncousious
    If you do your punch combo on a guard sometimes he will go down and
    fall uncounsious. If you do it from the back he almost always will.
    This is probbly the worst mode. You will see stars wizz around there
    heads. As time passes the stars fall down and then the last one does the
    guard wakes up. He sometimes uses his radio to say he has been attacked
    and you enter caution mode so be careful. This is the worst mode if a
    guard finds him he will just wake him up like the mode below. This is
    a good way however to conserve ammo. If you have a lot however, try to
    stay away from this.
    
         6.19 - Asleep
    The only way to make a guard fall asleep is to shoot him with the M9.
    This is like a longer version of the previous uncousious mode. The pro
    with this is you can leave the guard where he is because he if he is found
    he will be woken up. The bad thing is after time he will wake up and
    resume his patrol so it is not a permenent way of getting rid of a guard,
    but it is better then uncousious mode.
    
         6.20 - Dead
    A contriversial mode. There are plenty of ways to kill a guard and not
    suprisingly it is permentent so the gaurd will not bother you again.
    This would be the best mode, but, if a guard sees him you will enter
    caution mode and an assult team may come. Also if you shoot a guard he
    will leave blood. This will also enter caution mode. Finnally the more
    guards you kill the lower your score will be at the end.
    
    I reccomend putting the guards to sleep using the M9 rather then killing
    them, but the final call is up to you.
    
    Note - If you put a uncousious guard or a sleeping guard in a locker then
    he will not wake up at all.
    
    ===================================================
    
    7. WEAPONS AND ITEMS
    
    Here is a list of all the items and weapons available in the game. Also,
    there is a mark out of 10 for its attributes. Analyze these carefully
    before deciding which weapon to use as it maybe the difference of
    triggering the alert mode as soon as you use it.
    
         WEAPONS
    
         7.1 - M9
    Lethality Rating:  0/10
    Noise Rating:       0/10
    Ease of use:        8/10
    Deadly?             No
    Trigger alert mode? No
    Additional Notes: The M9 is one of the best guns in the game
    as it only tranquilizes the enemy, this means you don't have
    to move them about as if they are found you are none the worse.
    Also, on normal they spend about ten minutes sleeping, plenty
    of time to do what you need to. You can hold fifteen darts per
    magazine and reload takes about one and a half seconds. Also
    a new dart has to be loaded after each shot, which takes around
    half a second. The time it takes for the guard to fall asleep
    after the dart hits varies from instantly at the head and chest
    to around ten seconds at the arms or legs.
    
         7.2 - SUP
    Lethality Rating:  4/10
    Noise Rating:       6/10 (w/o suppressor)
    Ease of use:        6/10
    Deadly?             Yes
    Trigger alert mode? No
    Additional Notes: The USP is another useful gun when it has
    a suppressor as it can take down cameras and CYPHERS. However,
    it does kill guards so it will leave blood and a body to deal with.
    Also if you are not that accurate it takes a few bullets to drop a
    guard. You get fifteen rounds per magazine and reload takes around
    one second.
    
    
         7.3 - SOCOM
    Lethality Rating:  4/10
    Noise Rating:       6/10 (w/o suppressor)
    Ease of use:        6/10
    Deadly?             Yes
    Trigger alert mode? No
    Additional Notes: Its a USP with a different name. All the same
    attributes apply so it takes second as most useful gun. Like the
    USP you get fifteen bullets per mag and reload takes approximately
    one second.
    
    
         7.4 - AKS74-U
    Lethality Rating:  8/10
    Noise Rating:       7/10 (w/o suppressor)
    Ease of use:        6/10
    Deadly?             Yes
    Trigger alert mode? No
    Additional Notes: This is the gun that the terrorists in
    the core use. Equip it with the BDV to disguise as a
    guard. Very useful as it has a suppressor for killing
    on the quiet. You have thirty bullets per mag which
    will be used in around 4 seconds on full automatic
    fire. Reload takes around two and a half seconds.
    
    
         7.5 - M4
    Lethality Rating:  8/10
    Noise Rating:       8/10
    Ease of use:        6/10
    Deadly?             Yes
    Trigger alert mode? No
    Additional Notes: The cool gun that Snake uses. Unfortunate
    it does not come with a silencer, but if you are seen an
    the assault team are coming after you this is a great weapon
    to use. Hold thirty bullets per magazine, which you will
    get through in about 3 seconds on full auto fire. Reload
    takes about two seconds
    
    
         7.6 - Stinger
    Lethality Rating:  10/10
    Noise Rating:       9/10
    Ease of use:        9/10
    Deadly?             Yes
    Trigger alert mode? Sometimes
    Additional Notes: When you equip this piece of hardware
    you cannot move. instead you are switched to first person
    mode. anything that can be targeted will come up as a square.
    To target move the center square to the enemy. It will now
    turn red an beep. As long as there is nothing in the way the
    missile will fly to the target cause a lot of damage. Try holding
    up a guard with one and see what happens. Just don't fire when
    your right next to him or you'll get yourself as well.
    
    
         7.7 - RGB6
    Lethality Rating:  10/10
    Noise Rating:       10/10
    Ease of use:        4/10
    Deadly?             Yes
    Trigger alert mode? Yes
    Additional Notes: This gun is good for smashing lockers.
    But since it is a grenade launcher it fires at an arc so
    practice makes perfect here. Also if there is at least one
    guard in the room and you use it you will enter alert mode.
    It can hold 6 grenades that can be fired at intervals of
    around one second.
    
    
         7.8 - Nikita
    Lethality Rating:  10/10
    Noise Rating:       8/10
    Ease of use:        7/10
    Deadly?             Yes
    Trigger alert mode? Yes
    Additional Notes: This is really only useful for destroying
    the circuit panel. But if you want to take out a guard from
    a distance it is good to use as long as you don't mind setting
    off alert mode.
    
    
         7.9 - PSG1
    Lethality Rating:  8/10
    Noise Rating:       6/10
    Ease of use:        5/10
    Deadly?             Yes
    Trigger alert mode? No
    Additional Notes: The Sniper rifle of choice. This is good to
    use on enemies at a distance and essential for some points in
    the game. You have thirty bullets per magazine and it is
    semi automatic so you can shoot to your hearts content without
    reloading.
    
         7.10 - PSG1-T
    Lethality Rating:  0/10
    Noise Rating:       2/10
    Ease of use:        5/10
    Deadly?             No
    Trigger alert mode? No
    Additional Notes: The silenced non-deadly
    version of the PSG1. It only offers five shots
    per mag so only use it if you are going for no kills.
    
    
         7.11 - C4
    Lethality Rating:  10/10
    Noise Rating:       10/10
    Ease of use:        10/10
    Deadly?             Yes
    Trigger alert mode? Yes
    Additional Notes: C4, it may look good on the stats but since
    you get to go into alert mode when you use it there is not
    really much point to it expert blowing up bugs and making them
    splat on the screen.
    
    
         7.12 - Claymore
    Lethality Rating:  10/10
    Noise Rating:       10/10
    Ease of use:        8/10
    Deadly?             Yes
    Trigger alert mode? Yes
    Additional Notes: Again not to much point to this one as, if you
    use it you go into alert mode. Therefore I recommend only using
    them if you have already set it off and you want to stop the guards
    from following you. Remember, turn and plant the mine or you will
    set it off yourself.
    
    
         7.13 - Grenade
    Lethality Rating:  7/10
    Noise Rating:       10/10
    Ease of use:        3/10
    Deadly?             Yes
    Trigger alert mode? Yes
    Additional Notes: The grenade may well be the most useless weapon
    in the game. It is thrown at an arc with a delayed timer and sets
    off alert mode. The only time you should consider using it is if
    you are in alert mode and you have no RGB6 ammo or the gun itself.
    
    
         7.14 - Stun Grenade
    Lethality Rating:  0/10
    Noise Rating:       4/10
    Ease of use:        5/10
    Deadly?             No
    Trigger alert mode? No
    Additional Notes: This is a useful way of eliminating guards without
    the killing them. As long as the grenade hits somewhere close, all the
    guards in the vicinity will fall unconscious. Ember that they will wake
    up in a few minutes and they may call for backup.
    
    
         7.15 - Chaff Grenade
    Lethality Rating:  0/10
    Noise Rating:       2/10
    Ease of use:        10/10
    Deadly?             No
    Trigger alert mode? No
    Additional Notes: Great for getting around CYPHERs and cameras. Also it
    will cut off the guards radios isolating them for as long as the
    jamming lasts. Remember though that it will take the radar off line.
    also it will stop you from using nikita missiles and stop you from
    detonating C4.
    
    
         7.16 - HF Blade (High Frequency Blade)
    Lethality Rating:  10/10 (Blade side) 0/10 (Blunt side)
    Noise Rating:       0/10
    Ease of use:        9/10
    Deadly?             Yes / No
    Trigger alert mode? No
    Additional Notes: My favorite weapon, it can block bullets as well
    as be used as a deadly and none deadly weapon. Be careful when lunging
    though as it will kill despite with side you use it on.
    
    
          7.17 - Coolant
    Lethality Rating:  0/10
    Noise Rating:       0/10
    Ease of use:        10/10
    Deadly?             No
    Trigger alert mode? No
    Additional Notes: A handy device freeze bombs, put out fires and
    blind guards, as well as wake them up, what more could you possibly
    want?
    
         ITEMS
         7.17 - Ration
    Usefulness:         10/10
    Additional Notes: These are very helpful and should always be equipped
    when possible. Although you can use the ration in the select window
    by pressing B keep it equipped and it will be used automatically when
    your life hits zero. This is handy as it maximizes the amount of
    life you have
    
         7.18 - Scope
    Usefulness:         7/10
    Additional Notes: Handy when looking around for guards but certainly
    not essential. Use the zoom feature to your advantage.
    
         7.19 - AP Sensor
    Usefulness:         4/10
    Additional Notes: This is not that useful. When you equip it all other
    vibrations turn off and it will vibrate when a guard comes close. This
    doesn't count for cameras and CYPHERs though. There are a lot of easier
    ways then using this feature, so I recommend not using it.
    
         7.20 - Sensor A
    Usefulness:         10/10
    Additional Notes: Lets you know where the bombs are in the bomb disposal
    part one and the Fat man battle, therefore its essential, but after that
    it really becomes obsolete.
    
    
         7.21 - Sensor B
    Usefulness:         8/10
    Additional Notes: Helps you locate bomb but as with sensor A when you
    get past a certain point it becomes obsolete.
    
         7.22 - Mine Detector
    Usefulness:         8/10
    Additional Notes: Like the above. Only really useful if you need it.
    At moose stages in the game there are no mines planted, but when there
    are it saves loads of time from crawling insanely around a minefield,
    often in broad daylight.
    
         7.23 - Thermal Vision
    Usefulness:         6/10
    Additional Notes: Handy in dark places and for seeing mines on the
    screen rather then on the radar. However, in the game you will hardly
    ever find yourself using it,
    
         7.24 - Night Vision
    Usefulness:         2/10
    Additional Notes: Most people actually miss this in the game, and it
    doesn't really matter because it is only available in the Shell and
    there aren't really any dark places there. Just an excuse to put in
    another item methinks.
    
         7.25 - B. Armor
    Usefulness:         5/10
    Additional Notes: Like the Night Vision, it is missed my a lot of
    people as it is located in a obscure area of B2 Shell 2 core. More
    useful then you might think but most people when they have got it
    just seem to forget about it.
    
         7.26 - Book
    Usefulness:         7/10
    Additional Notes: Handy if you are going for zero kills as it gets a
    guard out of the way. But unfortunate like so many other items people
    just seem to forget about them.
    
         7.27 - Bandage
    Usefulness:         4/10
    Additional Notes: If you are bleeding and there is no time to sit down
    and let yourself heal then these are a good temporary solution to stop
    guards from following you. You will start bleeding again of you are
    shot though.
    
         7.28 - Medicine
    Usefulness:         8/10
    Additional Notes: If you have been outside too long, or got too close
    to a fire extinguisher when you shot it and it blew up in your face
    you will catch a cold. Use this to stop sneezing and alerting the
    guards. And they say threes no cure for the common cold, path!
    
         7.29 - Magazine
    Usefulness:         4/10
    Additional Notes: If you empty a full magazine of a gun, stay where you
    are and de-equip your weapon. You will pick up the magazine and you
    will pick it up. You can now throw it like a grenade to distract guards.
    
         7.30 - Directional Microphone
    Usefulness:         9/10
    Additional Notes: Used to eavesdrop on conversations with the enemy and
    also to hear hidden parts of the game. You can also make a parrot talk
    with it.
    
         7.31 - Pentazimine
    Usefulness:         9/10
    Additional Notes: Useless in very easy but a god send in all the other
    modes. When using the Sniper Rifles your hands will wobble like threes
    no tomorrow. Just take one of these and for a limited time you will aim
    straight, without trembling.
    
         7.32 - I.E.
    Usefulness:         10/10
    Additional Notes: A certain part of the game is made a damn sight
    easier with this. You can equip this and the AK to make yourself look
    like a core guard. You can then move around enemies who are non the wiser
    to your presence.
    
         7.33 - Phone
    Usefulness:         2/10
    Additional Notes: The ninja will sometimes send you a text message
    telling you something blatantly obvious
    
         7.35 - Bandanna
    Usefulness:         10/10
    Additional Notes: Basically, just equip it and shoot, you will use up
    bullets in your magazine but you won't lose any ammo.
    
         7.36 - B. Wig
    Usefulness:         7/10
    Additional Notes: Equip and when underwater, lose no air. Also,
    successfully make Raiden look a prat.
    
         7.37 - O. Wig
    Usefulness:         10/10
    Additional Notes: Raiden's version of the bandanna, infinite ammo.
    
         7.38 - Stealth
    Usefulness:         10/10
    Additional Notes: Equip this and the guards in the game will not see
    you.
    
    ===================================================
    
    8. WALKTHROUGHS
    
    Ok, this is what you have been waiting for, the actual SOL walkthrough.
    This contains mild spoilers, but I have left out anything that gives
    the game away.
    
    Who you are up against.
    
    First things first, who are you fighting against. Below is a list of
    all the enemies, how to beat them, as well as other tactics for
    getting around them.
    
    
              Tanker guards
    Features: Helmets, brown camouflage gear, Night vision goggles and
    armed with the AK S-74U.
    
    You will find these guys wandering around the taker. Use the slandered
    ways of getting around them mentioned earlier.
    
    
              Shell guards
    Features: Light green camouflage, balaclavas and armed with AN94 riffles.
    
    You will find the Shell guards in the Big Shell, apart from the Shell
    One Core.
    
    
              Core Guards
    Features: There Tanker guards without the Night Vision.
    
    These people wander around the Shell One core.
    
    
    HIT AREAS
    
    Just for reference, here are the points where you can shoot guards and
    the affects they will have. Note, this is only for handguns and
    assault riffles. Also it doesn't count for the M9 either.
    
             Head - Fatal 1 shot kill.
       Upper Body - Fatal 1 shot kill.
       Lower Body - Around three shots.
    Legs and Arms - Around 6 shots.
    
    
              Shell Assault Team
    Features: Same as Tanker guards, Shields, Bullet proof vests,
    Armed with RGB6's and high-powered assault riffles.
    
    They only come when back up in the tanker is requested. They are trained
    in search and destroy tactics so its best to hide if they are called.
    An attack on them is very unlikely to work and is professionally called
    suicide.
    
    
              Core Assault Team
    Features: Same as Shell guards, Shields, Bullet proof vests,
    Armed with RGB6's and high-powered assault riffles.
    
    They only come when back up in the shell is requested. They are trained
    in search and destroy tactics so its best to hide if they are called.
    An attack on them is very unlikely to work. However, make use of the
    heavy weapons you have and you mint hold them off for a while if
    engagement is absolutely necessary.
    
    
              CYPHERS
    Features: You see on in the tanker, they are said by some to look
    like flying rubber rings. They are armed with a camera so if one sees
    you it will take a snapshot, then call for backup.
    
    There are a number of ways to take out a CIPHER. The best way is to
    shoot it. On normal mode, it will take three shots on the ring part
    or one in the camera. Also, M9 knockout rounds wont work so use a hand
    gun or assault rifle. You can also use chaff to disable it. Make sure
    your not in its field of view when the jamming ends though.
    
    
              Gun CYPHERS
    Features: Like the normal CYPHERS only the camera is mounted underneath
    and they have guns.
    
    This said, they are not that much more of a threat to you then the
    normal version if you don't let them get close. Just you the same
    tactics to get rid of them as the normal ones.
    
    
              Cameras
    Features: If you can't recognize a camera when you see on you should be
    worried.
    
    The tactics for getting rid of CYPHERs also work here.
    
              Gun Cameras
    Features: Cameras with a long stick on them
    
    I think there is only about two of these in the whole game. Use the
    same tactics as the normal incarnation. Gun cameras are also armored
    so a few more shots are required.
    
              Claymores
    Features: None, there invisible
    
    But you can see them by using the thermal goggles and the mine detector.
    If you accidentally step on one then it will not summon backup, but it
    will  hurt and may make nearby guards investigate. To get them, crawl
    over them and you will automatically pick them up.
    
         8.1 - SOL Main game walkthroughs
    
    Here is the main walkthrough. Just a note before we start, if I write
    use a certain weapon or tactic, you do not have to agree and use it.
    The main idea of the game is to do your own thing. However, it will make
    the game less trebling if you use that weapon. Also at some points
    only one weapon may do. I will include that as well.
    
    This walkthrough is expecting that you are playing on normal difficulty
    and have the radar switched on and to type one.
    
          __
        /    \
       /      \
      /        \
     /          \
    |           |
    | _________ |
    ||         ||
    ||         || < Hold 3
    ||         ||
    ||_________||
    | _________ |
    ||         ||
    ||         || < Hold 2
    ||         ||
    ||_________||
    | _________ |
    ||         ||
    ||         || < Hold 1
    ||         ||
    ||_________||
    |  _______  |
    | |       | |  < Deck  1 - Crew Lounge
    | |       | |    Deck  2
    | |_______| |    Deck  3 - Dining Hall
    |           |    Deck  4 - Bridge
     \__________/    B1      - Engine Room
    
    
              8.1.1 - Tanker
    
    After a long, cool cut scene you will find yourself on the stern side
    of the tanker. You are also in front of a large object. Press up against
    it and look up and to your left. There will be a guard with a light
    walking around the top deck. He looks over the deck every once in a
    while. If you are exposed he will come and investigate. Wait until he
    walks away and turn right. Follow the side of the ship forwards until
    you see some stairs you your left. Go up these and jump onto the object
    in front of you. Go into first person view and look right. There will
    be a guard looking out to sea with some binoculars. If he is not there
    wait a few seconds and he should come. When he stops and looks over the
    side draw your M9 aim in first person view attack and shoot him in the
    head. Now jump off the other side of the object you are on and pick up
    the chaff grenades to your right. Move forwards and jump off the
    railing in front of you. You will automatically fall to the ground and
    only lose a fragment of life. Move forwards and up the next set of
    stairs, past the sleeping guard and mode to the door. Press Y there to
    turn the handle and enter. You will get a call off Otacon when near the
    door telling you how to open it.
    
    When inside look up the stairs. You way is blocked so your going to have
    to go the long way. move through to the next room. You will see a shadow of a
    guard.
    Press against the wall ahead and shimmy over to the corner.
    Doing this avoids leaving visible footprints. At the corner wait for the guard
    to
    walk away. Before he stops do a jump out attack and hide back
    behind the corner. In a few seconds he will go down and you can cross
    un-noticed. At the other side of the corridor go down the next passage
    to the left. You should now be in a room identical to the one you entered
    a few seconds ago. Don't bother trying the door, it won't work and just
    head straight up stairs.
    
    Another quick scene will show Snake walking up the stairs and peeking
    around a corner. There is a covalence camera in place. There are a few
    ways of getting around it. The best way it to go into the corridor. Press
    against the wall that the camera is on and pass under its blind spot.
    Another way would be to throw a chaff grenade and run but that just
    wastes time. At the other side of the corridor open the locker to get
    some chaff grenades and if you want go straight down the next corridor.
    Opposite the fire extinguisher is a small vent, crawl inside to get a
    ration. After you have got this head back to the locker with the chaff
    grenades in it and head  up the stairs to its right.
    
    At the top of the stairs go into the main corridor. there is a door on
    the left and you see a guard walk inside, move to the door so it opens
    and hit the guard in the head with the M9.
    
    **Note - There are some sailors here who were cut short of there meals
    and are now strewn over the table.
    
    As you enter the room you will see that there is a camera on the other
    side of the wall on your right. head forwards and go through the swinging
    doors to pick up another ration. Head back into the corridor again and
    go to the other side. You will get a call off Otacon, informing you
    that there is a trap of semtex ahead of you. This consists of: IR beams,
    Semtex plastic explosive and a control box. Basically if you a beam is
    broken or disturbed all the semtex on the ship goes off and its down the
    plug hold for you. Otacon recommends shooting out the fire extinguisher.
    Don't do this though all you have to do is go back to the corridor and
    bang on a wall. The guard opposite will investigate. All you have to do
    is to crawl through the two panels on either side of the wall and your
    through. Don't worry about setting the beams off, you will just go under
    them providing that you are crawling. At the other side of the corridor
    head upstairs. Make sure you do all this before the guard comes back.
    
    You are no on the bridge. After a short scene you will see someone
    outside, go left to the door on the extreme left of the bridge and
    watch the cut-scene.
    
    
    Boss - OLGA
    Difficulty - 4/10
    
    As you only have an M9 at the moment, you cannot kill Olga, instead you
    have to knock her out. She is a good shot, but you can sneak to different
    areas of the deck when she is not looking. When she is hiding behind an
    object run to the other side of the bridge and shoot at her.
    There is a light on the far end of the area. Shoot it out before she
    shines it in your direction. After she shoots at a covering, shoot the
    yellow peg holding it on. If you don't win afar a time she starts
    throwing grenades. These are easy to avoid just don't stay in the same
    place for too long. After a while you will have her beaten.
    
    You now get a USP with no ammo and see your first CYPHER.
    
    After the battle go back to the door to the bridge.
    **Note - Shake Olga to get her dog tags, also shoot her to get a funny
    message off Otacon.
    Instead of going back in however follow the wall around to the right.
    You will get to some stairs. Go up and see the mast with the ladder
    in front of you. Climb up to the top and get the thermal goggles.
    
    **Note - If you play through the tanker level again on the same file
    look on the second level, there will be a USP suppressor.
    Also look when you are on top of the mast to where Olga dropped
    to the floor, she has disappeared, dur, dur, dur, dur.
    
    Head all the way back down to the bottom level and back inside the
    bridge, pick up the USP ammo and head back downstairs.
    
    Your now in the room with the IR trap. The guard patrols the other side.
    Use the same tactics as you did to get to the side you are on now
    and go down stairs.
    
    You are in the room with the camera. A guard is patrolling the corridor.
    Equip the M9 and look around the corner. As soon as he is out of the
    cameras view, shoot him in the head.
    
    **Note - You must hit the guard in the head as anywhere else he will
    have enough time to wander into the cameras sights and alert the
    guards. Also, make sure you hit him as he is walking away otherwise,
    he may turn around and catch you. Also, don't use the USP, as tempting
    as it maybe to kill something be patient, the USP is too loud and
    the guard is right near a corner to hide near. Use the M9.
    
    When the guard is down either shimmy past the camera like last time
    or simply shoot it. Follow the corridor, back down stairs.
    
    Go out of the room and back to the corridor you used to get to this part,
    (where you M9'ed the guard). He is now back and patroling the same
    route. Same tactics as last time, jump out shot him when he is walking
    away and hide back behind the wall. Do not kill him with the USP here
    either, the guard on the other side of the area will hear the shot and
    things can get tight.
    
    Once on the other side of the corridor walk towards the camera until
    you see a door on the right. Enter here.
    
    You are at the top of a balcony in the recreation center. A guard
    patrols below, wait for him to move to the left. Run down the stairs
    and rush right. There is a room ahead, run in and hide behind the wall.
    You should just have enough time to do that in before the guard looks
    behind him. If he gets suspicious un down the stairs. If he doesn't get
    suspicious go down stairs anyway and grab the stun grenades. Head
    through the door and into the next area.
    
    As you walk up the corridor you see the shadow of Vulcan Raven from
    Metal Gear Solid. Go around the corner and look to the wall next to
    you. There is a flashlight and a Raven action figure. Shoot the light
    to de illuminate the area, with the M9, there are guards nearby.
    
    **Note- Shoot the Raven figure with the M9 and watch what happens.
    **Note- Look at the row off lockers opposite the Raven figure. Open
    them and get a nasty surprise.
    
    Go back into the corridor and look for a door to the left. There is a
    guard yawning. De-equip all weapons, stand next to him and press X,
    then press it reputedly until he makes a different sound, then release
    the button and he will drop harmlessly to the floor.
    
    Look out over the engine room to see a patrolling guard on a raised
    platform. M9 him, this make take a few shots as he is a long way off.
    You may have to move around a bit to get a good shot, also it is easier
    if you shoot him when he has stopped moving.
    
    Now go over to the rail and enter the hanging mode. Look underneath you
    using first person view and wait for the guard underneath to walk under
    you. Just before he is directly underneath you, press A to fall, you
    should fall on his head, whip out your M9 and shoot him in the head
    while he is unconscious.
    
    **Note- If the guard does not get knocked out when you jump down press
    B rapidly, he should be get knocked out. If all else fails shoot him
    with your USP and run down the corridor all the way to a darkened
    corner. Wait there until caution mode stops. Do not exit your hiding
    place even in caution, the assault team are wandering around looking for
    you, also, the guard you knock out with the M9 will be awakened and a
    new guard will be placed above you where you killed the previous one.
    
    Providing you did knock him out and shoot him, follow the stairs down.
    Just before you get to the bottom, preen against the wall. A guard is
    watching the area. Do a jump out shot on the guard but don't kill him.
    Snake will shout "Freeze" and the guard will put his hands up. Take this
    time to shoot him in the head.
    
    To the left there is a small bridge, head over and go down the long
    corridor to get a ration. Go back up the corridor, and past the bridge.
    there are a long flight of stairs, head up and to the top level. In
    the distance a guard is patrolling a lower level. Hit him with the M9
    and drop him, then follow the corridor down and over another bridge.
    
    **Note - There is another guard just behind you as you go up the stairs,
    as long as you are silent and don't alert the guard on the other
    platform then ignore him.
    
    Come over the bridge and come towards the guard who is asleep. As you
    come around you will see some stairs. Head up and spot the guard you
    knocked out with the M9 a few minutes ago. Make sure he is not
    near the door, you'll see why in a minute. If he is drag him away and
    head through the door.
    
    Go towards the room at the far end and not the door closest to you.
    as you approach you see a guard come out of the room. run left to the lockers
    and
    press yourself in the open one in the middle. Now, without
    pressing anything watch as the guard enters the room, walks around and
    exits. Before he comes in the room he checks outside the door and if the
    sleeping guard is there he wakes him up. After the guard leaves the area
    stay where you are for a few seconds as he walks up the corridor and
    exits the engine room.
    
    Exit the locker and look down the corridor near the lockers, there is
    another IR trap, you need to go down this corridor and this time you
    cannot crawl underneath the beams. After a conversation with Otacon
    grab the USP bullets from the object if you have room for them and look
    down the corridor. On the right you can see a blinking green light near
    the Semtex, aim carefully to avoid hitting the semtex and shoot it out.
    You will know if you miss and hit the Semtex. When the green light is
    shot then move to the lockers and crouch before going into a crawl.
    Look ahead and below a IR beam panel, on top of the semtex is the
    next control unit. It is a fairly easy shot. Jump on the object nearest
    the lockers and look all around for the next control unit. Finally,
    while still on the object look directly down the corridor for the
    last unit. Equip your Thermal Goggles and check to make sure there
    are no more IR beams, then head towards the door and go through.
    
    **Note- There is a bag of flour near the door, shoot that and you
    can also see the beams, also you can smoke the cigarettes to reveal them.
    Also, don't worry about alerting the guard outside the door in the
    engine room, as long as the door stays shut he shouldn't be able to
    hear you. If by chance he does then run into a locker and hide.
    
    You are now in a corridor, equip the thermal goggles and the M9,
    proceed forwards until you see the figure of a guard walking towards
    you, let him get close and shoot him before he sees you. Carry on
    past him and un equip the goggles. There is a well lit corner at the
    end, approach slowly and let the guard walk by, he is listening to
    music so he cannot hear too well. Shoot him with the M9 and carry on
    around the corner and down the next corridor. Look ahead, there is a
    sleeping guard. It is possible to run past him, but its difficult t
    get the timing right, basically whenever he goes "nothing to report"
    he wakes for a few seconds, so run just after that. You can also just
    do it the way I do and shoot him in the head with the M9 when close.
    
    **Note- If you miss the guard will wake up and see you, in that case
    switch to the USP and shoot him before he calls for reinforcements.
    
    After the guard is down continue on through the door.
    
    There are no guards in this room yet, equip your rations and USP and
    follow the corridor, picking up ammo as you need it.
    
    Eventfully you will get to a cut scene in which a guard is alerted and
    you have to fight all the guards. This is pretty straight forwards. Hide
    behind the object and use the jump out shot for the left guard, then
    stand up and drop the one on the right. Look directly in front of you.
    A guard crouches behind an object and occasionally stands up and throw a
    grenade. Stand up at this point and run to the object in front, crouch
    to avoid enemy fire and wait for the blast. The stand up and wait for
    him to stand and get ready to throw another grenade. At this point
    shoot him and run back the object at the back. There are some USP
    bullets and a ration at the back of the corridor, be careful of enemy
    fire if you want to get these. Continue dropping guards as they come
    until three come around the corner and run at you. Stand up and fire
    wildly at the front guard, when he falls the next one will be shot and
    then the third. When these are dead it is normally the end of the
    shoot out. Occasionally a guard will survive after the three guards who
    run at you, so just finish him off as well.
    
    After a rather cool scene you are in the holds, on a balcony above
    a platoon of marines. Just a point here, do not kill the Marines. In
    fact there is no point in getting out your USP again. You can however
    hold up marines to get dog tags and shoot them with the M9.
    
    First climb down the ladder, you are on a platform separating the
    ground and the entrance. You can now hang over the side and proceed to
    the next room, but for the sake of argument, go down to the ground near
    the marines. When at the bottom head left along the wall to the
    projector. Crawl underneath to avoid casting a shadow and continue left
    to the end. The head upwards stopping behind the objects every once in a
    while. When the floor is a different color, walk very slowly to cross
    over and carry on. At the last space there is an object blocking your path. Walk
    left around it and towards the door.
    
    The next room has two screens with the image flicking from one to
    another. Wait until the image is on the right projector and the marines
    look at it. See the object in front of you and run to it, hiding behind
    it and waiting for the screen to change back to the left. Wait until it
    goes to the right again and run to the next one. Do this again and on
    the last one you must go to the right, around the object, after you do
    this run for the door before the marines look back.
    
    After a short scene you get a call off Otacon telling you what sides
    of Metal Gear he wants. First off is the front left. Simply walk
    forwards to the edge of the object on your right. Draw the camera and
    get as much as Metal Gear as you can. Snake should go "alright"  or
    something to that effect, if not try again. Sometimes he doesn't say
    anything and it is still ok so if you are satisfied with it, its probably
    ok. When you have the picture move around the obstacle on your right
    with the cameraman onto. move into the center of the room, behind the
    marines in good view of Metal Gear. Take a snapshot of it to get the
    front picture. Next head on past the next cameraman. Do the same thing
    as you did for the left shot and you will get a good right shot.
    Finally move right and go near the computer, look down the small passage
    between the wall and some objects, there is a marine half asleep. Shoot
    him with the M9 to make him full asleep and slowly walk over to him, the
    floor noise will alert the marines if you go too fast so take it nice
    and slow. Pass the marine and go to the center of the small alcove.
    Look at Metal Gear and spot the "MARINES" lettering. Take out the
    camera and zoom on it. Make sure the letters are lit up quite well and
    all of them are in the shot. After you have it go to the computer on the
    extreme right of the room, you may have saw it when you were taking
    down the marine. After Otacon analyses the photos in a separate program
    and if he gives them the go ahead that's the tanker episode finished.
    If you have to take a few again do it quick as you may not have a great
    deal of time left while the Coma dent hatters on.
    
    **Note- The Commandant occasionally makes the marines turn and look to
    the left, right and back, or make the exercise. When this is about to
    happen the time limit stops. If that happens get to a canceled place,
    when the timer starts again you can move, just be careful you don't walk
    in to the marines sights.
    
    **Note- In hold three, don't worry about the Commandant seeing you, he
    must need new contacts or something because you stand out like a sore
    thumb and he does not see you.
    
    
    Things to notice in the Tanker episode:
    
     - The Coma dent is Scott Adolph, Helena Adolph Jackson, aqua Fortune's
    father.
    
     - The Coma dent is named after a member of the team who helped create
    the series, called Scott Adolph.
    
     - You see your first pictures of Metal Gear in the crews lounge.
    There is a Plasma TV on the left hand side, also shoot it to destroy
    it.
    
    - You can see Ocelot in Hold 3 waiting to make his move. Take the
    ground way after you pass the projector in the first hold until
    you get under Metal Gear, head right and climb up the ladder, now
    de equip all weapons and walk over to Metal Gear and look down, you can
    see the front half of Ocelot waiting. Also, take three pictures and
    show them to Otacon at the computer terminal. To get down from the
    platform just slide down the vertical pipe with the action button.
    
    
    
              8.1.2 - Plant (Start)
    
    STRUT A - DEEP SEA DOCK
    OBJECTIVE: Get to Strut B and rescue the President
    NEW CODEC CONTACT: 140.85 - Colonel Campbell - Ring him if you need
    refreshing on your mission objectives and helpful hints.
    
    You should note that you are now playing as Raiden. There is not much
    to do in this room, go forwards and up the stairs, there are a few
    lockers here, in one of them there is a ration. Grab it and walk to
    the door to the right, open it and you will hear fighting. After the
    door opens you see a guard, who was unconscious get up and go around
    the corner follow him, don't worry about alerting him as he will not
    be there any more.
    
    Into the next room you see a man riding up the elevator with two
    unconscious guards nearby. After all the talking go forwards and towards
    the elevator, ignore the guards, you cannot do anything as of yet. Head
    to the node in the corner, it is a tall blue thing, you should find it
    easily.
    
    NEW CODEC CONTACT: 140.96 - Rose - To save you game phone Jack's
    girlfriend, Rose. Metal Gear Solids answer to putting you off saving.
    
    CURRENT ADDRESSES:
    
    140.85 - Colonel Campbell - Ring him if you need
    refreshing on your mission objectives and helpful hints.
    
    140.96 - Rose - To save you game phone Jack's
    girlfriend, Rose. Metal Gear Solids answer to putting you off saving.
    
    
    You are informed that the guards are waking up, run to the center of the room
    where
    there are pile of crates. Go around to the back of them and
    enter, go to the far left corner, here you are clear from the guards
    view.
    
    You cannot avoid caution protocol at this point. Watch the guard on the
    right with the radar. He patrols up and down, at the down part of the
    patrol he looks to the right, this is your chance to run past him and
    straight into the elevator. Only go for the elevator when it has come
    down otherwise you will be wide open to be seen.
    
    **Note- As soon as you get into the elevator it starts automatically.
    
    At the top head left and look for the fence. There is a large gathering
    of birds there, approach and scare them away to see a hole in the fence.
    Crawl through it, you also get a call of the colonel telling you how
    to get through. When through follow the route to the door.
    
    STRUT A - PUMP ROOM
    
    Two guards chat to each other before one exits through the other
    stairway, the other patrols nearby. You then see where the node is.
    Wait until the guard walks to the other side of the wall. Tap on it
    and watch which way he comes around to investigate, go the opposite
    way and circle the block until you come up behind him. Tap X rapidly
    to brake his neck and hide imp in the lockers near the stairs you came
    down from. Go over to the Node, access it and head left out of the
    computer area and through the door ahead.
    
    AB CONNECTING BRIDGE
    
    Take the colonels advice and use the hanging mode to cross the bridge.
    Crouch and hide in the left corner and wait for the guard to eventfully
    appear. As soon as he leaves go to where he was and jump over the side.
    Cross the bridge to the other side, make sure the guard passes you as
    you go, you should have enough time to pull yourself up and cross to
    the other side. finally cross over and enter the canceled corridor.
    Head down and enter Strut B
    
    STRUT B - TRANSFORMER ROOM
    
    After a LONG scene which has introduced you to Plisken, Vamp and a few
    Seals you are in a the main transformer room. Walk down the stairs where
    Plisken is resting and log into the node adjacent. The walk down until
    you see another set of stairs, climb up these and exit through the
    door on the right. You will get another head dragging convocation with
    Rose battering on about what day it is tomorrow, I'd say the convocation
    picks up after a while but plainly, it doesn't. Head past the lockers
    and through the red door.
    
    
    NEW CODEC CONTACT: 141.80 - Plisken - Plisken is like the colonel, phone
    him for advice. However, he mainly specializes in weapons, the Shell or
    Dead Cell and the others.
    
    CURRENT ADDRESSES:
    
    140.85 - Colonel Campbell - Ring him if you need
    refreshing on your mission objectives and helpful hints.
    
    140.96 - Rose - To save you game phone Jack's
    girlfriend, Rose. Metal Gear Solids answer to putting you off saving.
    
    141.80 - Plisken - Plisken is like the colonel, phone
    him for advice. However, he mainly specializes in weapons, the Shell or
    Dead Cell and the others.
    
    
    BC CONNECTING BRIDGE
    
    After the scene ends, head across the bridge, there are no enemies
    to worry about this time. About half way across the bridge, where the
    connecting bridge to the core was there are some chaff grenades.
    Head over the bridge into Strut C.
    
    
    STRUT C - DINNING HALL
    
    Enter Strut C and go sight down the corridor ahead, Follow it until
    you reach a cut scene.
    
    
              8.1.3 - Plant (Bomb Disposal pit's)
    
    
    STRUT C - DINNING HALL
    OBJECTIVE: Find and freeze all the bombs Fat man has planted around
    Shell One.
    NEW CODEC CONTACT: 141.25 - Stillman - The bomb disposal technician,
    during pt.1 of bomb disposal call him for clues on where Fatman has
    planted the bombs. Also for information about him and Fatman.
    CURRENT ADDRESSES:
    
    140.85 - Colonel Campbell - Ring him if you need
    refreshing on your mission objectives and helpful hints.
    
    140.96 - Rose - To save you game phone Jack's
    girlfriend, Rose. Metal Gear Solids answer to putting you off saving.
    
    141.80 - Plisken - Plisken is like the colonel, phone
    him for advice. However, he mainly specializes in weapons, the Shell or
    Dead Cell and the others.
    
    141.25 - Stillman - The bomb disposal technician,
    during pt.1 of bomb disposal call him for clues on where Fatman has
    planted the bombs. Also for information about him and Fatman.
    
    Start by going back to the door where you came in and go right into
    the room next to the corridor. This is the women's toilet room. Walk
    around until you see two mirrors, look up and you can see the reflection
    of the bomb, you can also see the bombs base so spray coolant to freeze
    it.
    
    Go back to the room with Stillman in and walk left, past the pantry
    and water melons, through  the swinging gates and finally into a small
    room with a poster, this is where the node is so log in. Head to the
    corridor where the cut scene first started and carry on to the red door.
    
    CD CONNECTING BRIDGE
    
    Look for a guard at the far end of the bridge, aim accuracy for the
    head and shoot him with the SOCOM. Go to the corridor leading to
    strut D but stop just outside and shoot the camera. If you are going
    for zero kills then try to punch combo the guard but it is easy to be
    seen, I recommend just killing him.
    
    STRUT D  - SEDIMENT POOL
    
    Lovely, don't fall into the water. When you enter this strut duck and
    watch the guard in center, wait for him to walk away, now look at the
    guard below, wait until he is walking away and run down the small
    amount of stairs and hand, let yourself fall with the A button and
    press Y rapidly to grab onto the next rail. Make sure the guard is away
    then pull yourself up and run left to the last gray floor panel. Press
    Y to open it and reveal the bomb. Spray it and run to the stairs to the
    right. Instead of running to the stairs hang before the guard sees you.
    After he passes, jump up and run up the stairs, making sure the guard at
    the top is not looking. Run back to the entrance you came in at.
    
    You have now cleared struts C and D, now go back to strut C and past the
    BC connecting bridge to Strut B. The reason we to this is from the other
    side of strut D it is very hard to get to the bomb without being
    spotted. Also it will take out the newly placed guards in strut B soon
    leaving the way open when you have to run past there. It takes slightly
    longer but it saves engaging lots of guards later on.
    
    When in strut B wait for the guard on the radar to come close and then
    move away. Enter the door and look at the transformer lockers to the
    right. the furthest one is open so close it and spray the bomb fast.
    Then run through the door you came from before the guard returns. After
    he turns away again head back in and shadow him all the way to the
    next door. Stop and wait for the guard outside to walk up on the radar
    screen and silently walk out, this floor has floors that make a noise
    if you walk to fast so go slowly, when the guard is on the other side
    and about to turn round, and you are still not around the corner then
    run and cartwheel over the panels, either or both guards may get
    suspicious so make a break for the door.
    
    AB CONNECTING BRIDGE
    
    There is only one guard now on a circuit around the bridge. As he is
    coming around to the side where you are lob a stun grenade. After
    he is knocked out run around to the other side of the bridge and into
    strut A. If you have no stun grenades do a jump out shot with the
    SOCOM and drop him.
    
    STRUT A - PUMP ROOM
    
    There will be a guard controlling the computer section, time your moves
    at the gaps in the walls, use the same tactic of banging the wall and
    chocking the guard you used last time to dispose of him. Enter the
    room through the door opposite the right set of stairs. There is a
    guard patrolling in here. Make sure he is walking away from you and
    not too close to the far wall. Shoot him in the head, now slowly
    walk forwards and find the camera, shoot it out. Head around to the
    left side of the room and go to the  back, you should see some stairs.
    go up and back down them and crawl under the pipe ahead. Turn 90 degrees
    left and continue crawling until you get to a brown pipe. Follow it to
    the back of the room, spot the bomb and freeze it. Head back the way
    you came, under the pipes and into the computer room with the straggled
    guard. On the other side of the fake walled computer room is another red
    door, head through.
    
    AF CONNECTING BRIDGE
    
    There is one guard and a CYPHER on this bridge. Wait for the CYPHER to
    fly to the other side before shooting the guard in the head. Then
    try to hit the CYPHER in the camera section. Head to the next strut.
    
    STRUT F - WAREHOUSE
    
    This is quite a hard part in the game, but it is a lot easier approaching
    from the AF connecting bridge then it is from the EVE connecting bridge
    with is what we would have had to have done had we not turned around
    in Strut D. There is a room closely, however it's security level is
    currently higher then your level card. The door is three you have a one
    card. There is then an ally leading to the main area of the strut, and
    a guard, then there is another warehouse, this is where we need to be.
    When the guard in front is not looking rush passed the ally into the
    other warehouse, in here collect the M9 and some ammo. Go back to the
    corridor, the guard should now have gone. Head forwards down the ally
    and peek around the side of the warehouse with the M9. Make sure no
    guards are coming. Run to the hole in the center of the floor to the
    bottom level and wait for a guard to pass beneath you. Drop onto him
    like you did in the Tanker and drag him to the bottom of the screen
    to another ally. There should be two doors, one on the left and one on
    the right. Pull him into the one on the right.
    
    Your going to have to move fast now to avoid alerting the guards.
    Run out of the room and straight into the one on the left, the node is
    in here, but for now leave it, go to the back of the room. There is a
    small vent, crouch and crawl through, following it all the way to the
    other side, you will be in the room with the guard again. Pick up the
    SOCOM suppressor and bullets and equip them. Look for a small box near
    the suppressor and climb on it, then onto the next box. Pull out your
    now suppressed SOCOM and deliver a head shot to the unconscious guard
    before he wakes.
    
    There are two more guards in this area. On who solely patrols the upper
    floor and one who comes down to the ground floor sometimes. This
    guard also radios base and if he is taken out the assault team will
    check out why he is not responding. But for now, run back to the room
    with the node and access the radar. First you have to get rid of the
    guards. First wait down stairs for the reporting guard to make his
    rounds, drop him with the SOCOM and pull him into either the room
    with the dead guard or the node room. Either way make sure he and you
    are hiding in one of the rooms when the controller starts talking.
    The assault team will go to the position of the guard when he was shot
    and say they cannot find him. They then go away. When the assault team
    leave look for the last patrolling guard and drop him with either gun.
    There is no need to worry about hiding this guard, just head up the
    stairs in the upper right hand corner and move to the left of the room.
    Activate the sensor and move into the cloud, grab onto the railings and
    drop onto the crates, then move forwards to drop to the floor and spray
    the bomb at your feet. Climb out and move up the stairs to the red door
    and exit this area.
    
    EF CONNECTING BRIDGE
    
    Walk forwards along the bridge, you will get a codec call informing
    you of claymores in the area.
    
    
    NEW CODEC CONTACT: 141.42 - Mr. X - Mysterious man who gives you
    information on traps and other danger. Don't bother trying to call
    him, it will always be "no response".
    CURRENT ADDRESSES:
    
    140.85 - Colonel Campbell - Ring him if you need
    refreshing on your mission objectives and helpful hints.
    
    140.96 - Rose - To save you game phone Jack's
    girlfriend, Rose. Metal Gear Solids answer to putting you off saving.
    
    141.80 - Plisken - Plisken is like the colonel, phone
    him for advice. However, he mainly specializes in weapons, the Shell or
    Dead Cell and the others.
    
    141.25 - Stillman - The bomb disposal technician,
    during pt.1 of bomb disposal call him for clues on where Fatman has
    planted the bombs. Also for information about him and Fatman.
    
    141.42 - Mr. X - Mysterious man who gives you
    information on traps and other danger. Don't bother trying to call
    him, it will always be "no response".
    
    
    Now enter first person view and aim with your SOCOM, press "auto-aim"
    and you should be pointing at the stairs on the opposite strut, this
    may take a few attempts. Press fire and listen for a guard shout, this
    means you successfully shot him and he is no longer a threat.
    
    Now equip your mine detector and get into a crawl, look for the yellow
    cones crawl through them onto the red dot on the radar to pick up a
    mine. Do this until you have a full inventory. NEVER STAND UP WHILE
    DOING THIS, one mine takes away almost all your health and alerts the
    CYPHERs nearby. This is another reason we turned around at Strut D,
    otherwise we would have had to do that with a guard watching and
    almost certainly setting off an alarm.
    
    STRUT E - PARCEL ROOM
    
    Enter through the roar and run forwards, up the room until you see an
    opening, stop. There are two guards in the room, don't do anything to
    either of them. Instead locate the cardboard box on a platform ahead of
    you. When the guard to your left looks away, run hop onto the platform
    and equip the box. When the guard is not looking again, jump off run
    forwards and use the node. Now go back the way you came being cautious
    off the guard and turn left. Head upstairs and through the door.
    
    STRUT E (ROOF) - HELIPORT
    
    Follow the platform and watch the scene, afterwards continue up the
    stairs and head for the Harrier. There is a guard patrolling the crates.
    Move to the tail of the Harrier and plant a book. Now wait and the guard
    will eventfully find it and distract him. Now go around to the other side
    of the wing that is pointing towards Shell Two. Look under the forward
    undercarriage (front wheel). There is the bomb here but you have to crawl
    to get it. After it is frozen and the codec talk ends go back to the
    parcel room and to the far left end to exit the red door.
    
    DE CONNECTING BRIDGE
    
    At the bridge look for the stairs to the left, when the sights of the
    guard with the binoculars turns all the way right run half way down
    to the platform that changes the direction of the stairs. Pull out the
    M9 or SOCOM and aim for the first guards head, then do the same for the
    guard father away. Head down the stairs and head backwards for some
    SOCOM shots and some chaff grenades. head all the way across the bridge
    but don't go up the stairs at the other side, instead, just head into
    the concealed corridor and into Strut D.
    
    STRUT D - SEDIMENT POOL
    
    You exit right next to the node so activate the radar, now go as far
    along the platform as you can until you see the guard coming. Hang over
    the side and let him pass, then continue all the way to the stairs,
    climb up watching out for the guard up here. When he looks away run up
    before the bottom guard returns. Then run the way the stairs were
    pointing until you reach the red door to the connecting bridge, if the
    top guard gets suspicious or is alerted shoot him with the silenced
    SOCOM.
    
    CD CONNECTING BRIDGE
    
    Now your SOCOM is silenced you should have no treble passing through
    this area, just shoot the CYPHER and M9 the guard. Alternatively just
    throw a chaff grenade and run.
    
    STRUT C - DINNING HALL
    
    Enter the room where you first met Stillman, don't worry, there are
    no guards in this strut. Find the pantry and pick up Sensor B.
    
    
              8.1.4 - Plant (Bomb Disposal pit's)
    
    STRUT C - DINNING HALL
    OBJECTIVE: Find and Freeze the invisible bomb in the Deep Sea Dock.
    TIME LIMIT: 400 SECONDS
    
    Run out of the room where you are and head down towards the toilets,
    exit the red door nearby.
    
    BC CONNECTING BRIDGE
    
    Shoot the CYPHER and run across the bridge
    
    STRUT B - TRANSFORMER ROOM
    
    Hide behind the wall opposite the lockers, have the M9 ready, shoot the
    guard when he walks away from you and wait for him to fall down, if the
    guard inside investigates shoot him with the SOCOM. Go down the corridor
    slowly to avoid making a sound, at the other side, exit to the next
    bridge.
    
    AB CONNECTING BRIDGE
    
    Wait for the patrolling guard to walk your way and kill him with a
    jump out shot from the SOCOM, make sure he goes down, if you miss he
    will stop for a few seconds to investigate, drop him then. Head across
    the bridge to Strut A.
    
    STRUT A - PUMP ROOM
    
    As you enter watch the guard, when he walks away from you run forwards
    at climb the stairs you originally came down at the start of the game.
    
    At the top, run out of the gate ignore the guard and run straight to the
    middle of the elevator.
    
    STRUT A - DEEP SEA DOCK
    
    At the bottom run to where you first started the game, run to the other
    side of the pool and look at the large yellow submarine,  hmm.
    Underneath it is the bomb, The legs of the sub can block your view of
    the bomb so move all the way to the right and spray it.
    
    Now head back to the elevator room.
    
    
              8.1.5 - Boss - FORTUNE
    Difficulty - 3/10
    Recommended tactics - Stay alive.
    
    Fortune is armed with a rail gun, those who have played Metal Gear
    Solid may ember this is the weapon on Rex's right arm that fired the
    advanced nuclear warhead. Fortune's doesn't fire warheads but it
    a miniature version of the weapon. Contery to belief, the rail gun
    does not fire electrical bolts or "lighting". What it does do is
    use electrical energy to fire bullets at extremely fast speeds. It is a
    prototype that apparently is deadly to use normally as it sometimes
    backfires or overloads killing its user, but this never happens with
    Fortunes after all, she's lady luck.
    
    This is the first boss fight on the Shell and you cannot win. Fortune
    cannot be shot, so don't try instead there is SOCOM ammo doted around the
    room, so pick that up. When the fight actually starts though, move right
    the drum next to you is about to blow up. There is another drum to the
    right behind some more crate, in the fight that will blow up as well so
    don't get too close.
    
    At the start after you've avoid the exploding drum equip your box and
    run around, this allows you to be a smaller target without slowing down
    by crawling. After the Codec rings the "fight" is over.
    
    
              8.1.6 - Plant (Bomb Disposal pt.3)
    
    STRUT A - ROOF
    OBJECTIVE - DEFUSE THE BOMB ON THE HELIPORT
    
    Go to the gate you came through before only this time crouch and crawl
    to the door as there are claymores in place.
    
    STRUT A - PUMP ROOM
    
    Run past the front entrance to the computer room, making sure the
    guard is facing away then run around the corner and past the next gap,
    making sure the guard has turned around and is pointing the other way.
    
    AF CONNECTING BRIDGE
    
    Make sure the coast is clear before attempting to cross, if the guard
    sees you the drop him with the SOCOM.
    
    STRUT F - WAREHOUSE
    
    Watch for the guard who reports in and make sure he is walking away,
    locate the other guard, shoot him with the M9 if he is walking  around
    the block towards you or simply shadow him if he has passed, get to
    the opposite side of the room and onto the next bridge.
    
    EF CONNECTING BRIDGE
    
    Fire at the guard by using the auto aim to find him, make sure he
    goes down, then throw a chaff to jam the CYPHERs nearby, you should
    have got most of the mines last time you came so just head forwards
    and into the next strut.
    
    STRUT E - PARCEL ROOM
    
    As soon as you enter here equip a box and run along the right wall,
    when you get to the stairs unequip the box and head up to the door.
    
    STRUT E (ROOF) - HELIPORT
    
    Follow the way until you get to the long flight of stairs, head up
    and run to where the Harrier was and the bomb if easy to spot,
    simply freeze it.
    
    
              8.1.7 - Boss - FATMAN
    Difficulty - 6/10
    
    In this fight you have to attack Fatman whilst freezing bombs that
    he plants before they explode, on Extreme and Europen Extreme this is
    a expetionally hard fight, but on this level it is not so bad, remeber
    to keep the sensor A equiped, no bombs require Sensor B to locate them.
    
    The points in which he plants the bombs are random points over the
    heliport so as soon as he puts them on freeze them. Occasionly he
    will stop and take out a gun, when he does hide behind a crate when
    this happenes. He also will stop at points and clap or take a breath,
    use these as your chances to shoot him with the Socom. He will fall
    down dazed for a few seconds, get up close and shoot him in the head.
    
    Repeat this until he is down, as you play you will find faster ways
    of beating him, but this will do for now.
    
    After he is beaten he says he has one last bomb and dies, you must
    now find it, de equip all weapons and drag him aside, the bomb is
    underneath him. Freeze it and head back to the stairs.
    
    
              8.1.8 - Plant (Hunt for the AK)
    STRUT E (ROOF) - HELIPORT
    OBJECTIVE: Find an AKS 74-U and head to the Core of Shell One
    
    You now have a B.D.V to discuise as a core guard, but this isn't
    going to be enough to fool the guards, so you need an AK, or more
    precisely an AKS 74-U. Don't equip the gear yet, there is no point.
    Head down to the parcel room.
    
    STRUT E - PARCEL ROOM
    
    One again get into the box so you can move low and fast and head
    towards the door you entered from.
    
    EF CONNECTING BRIDGE
    
    We have been here a few times, If you run streight across the bridge
    without triggering a mine, you should get to the other side before the
    guard behind starts using the binoculers. Enter Strut F.
    
    STRUT F - WAREHOUSE
    
    Now you have a higher level card you can enter some more rooms in here.
    At the moment you can get both assult rifles: the AK which we need, and
    the M4, the cool gun you saw Plisken and the SEALs using in Strut
    B.
    
    This level is made a LOT simpler by getting rid of the guards. So head
    down stairs and socom the patroling guard using the objects down here
    to your advantage. Drag him off to the room with the node, there is
    no need to put him in a locker. If another guard heard the first one
    he will investigate. In this case leave the guard where he is and shoot
    the next one. Then carry both off before the status report is due.
    
    However if he did not get suspsious just wait until he comes down
    normaly and pull him away. Wait until the assult team have made there
    rounds and left before coming out and shooting the final guard on the
    upper level. While you are down stairs go forwards to the wall adjeacnt
    to the stairs and enter. In here is the AK and some ammo. Now head up
    stairs.
    
    The upstairs is divided into six warehouses, two near the stairs, or
    the front of the room, two in the middle and two at the back of the
    room.
    
    Head to the middle left warehouse and enter, there is an IR trap in
    here. Look for the locker on the left and use the Socom or AK to
    shoot it out, then grab the M4 and ammo. There is some more ammo in the
    locker with the control pannel on the top.
    
    To get more Socom ammo head to the place where you got the suppressor.
    To get more M9 ammo head to the place where you got the gun and for
    more M4 ammo head to where you got the AK where it can now be picked
    up. After you finnish firing senslesly at things with the machine guns
    head to the red door opposite the stairs where you entered.
    
    EF CONNECTING BRIDGE
    
    Insead of using the Socom to kill the guard this time use the M4, this
    reduces the chances of missing. Go to the bridge and shoot the Cyphers
    floating about. When they are all in the water head half way across
    the brige where it branches off. Do not stop running on this as the
    platform crummbles when touched. At the other side equip the AK and the
    B.D.V and enter the Core.
    
    
              8.1.9 - Plant (Looking for the D.Mic)
    SHELL ONE CORE LEVEL ONE
    OBJECTIVE: LOCATE THE DIRECTIONAL MICROPHONE
    
    First thing to do is equip the B.D.V if you have not already
    done so, then take out the camara with the SOCOM, then re-equip the
    AK again before any sees you.
    
    **NOTE- Remember you are disguised as a enemy solider and amongst other
    things soldiers do not shoot their friends, so avoid killing people.
    Also you must keep the AK equipped but do not point it at any thing
    not even if you set of caution and everyone else is doing it. Also,
    the B.D.V does not fit well and banging into enemies will cause it to
    fall off, and with all the guards in the core, that is something you
    do not want. Another point is not to shoot at anything, neither
    machine gun is silenced and it will trigger an alert.
    
    Avoid the guards as you enter into the hallway, move towards the camara
    and keep going until you reach a corner. Don't destroy the camara, just
    ignore it and continue by, it will not do anything. At the end of the
    corridor enter the room and use the node. Also grab some stuff from the
    set of lockers at the other side of the room as well as the ones
    opposite the fake wall.
    
    Opposite the door you entered is another door, exit through here an
    follow the passage up, there is another corridor similar to the one
    you entered here. The door leads to the BC connecting bridge where
    there was a bridge that Fortune destroyed with the Seals on earlier.
    There are some Grenades here. We went this way because there is not as
    many enemies reducing the chance of being knocked and revealed.
    
    Continue up and the corridor turns ninety degrees follow it and in the
    enter is the elevator. Providing you are complete in costume call the
    elevator and the camara will allow you to pass. Press the B2 button
    and the elevator will move.
    
    SHELL ONE CORE LEVEL B.TWO - COMPUTER ROOM
    
    This place is suicide if you decide to take off your disguise. There
    are six guards in the computer room. Head out of the elevator and
    turn left through the door and follow the hall into another passage
    running all the way down the edge of the computer room, at the edge
    enter the room and cautiously walk between the guards to the left of
    parrot at the far end to retrieve the mic. When you have it exit the
    room. You may see a guard begin to run around the outside of the
    computer room. Run out and head right the way you came. It may seem
    that the guard is pursuing you but he is not, run into the corridor you
    came from and back to the elevator room and press B1.
    
    SHELL ONE CORE LEVEL B.ONE
    
    You now need to access the retinal scanner to enter the conference
    hall where the hostages are being kept. To do this you need to use an
    enemy as they are obviously not programmed for your eyes.
    
    As soon as you exit the elevator and watch the scene head away from
    the main hall into a small room to the right of the elevator where
    the node is. Now run to the main hall and past the retinal scanner. A
    guard will come out of the small office and walk towards you. Get
    to the other side of him and de-equip your AK. Quickly grab him and
    drag him to the scanner. Make him face it and press Y.
    
    **Note- if you take too long the guard will start waving his hands
    around, in that case tap X a few times but be careful not to kill him.
    Also a dead, unconscious, asleep etc guard will not do, you must use
    this method. If you accidentally kill the guard, instead of trying to
    lure another one out of the area, go back to the elevator and ride it
    down to B2 then up again and the guard will magically come out again and
    you can have another go. This will happen as many times as it takes
    to get in but if you accidentally trip and alarm, hide in the locker room
    with the node until it settles down.
    
    
              8.1.10 - Plant (Looking for Ames)
    SHELL ONE CORE LEVEL B.ONE
    OBJECTIVE: LOCATE AMES WITH THE D.MIC
    
    
    Enter the confrence room and and make sure the AK is equiped. Walk
    down the stairs and to the right of the room. On the podium there is
    the thermal goggles. There is also a guard wandering around, do not
    kill him or it will be mission failed.
    
    Walk to the back of the room and look for a man with brown hair and
    a blue suit, (it's not much to go on but bear with it). When you find
    one make sure the guard is no where near you and equip the d.mic.
    
    You will recognise Ames instently, point it at a persons heart, noramal
    ones would just make a thud noise, Ames' heart makes a kind of
    thud, thud, bomp noise. As soon as you hear that then press Y to call
    him. A cut scene should start so you know you have the right man.
    
    After a long chat you will need to listen to Ocelot and Solidus talk.
    You can see them faintly through the window so just keep the mic in
    the middle of them and listen to what they are saying, when Olga
    enters just point it between her and Ocelot until Solidus starts to
    talk and Olga leaves. At this point Solidus and Ocelot move away
    slightly and talk, you may have to move the mic around to catch it all,
    but it should be reasonably stright forwards.
    
    When Ocelot walks towards you equip your AK.
    
    Now head to the elevator but instead of going around the corner press
    up and see the guard going into the node room, jump out shot with the
    socom, now wait for the caution mode to end and call the elevator.
    Head back up to level one and equip the box. Wait for the guard ahead
    to move around the corner. Turn the corner to where there should be
    two guards, there maybe three if one at the end has come through the
    door. In the corridor stick to the left wall and wait for the guard
    on the right to exit. As the other guard move down switch sides and
    run as far as possible down the hall before the guard turns and gets
    close. Even if the guard does turn don't stop, try to get to the small
    alcove where you entered and took out the camara and run though the
    door. Head outside and shoot down the nearby Cyphers, keep your eyes
    pealed as sometimes they appear from the left.
    
    
              8.1.11 - Plant (Heading for Shell 2)
    EF CONNECTING BRIDGE
    OBJECTIVE: GET TO SHELL TWO
    
    Use the scope to check out if there is a guard on the heliport and
    if so use the usual meathod of auto-aiming at him and taking him
    down. Then head back over to the main connecting bridge being careful
    not to stop and fall. When on the other side turn right to strut F
    and being careful of mines, head over.
    
    STRUT F - WAREHOUSE
    
    Again this is made a lot easier if you get rid of the guards, you know
    hot to do this by now. Head down stairs and take out the guard at the
    bottom using a handgun, if the other one is there take him out if not
    wait for him. Move the two bodies and wait until the attack team leave.
    Finnaly take out the one remaining guard at the top. Enter every single
    warehouse now and collect all the things you can. You should pick up
    some grenades, C4, the RGB6 and the PSG1. In the room with the PSG in
    it look for a vent. Crawl through to get the PSG1-T. You should have
    both machine guns and the Socom and M9 with a lot if not full of ammo
    as well. Head back to the red door leading to the EF Connecting Bridge.
    
    EF CONNECTING BRIDGE
    
    There should still be no Cyphers and guards so head on to Strut E
    and be carful of mines.
    
    STRUT E - PARCEL ROOM
    
    Equip a box and move around the outside of the converbelt. Be careful
    of the guard when you get to the red door as he somtimes looks in your
    direction.
    
    DE CONNECTING BRIDGE
    
    Head outside and watch for the guard above to look all the way to the
    right before running to the stairs, stop at the point where they turn
    and use the Socom or M9 to take down both guards. Head all the way down
    the stairs and cross. Move back up the stairs and make sure the guard
    looks away before climbing to the top and heading into Strut D.
    
    STRUT D - SEDIMENT POOL
    
    Go through the door and get into the box. Make sure the guard in the
    center looks away and run down the stairs to the next set leading to
    another red door in between the one you have just come out of, and the
    one leading to the CD Connecting Bridge. Enter here, this door was
    originally locked as it is a level three door.
    
    
              8.1.12 - Plant (Bloody IR Sensors!)
    SHELL ONE - TWO CONNECTING BRIDGES
    OBJECTIVE: CROSSOVER TWO SHELL TWO BY DISABLING THE IR TRAP
    
    After a conversation telling you what a control unit looks like draw
    you hand gun and shoot the one in front of you. Then turn right around
    to get the one behind. Equip the PSG1 and get the two on Strut G.
    Move to the left of the platform and use the PSG1 to get the one near
    the stairs. Go all the way to the right of the platform and look for a
    group of birds. Shoot them to see the next control unit. Next get out
    the SOCOM and see the two next to the left IR beam panels. Move to the
    center and use the scope to spot a CYPHER, use the PSG1 to shoot the
    control unit on the camara. Do not shoot down the CYPHER or you will
    set off the traps. Lastly move to the left and aim at the flag, you
    can see the last control unit behind the flag, wait until you see it
    and take it out. Alternatively when you get in patient fire at it
    wildly until you hit it, don't worry there is no Semtex behind it.
    However, do not run out of PSG1 ammo or you may have to go all the way
    back to Strut F to get some more, but you have plenty so unless you
    use it like a machine gun you should be okay.
    
    When a small scene and hear the sensors deactivate head forwards through
    the beam panels.
    
    
              8.1.13 - Boss - HARRIER
    SHELL ONE - TWO CONNECTING BRIDGE
    DIFFICULTY 6/10
    
    You must defeat the Harrier, also the Kastatka is flying around,
    make sure you don't shoot it. The Harrier won't shoot it either so
    don't worry about protecting it, to back you up from the chopper, Snake
    will fire grenades at it.
    
    You must use the Stinger missile launcher to destroy the Harrier, don't
    worry about getting it, Snake throws it down to you, also he will
    occasionally throw down ammo and rations.
    
    To hit the Harrier equip the Stinger, the Harrier is outlined by a
    box on the screen, you must get the mark in the center of the
    screen to touch the box surrounding the Harrier to lock on, then fire
    and keep watching the Stinger for better results. Also, remember that
    you cannot move when you have the Stinger equipped so choose your moments
    of attack wisely. The Harrier will appear on your radar as a  large
    red dot, aim for that when you cannot see it. The Kastatka will also
    appear as a smaller red dot so make sure you do not hit it. You can
    aim at four points on the Harriers wings, the rocket launchers are
    on the inside of the wings and the ANRAM missiles are on the outside of
    the wings, fire at these to stop Solidus attacks, but reamer he has
    two of each.
    
    The Harrier has several ways of attacking you. Sometimes it will fly
    off into the distance, you will see a flash and it will fly very fast
    at you, fire a stinger at it before it gets too close otherwise you will
    sustain damage from the engines.
    
    At some point the camara will change to a side on view and the Harrier
    will launch rockets from the two launchers on its wings. Don't try to
    shoot it at this point as it is hard to get a shot in without it hitting
    you.
    
    Another attack it will try is hovering over the bridge and try to burn
    you with its jets, just ignore the damage, look up with the Stinger and
    fire rapidly at it, don't try to aim, as long as it hits the plane
    you will damage it.
    
    It will also fire ANRAM missile at you, these home in on you, so to
    avoid it, head to the bottom level and look for a large cubed object.
    Look for the Harrier on the radar and get to the other side of the
    object. Press yourself up and crouch. Another thing you can do is
    throw a Chaff grenade at one point of the bridge and get to the other.
    If the grenade explodes in time the missile will home to that rather then
    you. The proximity beeps are to each other depends how far the missile
    is. When it turns to one solid tone it is about to impact. You know
    when the Harrier is about to fire an ANRAM as Solidus will shout
    "Try dodging this!".
    
    Another attack the Harrier will preform at least once is bomb the bridge
    with a cluster bomb. You will know he does it when you see it as the
    harrier goes into a cut scene and it fires four flares and two cluster
    bombs. Since it has shot flares you cannot shoot at the bombs, on the
    top level there is a gap where you can hang down to the lower level.
    As you only have a few seconds, run over and hang when the bombs hit.
    You shouldn't get damaged. If you were in the bottom level, make sure
    you are under cover when the bombs hit.
    
    The best chance to hit the harrier is when it is flying around, keep the
    stinger focused on the harrier and make sure there are no obsticals in
    the way when you fire.
    
    Also, only the Stinger can damage it so only use that.
    
    CHANGED CODEC MEMORY
    
    141.80 - Snake - Snake is like the colonel, phone
    him for advice. However, he mainly specializes in weapons, the Shell or
    Dead Cell and the others.
    
    
    140.85 - Colonel Campbell - Ring him if you need
    refreshing on your mission objectives and helpful hints.
    
    140.96 - Rose - To save you game phone Jack's
    girlfriend, Rose. Metal Gear Solids answer to putting you off saving.
    
    141.80 - Snake - Snake is like the colonel, phone
    him for advice. However, he mainly specializes in weapons, the Shell or
    Dead Cell and the others.
    
    141.25 - Stillman - The bomb disposal technician,
    during pt.1 of bomb disposal call him for clues on where Fatman has
    planted the bombs. Also for information about him and Fatman.
    
    141.42 - Mr. X - Mysterious man who gives you
    information on traps and other danger. Don't bother trying to call
    him, it will always be "no response".
    
    
              8.1.14 - Plant (Crossing to the KL connecting bridge)
    SHELL ONE - TWO CONNECTING BRIDGE
    OBJECTIVE: CROSS TO THE SHELL TWO CORE
    
    The first thing you should notice is the radar isn't working, and it is
    not because you have not logged into a node, it is because of the
    interference. To the left of you is a fire, spray it with coolant and
    look at the stairs, there is a ration at the bottom, however the stairs
    collapse and it is hard to get to it and back up again without toppling
    into the ocean. Try it if you like but there is a lot safer ration ahead.
    
    Move to the right and hang over the railings. Shimmy to the other side
    and get underneath the pipe. Look in first person view so you are
    directly over it, press A to land on it.
    
    Look behind you to spot a ration, if you need it get into a crawl and
    head over to it. If not crawl the other way. You need to crawl for one
    because one wrong move and the pipe becomes the worlds larges diving
    board and two because there are dropping dotted on the pipe, these
    cause you to slip.
    
    When you get to the far side of the pipe climb up and climb up again to
    a platform on the right. Before proceeding press right very, very
    softly to nudge a bit to the right. The press left all the way and
    around half a second after you press left hit A to cartwheel over to
    the other side, this would not work normally, but here it does.
    There is the AK suppressor here as well as some ammo.
    
    **NOTE- If a fire starts when you are on the right platform before
    jumping, you have gone too far right and there is no way to cross. The
    fire cannot be put out by coolant.
    
    When you are done, go back to the right platform and climb the ladder.
    
    STRUT L - PERIMETER
    
    Head around to the windows. Now throw in a magazine, the guard will
    command see what happened, it may take several attempts to get his
    attention. When he is walking towards you throw in a stun grenade.
    When it goes off it should take him with it. While he is unconscious
    run past all the windows and don't stop otherwise you will fall
    through the holes. Now press against the wall and shimmy to the other
    side. You have to duck at one point, don't try to get up until you cross
    under the vent. When around continues around the side, a guard will
    relive him over the side. Continue on, to the end where you hang
    and drop to another bridge. Two guards will come out of a strut,
    shoot them both with the PSG1-T to avoid alerting CYPHERs. At the
    first gap jump over and on the second one hang over and cross.
    Head over to the next strut and continue over. Follow the path until
    you get to the point where you are on the KL connecting bridge.
    
    KL CONNECTING BRIDGE
    
    Walk along the bridge until you get to some stairs, head up and draw
    a machine gun. Several Gun CYPHERs patrol the core bridge. Shoot
    them all down and proceed over. There are some gaps in the bridge,
    the first one can be jumped over and the second on requires you to
    hang and cross. When on the other side head into the core
    
    SHELL TWO CORE - LEVEL ONE
    
    Listen to the conversation with Olga and Solidus, it is hard to see where
    Olga moves when she is behind the wall, just listen for when the signal is
    strongest. In a later edition of the guide I might get up to the
    transcript of the scene, but that will be a while yet.
    
              8.1.15 - Plant (The Nikita)
    SHELL TWO CORE - LEVEL ONE
    OBJECTIVE: FIND A NIKITA MISSLE LAUNCHER.
    
    Don't worry, there are no guards on this level for a while yet. Don't touch the
    eletric floor and instead go down the stairs, follow the
    path up stairs again and up the corridor until you see a room on the
    right. Enter and use the node. Pick up the M4 ammo and head right,
    passed the elevator and to the ammo on the other side. Call the
    elevator and head down to B1.
    
    SHELL TWO CORE - LEVEL B1
    
    When you exit the elevator use node to your right and head down into
    the water. The colonel will inform you how to swim here so follow the
    instructions and follow the passage. Swim until you see a turning on
    your right. Head down to a left turning and go into the dead end, here
    is the night vision. Head back and continue left, above is a gap where
    you can breath. Head back down and follow the corridor until you see a
    box, this is the Nikita. Pick it up and swim back, this would be a
    full turn, then back to the breathing spot. Take a breath and turn into
    the corridor with the dead end where you got the N.V.G to the right,
    swim past it and turn left at the juction and head up the stairs.
    
    Re-enter the elevator and go back up to the level one.
    
    
    8.1.16 - Plant (Securing the President)
    SHELL TWO CORE - LEVEL 1
    OBJECTIVE: USEING THE NIKITA, DESTROY THE CIRCUIT PANNAL AND SECURE
    THE PRESIDENT.
    
    Exit the corridor and head to the part of the area where you go down
    and then up stairs, to get there head left out of the elevator and
    go down the large corridor. Head downstairs, in the center there are
    some objects, jump on the lowest on and look towards the wall. You see
    a vent dead ahead, fire a nikita inside and direct it first right and
    then left. Look on the right and the room where the President is, is
    here. You have to guide the missile around the President to the far side
    of the room, turn right and right again, the circuit panel is in the
    corner protected by a rail, fly the missile into it to deactivate the
    electrified floor. The bad thing is, the President has this thing about
    diving in front of the missile and it will probably take you a few tries
    to dodge him without him jumping out of nowhere in front of you and
    killing himself. When you hit the circuit panel head back to the
    electrified floor and cross it safely, now enter the door opposite.
    To help you guide the missile there is some ASCII art below:
    
    
        ____
    ___|    |___________|     ELEVATOR    |_____________________________
                                                                       |
                                                                       |
        _______________________________________________________________|
       | OOOOOOOO                                     |    CIRCUIT   | |
       | OOOOOOOO                                     |____PANNEL____| |
       |                     ___________________________/              |
       |                 |->|-------->--------->                       |
       |         OOOOOO  |  |   OOOOO     |                            |
       |         OOOOOO  |  |   OOOOO     |                            |
       |         OOOOOO  |  |   OOOOO     |____________________________|
       |                 |  |
       |          P-->----  |                  ELETRICAL FLOOR
       |                    |              ____________________________
       |___________________ | ____________|             |
       |          |                 \                   |
       |          |______________    \                  |
       |                          \   \                 |
       |                          |   |                 |
       |                          |   |                 |
       |                     _____/   /                 |
       |                    |    ____/                  |
       |                    |   |                       |
       |____________________|   |______________________ |
       |                    _____                       |
       |                   |__R__|                      |
         =====                                      =====
    _____=====______________________________________=====__________
    
    
    
              8.1.17 - Plant (Looking for Emma pt.1)
    SHELL TWO CORE - LEVEL ONE
    OBJECTIVE: FIND AND RESCUE EMMA
    
    Exit the room through the door and listen to the codec conversation
    between the Cononel and then Snake. Then go back to the elevator, there
    are still no guards in the area so don't worry about being stealthy.
    
    SHELL TWO CORE - LEVEL B1
    
    Head back into the water and get ready for a long swim. Make sure you
    are at full heath otherwise you cannot hold your breath for too long.
    
    **NOTE- Air pockets show up as blue clouds on the radar.
    
    Swim around the corner and dive down, take the first right, then past
    the dead end, into a T-juntion. There is an air pocket for a breather
    located in the coridor after the one with the dead end. After a
    breath pretend you were just comining into that coridor from the dead
    end one and turn left. Swim down the corridor and take the right corner.
    Swim up and then down to avoid the mines and enter into the next small
    room where you can take a breath.
    
    Open the door and the body of Stillman floats through, I thought he was
    killed in Strut H, but there seems to have been a big explosion here.
    Also there shouln't really be anything left of him being that close to
    a bomb. Anyway, this damaged room is a pain to get through. It comprises
    of three obsticals, one after another.
    
    First take a full breath and enter the door, swim up and left, there is
    a gap passable here, then turn 90 degree turn to the right and swim
    under the over hang. At the right wall look up and swim through the
    gap. Finnily swim down and under the last one. Open the door on the
    other side and take a breath. From the door you came out of, turn
    right, up the stairs and enter the room infront of you.
    
    
              8.1.18 - Boss - VAMP
    FILTRATION CHAMBER 1
    DIFFICULTY - 4/10
    
    There are a few ways to beat Vamp, as long as you don't use auto aim
    he won't dodge bullets. You can also use the RGB6 to beat him, but the
    best way is to hit him with Stingers.
    
    Be careful not to fall into the water around you, instead of swiming
    like Vamp, you will just sink.  You die if you fall in, also, Vamp
    will push you in if you are too close to the egde in the middle.
    
    When the fight starts pull out the Stingers and fire at him once. He
    will only be damaged by one hit so don't waste them. Then change to the
    Socom and shoot out the four lights on the walls. This will stop him
    pinning you down by your shadow later in the fight. When he dives under
    the water, throw grenades in or RGB6 grenades into the water to make
    him lose O2 and health.
    
    He will run towards you and slash his knife at you at some points.
    Shoot him with a machine gun remebering not to auto-aim. If he gets
    close, run away so he doesn't hit you.
    
    His main atack consists of walking around the celing and throwing knifes
    at you. When this happens just duck.
    
    There is ammo for the RGB6 and M4 in the far right corner near the
    other door and a ration over the side of the rail at the far end.
    You must hang to get this.
    
    
              8.1.19 - Plant (Looking for Emma pt.2)
    FILTRATION CHAMBER 1
    OBJECTIVE: FIND EMMA
    
    With Vamp defeated head out of the room. Grab the Ration if you need
    it and head into the water. Head underwater, ignorethe room stright
    ahead and turn right, down the underwater corridor there
    will be a place where you can turn left, this is where Emma is, don't
    go there yet however, contiue to the end where there is a T juction.
    Take a breath at the air pocket. Now, to the left is a hall with a
    dead end, at the bottem left corner there is the Body Armor, to the
    right there is some AK ammo. If you don't need the ammo don't go for
    it as there are two mines which could make you lose a lot of health.
    
    Head back to the left turning and go down the corridor, there will be
    bugs on the ground there, head up the stairs and into the room.
    
    FILTRATION CHAMBER 2
    
    Use the Node beside you to turn the Radar on, then open all the lockers
    that are unlocked except the one that Emma is hiding in, she appears
    as a dot on the Radar. When you have all the things avalible press
    the Y near the locker.
    
    
              8.1.20 - Plant ("I can't swim!")
    FILTRATION CHAMBER 2
    OBJECTIVE: HELP EMMA TO THE COMPUTER ROOM BY THE STRUT L OIL FENCE
    
    **Note- Emma can hold her breath for concidrably less time then you.
    This means you have to go fast and take more breaths. Also if Emma
    runs of out O2 her life will drop very fast, even if you get to a
    air pocket she will run out of O2 even faster the next time you
    go underwater. If E.E. dies then its mission failer.
    
    After a long talk you start underwater with Emma. Head down the hallway
    with the bugs and turn right. at the next T-junction turn left and
    head up the stairs.
    
    FILTRATIOM CHAMBER 1
    
    You are back to the area you fought Vamp, now you must lead E.E,
    press the action button to hold her hand. Providing you have no
    weapons, you will hold her and and lead her around. You have to
    get her to the Computer Room in B2 of the Shell One core. This
    is the place you got the D.mic from when you were looking for
    Ames.
    
    Lead Emma into the main chamber where there is another long and
    cut scene, resist the urge to skip it as it does lead somewhere
    later in the game. When it ends equip the thermal vision and locate
    the mines placed on the sides of the hole in the floor. Shoot
    them with the Socom and proceed to the end door. Don't trigger
    one while holding Emma, it will kill her instantly. Instead shoot
    all the mines on the side you are going to cross before procceing.
    
    SHELL TWO CORE - B2
    
    After exiting the chamber Emma talks for a while about GW and then
    you start again. This time you have to take her through the water,
    but this one is a whole lot longer. This part in my oppinion is
    the hardest part of the game for someone who has never played this
    part before. But when you do it a few times it becomes second
    nature and becomes possible first time. The reason why people find
    this so hard is because they do not use the air pockets and instead
    concentrate on trying to get through as quickly as possible. As far
    as I am concerened or know this is next-to if not impossible, you
    must use the pockets to traverse the basment. With that said, lets
    go.
    
    Head underwater and into the small room where you opened the door,
    use the air pocket to get a good deep breath, this is a hard part.
    When you are ready, turn to face the obsticals in the next room,
    head under and go through the door.
    
    Without turning after going through the door, swim under the closest
    object, now turn right and head underneath the one blocking you.
    At the left wall turn 90 degrees left and look for the gap in the
    object, head through, now look on the right side of the last object
    and head through, swim to the door Stillman came through and to the
    air pocket, phew. Now you have two mines to deal with, it is very
    importent you do not hit either of these or Emma's life and O2 will
    fall to almost zero. Take your time to dodge them here as the next
    air pocket is close. Go under then over the mines so you move
    through the area with the largest gap. After you are through, move
    to the end of the corridor, head left down the next corridor and
    to the air pocket. Almost done now, turn 90 degrees so you face the
    next hallway and swim through, you should pass the dead end you got
    the Night Vision from. At the end of the corridor there is a air
    pocket, however, just ignore it and turn left, round the stairs and
    up to the top. Climb out of the water with Emma on your back and you
    put her down.
    
    There are sea lice in front of the elevator, Emma will not cross
    these as she is scared of them as well. Call the elevator and
    shoot Emma in the head with the M9 and drag her into the elevator,
    or spray the bugs with the coolent to make them run off and lead
    Emma to the elevator. Also grab the M4 ammo on the other side of
    the corridor, near the far wall.
    
    Press the button to head to level one with Emma in the elevator.
    
    
              8.1.21 - Plant (Crossing to strut L)
    SHELL TWO CORE - LEVEL 1
    OBJECTIVE: HEAD TO STRUT L AND USE THE OIL FENCE TO GET TO SHELL ONE.
    
    Exit the elevator, leaving Emma where she is for now, press agaisnt
    the opposite wall and shimmy to where the node room is, do not
    move all the way to the edge otherwise the guard there will see
    you. When the guard moves to the other entrence pull out the M9
    and shoot him in the head, do not use a deadly weapon here, he
    must not die, just put asleep. Drag him to the corridor outside
    and leave him where he will be seen in the coridor outside.
    Enter the Node room and look for a guard patroling the long corridor.
    Drop him with a head shot from the M9 as well, and like last time,
    put him on the corridor where he will be found. Now go to the stairs
    and move past them, using the tip-toe feature spot the patroling
    guard. Shoot him with the M9 from here or if you can't do that
    head to the corner opposite the stairs when he walks away, wait
    for him to come back and walk away again, and when he does shoot
    him in the head with the M9. Pull his body up the stairs you just
    came down and leave that body in the corridor too. Go back to Emma
    and if the guards nearby have lost one of the Z symbols over there
    heads shoot them with the M9 again. With Emma head all the way to
    where you shoot the last guard down the stairs. As you move past
    the point you shoot the Nikita from before the lift will open
    and a guard walks out, he will then start walking to where you are.
    Along the way, he will find the three sleeping guards and wake them
    up, this gives you time to lead Emma up the stairs. At the top a
    guard will come out of the hall. Shoot him with the Socom or silenced
    AK and proceed through the corridor he came out from and go through
    the door.
    
    KL CONNECTING BRIDGE
    
    The sun is starting to set now and everything has an orange glow.
    Leave Emma where she was and exit the conceled corridor and onto
    the large section before the bridge. There is a Cypher heading towards
    you on the left, fire at it with either Socom or machine gun and
    head forwards without Emma. A guard walks up the stairs, with a
    silenced gun take him out, don't bother about the body. Head back and
    get Emma, walk over the bridge connecting to the core and turn right.
    Go towards the fire and extinguish it with the coolent, then proceed
    past it to begin a cut-scene to open the door to Strut L.
    
    STRUT L
    
    When you enter the Strut leave Emma and go through the to the main
    area with the M4 equiped, kill both guards before they use there
    radios. Open the door at the other side of the walkway and lead
    Emma through to it.
    
    
              8.1.22 - Plant (The Oil Fence)
    STRUT L - OIL FENCE
    OBJECTIVE: PROTECT EMMA AS SHE CROSSES THE OIL FENCE AND CROSS TO
               SHELL ONE
    
    First pick up the PSG1 bullets if they are there. The crouch and get
    into a crawl. Equip the PSG1 and the thermal googles. If you didn't
    pick them up in the room with the hostages they will be on the
    platform now. With the goggles on, snipe the mines to clear Emma's
    path. Three guards are visible on the far collom. Zoom in on them
    and use the thermal vision to spot them easily, go for the head but
    just kill them. There will also be a Cypher flying around, shoot
    that too.
    
    As Emma crosses to the next collom, watch for Cyphers, destroy them
    as they come. Then cast your eyes over to the collom itself, shoot
    any visible guards. Continue your scans of the area, even while Emma
    is behind the colloms Cyphers are still a threat.
    
    If it all gets too much call Snake, he will help with the Sniping,
    just point your scope at the enemys and Snake will shoot, quite
    how he shoots from that perspective from Shell One is a myestery
    but never mind.
    
    As Emma crosses to the the strut E platform keep a close watch for
    Cyphers and use Pentazime as and when it is needed. There will be
    a cut-scene, when action starts again de equip the thermal googles,
    zoom in and as soon as you have a clear shot on Vamp's head, push
    fire rapidly to kill him for the third time.
    
              8.1.23 - Plant (To the Core!)
    STRUT E - PARCEL ROOM
    OBJECTIVE: GET TO THE COMPUTER ROOM ON LEVEL B1 OF THE SHELL ONE CORE.
    TIME LIMIT: 400 seconds
    
    You will be pleased to know that now everybody is aboard Arsanal, if
    you are seen by a Cypher or the guard then the assult team will not
    come. Exit the room you are in now and into the hall. Run up
    the stairs, there is a guard in this room, he has headphones on
    listening to music and has no idea he has been left behind. He
    shouldn't see you, but if he does kill him. All the doors apart
    from the ones you need are now locked so it is hard to not know
    where to go. Also, you have been here so meny times I think you
    know the way to the core by now. Anyway, exit the bottem right door.
    
    EF CONNECTING BRIDGE
    
    Stop just before the exit to the concealed walkway, there is a
    Cypher right above you, if it is not there you have missed it, in
    any case throw a chaff grenade and let it explode. Do not shoot all
    the Cyphers in the area, just the ones hovering around the bridge
    to the core. Avoiding any mines that may be left run to the bridge
    going to the core and jump the first gap. Then hang and shimmy over
    the second, run into the core, don't worry, there are now no more
    enemys.
    
    In the core run out, both camaras are down but even if they weren't
    they couldn't do anything. Run over the bugs to the elevator, again
    don't worry about discuise, the door to it will be open. If you
    cannot reamber where the elevator is, you run away from the camaras
    and turn the corner and it is to the right. Avoid going any other
    way as the area is mined, the right way is not. Walk into the
    elevator and get ready for a good, if not slightly sad movie.
    
              8.1.24 - Plant/Arsenal ("Alright why am I nude on a table?")
    SIGMOID COLON, JEJUNUM, FUSHISIA CITY
    OBJECTIVE: FIND SOLID SNAKE
    
    As you may have noticed you are nude, this means that you cannot
    grab enemies from behind or choke them. Nether can you enter hanging
    mode. You have no weapons or items. First, head left and duck under
    a computer terminal to get a ration. Take a look at the area, it is
    identical to the area where you were tortured by Ocelot in Metal Gear
    Solid. There is even the cell, probably minus one dead DARPA chief and
    the toilets where Johnny had to relive himself. When you have checked
    the place out, press up against the torture machine on the side you
    were on and see the handily placed can to protect Raiden's dignity. Then
    head out of the door to the left at the back of the room and use the
    node. Then exit through the far door and press up on the object ahead.
    Wait for the guard to look at the left wall, when he does, run to the
    large post further down the room to the right. Spot the guard and four
    small boxes. Ignore these and watch the guard look to the left, as soon
    as he does continue running down the corridor to the next post. There
    is a large block in the middle with a guard on the left. Run to the
    right side of the box and tap on the wall. Head the opposite way the
    guard is coming and run up the stairs to the left. At the top, press
    against the object. From here on in for a while, you are going to get
    a lot of weird calls of the colonel, don't ignore these as you may miss
    the one of Rose, instead listen to them, they can be very funny.
    Look over the bridge to the opposite side, there is a camara and a
    tengu, you have to try to run under the camara to the blind spot, then
    when it pans away to the right, run left down the corridor and
    do a cartwheel into the tengu. Remember to walk slowly across the floor
    or you will alert the guards as it echoes footsteps. However, for my
    recommendation I just say, make a break for the room, run down the
    echo-floor turn left and left again, down the passage. Press A while
    running to kick over the guard and enter the door.
    
    
             8.1.25 - Plant/Arsenal (Snake)
    ASCENDING COLON
    OBJECTIVE: FIND SNAKE AND PRACTICE HOW TO USE THE HF BLADE.
    
    When you are in the next room, you are in a long tube, run towards
    you until the end, then back up to the other side, take every call you
    get, eventually you will get one off Rose. You may have to run down then
    up the tube more then once to get it.
    
    CONTROLS FOR THE HF BLADE
    just to remind you.
    
    Right analogue stick up - swipe blade up.
    Right analogue stick down - swipe blade down.
    Right analogue stick left - swipe blade left.
    Right analogue stick right - swipe blade right.
    Click right analogue stick - stab target.
    Right shoulder button - Deflect bullets.
    X button - Change from sharp to blunt side and vice-versa.
    
    Practice for a while until you begin, and obviously don't practice too
    close to or on Snake.
    
    
              8.1.26 - Plant/Arsenal (The Battle)
    RECTUM
    OBJECTIVE: FIGHT YOUR WAY THROUGH TO THE UPPER LEVEL
    
    Now you are fighting Tengu's with Snake, the best way to go about this
    fight is to let Snake handle the killing of most of them. Use your
    M4 and AK to dispense the guards at this point. Do not get to close to
    them otherwise they will do some aerobatic move which knocks you flying.
    
    Look for the ones with guns and kill them first, they are the ones who
    will hurt you mostly. Fire on automatic to dispense the guards with
    blades, or, the better way is to shoot at there feat and then when they
    lower their blade, the head.
    
    The guards on the railings are a pain. Let Snake kill them or aim
    through the railings and shoot them. Don't wait for Snake when there
    is no action, he will pear past walls so just run forwards and the
    Tengus will appear again and the fight will continue. At the door
    a whole lot of Tengu will attack at once. Shift to the blade and stab
    as many as possible, whenever your not attacking press block to avoid
    gunfire. Remember, deflection only works if you are facing the enemy
    who is shooting at you and even so it is not successful in blocking
    bullets all the time.
    
    When the door opens, go through to the next area, after a short cool
    scene switch back to your M4 and shoot at the Tengus with Snake as they
    come. Snake does a great deal of the work at this point so just take
    out as much as you can. Let Snake toss you ammo you the M4 or AK, don't
    use the SOCOM it is useless here. After the "Fission Mailed" screens
    appears don't let it distract you with the flash, you have not failed
    and the fight continues. This screen is very annoying and will see why
    when it comes on, it is almost impossible to see what is happening.
    
    After it has done this twice you will watch another cool scene.
    
    The next time you play the camara will be pointing at you, resist the
    urge to do anything and just listen to Solidus going on, he will stop
    soon.
    
    
              8.1.27 - Boss - METAL GEAR RAY
    Difficulty - 7/10
    
    This fight sees you taking on several mass produced RAY units. Three
    will attack you at once. When you beat one, another takes its place.
    This will go on until you have defeated a certain number dependent on the
    difficulty setting. These ranges from about four in very easy to all
    25 in extreme. To attack RAY, the best way is to fire a stinger into
    it's leg, it will open its mouth for a brief period. Fire a stinger in
    They're to do some serious damage.
    
    RAY is armed with several heavy weapons, it has two machine guns mounted
    on each "wing" when it points this at you get out your blade, face the
    RAY in question and block. You should deflect all the shots.
    RAY will use this if you are a medium to long distance away.
    It also has a hydro-cutter in it's mouth, this is not I repeat NOT a
    laser, it is water shot at an incredibly high pressure, it is similar
    to what a laser does but it fires water. It is a close range weapon, so
    when you are close to a RAY it will tilt its head back. Move out of
    it's way and fires a stinger into its mouth while the hydro-cutter is
    missing you. This weapon is RAY's most damaging.
    The long-range weapon is a small attack of missiles, as soon as it fires
    them run in another direction, there is no need to use chaff in this
    fight.
    
    RAY can also jump. A RAY will jump into the center of the platform
    and attack you. Do not be caught under it's feet. It will also try to
    stand on you if you are too close. If it moves it's leg up then run as
    soon as it hits the leg down do a cartwheel to avoid the shock wave.
    
    When you have destroyed enough it is complete.
    
    
    **Tip- Between these two boss fights there are the longest scenes in the game
    where the major plot themes are told. At the start of this LONG chain of
    scenes, Solidus will strangle you with his Snake arms. Many people have said
    how hard it is so I have decided to put this in to help as much as possible.
    
    As soon as he begins to strangle you, hammer Y and use the left analogue stick
    to look to your left. In this raised position you should see Ocelot. Keep
    pressing left on the analogue pad. This should cause the O2 gauge to decrease
    slightly slower. Turn the pad 90 degrees and use what ever hand you feel most
    comfortable with to press Y. Use your index finger to press down the button and
    move your wrist up and down to press it. This technique should help you press
    the button fast and pass this. Remember though, never left you index finger
    leave the Y button, as soon as it is pressed, push it down again. These small
    strategies should help you get around this annoying bit and help you in any
    other games requiring constant mashing of a button, so bear it in mind. Thanks
    to Kev, BitMapappa and Jess for brining it to my attention.
    
    
              8.1.28 - Boss - SOLIDUS SNAKE
    Difficulty - 6/10
    
    When the fight starts run and stab Solidus. He will fall down, now run
    away.
    
    As a long range attack Solidus will fire missiles from his tentacles.
    just run to avoid them. He does not have that good medium range
    abilities though so when you are not attacking don't get too close or
    far away. When you see a chance to attack run and slash at him. If he
    doesn't block you hit him two more times and he will fall down. He will
    sometimes try to knock you over, if he swipes at you do a jump to evade
    him. You can block all of his attacks apart from then you see him rise
    both blades above his head and they turn blue. If he does this, just run
    away. He will also charge around causing a fire, just don't go near it
    and you will be fine. If you HAVE to get through the fire roll but don't
    miss. If you do catch fire roll and drop into a crawl to help put it
    out. It will also go itself in a few seconds. The last attack he will do
    is to jump onto a building, then crash back to the ground. Don't be
    anywhere near him when he does this and you will be ok.
    
    After he has lost around half his health he will drop his tentacle
    things. Now take the codec call and when the fight carries on wait stand
    still and wait for him to do four consecutive charges around the roof.
    After that immediately run a few steps away left or right as he will try
    to charge into you. After you evade it slash him with the blade three
    times, until he falls. He will then attack you and do sporadic charges.
    Keep up the evasion until you will. A good defense is the best offence.
    If you need them, there are also some rations in the top left and
    occasionally the bottom right of the roof.
    
       !!!CONGRATULATIONS YOU HAVE JUST COMPLETED THE SOL SECTION!!!
    
    
    Now onto the VR missions. Does this game not end?!?
    
    ===================================================
    
         8.2 - VR Missions
    VR missions are unreal sub missions added for the Substance release. There
    are over 200 VR missions that see you sneaking from point A to point B.
    There are two modes for each character in the VR missions. Eliminate all
    and Sneaking. They are the same level designs for each mode. One requires
    you to get to the goal without being seen. Eliminate all, sees you removing
    all the guards before reaching the goal.
    
    There is also the alternate missions. Elimination gives you sevral weapons.
    Using these you must get rid of every guard in the area. Bomb disposal,
    here you must use the sensors to locate the bomb and freeze them. There
    is also the hold up mode. You must hold up every guard in the area, after
    you do, they magicly dematerilise into the air. There is also a weapons
    mode. This allows you to select a weapon and complete sevral stages using
    it. Photo mode is a secrate mode only avalivble after beating all the other
    alternative missions. You are given a picture and you have to replicate it.
    Lastly there is the varity missions. Odd as they are, you are given various
    missions, from taking out soldiers in the dark, to sniping guards and
    protecting a curry, yes a curry.
    
     8.2.1 - Raiden
    Jack is on the loose from the begining. He has by far the easiest missions
    in the game. Also, his trend of character (Raiden, Ninja Raiden and Raiden X)
    only have five missions in some modes whereas the other characters have ten.
    This means it is easier to unlock his characters first. So heres the guide
    to Raidens VR missions.
    
                   8.2.1.1 - VR sneaking
    
                   8.2.1.2 - VR eliminate all
    
                   8.2.1.3 - Elimination
    Level 1:
    
    Time Limit: 2 min 30 seconds
    Targets   : 4
    Equipment : Silenced Socom, M9
    Location  : Big Shell - AF Connecting Bridge
    Difficulty: 3/10
    
    When you start press against the corner of the consealed corridor. Now
    jump out and shoot the closest guard in the head. There is one on the
    other side of this level. Drop him with a head shot. Now head about quater
    of the way over the bridge and hange over the right side. Aim for the guard
    who walks under you. Drop on him to get rid of him. This will probbaly
    arouse the suspisions of the last guard. As he comes near shoot him in the
    head. If he didn't get suspicious then go to him. After that run to strut
    F opposite of where you started and go through the conceled corridor on
    the level you are on, it should be the lower one, to reach the goal. To
    get a higher score instead of killing guards, tranq them.
    ---
    
    Level 2:
    
    Time Limit: 2 min 30 seconds
    Targets   : 3
    Equipment : Silenced Socom, M9
    Location  : Tanker - Deck A
    Difficulty: 2/10
    
    Run down the corridor until you see a guard waiting. Hold him up and drop
    him. Now run down the corridor to the next guard patroling close by. As
    he walks shoot him in the butt with the M9. Head down the corridor to the
    last one. A guard walks up and down. As he heads away run up and hold him
    up. Drop him with either gun and follow the corridor he was walking all the
    way to the goal. Traq the first and last guard to get the no kills bonus.
    ---
    
    Level 3:
    
    Time Limit: 2 min 30 seconds
    Targets   : 4
    Equipment : PSG1, PSG1-T, Scope, Pentazemin
    Location  : Big Shell - DE Connecting Bridge
    Difficulty: 3/10
    
    I don't like this one much, dispite it is really easy. Head onto the bridge
    and crouch, not crawl. Watch the end of the bridge. Use the PSG1-T to knock
    out the first guard, another will come up the bridge. Take him down as
    well. Deequip the PSG1-T and look for two guards on the roof of the
    opposite strut. Use either riffle to take them down. Run forwards all the
    way into the concealed corridor of the opposite strut, here is the goal.
    ---
    
    Level 4:
    
    Time Limit: 2 min 30 seconds
    Targets   : 4
    Equipment : Silenced AKS74-u
    Location  : Big Shell - Strut E
    Difficulty: 2/10
    
    Use the run while shooting menover to get the guard next to the machine.
    Look down the corridor you were doing when the mission started. You will
    see a guard walking towards you, take him out, then the one next to him.
    Run to the guards you took down and follow the corrior.  The last guard
    walks towards the node. Kill him and head to the goal, you probbly saw
    it as you went to kill the last guard. To get the No kills bounus you have
    to putch/kick all of them (no breck their necks). That is quite hard so
    just stick to the AK.
    ---
    
    Level 5:
    
    Time Limit: 3 mins
    Targets   : 4
    Equipment : Claymores, Stun grenades
    Location  : Big Shell - Shell one core B2
    Difficulty: 6/10
    
    Watch for the two guards ahead. When one comes close and the other isn't
    looking grab him and pull him aroud to where you started, breck his neck.
    Now grab the other guard and just breck his neck. Don't worry, the guards
    in the computer room will not see you. Now head to the entrence of the
    computer room and lean against the wall. As soon as the two guards walk
    away throw a stun grenade into the wall with the poster of policenaughs.
    When they return, they will both fall victim to the grenade and drop.
    If not finish off surviers by the punch/kick combo, or snapping the neck.
    The goal is close to the area where the D-mic was.
    ---
    
    Level 6
    
    Time Limit: 5 mins
    Targets   : 6
    Equipment : Silenced Socom, M9, Stun grenades, RGB6, Claymores
    Location  : Big Shell - Shell One core level 1
    Difficulty: 5/10
    
    Swich to the M9 and wait where you are. A guard will walk past, hit him in
    the head. Proceed down the corridor. Occasionly another guard may begin
    walking down the corridor. Shoot him in the chest with the M9 and carry on
    south. At the door, at the most sothern end of the level watch the radar
    for a guard staring at the door. When he moves away run in, de-equip the
    M9 and crush his neck. Now head out the other end and go into corner view.
    Look up the corridor, there are three guards he. Shoot the one patroling
    the coridor, then the one who comes out of the opposite corridor; then the
    one at the far end. Make sure you use the M9 for the last one. Run up the
    corridor to the place you took out the last guard and wait for the other
    one to come back, drop him to end the level. Note- you may have already
    delt with this last guard, depending on if he began to walk down the
    corridor at the start after you took out the first one. The goal for this
    level is on the left corridor where you took out the three guards. The
    corridor is identical to the one the level started in, only reversed.
    ---
    
    Level 7
    
    Time Limit: 5 mins
    Targets   : 6
    Equipment : Silenced Socom, M9, Stinger, Stun Grenades, C4
    Location  : Big Shell - Shell Two core level one
    Difficulty: 6/10
    
    Look left, a guard will come into view. Fire the socom at his head to
    drop him. Walk to the guard and look to see a guard who patrols right
    to left, then forwards to back. If you cannot see him, look on the radar.
    When he turns to walk right run to him and get as close as you can before
    using the socom to get rid of him. Go to the stairs and lift onto your
    toes. Tranq the guard below and head down. A guard will head up the stairs,
    tranq or kill him as well. Run up the stairs and to the south there is some
    M9 ammo. However, take out the guard coming down the corridor before
    collecting it. Run down the hall until you arrive at the small side room.
    A guard wanders around so when he has his back to you shoot him with any
    gun you want. The goal is near the elevator.
    ---
    
    Level 8
    
    Time Limit: 5 mins
    Targets   : 5
    Equipment : Silenced Socom, M9, Stinger, Stun Grenades, Claymore
    Location  : Big Shell - Strut F
    Difficulty: 5/10
    
    Head to the guard who is coming and drop him with the socom. There is also
    a guard where you began, kill him. There are two guards downstairs, drop
    them both using the socom or M9, don't bother going down there. The last
    guard is all the way north to the guard walking around. Press into a
    nearby corner and wait for him to turn away. Hold him up or simply shoot
    him and run down stairs to the goal near the two doorways south of the
    stairs.
    ---
    
    Level 9
    
    Time Limit: 5 mins
    Targets   : 7
    Equipment : Silenced Socom, M9, PSG1 PSG1-T, C4, RGB6 Stun Grenades, Scope,
    Pentazemin
    Location  : Jejunum
    Difficulty: 8/10
    
    There is an easy way and a hard way to do this. And the easy way is hard
    so I won't explain the hard one. There is a guard to your right, shoot him.
    now head forwads and look down the coridor, there are two guard here take
    them both out with the PSG1. Now for the tricky part. Run down the passage
    to the stairs at the end. Go up and pick up the AK. Now run all around the
    top level with the gun drawn. Keep going shooting anything you see. You
    need to kill the four guards around the level. After they are dead run
    back the way you came to the goal in the top right hand side of the
    upper level.
    ---
    
    Level 10
    
    Time Limit: 5 mins
    Targets   : 7
    Equipment : Silenced Socom, M9, Stinger, PSG1, PSG1-T, Grenades, RGB6,
    Stun Grenades, Nikita (empty), C4, Claymore, Pentazemin, AP Sensor
    Location  : Tanker - Engine Room
    Difficulty: 9/10
    
    **Note- there are a few guards with optic camoflage here. Head to the
    lockers, north of where you started and check the lockers for the thermal
    goggles.
    
    **Note- this is easily the hardest Raiden/Snake mission for elimination.
    Not havining the radar is a disadvantage but never mind. You have the AP
    sensor.
    
    Go through to the engine room, from the door on the left, watch for the
    guard below and drop on him. Do the same for the one below, you will have
    to use the thermal goggles to find the one on the ground floor as he has
    optic camofloge.
    
    There is a guard with a defence shield ahead, use the PSG1 and some
    pentazemin to find him and kill him. If you cannot spot him look using
    the thermal vision. If he sees you, run to the other side of the passage
    and drop him with the PSG1.
    
    Head to the other side over the small bridge and north for some Socom ammo.
    Come south and equip the thermal vision. Look for a guard at the top of
    the stairs and kill him. Look for the stealth guard heading towards you.
    kill him, then up the small stairs, through the passage to the next guard,
    kill him. Walk up to the top of the stairs and look for the patroling
    guard to the right. Shoot him and head down the long corridor, to the
    small bridge. Over then south up the stairs and to the goal. Thats all
    Raiden's sneeking missions. Joy!
    ---
    
                   8.2.1.4 - Hold up
    
    Level 1
    
    Time Limit: 3mins
    Targets   : 1
    Equipment : Socom, M9, Coolent
    Location  : Big Shell - BC Connecting Bridge
    Difficulty: 1/10
    
    Fantasticly simple, run to the guard and draw your weapon, he will
    fade and you can rush over to the goal and finnish the mission.
    ---
    
    Level 2
    
    Time Limit: 3mins
    Targets   : 2
    Equipment : Socom, M9, Coolent
    Location  : Big Shell - Strut A
    Difficulty: 3/10
    
    First, shoot the guard closet to you with the M9, now head south and hide
    behind one of the objects. When the next guard comes close, tap on the
    wall and go in the same direction around he is, this will mean you come
    around to his back. Draw the Socom and let him disperse. Now head to the
    other guard and spray coolent in his face. When all the Zs circling
    around go, stop spraying and make sure you are next to his head. As he
    comes up, pull out your socom and let him go. Now run to the goal.
    ---
    
    Level 3
    
    Time Limit: 3mins
    Targets   : 4
    Equipment : Socom, Box 3
    Location  : Big Shell - Shell One Core
    Difficulty: 4/10
    
    Grab the book and head right, all the way down the stairs and come to the
    computer room area. A guard patrols up and down. As he walks away, run
    into the passage along the side of the computer room and lay down the
    book. Wait for another guard to come up walk around, seeing the book and
    reading it. Take care of the first guard that patrols up and down, then
    the one reading the book. Head to the enternce of the computer room and
    run into the left as they walk back. Get far into the room as possible and
    wait for the guard to turn round. After he has gone passed you, come out of
    the box and hold him up before he gets to the end of the route and in
    vivible range of the other guard. After he is gone wait for the last guard
    to turn one way, then run up behind him and hold him up. Goto the goal,
    where the D.mic is in Sons of Liberty to end level three.
    ---
    
    Level 4
    
    Time Limit: 3mins
    Targets   : 2
    Equipment : Socom, M9, Coolent, Book
    Location  : Big Shell - AB Connecting Bridge
    Difficulty: 5/10
    
    You have to take out the reporting guard first. Run up and hold him up
    after he puts his radio back after reporting in. Now attract the guards
    attention and place the book along the bridge, when he investigates make
    sure he sees it. Now VERY quickly, hold him up and run to the goal before
    the attack team make an appereance.
    ---
    
    Level 5
    
    Time Limit: 3mins
    Targets   : 4
    Equipment : Socom, M9, Coolent
    Location  : Big Shell - Strut B
    Difficulty: 6/10
    
    Place one book where the guards a patroling, one of them should read it,
    the other will ignore it. When he turns his back hold him up, then the
    one looking at the book. Head into the south door and get the box.
    Equip it and head slowly down the corridor. Wait until you get to the
    guard. When he turns away, hold him up with the Socom. Finnally, go down
    the stairs opposite where you came in and push against the corner. As he
    walks away hold him up. The goal is outside of the room, near the top exit.
    That's halfway there.
    ---
    
    Level 6
    
    Time Limit: 3mins
    Targets   : 5
    Equipment : Socom, M9, Coolent, Box 1
    Location  : Big Shell - Strut F
    Difficulty: 5/10
    
    As the two guards ahead walk away, shoot them both with the M9. Wake one
    guard up, standing near his head. When all the Z's drop pick up the Socom
    and hold him up, then do the same with the other guard. Now equip the box
    and go around to the left. When the guard moves away, hold him up. Now go
    down the stairs and tranq the two guards. To the south, there is another
    guard. Hold him up and then wake the guards up and hold them up one by one.
    ---
    
    Level 7
    
    Time Limit: 3mins
    Targets   : 4
    Equipment : Socom, M9, Coolent
    Location  : Tanker - Deck B
    Difficulty: 4/10
    
    You begin at the goal, so rember where you are. Run down to the
    left and get the first guard. Follow the path to see another guard
    patroling a coridor. Hide and wait for him to walk towards you and turn
    around. Hold him up. Go up the corridor he was patroling and down the
    next one there is another guard, get him. the final guard is just a
    bit further down, get him and head back to the starting point for the
    goal.
    ---
    
    Level 8
    
    Time Limit: 3mins
    Targets   : 8
    Equipment : Socom, M9, Coolent, Book
    Location  : Arsenal - Jejunum
    Difficulty: 8/10
    
    The level is made hard because of the sheer amount of enemies you
    must hold up in the time. Not to mention the fact that is in arsenal,
    so it is confusing where everything is. The first guard is dead ahead.
    You can wait for him to walk towards you and walk away but I suggest
    saving time and holding him up as soon as the mission start, you will
    have to be fast to get him though.
    
    Head north and hide behind the obstical in the center. Wait for the
    guard to head away before holding him up. Continiue north until you
    find the next guard. Like before, hide and neb him when he is looking
    away. Look north for two guards. Hide behind a piller on the right and
    make a noise. Get a guard to investigate and head south, he will look at
    the wall. Hold him up. Now get the other guard. Head up the stairs to
    the left. There are now three bridges heading east to the south. Across
    each there is a guard and on the bridge there is a noise making floor.
    It it best to deal with the futhest one first because they will all
    look at you when you are holding up the cloest one when you investigate.
    
    Run south and across the third bridge when the guard walks off. Before
    he turns hold him up.
    
    Head back across the bridge and head north to the center one, do the
    same here and with the one furthest north. The goal is around here
    down a corridor.
    ---
    
    Level 9
    
    Time Limit: 3mins
    Targets   : 5
    Equipment : Socom, M9, Coolent
    Location  : Big Shell - Strut E
    Difficulty: 6/10
    
    Head towards the big gap in separating the two lots of contaners,
    opposite the stairs. Watch for the guard to turn, this is your
    oppotunity. Look left, there are two guards walking away. Run to them
    and draw your weapon, pointing at both of them. This will hold them
    both up together. Pear around the corner at the next guard. Tap on the
    wall or in any other way, let him investigate. Run all the way around
    the container and get him.
    
    Run to the right and look on the radar for the guard. Just sneek around
    and hold him up, or tap and go the other way to get him.
    
    The goal to end this mission is next to the Harrier.
    ---
    
    Level 10
    
    Time Limit: 3mins
    Targets   : 7
    Equipment : Socom, M9, Coolent, AP Sensor
    Location  : Big Shell - Shell Two Core
    Difficulty: 9/10
    
    This mission gives you no radar, this means that you have to rely on
    the AP sensor. This is not exacly wonderful, but if you can't see an
    enemy it is reassuring to know where he is.
    
    There is a guard about to walk infront of you. Let him pass and hold
    him up. Head north and turn down the corridor, into the air
    purification room. There will be a stealth guard in here. He is to
    the left inside the room. Watch the distortion get smaller, run up
    to it and hold him up. When another guard enters, sneak behind him
    and hold him up.
    
    Go left and upstairs, there is a door right next to you. A camo-guard
    will be in here. Enter and hold him up and head back to the stairs.
    
    A guard will walk towards you, then away. Run up behind him and hold him
    up.
    
    The last gaurd is a camo-guard. He will look down the coridor you are in
    so find a spot and wait for him to walk away. When he does, hold him
    up and proceed to the last goal for the hold up missions.
    ---
    
                   8.2.1.5 - Bomb Disposal
    
    Level 1
    
    Time Limit: 7 mins
    Bombs     : 2
    Equipment : Socom, M9, Chaff grenades, Sensor A, Coolent
    Location  : Big Shell - Shell 2 Core
    Difficulty: 3/10
    
    Firstly, unequip your weapon and take out the guard ahead. Now head past
    the stairs. draw your weapon and use your toes to see over the side.
    Kill or traq the guard you can see. Now go downstairs, there is a
    guard down here so take him out by breaking his neck. Head up the
    stairs to the left and peek around the coner, ignoreing the area where
    the bomb is for now. As a guard walks out of the passage to the left
    shoot him with the M9. A guard walking down the corridor will see this
    an check it out. Shoot him before he wakes the other guard up.
    
    
    OTHER RAIDEN TRENDS COMING SOON!
    
              8.2.4 - Snake
    
    **Note- Snake and Raidens alternative missions are praticly identical. So the
    same guide has been used. There maybe a slight alteration in weapons such as
    a M4 instead of an AK, or a guard maybe in a lightly diffrenet place. Having
    said this, it should make very little troble when try to do it. If you are
    having
    a lot of troble about something that is not explained enough email me.
    
                   8.2.4.1 - VR sneaking
                   8.2.4.2 - VR eliminate all
    **Note- Sneaking and eliminate all coming very soon!
    
    
                   8.2.4.3 - Elimination
    Level 1:
    
    Time Limit: 2 min 30 seconds
    Targets   : 4
    Equipment : Silenced Socom, M9
    Location  : Big Shell - AF Connecting Bridge
    Difficulty: 3/10
    
    When you start press against the corner of the consealed corridor. Now
    jump out and shoot the closest guard in the head. There is one on the
    other side of this level. Drop him with a head shot. Now head about quater
    of the way over the bridge and hange over the right side. Aim for the guard
    who walks under you. Drop on him to get rid of him. This will probbaly
    arouse the suspisions of the last guard. As he comes near shoot him in the
    head. If he didn't get suspicious then go to him. After that run to strut
    F opposite of where you started and go through the conceled corridor on
    the level you are on, it should be the lower one, to reach the goal. To
    get a higher score instead of killing guards, tranq them.
    ---
    
    Level 2:
    
    Time Limit: 2 min 30 seconds
    Targets   : 3
    Equipment : Silenced Socom, M9
    Location  : Tanker - Deck A
    Difficulty: 2/10
    
    Run down the corridor until you see a guard waiting. Hold him up and drop
    him. Now run down the corridor to the next guard patroling close by. As
    he walks shoot him in the butt with the M9. Head down the corridor to the
    last one. A guard walks up and down. As he heads away run up and hold him
    up. Drop him with either gun and follow the corridor he was walking all the
    way to the goal. Traq the first and last guard to get the no kills bonus.
    ---
    
    Level 3:
    
    Time Limit: 2 min 30 seconds
    Targets   : 4
    Equipment : PSG1, PSG1-T, Scope, Pentazemin
    Location  : Big Shell - DE Connecting Bridge
    Difficulty: 3/10
    
    I don't like this one much, dispite it is really easy. Head onto the bridge
    and crouch, not crawl. Watch the end of the bridge. Use the PSG1-T to knock
    out the first guard, another will come up the bridge. Take him down as
    well. Deequip the PSG1-T and look for two guards on the roof of the
    opposite strut. Use either riffle to take them down. Run forwards all the
    way into the concealed corridor of the opposite strut, here is the goal.
    ---
    
    Level 4:
    
    Time Limit: 2 min 30 seconds
    Targets   : 4
    Equipment : M4
    Location  : Big Shell - Strut E
    Difficulty: 2/10
    
    Use the run while shooting menover to get the guard next to the machine.
    Look down the corridor you were doing when the mission started. You will
    see a guard walking towards you, take him out, then the one next to him.
    Run to the guards you took down and follow the corrior.  The last guard
    walks towards the node. Kill him and head to the goal, you probbly saw
    it as you went to kill the last guard. To get the No kills bounus you have
    to putch/kick all of them (no breck their necks). That is quite hard so
    just stick to the AK.
    ---
    
    Level 5:
    
    Time Limit: 3 mins
    Targets   : 4
    Equipment : Claymores, Stun grenades
    Location  : Big Shell - Shell one core B2
    Difficulty: 6/10
    
    Watch for the two guards ahead. When one comes close and the other isn't
    looking grab him and pull him aroud to where you started, breck his neck.
    Now grab the other guard and just breck his neck. Don't worry, the guards
    in the computer room will not see you. Now head to the entrence of the
    computer room and lean against the wall. As soon as the two guards walk
    away throw a stun grenade into the wall with the poster of policenaughs.
    When they return, they will both fall victim to the grenade and drop.
    If not finish off surviers by the punch/kick combo, or snapping the neck.
    The goal is close to the area where the D-mic was.
    ---
    
    Level 6
    
    Time Limit: 5 mins
    Targets   : 6
    Equipment : Silenced Socom, M9, Stun grenades, RGB6, Claymores
    Location  : Big Shell - Shell One core level 1
    Difficulty: 5/10
    
    Swich to the M9 and wait where you are. A guard will walk past, hit him in
    the head. Proceed down the corridor. Occasionly another guard may begin
    walking down the corridor. Shoot him in the chest with the M9 and carry on
    south. At the door, at the most sothern end of the level watch the radar
    for a guard staring at the door. When he moves away run in, de-equip the
    M9 and crush his neck. Now head out the other end and go into corner view.
    Look up the corridor, there are three guards he. Shoot the one patroling
    the coridor, then the one who comes out of the opposite corridor; then the
    one at the far end. Make sure you use the M9 for the last one. Run up the
    corridor to the place you took out the last guard and wait for the other
    one to come back, drop him to end the level. Note- you may have already
    delt with this last guard, depending on if he began to walk down the
    corridor at the start after you took out the first one. The goal for this
    level is on the left corridor where you took out the three guards. The
    corridor is identical to the one the level started in, only reversed.
    ---
    
    Level 7
    
    Time Limit: 5 mins
    Targets   : 6
    Equipment : Silenced Socom, M9, Stinger, Stun Grenades, C4
    Location  : Big Shell - Shell Two core level one
    Difficulty: 6/10
    
    Look left, a guard will come into view. Fire the socom at his head to
    drop him. Walk to the guard and look to see a guard who patrols right
    to left, then forwards to back. If you cannot see him, look on the radar.
    When he turns to walk right run to him and get as close as you can before
    using the socom to get rid of him. Go to the stairs and lift onto your
    toes. Tranq the guard below and head down. A guard will head up the stairs,
    tranq or kill him as well. Run up the stairs and to the south there is some
    M9 ammo. However, take out the guard coming down the corridor before
    collecting it. Run down the hall until you arrive at the small side room.
    A guard wanders around so when he has his back to you shoot him with any
    gun you want. The goal is near the elevator.
    ---
    
    Level 8
    
    Time Limit: 5 mins
    Targets   : 5
    Equipment : Silenced Socom, M9, Stinger, Stun Grenades, Claymore
    Location  : Big Shell - Strut F
    Difficulty: 5/10
    
    Head to the guard who is coming and drop him with the socom. There is also
    a guard where you began, kill him. There are two guards downstairs, drop
    them both using the socom or M9, don't bother going down there. The last
    guard is all the way north to the guard walking around. Press into a
    nearby corner and wait for him to turn away. Hold him up or simply shoot
    him and run down stairs to the goal near the two doorways south of the
    stairs.
    ---
    
    Level 9
    
    Time Limit: 5 mins
    Targets   : 7
    Equipment : Silenced Socom, M9, PSG1 PSG1-T, C4, RGB6 Stun Grenades, Scope,
    Pentazemin
    Location  : Jejunum
    Difficulty: 8/10
    
    There is an easy way and a hard way to do this. And the easy way is hard
    so I won't explain the hard one. There is a guard to your right, shoot him.
    now head forwads and look down the coridor, there are two guard here take
    them both out with the PSG1. Now for the tricky part. Run down the passage
    to the stairs at the end. Go up and pick up the AK. Now run all around the
    top level with the gun drawn. Keep going shooting anything you see. You
    need to kill the four guards around the level. After they are dead run
    back the way you came to the goal in the top right hand side of the
    upper level.
    ---
    
    Level 10
    
    Time Limit: 5 mins
    Targets   : 7
    Equipment : Silenced Socom, M9, Stinger, PSG1, PSG1-T, Grenades, RGB6,
    Stun Grenades, Nikita (empty), C4, Claymore, Pentazemin, AP Sensor
    Location  : Tanker - Engine Room
    Difficulty: 9/10
    
    **Note- there are a few guards with optic camoflage here. Head to the
    lockers, north of where you started and check the lockers for the thermal
    goggles.
    
    **Note- this is easily the hardest Raiden/Snake mission for elimination.
    Not havining the radar is a disadvantage but never mind. You have the AP
    sensor.
    
    Go through to the engine room, from the door on the left, watch for the
    guard below and drop on him. Do the same for the one below, you will have
    to use the thermal goggles to find the one on the ground floor as he has
    optic camofloge.
    
    There is a guard with a defence shield ahead, use the PSG1 and some
    pentazemin to find him and kill him. If you cannot spot him look using
    the thermal vision. If he sees you, run to the other side of the passage
    and drop him with the PSG1.
    
    Head to the other side over the small bridge and north for some Socom ammo.
    Come south and equip the thermal vision. Look for a guard at the top of
    the stairs and kill him. Look for the stealth guard heading towards you.
    kill him, then up the small stairs, through the passage to the next guard,
    kill him. Walk up to the top of the stairs and look for the patroling
    guard to the right. Shoot him and head down the long corridor, to the
    small bridge. Over then south up the stairs and to the goal. Thats all
    Snake's sneeking missions. Joy!
    
                   8.2.4.4 - Hold up
    Level 1
    
    Time Limit: 3mins
    Targets   : 1
    Equipment : Socom, M9, Coolent
    Location  : Big Shell - BC Connecting Bridge
    Difficulty: 1/10
    
    Fantasticly simple, run to the guard and draw your weapon, he will
    fade and you can rush over to the goal and finnish the mission.
    ---
    
    Level 2
    
    Time Limit: 3mins
    Targets   : 2
    Equipment : Socom, M9, Coolent
    Location  : Big Shell - Strut A
    Difficulty: 3/10
    
    First, shoot the guard closet to you with the M9, now head south and hide
    behind one of the objects. When the next guard comes close, tap on the
    wall and go in the same direction around he is, this will mean you come
    around to his back. Draw the Socom and let him disperse. Now head to the
    other guard and spray coolent in his face. When all the Zs circling
    around go, stop spraying and make sure you are next to his head. As he
    comes up, pull out your socom and let him go. Now run to the goal.
    ---
    
    Level 3
    
    Time Limit: 3mins
    Targets   : 4
    Equipment : Socom, Box 3
    Location  : Big Shell - Shell One Core
    Difficulty: 4/10
    
    Grab the book and head right, all the way down the stairs and come to the
    computer room area. A guard patrols up and down. As he walks away, run
    into the passage along the side of the computer room and lay down the
    book. Wait for another guard to come up walk around, seeing the book and
    reading it. Take care of the first guard that patrols up and down, then
    the one reading the book. Head to the enternce of the computer room and
    run into the left as they walk back. Get far into the room as possible and
    wait for the guard to turn round. After he has gone passed you, come out of
    the box and hold him up before he gets to the end of the route and in
    vivible range of the other guard. After he is gone wait for the last guard
    to turn one way, then run up behind him and hold him up. Goto the goal,
    where the D.mic is in Sons of Liberty to end level three.
    ---
    
    Level 4
    
    Time Limit: 3mins
    Targets   : 2
    Equipment : Socom, M9, Coolent, Book
    Location  : Big Shell - AB Connecting Bridge
    Difficulty: 5/10
    
    You have to take out the reporting guard first. Run up and hold him up
    after he puts his radio back after reporting in. Now attract the guards
    attention and place the book along the bridge, when he investigates make
    sure he sees it. Now VERY quickly, hold him up and run to the goal before
    the attack team make an appereance.
    ---
    
    Level 5
    
    Time Limit: 3mins
    Targets   : 4
    Equipment : Socom, M9, Coolent
    Location  : Big Shell - Strut B
    Difficulty: 6/10
    
    Place one book where the guards a patroling, one of them should read it,
    the other will ignore it. When he turns his back hold him up, then the
    one looking at the book. Head into the south door and get the box.
    Equip it and head slowly down the corridor. Wait until you get to the
    guard. When he turns away, hold him up with the Socom. Finnally, go down
    the stairs opposite where you came in and push against the corner. As he
    walks away hold him up. The goal is outside of the room, near the top exit.
    That's halfway there.
    ---
    
    Level 6
    
    Time Limit: 3mins
    Targets   : 5
    Equipment : Socom, M9, Coolent, Box 1
    Location  : Big Shell - Strut F
    Difficulty: 5/10
    
    As the two guards ahead walk away, shoot them both with the M9. Wake one
    guard up, standing near his head. When all the Z's drop pick up the Socom
    and hold him up, then do the same with the other guard. Now equip the box
    and go around to the left. When the guard moves away, hold him up. Now go
    down the stairs and tranq the two guards. To the south, there is another
    guard. Hold him up and then wake the guards up and hold them up one by one.
    ---
    
    Level 7
    
    Time Limit: 3mins
    Targets   : 4
    Equipment : Socom, M9, Coolent
    Location  : Tanker - Deck B
    Difficulty: 4/10
    
    You begin at the goal, so rember where you are. Run down to the
    left and get the first guard. Follow the path to see another guard
    patroling a coridor. Hide and wait for him to walk towards you and turn
    around. Hold him up. Go up the corridor he was patroling and down the
    next one there is another guard, get him. the final guard is just a
    bit further down, get him and head back to the starting point for the
    goal.
    ---
    
    Level 8
    
    Time Limit: 3mins
    Targets   : 8
    Equipment : Socom, M9, Coolent, Book
    Location  : Arsenal - Jejunum
    Difficulty: 8/10
    
    The level is made hard because of the sheer amount of enemies you
    must hold up in the time. Not to mention the fact that is in arsenal,
    so it is confusing where everything is. The first guard is dead ahead.
    You can wait for him to walk towards you and walk away but I suggest
    saving time and holding him up as soon as the mission start, you will
    have to be fast to get him though.
    
    Head north and hide behind the obstical in the center. Wait for the
    guard to head away before holding him up. Continiue north until you
    find the next guard. Like before, hide and neb him when he is looking
    away. Look north for two guards. Hide behind a piller on the right and
    make a noise. Get a guard to investigate and head south, he will look at
    the wall. Hold him up. Now get the other guard. Head up the stairs to
    the left. There are now three bridges heading east to the south. Across
    each there is a guard and on the bridge there is a noise making floor.
    It it best to deal with the futhest one first because they will all
    look at you when you are holding up the cloest one when you investigate.
    
    Run south and across the third bridge when the guard walks off. Before
    he turns hold him up.
    
    Head back across the bridge and head north to the center one, do the
    same here and with the one furthest north. The goal is around here
    down a corridor.
    ---
    
    Level 9
    
    Time Limit: 3mins
    Targets   : 5
    Equipment : Socom, M9, Coolent
    Location  : Big Shell - Strut E
    Difficulty: 6/10
    
    Head towards the big gap in separating the two lots of contaners,
    opposite the stairs. Watch for the guard to turn, this is your
    oppotunity. Look left, there are two guards walking away. Run to them
    and draw your weapon, pointing at both of them. This will hold them
    both up together. Pear around the corner at the next guard. Tap on the
    wall or in any other way, let him investigate. Run all the way around
    the container and get him.
    
    Run to the right and look on the radar for the guard. Just sneek around
    and hold him up, or tap and go the other way to get him.
    
    The goal to end this mission is next to the Harrier.
    ---
    
    Level 10
    
    Time Limit: 3mins
    Targets   : 7
    Equipment : Socom, M9, Coolent, AP Sensor
    Location  : Big Shell - Shell Two Core
    Difficulty: 9/10
    
    This mission gives you no radar, this means that you have to rely on
    the AP sensor. This is not exacly wonderful, but if you can't see an
    enemy it is reassuring to know where he is.
    
    There is a guard about to walk infront of you. Let him pass and hold
    him up. Head north and turn down the corridor, into the air
    purification room. There will be a stealth guard in here. He is to
    the left inside the room. Watch the distortion get smaller, run up
    to it and hold him up. When another guard enters, sneak behind him
    and hold him up.
    
    Go left and upstairs, there is a door right next to you. A camo-guard
    will be in here. Enter and hold him up and head back to the stairs.
    
    A guard will walk towards you, then away. Run up behind him and hold him
    up.
    
    The last gaurd is a camo-guard. He will look down the coridor you are in
    so find a spot and wait for him to walk away. When he does, hold him
    up and proceed to the last goal for the hold up missions.
    ---
                   ALL OTHER VR MISSIONS COMING SOON!
    ===================================================
    
         8.3 - Snakes Tales
    
    As I mentioned ealier, Snakes Tales are five storys, taking place on
    the Tanker and the Big Shell. These storys are separate from the real
    events of SOL mode. In fact in one tale, the tanker is not even supposed
    to be in New York. Hmm, anywho, there is no radar either in the tales so
    ironicly the item that was farly useless in the main game, the AP
    sensor, is wonderful here. My advice is to watch out for camaras. They
    can be hard to spot most of the time. Also, don't go for guns blasing
    like some elimination modes. Choke rather then kill and if you must use
    a silenced weapon. Snakes Tales seem to be on the Hard and Normal
    difficulty settings. There is also diffrent endings ranging from
    best, to worst. Of course, sometimes the worst is the best, hehe kill
    the innocent civilans in "A Wrongdoing" *Laughs evily* BWA HAHAHAHAHA!
    
              8.3.1 - A Wrongdoing
    
    AAAAA   WW WW WW  OOOOO  NNN  NNN  GGGGG  DDDDD  OOOOO  III  NNN  NNN  GGGGG
    AA AA   WW WW WW  OO OO  NNNN NNN  GG     DD  D  OO OO  III  NNNN NNN  GG
    AAAAA   WW WW WW  OO OO  NNN NNNN  GGGGG  DD  D  OO OO  III  NNN NNNN  GGGGG
    AA AA    W WW W   OO OO  NNN  NNN  GG GG  DD  D  OO OO  III  NNN  NNN  GG GG
    AA AA     WWWW    OOOOO  NNN  NNN  GGGGG  DDDDD  00000  III  NNN  NNN  GGGGG
    
    --------------------
    
    Difficulty - Normal
    
    Objectives: Terrorists led by Fatman have taken control of the offshore oil
    clean up facility Big Shell and have hostages, including the President. There
    are demanding among other things, 20 Billion dollers. Snake has been ordered
    to eliminate the terrorists and to rescue the President and other hostages.
    Richard Ames, a DIA agent escaped capture and is waiting somewhere in the
    Strut F warehouse. He will only reveal himself if Snake is not being chased
    by the enemey.
    
    Weapons
    --
    None
    
    
    Itmes
    --
    Cigarettes
    Scope
    AP Sensor
    
    -----------
    STRUT A  - ROOF
    
    You begin on the roof of Strut A. There is a ration on a crate directly ahead
    of you. Sneak up behind the guard and break his neck. Now grab the ration and
    run through the open gate to the right and into the Strut.
    
    ALTERNATIVE ENDING: Head back into the elevator once you exit it for an odd
    and early end to the mission.
    
    STRUT A - PUMP ROOM
    
    Head down the stairs and watch for a guard walk to the connecting bridge
    door. Wait for him to wander away then make a break for the door. There are
    some chaff grenades as well as a C.box and a ration in this area, but we
    don't really need them and trying to get them increases your chances of being
    seen.
    
    AF CONNECTING BRIDGE
    
    The bridge is armed with two cyphers and a guard. Peek around the corner and
    wait until the Cyphers drop down. Now wait about one second, and then run across
    the bridge. You will see a guard coming up the stairs. Slow down and
    when he stops roll into him before he turns. This knocks him out and gives
    you an opportunity to get into the next area.
    
    STRUT F - WAREHOUSE
    
    The room in front of you contains a guard. Watch him turn left to right while
    ducking under the low object. As soon as he turns any way run up behind him
    and take him out by a quick break of the old neck.
    
    Walk forwards and spot the last warehouse on the left. That's where we want
    to be. Head left, if a guard patrols around there lean against the closest
    warehouse and let him pass. Head straight up and into the room where Ames is
    waiting.
    
    More to come soon!
    
    ===================================================
    
    9. MORE FEATURES
    
         9.1 - Boss Survival
    This apparently wasn't in the non-euro version of SOL. Boss survival is
    opened when you complete SOL. It sees you taking on the bosses on the
    game, consecutively with items such as rations carrying on from the last
    battle. You have three difficulties Easy, Normal and Hard. The differences
    effect, how much damage the bosses inflict on you; how much damage you
    inflict on the bosses; the appearance of Rations etc. You also have the
    choice to play as Snake or Raiden.  Raiden's version will be identical to
    the boss fights in the main game apart from the tanker. If you are fighting
    as Snake, you will notice some differences. In the fight against Solidus you
    have to punch and kick as Snake does not have a HF Blade. You also have a USP
    instead of a SOCOM and no machine guns. No one is also in the chopper in the
    Harrier fight. There are other things but all these just make it consistent.
    
    
    You must fight the bosses in this order:
    
    1, Olga
    2, Tanker Soldiers
    3, Fatman
    4, Harrier
    5, Vamp
    6, MG RAY
    7, Solidus
    
    Here is the extracts from the main guide into how to beat each boss.
    
    Boss - OLGA
    DECK E - BRIDGE
    Difficulty - 4/10
    
    As you only have an M9 at the moment, you cannot kill Olga, instead you
    have to knock her out. She is a good shot, but you can sneak to different
    areas of the deck when she is not looking. When she is hiding behind an
    object run to the other side of the bridge and shoot at her.
    There is a light on the far end of the area. Shoot it out before she
    shines it in your direction. After she shoots at a covering, shoot the
    yellow peg holding it on. If you don't win afar a time she starts
    throwing grenades. These are easy to avoid just don't stay in the same
    place for too long. After a while you will have her beaten.
    
    ---
    Boss - Tanker guards
    DECK 2 - PORT
    Difficulty - 5/10
    
    *Its not really a boss but meh.
    
    This is pretty straightforward. Hide
    behind the object and use the jump out shot for the left guard, then
    stand up and drop the one on the right. Look directly in front of you.
    A guard crouches behind an object and occasionally stands up and throw a
    grenade. Stand up at this point and run to the object in front, crouch
    to avoid enemy fire and wait for the blast. The stand up and wait for
    him to stand and get ready to throw another grenade. At this point
    shoot him and run back the object at the back. There are some USP
    bullets and a ration at the back of the corridor, be careful of enemy
    fire if you want to get these. Continue dropping guards as they come
    until three come around the corner and run at you. Stand up and fire
    wildly at the front guard, when he falls the next one will be shot and
    then the third. When these are dead it is normally the end of the
    shoot out. Occasionally a guard will survive after the three guards who
    run at you, so just finish him off as well.
    
    ---
    Boss - FATMAN
    STRUT E - HELIPORT
    Difficulty - 6/10
    
    In this fight you have to attack Fatman whilst freezing bombs that
    he plants before they explode, on Extreme and European Extreme this is
    a exceptionally hard fight, but on this level it is not so bad, remember
    to keep the sensor A equipped, no bombs require Sensor B to locate them.
    
    The points in which he plants the bombs are random points over the
    Heliports so as soon as he puts them on freeze them. Occasionally he
    will stop and take out a gun, when he does hide behind a crate when
    this happens. He also will stop at points and clap or take a breath,
    use these as your chances to shoot him with the SOCOM. He will fall
    down dazed for a few seconds, get up close and shoot him in the head.
    ---
    
    Boss - HARRIER
    SHELL ONE - TWO CONNECTING BRIDGE
    DIFFICULTY 6/10
    
    You must defeat the Harrier, also the Kastatka is flying around,
    make sure you don't shoot it. The Harrier won't shoot it either so
    don't worry about protecting it, to back you up from the chopper, Snake
    will fire grenades at it.
    
    You must use the Stinger missile launcher to destroy the Harrier, don't
    worry about getting it, Snake throws it down to you, also he will
    occasionally throw down ammo and rations.
    
    To hit the Harrier equip the Stinger, the Harrier is outlined by a
    box on the screen, you must get the mark in the center of the
    screen to touch the box surrounding the Harrier to lock on, then fire
    and keep watching the Stinger for better results. Also, remember that
    you cannot move when you have the Stinger equipped so choose your moments
    of attack wisely. The Harrier will appear on your radar as a  large
    red dot, aim for that when you cannot see it. The Kastatka will also
    appear as a smaller red dot so make sure you do not hit it. You can
    aim at four points on the Harriers wings, the rocket launchers are
    on the inside of the wings and the AN RAM missiles are on the outside of
    the wings, fire at these to stop Solidus attacks, but remember he has
    two of each.
    
    The Harrier has several ways of attacking you. Sometimes it will fly
    off into the distance, you will see a flash and it will fly very fast
    at you, fire a stinger at it before it gets too close otherwise you will
    sustain damage from the engines.
    
    At some point the camera will change to a side on view and the Harrier
    will launch rockets from the two launchers on its wings. Don't try to
    shoot it at this point as it is hard to get a shot in without it hitting
    you.
    
    Another attack it will try is hovering over the bridge and try to burn
    you with its jets, just ignore the damage, look up with the Stinger and
    fire rapidly at it, don't try to aim, as long as it hits the plane
    you will damage it.
    
    It will also fire AN RAM missiles at you, these home in on you, so to
    avoid it, head to the bottom level and look for a large cubed object.
    Look for the Harrier on the radar and get to the other side of the
    object. Press yourself up and crouch. Another thing you can do is
    throw a Chaff grenade at one point of the bridge and get to the other.
    If the grenade explodes in time the missile will home to that rather then
    you. The proximity beeps are to each other depends how far the missile
    is. When it turns to one solid tone it is about to impact. You know
    when the Harrier is about to fire an AN RAM as Solidus will shout
    "Try dodging this".
    
    Another attack the Harrier will perform at least once is bomb the bridge
    with a cluster bomb. You will know he does it when you see it as the
    harrier goes into a cut scene and it fires four flares and two cluster
    bombs. Since it has shot flares you cannot shoot at the bombs, on the
    top level there is a gap where you can hang down to the lower level.
    As you only have a few seconds, run over and hang when the bombs hit.
    You shouldn't get damaged. If you were in the bottom level, make sure
    you are under cover when the bombs hit.
    
    The best chance to hit the harrier is when it is flying around, keep the
    stinger focused on the harrier and make sure there are no obstacles in
    the way when you fire.
    
    Also, only the Stinger can damage it so only use that.
    ---
    
    Boss - VAMP
    FILTRATION CHAMBER 1
    DIFFICULTY - 4/10
    
    There are a few ways to beat Vamp, as long as you don't use auto aim
    he won't dodge bullets. You can also use the RGB6 to beat him, but the
    best way is to hit him with Stingers.
    
    Be careful not to fall into the water around you, instead of swimming
    like Vamp, you will just sink.  You die if you fall in, also, Vamp
    will push you in if you are too close to the edge in the middle.
    
    When the fight starts pull out the Stingers and fire at him once. He
    will only be damaged by one hit so don't waste them. Then change to the
    Socom and shoot out the four lights on the walls. This will stop him
    pinning you down by your shadow later in the fight. When he dives under
    the water, throw grenades in or RGB6 grenades into the water to make
    him lose O2 and health.
    
    He will run towards you and slash his knife at you at some points.
    Shoot him with a machine gun remembering not to auto-aim. If he gets
    close, run away so he doesn't hit you.
    
    His main attack consists of walking around the ceiling and throwing knifes
    at you. When this happens just duck.
    
    There is ammo for the RGB6 and M4 in the far right corner near the
    other door and a ration over the side of the rail at the far end.
    You must hang to get this.
    ---
    
    Boss - METAL GEAR RAY
    ARSENAL GEAR - RECTUM
    Difficulty - 7/10
    
    This fight sees you taking on several mass produced RAY units. Three
    will attack you at once. When you beat one, another takes its place.
    This will go on until you have defected a certain number dependent on the
    difficulty setting. This ranges from about four in very easy to all
    25 in extreme. To attack RAY, the best way is to fire a stinger into
    it's leg, it will open its mouth for a brief period. Fire a stinger in
    there to do some serious damage.
    
    RAY is armed with several heavy weapons, it has two machine guns mounted
    on each "wing" when it points this at you get out your blade, face the
    RAY in question and block. You should deflect all the shots.
    RAY will use this if you are a medium to long distance away.
    It also has a hydro-cutter in it's mouth, this is not I repeat NOT a
    laser, it is water shot at an incredibly high pressure, it is similar
    to what a laser does but it fires water. It is a close range weapon, so
    when you are close to a RAY it will tilt it's head back. Move out of
    it's way and fire a stinger into it's mouth while the hydro-cutter is
    missing you. This weapon is Ray's most damaging.
    The long-range weapon is a small attack of missiles, as soon as it fires
    them run in another direction, there is no need to use chaff in this
    fight.
    
    RAY can also jump. A RAY will jump into the center of the platform
    and attack you. Do not be caught under it's feet. It will also try to
    stand on you if you are too close. If it moves it's leg up then run as
    soon as it hits the leg down do a cartwheel to avoid the shock wave.
    
    When you have destroyed enough the boss is complete.
    ---
    
    8.1.28 - Boss - SOLIDUS SNAKE
    FEDERAL HALL
    Difficulty - 6/10
    
    When the fight starts run and stab Solidus. He will fall down, now run
    away.
    
    As a long range attack Solidus will fire missiles from his tentacles.
    just run to avoid them. He does not have that good medium range
    abilities though so when you are not attacking don't get too close or
    far away. When you see a chance to attack run and slash at him. If he
    doesn't block you hit him two more times and he will fall down. He will
    sometimes try to knock you over, if he swipes at you do a jump to evade
    him. You can block all of his attacks apart from then you see him raise
    both blades above his head and they turn blue. If he does this, just run
    away. He will also charge around causing a fire, just don't go near it
    and you will be fine. If you HAVE to get through the fire roll but don't
    miss. If you do catch fire roll and drop into a crawl to help put it
    out. It will also go itself in a few seconds. The last attack he will do
    is to jump onto a building, then crash back to the ground. Don't be
    anywhere near him when he does this and you will be ok.
    
    After he has lost around half his health he will drop his tentacle
    things. Now take the codec call and when the fight carries on wait stand
    still and wait for him to do four consecutive charges around the roof.
    After that immodestly run a few steps away left or right as he will try
    to charge into you. After you evade it slash him with the blade three
    times, until he falls. He will then attack you and do sparatic charges.
    Keep up the evasion until you will. A good defense is the best offence.
    If you need them, there are also some rations in the top left and
    occasionally the bottom right of the roof.
    
    
         9.2 - Casting Theater
    
    The casting theater allows you to watch certain scenes from the game again,
    only this time replace the character models. Some of these scenes can be very
    funny, especially when you swap models for "middle aged man" and the like.
    Other models include: Solider "hi tech gear"; Ocelot; MGS1 Ocelot; Snake;
    MGS1 Snake; SEALS ect.
    
    
         9.3 - Collecting the Dog Tags
    Here's a list of all the dog tags on all difficulties in the game. The first
    tags for the plant section in Arsenal are available by shooting Snake with the
    M9 and shaking him. The final tags for the plant are available by shaking
    Fatman after you beat him on the Heliport. Finally Olga's tags are taken
    by picking up and dropping her, after you have stunned her when the fight is
    over.
    
    TANKER
    
    
    VERY EASY
    ---
    
     00 | Navigational Deck Wing   | Olga Gurlukovich            | 0923 | A
     01 | Aft Deck                 | Josh Spires                 | 0716 | ?
     02 | Aft Deck                 | Tomomi Nasu                 | 0824 | B
     03 | Aft Deck                 | Stephen M Driver            | 1217 | A
     04 | Navigational Deck Wing   | Brendan McLeod              | 0510 | AB
     05 | Deck A Crew's Quarters   | Hajme Tusima                | 0607 | A
     06 | Deck B Crew's Quarters   | Yuki Hongoh                 | 0507 | B
     07 | Deck A Crew's Lounge     | Takahiro Yura               | 0119 | A
     08 | Deck A Crew's Lounge     | David P LaFrenier           | 0305 | A
     09 | Deck A Crew's Lounge     | Eric Bravo                  | 0806 | A
     10 | Deck D Crew's Quarters   | Miguel Luis Cunha           | 0304 | O
     11 | Deck D Crew's Quarters   | Eiji Senke                  | 0322 | B
     12 | Deck 2 Port              | Yohsuke Sakaguchi           | 0802 | A
     13 | Deck 2 Port              | Jan Friese                  | 1016 | A
     14 | Deck 2 Port              | Marius Torsud               | 1224 | ?
     15 | Engine Room              | Andrej Pedercina Mimica     | 0113 | ?
     16 | Engine Room              | Mike J Corbitt              | 1205 | O
     17 | Engine Room              | Aaron T Powell              | 1111 | O
     18 | Engine Room              | Jeff A Saylor Jr            | 1110 | ?
     19 | Engine Room              | Kazuki Tokunaga             | 1224 | O
     20 | Hold No.1                | Kamil Mania                 | 0710 | ?
     21 | Hold No.1                | Ismael Miranda de Andrade   | 0421 | B
     22 | Hold No.3                | Darryl F Kemp               | 0824 | B
     23 | Hold No.3                | Yoshitoshi Toyoda           | 0726 | A
    
    -----------------------------
    
    EASY
    ---
    
     00 | Navigational Deck Wing   | Olga Gurlukovich            | 0923 | A
     01 | Aft Deck                 | Justin P Verrier            | 0923 | A
     02 | Aft Deck                 | Ryouichi Matsumoto          | 0511 | ?
     03 | Aft Deck                 | Michael S Futter            | 0501 | A
     04 | Navigational Deck Wing   | Michael Vogt                | 0209 | B
     05 | Deck A Crew's Quarters   | Kei Kudou Mon               | 0402 | O
     06 | Deck A Crew's Quarters   | Eetu Holmqvist              | 0410 | O
     07 | Deck A Crew's Lounge     | Matthew W Hunt              | 1207 | A
     08 | Deck A Crew's Lounge     | David W Pelster             | 1114 | AB
     09 | Deck A Crew's Lounge     | Takumi Shimada              | 0711 | ?
     10 | Deck D Crew's Quarters   | Cary J Schwartzman          | 0202 | A
     11 | Deck D Crew's Quarters   | Danilo NE Carbone           | 0426 | O
     12 | Deck 2 Port              | Adam Lloyd                  | 0719 | ?
     13 | Deck 2 Port              | David E Palm                | 0506 | ?
     14 | Deck 2 Port              | Yuki Aoki                   | 1019 | B
     15 | Engine Room              | William N Bruce             | 0910 | O
     16 | Engine Room              | Chien Jen Liang             | 0429 | O
     17 | Engine Room              | Luke Boulerice              | 0815 | ?
     18 | Engine Room              | Yusuke Sasaki               | 0924 | B
     19 | Engine Room              | Travis J Long               | 0219 | O
     20 | Engine Room              | Steven A Weekes             | 0407 | O
     21 | Hold No.1                | Marco Silvano               | 0106 | ?
     22 | Hold No.1                | Xesk Malone                 | 1217 | O
     23 | Hold No.3                | Michalis Taubert            | 0705 | A
     24 | Hold No.3                | Lee A Myers                 | 1230 | B
     25 | Hold No.3                | Rock Young                  | 0911 | AB
    
    -----------------------------
    
    NORMAL
    ---
    
     00 | Navigational Deck Wing | Olga Gurlukovich            | 0923 | A
     01 | Aft Deck               | Garret L Peters             | 0920 | AB
     02 | Aft Deck               | Sunny Hsu                   | 1106 | A
     03 | Aft Deck               | Pablo Maisuls               | 0529 | A
     04 | Navigational Deck Wing | Samuel B Sandoval           | 1214 | A
     05 | Deck C Crew's Quarters | James I Bartelle            | 0414 | ?
     06 | Deck A Crew's Quarters | Daniel Kucan                | 1130 | O
     07 | Deck B Crew's Quarters | Ronan Khim                  | 1105 | AB
     08 | Deck A Crew's Lounge   | Masanori Inui               | 1014 | O
     09 | Deck A Crew's Lounge   | Jeng L Valencia             | 0804 | AB
     10 | Deck A Crew's Lounge   | Seth T Hay                  | 0420 | O
     11 | Deck A Crew's Lounge   | Daniel W Dennison           | 0312 | ?
     12 | Deck D Crew's Quarters | Flavio Camargos             | 0727 | A
     13 | Deck D Crew's Quarters | Brad R Whitefield           | 1005 | AB
     14 | Deck D Crew's Quarter  | James Broome                | 0408 | ?
     15 | Deck D Crew's Quarte   | Hiromasa Watanabe           | 0516 | A
     16 | Deck 2 Port            | Kieran Keegan               | 1111 | AB
     17 | Deck 2 Port            | Hirokazu Takahashi          | 1006 | A
     18 | Deck 2 Port            | Marwan Abdullah AlHarbi     | 0101 | O
     19 | Engine Room            | Henning Rhoden              | 0005 | B
     20 | Engine Room            | Marcelo Zamorano            | 0828 | A
     21 | Engine Room            | Simon F Picard              | 0515 | O
     22 | Engine Room            | Haden K Oneil               | 0307 | ?
     23 | Engine Room            | Yuji Higuchi                | 0322 | B
     24 | Engine Room            | Husain Abdulrazaq AlHasan   | 0514 | ?
     25 | Hold No.1              | Robert R Bruce              | 1116 | A
     26 | Hold No.1              | Kenzi Tanda                 | ?    | ?
     27 | Hold No.1              | Ivan E Saldarriaga          | 0910 | O
     28 | Hold No.2              | Christopher G Hercus        | 1211 | O
     29 | Hold No.2              | Tomohiro Katoh              | 0926 | B
     30 | Hold No.3              | David D Crumpler            | 0514 | B
     31 | Hold No.3              | Joao E Martins              | 1114 | A
     32 | Hold No.3              | Mika A Taavela              | 1118 | ?
    -----------------------------
    
    HARD
    ---
    
     00 | Navigational Deck Wing   | Olga Gurlukovich            | 0923 | A
     01 | Aft Deck                 | Pawel Adamczyk              | 0101 | O
     02 | Aft Deck                 | Jonathan S Wilson           | 0418 | O
     03 | Aft Deck                 | Peter A Sattaur             | 0730 | A
     04 | Navigational Deck Wing   | Ako Kudou                   | 0804 | A
     05 | Deck C Crew's Quarters   | Johan Hana                  | 1030 | A
     06 | Deck A Crew's Quarters   | Dex J Delfrate              | 0212 | ?
     07 | Deck B Crew's Quarters   | Joseph R Larger             | 0123 | ?
     08 | Deck B Crew's Quarters   | Kouji Takemoto              | 0530 | O
     09 | Deck A Crew's Lounge     | Mahde M Mansur              | 1121 | O
     10 | Deck A Crew's Lounge     | Sauzando Aran               | 0927 | B
     11 | Deck A Crew's Lounge     | Kouhei Yoshizumi            | 1111 | A
     12 | Deck D Crew's Quarters   | Hidetosi Suzuki             | 0817 | B
     13 | Deck D Crew's Quarters   | Joelmir Mazon               | 0101 | A
     14 | Deck D Crew's Quarters   | Michiel A Hendriksen        | 0216 | B
     15 | Deck D Crew's Quarters   | Masahiro Takahashi          | 0701 | A
     16 | Deck 2 Port              | Christopher C Osterwald     | 0120 | A
     17 | Deck 2 Port              | Lee Seung Min               | 0212 | B
     18 | Deck 2 Port              | TSZ TING                    | 1218 | A
     19 | Engine Room              | Manabu Nishiyama            | 0717 | B
     20 | Engine Room              | David Heng Liu              | 0412 | A
     21 | Engine Room              | Wei Zhang                   | 0101 | A
     22 | Engine Room              | Han Tao                     | 1124 | B
     23 | Engine Room              | Takashi Shiohama            | 0520 | B
     24 | Engine Room              | James C Layton              | 1214 | B
     25 | Engine Room              | Jesus Auron Noatsuna        | 0101 | A
     26 | Hold No.1                | Ha Su Jung                  | 1216 | B
     27 | Hold No.1                | Minako Nakazawa             | 0521 | B
     28 | Hold No.1                | Kel M Booker                | 0128 | ?
     29 | Hold No.2                | Asif A Ali                  | 0829 | A
     30 | Hold No.2                | Tatsumi Mizuguchi           | 0913 | A
     31 | Hold No.3                | Ali Karar                   | 0521 | AB
     32 | Hold No.3                | Benjamin Phoon              | 0430 | A
     33 | Hold No.3                | Jason L Hines               | 1207 | A
     34 | Hold No.3                | Kurt W Bartholomew          | 0702 | AB
    
     -----------------------------
    
    EXTREME
    ---
    
     00 | Navigational Deck Wing   | Olga Gurlukovich            | 0923 | A
     01 | Aft Deck                 | Isao Miyamoto               | 0322 | AB
     02 | Aft Deck                 | Matt Holt                   | 0303 | A
     03 | Aft Deck                 | Patrick James Torrence      | 0420 | ?
     04 | Navigational Deck Wing   | Malcolm W Bullmore          | 0704 | ?
     05 | Deck C Crew's Quarters   | Adam Christopher Vazquez    | 1215 | ?
     06 | Deck A Crew's Quarters   | Alexandra Rattay            | 1110 | A
     07 | Deck B Crew's Quarters   | Enrike Vargas Suarez        | 0528 | O
     08 | Deck A Crew's Lounge     | Akihito Oshima              | 1025 | A
     09 | Deck A Crew's Lounge     | Bruce Murphy                | 0130 | O
     10 | Deck A Crew's Lounge     | Patrick F Coley             | 0201 | O
     11 | Deck D Crew's Quarters   | Patrouillault Celine        | 0321 | O
     12 | Deck D Crew's Quarters   | Andre Perron                | 0304 | A
     13 | Deck D Crew's Quarters   | Matthew M Wilcox            | 0212 | AB
     14 | Deck D Crew's Quarters   | Miyaji Masayuki             | 0611 | AB
     15 | Deck 2 Port              | Guyver M Scott              | 0122 | AB
     16 | Deck 2 Port              | Devin P McCourt             | 0122 | O
     17 | Deck 2 Port              | Takahiro Hanaoka            | 0206 | B
     18 | Engine Room              | JinagXi Konglong            | 0926 | B
     19 | Engine Room              | Yuji Gotoh                  | 0351 | O
     20 | Engine Room              | Tomi S Hakulinen            | 0901 | ?
     21 | Engine Room              | Suneel Buggal               | 1220 | O
     22 | Engine Room              | Anibal Rodriguez            | 0330 | O
     23 | Engine Room              | Fahim Mumin                 | 0831 | ?
     24 | Engine Room              | Nicholas A Kowalcyk         | 1215 | A
     25 | Hold No.1                | Adam M Conrad               | 0804 | ?
     26 | Hold No.1                | David Oh                    | 0714 | O
     27 | Hold No.1                | Shinichi Furusho            | 0823 | AB
     28 | Hold No.2                | Daisuke mercury Shimada     | 1218 | AB
     29 | Hold No.2                | Phil A Marchant             | 1006 | O
     30 | Hold No.3                | Landon F Hilde              | 0618 | AB
     31 | Hold No.3                | Jeremy J Drake              | 1028 | ?
     32 | Hold No.3                | Fred A Thiele               | 0718 | ?
     33 | Hold No.3                | Nagisa Kase                 | 0225 | O
    -----------------------------
    
    PLANT
    
    VERY EASY
    ---
    
     00 | Arsenal Ascending Colon  | Iroquois Pliskin            | ???  | ?
     01 | Strut A Deep Sea Dock    | Brad I Lanning              | 0105 | AB
     02 | Strut A Deep Sea Dock    | Charles P Pinkerton         | 0409 | A
     03 | Strut A Roof             | Jason M Gillispie           | 0322 | B
     04 | Strut A Pump Room        | Samuel Andi Hendranata      | 0823 | O
     05 | Strut A Pump Room        | Yasuhiro Matsuzaki          | 1027 | B
     06 | AB Connecting Bridge     | Artthapong Siriamonthep     | 1220 | O
     07 | AB Connecting Bridge     | Amadeus Knothe              | 0301 | A
     08 | Strut B Transformer Room | Bob Fu                      | 0408 | B
     09 | Strut B Transformer Room | Yasuo Suzuki                | 0824 | O
     10 | BC Connecting Bridge     | Yiqiang Yao                 | 1116 | B
     11 | Strut C Dining Hall      | Vanessa E Mejia             | 0315 | O
     12 | Strut C Dining Hall      | Anthony J Willreign Supreme | 0321 | ?
     13 | CD Connecting Bridge     | Marques Dean                | 0707 | A
     14 | CD Connecting Bridge     | Kevin M Miller              | 0720 | B
     15 | Strut D Sediment Pool    | Mathias Ellemann Jensen     | 0223 | ?
     16 | Strut D Sediment Pool    | Christian Ryan De Ramos     | 1114 | AB
     17 | DE Connecting Bridge     | Derek Broadbent             | 0902 | O
     18 | DE Connecting Bridge     | Till Schlegel               | 1117 | A
     19 | Strut E Parcel Room      | Nana Mizuki                 | 0121 | O
     20 | Strut E Parcel Room      | Csaba Millei                | 0307 | AB
     21 | Strut E Heliport         | Jordan J Davis              | 0603 | ?
     22 | Strut E Heliport         | Luke Christian Roberts      | 0701 | AB
     23 | Strut F Warehouse        | Sinya Tusunoda              | 0330 | B
     24 | Strut F Warehouse        | Asia R Pickle               | 1228 | A
     25 | FA Connecting Bridge     | Daniel P Wells              | 1018 | ?
     26 | Shell 1 Core 1F          | David Anthony Wilson        | 0222 | O
     27 | Shell 1 Core 1F          | Jasper A Hefko              | 1025 | ?
     28 | Shell 1 Core 1F          | Steven L Harper             | 0902 | O
     29 | Shell 1 Core B1          | Yasuhiko Nakamura           | 0528 | O
     30 | Shell 1 Core B1          | Chris Escobar               | 1126 | ?
     31 | Shell 1 Core B1          | Elliott I Kugler            | 0409 | ?
     32 | Shell 1 Core B2          | Mai Ohta                    | 0616 | B
     33 | Shell 1 Core B2          | Roth W Lanphear             | 0518 | ?
     34 | Shell 1 Core B2          | Cheng exs Cheng             | 0107 | AB
     35 | Shell 1 Core B2          | Liam P Slater               | 0227 | ?
     36 | KL Connecting Bridge     | Neill W Perry               | 0318 | O
     37 | Strut L Sewage Treatment | Robert W Goodenow III       | 1226 | A
     38 | Strut L Sewage Treatment | Mathias Buntrock            | 0310 | O
     39 | Shell 2 Core 1F          | Andrei V Galinski           | 0919 | AB
     40 | Shell 2 Core 1F          | Naoki Inoue                 | 0619 | A
     41 | Shell 2 Core 1F          | Hiu Fung Wong               | 1129 | ?
     42 | Strut E Heliport         | Peter Stillman              | 1116 | A
    -----------------------------
    
    EASY
    ---
    
     00 | Arsenal Ascending Colon  | Meryl Silverburgh           | ???  | A
     01 | Strut A Deep Sea Dock    | Emiko Yokoshima             | 0619 | ?
     02 | Strut A Deep Sea Dock    | Terry Cheung                | 0609 | O
     03 | Strut A Roof             | Jacqueline D Benzon         | 1003 | A
     04 | Strut A Pump Room        | Akihide Yonekura            | 0621 | A
     05 | Strut A Pump Room        | Goushi Kawamura             | 0310 | A
     06 | AB Connecting Bridge     | William R Kelly             | 0325 | A
     07 | AB Connecting Bridge     | Ryosuke Sugie               | 0301 | O
     08 | Strut B Transformer Room | Masanori Masabu Ihara       | 0204 | A
     09 | Strut B Transformer Room | Hiroyuki Doi                | 1209 | A
     10 | BC Connecting Bridge     | Marius Alain Nguyen         | 0711 | AB
     11 | Strut C Dining Hall      | Kevin Chen                  | 0317 | AB
     12 | Strut C Dining Hall      | Boudraa Reda                | 0727 | O
     13 | CD Connecting Bridge     | Yu Ya Nan                   | 1012 | ?
     14 | CD Connecting Bridge     | Takayuki Ueda               | 0620 | A
     15 | Strut D Sediment Pool    | Luis Silva Garcia           | 0716 | O
     16 | Strut D Sediment Pool    | Brian A Brown               | 1021 | A
     17 | DE Connecting Bridge     | Nicholas S DeGrazia         | 0723 | AB
     18 | DE Connecting Bridge     | Yuuki Ito                   | 0523 | B
     19 | Strut E Parcel Room      | Anmar Saad Albinyan         | 0318 | ?
     20 | Strut E Parcel Room      | Steve Masao Terada          | 0626 | ?
     21 | Strut E Heliport         | Yuuki Yagi                  | 0402 | A
     22 | Strut E Heliport         | Brigitte Dickenscheid       | 0330 | ?
     23 | Strut F Warehouse        | Agmall Sarwari              | 0820 | A
     24 | Strut F Warehouse        | Naoto Yamazaki              | 1113 | AB
     25 | Strut F Warehouse        | Terry Matalas               | 1211 | A
     26 | FA Connecting Bridge     | Sefie J Nolte               | 1215 | O
     27 | Shell 1 Core 1F          | David Li-San Chen           | 1013 | A
     28 | Shell 1 Core 1F          | Ginseng W Mileur            | 0131 | O
     29 | Shell 1 Core 1F          | Remy Schuster               | 0101 | A
     30 | Shell 1 Core B1          | Matthew J Whitney           | 1115 | AB
     31 | Shell 1 Core B1          | Ricardo Enrique Salazar     | 0717 | O
     32 | Shell 1 Core B1          | Randall J Koerte            | 0917 | O
     33 | Shell 1 Core B2          | Syouhei Yoshino             | 0908 | ?
     34 | Shell 1 Core B2          | Mika M Claudepierre         | 0222 | O
     35 | Shell 1 Core B2          | Joshua M Busby              | 0718 | B
     36 | Shell 1 Core B2          | Oliver Swann                | 0312 | AB
     37 | KL Connecting Bridge     | Toshifumi Kotogi            | 0104 | A
     38 | Strut L Sewage Treatment | Erich Werdermann            | 0528 | ?
     39 | Strut L Sewage Treatment | Kouhei Tuzita               | 0821 | AB
     40 | Shell 2 Core 1F          | Federico Biscetti           | 0324 | O
     41 | Shell 2 Core 1F          | Matt R Miller               | 0207 | O
     42 | Shell 2 Core 1F          | Jean Pierre Laforce         | 1130 | O
     43 | Strut E Heliport         | Peter Stillman              | 1116 | A
    -----------------------------
    
    NORMAL
    ---
    
     00 | Arsenal Ascending Colon  | Solid Snake                 | ???  | ?
     01 | Strut A Roof             | Jordan A Bowman             | 0927 | B
     02 | Strut A Pump Room        | Sean M Culhane              | 0708 | O
     03 | Strut A Pump Room        | Jamie DR Dickie             | 0410 | ?
     04 | AB Connecting Bridge     | Daichi Bada                 | 0301 | B
     05 | AB Connecting Bridge     | David L Newell              | 0112 | A
     06 | Strut B Transformer Room | Bren J Fraher               | 0228 | ?
     07 | Strut B Transformer Room | Gavin C Elliott             | 0825 | ?
     08 | BC Connecting Bridge     | Johnny Chong                | 0719 | O
     09 | Strut C Dining Hall      | Chuoc Shan Lam              | 0306 | B
     10 | Strut C Dining Hall      | Markus Huendgen             | 0701 | ?
     11 | CD Connecting Bridge     | Michael Roger Aarons        | 0801 | O
     12 | CD Connecting Bridge     | Takuji Tada                 | 0413 | B
     13 | Strut D Sediment Pool    | Joseph A McClaren           | 1102 | A
     14 | Strut D Sediment Pool    | Dustin Weger                | 0207 | A
     15 | Strut D Sediment Pool    | Wojtek Kujawa               | 0802 | O
     16 | DE Connecting Bridge     | Kenji Yamaguchi             | 0903 | A
     17 | DE Connecting Bridge     | John A McCormick            | 0129 | O
     18 | Strut E Parcel Room      | Robert Viset                | 0426 | B
     19 | Strut E Parcel Room      | Tommi Eklof                 | 0826 | O
     20 | Strut E Parcel Room      | Gary L Curtis               | 0825 | A
     21 | Strut E Heliport         | Court Stauff                | 0515 | O
     22 | Strut E Heliport         | Frode A Steine              | 0602 | A
     23 | Strut E Heliport         | Katharine Irene Hargrove    | 1210 | AB
     24 | Strut F Warehouse        | David R Papps               | 0602 | A
     25 | Strut F Warehouse        | Matt D Huffman              | 0518 | A
     26 | Strut F Warehouse        | Ali H Rafati                | 0604 | AB
     27 | FA Connecting Bridge     | Mais M Baali                | 0124 | O
     28 | Shell 1 Core 1F          | Satoru Oda                  | 0816 | O
     29 | Shell 1 Core 1F          | Kamal Aggarwal              | 1023 | ?
     30 | Shell 1 Core 1F          | Anthony Hampton             | 0129 | A
     31 | Shell 1 Core 1F          | Ivan Lui                    | 0424 | O
     32 | Shell 1 Core B1          | Hideaki Dei                 | 1121 | A
     33 | Shell 1 Core B1          | Cesar Pariona Oncebay       | 0523 | O
     34 | Shell 1 Core B1          | Yuuko Hayashi               | 1204 | B
     35 | Shell 1 Core B2          | Viktor Hamrefors            | 0824 | ?
     36 | Shell 1 Core B2          | Miroku Sato                 | 1025 | O
     37 | Shell 1 Core B2          | Kojiro Hayama               | 1206 | B
     38 | Shell 1 Core B2          | Mark S Eaton Fry            | 1212 | ?
     39 | KL Connecting Bridge     | Han Yi Cheng                | 1220 | O
     40 | Strut L Sewage Treatment | Yuta Tsubasa Teruya         | 0109 | ?
     41 | Strut L Sewage Treatment | Mikiya Horiuchi             | 1101 | A
     42 | Shell 2 Core 1F          | Martin Johansson            | 0329 | B
     43 | Shell 2 Core 1F          | TaRo ArAkAwA                | 1225 | O
     44 | Shell 2 Core 1F          | Gaku Yamada                 | 0624 | ?
     45 | Shell 2 Core 1F          | Zheng Xuan                  | 0316 | ?
     46 | Shell 2 Core 1F          | Erasmo O Metos              | 0314 | B
     47 | Shell 2 Core 1F          | Florian Busch               | 0502 | O
     48 | Strut E Heliport         | Peter Stillman              | 1116 | A
    -----------------------------
    
    HARD
    ---
    
     00 | Arsenal Ascending Colon  | Liquid Snake                | ???  | ?
     01 | Strut A Roof             | Ihor Novosilets             | 0701 | O
     02 | Strut A Pump Room        | Julian Tan                  | 0530 | ?
     03 | Strut A Pump Room        | Max K Do                    | 0101 | ?
     04 | AB Connecting Bridge     | Jenam Ryu                   | 0621 | O
     05 | AB Connecting Bridge     | Kit M Paines                | 0228 | O
     06 | Strut B Transformer Room | Stephen M Stretton          | 0424 | A
     07 | Strut B Transformer Room | Adrian Styrsky Ellwood      | 1021 | O
     08 | BC Connecting Bridge     | Hanbum Son                  | 0502 | A
     09 | Strut C Dining Hall      | Juan Luis Rulz              | 0109 | ?
     10 | Strut C Dining Hall      | Takayuki Kawakubo           | 0911 | B
     11 | CD Connecting Bridge     | Gregory M Roy               | 0201 | ?
     12 | CD Connecting Bridge     | Randy Lee Way               | 1011 | A
     13 | Strut D Sediment Pool    | Taggart D Ryan              | 1211 | ?
     14 | Strut D Sediment Pool    | Sunny Hsu                   | 1106 | A
     15 | Strut D Sediment Pool    | Sascha Norbert Behr         | 0320 | O
     16 | Strut D Sediment Pool    | Derrick S Edick             | 0122 | AB
     17 | DE Connecting Bridge     | Michael Mantilla            | 0401 | A
     18 | DE Connecting Bridge     | Eiichiro Kimura             | 0903 | A
     19 | Strut E Parcel Room      | Omar Khettab                | 0921 | A
     20 | Strut E Parcel Room      | Ting Kae Lung               | 0316 | ?
     21 | Strut E Parcel Room      | Eric J Melen                | 0717 | ?
     22 | Strut E Parcel Room      | Chad P Bala                 | 0722 | O
     23 | Strut E Heliport         | Gustavo L Lazo              | 0324 | ?
     24 | Strut E Heliport         | Alan Chon                   | 0316 | ?
     25 | Strut E Heliport         | Christian Alexander Heinzer | 0306 | AB
     26 | Strut F Warehouse        | Daisuke Kato                | 1208 | B
     27 | Strut F Warehouse        | Takeshi Umeoka              | 0912 | O
     28 | Strut F Warehouse        | Masato Aoyama               | 0406 | O
     29 | Strut F Warehouse        | Yo Narita                   | 0416 | B
     30 | FA Connecting Bridge     | Michael S Chang             | 0511 | A
     31 | Shell 1 Core 1F          | Lucky Zhu                   | 0404 | A
     32 | Shell 1 Core 1F          | Ryo Nitta                   | 0123 | B
     33 | Shell 1 Core 1F          | Shunsuke Katoh              | 0801 | AB
     34 | Shell 1 Core 1F          | Toru Yamagishi              | 0518 | A
     35 | Shell 1 Core B1          | Sandra Stevic               | 0223 | ?
     36 | Shell 1 Core B1          | Brady N Hartel              | 1002 | ?
     37 | Shell 1 Core B1          | Daichi Sumitomo             | 0909 | A
     38 | Shell 1 Core B2          | Chris David Adlam           | 0210 | ?
     39 | Shell 1 Core B2          | Shingo Minakawa             | 0829 | B
     40 | Shell 1 Core B2          | Victor Sjostrom             | 1003 | B
     41 | Shell 1 Core B2          | Hiroyuki Sakashita          | 0710 | ?
     42 | KL Connecting Bridge     | Kazuto Ikeda                | 0923 | O
     43 | Strut L Sewage Treatment | Victor Melnik               | 0101 | A
     44 | Strut L Sewage Treatment | Thiago Monezi Pires de Avila| 0428 | A
     45 | Shell 2 Core 1F          | Phil A Marchant             | 1006 | O
     46 | Shell 2 Core 1F          | Yuusuke Kitamura            | 1029 | B
     47 | Shell 2 Core 1F          | Carlos C Cresswell          | 0913 | B
     48 | Shell 2 Core 1F          | Amir C Saya                 | 0705 | A
     49 | Shell 2 Core 1F          | Jeffrey Fong                | 0808 | O
     50 | Shell 2 Core 1F          | Sverrir Fridriksson         | 0504 | B
     51 | Strut E Heliport         | Peter Stillman              | 1116 | A
    -----------------------------
    
    EXTREME
    ---
    
     00 | Arsenal Ascending Colon  | Hideo Kojima                | 0824 | A
     01 | Strut A Roof             | Makoto Shiragaki            | 0804 | AB
     02 | Strut A Pump Room        | Richard W Hair Jr           | 1022 | O
     03 | Strut A Pump Room        | Spencer P Gallagher         | 0228 | A
     04 | AB Connecting Bridge     | Ruben Alexander van Ophuizen| 1006 | AB
     05 | AB Connecting Bridge     | Leevi Mursula               | 0417 | O
     06 | Strut B Transformer Room | Roy Grizzly                 | 0726 | O
     07 | Strut B Transformer Room | Murat Sahiner               | 1006 | A
     08 | BC Connecting Bridge     | Casey K Chan                | 0128 | ?
     09 | Strut C Dining Hall      | David Yu                    | 0920 | B
     10 | Strut C Dining Hall      | Yuta Shimizu                | 0615 | O
     11 | CD Connecting Bridge     | Callum G Whitehurst         | 1207 | AB
     12 | CD Connecting Bridge     | Matthew T Fenelon           | 0701 | O
     13 | Strut D Sediment Pool    | Edward Evans                | 0521 | A
     14 | Strut D Sediment Pool    | Sonny Skinner               | 0221 | A
     15 | Strut D Sediment Pool    | Ryo Hanazawa                | 0306 | O
     16 | Strut D Sediment Pool    | Mixalis Tsakiris            | 1218 | O
     17 | DE Connecting Bridge     | Wayne A Hindman II          | 0621 | O
     18 | DE Connecting Bridge     | Zeeshan Raza                | 1118 | AB
     19 | Strut E Parcel Room      | Mikko Pellervo Rekola       | 0501 | ?
     20 | Strut E Parcel Room      | Kouji Yamashita             | 1103 | B
     21 | Strut E Parcel Room      | Makoto Chiba                | 0131 | O
     22 | Strut E Parcel Room      | David Gomez                 | 1219 | ?
     23 | Strut E Parcel Room      | Christopher R Martinez      | 0428 | O
     24 | Strut E Heliport         | Masayuki Yabuki             | 1010 | B
     25 | Strut E Heliport         | Brendan Oconnor             | 0207 | O
     26 | Strut E Heliport         | Grant Drain                 | 0713 | AB
     27 | Strut F Warehouse        | Yoshihiro Sakai             | 0909 | B
     28 | Strut F Warehouse        | Greg T McDaniel             | 1223 | ?
     29 | Strut F Warehouse        | Ikuo Uchiumi                | 1231 | A
     30 | Strut F Warehouse        | Ai Shimamatsu               | 1016 | O
     31 | Strut F Warehouse        | Derek Faria                 | 0827 | B
     32 | FA Connecting Bridge     | Artmed S Hernandez          | 1130 | AB
     33 | Shell 1 Core 1F          | Rhys J Perkins              | 1003 | ?
     34 | Shell 1 Core 1F          | Henry Van                   | 1113 | ?
     35 | Shell 1 Core 1F          | Takashi Saitou              | 0415 | B
     36 | Shell 1 Core 1F          | Nicholas G Benson           | 0112 | AB
     37 | Shell 1 Core B1          | Hongoh Yuki                 | 0507 | B
     38 | Shell 1 Core B1          | Nicholas A Fuentes          | 0416 | O
     39 | Shell 1 Core B1          | Roy PC Smillie              | 1209 | O
     40 | Shell 1 Core B2          | Chris S Austin              | 0614 | ?
     41 | Shell 1 Core B2          | Tony Pawlik                 | 0619 | O
     42 | Shell 1 Core B2          | Erik PO Appelblad           | 0527 | O
     43 | Shell 1 Core B2          | Tooru Morita                | 1016 | B
     44 | KL Connecting Bridge     | John Guest Jr               | 0318 | A
     45 | Strut L Sewage Treatment | Sunny Lee                   | 1104 | O
     46 | Strut L Sewage Treatment | Lei Adnan                   | 0204 | B
     47 | Shell 2 Core 1F          | Ryo Harada                  | 0424 | O
     48 | Shell 2 Core 1F          | Hugo L Vidal                | 0810 | A
     49 | Shell 2 Core 1F          | Matthias Sauermann          | 0710 | A
     50 | Shell 2 Core 1F          | Rick BigBan Laiso           | 0416 | A
     51 | Shell 2 Core 1F          | Josh Garcia                 | 0409 | B
     52 | Shell 2 Core 1F          | Clayton R Worrell           | 0622 | A
     53 | Strut E Heliport         | Peter Stillman              | 1116 | A
    -----------------------------
    
         9.4 - Game Script
    
    This is a trascript of most of the game, Most codec is not in here however,
    these are mostly the acual scenes
    
    Act 1, scene 1.
    
    BLANK SCREEN
    
    SNAKE'S VOICE - The Hudson River, two years ago... We had
    classified intelligence that a new type of Metal Gear was scheulded for
    trasnport, the whole thing stank, but our noeses had been out in the cold
    too long.
    
    Snake infiltrates tanker
    
    Ocelot: Our boy, is right on schedule. He'll know soon enough.
    
    ---
    
    Act 1, scene 2.
    
    Snake: This is Snake. Do you read me, Otacon?
    
    Otacon: Loud and clear, Snake.
    
    Snake: Kept you waiting, huh? I'm at the "sneak point."
    
    Otacon: Everything going okay?
    
    Snake: The stealth camos busted. Landing impact.
    
    Otacon: We must have overused it. Sorry, but you're going to have to
    deal with it. You're not in the military anymore.
    
    Snake: Right. I didn't plan on relying on this gadget anyway.
    
    Otacon: The private sectors not so bad, is it? Privacy guaranteed.
    
    Snake: I'm happy as long as no one gives me any more unwanted gifts.
    
    Otacon: You mean that thing with Naomi?
    
    Snake: And I can't say I miss the chattering nanny.
    
    Otacon: Mei Ling's not so bad, that reminds me, I have to get in touch
    with her again about that new Natik flashware.
    
    Snake: Diverting toys from the SSCEN (U.S. Army Soldier Systers Center)
    again? Give her a message from me "someone will find out sooner or
    later". She's better off assuming it's sooner and quit while she's
    safe.
    
    Otacon: Too true. Okay, Snake, let's get to work. You know the
    technical specs of Metal Gear were sold on the black market after
    Shadow Moses?
    
    Snake: All Ocelot's doing...
    
    Otacon: Exactly. And now every state, group, and dotcom has its own
    version of Metal Gear.
    
    Snake: Not exactly a classified weapon for today's nuclear powers.
    
    Otacon: This new one seems to have been designed to wipe the floor with
    all the other models. The only consistant description is that it's
    an amphibious, anti-metal Gear vehicle.
    
    Snake: That explains why this one is under Marine Corps jurisdiction.
    ---
    
    Act 2, scene 1.
    
    Otacon: The mission objective is to make visual confirmation of the new
    Metal Gear being transported by that tanker, and bring back
    photographic evidence. But I want you first to go up to the top level of
    the infrastructure, to the bridge. We need to find out where that tanker
    is headed.
    
    Snake: A little reconnaissance, huh?
    
    Otacon: There's too much we don't know about this new prototype.
    Capabilities, deployment method, we don't even know how close it is
    to completion. If we can find out where the testing arena is, I can
    start to draw some reasonable conclusions.
    
    Snake: All right. I'll head to the bridge ASAP.
    
    Otacon: Try to avoid confrontations. Our goal is to collect visual evidence
    of Metal Gear development and expose it to the world. It would be best if
    you could get out if there without alerting anyone.
    
    Snake: Don't worry. I know the drill - we're not terrorists.
    
    Otacon: Very good, don't you forget that you're a part of "Philanthropy"
    now, an anti-Metal Gear organization and officially recognized by the UN.
    
    Snake: Recognized, but still fringe, Otacon.
    
    
    Act 2, scene 2.
    
    Otacon: All right, let's look at your gear.
    Your weapon is a tranquilizer gun converted from a Beretta M92F.
    
    Snake: M9.
    
    Otacon: It's a little hard to work with because you have to reload after
    each shot since the slide locks.
    
    Snake: Better than scavenging on mission site, good suppressor too.
    
    Otacon: The chemical stun will take affect in a few seconds and last
    for hours. You can take down a elephant with that thing. Check out
    the laser sighting too.
    
    Otacon:
    The affects of the anastetic rounds will vary depending on what part of the
    body is hit. Were talking about a difference of tens of seconds between hitting
    limb, chest or head.
    
    Otacon: As for the equipment... Hey Snake, cigarettes? What's wrong with
    you?
    
    Snake: It's kind of a lucky charm.
    
    Otacon: You haven't read the surgeon general's warning, have you?
    Heres the digital camera, works almost the same as your old one.
    
    SD - Snake uses camara to watch marines - SD
    
    Snake: They don't look armed...
    
    Otacon: Hey, Earth to Snake. These are nice, upstanding Marines,
    not terrorists. Don't get caught; you're in stealth mode here.
    
    Snake: Sure, if it comes to that, a little beauty sleep never hurt anyone.
    By the way, Otacon are you sure of this intelligence?
    
    Otacon: Absolutely. Hacked it out of Pentagon's classified files myself.
    
    Snake: No traces?
    
    Otacon: Oh please, I'm too good for that.
    
    Snake: But this mignt be a trap, theres a price on our heads.
    
    Otacon: You're just paranoid.
    
    Snake: I hope so.
    Those men, you wouldn't think they were anything but civilians from here.
    
    Otacon:
    With all the ships passing on the river and through the harbor.
    Putting uniformed Marines on the deck would be a bad idea. People can g
    et a clear view of the water from riverside too.
    
    Snake: The waterline is too high...According to the navigational plans,
    this ship should have discharged its cargo upriver.
    
    Otacon: It's in there, no doubt about it.
    
    Snake: The military trains you to watch for threats from the stern on a
    boat.  That's SOP (Standeard Operating Procedure) for Counter-terror ops
    too. Security should be tighter.
    
    Otacon: You worry too much.
    
    Snake: Where's the target?
    
    Otacon: Satellite surveillance is a major international pastime these
    days. I'd say the cargo holds, safely below the deck. Do you see the
    entrance to the holds?
    
    Snake: Looks like there are a few entry ways into the crew quarters.
    A Chopper? - Wha?!
    
    
    SD - Troops appear on the deck and kill guards before throwing them off the
    end - SD
    
    
    Snake: Looks like were not the only ones after Metal Gear tonight.
    
    Otacon: Isn't that a chopper I just heard?
    
    Snake: Affirmative. Probably another cavalry...
    Whats there game? Hijack?
    
    Otacon: There probbly after the ships controls.
    
    Snake: Otacon, how many people would you need to take over a Tanker of this
    size?
    
    Otacon: The ship is run by a computer, so I'd say around eighteen people.
    
    Snake: AKS 74-u?
    ---
    
    Act 1 scene 3
    
    Snake: Russians?
    
    Otacon: You sure?
    
    Snake: No Marine barbar touched that head of hair.
    I'm transmiting a photo, lets get an ID on him ASAP.
    
    Otacon: I'm on it.
    ---
    
    
    Act 1 scene 4
    
    Snake: Looks like the tankers theirs now.
    
    SD - Lound helicopter noise - SD
    
    Snake: KA60 Kasatka
    
    Otacon: Kasatka? Kamov chopper right? "Killer Whale"
    
    Snake: We need to get a fix on who they are.
    
    Otacon: Judging by their transport, arn't they some kind of millitary
    commandos?
    
    Snake: Not neccecerly, it could be the KA62 the civil model, or the KA64
    the export model.
    
    Otacon: Look Snake, all we need is the photographic evidence of Metal Gear.
    As long as we have those, we can put it online and blow the whole thing wide
    open, so no pyrotechnics, okay?
    
    Snake: All right, I'll do my best
    
    Otacon: This isn't like Shadow Moses, reach me if anything happens, the
    frequency is 141.12.
    
    Snake: How can I check in and save my progress?
    
    Otacon: I'll do it. There's a frequency set aside for it, 140.96. Sorry,
    but no Mei Ling this time. Call me on the Codec when you want to save.
    
    Snake: Got it.
    
    Otacon:
    I'll be waiting just past the Verrazano Bridge. You need to be off that
    ship by then.
    
    Snake: I'll be in touch.
    ---
    
    Act 2, scene 1
    
    Snake: So it is the Kasatka, Russian choppers.
    ---
    
    Act 2, scene 2
    
    Otacon: Snake, did you find out where that ship is headed?
    
    Snake: I'm looking at it -- 35 degrees longitude, latitude around 58.
    
    Otacon: More than 500 miles off the coast of the Bermudas, out in the
    middle of the Atlantic. So the prototype is ready for solo testing -- it's
    basically combat-worthy.
    That area is outside the Second Fleet's operational range, too. It must be
    a stane alone Marine Corps project -- which means this prototype Metal
    Gear must be designed for independent deployment, without any
    naval assistance... Anyway, analysis can wait till later. Snake, you need to go
    down to the holds and locate the actual Metal...
    
    Snake: Hm?
    ---
    
    
    Act 3, scene 1
    
    Gurlukovich: Shalashaska has landed, i'm on my way to the Tanker holds,
    report your staus!
    
    Olga: Control Room, communications and engine room are under control; all
    entry and exit points to the holds, secured; infrared sensors placed and
    opperational.
    
    Gurlukovich: Good work, are the explosives in place?
    
    Olga: Yes, they are all planted.
    
    Gurlukovich: Listen, when we have what we came for, the Tanker will be
    scuttlled.
    
    Olga: And the vehicle's pilot?
    
    Gurlukovich: He's the only one who underwent the VR training, no one else
    can do it.
    
    Olga: Are you sure you can trust him?
    
    Gurlukovich: Your part in the mission is complete, you are leave at once.
    
    Olga: No, it's not over yet!
    
    Gurlukovich: I can see the moon, even in this storm, pale as death. I have a
    bad feeling about this mission. You swore this to me, that you would leave
    the unit after the mission was complete. Do not worry, this is a country of
    "liberty".
    
    Olga: No! This is where I belong, with a unit, I have no where else to go!
    Father, I want to stay and fight.
    
    Gurlukovich: There is no choice to make here Olga! Need I remind you that you
    are carrying my grandchild?
    
    Olga: ........
    
    Gurlukovich: You will be on the helicopter out of here now!
    
    Olga: Damnit!
    
    Snake: FREEZE!
    Hands over your head, now!
    Toss your gun overboard, slowly.
    A woman? Show your face!
    
    Olga: You men, your all the same!
    
    Snake: Who are you?
    
    Olga: We are nomads, wanderers.
    
    Snake: I said don't move!
    
    Olga: Americans, so you shoot women too?
    
    Snake: I'm a nomad too.
    What else do you have there? Take the knife and toss it!
    Not there, toss it overboard!
    
    *NOTE- Snake is refering to the fact that Olga attemps to place
    the knife on the ground.
    
    Snake: hold that position! Now, turn around!
    
    Olga: You know what your doing.
    
    SD- Tanker rolls hard to the left, rain beifly stops for next line. -SD
    
    Olga: It stopped raining. Not too shabby is it? New York I mean.
    
    SD- Olga turns knife around and it fires a bullet, Snake manages to dodge
    it and cautiously aim back -SD
    
    Olga: And that brings our tour to it's conclusion
    
    Snake: Scout knife with a suprise, you a Spetsnaz?
    
    Olga: I think you deserve a little credit, no ones ever dodged that shot
    of mine. But no one gets lucky twice, either.
    ---
    
    
    Act --- Sub scene
    
    Snake: Raven?!
    ---
    
    Act 4, scene 1
    
    Loud Speeker: Verrazano Bridge checkpoint passed. All non-essential
    personnel, report to the holds in ten minutes time for the scheduled
    breifing session with the commandant. You are ordered to contine manning your
    posts until that time.
    ---
    
    Act 4, scene 2
    
    Soldier: Colonel, we have sealed the stern hatch.
    
    Gurlukovich: All right.
    
    Soldier: The lift is also under our control.
    
    Gurlukovich: We're on the foredeck, about to descend to the holds.
    
    Soldier: Sir, the marine commander has startedd his speeck already.
    
    Gurlukovich: We will complete the preparations before the end of the speech!
    
    Soldier: All communications to the holds have been severed, no one is aware
    of our presence.
    
    Gurlukovich: Let no one down into the holds until we are out!
    
    Soldier: Yes sir! we will secure your exit, with our lives if necessary.
    
    Gurlukovich: There is one more thing.
    
    Soldier: Yes sir?
    
    Gurlukovich: My daughter, keep her safe!
    
    Soldier: Yes sir!
    
    Solider: Who goes there!?
    
    SD- Soldiers cautiosly walk downt the corridor, Snakes hides but makes a
    noise and is heard, there is then a fire fight between him and the guards.
    -SD
    
    Soldier: *sighs*
    Who goes there!?
    Oh, Shalashaska. Why are you here? We thought you were with the Colonel.
    What the!?
    
    SD- Ocelot point his revolver at the guards head and shoots, then finishes
    locking Snake in the holds-SD
    
    Ocelot: The Colonel will be joining you soon. Comrade.
    ---
    
    
    Act 5, scene 1
    
    Snake: The men down here are defenitly Marines.
    
    Otacon: If the deck is sealed off, they have no way of knowing that the
    ship's been taken over.
    
    Snake: I'm not intrested in fighting these guys. The weapons won't do me
    much good here.
    
    Otacon: Can you see Metal Gear?
    
    Snake: No, I'll have to go around to the bow.
    They have some serious defenses here. I doubt the recent arrivals want to
    blast their way through the Marines eiher.
    
    Otacon: Wonder where they're headed.
    
    Snake: I don't know. Not the beach, that's for sure.
    ---
    
    
    Act 5, scene 2
    
    SD- Commandant Dolph has ended his speech and Snake has sucsessfully
    transmitted the photos of Metal Gear to Otacon. The Commandant and Marines
    stand to attention. In the silence, footsteps can be heard. -SD
    
    
    Ocelot: Excellent speech my friend!
    
    CMC Dolph: Who the!?
    
    Ocelot: Gift of the silver tongue, they say it's the mark of a good officer.
    And of a liar. Americans are too in love with the sound of their own voice
    to speak the truth!
    
    CMC Dolph: Identify yourself!
    
    Ocelot: I am Shalashaska! Also called, Revolver Ocelot!
    
    CMC Dolph: What do you want?
    
    Ocelot: This machine will be quite useful!
    
    CMC Dolph: What are you planning to do? Steal this thing?
    
    Ocelot: Steal? No, no I'm taking it back!
    
    SD- Gurlukovich sneaks up behind and grabs the Commandant, pointing a
    gun at his head. -SD
    
    Snake: Gurlukovich.
    
    Ocelot: Nobody move! Understood?
    
    SD- Soldiers rope down from the roof poining at the Marines. They land on
    the ground as well as a suspended platform around Metal Gear, surrounding
    the Marines. Ocelot holds up a small remote. -SD
    
    Ocelot: This ship now carrys enough SEMTEX on it's key structual points to
    blow it out of the water, at the touch of this button.
    That's right, no one has to die needlessly!
    We're almost at the target, get a move on!
    
    SD- some soldiers begin to release the constrainsts holding Metal Gear in
    place. -SD
    
    CMC Dolph: What do you intend to do with RAY? Sell it on the streets?
    
    Gurlukovich: I was rasied in Snezhinsk, formerly known as Chelyabinsk-70,
    the nuculear reasearch outpost.
    
    CMC Dolph: What are you talking about?
    
    Gurlukovich: After the Cold War ended my home was bought out by the
    Ammericans.
    
    CMC Dolph: Is there a point to this sad story?
    
    Gurlukovich: Not that you would understand. Land, friends, dignity. All
    sold to the highest bidder, the United States of America. Even the
    technology that gave birth to these weapons is Russian, developed by
    us!
    
    CMC Dolph: What do you intend to do?
    
    Gurlukovich: Russia will rise again. And RAY is the key!
    
    Ocelot: I regret to inform you, that I have no intention of selling Metal
    Gear. As I said, I've come to take it back. Yes returned, to the Patriots!
    
    CMC Dolph: The La-li-lu-le-lo?! Hows that possible!?
    
    Gurlukovich: Ocelot. You! Have you sold us out?
    
    Ocelot: Hm. I was never in your employ, Gurlukovich.
    
    Gurlukovich: Are you still in league with Solidus?
    
    Ocelot: No hard fealings Colonel. Mother Russia can  rot, for all I care.
    
    Gurlukovich: Since when Ocelot? When did you turn?
    
    Ocelot: I'm glad you noticed Comarade. I abandoned "her" during the Cold War.
    
    Gurlukovich: Argghh!
    
    Ocelot: Metal Gear only has room for one! Gurlukovich, you and your daughter,
    will die here!
    
    Gurlukovich: Damn you!
    
    Gurlukovich: Die! You dog!
    SD- Gurlukovich pushs the commandant forwards and draws his gun, Ocelot
    throws his overcoat in the air and pulls out his revolver, he fires
    through the overocoat, shooting Doplh and Gurlukovich. Both scream with
    pain and fall to the ground.
    
    Ocelot: Sergei! Looks like you were long overdue for retirement!
    
    Gurlukovich: Tratirous dog!
    
    SD- Guards draw their weapons, but Ocelot grabs his other revolver and shoots
    them all with amazing accuracy.-SD
    
    Ocelot: Shows over! If you wish to live, I suggest you run now, this ship
    is still in the lower New York Harbor, you may yet make it to shore if you
    swim for your life!
    
    SD- Ocelot detonates the SEMTEX and the ship starts to explode-SD
    
    Snake- OCELOT!!
    
    SD- Ocelot looks at Snake, suddenly, he looks at his arms which moves
    Uncontrollably. He lets out a scream. -SD.
    
    Liquid- It's been a while, brother.
    
    Snake- Who are you?
    
    Liquid- You know who I am.
    
    Snake- Liquid?
    
    Liquid- Not so young anymore, eh, Snake? You're drowning in time. I know what
    it's like brother. No wonder Naomi passed you over for the FOXDIE program.
    
    SD- Ocelots right hand begins to move and throttle himself. -SD
    
    Ocelot- Out! Get out of my mind, Liquid! AGGGhhhhhh....
    
    SD- Liquid suppresses Ocelot who is trying to gain back control of his body.-SD
    
    Liquid- The price of physical prodigy, few more years and you'll be another
    dead clone of the old man. Our raw matiraials are vintage brother, Big Boss
    was in his late fifties when they created his copies. But I, I live on, through
    this arm!
    
    Snake- Liquid's arm?!
    
    SD- An explosion knocks Snake off the platform. He falls into the water before
    dragging himself back onto the rasied platform. Sergei, who survived until now,
    thinks of his daughter as he sinks. -SD
    
    Gurlukovich- Olga..... *dies*
    
    Liquid (in RAY)- You don't have what it takes after all! You're going down
    Snake, with this tanker!
    
    SD- Snake is knocked agaist a wall and is knocked out. Sevral Marines engage
    Metal Gear with M4s, handguns and grenade launchers. Liquid/Ocelot kills them
    all, no damage is done to Metal Gear. Metal Gear then ducks its head in the
    water, drawing it up. It then uses its hydro-cutter in its mouth to tear
    through the wall. It stands there, roaring for a while. Snake regains
    consiousness. -SD
    
    Snake- Otacon, we have a problem.
    
    SD- Snake is the knocked out by an explosion. Metal Gear swims through into
    the ocean. Metal Gear jumps high onto the tanker, it looks at Snake floating
    in the water. We hear Ocelot talking to someone over the radio from inside
    the tank.
    
    Ocelot- Yes, at the location we discussed. Yes, I have photographic evidence
    of Snake on the scene, the Cypher was modt useful. I look forward to tommorow
    mornings newsflash. I'd say the Marine Corps plans are on indefinite hold.
    Yes, of course, Mr. President.
    
    SD- We see the Tanker begining to sink, Snake is nowhere to be seen. -SD
    
    Otacon- SNAKE!!!
    
    PLANT
    
    Act 6, scene 1
    
    Colonel- Snake, do you remeber the sinking of that tanker two year ago?
    
    Snake- Of course.
    
    Colonel- terrorist blow a tanker full of crude barly 30 miles off the shore
    of Manhatten, your classic nighmare. And then that massive clean up facillity
    went up inside.
    
    Snake: The Big Shell.
    
    Snake: I hear the cleanup isn't quite over yet.
    
    Colonel: It takes time, but in the meantime the shells become a landmark. A
    symbol of environmental protection.
    
    Colonel: Four hours ago, the Big Shell was seized by an armed group.
    
    Snake: Do we have an ID?
    
    Colonel: Members of the ex-navy seals unit 'dead cell'. Russian private army
    members may also be involved, it's a highly trained group and they have the big
    shell under complete control.
    
    Snake: What are their demands?
    
    Colonel: 30 billion dollars in cash.
    
    Snake: 30 billion dollars in cash, what makes them think they can get that
    much?!
    
    Colonel: There was a sponsored tour going on at the shell that day.
    
    Snake: Hostages huh?
    
    Colonel: A person from one of the major conservation groups, and one from our
    own government, the most important person in a sense.
    
    Snake: Who?
    
    Colonel: James Johnson
    
    Snake: The President?!
    
    Colonel: The terrorists say if their demands are not met in twenty-four hours
    'they'll blow the big shell out of the water'.
    
    Snake: And the Crude will ignite, turning the Manhattan harbor into an inferno.
    
    Colonel: That's not the worst-case scenario, if the clorides being used to
    decontaminate the water go up with the oil, massive amounts of dixisions will
    be released. The bay's eco-system will be wiped out, and the sea will turn into
    a toxic soup for centuries, becoming the worst environmental disaster in
    history.
    
    Act 6, scene 2
    
    Colonel: You have to mission objectives: one, infiltrate the offshore oil
    processing facility, and safeguard the President and other hostages. And two,
    stop the terrorist from destroying the Big Shell by any means neccacery.
    
    You should know, Seal team 10 is also performing a rescue operation.
    
    Snake: Is this a joint effort?
    
    Colonel: No, FOX-HOUND remains a covert body, don't alert them to your
    presence, that is an order!
    
    
    Act 6, scene 3
    
    Colonel: The terrorists call themselves 'the sons of liberty'
    
    Raiden: Sons of Liberty?
    
    Colonel: The name of their leader is Solid Snake
    
    Raiden: The hero of Shadow Moses? So that's why you changed my codename
    
    Colonel: Right, but he can't be THE Solid Snake, he died two years ago on that
    Tanker, after he blew is sky high.
    
    Raiden: Could he have survived?
    
    Colonel: Not a chance.
    
    
    Act 7, scene 1
    
    *-Raiden enters strut B to find the walls covered with blood as well as the
    bodies of several Alpha Zero Seal team members. He cautiously approaches the
    door where gun shots can be heard to find Vamp attacking and killing the last
    of the team. Raiden approaches as Vamp sucks on one of the unfortunate SEAL's
    blood.
    
    Raiden: ?!!
    
    Raiden: What are you?
    
    Vamp: Five today, or rather six
    
    *-Vamp jumps behind Raiden as a SEAL comes through the opposite door.
    
    Plisken: Get down!!
    
    *-The Marine fires his M4 at Vamp, but he has disappeared
    
    Plisken: Where is he?
    
    Plisken: AGGHH
    
    *-Vamp jumps down from the roof and knocks away Plisken's weapon and cuts his
    arm. Raiden grabs the M4 and aim at Vamp, however he hesitates to shoot.
    
    Vamp: Hmm, strange smell. You smell likes, are you? It has to be!
    
    Plisken: What are you waiting for? Shoot him!
    
    *- Raiden shoots a full magazine at Vamp, but he dodges every shot. Plisken
    sides another magazine what Vamp converses to a voice on the other end of a
    radio.
    
    Fortune: Vamp?
    
    Vamp: Yeah Queen?
    
    Fortune: Are you all done cleaning up?
    
    Vamp: Yes, but wait until I tell you what I've found.
    
    Fortune: Something intresting?
    
    Vamp: I'll tell you in person, where are you?
    
    Fortune: In the central unit with the President.
    
    Vamp: Be right there!
    
    *- Raiden reloads his weapon but Vamp has gone. He points the gun at the
    mysterious SEAL.
    
    Plisken: Wait, I'm not an enemy, calm down!
    
    Plisken: My name is S.. Plisken, Iroquies Plisken lieutenant jr. grade.
    
    Raiden: Are you a Navy SEAL?
    
    Plisken: ...
    
    Raiden: How did you get in?
    
    Plisken: Fast rope decent form a Navy chopper.
    
    SD- A water louse only found in watery sections of the Shell emerges from
    Plisken's suit?
    
    Raiden: Have I seen you before?
    
    Plisken: That suit, are you FOX-HOUND?
    
    Raiden: That's right.
    
    Plisken: FOX-HOUND was disbanded.
    
    Plisken: Where were you before FOX-HOUND, Delta Force?
    
    Raiden: I was part of the Armies Force XXI Trials.
    
    Plisken: Force XXI, that's about tactical IT deployment right? You seen combat
    before?
    
    Raiden: No, not really.
    
    Plisken: Then this is your first.
    
    Raiden: I've had extensive training in VR the kind that's indistinguishable
    from the real thing.
    
    Plisken: VR huh? Like what?
    
    Raiden: Sneaking mission 60, weapons 80, advanced...
    
    Plisken: A virtual grunt of the digital age, that's just great!
    
    Raiden: What?
    
    Plisken: You don't get injured in VR do you? Every year a couple of soldiers
    die from field exercises.
    
    Raiden: There's pain sensation in VR and even a sense of reality and urgency,
    the only difference is it isn't actually happening... So your saying VR is some
    kind of mind control.
    
    SD- Raiden's CODEC rings.
    
    Raiden: Hold on.
    
    Cambell: Raiden, what's going on?
    
    Raiden: Colonel, SEAL team 10's bravo team was wiped out, no a single survivor.
    
    Plisken: The kid's wired with nano-machines.
    
    
    Act 7 scene 2
    
    Raiden: What's up?
    
    Plisken: Take a look.
    
    Raiden: What the hell?
    
    Plisken: A Navy Captain
    
    SD- The screen shows a dead Navy captain with half a handcuff on one hand.
    Plisken falls back.
    
    Raiden: Can you move?
    
    Plisken: urgh. Must have lossed a few more pints then I thought.
    
    Raiden: Who was that man just now?
    
    Plisken: That blood sucking freak, that was Vamp. He's  Romanian, a wizard with
    knives as you saw.
    
    Raiden: The way he moved didn't seem human.
    
    Plisken: You wont see that in VR I guarantee
    
    Raiden: Who is he?
    
    Plisken: One of the members of Dead Cell
    
    Raiden: Dead Cell, him?
    
    
    Act 7 scene 3
    
    Raiden: Can you move.
    
    Plisken: I need a few more minutes
    
    SD- Plisken hands Raiden his packet of cigarettes
    
    Raiden: I don't smoke
    
    Plisken: Keep it anyway, may come in handy. Take this too.
    
    SD- Plisken hands Raiden a SOCOM. Raiden walks off.
    
    Plisken: Remember my frequency: 101.80.
    
    Raiden: 141.80, got it.
    
    Plisken: I've been briefed on this plants layout, if you need information on
    Big Shell or about Dead Cell contact me.
    
    Plisken: Hey kid, what's your name?
    
    Raiden: Raiden
    
    Plisken: Raiden? Strange codename.
    
    Raiden: Makes up for the boring one my parents gave me.
    
    Plisken: Maybe I'll find out someday.
    
    
    Act 7 scene 1
    
    SD- Navy SEALS are shooting at Fortune on the connecting bridge to the Shell 1
    core.
    
    SEAL 1: This is impossible, nothing will hit her!
    
    SEAL 2: Is she the one they call Fortune?
    
    SD- Vamp walks out of the Core and picks up the president laying on the floor
    unconscious. He then walks back inside.
    
    Vamp: Queen.
    
    SEAL 2: Don't let them take the President!
    
    SD- More SEALS emerge out of Shell C and all assemble on the entrance to the
    bridge facing Fortune.
    
    SEAL 3: Ready Grenades!
    
    SD- A grenade is launched at Fortune, falling at her feet.
    
    SEAL 4: A dud!
    
    SD- The SEALS cautiously move forwards.
    
    Fortune: Today is another bad day!
    
    SD- Fortune draws her rail gun, an extention moves out of the front and
    electricity bolts surround it.
    
    Fortune: Is there anyone here who can give me happiness?
    
    SD- Fortune fires at the SEALS knocking them clear of the bridge, destroying it
    as well. One SEAL hangs on to what is left of the bridge, Fortune watches as it
    comes loose and fall with him into the ocean. Seagulls flying around begin to
    fall from the sky due to the blasts.
    
    Fortune: I'm so sorry my beauties, I'll meet you again some day.
    
    
    Act 8 scene 1
    
    SD- Raiden enters a room in Strut C of Shell One, he finds an old man working
    on something on the floor.
    
    Raiden: FREEZE!
    
    Stillman: Don't shoot!
    
    
    ---
    
    Long ending Scene:
    
    Solidus: Are you awake yet Jack
    
    Raiden: uggh
    
    Solidus: GW, the Arsanal AI is corrupted beyond repair, I amit I underestimated
    you.
    
    Raiden: uggh
    
    Solidus: I'll squize the answers out of you instead my son!
    
    SD- Solidus extends his Snake arms and lifts Raiden of the ground, he fights
    for breath.
    
    Fortune: What do you hope to hear? You know he doesn't know anything!
    
    Solidus: It's not him I want the answers from!
    
    SD- Solidus drops Raiden
    
    
    Pt.2
    
    Fortune: What do you mean?
    
    Solidus: That's not your buissnes!
    
    Fortune: Oh, really? Well I have some business of my own to attend to!
    
    Solidus: Planning to hijack Arsenal?
    
    Fortune: Huh?
    
    Solidus: You were going to screw me over weren't you?
    
    Fortune: Who talked, Ocelot?
    
    Solidus: Not exactly. I was the one who used Ocelot to sugest the idea to you
    in the first place!
    
    Fortune: Huh?
    
    Solidus: I was planning to give you Arsenal to begin with.
    
    Fortune: Why the un-charachtiristic genoricity?
    
    Solidus: Heh, I'm no phlanphrahpist. Arsenal is far from impregnable. It needs
    other Metal Gears as guards, a huge payload of warheads, and sea, air and land
    support to function efficiently. Against a large attack force, without support,
    Arsenal is nothing more than a gigantic coffin. Seizing Arsenal Gear was never
    the real objective!
    
    Fortune: What was your objective then?
    
    Solidus: A list of names, of the Patriots!
    
    Fortune: *gasps*
    
    
    Pt.3
    
    Solidus: They were planning to extend their grasp to information flow with GW
    and Arsenal. Which means, the information they want to filter out, is contained
    in GW.
    
    Fortune: And once you found out who they were, you would cross off their names
    one by one. While we, with are useless Arsenal drew their fire!
    
    Solidus: Very good.
    
    Fortune: You were using us all along!
    
    Solidus: Were you any different?
    
    Fortune: But your plans hit a snag with GW destroyed hasn't it?
    
    Solidus: No, there is another way.
    
    Pt.4
    
    Fortune: Oh, really? But we have our own plans to carry out. We'll take the
    Arsenal since you don't care for it anyway. The pureified hydrogen bomb is
    ready to go.
    
    Solidus: A nuculer strike won't stop them.
    
    Fortune: It will damage their power source, the mindless masses which they
    control. First things first.
    
    Solidus: Of course, that was what you wanted; I won't stop you; good luck.
    
    Fortune: Thanks, but I've had quite enough of that!
    
    Ocelot: Hahahaha
    
    Fortune: What exactly do you find so funny?
    
    *best line in the game*
    Ocelot: Charades usually are humorous, I wouldn't have minded watching some
    more of it, but we're running a little short on time.
    
    Solidus: What do you mean?
    
    Ocelot: Everything you've done here has been scripted, a little exercise set up
    by us.
    
    Solidus: Exercise?
    
    Ocelot: An orchestrated recreation, of Shadow Moses.
    
    Solidus: What?
    
    Ocelot: Ames and the President's death; the ninja; a computer virus that mimics
    FOX-DIE. Did you really think they were all a coincidence. Ames own
    nanomachines, were used to shut down his pacemaker. I arranged for the
    appearance of the ninja as well.
    
    Ocelot: Solidus, you and the boy were selected as your relationship resembles
    that of the one of Snake and Big Boss. Fortune, you and the rest of the Dead
    Cell squad stood in for the FOX-HOUND that Snake took on in Shadow Moses.
    You're the most impressive collection of freaks outside of FOX-HOUND.
    
    Fortune: No!
    
    Ocelot: You, dead cell, Olga, your all nothing but pawn placed to create the
    Everything went to plan: except for the appearance of the real Solid Snake, I
    wonder now, who sent for you.
    
    Fortune: All our misfortune was just a part of your project?
    
    SD- Fortune fires her rail gun at Ocelot, all the shots miss.
    
    Raiden: It missed!
    
    Ocelot: Do you know why no bullet could hit you? It wasn't luck or magic,
    certainly wasn't your physic talents. It was all staged by the Patriots.
    
    Fortune: Staged?
    
    Ocelot: You were shielded by the electro-magnetic weapons technology that the
    Patriots developed. You and the rest of Dead Cell were though of as
    unpridictible, we needed a pathtic wreach like you to keep them focused.
    
    Fortune: I could have died whenever I wanted to?
    
    SD- Fortune fires her rail gun at Ocelot and again it misses.
    
    Ocelot: Waste of metal my dear, for your lucks run out. This is the little
    gizmo.
    
    SD-Ocelot taps a small metal device attached to his suit.
    
    Ocelot: This isn't magic or some new-age mumbo jumbo, only cutting edge
    technology.
    
    MORE TO COME SOON!
    ---
         9.5 - Songs
    
    Can't say goodbye to yesterday
    
    I stare at the stars,
    And the sky, up above;
    And think, what am I made of?
    Am I full of sorrow?
    Am I hurt and pained?
    Or am I filled with love?
    I walk by myself, on the streets below,
    And ask every child I know:
    Do you think tomorrow will bring sun or rain;
    Which one of these will show?
    
    I can't say goodbye to yesterday my friend
    Cause' I know how good it has been.
    Waiting forever, here I stand come what may
    To the light leading into yesterday
    
    To the light leading to, yesterday.
    
    It's there that I'll find
    Inner peace, not war
    And dreams that I let slip away,
    I will find the joyfulness
    I'm looking for way back in yesterday.
    
    Why can't each of us,
    In the world ever see
    The best things in life are free?
    The sounds of laughter
    A simple sigh
    A kiss from you to me
    I fall to my knees,
    And I cry, and I cry:
    Love please don't pass me by
    Happy ever after, please stay for a while
    In times we use to fly.
    
    I can't say goodbye to yesterday my friend
    I will keep holding on, to the end
    Waiting forever, there is no other way,
    To the light leading to yesterday
    
    
    ---
    
         9.5 - Faq's
    
    Q: Why are there two MGS2 games?
    A: One, Sons of Liberty was released first, this was just the main game.
    Substance has 200 plus VR missions and 150 plus alternative missions as well
    as five Snakes Tales.
    
    Q: Is Substance anything to do with Snake Eater?
    A: No
    
    Q: Does Substance have any new cut scenes in it?
    A: Not as such. There are brief new bits like in External Gazer, and
    in Dead man whispers, Snake will say something when you press action.
    There is no new storyline though.
    
    Q: I can't play on euro extreme, why?
    A: You have to finish the game before you can unlock the bonus items. One
    being Euro. Extreme.
    
    Q: I am REALLY confused about the storyline in SOL.
    A: That's not a question. Anyway I will add a overview of the storyline
    later.
    
    Q: This guide is spoiler free, but it does contain mild spoilers.
    A: Your not very good at this question thing are you? The reason it is a
    spoiler free guide is because it doesn't give away any major clues on the
    storyline. It is pretty clear Plisken is Snake and what not so that's
    hardly a spolier.
    
    Q: I've unlocked some extra characters in the missions mode, can I play
    them in SOL?
    A: Unfortunately not.
    
    Q: Can you help me with *Add part that is in the guide*
    A: It's in the guide, look.
    
    Q: I'm stuck and the guide isn't clear enough, or, I have something that
    is done differently and since I have done it, it is therefore better. What
    do I do?
    A: Email me on mike8580@hotmail.com and if it works I'll put it up, or
    rewrite some of the guide.
    
    ===================================================
    
    10. ENDING
    
         10.1 Contact Info
    
    If anyone has anything to give full credit will be given, just email me.
    You probably know the address by now, mike8580@hotmail.com and please put
    the subject as something recognizable or I will think in to be junk mail.
    
    I have also written another guide for Ace Combat 4 on the PS2. Also, this
    guide will be modified for the PS2 later on. Thanks for reading this
    guide I hope it made the game even better and you still have most
    of your hair intact on your head.
    ---
    
         10.2 Thanks and Credit
    
    A first thanks goes to Hideo and his team who make some of the best games
    in the world.
    Also, to gamefaqs for being a help to so many people
    Lastly to all the people who have read or used my guide. Enjoyed it or
    not, thanks.
    
    

    FAQ Display Options: Printable Version