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    FAQ/Walkthrough by GheddonLN

    Version: 3.26 | Updated: 09/21/02 | Search Guide | Bookmark Guide

                                  M E T A L  G E A R  S O L I D  2
                                          Sons of Liberty
    PLATFORM: Playstation2
    AUTHOR: GheddonLN
    E-MAIL: yggdrasil_999@yahoo.com
    STARTED: Can't remember
    LAST UPDATED: September 21 , 2002
    VERSION: 3.26
    NOTE: All of the information here(item locations, etc) is from the NORMAL
    difficulty. I have little to no knowledge about higher difficulties, so don't
    bother about asking me.
                                      2.VERSION HISTORY
                                      3.COPYRIGHT NOTICE
                                            7.2.1.Shell 1-The adventure has started
                                            7.2.1.Shell 2-The adventure continues
                                        8.1.The weapons
                                        8.2.Where they're found
                                        9.1.The items
                                        9.2.Secret Items
                                        9.2.Where they're found
                                         11.1.Fun stuff
                                         11.3.Fun things to do
                                         11.4.US to PAL changes
         MGS2 is without any doubt one of the most successful games ever. It sold a
    load of copies, and sure it was good. Combining some of the best graphics you will
    see in videogame, with outsanding voiceovers, sound effects, and plot, Konami
    certainly did a good job with MGS2.
         MGS2 puts you in the role of Solid Snake, a lone mercenary, who, along with
    Otacon, is in charge of taking out every single Metal Gear in the earth. It's
    something his groups has been doing for years. Still, their hardest work was about
    to arrive: collect as much data as you can, about Metal Gear RAY, a new breed of
    Metal Gear. This is where everything starts...
         This FAQ, if you were lucky, was a lot different before. It had a lot of
    useless things packed on it, and ASCII charts certainly inflated its size. Plus,
    writing was poor, let alone the grammar. So, I decided to open a new file, and
    start a new MGS2 walkthrough. It's a new version of my old one, so it's
    cosmetically the same one. But on substance, it is much different, with better
    writing, and better info. You won't find previous stories transcripts here;
    instead, you'll find weapons and items listing, dog tags, enemies, and an extensive
    and detailed walkthrough.
         As a final word, I hope you enjoy the game, and I also hope you use this FAQ,
    and that you find it helpful for when you're stuck. Onward.
    Version 3.00: An all new version of the guide. I don't have knowledge about the
                  previous versions of it, but I can tell you that everything you'll
                  find here is 100% new.
    Version 3.23: Fixed up some of the FAQ's section.
    Version 3.24: Fixed a credit.
    Version 3.26: Added some contributions.
         This FAQ is intellectual property of José F. Vargas, known as GheddonLN.
    Anything that needs to be done regarding the guide must be first discussed with the
    author via e-mail. All rights reserved.
    NOTE: Just to let you know, that if you're going to post this guide in your
    website, you're in charge of updating it by YOURSELF. This means I won't be sending
    you any updates. Look for them by yourself. If you can't take such burden, then
    don't ask for any permission, as I won't give it to you.
    Konami: For developing such an excellent game.
    Contributors: For making this a better guide.
    Adrenaline: Her FAQ is great, and contains a lot of info which I used to do some of
                this FAQ's sections. Also, thanks for the Shell 1-2 connecting bridge
    Chad Gibbons: For submitting an easter egg. Thanks!
    XIAmerican Dream: For telling me what B.D.U really meant.
    Me: For writing this guide :)
         The directional pad consists of four arrows, which you can use to move your
    character around the screen. You can combine to arrows in order to move diagonally.
    If this is the first console you buy, you may think that using the directional
    pad(d-pad) is quite hard. Actually, it isn't. It's very easy to move things with
    it, but at the same time, is not very comfortable. Stick with the sticks :)
    LEFT STICK ===
         This analogic stick has the same function as the d-pad: moving yourself
    around. It's a lot comfier than the d-pad, and a little easier to work with. I play
    all of my games with the stick: it ownz :).
         The right stick is not a very useful button. When the situation arises, you'll
    be able to move the camera with it.
         Considered by the game as the action button, this is the button you'll use to
    do pretty much everything in the game: use it in order to open doors, to jump
    boxes, to hang from rails, and lot of things. You can also use it to skip CODEC
         The circle button is used as your karate button. Press it repeatdly in order
    to perform a kick-n-punch combo.
         This is the attack button. Use it while unarmed to grab enemies, and throw
    them into the floor, or to chokehold them if you're able to. Once you have a gun
    equipped, or a weapon in general, press this button to use that weapon.
    X BUTTON ===
         If you're stationary on an x place, press this to crouch. Now, while
    crouching, move the analog stick towards any direction in order to crawl, like a
    roach. Crouching is different to crawling, but you already knew that.
         Also, while you're running, press the x button, and Snake will do a diving
    somersault/roll. This can be used to stun enemies, and to evade them.
    R1 ===
         Use it to access first person view mode. You'll also use it in order to quit
    first persn view mode.
    R2 ===
         Use it to access your weapons inventory.
    L1 ===
         Use it to aim at your enemies, and to run while aiming.
    L2 ===
         Use it to access your items inventory
    SELECT ===
         Use it to access the CODEC screen.
    START ===
         Pauses the game.
    * VERY EASY * If you absolutely, positively want to finish the game without any
                  kind of trouble, accept no substitutes. Playing in very easy makes
                  the game kinda pointless, as it features some brainless guards, your
                  item holding capacity is almost endless and you find ammo and weapons
                  24/7. If you bought the game because you heard from somebody it was
                  good, chances are that you don't know a flying damn about it and
                  the only way for you to beat it is to play in very easy.
    * EASY *      A little improvement over very easy. The game reduces your holding
                  capacity but only by a little, but still, you almost take no damage,
                  and you'll find plenty of ammo and rations. Guards are very scarce,
                  like in very easy. They die from two or three shots. In conclusion,
                  playing in easy is like playing in very easy, with some minor
    * NORMAL *    A giant leap from easy, this is the kind of game I like to play.
                  Like its name suggests, everything in this difficulty is normal.
                  Your life gauge, the damage you take, the ammo you find, etc. It's
                  worth mentioning that your item/ammo holding capacity is dramatically
                  reduced from the very easy and easy difficulties, and when you find a
                  weapon, you'll find it almost empty, bullet-wise. Enemies are way
                  more resistant, but still a little to easy to kill(unless you find
                  yourself against a huge group of backup units. Then you have
    * HARD *      This is where things get... hard. An awesome chang4 takes place when
                  you play at hard. First off, the games ask you if you want the "game
                  over" screen to appear when you're discovered by a guard/camera. This
                  is like a prologue on how hard will it be for you to survive a
                  gunfight. Your life gauge also shortens. Same goes for your item
                  capacity. Guards are way more resistant(you don't want to fight
                  them...) too.
    * EXTREME *   After playing a few hours on extreme, your home-mates will be seeing
                  some things flying through your room. Extreme, in the MGS2 language,
                  means frustration, paranoia and some screaming. Guard's bullets hit
                  you like a 200 megaton bomb, let alone the bosses. Your life gauge
                  is almost non existent, and ammo is scarce. Rations can only be
                  obtained by shaking the guard's bodies, and it seems guards don't
                  walk around with rations, as they are very scarce. In conclusion,
                  play in this difficulty at your own risk.
    LIFE GAUGE:  The primary gauge. It shows how many health snake has, and is
                 depleted when he's hit by bullets, punches, kicks, etc. You can
                 "heal" it by using rations. If it is depleted totally, your
                 character will die and the game over screen will appear.
    OXYGEN GAUGE The oxygen gauge appears while you're underwater. It depletes as
                 time passes, and you can only recover it by getting out of the
                 water. If it depletes, your life gauge will begin to empty itself
                 and you know what happens then...
    STUN GAUGE:  A boss only gauge. It represents how many stuns the boss can stand.
                 Kick/Punch or use the tranquilizer to deplete it. Once you empty it
                 out, the boss goes down and the battle is won.
    GRIP GAUGE:  The grip gauge indicates how longer will you be able to hold your
                 grip. It depletes very fast, unless you train yourself by doing
                 pushups. If you do 100, you'll gain a grip level, and your bar
                 will become harder to deplete.
    >>>>MISC. STUFF<<<<
         Once you've taken substantial damage from your enemies, and your life gauge is
    almost empty, Snake will start to bleed. Bleeding means losing health gradually(it
    doesn't kill you though) and leaving blood drops across the floor. These drops will
    alert the enemy about your presence around, and they will look for you. You'll
    become an easy target, as all of the blood leads to you, unless you used a BANDAGE
    to cure yourself, or the bleeding stopped by itself. To make it stop by itself, lay
    low and wait a few minutes.
         When I first played Metal Gear Solid, I thought that flattening was one of the
    coolest features it had. Now, in MGS2, this features expands. Your, apart from
    hiding from your enemies, can use flattening to maximize your effectiveness in
    gunfights. Flattening serves as cover to your enemy's bullets, and when near a
    corner, you can do a jump-out attack and let a few bullets fly towards your enemy.
    Flattening is one of the primary ways to survive in this game, so if you're a
    newcomer in the series, learn how to master it ASAP.
         The radar is your primary instrument for survival. It won't get you alive from
    a gunfight, whereas it will help to prevent gunfights. The radar is a little screen
    which appears in the top corner of the screen. It shows a digitalized version of
    the area you're in. This includes boxes, walls, instruments, etc, but not items.
    However, it does includes YOU, and most importantly, your enemies. You are
    represented as a yellow dot on the radar, while your enemy is a red dot, whose line
    sight, which represents how far he can see, is represented as a cone. This cone can
    be blue, when your enemy is doing his patrol, yellow, when the enemy has
    heard/found something suspicious, or red, when the enemy has found you.
         The radar has five modes. It is first NORMAL. Your are exploring the area,
    nobody knows you're around, the guards are doing their job. If somebody sees you,
    he'll try to call for backup. If he manages to make his call, the alarm will sound,
    the radar will go off, and you will be in ALERT mode. Everybody, including the ass-
    kickers backup unit is looking for you. If you manage to evade them until the alert
    bar is empty, then you'll go into EVASION, that's when the enemies have lost you,
    and must find you. If this bar empties, then you'll go into CAUTION mode. Backup
    unit members will leave, but the local guards will intensify their patrols. Once
    caution bar empties, you'll return to normal.
         The fifth and less important mode is JAMMING. It happens when a strong
    electric field is around you, or when you throw a chaff grenade. While on jamming,
    the radar goes off for a while(until the jamming bar empties).
         The CODEC is the only way you have to contact your friends and supporters. To
    access it, press the SELECT button. A black screen, with frequency numbers written
    on it, will appear. If you somehow managed to memorize somebody's frequency(it's
    pretty hard for me :) then, using the left and right buttons, look for it, and
    press the circle button to call him/her. If you want to make this easier, press
    down while on the frequency selection, and you'll access the CODEC's memory. You
    can select any saved frequency there, and do a call. You'll use the CODEC to save
    your game, look for advice, or just to bug around.
         To CROUCH, press X. Snake will stand on his knees, and he will be able to hide
    himself behind boxes, or simply stand there like he's thinking about something. If
    you move the stick towards any direction, then Snake will throw himself into de
    ground, and start crawling towards the direction you pushed the stick. Keep in mind
    that crawling and crouching are different, but both of them are useful on their.
    Crouching will serve to hide, as well as crawling, and sometimes, they'll be your
    allies on gunfights... ok, ok, I just added this to take space. Crawling/Crouching
    on gunfights will earn you a gameover screen.
         Rolling, however, it's probably one of the game's most versatile movements,
    thanks to its multiple uses. Rolling is also easily executed, and get you of some
    hairy situations. To roll, simply press X while running. A roll will stun enemies
    for a second or two, and if you're very skillfull, that's enough to get your ass
    out of the gun-arena. You can also to cross, say, a gap in a wall or in the very
    same floor, and prevent detection/death. Either way, you'll find yourself rolling a
    lot. But I assure your that you won't crawl or crouch as much.
         As a well-educated FOXHOUND ex-member, Snake learned something of
    judo/karate/ninjutsu/street ass-kicking, etc. However, unlike in Jackie Chan's
    movie, your repertoire is rather limited, as it consists only on punching and
    kicking... maybe Snake wasn't as well educated as I thought. Anyway, to punch/kick,
    de-equip any weapon you may have on your hands, and press the Square button
    repeatedly in order to perform the after-mentioned judo/karate/ass kicking
    techniques. Unfortunately, this is not very useful, as it doesn't deliver a lot of
    damage. Bosses can be taken down with punches and kicks thanks to the stun bar, but
    enemies can only be stunned... yes it's the same, but bosses don't wake up after a
    while, but enemies do. If they DO wake up, they'll immediately go into caution.
         If an enemy doesn't know you're behind him, he lacks a sixth sense. But apart
    from that, if you're very skillfull to get VERY near his back without alerting him,
    press the square button, and you'll grab him in a chokehold. Now, there are
    numerous uses to this. Some enemies are light-hearted, so they won't shoot you
    while holding a hostage. You can also just hold the square button for a minute, and
    then see them fall on the floor, stunned. Or you can tap the square button very
    fast and destroy the guard's. This is only a cosmetic movement, IMHO, as it has not
    very useful... uses(as I said, IMHO!). Somewhere in  the game, it will become
    imperative to use in order to advance. Also, keep in mind that in order to keep an
    enemy in a choke-hold, even if you don't want to stun him, is to keep the square
    button pressed. He'll fall stunned sometime, though.
         Once you've put a bullet through your enemy's head, he'll spit some blood, and
    then slump on the floor. While there, stand on top of him, and press the square
    button, and hold it in order to move the dead/stunned/slept body around. If you
    press and de-press the square button repeatedly, you'll "shake" the body. You'll
    actually just grab and throw the body, but this is considered shaking in the
    game(and in numerous places through the net). Shaking has its rewards, as the enemy
    may sometime leave in the ground what he had in his pockets, which can be a ration,
    a pack of bullets, a medicine, a diazepam, or anything that is normally of some use
    to you.
         Instead of choke-holding, you can perform this cool-ass move(not as cool once
    you go through the game for about the tenth time). While behind an enemy, aim at
    him with anything that's a gun(don't try with your night vision goggles, doh!).
    Snake will scream "freeze!" in his gruff voice, and the enemy will raise his hands.
    Now, you can just dispatch him with a head-shot(or a groin/ass-shot for that
    matter), or you can put yourself in front of him, and aim your gun at his head. If
    the guard's a coward, he'll dance at you an throw something, which can be a dogtag,
    or a ration. If he's brave, he'll try to make you shoot him. If you want to get a
    reward, be intelligent an shoot him at any of his arms. He'll then dance at you and
    give you something, without any doubt.
         Keep in mind that if you take too long to do anything, your enemy will hit
    you, and call for backup. You can prevent this by looking at his eyes. If suddenly
    they shine, they guy is going to try something nifty. Take immediate action if
    that's the case.
         To open doors, press the triangle button. So, that's it. Everything about
    doors. Yes, I wasted a section on this.
         Well, let's talk lockers now. They're more useful than a flippin' door, of
    course. You can store things inside. You can find some posters inside, which Snake
    will use to apply the law of five against one(if you don't understand, don't'
    bother about asking :). You can also find some nifty items such as ammo and
    rations. And you can hide inside them, by flattening against the locker inside
    "wall". While inside, you can bang your head in the locker's door by pressing
    R1(this actually used to see through the locker's little window), you can kiss the
    posters, if there is one, and other things. But you won't get inside the locker to
    do this senseless things. You'll get inside a locker to hide from enemy. They
    normally don't suspect of lockers, so you're safe there unless you do some kind of
    horrid sound.
         Hanging has to do with gripping bars, previously explained. Press the triangle
    button while near a rail, and your character will go into hanging mode. The grip
    bar will kick in, and it will gradually deplete as you hang. Once it is empty, or
    you when you press x, Snake will let the pain go, and fall. If you're too high, or
    there is water down, you'll go game over. Press the triangle button to exit hanging
    mode. Also, while on hanging mode, you can press L2/R2 in order to do pushups, so
    you can increment your grip level, thus incrementing the time you can hang on
         Press the R1 button to access first person view. You can do a few things while
    in this mode. Press both the l2 and r2 buttons in order to stand on your tip-toes
    and make yourself a little taller(read: you'll be able to look/shoot at higher
    things). You can use your weapons while on hanging mode, to improve your aiming and
    to reduce ammo using. Problem is that while in FPS, you're an static target, thus
    the enemy will be able to dispatch you easily. FPS is very useful when destroying
    things that aren't alive, and when an enemy is not aware of your presence.
         Yes, even in third person view Snake is an static gunfighter. In order to fix
    this, press the L1 button while aiming with a gun. That way you'll be able to run
    around while you empty your clip on your enemy's carcass.
    Warning: This section could contain spoilers, as it talks about characters who
    appear in later portions of the game. Read at your own risk...
         Solid Snake comes back after being the hero at Shadow Moses. He's retired
    foxhound, and, along with Otacon, he has formed the Philanthropy group, which is in
    "charge" of eradicating the metal gear menace across the world. He's your typical
    bad-ass: muscles, a three-day beard, gruff voice, and a "I don't give a damn"
         The scientist who urinated his pants in the first game(well, not exactly the
    first game. The first 3D game :). In this new presentation of MG series, Otacon is
    in charge of recollecting data of the Metal Gears around the world, so his anti-
    terrorism group(who are ironically considered terrorists) Philanthropy can work. He
    will save your game during the first part of the game, and will give you advice.
         Ocelot was the first boss you met in the first game. Now, he's allied with the
    Gurlukovich army, and he's seeking to steal the Metal Gear Ray. He takes a very
    active role throughout the story of the game.
         Key persons of the Gurlukovich army, Sergei being the boss, and Olga being his
    daughter. Sergei makes an alliance with Ocelot in order to steal MGR, so they can
    liberate Russia, but is later bretayed. Olga is his daughter, like I stated before,
    and one of the finest soldiers the army. You'll battle her once.
         Once you reach the plant chapter, you'll leave Snake, and you'll take the role
    of Raiden, the wussy blonde guy anybody likes. He's the new member of the reformed
    foxhound, and, under command of Colonel Campbell, he seeks to eradicate the
    terrorist force inside the Big Shell, in order to rescue the president. He's a
    rookie, having only taken VR missions - more than a thousand of them, to be precise
    - and this will be his first real mission. He'll meet some friends along the way,
    and will uncover some shocking truths.
         Colonel Campbell was the leader of the operation during the Shadow Moses
    incident. He was Snake's right hand during the mission, and supplied him with tips
    and tricks. Now that Foxhound has been reformed, Colonel campbell makes his
    triumphal return, but this time around he'll be in charge of Raiden, a rookie on
    the field. He'll be your right hand during the whole game. He'll supply you with
    tips, tricks, but will get very annoying fast.
         Rose is Raiden's girlfriend, who she met in the federal hall, in discussion
    about King Kong. Since then, they've been boy and girl. She's been called to this
    mission as a data analyst, mainly because she already knows Raiden and can give him
    support. She will save your game once you call here.
         A SEAL member, Pliskin makes his first cameo whne you meet Vamp in the Strut
    B. He'll then appear throughout the game quite a few times. He's like a colonel,
    but younger, and gives you better tips. Raiden will find himself trusting Pliskin
    more than the Colonel.
         Peter Stillman is a recognized bomb expert, who works with NYPD. He was called
    by the SEALs to be in charge of the bomb disposal process during the big shell
    operation. However, the SEALs were wiped out, thus he must know work along with
    Pliskin and Raiden in order defuse all of the bombs scattered across the big shell.
         Vamp --who developed an special taste for blood during an incident regarding a
    church and whatnot-- is your typical cool-blooded assasin. Is a wizard with the
    knives, and uses them as his primary weapon. He can deflect bullets with them, and
    is skillfull enough to read human muscles thus making him able to prevent being hit
    by any kind of attack. He loves drinking his enemy's blood.
         "I'm lucky in war and nothing else". That's the best way to describe Helena
    Dolph Jackson, daughter of Scott Dolph, best known as Fortune. Fortune somehow
    can't die: everybody who's tried to hit her with a gun or a melee attack has got
    his or her attack deflected thanks to some magical field around fortune. If
    somebody is not able to put an end to her misery, she rewards that somebody with a
    shot of his massive railgun.
         Some maniaco who was hired by dead cell(the terrorist group) to rig the big
    shell with c4s. He's actually a dead cell member, but I didn't find a better word
    to describe him than hire. He's fat, he's crazy and he's bald. Laugh and grow fat!.
         Somebody you know, hahahahaha... well, let's get going. The ninja, who
    identifies "itself" as Mr X makes some brief appearences, and normally helps you.
         Richard Ames, first known as "Ames" is a hostage who holds valuable
    information. You will need to contact him to obtain some shocking info about the
    terrorist's plant and the truth behind them.
         The president, who shows an strange attitude when you first find him, made a
    deal with the terrorists: he would gave the terrorists the code they needed in
    order to activate the nuke if they let him live, or something like that. Anyways,
    he's then feeling terrible about what he did, taking into account he's putting a
    lot of innocent lives to play. So, he decides to do something quite radical...
         E.E., best known as Emma Emmerich, is a computer whiz, stepsister of Hal
    Emmerich alias Otacon. She's the one who created Arsenal Gear operative system, and
    she's the one who created the MO disk that corrupts this very same operative
    system... ironic isn't it?. You'll have to babysit her during a portion of the
    game, because her legs are useless, as she was injected with something.
         An impersonator of the legends of legends. And I'm not talking about Solid
    Snake. Oh no. Solidus is an spitting image of the very same Big Boss, in whichever
    angle you look at him. Not too mention he's abilities with guns, and extreme
    intelligence. He wants, conveniently, to be the next Big Boss. Too bad Raiden
    doesn't want him to be...
    Before we get started, I would like to point a few things:
    •This walkthrough is for the american version of the game. If you're european, then
    you shouldn't be using this FAQ. Use DemonSLAYER's excellent PAL walkthrough
    •On a very similar note, this walkthrough is for the NORMAL difficulty. I have
    little to no knowledge about hard difficulty, and I've only played a few hours on
    extreme. If you want to know more about these modes, you could check Adrenaline's
    FAQ, which somehow covers them, or specialized FAQs, found under the "In Depth"
    •Just for kicks, I would like to point out that I refer to the M4 as M16 in the
    whole document. I just got used to M16, and when I noticed it was M4, it was too
    late: all the guide was filled with "M16". I hope this doesn't confuse you.
    •Bosses are not listed during the walkthrough. They're conveniently placed under
    enemies section, along with other enemies(doh!)
    •Eh, well, have fun!.
                      --     THE TANKER - THE START OF EVERYHING      --
    PROLOGUE ===
         The prologue cinema is quite long. You first see Snake in the George
    Washington bridge, with a green coat. He then launches himself towards a nearby
    tanker, where the first chapter of the game takes place. As he lands, he calls
    Otacon immediately, to report his status. You'll then see some lengthy cinemas
    regarding the Gurlukovichs. Dash through them if you want to. The game will start
    AFTER DECK ===
         After the long ass cinema, you'll finally take control of good old Snake. You
    only have your tranquilizer gun, and a few bullets for it. There are three enemies
    in this area. One is patrolling the left area of the first floor. You'll find the
    second one in the far right section of the second floor. The third guard is
    patrolling around the third floor. Start off by going right. Take the small flight
    of stairs you first see, and snag the CHAFF GRENADE behind a box. Advance towards
    the end of the ship, and snag the PENTAZEMIN. Your main objective is to get into
    the ship. You can explore the second floor to get some nifty items(there is nothing
    in the third floor). In the far left of the first floor there is also a ration.
         To follow me, you must head towards the left section of the first floor, where
    there is a guard patrolling. Sleep him out, and look for a other, next to a set for
    stairs. Smash the triangle button to open it. You're inside.
         You have two options. You can either go left, or turn right. Turning right
    will earn you nothing, so make your way along the left corridor, until you reach
    two sliding doors. A guard is patrolling the right corridor. Forget about him right
    now, and go through the sliding doors. Open the lockers, and snag any item you
    find. Go out, and take care of the guard, and advance through the corridor towards
    a sliding door at the end of it.
         Across the corridor is a set of stairs. Take them, and snag the stun grenade.
    There is a sliding door there, which will take you to the engine room. Ignore it
    for now. You'll get here later.
         There are three guards guarding the lounge. One of them is sleeping in his
    duty, while the others are doing their usual routine. Take out your M9, and sleep
    the three of them from afar. Take the flight of stairs where the guard was
    sleeping, and go through the right sliding door.
         To the south there is a orange-ish and tight corridor, where a guard patrols.
    There is a ration somewhere in this corridor. Take out the guard, and snag the
    ration. To the far north is another guard. You can just ignore him, and go up the
    starboard in the far-left cargo room.
         There is a camera in the right corridor. Flatten against the wall, and slide
    towards the far right. Open the locker, and snag the item inside. There is a duct
    in a small room in the right, in where you'll find a ration. Take the stairs next
    to the locker afterwards.
         As soon as you enter, a blind guardian(hehe...) passes and enters the dining
    hall. Now, you can just enter the hall, and rush your way towards the boss. But
    instead of doing so, go to the far right room, the pantry. Snag the M9 bullets, and
    collect your cardboard box. Don't try to exit just now, as a guard is in his way to
    the pantry. Hide yourself in your box, until the bastard sleeps. Shoot at him to
    sleep him for sure. Make your way towards the dining hall afterwards.
         As soon as you enter, the camera zooms in into a camera. You should then see a
    guard. Take aim, and send him to wonderland. Grab the ration that's in the counter,
    and then go through the sliding door in the bottom right portion of the screen. Be
    careful, though, as there is a guard patrolling the area. Take the stairs up.
         Watch the cinema, and grab the goodies. Open the left hatch-door.
         Freeze! Snake screams after the Russian woman has finished her talking. She
    raises her arms, and shows her unshaven armpits. Watch the awesome video. Fight
    Olga using the strategies given to you in the enemies section. After the battle,
    you'll have the USP in your inventory, but it's empty. Return to the bridge, and
    collect a pack of bullets. Come back to the win. Olga's gone. But there still some
    things to do.
         If you follow the corridor to the left, you'll find a flight of stairs, which
    take you to a big-ass tower. Climb the tower up, and get the thermal goggles. Be
    careful when you go down, as there could be a guard patrolling the tower. It's hard
    to kill him, so it's better just to evade him.
         To the far right there is another wing. A wet box floats around. Be aware of
    the guarding that patrols the area. Once you're done, get into the bridge.
         Take the stairs down, to the DECK D-CREW'S QUARTERS.
         You can collect the USP bullets the camera guard, but you would hit alert
    mode. However, you can just return to the deck to stop alert mode. Either way, make
    your way through the dining hall, and go downstairs.
         If my memory serves my right, there will be a guard patrolling the area. Kill
    him with you USP, to see some blood splashing(yeah!). Evade the camera and take the
    leftmost set of stairs.
         Take the sliding door in the right portion of the corridor, near a cargo room.
         Go down the stairs(be aware of the guards), and advance to the right. Go down
    the stairs to where the stun grenade where. This time, do go through the sliding
    door to the engine room.
         As you enter, advance forwards, and Snake will see Raven's shadow. Hopefully
    for Snake(and for you... fighting Raven with an USP... geez!) it is not Raven. It's
    just a doll. There is an ammo box here too. Open the lockers. The first one has an
    horrid surprise.
         Take the sliding door in the room's left wall. Hey, there is a guard who's not
    aware of your presence. Shoot at him(with the M9-using the USP is risking your
    life), or if you want, do a combo of punch and kicks at him to send him flying.
    This isn't recommendable, because the guard that's distracted will hit a guard
    who's not distracted when he hits rock bottom. The distracted guard will die, but
    the other one will survive, and once he wakes up, he will send the game into
    caution mode.
         Either way, go down, towards your TV screen, and take the stairs down. There
    is a guard doing patrol in the left corridor. Wait him to turn his back at you, and
    threaten him to get your dogtag. Dispose of him then. Go down the stairs, but stop
    as you reach a corner, as there is a guard looking to the left and to the right.
    Flatten against the wall, and do a jump-out attack. Shoot down the guard.
         To the left is a small bridgie. To the other side, the corridor goes down, and
    up. Go up, and collect the item. Go down, and then turn to the left. You'll see a
    set of stairs, and a corridor going all the way up. You can go up, which is the
    long way. It earns you some items, and a meeting with a guard. If you go up the
    stairs, you'll find a guard who doesn't give a damn about you, and that's quickly
    disposed. Either way, both roads will take you to the third floor, where a guard
    and a sliding door is. Kill the guard, and go through the door.
         As you enter, Snake hides behind a corner. A guard enters the scene, and talks
    about the plan. Wait him to finish his transmission, and hit him in the head with
    your USP. Hide the body in a locker.
         Grab the goodies in the area, and approach the laser fence. Otacon will call
    you, and explain you some things about it. Afterwards, crouch, and equip your
    scope. Detect the three explosives, which are connected to three panels. These
    explosives will go kaboom once Snake makes contact with the laser fence, and can
    only be de-activated by destroying the panels connected to them, using a fire
    weapon, in this case, your USP.
         The first panel is in bottom left portion of the bomb-filled hall. The other
    one is to the right. The third one is on a small platform near the roof. Take out
    your SOCOM, and look for the leftmost panel(the bottom one). Take aim, and take it
    out. Proceed with the disposal of the right panel.
         Once you're done with both, climb the control box, the one that's nearby the
    lockers. Once there, hit FPV, and stand on your tip-toes(press both L2 and R2 at
    the same time). Look, there is a panel there. Blow it up. You should hear a
    malfunction sound. This means the laser fence has been deactivated. You can now
    cross it without any kind of trouble. Open the hatchdoor at the end of the hall.
    DECK-2(PORT) ===
         As you enter, through the speakers a voice will talk. He alerts the marines
    that the Verrazano Bridge has been passed, and that they must go to the holds.
    Passing the Verrazano Bridge means Snake won't be able to use it as a drop-off
    point. Don't worry. That's not your problem.
         Now, don't worry about marines finding you as they go towards the holds. They
    somehow reach them magically... or maybe they were somewhere else in the ship, so
    they were able to get there... or maybe(and this is the most probable thing) the
    marines the voice called for are dead...
         Advance through the corridor. As you go on, you should spot some small alcoves
    which all hold items, which go from rations to ammo packs. Flickering lights in the
    rooftop means enemies could spot you. Hopefully, onley one guard patrols the long
    corridor. Wait for him inside an alcove, and shoot him down with your M9. Then,
    take it somewhere nobody will see you, and put an USP bullet through his head, or
    groin for that matter.
         When the corridor turns right, at its end, you'll see a soldier listening to
    some hard music. If you're good enough, you'll be able to pass by him without him
    spotting you. Or you could just M9 him out, to prevent any kind of trouble. Be
    aware though, as there is another guard in the far right of the corridor, who's
    almost asleep. Now that you've taken care of the other guards in this area, you can
    just kill the semi-sleep guard with your USP. Once you're done with him, open the
    hatchdoor. Moving on...
         Follow the corridor, and enter any alcove you find to calim rations and ammo
    packs. You won't get too far before a cutscene starts.
         Gurlukovichs are entering the area stealthy, fearing a marine, fearing Snake.
    After the notice the perimeter is clear, the call for their boss. Sergei
    Gurlukovich gives the russians exact orders. Once he's done, the Gurlukovichs
    continue with their routine. Somehow, they spot, Snake, and an intense battle
         This is the first major gunfight in the game, and you'll enjoy it quite a lot.
    Soldiers will shoot you from different directions, and some of them may even throw
    you grenades. Crouch behind the crate farthest of the soldier's attacking post, and
    and enter FPV. Take out your USP, and de-crouch yourself. Take aim, and let the
    lead fly. Go for head shots. After a couple of soldiers, the battle will be
    finished. Watch the following cinemas.
    HOLD 1 ===
         After Snake is finished with Otacon, you'll regain control of the game(and you
    will be given a new task: take four photos of RAY; a front one, a left one, a right
    one, and one that includes the marine insignia). You should see a timer ticking in
    your screen. You've gotta move fast, or else you're roast chicken.
         Go down the ladders to the first floor, and then head towards the bottom wall,
    as far as you can from the distracted marines. Don't try anything funny on them,
    because they will either discover you, or game over you out, if you kill them. Head
    to the left, and crawl below the proyector. There is a soldier next to the
    proyector. He won't notice you. Shoot at his neck with your M9. Don't try his head,
    he's got a shield...
         Once you reach the far-right part of the room, move forwards. You could also
    climb the ladder there, and snag some M9 bullets. Anyway, move forwards, and be
    aware of the white metal grate. Walk _slowy_ through them, as running will make
    such sound it will alert the nearest marine, thus forcing you to run desperately,
    which is normally worth a lot of marines chasing your ass. So, read my advice, and
    walk towards the sliding door.
    HOLD 2 ===
         If you move immediately to the north, trying to reach the sliding door
    effortlessly, you'll come across a pile of boxes, which definitely block your way.
    So, instead of going north, turn left as you enter the hold, and crawl under the
    proyectors. Make your may to the leftmost side of the room.
         Keep in mind that the proyectors here will shift ocassionally. This means that
    marines will be sometimes looking to the left, sometimes looking to the right. This
    will force you to use the multiple grates and boxes here as hiding places.
         Once you're in the leftmost wing of the room, advance forwards, being sure
    that you don't make any sound when you walk over the grates. Hide behind the
    container when marines shift views, and then move forwards.
         A pile of crates block your way, and a soldier custodies the other side.
    Hopefully, there is a small gap between two crates for you to peek through. Take
    aim, and send a M9 bullet through this gap, looking for the guard's head. Once he's
    asleep, go around the container next to the crates. Be aware, though, as this
    container is very near to the marines. You could sleep nearby marines, or flatten
    aginst the container, or whatever you want. Once on the other side, advance
    forwards, to the sliding door.
    HOLD 3 ===
         As you enter, the game immediately focuses its attention in RAY, the enormous
    bipedal. A small group of guards are in this hold, listening to the very same Scott
    Dolph. After the cutscenes finish, get familiar with the area's layout. It's photo
         First off, put yourself in the center of both cameras. This gives you a clear
    shot at RAY's center. Take out your camera, and store the photo in its memory. Move
    on to the left, where you should see the "computer" you'll use in order to send the
    photos. Advance to the north of the computer, and sleep the guard there. Look for
    the marine's insignia, and store it in your camera's memory. You can also take the
    left photo from here. Do it.
         Return to the rightmost part of the room, and advance northwards. Sleep the
    guard out, and collect your right photo. Return to the computer, and press the
    action button in order to access it. Snake will send the photos to Otacon. Keep in
    mind that he's very exigent, and that he may not like your photos. Be sure you take
    the best ones. Once you're, cutscenes will kick in. They take a bunch of time, so
    be sure you have it. Once they are done, save your game. Be ready for whatever.
                               --- THE PLANT CHAPTER ---
         It's been awhile since the tanker incident. After it exploded, a huge amount
    of toxics spilled into the water, thus contaminating it. This made necessary the
    Big Shell, a decontamination facility, in the first place. Terrorists have now
    possession over it, and its your job, Raiden, the newest member of the reformed
    foxhound, to rescue the president, who's amongst the hostages, and to disarm the
    terrorists by any means necessary.
                                         SHELL 1
    _____________________      ---THE ADVENTURE HAS STARTED---    _____________________
         As you go out of the water, and after the cinemas finish, you'll take control
    of your new character, Raiden. You'll be floating in a small pool. There is a
    ladder to the left, which takes you out of the water. Instead of doing so, dive in.
    Colonel Campbell(NOOOO! Again!?) will call, and explain yout the basics of the
    game. After listening to all of the crap he says, continue to dive in, towards the
    bottom of the pool, and collect the thermal goggles. Go back  to the surface, and
    go out of the pool.
         Next to the ladder is a rail. Hang up, and grip your way to the right. Once
    you've reached a small alcove, stop hanging out(press triangle), and enter the
    alcove. Collect the Shaver. Exit the alcove the same way you entered: by hanging.
         Now, there is a door in the north side of the area, next to a group of
    lockers. Before going there, you may want to collect the goodies around here. Once
    you're done, open the lockers, get the ration, and try to open the sliding door
    next to them. As you do, Raiden spots a guard, who immediately leaves. Raiden then
    calls Colonel, and tells him the characteristics of the guard he just saw. After
    the call has ended, you'll regain control of Raiden again. Go through the door
    Raiden just opened, and follow the path towards another door.
         As you open it, you'll see a cinema. Somebody we know took care of the two
    guards in the area, using his bare hands!. He then took the elevator all the way
    up. You should who he is. After Raiden contacts the colonel _again_, you'll have a
    new semi-objective: find a "node" and use it. The node is like a workstation, and
    is in this room, in the wall next to the elevator. Access it with triangle button.
    Once you do, you'll have to input your name, nationality, sex, age, etc. As a
    sadienote, if you put Hideo Kojima as your name, the game will immediately fix the
    other information so it matches Kojima's. This nodes are used to get your Soliton
    Radar working.
         Once you've accessed the node, the guards will begin to wake up. You must find
    a place to hide, quickly!. The best one is in the gap between a stack of crates.
    Place yourself there, and wait the guards to wake up. They'll hit caution
    immediately, and will start looking for you. You mst now wait for the elevator.
    Hide there until the elevator comes. Go out of your hideout, being sure the
    soldiers don't spot you, and get into the elevator. Colonel then throws at you more
    information about the mission.
    STRUT A, ROOF ===
         As you arrive, explore the area. There are some goodies scattered around.
    Afterwards, look for a fence next to the elevator, which has a hole on its bottom.
    Crawl through it. Colonel will call you. Ignore him. After you've finished
    crawling, Colonel will call you again(argh!), and informate you about SEAL 10
    movements. After he's done, go through the sliding door.
         As you go down the stairs, a guard leaves his post. He's going to do his daily
    routine at the Strut's roof. This means that if you go to the roof again, you'll
    find him around. Anyway, there is still one guard in this area. He's in the cubicle
    area. In the cublicle there is also the node. Our node.
         You must fool the guard in order to get access the node. Wait him to distract
    himself for a few seconds, and go running towards the node. Download the radar, and
    then get out of the cubicle. If the guard catches you, hide in a locker(there are
    some of them in both the right and left sides of the area) and wait the danger to
    pass. Inside these lockers there are also items you may want to collect.
         Now, our objective is to reach Strut B, but first off, we're going to visit
    Strut F, to get the goodies that lie there. But before we get going, collect the
    now accessible Chaff grenade, in the rooftop. Afterwards go through the door to the
    top-right of the screen, which leads to the AF connecting bridge.
         In order to move from one strut to other, you must go through these bridges,
    which are normall patrolled by soldiers, whose duty is to prevent anybody without
    authorization to cross from one strut to other. Some bridges are also custodies by
    cyphers, a special flying mechanism, equipped with a camera. If it detects an
    unknown being, such as you, they will send a radio transmission to the backup unit,
    and they will come storming in, along with alert mode.
         In this bridge, there is one cypher. This one is the basic one, as it is not
    equipped with guns. To take out cyphers for good, you need a gun. You don't have
    one, so you'll have to rely in the chaff grenade you have. There is also one in the
    lower level of the bridge. Deploy the chaff, and make the cypher go crazy for a few
    seconds. Make use of these precious seconds to get to the other side. You could
    also just run when the cypher is not looking, but it's way more dangerous.
         You'll be in the second floor of the two floor warehouse. A guard has just
    finished his patrol, and reports to his partners. Advance to the right, and collect
    the ration, which is floating here. Go through the door in here, and collect the
    M9, the first weapon of the plant. There is also ammo here. Collect it. Afterwards,
    go back to the bridge.
         The cypher will be around again. Your M9 is not the weapon to use against him,
    so don't bother. Instead of using another chaff, notice that the bridge has two
    floors. Going through the lower one makes dodging the cypher much easier, as there
    are numerous pipes that will block its view. Either way, cross the bridge and enter
    Strut A.
         Access the sliding door in the northeast part of the room.
         This bridge has a very peculiar form. It is like a rectangle. In the midst of
    its there is a bunch of stuff. So, that leaves you two hallways to use, and both of
    them are custody by guards. Colonel immediately suggests you to use hanging mode,
    as if he wanted you to use it for the first time. Unfortunately, hanging is not the
    best way to pass the bridge. There is a more easier and efficient way to do so.
    Just put yourself in the middle of both hallways, and wait until you've got a clear
    shot at the guards. Sleep them with one shot apiece (go for headshots). Cross the
    bridge and enter Strut B.
         As you enter, Raiden notices the walls splattered with blood. Just around the
    corner, you find bodies of Seal Members, lying in their own blood, with knife scars
    all over their body. Raiden then hears the screams of three other SEALs, who engage
    combat with a dark being, who wears a black coat. The coat man dispatches the SEALs
    easily, using only his knives. Once he's done, he drinks the blood of one of them.
    He spots you afterwards, and goes for the killing. Hopefully, a SEAL member enters,
    and saves you. The strange coat man, who is called "Vamp", then leaves.
         Enter lieutenant J.G. Iroquois Pliskin. He's been stabbed in the hand, but
    it's nothing special. Look at his face. There is something special going on. Things
    get fishier after he shows his extensive knowledge about foxhound and its training
    modes. He talks a little bit about VR, and then moves to a comfier place.
         If you have the shaver in your inventory, you'll give it to Pliskin. He'll
    give you a pack of cigs, along with the second. Don't forget his frequency: 141.80,
    as he's a valuable informatory. Once you're done with him, grab that SOCOM ammo
    that's upstairs, and access the node. Head to the west, and get the goodies inside
    the lockers. Go through the sliding door then.
         As you enter the bridge, you'll spot a group of two soldiers shooting at a
    cocoa skinned hottie, who carries an enormous railgun. Enter fortune, lucky in war
    and nothing else. Both soldier do their best to hit the woman, but bullets fly out
    as they approach her. Another group of soldiers enters the scene. One of them sends
    a grenade towards Fortune, hoping it would kill her. The grenade turns out to be a
         Without any other option, guards approach Fortune. She shows her
    disappointment: those full-armed SEALS weren't able to kill her. Her pain and
    misery won't end here. It's time to end the guard's. She then prepares her massive
    weapon, and lets the pain go. Rays go out of the gun like a grim reaper looking for
    its victim. Afterwards, the bridge is blown out, along with the Soldiers on it.
    Bravo team now doesn't exist. Fortune's taken them out. And they have the prez.
    This could mean trouble.
         Snag the chaff the near the now disappeared bridge. Then, advance towards
    Strut C.
         As you enter, you'll spot two door-less rooms. These are the bathrooms.
    Inside, open the toilet's doors and snag the items inside. Look yourself at the
    mirror, and get out. Advance upwards through the corridor. A cutscene kicks in.
         You enter the kitchen, and you find a lone man, who's later identified by
    Peter Stillman, a bomb disposal expert, brought by the SEALs. He's considered the
    bomb disposal guy, and his job here is to disarm the bombs planted by terrorists,
    who plan to blow up the big shell.
         Pete explains the duo that he won't be able to do so, because of his leg (it
    doesn't work good) and the lack of protection. Pliskin then suggests Pete to teach
    them how to defuse bombs. Raiden seems worried at first, having no experience in
    the field. Stillman then explains the guys that bomb disposal is easier than it
    looks, having the correct tools.
         He then shows you the Coolant Spray, a special spray that will freeze anything
    after a few seconds. He takes out a C4 of his own, and turns it on. It's living,
    you see. Afterwards, he freezes it with the Spray. It does work it seems. That's
    ok. Now we need something for us to locate the bombs.
         Stillman explains Raiden and Pliskin that Fatman, the creator of the C4s
    you'll have to freeze, always leaves his signature in the bombs he builds: a trace
    of his fine cologne. So, using the Sensor A, which is conveniently given to you by
    Stillman. He then gives you the PAN CARD # 1, which you'll require in order to
    defuse the bombs. After you're done with him, he'll hide in a pantry. Pliskin and
    you will then split roads again.
         As you regain control of Raiden, head southwards towards the Strut's lobby.
    Enter the rightmost bathroom, and look yourself at the mirror. Look upwards then.
    There is a C4 there, ticking, living. Wipe it out using the coolant. Raiden will
    immediately contact Stillman. He shows himself worried, at that wasn't an effective
    demolition place. Pliskin also reported other locations, and all of them seem to be
    wrong. Hmmm...
         Go out of the bathroom, and head into the BC connecting bridge.
         There will be a new cypher patrolling the now destroyed bridge, to prevent any
    surviving SEAL to tell his story. No that you have a fire weapon, you could very
    well take it out. Or jam it up. Either way, cross the bridge and head into the
         After the incident with the SEALS, terrorist sent two guards to patrol the
    area. One is immediately south of the door you used to access the area. Sleep him
    out from afar. The other one is patrolling the inner room, around the node. Look
    closely at your radar, and wait for the appropriate moment to ambush him.
    Considering that the other one is asleep, kill this one immediately. Afterwards,
    kill the sleeping one.
         Once you're done with both guards, it's time to do business. The C4 is in the
    inner alcove, and it's a bit tricky to find. Look for an energy panel next to the
    door that leads to the locker room. You should notice that the panel has one door
    open. Press the action button in order to close it. This will reveal a well-hidden
    C4. Freeze it up, and contact Stillman.
         Afterwards, go to the outside hallway, and follow it all the way the door
    leading to the bridge.
         Take out the guards again, and enter Strut A.
         Now that you have a PAN CARD, a new room has opened to you. Head southwards,
    and turn right. There is a level 1 door in front of the lockers here. Go through it
    to enter THE pump room. Before you do, you may want to sleep the cubicle guard, and
    hide him in a locker to ensure he doesn't wake up, as you're going to use your un-
    suppressed SOCOM a few times inside the pump room.
         In the pump room, there is a guard patrolling, and a camera. Take out the
    guard immediately with your SOCOM, and then destroy the camera. You now are free to
    explore the area, without any trouble. The bomb here is also a bit tricky to find,
    and trickier to explain how to find.
         Head to the bottom wall of the room. You should see a small path to the left
    of the pumps. Go through it. Tubes block your way, so crawl your way towards the
    left. After you reach some red tubes, crouch southwards. You'll be next to the
    pump, and next to the C4. Take out the coolant, and sleep the C4. Raiden will
    contact Stillman then, and will report his status. After Raiden's done, Stillman
    will be all but happy. That wasn't the correct place to put a C4. Well, it doesn't
    matter you, so get moving. Return to the cubicle area, but this time head towards
    the AF connecting bridge.
         Now, apart from the cypher, you'll have to deal with a guard. The best way to
    work with these two is to kill the guard first with an effective headshot, and then
    the cypher. Once you're done with them, cross the bridge and enter the Strut.
         You'll be in the second floor, and guards patrol the area. There is nothing of
    special interest in this floor, for now, so head down. You'll be in a semi-open
    area, and guards in the second floor may be able to see you. There is a guard
    patrolling the area. It's not recommendable to dispatch him. Instead, be stealthy,
    and dodge him. Head towards a corridor in the south part of the room, and advance
    through it.
         There are two doors here: one to the left, and one to the right. Access the
    right one, and get the items there, the mine detector being the most important.
    Head outside, and access the left door. Inside, there are a bunch of lockers,
    items, as well as a NODE. Grab all of the goodies. Once you're done, look for a
    duct in the room's bottom wall. Crawl all the way through it. You'll land in front
    of two floating boxes. One of them contains the SOCOM suppressor (YAY!) and the
    other one SOCOM bullets. Grab them, and return to the room with the NODE. Go out.
         It's time to look for the bomb. Go to the open area I mentioned before, and
    equip your sensor. You will notice you're very near the bomb. It is enclosed
    between a pile of crates, in the room's left wall, next to the door that takes you
    to the FA connecting bridge. The only way to get inside the crates is to get into
    the second floor, and hang from the rail above them. Then, let yourself go. You'll
    find inside the C4's private alcove. Freeze it up, and get out by climbing the
    boxes inside. Now, look for the stairs that lead to the second floor. Use them, and
    go through the sliding door that is in front of the stairs.
         As you try to hop in the bridge, a soldier from the heliport takes out his
    binoculars, and starts to investigate. Do no try to hop in the bridge then, because
    the guard will easily spot you, call for allies (cyphers in this case, you'll later
    know why), and kick your arse. You could wait him to stop staring at the bridge,
    and leave, or you could use all of your marksmanship and kill him from afar with
    your SOCOM... in one shot, or else he'll call for the cyphers. Pretty challenging.
         Once you're done with the bastard, head towards the bridge. A "must-answer"
    call kicks in. A mysterious, face-less man, who identifies himself as deep throat,
    awares you of the presence of Claymores in the bridge. He recommends the use of the
    Mine Detector. Although Raiden doesn't trust him, you must: there are Claymores all
    over the bridge. That's why Cyphers storm you when alert mode kicks in: guards
    would get their asses killed if they tried to fight you in the mined field.
         Equip the mine detector. The claymores invisible shape will be transmitted to
    your radar, along with their line of sight. Get into the C's line of sight, and
    you'll fly away from here... Instead, crawl towards each C, and you'll grab them.
    Collect all seven of them, and enter the Strut to the other side of the bridge.
         There is little to be done here. The NODE is to the far north of the room.
    There are two guards here, and one of them makes occasional reports. So, if you're
    going to kill them, hide their bodies so the backup won't find them once they come
    to see why the guard has stopped to make his report. Download the map from the NODE
    as usual, and go up the stairs that are in the right wall of the room. This will
    take you to the heliport.
         Advance to the left, and approach the stairs. You'll see a cutscene. A woman
    dressed with the Gurlukovich's uniform is talking to somebody. That woman is Olga,
    who's gotten beautiful thanks to her hair change. She reports to the "somebody" on
    the other line what she has seen: first off, she saw somebody hiding under a
    cardboard box, in the Shell 1-2 connecting bridge. The "somebody" then says that
    he'll put a trap there. Olga also mentions a cyborg ninja.
         After she's done with the "somebody", Raiden will do a jump out attack, and
    will try to hold Olga up. She won't show herself worried about this, and will just
    jump away, and disappear in the horizon. Raiden will immediately contact Pliskin,
    who gives Raiden a small bio of the woman he just saw. It seems Pliskin knew her
    from before. The SEAL does admit it, saying that they had met before. Once the
    conversation has finished, you'll find yourself halfway through the stairs.
         Go down, and keep heading left. There will be a guard here, next a to pack of
    Claymores. Dispatch the guard stealthy, and snag the Claymores. Return to the
    stairs, and take them up.
         You'll be in the heliport, along with a bunch of stuff, such as crates,
    barrels, and a harrier. The harrier is in the far north part of the heliport. There
    are two guards here, three to be exact, but you sniped out the third one while you
    were in the EF connecting bridge, didn't you? If you didn't, you'll have to take
    care of him. Kill all guards in order to perform your duties without any kind of
         Head towards the harrier, and crawl under it. There is a C4 living on one of
    its wheels. Freeze it up. You will immediately contact Stillman, and do your usual
    report. Pliskin will then call in, and will report that he found a pack of odorless
    C4s at the bottom of Strut H, which the sensor can't detect. Stillman then
    immediately realizes that there IS something wrong going on, and decides to go to
    Strut H to see the bombs by himself. Oh crap, he cannot walk! Wait, he can?
         After the conversation, head back to the parcel room.
         Head towards where the NODE is and advance to the right. Go through the
    Sliding door.
         Only one guard patrols the room. If you want your life to be easier when you
    get to Strut D, go downstairs to the bridge's lower floor, and head towards the
    Strut's entrance.
         If you entered through the bottom entrance, the NODE will be next to you.
    Download the radar. There are three guards in the area. One, who makes occasional
    reports, is in the lower level, and can mess you up. The other two and in the upper
    level. Don't worry about them for now.
         Advance leftwards, and you should have a meeting with the reporting guards.
    Like any of them, if you kill him, the backup unit will come to investigate why he
    hasn't been making his reports. So, if you dispatch him, be sure to hide his body.
         On your way leftwards, you'll stumble across a flight of stairs. Ignore it,
    but do grab the SOCOM bullets behind it. Keep going leftwards, until you hit the
    end of the road. Activate your sensor. It immediately shows you're _very_ near the
    bomb. See the maintenance hatches in the floor? Open them. One of them holds the C4
    you were looking for. Freeze it up. You will then contact Stillman immediately.
    He'll say you now have to freeze an odorless bomb at the bottom of Strut A, and for
    that, you will need Sensor B, which he left in Strut C. Conveniently, we're only a
    bridge away from Strut C.
         Go upstairs, and dispatch the guard near the stairs. Advance to the left, and
    go through the sliding door.
         As you enter, you'll spot a camera... but it won't spot you. You could evade
    it, and enter the bridge stealthy, but it's better to blow it up. Now, in the
    bridge, there is a lone guard. Blast his brains out from afar, and cross the
    bridge. Be careful though, as floor panels will fall as you go through the bridge,
    and you could fall with them.
         There are two guards here now. One in the dining room, next to the kitchen,
    and one in the bathroom area. Your main objective is to collect the Sensor B, which
    floats in the now opened pantry. Be aware of the guard in the dining hall.
         Once you collect the Sensor, you'll contact Stillman to make your usual
    report. Pliskin then calls in, and tells the team he's going to defuse the last of
    the C4s. Stillman screams at him not to do it. It's too late however. Having
    defused all of the baby bombs sent the big bombs to an active status. Now you will
    have to defuse the ultra-bomb at the bottom of Strut A---and you have 400 seconds
    to do so.
         Make your way towards Strut A. Pass the connecting bridge between B and C,
    being aware of the cypher (blast it out). In Strut B, there are new guards. Kill
    the one in the outside hallway, and make your way towards the BA connecting bridge.
    Cross it, dispatching the guards on the way.
         Look for the stairs leading to the roof in either the right or left portion of
    the area.
    STRUT A, ROOF ===
         The elevator is waiting for you. There is a guard here. Be sure he doesn't
    catch you, or else the elevator won't work. Once you're one your way down,
    something quite impressive will happen.
         As you arrive at the deep-sea dock, you'll quickly notice that the area is now
    filled with new items. Snag 'em up, and go through the corridor to the left.
    Advance through it, and you'll reach your starting area. Head southwards towards
    the small pool you used to enter the plant. See the sub suspended over it? Put
    yourself in front of the sub, and crawl. Look up pal. There is a C4 living there.
    The C4 you were looking for. Take out the coolant and blast the C4 away. It's gone.
    Finally, the C4 threat is gone.
         Make your way towards the elevator. Colonel will contact you as you walk.
    He'll tell you that terrorists just shot in the head a hostage. Foxhound's
    satellites caught it clear as day. They say that will kill a hostage every hour, in
    retaliation of your bomb-disposal doings. Damn them!
         As Raiden head towards the elevator, a cutscene ensues. Fortune arrives at the
    area, looking for somebody to end her misery. Raiden couldn't, so she gets mad at
    you. She then aims her massive railgun at you. You now what does that mean...
         Although fortune has a small-ass life bar, your bullets will never hit her.
    Never. But her awesome rail cannon will hit you, and very hard at that. So, roll
    around constantly, to prevent a direct shot. Don't trust crates, as Fortune's gun
    will make short work of them. Once the place has taken enough, Colonel will call
    in, ending the battle. He tells you that Fatman has placed a C4 in the heliport,
    and that you, Raiden specifically, must de-active it within 300 seconds (or was it
         Watch the scenes that follow. Afterwards, you will need to haul your ass
    towards Strut E, heliport. First off, go downstairs (be aware of the claymores) to
    the pump room. Take the connecting bridge towards Strut F. Proceed to Strut E, and
    then to the heliport.
         As you enter the heliport, turn left, and go upstairs. Snag the SOCOM bullet,
    and defuse the C4 in the middle of the everything. Enter the maniac then. Fatman
    appears on roller blades, and with red wine on a crystal cup. He says it's time for
    party. For some explosive party. You must now fight with the craftsman. See the
    enemies' section for more details.
         Once you've taken out Fatboy, you'll have to defuse the mother bomb. It is
    conveniently placed under Fatman. Move his body away, and get freeze up the C4. Now
    the bomb threat IS finally gone. Shake Fatman's lifeless body to get Stillman's dog
         Head towards the stairs, trying to leave the heliport. A ninja then comes
    flying out of the firmament. He presents himself as Mr. X, the same one who called
    you then in the EF connecting bridge. He informs you about the situation. You must
    get to the hostages, which are in the Shell 1 core, and find somebody named "Ames".
    Ames what you say? Our ninja friend has no idea. He then gives you the goodies: a
    B.D.U, which you'll use to infiltrate the Shell 1 Core while remaining undetected,
    a cell phone, and a level 2 PAN CARD.
         However, in order to efficiently use the B.D.U, you'll need to equip the
    terrorist's gun: the AK, which we are going to get now. The AK (as well as other
    weapons...) is in the Strut F, warehouse. Head into Strut E, parcel room and head
    towards Strut F.
         As you enter, immediately go downstairs. There will be a guard patrolling the
    area, by the level 2 doors. Should you take him out, that's your problem. I would
    recommend doing so, though, and then dragging him to the cargo room, behind the
    level 2 doors.
         Inside the cargo room, which is encrypted as a level 2 security area, you'll
    find the necessary AK, which now completes your disguise. Don't get all happy
    though: this disguise is only useful while on the core, as outside enemies use
    different colors. They'll be able to see through your uniform.
         Like I said before the AK is not the only thing you'll get here. Head
    upstairs, and look for level 2 doors. One of the rooms encrypted as level 2
    security areas has a laser fence. The panel is in the very same room. Blow it with
    your silenced SOCOM, and claim the prize: the M16. Then, head towards the EF
    connecting bridge.
         A guard is on lookout from the heliport. He can mess up with your plans, so
    dispatch him using your SOCOM (screw the AK for now). Cyphers fly around. Use
    either the M16 or the AK to blow 'em up. Advance through the bridge, but take the
    adjacent semi-corridor, to the left. After you're halfway through this semi-
    corridor, floor panels will start to fall. Run like hell, until you reach the
    entrance door to Shell 1 core. Snag the AK bullets next to the door. Equip the
    B.D.U, and the AK. Enter the vertex.
    SHELL 1 CORE, 1F ===
         Now that you've entered here, a few words of advice:
    •Inside the core, never try to do something flashy, such as crawling, or your
    rolling attack. This will make guards investigate you, and blow your cover up.
    •Don't bump into guards. If you do, your B.D.U is unequipped immediately thus
    alerting the enemy about your presence.
    •Not un-equipping the B.D.U is something quite obvious, eh? Well, be sure that your
    AK is always on its place, too. Un-equipping it will alert guards ASAP.
    •As additional tips, if you get discovered, look for a lone corner, and put on your
    clothes. When guards find you, they'll think you're a normal soldier, and will
    continue looking. You've fooled 'em twice.
         Ok, enough of the tips. Advance to the left of the door you just used to
    enter, into the hallway. Notice all the guards around. Hopefully you have these
    clothes. It would have been impossible to fool all of these guards, even if you
    were the very same big boss (which would have been awesome...).
         Head down the corridor, and enter the small alcove to the left. Inside, there
    are a few goodies for you to grab, as well as the NODE. Access it and download the
    radar. Once you're done, inspect the lockers to get the rest of the prizes. Go back
    into the corridor, but this time head upwards, and turn left when you can. There is
    the elevator. Call for it. The camera will check on your uniform. If it is wrong,
    then the alarm will sound. Once the elevator arrives, enter, and select the B2
         The computer room is right in the middle of the area, and you'll have to go
    around it. Either use the left corridor or the right corridor. What's better, use
    both, and get all of the items. Once you reach the Computer room's entrance, go
    through it of course.
         This is a very tricky part. Because the space is extremely limited and there
    are soldiers around, you may bump into one of them, and you what those that mean,
         The NODE is in the top left portion of the room, along with a box. Download
    the area map. Now, you're here because you need the Directional Microphone, which
    we'll use later. It is in this very same room, to the left. Once you've got it, get
    out of the computer room, and head towards the elevator. Call it up and head
    towards the B1.
    SHELL 1 CORE, B1 ===
         As you enter you will see a soldier doing an eye-scan, and entering the
    hostage room. That's when you need to go. Problem is that your eyes are encrypted
    correctly, thus you won't be able to access the hostage room that easy. Dammit!
    Anyway, turn to the right and enter the small alcove here. The NODE is standing
    there. Access it, and download the radar. Open the lockers inside the alcove and
    get all of them items.
         As you try to get out, you'll see a soldier coming towards you. He'll stare
    you for a few minutes, and then will give you the back. You'll be tented to kill
    him for turning his back at you, but don't do it. Instead, de-equip your gun, and
    grab him in a chokehold. Now, carefully, take him towards the eye scanner. He'll
    try to liberate himself. If he does, press the Square button two or three times
    rapidly in order to discipline him. Put his face into the retinal scanner, and
    enter the hostage room. Keep in mind that if he's asleep this will not work: he
    must be alive, and with his eyes open.
         As you enter, Colonel calls in and gives you a few words of advice, which I'll
    reproduce here. First off, there is a single sentry in the area, taking care of the
    hostages. You mustn't try to dispatch him with your guns nor with your hands. Doing
    so will get you caught, and will finish you game immediately. Thus, keep it good
    with guard. Also, be careful when using the Directional Mic (you'll be using it:
    read the next paragraph). If the guard sees you with it, he'll come to question
    you. Immediately equip the AK, and stand still while the guard questions you.
         Well, our job is to find a guy called Ames amongst all of these hostages. SO,
    what the hell! You scream. How do you find him? It's easy, if you know what to do.
    First off, let me tell you that Ames has a pacemaker. This is your only clue the
    find him, and the only one you need. In order to identify if a hostage has a
    pacemaker or no, point the directional Mic. Towards him. If his or her heartbeat
    sounds like "dum, dum--BEEP--dum, dum--BEEP--dum..." then you know he has a
    pacemaker. Once you've found Ames, press the Triangle button to call for him.
         Ames talks to Raiden about the situation. He explains you about what the
    terrorists are up to, and reveals some shocking things. The Colonel's been hiding
    something it seems, eh. During the conversation, "Snake" will appear, but in a room
    conveniently located far away from you. "Snake", who's actually Solidus, will talk
    with Ocelot. Point the Mic. towards them, and listen to what they've got to say.
    You can skip the eavesdropping if you want to. Or if you want some fun, point the
    Mic. towards the left of where Solidus and Ocelot are. Hear Johnny Sasaki doing his
    stuff in the bathroom. He's having a pretty rough time.
         Afterwards, Ocelot will begin to approach you. You have 10 seconds in order to
    equip your gun. Don't try to move. Don't move when you don't have the AK equipped.
    Don't move when you have the AK equipped. If you do, Raiden's body will be filled
    with lead and it will be gameover.
         Ocelot will talk you with you and Ames. Ames dies. Ocelot then says you must
    identify yourself. He orders a troop leader to take out your balaclava, which
    immediately identifies you as Raiden, and not as a soldier. You've been discovered,
    wise guy. Just when Ocelot is about to send Raiden to better land, Mr X appears,
    and saves the day. Raiden escapes while the Ninja takes care of the soldiers.
         As you step out of the hostage room, a voice tells the soldiers to be alert:
    somebody's infiltrated the core, and he may be in their own colors. Damn, you're
    fucked! You'll have to hide until caution runs out. There is a guard in the NODE
    room. Dispatch him silently (SOCOM), and hide in there until Caution finishes. Once
    it does, call for the elevator. Head towards 1F.
    SHELL 1 CORE, 1F ===
         If you somehow got here while on caution, then return to the B2, and wait
    caution to stop. Otherwise, backup units will be all over the place, significantly
    increasing the number of threats you'll have to overcome. If caution has run out,
    turn right, and take out the camera from afar with your silenced SOCOM. Take care
    of the guards in the hallway. Make your way towards the door leading to the EF
    connecting bridge. Freedom at last.
         We must now get the to the Big Shell's second shell. For that, you'll need to
    cross the Shell 1-2 connecting bridge, which is full of bombs and laser fences. So,
    in order to successfully cross the bridge, you'll need to obtain a precision rifle,
    a.k.a a sniper rifle. However, after reading Adrenaline's guide, I quickly noticed
    that you could cross the bridge without the use of the PSG1. You just need the
    SOCOM. So, how do I do it? Check SL's FAQ...
         Now, our main objective here is to reach the Strut F. Keep in mind that
    cyphers govern this bridge once again, so wipe 'em out. Access the Strut F.
         In here, open all doors encrypted as level 3 doors. Two of them contain some
    worthwhile prizes: the Grenade Launcher, along with ammo for it, and PSG1. In the
    room you got the PSG1, look for a duct in the right wall, and crawl through it to
    get the PSG1-T. Once you've gotten your prizes, head to the Strut D. Use the level
    3 door in the second floor, to the north, to access the Shell 1-2 connecting
         As you enter the bridge, Pliskin contacts you and explains the situation.
    Semtex has been planted all over the bridge, along with its control unit. A laser
    fence prevents you from going further. In order to get to Shell 2, you will need to
    defuse all of the Semtex, not by using your coolant, but by destroying all of the
    control units here. First off, turn around. There will be two control units just
    above the entrance to Strut D. These can be easily taken out with your SOCOM.
    Another one is just next to the laser fence. Proceed and destroy it with your
         The next ones require the use of the sniper rifle. First off, there are two
    next to the Strut G entrance. One is to the left of the entrance, right in the
    middle of four semtex charges. Take a pentazemin, a carefully take it out. The left
    one is also in the same conditions: enclosed by Semtex. It requires the very same
    precise aiming. After you've taken care of it, unequip the sniper rifle for a few
    seconds, and walk a little to the left. Equip your binoculars, and zoom in the Sons
    of Liberty flag. You should see the control unit behind it. Blow it up.
         The next control unit is a little far away from you. There is a cypher
    hovering around Shell 2, in the horizon. Zoom in the PSG1. You should see that it
    has a control unit on its head. Take a pentazemin, and take aim. Be sure you hit
    the control box, not the cypher, or else it will make everything go kaboom. Once
    you've taken care of it, return to the bridge. Another control unit is halfway
    through the bridge, to the left, next to a pump. The last control unit is to the
    right, on a small ledge next to the bridge. Birds enclose it. You may have to kill
    a few of them in order to destroy the control unit.
         Once you've taken care of the control units, cross the laser fence. Once you
    do, a cutscene ensues. Pliskin and his "friend" are on a Kasatka, when suddenly
    Solidus Snake appears. He uses all of his Big Boss like skill, and outplays Pliskin
    helicopter. Solidus then falls into a Harrier, in where Vamp is. The battle
    commences. For information on how to beat the Harrier, check the bosses' section.
    Once you've taken him out, the bridge will be devastated. You will be asked if you
    want to save your game. Do so.
                                         SHELL 2
    _____________________      ---THE ADVENTURE CONTINUES---      _____________________
         As you regain control of raiden again, head towards the left of the now
    destroyed bridge. You should a flight of stairs leading down to a ration. Grab the
    ration, and immediately return to the platform, as the stairs will fall to the
    water. To the north is an enormous gap between you and the entrance to Strut G
    (which is blocked). If you're good, you'll be able to jump from this platform to
    the other, and get the AK suppressor. It can be done, and the AK suppressor is
    worth it.
         If you couldn't then hang from the right rails, and fall in the pipe. Walk
    northwards, being careful of not walking over bird shit, as it will make Raiden
    slip and fall into the water. Once you reach the end of the pipe, climb the small
    platform. If you turn left, fire will start, and your chances of getting the AK
    suppressor will end there. Instead, turn right, and follow the corridor, until you
    reach a dead end. Hang away, and throw yourself into the corridor below. As soon as
    you do, two guards appear in an adjacent corridor. If you suppressed the AK, equip
    it, and kill the guards with it. You could also use the PSG1, but you must kill
    both fast or else they will get alerted.
         Either way, advance through the corridor towards the right. You'll find two
    holes on the corridor along the way: one can be easily rolled over, while the other
    will require you to hang. At the end of the corridor, there is a ladder. Climb it
         Guards will look through the windows from time to time. If you happen to be
    standing in front of a window while they look, they'll call for an armed cypher to
    take care of you. So, you could just the soldiers to look away and pass stealthy.
    But the best way to the floor them is to crawl all the way. Yes, indeed. Crawl, and
    move rightwards. Crawl as fast as you can, as some floor panels will fall when you
    touch them. If you're slow, you'll go out with them.
         Once you reach the far right part of the perimeter, you will see a gap. There
    is apparently no way to cross it, uh? Think twice. Flatten against the wall, and
    continue heading rightwards. Once you reach an obstacle on your way, crouch, and
    keep moving rightwards, while flattening, until you reach the other side. Move on.
    Halfway through the corridor, a guard will burst out on you. If you're not careful,
    the yellow liquid may hit you. It doesn't do any harm, and it's actually cool.
    Anyways, once you reach the end of the corridor, drop to the catwalk below.
         To the right is a small flight of stairs, which takes you to the KL connecting
    bridge. Grab the goodies and the catwalk, and ascend to the connecting bridge.
    There is a cypher around, so be careful. On the connecting bridge, you should see a
    small corridor enclosed by gun-cyphers. This corridor takes you to the Shell 2
    core. Equip the M16, and blast away all of the cyphers. Cross the bridge and enter
    the core.
         As you enter, you'll spot Olga. Some lengthy cutscenes follow, and you'll be
    able to eavesdrop on Olga if you want to. Afterwards, you will have to find a way
    to destroy the electric unit inside the prez's alcove. That's the only way to
    deactivate the electrified floor Olga just activated. Don't step into this floor,
    or you'll be roast chicken. Or wait, step into it. The animation that follows is
    quite funny.
         Anyway, head towards the left, and then upwards grabbing the goodies along the
    way. You should see a few ducts on your way: keep them in mind. Also, there is a
    small room equipped with gun cameras. Destroy them while you can.
         There will be a rest room before the elevator. In the rest room, you'll find
    the NODE. Download the radar, and then take the elevator. Select the B1.
         As you pop out of the elevator, turn right to find the all-necessary NODE.
    Access it, and download the area map. Next to the NODE you'll see a flight of
    stairs. Take them down, and hop into the water. Colonel immediately calls in, and
    explains Raiden about the basics of swimming. Once he's done with the talking, it's
    time do business. Our main objective here is to find the Nikita. Dive in, and
    advance forwards through the flooded corridor, until you reach a floating box. It
    contains the Nikita. Grab it, and return to the elevator. If you happen to run out
    of air while underwater, use any of the rest points in order to replenish your
    oxygen bar.
         Remember the ducts I mentioned a while ago? Send a remote controlled missile
    through any of them. Once you reach the prez's room, look for the control panel. Be
    aware though, as when the prez sees the missile, he will run away, and sometimes
    the brainless will run in front of the missile. Dammit! Be careful, it's all I have
    to say. Once the panel explodes, head towards the electrified floor and cross it.
    Enter the prez's room.
         After President Johnson grabs Raiden's balls, he'll talk business. He mentions
    that the terrorists already have the code. It is incredible. The president himself
    gave the code to the terrorists! Damn it Johnson, what were you thinking!? Anyways,
    after talking a bunch of gibberish, he'll ask Raiden to kill him. Surprise! He
    wants to atone his sins: if he dies, the terrorists won't be able to reconfirm the
    code, thus making the nuke ineffective, saving billions of lives that way. Raiden
    refuses, but is Ocelot who makes short work of Johnson.
         After all of that crap, grab the ammo that's been left in the room. Prez
    Johnson is now in heaven, looking at you. It seems your mission is now objective-
    less, uh? Well it isn't. Johnson revealed some shocking information about Arsenal
    Gear, and mentioned Emma Emmerich, who's somewhere in the flooded area of the Shell
    2 core. Is now your job to find her. First off, head towards the filtration
    chamber... Ah, yes. I forgot to mention it. You know have the level 4 PAN CARD, as
    well as a MO disk or Virus Disk in your possession.
         When I'm about to replay this game, I always think of this part: it's quite
    challenging. But it's more challenging to explain it. I'll do my best. First off,
    get into the water. Advance through the flooded corridor as if you were to collect
    the Nikita. However, turn right as soon as you can. Advance through the corridor.
    Halfway through it, turn to the left, and grab the night vision goggles which are
    in a small alcove. Return to the corridor, and advance forwards. Turn left then.
         Head upwards, but be aware of an opening to the left side. Go through it and
    follow the corridor until you see an opening to the right. Go through the small
    hallway. To the other side, immediately turn to the left, and then right when you
    can. Head upwards, and turn right. There will be a hatchdoor here if I remember
    correctly. Open it. A dead body of somebody you know floats over you, lying in a
    pool of blood. Go through the hatchdoor.
         This is without any doubt the hardest part of the whole underwater expedition.
    This area is filled with a bunch of debris. Maneuver around them, using oxygen
    points when necessary to replenish your health. Once you reach surface, after all
    of the debris, go through the sliding door. You'll meet Vamp. He'll talk a little
    more about Arsenal. Starting to become an Arsenal expert huh? You'll then have to
    fight the vampire. Refer to the boss section for strategy on how to beat him. Be
    careful not to fall in the water.
         Once Vamp has been killed, go through the door in the northwest part of the
    room. More water. Dive in.  This time around, the route is much easier. Advance to
    the left through the flooded corridor, then up, and then right. Take the first left
    you can. You're on surface. Yay! Go through the door, and enter the locker room. If
    you check your radar, which can be downloaded in the NODE here, you'll quickly
    notice that there is a harmless human being here. It's hidden in a locker. Detect
    the correct locker using your radar, and open it.
         You'll find a nerd looking girl. Like somebody you know, she will pee in here
    pants once he sees you and your gun. Raiden immediately pulls back his weapon, and
    gets all friendly with the girl, which is no other than Emma Emmerich. E.E. doesn't
    believe Raiden is a good guy, but immediately changes her opinion about him once
    Raiden uses his nanomachine: any of the common guards have them.
         After all of the talking, you must take Emma back to the Air Purification
    room, in the first floor. This mean swimming with her. There is a problem, though.
    She's not able to swim, as she's scared of waters. This problem is quickly
    resolved, and you'll soon take control of both Raiden and Emma. If you go out of
    water, you'll quickly notice that E.E. cannot walk, and that you'll have to grab
    her hand with yours (which should be weaponless) in order to move with her. Damn.
         As soon as you enter, your radar gives you a glimpse of what's to come: guards
    are governing the area now. You must cross the whole floor in order to return to
    the KL connecting bridge. Problem is that you now have Emma, and she can't walk.
    And you can't make her walk unless you're weaponless. Dammit Emma. This means we'll
    have to kill every guard in the area to safely cross it along Emma...
         First off, put Emma to rest in the small alcove to the right of the elevator.
    Once you've done so, head towards the rest room. A guard inhabits, and will take
    long pauses at each of the rest rooms doors. Once he's not looking, hold him up,
    and give him a good headshot with your hopefully suppressed SOCOM. It's not
    recommendable to leave the body there, lying in a pool of blood. Instead, take it
    to where Emma is. Hide the body there.
         Take the hallway adjacent to the rest room all the way down. Halfway through
    it, however, a sentry will come out of the elevator, and will patrol the hallway.
    Hide in the room where the gun cameras where (that's why I told you to destroy
    them) and wait the sentry to turn his back at you. Dispatch him, and hide him in
    the camera room.
         There is also another sentry in a short hallway to the left of the hallway
    adjacent to the rest room. He's looking at a malfunctioning sliding door, and is
    giving you his back. Dispatch him without any trouble, and hide him inside the
    camera room. Take the small flight of stairs next to the camera room down. There
    are two guards here. Well, maybe going downstairs wasn't such a good idea. Go
    upstairs again, and enter FPV. Stand in your tiptoes. You know have a clear shot at
    both guards. Bien! Send them to outer heaven :)
         Return for Emma, and drag her along to where the two guards you just
    dispatched where. Leave her here, and take the small flight of stairs to the right.
    Just as you do so, another enemy magically appears. Immediately hide behind the
    crates, and wait him to turn his back at you. Wait, don't. Now that there are no
    guards, take out your M16, and kill him. Even if he sees you, he won't be able to
    tell the story. It's fun to see the guard screaming while a barrage of bullet
    pierce his body, you know >=).
         If you were thinking "how the hell I'm going to cross this bridge, as it has
    some missing floor panels!?" Well, hopefully, the fixed that. You can now cross the
    bridge easily along with Emma. Once you reach the KL connecting bridge, you'll
    quickly spot a patrolling guard. Wipe out your SOCOM and put a shot in his crotch
    (or head for that matter) to kill him.
         Grab Emma's hand again. Notice all the fire that appears when you try to reach
    Strut L's door? Wipe it out using the coolant spray, and head towards the Strut's
    door. It results that is a level 5 door. Damn!!!!!. Oh well, Emma has the level 5
    PAN CARD! That's good Emmy. Open the door and enter the vertex... eh the strut.
         Leave Emma by the entrance. If you were missing a good massacre, rejoice, as
    here you'll use your killing skills. There are two guards, which patrol the short
    hallway. Why bother about being stealthy? There are just two of them! Take out your
    M16, and blow your cover up. Fill the poor guys' bodies with lead. They won't be
    able to call for the backup unit, as they will be dead.
         Return for Emma, and cross the hallway. Open the hatchdoor, which reveals an
    enormous ladder. It seems Emma can handle it. Good.
         Another cool part of this game, gameplay wise. We need Emma to cross the oil
    fence. Problem is that the Oil Fence is patrolled by cyphers, soldiers and is
    rigged with claymores. No problem. It's time for some sniping action. Wait Emma to
    embark upon her task. Equip the PSG1, and take a pentazemin. Equip the Thermal
    Goggles then. Emma's path is filled with claymores. Clear it for her. There is also
    a guard patrolling the area. Kill him.
         Basically, all you have to do here is to destroy Cyphers and to kill guards
    AND to destroy claymores. Pliskin (now known as Snake, for hopefully obvious
    reasons) will call you sometime. He'll tell you he's found a sniping spot, and that
    he'll be able to help you, if you call him. Now, if you call him he'll start
    shooting at things along with you. He's very good at this, so you should definitely
    call him.
         After Emma has covered enough of the oil fence a cutscene will commence. Vamp
    will jump out of the matter, and will grab Emma as a hostage. You'll now have to
    kill him. See the boss guide for more reference. Or wait, don't. Just shoot at
    Vamp's head with your PSG1 a few times to dispatch him. Sorry wise guy. You're
         DAMN! He's stabbed Emma! Snake rescues her and supplies you information about
    he situation. It seems the wound is very serious. You must now get to Emma. Raiden
    will climb back the ladder, and when you finally get to control him, he's already
    at Strut E! Enter the parcel room.
         Not too much to do here (well, you could get the digital camera... see the
    curiosities section for more information about that). There is a lone guard, but
    he's apparently too occupied with rock (probably Iced Earth... YEAH!) Get into the
    EF connecting bridge.
         There are three replanted Cyphers in the bridge. Ok... wipe 'em out. Once
    you've taken care of them, head towards the corridor, which serves as a pre-Shell
    Core. Notice the gaps on it. You'll have to hang your way towards the Shell's core
    entrance. If your Grip bar is about to deplete, stop hanging when in front of a
    panel. However, don't get too comfy there, as the panel will start to fall. Hang
    immediately if that's the case.
    SHELL 1 CORE ===
         Take the elevator. Some lengthy cutscenes, and a lot of surprises. You'll find
    yourself in a torture room, naked. Solidus will strange you. Mash the triangle
    button to prevent your oxygen bar from depleting.
         After you've been freed, you'll quickly notice that you're naked and that
    you're grabbing your crotch with your hands. For this, I would like to write down
    some notes that could save your skinny ass:
    •First off, you won't be able to punch as effectively as when you had your clothes.
    You can only use one hand, remember! Also, I would like to point out that you
    mustn't try to take out the guards you'll soon meet with your bare hands. They've
    gotten tougher, and harder to kill. Thus, melee weapons become ineffective.
    •You won't be able to handle, as both of your hands are required to perform this
    action, and both of your hands are occupied with your balls. Get it?
         Ok, that's about it. Once you've practiced enough with Raiden, open the locker
    in this room, and snag a medicine. This medicine could save your life, you know. As
    you're clothe-less and Arsenal is extremely cold, the flu may catch you, and you
    will start to sneeze which means the enemy will be able to detect you. Turn to the
    right and advance. Download the radar from the NODE here.
         As you enter, advance rightwards. Colonel calls in and says some messed up
    things. From now on he'll start calling you and will then say a bunch of gibberish.
    Ignore all of his calls. Really.
         Go up the stairs to the right. You'll be in the second plant. Follow the
    corridor northwards, being aware of the guards around. If you do find a gap in the
    floor, do a roll over it. Keep going north. There will be a guard here, next to the
    sliding door that you need to cross. Holy crap! If he hasn't detected you,
    elaborate some kind of strategy to fool him: I normally just run past him and go
    through the door (hint, hint...).
         As you enter, Colonel will call in again. This time around, keep answering his
    calls. After around one billion, Rose will call you. Hear to what she's got to say
    (hmmm... so that's what Rose and Raiden were doing in Rosee's flat, eh? >=). A
    cutscene will commence then. Snake's back. He'll give you your clothes, your items,
    your everything, as well as the high frequency blade. Practice with it. Try to get
    Snake's dog tag by hitting him enough for him to fall, and then shaking him. Once
    you've practiced enough, move on to the north door, at the end of the corridor.
         Alert mode will kick in immediately. Take out your M16 or the Stinger, and
    send bullets or missiles flying through the hordes of enemies to take them out.
    Snake will help you. He's pretty skillful with the guns, and you should do whatever
    he does. Keep in mind that swordsmen are too tough for Snake: in case one shows,
    kill it by yourself, using the H.F.B. After a lot of killing, alert mode will stop,
    and a door will open. Go through it.
         More carnage. Take out everybody. Sometimes, the screen may show a false
    Mission Failed screen, which, instead of Mission Failed shows "Mission Mailed" or
    something like that. Use the little screen here in order to keep playing. Once
    you've taken out enough guards, watch the cutscenes that follow. You'll then have
    to fight some RAYs. See the boss section for details.
         Watch the cutscenes. Solidus will choke you sometime. Press rapidly Triangle
    in order to prevent death. It's very hard, and people say it's harder in higher
    difficulties. If you manage to survive, watch the awesome cutscenes, and listen to
    the boring CODEC calls.
         Well, it's the final battle. Nothing to say here actually. Refer to my boss
    guide for more help. Once you've finished Solidus, sit back and enjoy the ending.
                                --- THE WEAPONS ---
         Your start off with it in the tanker, and you find it very soon in the plant.
    The tranquilizer is a small, non-damaging weapon. It fires a dart per square button
    press (read: it reloads after every shot), and is used to sleep your enemies. A
    good placed shot will send them to wonderland immediately. Hit them in the chest or
    the hand, and you may have to wait a minute or two before amorphous visits them. Is
    a very basic weapon, useful on its own, but you'll forget about it fast, once you
    get your SOCOM silenced.
         The USP and the SOCOM are basically the same... well, they aren't but in the
    game they are. Both are lightweight weapons, with a medium fire rate, good accuracy
    and decent power. The USP is equipped with a light module that serves as a lantern
    while in a dark area... useless. The SOCOM, however, comes equipped with a laser-
    aiming module (I think that's the right name) that improves your aim. Not by much,
    but it does. The USP, which you'll find in the tanker, is quite useless due to the
    lack of silencer. Plus, you have the tranquilizer. The SOCOM is way more useful.
    You can silence it, and it's the correct weapon to kill guards without doing any
    kind of sound. You get the USP after beating Olga, and Pliskin gives the SOCOM to
    Raiden after the Vamp scene.
         I love this baby. It's my preferred weapon, as it causes so much mayhem. The
    AK has an extremely fast fire rate, meaning it will deplete the whole clip in
    matter of seconds. This means bullets flying and piercing bodies everywhere. Total
    catastrophe and pools of blood ensured. Add a suppressor to it, and you get one
    hell of a gun. Still, due to its lighting fire rate, accuracy is somewhat
    diminished, let alone ammo lasting. Indeed, ammo will disappear fast if you use it
    a lot. Make sure you use it only when you need to. You'll find at the Strut F
    warehouse first floor, in the top right room.
         See the above description. However, remove suppressing capabilities and the
    overall usefulness part. As not being a silencing-capable weapon, the M-16 is best
    used when alert kicks in irremediably and your only way to survive is to dispatch a
    few guards. You'll find yourself using this weapon when you screw up very badly, or
    when the story requires you to (I.e. when the game sends you to alert mode because
    of the story). I've noticed it had lesser accuracy than the AK, but more power.
    Still, stick with the AK. You'll find the M16 at Strut F warehouse, second floor.
         The PSG1 is a sniping rifle, thus it requires you to be stealthy and have a
    strong pulse (read: use a diazepam) in order to be used correctly. Once you equip
    it, the crosshair kicks in, and you start to tremble. Take a pill, and look for the
    enemy. Take aim, and press the square button. Hear the horrid bang (horrid enough
    to alert nearby and not-so-nearby guards), and watch your enemy go down. This
    weapon is best used when a few enemies are around, and you want to dispatch them
    for afar. It kills in one hit and is necessary for your character to reload after
    each shot. You'll find in the Strut F warehouse.
         A variation of the PSG1, the PSG1-T is also a sniper rifle, but instead of
    using it for killing purposes, you'll use it for sleeping purposes. It works the
    same way as the PSG1, but it will sleep your enemies, instead of killing them.
    You'll get it in a duct in the same room where you get the PSG1.
         The Stinger missile launcher is probably one of the most useless weapons in
    the game, talking about general gameplay. I say general gameplay, because certain
    boss fights will require you to use the stinger in order to emerge victorious. It
    deploys missiles that lock on target automatically once it detects it. The missile
    travels at medium speed, meaning that agile adversaries will be able to dodge it if
    skillful enough. Its destructive power is incomparable, yet its usefulness is very
    limited due to the extreme sound it makes after being deployed. Pliskin will throw
    it at you once the Harrier battle starts.
         Nothing to do with La Femme Nikita if you were wondering. The Nikita is a very
    versatile missile launcher. But, like the saying GheddonLN invented, versatile-ness
    is not the same as useful-ness. I say versatile because you can control the
    missiles you deploy, either in third person view or in first person view, until
    they run out of gasoline. Once they do, the hit ground and go kaboom. However,
    these missiles will alert guards upon their presence, and because they're slow,
    guards will most likely shoot it down. When it blows up, it makes a lot of noise,
    which is normally worth of an alert mode. You'll get it en the flooded B2 of Shell
    2 core.
         Refer to the previous two weapons. However, remove remote-controlling
    capabilities, and remove also a lot of points from the usefulness scale bar.
         What's the purpose of this? At least in the first game it has its uses, like
    in the COM Tower. But now, what's the point of it? Yes, it stuns automatically
    every guard within range, but it also sends the game into alert mode. Blah, Konami
    ruined it.
         Unlike its brother, you'll use the Chaff quite often... well, not often. A few
    times. It jams any electronic device within range (that includes your radar) for a
    while. It is useful to jam Cyphers out, cameras. Problem is that Cyphers and
    cameras are very limited, so are the Chaff uses.
         The normal, basic grenade. Once you remove its lock, you have a few seconds to
    throw it, or it will explode in your hands. Fortunately, this is not the case here:
    equip the weapon, and press and hold the square button in order to throw the bomb.
    Raiden will remove its lock then. Is a very powerful weapon, as it kills anything
    upon touch. Problem is that is very hard to aim with this. You may send the bomb
    too far from your enemy, or too near to you.
         Once you plant a C4 in the floor, you'll be able to detonate it via remote
    control, which is no other than the Circle button. The C4 has its uses, like for
    example, putting it along the crates during the fight with Fatman and detonating it
    when he passes by.
         The claymore is a special bomb that when planted in the floor, will create a
    "field" in front of them. If somebody enters that field, represented as a cone of
    sight in your radar, the bomb will explode. This bomb has no remote capabilities.
    This could be bad or good, depending the situation you want to use it.
         The empty magazine works like a grenade: you throw it. However, it won't
    explode. Instead, it will make such sound that will confuse guards. If you throw it
    very near you, guards will find you easily. The purpose of this is to fool guards,
    making them think you're somewhere you aren't. Cool, uh?
         The porno magazine (don't open your eyes like that; wise guy :) is placed in
    the ground once you press the attack button. You won't be able to grab it again,
    but you won't need it anyway. When guards walk around, they'll start looking at the
    mag for a few minutes, giving you time to do your things.
         The ultimate killing device. A metallic work-of-art, this thing rocks. You'll
    use the right analog stick in order to swing it. A full-circle swing is enough to
    take out a bunch of guards around you in one or two hits. But the best and most
    effective way to use the High Frequency Blade is to tap on the R3 button to do a
    stinger attack. It pierces your enemy's stomach, and kills him in one hit. Problem
    is that it takes a lot of time to equip and de-equip, and is pretty slow. An
    otherwise superb weapon.
                                --- WHERE THEY'RE FOUND ---
    Tanker: You start off with it.
    Plant: You'll find it in the Strut F, warehouse.
    Once you've beaten Olga in the Tanker, you'll get this weapon.
    Given to you by Pliskin, after you've dealt with Vamp in the Strut B, transformer
    Found in the Strut F, warehouse.
    Also found in the Strut F, warehouse.
    This one is found at a small alcove in the Strut F, warehouse second floor.
    In the same room where you got the PSG1, look for a duct in the right wall. Crawl
    through it, and you'll see this gun floating.
    Given to you by Pliskin in the Shell 1-2 connecting bridge, once the battle with
    the Harrier starts.
    Found in Shell 2 core, in the flooded basement. It is floating around.
    Found at the Strut F, warehouse.
    Given to you by Snake once you find him in Arsenal Gear.
    9. ITEMS
                                     --- ITEMS ---
    |RATION| Food packed in cold hard metal. This it receives a description of "Metal
     ¯¯¯¯¯¯  ready to eat" by the game. Rations --which are found by shaking soldier's
    bodies and by finding them around the different areas of the game-- will recover
    your character's health by a lot when used. Use them when you're running out of
    health to prevent bleeding issues, or any kind of trouble. You could also equip
    them while in a dangerous battle, to ensure that when your health depletes, you'll
    revive, thanks to the ration.
    |BANDAGE| Absorbent pad used to cure nasty wounds. These appear when your life
     ¯¯¯¯¯¯¯  gauge is orange. That means Snake is about to bleed. As you bleed, you'll
    lose health, and you'll start to leave blood signs in the floor, which will serve
    the enemy as clues of your whereabouts. Administrate a bandage in order to cure the
    wound and stop blood and health losing. You could also use a ration, but I would
    recommend you to reserve these for more dangerous situations.
    |CARDS| These special cards, whose correct name is PAN card, are charged with
     ¯¯¯¯¯  nanomachines. When you have them in your equipment, these nanomachines will
    connect to yours, thus making you a living PAN card, and making you able to open
    PAN doors without having to take out the card of your pocket. These cards come in
    five varieties: from level "1" to level "5". Level one PAN will only open level 1
    doors. However, higher leveled PANs will also open lower leveled doors.
    |AP SENSOR| This sensor has on it a special engine which detect any kind of
     ¯¯¯¯¯¯¯¯¯  harmful life form in the perimeter. Once it detects the bastard, it
    will send a radio signal (yeah right) to your dualshock controller, and will make
    it vibrate. Once it does, you know somebody who wants to bite you in the crotch is
    around. Wipe out your gun, and let the paranoia hit you. This thing sounds like a
    useful gadget, but it is not, as the vibration is very weak. So, there could be an
    enemy in your back, but you won't notice until the backup unit is shooting at you.
    |CARDBOARD BOX| A "gadget" which has served Snake in numerous missions. This
     ¯¯¯¯¯¯¯¯¯¯¯¯¯  versatile box can be carried in your very same pocket, and it's a
    good way to fool your enemies. Hide in it, and put yourself near other boxes, and
    enemies may confound you with a pack of oranges. Or, move around with it, stopping
    when an enemy looks at you. This will confuse them, and will give you time to run
    like a rabbit. Keep in mind that this is not 100% effective, as some clever
    soldiers may blow up your cover, and bite you in the ass.
    |BINOCULARS| These are used for long terrain reconnaissance. Equip them, and the
     ¯¯¯¯¯¯¯¯¯¯  scope vision will kick. Numerous lines, figures and bunch of crap will
    appear onscreen. Any of them is worth of your attention. Just hit the X and CIRCLE
    button to zoom in and out. Use the binoculars to detect far away things, such as
    soldiers, items, semtex bombs, semtex bombs panels, and other things. These are
    quite useful at times, but they will be sitting in your inventory for the most of
    the game. Too bad. I really like them.
    |THERMAL GOGGLES| If you thought the binoculars, wait to see these. Like the
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯  binoculars, use them for not-so-long terrain reconnaissance. But
    you won't find yourself using them for that. As thermal goggles, they detect any
    kind of heat signal. This includes guards, either dead or alive, explosives such as
    claymores and C4s, and even items, of course!. These goggles are very potent. They
    trespass walls, and make you able of seeing what's beyond them. Use them to detect
    explosives, and to develop strategies on how to evade them. Also, a very efficient
    device to see enemies in the darkness.
    |B.D.U| These letters --which are the same as "Battle dress uniform"--
     ¯¯¯¯¯  are the letters that represent the Gurlukovich's uniform you'll use
    somewhere in the game. This uniform it's the latest way to fool guards, and
    certainly the most effective, that is, if you have the correct weapon, which is, in
    this case, the AK. Sadly, not every guard wears this uniform's colors, thus it will
    be useless in some areas, even if you have the AK with you. But in a certain place,
    it will be your only way to survive. However, it is not flawless: if you do some
    kind of strange move, guards will see through the uniform, and will try to inspect
    you. Un-equipping your AK will also alert them. Let alone being hit by a guard:
    this will totally blow your camouflage.
    |SUPRESSOR| This little tube can be attached to any compatible gun you have. It
     ¯¯¯¯¯¯¯¯¯  will muffle the shots, thus making them practically soundless.
    Suppressors are attached to your gun by equipping the suppressor and the gun at the
    same time. When a gun is suppressed, you will be finally able to kill your enemies
    without worrying about the others.
    |VIRUS DISK| The virus disk is given to you by Emma Emmerich, a computer whiz
     ¯¯¯¯¯¯¯¯¯¯  who joins you later in the game. She's coded it, and programmed, and
    did everything on it. Now that she's found out what Arsenal is for, she wants to
    use this disk in order to stop it. You'll travel through a portion of the game with
    it, until you finally give it to Snake, who along with Otacon and Emma activate the
    virus and destroy Arsenal's operating system.
    |SENSOR A-B| Sensor A is given to you by Peter Stillman, once you find him
     ¯¯¯¯¯¯¯¯¯¯  in Strut C. He'll explain you what it is for: the Sensor A is a
    special sensors which percepts the odor that Fatman's C4s expulse. Stillman asked
    somebody to design this sensor, as he knew Fatman would leave a trace of his
    cologne in his C4s. Sensor B, on the other side, is FOUND by you after Stillman
    leaves his hideout and discover odorless C4. Sensor B beeps once it feels a C4
    |MINE DETECTOR| The Mine Detector, found very early in the plant chapter, is
     ¯¯¯¯¯¯¯¯¯¯¯¯¯  a must own gadget in certain situations. The mine detector, once
    equipped, will localizate nearby Claymore mines. It will transmit the signal of the
    claymores to your radar, making you able to see the explosives on it, along with
    their range of sight. The mine detector won't beep, won't make your control rumble.
    It just will show the position of the claymores. The rest is up you.
    |CAMERA| The camera is a tanker-only item. As a futuristic camera, it has a bunch
     ¯¯¯¯¯¯  of lines and graphics on its visors, which should help you to take photos.
    Unfortunately, you depend on your skills to take good photos. Photos can be stored
    on the camera's memory, which is pretty limited by the way. A photo takes up a
    single slot. You can "overwrite" photos.
    |DIGITAL CAMERA| A variation of the camera. When you take a photo with this one,
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯  instead of storing it in your camera's memory, you will be able to
    store it in your memory card.
    |CELL PHONE| While with this you won't be able to make phone calls, you will be
     ¯¯¯¯¯¯¯¯¯¯  able to receive electronic messages, which will serve you as clues on
    how to pass certain areas of the game. These messages are very brief, simple, but
    they're too to the point. Once you've got a new message, thee cell phone will ring.
    You will get the cell phone after beating Fatman. A special somebody will give it
    to you, and I'm suspecting that it is the same person who sends you the messages...
    |BODY ARMOR| This special "jacket" will be your friend through many gunfights,
     ¯¯¯¯¯¯¯¯¯¯  specially when in higher difficulties. When you equip it, like the
    B.D.U, you'll be able to see on your character's chest!. But its usefulness goes
    beyond than being cool: when you receive a bullet shot with this equipped, damage
    will be minimized, thus making you a more long-lasting being.
    |DIREC. MICROPHONE| The directional microphone is a gun-like gadget, but only in
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯  shape. It has the form of a handgun, and has attached a small
    Mic. to it. However, don't let its size fool you. This Mic. is extremely potent,
    and is able to hear through walls and to percept the lightest of the sounds. Once
    you equip it, you'll get into first person view. You'll be able to control the
    direction the Mic. points, or listens, in this case. It's a story driven item, and
    you'll find yourself it using quite a few times.
    |COOLANT SPRAY| You thought that bomb defusal was hard, as it involved precise
     ¯¯¯¯¯¯¯¯¯¯¯¯¯  reflexes and a lot of tension. Don't want to go through that, even
    if it is a game?. Enter the coolant spray. This is, like its name suggests, a
    spray, a very cool one, indeed. Once equipped, point at the C4, and let the gas go
    out. It will freeze the C4 after a few minutes, thus making it unable to explode.
    |CIGARETTES| Hahaha, Snake, we got you. Nothing better than a cigarette when
     ¯¯¯¯¯¯¯¯¯¯  running away from your enemies, or when in the middle of a storm, eh?.
    The cigs are very versatile, but ultimately useless. First off, you can use a cig
    to prevent colds while in the open. You could also use it while aiming with a gun,
    to prevent hand shaking. And you can use it to see lasers. Just smoke near a laser
    fence, and the smoke will revel you the truth. Keep in mind though, that cigs are a
    double-edged sword: on one hand, they serve you for multiple purposes. On the
    other, they will reduce your health slowly as you smoke. Be aware.
    |PENTAZEMIN/DIAZEPAM| If you're a MGS1 veteran, then chances are you were
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯  calling these "diazepams". However, Konami decided to shift
    from Diazepam to Pentazemin. Why?. Don't know. But both of them are used for the
    same: take one while Sniping, and your shaky hands will calm down, for some
    minutes. Make use of them to destroy and kill everything. Once the effect runs out,
    you will begin to shake again. Take another pentazemin, in that case.
    |NIGHT VISION GOGGLES| A variation of our trusty binoculars and thermal goggles.
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯  These, like the other two, have a lot of lines and strange
    stuff on its visor. These, like in the other two, are useless, as you won't can use
    the NVG without accessing its visor(FPV). Once you equip the NVG, everything around
    you will become green, and you will be able to identify living beings and items.
    There is a catch, though: these are only useful while everything around you is
    dark. If you're in a place where there is a lot of light, your screen will become a
    mess, and you will go blind. Unequip the NVG in that case.
    |SHAVER| And you thought that some of the above items were completely useless.
     ¯¯¯¯¯¯  Well, think twice, as you've come with the ultimate use-less item: the
    shaver. This thing, which is a razor, will lay dormant in your inventory for some
    hours, until you advance enough to find Pliskin. After he gives you his cigs you
    will give him this. If you DO give it to him, and last portion of the game, when
    you find him again, he will be completely shaved. Cool.
                                  --- SECRET ITEMS ---
    |BANDANA| Collect the necessary Dog Tags, and this item will appear in your
     ¯¯¯¯¯¯¯  inventory once you start the tanker chapter again. This is an Snake-only
    item, and it grants him infinite ammo.
    |STEALTH| This special gizmo is given to you once you amass the necessary dog tags.
     ¯¯¯¯¯¯¯  You will get it in both the tanker and the plant, but it's way more
    useful in the plant, as it is longer and there are more enemies. Once you activate
    this thing, your character will become invisible --not invincible, but invisible,
    which is way better, and cooler. Nobody and anything will be able to see you: fool
    enemies, play with them, or kill them with style while you have this item. It's way
    too cool.
    |BROWN WIG| These are a plant-only item. Amass the necessary dog tags, and when
     ¯¯¯¯¯¯¯¯¯  you go through the plant again, this will be in your inventory. Equip
    it, your Weapons will have an infinite source of ammo, or in other words, you will
    never run out of ammo. This is the best prize you could get for the dog tags, even
    better than the Bandana. Why?. Because the only weapons Snake will handle are the
    USP and the M9, for which you don't need infinite ammo. Raiden, however, will get
    the AK, M16, PSG1, etc, for which you DO need a lot of ammo, due to the multiple
    enemies you'll have to kill with them.
    |ORANGE WIG| This is another plant-only item. Amass the necessary dog tags, and
     ¯¯¯¯¯¯¯¯¯¯  next time you go through the plant, this will be in your inventory.
    This is when dog tags prizes start to get useless. This wig will grant you an
    infinite gripping bar, meaning you'll be able to hang all the time you want,
    without worrying. Useless isn't it?. Push-ups will become meaningless, and hanging
    is not as necessary as the game makes you think. You will get this just because you
    want to get everything in the game, or because you collected so many dog tags
    without noticing, that you got it.
    |BLUE WIG| The blue wig is yet another plant only item. Amass the necessary dog
     ¯¯¯¯¯¯¯¯  tags, blah blah blah. This one is a little more useful than the orange
    one, but it's still quite pointless, unless you're playing in extreme mode. Anyway,
    the blue wig will grant you infinite oxygen, either if you're underwater or, eh,
    abovewater, heheh. This means that when Solidus chokes you in extreme mode, you
    won't lose oxygen!. Yay!. No more button mashing!. No more frustration!. Yahoo!.
                               --- WHERE THEY'RE FOUND ---
         This is a small subsection in where you'll learn how to get certain items.
    Objects such as rations, bandages, and others won't appear listed here, as you'll
    get them in multiple places of the game. Other items, such as the AP sensor, won't
    be listed, as you start away with them.
    Level 1: Peter Stillman gives this one to you, once you find him in the Strut
             C, Dining Hall. He'll give it you along with the coolant and sensor A.
    Level 2: The level 2 Pan card is given to you by the Ninja, once you kill Fatman in
             the Strut E, Heliport. He gives it to you along with other items.
    Level 3: Once you find Ames in the Shell 1 Core, B1, he'll give it to you after a
             long chat.
    Level 4: The Level four Pan Card is given to you by the president, who lives in the
             the first floor of Shell 2, Core.
    Level 5: Emma gives the last of the pan cards to you, in the KL connecting
             bridge, once you find a level 5 door.
    Tanker Chapter: Once you beat Olga, look for a flight of stairs that takes you to
                    a platform with a big tower on it. Climb the tower, and in the top,
                    you'll find the Thermal Goggles.
    Plant Chapter:  After the starting cinemas, you'll be in a pool, inside the plant.
                    Instead of going out, dive in, all the way down. You should be able
                    to see an small box in the water, which are, indeed, the thermal
    This item, which is plant-only, is given to you by the ninja once you've taken down
    Fatman, in the Strut E heliport.
    SOCOM: This one is a bit hard to find. While in the Strut F, warehouse, go to the
           first floor. While there, go south, and you should see a hallway, with doors
           to your left, and to your right. Enter the leftmost.
           Inside the room, there is a duct, in the bottom wall. Crouch and the crawl
           through the duct. Once you reach the other side, you will see the suppressor
           floating in front of you.
    AK:    To get this one, you've got to wait until you've beaten the Harrier. After
           the platform's been tear up, there will be a gap between the platform you
           start in, and a small platform in where the AK suppressor rests. This
           platform is the one next to where the Sons of Liberty flag was.
           Make a roll while in the edge of your platform, and you should be able to
           land in the other side. Snag the suppressor then.
    Emma gives the virus disk to you, after you've found her.
    Sensor A: Once you've found Stillman in the Strut C, dining hall, he'll give it you
              along with the coolant.
    Sensor B: After Stillman decides to leave his hideout in Strut C(when Pliskin finds
              an odorless C4), go to the Dining Hall, and enter Stillman's hideout.
              This sensor is floating there.
    In Strut F, warehouse, go to the first floor, and then head southwards. There is a
    corridor with two doors here: one on the left wall, and one of the right wall. Go
    thought the rightmost, and collect your prize: the mine detector.
    After Emma's been stabbed by Vamp, you'll be near the Strut E, parcel room. Once
    you get there, you'll have two options: go up the stairs and rush your way towards
    the Shell 1 Core, or head rightwards. Of you go rightwards, you'll find a small
    room in which the Digital Camera is.
    This is one is given to you by the Ninja, once you've beaten Fatman in the Strut E,
    The directional microphone is found in the Shell 1 computer room. It is floating in
    the same room as the node. Getting there is a bit tricky, as you may bump into a
    guard, and you what that means...
    Peter Stillman, in the Strut C dining Hall, along with other items, gives the
    coolant spray to you.
    Tanker Chapter: You start with it.
    Plant Chapter: After you're done with Vamp in the Strut B, transformer room,
                   Pliskin will give them to you.
    The night vision goggles are *somewhere* in the Shell 2, Core B1, in the flooded
    This item is gotten very early in the plant. After you start, hang from the rails
    in front of the pool, and advance to the right. You'll reach a small, enclosed
    room. Press triangle in order to jump into the room, and snag the Shaver.
    Amass around 30 or 40 Dog Tags in the Tanker chapter to obtain this item.
    Tanker: Collect around 60-70 Dog Tags in order to get this item.
    Plant: Collect between 120-125 Dog Tags in order to get this item.
    Get 80 Tags in the plant to get this item.
    Collect 170 dog tags in order to get this item.
    Get all of the Dog Tags in both chapters. This is a plant chapter-only item though.
    NAME: Gurlukovich Soldier
    DESCRIPTION: A medium height soldier with a guerrilla-esque(brown) uniform, a blue
                 balaclava and an AK. You'll also find them with blue uniforms in the
                 plant chapter.
    WEAPON: AK automatic rifle.
    WEAPON TO USE: USP/Silenced Socom.
    STRATEGY: This guys are normally just patrolling around, in groups of two, three
              at much. They normally move a lot, so you'll have to be intelligent in
              order to evade them. The strategy to use is simple. Simply put yourself
              a little far from their line of sight, and use your silenced SOCOM to hit
              them in the head. If you don't have a silenced SOCOM, you have two
              options. If the enemy is alone, take out your USP, and use the above
              strategy. If the enemy is accompanied, then your best strategy would be
              to evade him.
    NAME: Backup unit Type A
    DESCRIPTION: A soldier with a body armor, who is normally accompanied by other
                 Soldiers, of the same characteristics: they have a cotton mask, and a
                 Assault rifle. They come when other soldiers call for them, or when
                 An specific soldier didn't report(then, they do an investigation).
    WEAPON: Assault rifle
    SHOTS TO KILL: Three to Five(not sure).
    STRATEGY: They're normally in groups of three or even five. Due to their body armor
              capabilities, they take more shots than regular soldiers(between four).
              They're actually not very hard, alone, but because they're supported by
              their friends -backup units and normal soldiers alike- they get harder.
              if you find yourself fighting with them because somebody alerted them,
              then just take out your preferred weapon(USP and SOCOM being recommended)
              and shoot away. After two or three soldiers, run away and hide yourself
              for a few minutes.
    NAME: Backup unit type B
    DESCRIPTION: A soldier with a body armor, and an assault rifle. They also carry
    WEAPON: Assault rifle(supported by shields).
    WEAPON TO USE: Fast shooting rifle(AK, M16). Otherwise run.
    SHOTS: Around three to destroy the shield, and three more to kill them.
    STRATEGY: They do appear in the tanker. If you find yourself being pursued by them,
              I would recommend you to hide, as their shield makes them practically
              invulnerable, unless you have something that deploys bullets fast. USPs
              and SOCOMs will get you killed, as their fire rate is not fast enough to
              destroy their shields. If you have the above mentioned rifle, let the
              bullets fly and destroy them along with their shield. Otherwise, run away
              Or use an stun grenade.
    NAME: Backup unit type C
    DESCRIPTION: A soldier with yellow glasses, black armor(that includes body armor)
                 and ultrafast assault rifles.
    WEAPON: Assault rifle
    SHOTS: Five
    STRATEGY: They only appear in the plant chapter, thus you're assured to have the
              recommended weapons. They come in small groups(two to three), but they're
              more resistant than the other backup soldiers, and their rifles are
              faster. However, they're not resistant enough to survive to a barrage of
              AK/M16 bullets. Just make sure you don't keep fighting and fighting them,
              or else the alert mode will never go away, and you'll run out of ammo.
              Run and hide as soon as you can-
    NAME: Arsenal Gear sentry type A
    DESCRIPTION: A soldier with black armor, fast-shooting rifles and yellow lens. They
                 also have jumping capabilities.
    WEAPON: Assault rifle
    SHOTS: No idea.
    STRATEGY:    These guys are the ultimate ass-kickers. They're fast as a demon, and
                 they're always jumping around, making them harder. They'll try to get
                 on your six, and will then let a few bullets pierce through your back.
                 run-n-roll a lot while fighting them, and have always the L1 button
                 pressed and the AK or M16 always equipped. Once you see you have a
                 clean shot, press and hold the Square button, and let the lead fly.
                 This should make short work of them in a few minutes.
    NAME: Arsenal Tengu
    DESCRIPTION: Soldiers equipped with high frequency blades. Jumping capabilities.
    WEAPON: high frequency blade.
    WEAPON TO USE: High frequency blade/AK
    SHOTS: One stinger attack/a wallop of bullets.
    STRATEGY: These can get pretty annoying. They deflect your shots with their blades.
              However, they have their weak point: a fast shooting weapon like the AK
              will be able to get a few bullets through the blade-shields. However,
              this means ammo wasting, and ammo is scarce. So, your best bet is to take
              out your very own high frequency blade and sting them out, for a one-hit
              kill. You can also slash them, if you want to kill them more elegantly.
              Keep in mind that they're fast and can ruin your combos.
    NAME: Olga Gurlukovich
    DESCRIPTION: A woman from the Gurlukovich army, with soldier-esque trousers.
    WEAPON TO USE: Tranquilizer Gun(M9) -you have no choice.
    SHOTS: I'm totally ignorant about this.
    STRATEGY: This girl is quite easy. At first, she will talk a little bit about her
              childhood and parents, and a load of crap. Afterwards, take out your
              weapon, and shoot down the left light. Also, shoot the green piece of...
              cloth that's floating around in the bottom part twice in order to send
              it flying. Once you're done, concentrate on Olga. Take cover behind the
              set of crates located in the right side of the screen, and go into first
              person view. Wait for Olga to blow her cover(she's going to shoot at you)
              and strafe to blow yours. Quickly, shoot at her, and then take cover.
              With any luck she won't be able to hit you.
              Olga uses her gun to shoot at you. It is pretty damaging, so in case you
              get low on health, have a ration ready. Sometimes she will send a grenade
              flying towards you. Roll to evade it.
    NAME: Fatman
    DESCRIPTION: Extremely fat guy with roller blades and a repertoire of C4s under his
    WEAPON: Fast shooting handgun/C4s
    SHOTS: No idea.
    STRATEGY: Now, you can make this battle hard or easy. Obviously, you'll want to
              make it easy. In order to make it easy, after the plants the two C4s at
              the start of the fight, freeze them out ASAP. Now, chase for Fatman. If
              you're lucky, you'll find him before he plants any C4. In case you do,
              take aim and shoot like mad. With any luck, you'll hit him enough to make
              him fall. Once he does, hit him in the head. He'll stand up again then,
              and try to flee. Before he does, shoot at him again, and then shoot him
              in the head. With any luck, you'll be able to kill him without even
              Fatman will try to ram you with his stomach while he skates. He'll also
              occasionally take out his handgun, and let a few bullets hit you. C4s
              are his primal weapons. They will blow up after a few seconds, and in
              they do, it's game over. He normally plants a lot of them(like four), and
              then skates around. Freeze them before they go kaboom.
    NAME: Harrier
    DESCRIPTION: A Harrier.
    WEAPON: Railgun, missile launcher.
    WEAPON TO USE: Stinger missile launcher
    SHOTS: Hehehehehe...
    STRATEGY: This guy is pretty tough. He'll fly around the arena, but is normally
              out of sight. When he's in-sight, he'll pass like a thunder. You'll have
              a few seconds to take aim, and let A missile fly. Don't try to shoot
              three or ten missiles are once, because, most likely, only one of them
              will hit the harrier. There is not a special strategy here. Just dodge
              the harrier's attacks, and shoot at him. Snake will occasionally throw
              at you rations and missiles. Be sure to pick them up.
              The harrier will normally shoot at you with its rail gun. It will also
              try to hit you on the fly. Missiles are the other way it has to attack
              you. Keep in mind that halfway through the fight, he'll throw a bunch of
              missiles to the arena, and will tear it up. You'll be most likely hit,
              so be sure you're nearly full health. Sometimes, the game will put you in
              a 2D like perspective. This means the Harrier is going to take a few
              minutes and try to hit you with a barrage of missiles. Move around, and
              roll in order to evade them.
    NAME: Vamp
    DESCRIPTION: A weirdo who thinks he's a vampire: he drinks other people's blood, he
                 survives head and stomach shots, and is a master with the blades.
    WEAPON: Knives.
    WEAPON TO USE: Stinger/AK
    SHOTS: ...
    STRATEGY: This guy is pretty hard. He'll occasionally jump into water, and swim for
              a while, before going out and sending knives toward you. He'll also jump
              into the arena's second floor, and throw you knives. So, have the Stinger
              ready in your menu, and equip it by quickly tapping R2 when Vamp comes
              out of the water. Take aim, and send a missile flying towards him. With
              any luck, it'll hit him(he's very fast). You can also use the AK. Wait
              for him to come out of the water, press L1 to aim, and shoot at him like
              a maniac. He'll evade some of your bullets, but the other "some" will hit
              him. I consider the Stinger to be more effective.
              Like I said, Vamp will rely on attacking you with his knives. He'll also
              capture your shadow, and will leave you motionless for a few seconds. In
              this case, jam the left stick to get free. A contributor also told me
              that you can destroy the room's lights in order to prevent Vamp from
              capturing your Shadow.
    NAME: Vamp
    DESCRIPTION: See above.
    WEAPON: Knife
    SHOTS: Four
    STRATEGY: Equip your Sniper Rifle, and take a Pentazemin/Diazepam. Zoom in, and
              aim at the bastard's head. Hit the square button about four times, and he
              goes down. Be sure you don't hit Emma.
    NAME: Metal Gear Rays
    DESCRIPTION: Three RAYS that attack you simultaneously. They are like metallic
    WEAPON: Railgun, Hydro-launcher, missile launcher.
    WEAPON TO USE: Stinger
    SHOTS: Damn...
    STRATEGY: These guys seem to be tough(geez, there are three of them!) but they're
              actually pretty easy. At first, the bastards will be sitting in the
              horizon, and will send you _homing_ missiles occasionally. You'll hear a
              beep-beep in the background's music. Once it gets faster(beep-beep-BEEP!)
              then you know the missile is about to hit ground. Roll to dodge it. Now,
              what you should do is to hit whatever RAY you want in the knee. This will
              make it open its mouth. Send a missile towards his mouth while is open.
              If your missile hits home, it'll rack up insane damage. After you've done
              some damage to the RAY you picked, it'll come with his friends to the
              arena. Keep doing the same, and it will retire, but another one will come
              to replace it. You'll have to kill about six of them. Good luck.
              Like I stated before, the RAYs will attack you with Homing missiles. See
              above for info on how to evade them. They'll also shoot at you with their
              rail-guns. The rail-gun's accuracy is very reduced, so you should have no
              problem with it. When they start to move, they'll also use an attack in
              which they bend and use their knees to shoot two baby missiles. It's hard
              to dodge them, as they come from both sides. Walk to dodge one, roll to
              dodge the other. The RAYS will also try to stomp you if you get too near
              them. And don't forget the Hydro Cannon.
    NAME: Solidus Snake
    DESCRIPTION: An old man without an eye, an special suit, and two blades.
    WEAPON: Twin Blades
    WEAPON TO USE: High frequency blade
    SHOTS: Ahem...
    STRATEGY: This guy is EASY!. Take out your H.F.B, and get near him. Slash him a
              few a times, and wait him to counter. Evade his counter, and do an
              stinger attack. Repeat. You'll be doing minimal damage, but he'll
              basically won't hit you. One ration is enough for this battle if you
              use my strategy correctly.
              He'll use his blades to do a double swing, and a powerful single swing,
              which both do a lot of damage. You can evade both easily, don't worry.
              He'll also dash at you. If he hits you, be prepared to lose a lot of
              health. When he dashes, he'll leave a trial of fire behind him, which is
              also pretty damaging. Be aware of his tentacles. If he catches you, jam
              on the stick, and press the triangle button to prevent oxygen losing. He
              also uses his tentacles to launch homing missiles at you. These are slow,
              and easily dodge-able, but if they hit you, they do a wallop of damage.
              Once you've damaged him enough, he'll let go of his tentacles. He'll
              become faster, and his dash attack will be more powerful. Just move
              around and you should have no trouble beating him.
                                   --- FUN STUFF ---
         There are several things you can do with this posters. First off, if there is
    a locker with a poster stamped on its door, get inside it, and press the R1 button
    to kiss the poster. Neato. But there are more things to do with posters. Open a
    locker door with a poster on it, and flatten against it. Knock the poster in
    different parts to see what happens. And lastly, stare at a poster as Snake, and
    call for Otacon. You'll see Snake applying the law of five versus one. Now, that's
         Once you reach the Arsenal Gear, you'll start receiving some strange calls
    from Campbell. It results that he wasn't a real person during the whole game. He
    was part of Arsenal Gear's program!. So, when you corrupted AG, you corrupted
    Campbell. He'll start to call you 24/7, and say nonsense things. He'll talk about
    the hara kiri rock or something like that.
         My question to gamers: Was Campbell real in MSG1?. Here is what I got...
    By Steven Sacks:
    Your question is easily answered by turning on MGS for
    the PSX and going to Mission Briefing.   Here you can
    view videos of the Colonel walking around the room talking
    to Snake, who is in the same room.  Not to mention, Snake
    and the Colonel have a long history together.
    By Tim Vukman:
    Campbell was a real person in Metal Gear Solid.  If
    you watch the briefing "tapes", then you can
    occasionally see his shadow passing in front of Snake.
     Also, as construction of Arsenal Gear assumably
    couldn't have begun until the tanker incident provided
    a reason for the Big Shell's construction, their
    probably wouldn't have been an AI around to pretend to
    be the colonel in MGS.
    By Mike :
    Well, there actually is no real indication of Campbell being fake in MGS1.  Roy
    Campbell retired from being in Fox-hound and in the MGS1 game, he was called
    back to duty as operation commander for the mission.  I personnally think that
    Campbell was real in MGS1.  I can prove this because Meryl Silverburgh was
    Campbell's DAUGHTER (in MGS2 Meryl was not even discussed) and he showed feeling
    towards her life unlike MGS2 where he wasn't concerned about anyone.  Come on,
    Campbell hated Snake in MGS2 and they were best friends in MGS1.  Meryl was
    alive in MGS1 and not fake.  I think someone took out Campbell just like Liquid
    did to Master Miller in MGS1 and took his Codec Number (in both versions they
    are the same). Plus, Campbell never told me to stop and turn off my PlayStation
    in MGS1.
    PS Play MGS1.  The plot is a lot better and the graphics are ok.  I think that
    MGS1 should be remade for PS2 with the graphics technology of today.  The Bosses
    were a lot harder and Metal Gear Rex is very very very hard if you don't know
    what you are doing.
    James Begley:
    First off, Meryl does get mentioned in MGS2, I
    believe.  In the beginning of the Plant Chapter, right
    after Raiden meets Pliskin/Snake, right after you get
    his codec frequency, call it about 3 times.  Nothing
    important happens... yet.  He's asleep.  On the 4th or
    so time, you'll catch him dreaming.  You can hear him
    mumble something, and then something that sounds like
    "Meryl", right before he screams "Liquid!".  That's my
    interpretation of his mumble, anyway.
    Anyway, on to Campbell.  When he goes nutty and starts
    referring to his past-life as a webworm as the "good
    old days", and telling of purple stuffed worms in
    flap-jaw space* and what-not, he says something about
    seeing an orange object in the sky, and being
    surrounded by light, and waking up at home.  My theory
    is, the Patriots (whom I still have yet to figure
    ANYTHING substantial about) abducted the good Colonel,
    recorded his genetic data, and reproduced him
    digitally, as an AI...  Before fighting Solidus, he
    and Rosemary speak of their ability to digitize life
    itself.  As for what happened to the real Colonel, who
    knows, maybe they Men-In-Blacked his ass, I dunno.
    Your guess is as good as mine.
    * Subliminal confirmation that the effects of magic
    mushrooms can be digitally reproduced as well?
    Yes he was real. The obvious reason being that he meets with Snake during the
    briefing videos. This Campbell is what Raiden, rather WE remember about him. In
    other words, the Patriots took all the Codec, or whatever, recordings and stuffed
    them into the AI. Hope this Helps
    Wesley Moore:
    I read your MGS2 walkthrough at GameFAQs, and I read your question: "Was Campbell
    in MGS1 a real person?". Well, I was wondering that myself. After beating MGS2,
    you think "no". However, if you read the last article in the "Special" area of
    MGS2, you'll find the answer.
    The second one is 110. Just flip through that till you get to the end, and
    exit(yes, I did read it all, but I won't bother explaining it). The third, and
    last one, is 324 pages. At first, yes, my mouth did gape a bit, but, a bit
    later, in a fit of sheer boredom, I read it(It's actually quite interesting;
    just skip a page or two if it gets boring). Now, I couldn't remember the last
    half of MGS1 clearly(only the basics), otherwise I may know the answer, so you
    may want to contact someone with a MGS1 walkthrough, but here's what I found
    It's written be Natasha(one of Snake's staff in Shadow Moses), giving a fairly
    detailed account of Shadow Moses. Now, in the latter part of the story, when
    Snake is getting close to destroying MGRex, The Colonel discovers a few things
    that were not part of the original briefing, and finally straightens his
    backbone and starts to tell Snake all about the FOXDIE virus and the abort the
    mission, etc. However, Richard Ames(who, if you read this, you should guess is a
    Patriot), yes, THE Ames, whispers something to his staff, which Natasha guesses
    is orders to arrest Campbell. The Colonel gets on the Codec with Snake, but
    before he can say anything, you hear(well, Natasha hears and tells us), that
    there's fighting sounds and finally someone comes on saying the Colonel was
    under arrest. Now, I don't know about 2009, but here in '02, computer programs
    aren't quite advanced enough to be put under arrest, or to put up a fight.
         Press R2 and L2 while talking through the CODEC. Also, move the sticks. Neat
    things will happen.
                                     --- SECRETS ---
         These section is dedicated to some nifty stuff you will get after beating the
    game, or after doing something special while playing it.
         Once you have beaten the game, the press start screen will change. If you
    remember, when you first put on the game, a red Solid Snake was the background of
    the press start screen. However, this time around, a blue Raiden will become the
    background. Beat the game again to return to Snake.
         I'm not very sure about this one, but I think that when you move the right
    stick while in the press start screen, the background lines will shift colors. As I
    said, not sure about this.
         Like the one above, I'm not very sure about this. I think that if you press
    one of the L/R buttons, you will hear a loud bang. Experiment by yourself.
         I will make use of the situation to tell you that extreme mode is not a
    default difficulty. The super-ultra-hard difficulty will be unlocked once you've
    gone through the game once. Afterwards, if you want to start a new game, you'll be
    able to select the extreme difficulty. Wouldn't recommend it unless you're
         After the ending cinema, you'll be given our stats, and a clear code. It is a
    randomly generated number, which is pretty long by the way. The game also gives you
    a web page. Write the code off, and go to the web page. There should be a place
    where you'll be able to input your code. Do so, and you'll get your stats, as well
    as your ranking!. Indeed, this web page will tell you what animal identifies you
    the most, depending on your stats. So, you could be a Snake, or an elephant!.
         This one is given when you collect every single dog tag. Once you do, you will
    be given an URL, and a code. To access the website, you need the code. So giving
    you the URL is useless. Anyway, in this web page, there are a lot of downloadable
                                  --- FUN THINGS TO DO ---
    FPV FUN!
         Apart from providing you marksman aiming, the first person view can be used to
    some other purposes, such as amusement. For instance, let me tell you that when you
    access FPV is like if you've accessed a camera: your screen is now a visor. This is
    a preamble of the things to come.
         First off, while in FPV, shoot a guard in the head or neck, and be sure you're
    very near him. Blood will fly through the screen, and splatter in your "visor", or
    in your face for that matter. But blood is not the only thing that will splatter in
    your camera. When there are a bunch of bugs, all together, put a C4 on top of them.
    Enter FPV, and detonate the C4. The bug's pieces will fly and splatter in your
         On a less violent note, when you come out of the water, you will see water in
    your visor, making you blind for a few seconds. Also, while in the open, look up
    and search for any sea gulls. You will see them throwing some things. If you're
    lucky, one of these things will fall at your camera. Yuck!.
         After you come out of the water, you will be all wet, and you will leave
    footprints as you walk. If an enemy sees a footprint, then he will follow them
    towards you. And if he finds you, you know what does that mean. To prevent this,
    after you've taken your bath, press the X button repeatedly. Your character will
    crouch and stand up continuously!. While he does, all the water he had in his body
    will fall on the floor. Do this for a few seconds, and you'll be dry in no time!.
         Ever wanted to see a guard kiss the floor like you do when your gripping bar
    runs out?. Well, you can, and there are multiple ways to do so. First off, you
    could hold up a guard who's near a ledge. Afterwards(make sure he's not looking)
    unequip your weapon, and punch him out!. After the third hit, you'll send the guard
    flying towards his doom!.
         Another way to do this is to hold up a guard when near a ledge, and put a C4
    in his back. Get a little far away from him(not too fear, or he may de-hold up
    himself) and detonate the C4. Blood will splatter the floor, and the guard will
    superman himself towards the promised land. Lastly, you can sleep a guard, and
    while he's in the floor, carry him towards a ledge. Put him in the floor so half or
    more of his body is in the air. This will make the poor guard fall, and die while
    he's asleep.
         This is probably one of the funniest things to do, and will make you laugh for
    a few seconds if its the first time you do it. While going up or down a flight of
    stairs, perform a roll/flip. Your character will do it, but halfway through, he'll
    fall and hit the floor like a big piece of sh... well, you know what.
         At tanker's hold number two, you will quickly notice that there are two
    projectors. Next to the right one there is a remote control. Stand next to it, and
    press the action button. The fun has started!. First off, Snake will change Scott
    Dolph's image from projector to projector continuously. Afterwards, instead of
    Scott's image, he will project a japanese hottie!. He will change the beauty from
    screen to screen. However, somehow he messes up, and projects Scott's image in both
    projectors!. The marines notice something's fishy, and turn around, just to see
    Snake playing with them!. It's game over then, but it's worth it.
         Ever wanted to use those useless Stun grenades?. No better place to do it,
    than the holds!. Hide behind a crate, and throw a grenade towards the multitude.
    Suspicious guards will investigate afterwards. If you're good, they won't find you.
         After the grenade explodes, all guards go down, stunned, while screaming in
    chorus, "Ugh". As I stated before, this will get you caught, but it's hilarious!.
         On your first time through the game, there will be a marine in hold 1 who's
    missing his pants!. Yes, he's in boxers!. Somehow he and his pals haven't noticed.
    He's just standing there, looking at Scott, and showing his boxers. Anybody seems
    to care, either. Take a photo of him, and upload it to Otacon. Watch his reaction.
         And if you thought that was good, wait until you through the game for the
    second time. ALL of the marines in Hold 3 will be on their boxers!. Hey Scott,
    don't you think it's time to set up the rules :).
         Have enough cardboard boxes?. Yes?. Well then, try this!. Look for a conveyor
    belt, and climb it up. Hide inside a cardboard, and wait the belt's light to turn
    blue. Walk into the conveyor!. Tahdah!. You're on your way to somewhere, depending
    on the box you had equipped when you got in the conveyor.
         Remember Johnny Sasaki, the guard who took care of you after Ocelot tortured
    you, and that always was in the bathroom?. Well, he makes his comeback in this
         You'll be able to listen him two times throughout the game. Yes, only listen
    to him. You won't see him, but his conversations are hilarious. Anyway, the first
    time you'll hear about him is in the Shell 1 Core. After you've talked a bit with
    Richard Ames, you'll be able to eavesdrop on Solidus and Ocelot, using your
    directional Mic. Instead of doing so, point the Mic to the far left, and you'll
    hear Sasaki doing his stuff in the bathroom.
         The second time you'll hear Sasaki is in the Strut L, Perimeter. While you
    Snipe, wait Emma the cross the second pillar. Take out your Mic then, and point
    towards the pillar. You should hear Emma having a conversation with Sasaki.
         In the hostage room at Shell 1 core, there is a woman who has here legs
    slightly open. This is Jennifer. Now, because you're a sick bastard, you'll try to
    see her through her legs. She'll close them, of course. Now, if you really want to
    see her underwear, doze him with your M9, and then crouch. Happy looking, you sick
    BLOODY VAMP  --->By Chad Gibbons
         This one took me awhile to get right.  Right after Vamp takes off,
    there will be blood dripping from the ceiling (which I noticed during the
    "Vamp - bloodsuck" cutscene").  You've got about 5 seconds before the blood
    dries up and stops dripping.  If you quickly rush over to the spot with the huge
    blood pool beneath it (near sparking lights) and look up in FPV, a drop
    (or two) of blood will drip onto your visor.
         This took me 4 tries to get right.  It's amazingly hard to do, so if
    you  can do it, try looking up with the camera and taking a pictures to
    show-off with!!
                                  ---TANKER CHAPTER---
    #     ID     B.T       Name                          Location
    000 - 0923 | A  | Olga Gurlukovich            | NAVIGATIONAL DECK, WING
    001 - 0616 | B  | Ross E Bowman               | AFTER DECK
    002 - 0704 | ?  | Abraham Carille             | AFTER DECK
    003 - 0120 | O  | Kaisser Ag Agnouche         | AFTER DECK
    004 - 0430 | O  | Arnaud Delaunay             | NAVIGATIONAL DECK, WING
    005 - 1206 | B  | Ryoji Makimura              | DECK-A, CREW QUARTER'S
    006 - 0928 | AB | Kim K Christensen           | DECK-B, CREW'S QUARTERS
    007 - 1114 | B  | Kevin S Purvis              | DECK-A, CREW'S LOUNGE
    008 - 0225 | AB | Yasuhiro Miyamoto           | DECK-A, CREW'S LOUNGE
    009 - 0307 | O  | Micheal C Anthony           | DECK-A, CREW'S LOUNGE
    010 - 1230 | A  | Carlos Garci Garcie         | DECK-D, CREW'S QUARTERS
    011 - 0618 | AB | Mineshi Kimura              | DECK-D, CREW'S QUARTERS
    012 - 0228 | AB | Jonathan Hancock            | DECK-2, PORT
    013 - 0304 | O  | Bryn T Kershaw              | DECK-2, PORT
    014 - 1205 | B  | Micheal Hurkmans            | DECK-2, PORT
    015 - 0630 | B  | Ken Ogasawara               | ENGINE ROOM
    016 - 0218 | ?  | Petro Kyrylenko             | ENGINE ROOM
    017 - 0624 | AB | Aaron F Kopf                | ENGINE ROOM
    018 - 0513 | ?  | James P Fitzgibons          | ENGINE ROOM
    019 - 0403 | A  | Alexander Strigi            | ENGINE ROOM
                            ---PLANT CHAPTER---
    000 - ???? | ?  | Iroquois Plisken            | ARSENAL GEAR, ASCENDING
                                                  | COLON
    001 - 0325 | O  | Carlos I Siu                | STRUT A, DEEP SEA DOCK
    002 - 0324 | O  | Clinton J Heileman Jr       | STRUT A, DEEP SEA DOCK
    003 - 1213 | B  | Mike J Newman               | STRUT A, ROOF
    004 - 0417 | AB | Rayyan A Said               | STRUT A, PUMP ROOM
    005 - 0130 | A  | Shigeo Okajima              | STRUT A, PUMP ROOM
    006 - 0918 | O  | Cord B Smith                | AB CONNECTING BRIDGE
    007 - 0816 | ?  | Mario C Lopez               | AB CONNECTING BRIDGE
    008 - 0425 | O  | Shuhei Tanaka               | STRUT B, TRANSFORMER ROOM
    009 - 0327 | ?  | Momoko Kawai                | STRUT B, TRANSFORMER ROOM
    010 - 1129 | AB | Kengo Iwata                 | BC CONNECTING BRIDGE
    011 - 0624 | ?  | Daniel Modol                | STRUT C, DINING HALL
    012 - 0128 | O  | Noriyuki Katsumura          | STRUT C, DINING HALL
    013 - 0131 | O  | Tetsuro Sueyoshi            | CD CONNECTING BRIDGE
    014 - 0420 | O  | Tony J Ylaranta             | CD CONNECTING BRIDGE
    015 - 0611 | O  | Paul R Martin               | STRUT D, SEDIMENT POOL
    016 - 0314 | ?  | Leandro M Cardoso           | STRUT D, SEDIMENT POOL
    017 - 0929 | A  | Al J Josel                  | DE CONNECTING BRIDGE
    018 - 1227 | A  | Hyoko Hariyama              | DE CONNECTING BRIDGE
    019 - 1109 | AB | Barna K Olvedi              | STRUT E, PARCEL ROOM
    020 - 1205 | A  | Yuta Kunibe                 | STRUT E, PARCEL ROOM
    021 - 0620 | ?  | Daniel C Bell               | STRUT E, HELIPORT
    022 - 1011 | O  | Yuki Miyata                 | STRUT E, HELIPORT
    023 - 0829 | AB | Nadim Daban                 | STRUT F, WAREHOUSE
    024 - 0809 | AB | Timothy J Kane              | STRUT F, WAREHOUSE
    025 - 0609 | B  | Allen J Chang               | FA CONNECTING BRIDGE
    026 - 0720 | A  | Jean Luc Cougar             | SHELL 1, CORE 1F
    027 - 0721 | AB | Luis A Fernandes            | SHELL 1, CORE 1F
    028 - 0813 | A  | Yuta Kiguchi                | SHELL 1, CORE 2F
    029 - 0707 | B  | Masafumi Okuta              | SHELL 1, CORE B1
    030 - 0925 | O  | Mathew R Bartz              | SHELL 1, CORE B1
    031 - 0718 | A  | Kunio Takabe                | SHELL 1, CORE B1
    032 - 0409 | AB | Joey Simkins                | SHELL 1, CORE B2 COMPUTER ROOM
    033 - 0627 | A  | Sue G Westli                | SHELL 1, CORE B2 COMPUTER ROOM
    034 - 0131 | O  | Sam M Shrimpton             | SHELL 1, CORE B2 COMPUTER ROOM
    035 - 0903 | O  | Norihiko Hibino             | SHELL 1, CORE B2 COMPUTER ROOM
    036 - 0308 | ?  | Erik R Christy              | KL CONNECTING BRIDGE
    037 - 0920 | O  | Jason C Patino              | STRUT L, SEWAGE TREATMENT FACILITY
    038 - 0107 | A  | Maarten Van Der Zwan        | STRUT L, SEWAGE TREATMENT FACILITY
    039 - 0708 | B  | Motoyuki Toshioka           | SHELL 2 CORE, 1F AIR PURIFICATION
                                                  | ROOM
    040 - 0524 | A  | Adrian Thein                | SHELL 2 CORE, 1F AIR PURIFICATION
                                                  | ROOM
    041 - 0416 | A  | Yuki Higuchi                | SHELL 2 CORE, 1F AIR PURIFICATION
                                                  | ROOM
    042 - 1116 | A  | Peter Stillman              | STRUT E, HELIPORT
                              ---TANKER CHAPTER---
    #      ID   B.T      NAME                           AREA
    000 - 0923 | A  | Olga Gurlukovich            | NAVIGATIONAL DECK, WING
    001 - 1217 | O  | Nicholas M Capone           | AFT DECK
    002 - 1228 | O  | Donal L Gilliland           | AFT DECK
    003 - 0915 | AB | Joe T Holdren               | AFT DECK
    004 - 0513 | O  | Shaun P Wilson              | NAVIGATIONAL DECK, WING
    005 - 1031 | B  | Jeff K Hui                  | DECK A, CREW'S QUARTERS
    006 - 0806 | O  | Mark W Bruce                | DECK B, CREW'S QUARTERS
    007 - 0123 | B  | Yukho Wong                  | DECK A, CREW'S QUARTERS
    008 - 1122 | ?  | Anders E Leiro              | DECK A, CREW'S LOUNGE
    009 - 0209 | O  | Skrakfus Mercio             | DECK A, CREW'S LOUNGE
    010 - 1206 | B  | Gavin S Nash                | DECK D, CREW'S QUARTERS
    011 - 1108 | A  | David S Eastwick            | DECK D, CREW'S QUARTERS
    012 - 0502 | ?  | Kozaka Kh Henri             | DECK 2, PORT
    013 - 0630 | A  | Marcin A Cieslinski         | DECK 2, PORT
    014 - 0207 | AB | Thomas P Dohm               | DECK 2, PORT
    015 - 0513 | O  | Enrique Camacho             | ENGINE ROOM, STARBOARD
    016 - 0512 | A  | Takashi Ohari               | ENGINE ROOM, STARBOARD
    017 - 0210 | ?  | Max C Wood                  | ENGINE ROOM, STARBOARD
    018 - 1123 | AB | John W Fleming              | ENGINE ROOM, STARBOARD
    019 - 0108 | B  | Edward B Elston             | ENGINE ROOM, STARBOARD
    020 - 0303 | O  | Christopher D Dadah         | ENGINE ROOM, STARBOARD
                                  ---PLANT CHAPTER---
    000 - ???? | A  | Meryl Silverburgh           | ARSENAL GEAR, ASCENDING
                                                  | COLON
    001 - 0806 | A  | Thomas G Cardner            | STRUT A, DEEP SEA DOCK
    002 - 0714 | AB | Matthew R Vogel             | STRUT A, DEEP SEA DOCK
    003 - 0716 | A  | Megumi Nakaniihara          | STRUT A, ROOF
    004 - 0326 | O  | Mathew A Bullock            | STRUT A, PUMP ROOM
    005 - 0902 | B  | Addam J Drew                | STRUT A, PUMP ROOM
    006 - 0403 | ?  | Yusuke Takada               | AB CONNECTING BRIDGE
    007 - 0505 | ?  | Miles D Ashley              | AB CONNECTING BRIDGE
    008 - 0326 | O  | Mark E Francis              | STRUT B, TRANSFORMER ROOM
    009 - 0309 | O  | Kazuki Muraoka              | STRUT B, TRANSFORMER ROOM
    010 - 0828 | ?  | Tom A Hutchinson            | BC CONNECTING BRIDGE
    011 - 0211 | A  | Corey E Louden              | STRUT C, DINING HALL
    012 - 0605 | O  | Ian J Andrews               | STRUT C, DINING HALL
    013 - 1109 | ?  | Tim J Veldboom              | CD CONNECTING BRIDGE
    014 - 0202 | B  | David C Ratanaseangsuang    | CD CONNECTING BRIDGE
    015 - 0608 | O  | Nicholas J Schreiber        | STRUT D, SEDIMENT POOL
    016 - 0821 | A  | Achim Amaan                 | STRUT D, SEDIMENT POOL
    017 - 0101 | O  | Tommy Blunt                 | STRUT D, SEDIMENT POOL
    018 - 0109 | A  | Mariko Nakamura             | DE CONNECTING BRIDGE
    019 - 0819 | O  | Emily Britt                 | DE CONNECTING BRIDGE
    020 - 0613 | A  | Daniel A Longworth          | STRUT E, PARCEL ROOM
    021 - 0605 | ?  | Caroline M L Gibson         | STRUT E, PARCEL ROOM
    022 - 0324 | B  | Yuki Sawada                 | STRUT E, HELIPORT
    023 - 0206 | A  | Daijiro Takeshima           | STRUT E, HELIPORT
    024 - 1017 | O  | Abigail G Sanchez           | STRUT F, WAREHOUSE
    025 - 0213 | B  | Evan A Ball                 | STRUT F, WAREHOUSE
    026 - 0320 | A  | Juergen Jur Goessnitzer     | STRUT F, WAREHOUSE
    027 - 0106 | B  | Yuko Yano                   | FA CONNECTING BRIDGE
    028 - 0812 | O  | Rick Naylor                 | SHELL 1 CORE, 1F
    029 - 0826 | ?  | Jeremy A Davis              | SHELL 1 CORE, 1F
    030 - 1025 | ?  | Zephan G Kirkpatrick        | SHELL 1 CORE, 1F
    031 - 1220 | O  | Kenneth Wong                | SHELL 1 CORE, B1
    032 - 0321 | A  | Michael D Craft             | SHELL 1 CORE, B1
    033 - 0502 | A  | Stephen D Haynes            | SHELL 1 CORE, B1
    034 - 0711 | AB | Joshua A Crandall           | SHELL 1 CORE, B2 COMPUTER ROOM
    035 - 0316 | ?  | Andrew J Baker              | SHELL 1 CORE, B2 COMPUTER ROOM
    036 - 1012 | ?  | Andrew J Walker             | SHELL 1 CORE, B2 COMPUTER ROOM
    037 - 0721 | B  | Kazunobu Uehara             | SHELL 1 CORE, B2 COMPUTER ROOM
    038 - 0522 | A  | Thomas Szediak              | KL CONNECTING BRIDGE
    039 - 0627 | A  | Shuichi Hata                | STRUT L, SEWAGE TREATMENT FACILITY
    040 - 1117 | O  | Frank A Morales             | STRUT L, SEWAGE TREATMENT FACILITY
    041 - 1025 | AB | Lee P French                | SHELL 2 CORE, 1F AIR PURIFICATION
                                                  | ROOM
    042 - 1103 | ?  | Marcos A Gomez              | SHELL 2 CORE, 1F AIR PURIFICATION
                                                  | ROOM
    043 - 0402 | A  | Scott K Cleary              | SHELL 2 CORE, 1F AIR PURIFICATION
                                                  | ROOM
    044 - 1116 | A  | Peter Stillman              | STRUT E, HELIPORT
                                 ---TANKER CHAPTER---
    #     I.D   B.T      NAME                         LOCATION
    000 - 0923 | A  | Olga Gurlukovich            | NAVIGATIONAL DECK, WING
    001 - 1025 | A  | Kazuya Ikeno                | AFTER DECK
    002 - 0918 | A  | Rodrigo Spinetti            | AFTER DECK
    003 - 0331 | ?  | Bryan D Scheibe             | AFTER DECK
    004 - 0215 | AB | Ho Yeung Tsang              | NAVIGATIONAL DECK, WING
    005 - 0829 | O  | Hirosuke Moritomo           | DECK C, CREW'S QUARTERS
    006 - 1109 | B  | Frank Gther                 | DECK A, CREW'S QUARTERS
    007 - 0330 | ?  | Marco G Brunato             | DECK B, CREW'S QUARTERS
    008 - 0116 | ?  | Jesus Bibian Jr             | DECK B, CREW'S QUARTERS
    009 - 0508 | ?  | Jordi C Aldea               | DECK A, CREW'S LOUNGE
    010 - 0517 | A  | Sadaaki Kaneyoshi           | DECK A, CREW'S LOUNGE
    011 - 0407 | ?  | Anthony D Callaghan         | DECK A, CREW'S LOUNGE
    012 - 0426 | AB | Craig M Weldon              | DECK D, CREW'S QUARTERS
    013 - 0803 | B  | Ulf T Lundh                 | DECK D, CREW'S QUARTERS
    014 - 0408 | A  | Shinta Nojiri               | DECK D, CREW'S QUARTERS
    015 - 0812 | B  | Jun Tanaka                  | DECK 2, PORT
    016 - 1221 | O  | Bernard A Reeves            | DECK 2, PORT
    017 - 1120 | A  | Evan M Martin               | DECK 2, PORT
    018 - 1123 | B  | Bruno A Montenegro          | ENGINE ROOM, STARBOARD
    019 - 0909 | A  | Almerindo Lemke             | ENGINE ROOM, STARBOARD
    020 - 0211 | A  | Satoshi Hirano              | ENGINE ROOM, STARBOARD
    021 - 0625 | O  | Justin C Cumley             | ENGINE ROOM, STARBOARD
    022 - 0930 | ?  | Kristian Lindin             | ENGINE ROOM, STARBOARD
    023 - 0602 | A  | Mika Abe                    | ENGINE ROOM, STARBOARD
    024 - 0731 | O  | Tatsuya Takada              | ENGINE ROOM, STARBOARD
                              ---TANKER CHAPTER---
    000 - ???? | ?  | Solid Snake                 | ARSENAL GEAR, ASCENDING
                                                  | COLON
    001 - 0908 | A  | Christopher J Uzdanovich    | STRUT A, ROOF
    002 - 0420 | O  | Christophe L Lallemand      | STRUT A, PUMP ROOM
    003 - 0905 | O  | Hurell F Lyons              | STRUT A, PUMP ROOM
    004 - 0418 | O  | Juntaro Saito               | AB CONNECTING BRIDGE
    005 - 0707 | A  | So Toyota                   | AB CONNECTING BRIDGE
    006 - 1123 | ?  | Robert J Bryk               | STRUT B, TRANSFORMER ROOM
    007 - 0210 | O  | Scott A Morgan              | STRUT B, TRANSFORMER ROOM
    008 - 0717 | O  | George T Joseph             | BC CONNECTING BRIDGE
    009 - 0611 | A  | Vahe V Varujan              | STRUT C, DINING HALL
    010 - 0813 | A  | Mark Mugendi                | STRUT C, DINING HALL
    011 - 0405 | O  | Irene C Carvalho            | CD CONNECTING BRIDGE
    012 - 0328 | O  | Jools Watsham               | CD CONNECTING BRIDGE
    013 - 0822 | ?  | Adam J Schick               | STRUT D, SEDIMENT POOL
    014 - 1130 | O  | Takayoshi Ogawa             | STRUT D, SEDIMENT POOL
    015 - 1119 | ?  | Jamie A Trumper             | STRUT D, SEDIMENT POOL
    016 - 0205 | ?  | Sergio Carranza             | DE CONNECTING BRIDGE
    017 - 0930 | O  | Michiko Arai                | DE CONNECTING BRIDGE
    018 - 0704 | B  | Takashi Mizutani            | STRUT E, PARCEL ROOM
    019 - 1221 | O  | Christian Cr Renner         | STRUT E, PARCEL ROOM
    020 - 0617 | ?  | Andy B Gilder               | STRUT E, PARCEL
    021 - 1212 | A  | Takashi Horikawa            | STRUT E, HELIPORT
    022 - 0504 | A  | Kevin T Petty               | STRUT E, HELIPORT
    023 - 0218 | ?  | Guilherme K Saran           | STRUT E, HELIPORT
    024 - 0916 | A  | Chen Yen Wen                | STRUT F, WAREHOUSE
    025 - 0115 | A  | Caroline Frechette          | STRUT F, WAREHOUSE
    026 - 1113 | B  | Rafael Estaregue            | STRUT F, WAREHOUSE
    027 - 1228 | A  | Tomokazu Fukushima          | FA CONNECTING BRIDGE
    028 - 0915 | ?  | Monte S Tate                | SHELL 1, CORE 1F
    029 - 0617 | A  | Stephanie Hattenberger      | SHELL 1, CORE 1F
    030 - 0530 | A  | Jason B Wray                | SHELL 1, CORE 1F
    031 - 0112 | ?  | Matt T Federspiel           | SHELL 1, CORE 1F
    032 - 0713 | A  | Iiro Karvinen               | SHELL 1, CORE B1
    033 - 0922 | B  | Ray A Holdren               | SHELL 1, CORE B1
    034 - 0414 | A  | Hiro Takada                 | SHELL 1, CORE B1
    035 - 0618 | O  | Eric G Macway               | SHELL 1, CORE B2 COMPUTER ROOM
    036 - 1020 | O  | Ian J Roberts               | SHELL 1, CORE B2 COMPUTER ROOM
    037 - 0707 | A  | Alexandre Bertrand          | SHELL 1, CORE B2 COMPUTER ROOM
    038 - 0630 | ?  | Peter D Mccarthy            | SHELL 1, CORE B2 COMPUTER ROOM
    039 - 0908 | O  | Ichiro Kutome               | KL CONNECTING BRIDGE
    040 - 0523 | B  | Yutaka Negishi              | STRUT L, SEWAGE TREATMENT FACILITY
    041 - 0831 | ?  | Renata N Csio               | STRUT L, SEWAGE TREATMENT FACILITY
    042 - 0101 | O  | Tony J Case                 | SHELL 2 CORE, 1F AIR PURIFICATION
                                                  | ROOM
    043 - 0318 | O  | Paul M Blacketer            | SHELL 2 CORE, 1F AIR PURIFICATION
                                                  | ROOM
    044 - 0128 | ?  | Dennis J Krimpelbein        | SHELL 2 CORE, 1F AIR PURIFICATION
                                                  | ROOM
    045 - 0612 | O  | Stanley A Garcia            | SHELL 2 CORE, 1F AIR PURIFICATION
                                                  | ROOM
    046 - 0928 | B  | Charles P Quivers           | SHELL 2 CORE, 1F AIR PURIFICATION
                                                  | ROOM
    047 - 0323 | ?  | Sevak N Fair                | SHELL 2 CORE, 1F AIR PURIFICATION
                                                  | ROOM
    048 - 1116 | A  | Peter Stillman              | STRUT E, HELIPORT
                                  ---TANKER CHAPTER---
    #     I.D    B.T       NAME                       LOCATION
    000 - 0923 | A  | Olga Gurlukovich            | NAVIGATIONAL DECK, WING
    001 - 0209 | ?  | Markus A Lindqvist          | AFTER DECK
    002 - 0103 | O  | Kenichi Takashima           | AFTER DECK
    003 - 0801 | O  | Thiago S Parra              | AFTER DECK
    004 - 0819 | ?  | Chris J Matzdorf            | NAVIGATIONAL DECK, WING
    005 - 0102 | A  | Adrian B Scholvinck         | DECK C, CREW'S QUARTERS
    006 - 0228 | B  | Julius Jun                  | DECK A, CREW'S QUARTERS
    007 - 0302 | A  | Kazuki Nisimura             | DECK B, CREW'S QUARTERS
    008 - 1030 | ?  | Zhang Chao                  | DECK B, CREW'S QUARTERS
    009 - 1007 | O  | Vishal Kapur                | DECK A, CREW'S LOUNGE
    010 - 0107 | B  | Victor A Cruz               | DECK A, CREW'S LOUNGE
    011 - 1021 | ?  | Larry D Lionberger          | DECK A, CREW'S LOUNGE
    012 - 0602 | O  | Celeste D Sauls             | DECK D, CREW'S QUARTERS
    013 - 0714 | O  | Danielle E Ford             | DECK D, CREW'S QUARTERS
    014 - 0925 | O  | Jennifer A Mauck            | DECK D, CREW'S QUARTERS
    015 - 0624 | O  | Daniel A Olsson             | DECK D, CREW'S QUARTERS
    016 - 0817 | O  | Youssel Fassi-Fihri         | DECK 2, PORT
    017 - 0315 | ?  | Sean P Cullen               | DECK 2, PORT
    018 - 0525 | AB | Lars Crama                  | DECK 2, PORT
    019 - 1230 | B  | David Chau                  | ENGINE ROOM, STARBOARD
    020 - 0102 | A  | Philippe Ah Mouritzen       | ENGINE ROOM, STARBOARD
    021 - 0315 | B  | Yoko Niiyama                | ENGINE ROOM, STARBOARD
    022 - 0128 | B  | John V Teves                | ENGINE ROOM, STARBOARD
    023 - 0726 | B  | Christian Nordstr           | ENGINE ROOM, STARBOARD
    024 - 1230 | AB | Jonathan Murphy             | ENGINE ROOM, STARBOARD
    025 - 1222 | A  | Yuji Korekado               | ENGINE ROOM, STARBOARD
                             ---PLANT CHAPTER---
    000 - ???? | ?  | Liquid Snake                | ARSENAL GEAR, ASCENDING COLON
    001 - 0406 | O  | Yamato Hagiwara             | STRUT A, ROOF
    002 - 0909 | ?  | Chris Walker                | STRUT A, PUMP ROOM
    003 - 0704 | O  | Brian D Hagermann           | STRUT A, PUMP ROOM
    004 - 0821 | B  | Makoto Sonoyama             | AB CONNECTING BRIDGE
    005 - 0906 | AB | Christoph C Reinicke        | AB CONNECTING BRIDGE
    006 - 0820 | ?  | Justin D Ebersole           | STRUT B, TRANSFORMER ROOM
    007 - 0120 | ?  | William A Catacutan         | STRUT B, TRANSFORMER ROOM
    008 - 1016 | O  | Natalie Yip                 | BC CONNECTING BRIDGE
    009 - 0506 | ?  | Kelsy L Clark               | STRUT C, DINING HALL
    010 - 0412 | AB | Bjoern Hiede                | STRUT C, DINING HALL
    011 - 0705 | A  | Daniel Y Kato               | CD CONNECTING BRIDGE
    012 - 0106 | O  | Alexandre Reis Cunha Dantas | CD CONNECTING BRIDGE
    013 - 0730 | ?  | Jason Enos                  | STRUT D, SEDIMENT POOL
    014 - 0715 | O  | Josiah F Thorne             | STRUT D, SEDIMENT POOL
    015 - 0803 | O  | Yoshikazu Matsuhana         | STRUT D, SEDIMENT POOL
    016 - 0408 | A  | Claudia Cd Diessner         | STRUT D, SEDIMENT POOL
    017 - 0309 | ?  | Gary K Yong                 | DE CONNECTING BRIDGE
    018 - 0804 | A  | Devon V Tailor              | DE CONNECTING BRIDGE
    019 - 1018 | A  | Chris Kramer                | STRUT E, PARCEL ROOM
    020 - 0205 | B  | Ikuya Nakamura              | STRUT E, PARCEL ROOM
    021 - 0323 | AB | Andreas Ebeler              | STRUT E, PARCEL ROOM
    022 - 0504 | O  | James N Janovsky            | STRUT E, PARCEL ROOM
    023 - 0604 | O  | Nathaniel Lord              | STRUT E, HELIPORT
    024 - 1001 | A  | Chris M Flohr               | STRUT E, HELIPORT
    025 - 0712 | O  | Gary J Davidson             | STRUT E, HELIPORT
    026 - 1229 | O  | Carlos Kiho                 | STRUT F, WAREHOUSE
    027 - 0406 | AB | Andrew N Bartlett           | STRUT F, WAREHOUSE
    028 - 0619 | ?  | Tim U Chan                  | STRUT F, WAREHOUSE
    029 - 0721 | A  | Futoshi Satou               | STRUT F, WAREHOUSE
    030 - 1207 | A  | Shinpei Murakami            | FA CONNECTING BRIDGE
    031 - 0307 | O  | David Lesslie               | SHELL 1, CORE 1F
    032 - 0813 | B  | Brian R Strack              | SHELL 1, CORE 1F
    033 - 1120 | A  | Skip M Murray               | SHELL 1, CORE 1F
    034 - 0929 | ?  | Axel R Zijderveld           | SHELL 1, CORE 1F
    035 - 0212 | ?  | Kamran Keenan               | SHELL 1, CORE B1
    036 - 0210 | A  | Tomonori Morita             | SHELL 1, CORE B1
    037 - 1120 | A  | Julian Jd Dort              | SHELL 1, CORE B1
    038 - 0918 | AB | Steven Schmitt              | SHELL 1, CORE B2 COMPUTER ROOM
    039 - 0703 | AB | Michael O Kress             | SHELL 1, CORE B2 COMPUTER ROOM
    040 - 0408 | B  | Stephane Tudela             | SHELL 1, CORE B2 COMPUTER ROOM
    041 - 0323 | O  | Yoriko Shimizu              | SHELL 1, CORE B2 COMPUTER ROOM
    042 - 0322 | A  | Yun-Ho Kim                  | KL CONNECTING BRIDGE
    043 - 1010 | AB | Jun Sukegawa                | STRUT L, SEWAGE TREATMENT FACILITY
    044 - 0105 | A  | Joey P Gonzales             | STRUT L, SEWAGE TREATMENT FACILITY
    045 - 1117 | ?  | Christopher Heck            | SHELL 2, CORE AIR PURIFICATION
                                                  | ROOM
    046 - 1211 | ?  | Martin Kuko                 | *
                                 ---TANKER CHAPTER---
    000 - 0923 | A  | Olga Gurlukovich            | NAVIGATIONAL DECK, WING
    001 - 0803 | O  | Dave Cox                    | AFTER DECK
    002 - 0208 | O  | Pawel Majewski              | AFTER DECK
    003 - 0609 | B  | Mathieu Trepanier           | AFTER DECK
    004 - 0406 | AB | Cory A Noll                 | NAVIGATIONAL DECK, WING
    005 - 0429 | ?  | Joshua D Casnocha           | DECK C, CREW'S QUARTERS
    006 - 1031 | ?  | Louis K Stevenson           | DECK A, CREW'S QUARTERS
    007 - 0818 | O  | Michael D Rogers            | DECK B, CREW'S QUARTERS
    008 - 1121 | O  | Gianluca Peruzzo            | DECK B, CREW'S QUARTERS
    009 - 1230 | A  | Travis J Lujan              | DECK A, CREW'S LOUNGE
    010 - 1014 | B  | Brendan M Randall           | DECK A, CREW'S LOUNGE
    011 - 1029 | O  | Chris D Bernd               | DECK A, CREW'S LOUNGE
    012 - 1224 | B  | Chantelle M Blair           | DECK D, CREW'S QUARTERS
    013 - 1031 | A  | Eduard V Fernandez          | DECK D, CREW'S QUARTERS
    014 - 1225 | AB | Yoji Shinkawa               | DECK D, CREW'S QUARTERS
    015 - 0215 | B  | Niko Ionixx Horn            | DECK D, CREW'S QUARTERS
    016 - 0403 | B  | Adnan Hadzic                | DECK 2, PORT
    017 - 0928 | O  | Shu Tajima                  | DECK 2, PORT
    018 - 0307 | ?  | Stuart J Batchelar          | DECK 2, PORT
    019 - 0402 | O  | Masataka Nishiyama          | ENGINE ROOM, STARBOARD
    020 - 0307 | ?  | Michael M Wong              | ENGINE ROOM, STARBOARD
    021 - 0327 | A  | Manabu Nakamura             | ENGINE ROOM, STARBOARD
    022 - 0601 | A  | Simon P Sargent             | ENGINE ROOM, STARBOARD
    023 - 1225 | O  | Yosuke Kamezaki             | ENGINE ROOM, STARBOARD
    024 - 0531 | O  | Clarke A Baldwi             | ENGINE ROOM, STARBOARD
    025 - 1116 | AB | Hideki Sasaki               | ENGINE ROOM, STARBOARD
                                ---PLANT CHAPTER---
    000 - 0824 | A  | Hideo Kojima                | ARSENAL GEAR, ASCENDING
                                                  | COLON
    001 - 0731 | O  | Takeshi Sato                | STRUT A, ROOF
    002 - 0801 | B  | Shinji Yamashita            | STRUT A, PUMP ROOM
    003 - 1119 | AB | Ryan T Cronkight            | STRUT A, PUMP ROOM
    004 - 0813 | A  | Josef Karsch                | AB CONNECTING BRIDGE
    005 - 1130 | O  | Emmanuel Y L Passian        | AB CONNECTING BRIDGE
    006 - 1027 | O  | Lee M Mccowan               | STRUT B, TRANSFORMER ROOM
    007 - 0510 | AB | Hiro Miyajima               | STRUT B, TRANSFORMER ROOM
    008 - 0101 | ?  | Drew J Elmer                | BC CONNECTING BRIDGE
    009 - 0330 | A  | Toru Kawakami               | STRUT C, DINING HALL
    010 - 0205 | AB | Adam J Sarpolis             | STRUT C, DINING HALL
    011 - 1207 | A  | Jyunpei Hirano              | CD CONNECTING BRIDGE
    012 - 1126 | A  | Kyle S Carrigan             | CD CONNECTING BRIDGE
    013 - 0921 | AB | Matt J Van Leeuwen          | STRUT D, SEDIMENT POOL
    014 - 1104 | O  | Matthew B Boyett            | STRUT D, SEDIMENT POOL
    015 - 0910 | ?  | Collis R Williams           | STRUT D, SEDIMENT POOL
    016 - 0109 | B  | Nobumitsu Tanaka            | STRUD D, SEDIMENT POOL
    017 - 0712 | B  | Matthew C Miller            | DE CONNECTING BRIDGE
    018 - 0810 | ?  | Alex C Wilson               | DE CONNECTING BRIDGE
    019 - 1219 | A  | Yoshiyuki Koido             | STRUT E, PARCEL ROOM
    020 - 0606 | B  | Tsunehiko Shibata           | STRUT E, PARCEL ROOM
    021 - 0313 | O  | Ryan Sheffer                | STRUT E, PARCEL ROOM
    022 - 1205 | A  | Carlos X Luna               | STRUT E, PARCEL ROOM
    023 - 0717 | ?  | David A Ginepri             | STRUT E, PARCEL ROOM
    024 - 0814 | O  | Emmanuel Phung              | STRUT E, HELIPORT
    025 - 1222 | O  | Micheal A Hare              | STRUT E, HELIPORT
    026 - 0615 | O  | Alan J Harries              | STRUT E, HELIPORT
    027 - 0728 | AB | Marco O Scherrer            | STRUT F, WAREHOUSE
    028 - 0727 | O  | Edmond V To                 | STRUT F, WAREHOUSE
    029 - 0421 | O  | Chevrinals Thomas           | STRUT F, WAREHOUSE
    030 - 0703 | A  | Hiroshi Yokote              | STRUT F, WAREHOUSE
    031 - 0103 | ?  | Beri B Pottstam             | STRUT F, WAREHOUSE
    032 - 0110 | B  | Kenichiro Shigeno           | FA CONNECTING BRIDGE
    033 - 0808 | O  | Kaori Yamada                | SHELL 1, CORE 1F
    034 - 0803 | O  | Ryan J Crane                | SHELL 1, CORE 1F
    035 - 0126 | O  | Gareth J Lewis              | SHELL 1, CORE 1F
    036 - 1228 | O  | Andreas R Ramsauer          | SHELL 1, CORE B1
    037 - 0614 | B  | Justin A Cagle              | SHELL 1, CORE B1
    038 - 0602 | B  | Christopher S Korte         | SHELL 1, CORE B1
    039 - 0410 | B  | Mashiro Yoshinaga           | SHELL 1, CORE B1
    040 - 0816 | A  | Daisuke Nishimura           | SHELL 1, CORE B2 COMPUTER ROOM
    041 - 0128 | O  | Viana Siles Mauricette      | SHELL 1, CORE B2 COMPUTER ROOM
    042 - 0429 | AB | Chen Yung Kok               | SHELL 1, CORE B2 COMPUTER ROOM
    043 - 0524 | AB | Anthony J Barrit            | SHELL 1, CORE B2 COMPUTER ROOM
    044 - 0520 | A  | Kaori Yae                   | KL CONNECTING BRIDGE
    045 - 0105 | B  | Isao A Sato                 | STRUT L, SEWAGE TREATMENT FACILITY
    046 - 0401 | A  | Ryan J Schettle             | STRUT L, SEWAGE TREATMENT FACILITY
    047 - 1016 | ?  | Andy Lam                    | SHELL 2 CORE, 1F AIR PURIFICATION
                                                  | ROOM
    048 - 1013 | O  | Hiroaki Yoshiike            | SHELL 2 CORE, 1F AIR PURIFICATION
                                                  | ROOM
    049 - 0314 | A  | Cedric Krolikowski          | SHELL 2 CORE, 1F AIR PURIFICATION
                                                  | ROOM
    050 - 0210 | ?  | Sebastian J Pitman          | SHELL 2 CORE, 1F AIR PURIFICATION
                                                  | ROOM
    051 - 0831 | AB | Marl A Matuszeski           | SHELL 2 CORE, 1F AIR PURIFICATION
                                                  | ROOM
    052 - 0306 | A  | Xavier R Garcia             | SHELL 2 CORE, 1F AIR PURIFICATION
                                                  | ROOM
    053 - 1116 | A  | Peter Stillman              | STRUT E, PARCEL ROOM
    "Eight fiery steps, and we're closer to the end..."
         Thanks for reading my guide. I hope you found it useful.
    NOTE. If you have any Easter egg and you want it to appear in the curiosities
    section, send me an e-mail with "EASTER EGG" as the subject.
      _______   _     _   ________   ________   ________   ________   _       _
     |_______| |_|   |_| |________| |________| |________| |________| |_|     |_|
      _         _______   _          _      _   _      _   _      _   _  __   _
     | |  ___  |  ___  | | |___     | |    | | | |    | | | |    | | | | \ \ | |
     | | |_  | | |   | | |     |    | |    | | | |    | | | |    | | | |  \ \| |
     | |___| | | |   | | | |¯¯¯     | |____/ / | |____/ / | |____| | | |   \ \ |
     |_______| |_|   |_| |  ¯¯¯¯¯¯| |_______/  |_______/  |________| |_|    |__|
                            _          _        _
                           |_|        |_|      |_|
                            _          _  __    _
                           | |        | | \ \  | |
                           | |        | |  \ \ | |
                           | |    _   | |   \ \| |
                           | |___| |  | |    \ \ |
                           |_______|  |_|     |__|
    *END OF FAQ*

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