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Spoiler-Free Walkthrough by MRadford
Version: 1.5 | Updated: 02/16/04
=================================================== METAL GEAR SOLID 2 - SUBSTANCE PLATFORM - XBOX / PLAYSTATION 2 / PC GENRE - STEALTH / ESPIONAGE PRICE - £39.99 / $40.00 GUIDE VERSION - v.1.5 LAST UPDATED - 15/2/04 =================================================== UPDATE: Ok the guide is up. Better late then never, it only took a few weeks anyway. The reason I did this is because there are no spoiler free walkthroughs on Metal Gear Solid, which would spoil the game in a sense if you knew the story. I recommend only doing or even reading the VR section last, as it contains some location spoilers. The rest of the VR missions and the Snakes tales as well as the Skateboarding will be up as soon as I can get around to finishing them, there is already a few to get started. CONTENTS 1. INFORMATION ABOUT THE GUIDE / AUTHOR 1.1 - About the Author 1.2 - About the Guide 1.3 - Guide History 1.4 - Disclaimer 1.5 - Contact Information 2. THE MENUS 2.1 - Oh, the Choice 2.2 - Start Game 2.2.1 - Very Easy 2.2.1 - Easy 2.2.1 - Normal 2.2.1 - Hard 2.2.1 - Extreme 2.2.1 - European Extreme 2.3 - Load Game 2.4 - Options 2.5 - Special 2.6 - VR Missions 2.6.1 - VR 2.6.2 - Elimination 2.6.3 - Bomb Disposal 2.6.4 - Hold up 2.6.5 - First Person 2.6.6 - Camera Shoot CHARACTERS IN VR MISSIONS 2.6.7 - Solid Snake 2.6.8 - Plisken 2.6.9 - Raiden 2.6.10 - Ninja Raiden 2.6.11 - Raiden X 2.7 - Snakes Tales 2.8 - Skateboarding 3. THE GAME HISTORY 3.1 - Metal Gear 3.2 - Metal Gear 2: Solid Snake 3.3 - Metal Gear Solid 3.4 - Metal Gear Solid 2: Sons Of liberty 4. THE CONTROLS 4.1 - Basic Controls 4.2 - Intermediate Controls 4.3 - Advanced Controls 4.4 - Special Techniques 4.5 - Other Controls 5. THE CHARACTERS 5.1 - Solid Snake 5.2 - Iroquois Plisken 5.3 - Raiden 5.4 - Olga Gulcovich 5.5 - Revolver Ocelot 5.6 - Solidus Snake 5.7 - Fortune 5.8 - Vamp 5.9 - Fatman 5.10 - Otacon 5.11 - Emma 5.12 - President Johnson 5.13 - Peter Stillman 5.14 - CMC Dolph 5.15 - Camball 5.16 - Rose 5.17 - Ames 5.18 - Sergi Gurlucovich 5.19 - Liquid Snake 5.20 - SEALS 5.21 - Marines 5.22 - Russian tanker / core guards 5.23 - Russian shell guards 5.24 - Metal Gear RAY 6. WHAT'S ALL THIS ON MY SCREEN THEN? 6.1 - The soloton radar NODE LOCATIONS 6.1.1 - Strut A 6.1.2 - Strut B 6.1.3 - Strut C 6.1.4 - Strut D 6.1.5 - Strut E 6.1.6 - Shell 1 core floor 1 6.1.7 - Shell 1 core floor B1 6.1.8 - Shell 1 core floor B2 6.1.9 - Shell 2 core floor 1 6.1.10 - Shell 2 core floor B1 1st 6.1.11 - Shell 2 core floor B1 2nd 6.2 - LIFE Gauge 6.3 - O2 Gauge 6.4 - Enemy Life Gauge 6.5 - Enemy O2 Gauge 6.6 - Weapon 6.7 - Item 6.8 - Codec STAGES OF ALERT 6.9 - Normal 6.10 - Alert 6.11 - Evasion 6.12 - Caution 6.13 - Jamming GUARDS STATUS 6.14 - Normal 6.15 - Dazed 6.16 - Confused 6.17 - Suspicious 6.18 - Unconscious 6.19 - Asleep 6.20 - Dead 7. WEAPONS AND ITEMS WEAPONS 7.1 - M9 7.2 - USP 7.3 - SOCOM 7.4 - AKS74-U 7.5 - M4 7.6 - Stinger 7.7 - RGB6 7.8 - Nikita 7.9 - PSG1 7.10 - PSG1-T 7.11 - C4 7.12 - Claymore 7.13 - Grenade 7.14 - Stun Grenade 7.15 - Chaff Grenade 7.16 - HF Blade (High Frequency Blade) ITEMS 7.17 - Ration 7.18 - Scope 7.19 - AP Sensor 7.20 - Sensor A 7.21 - Sensor B 7.22 - Mine Detector 7.23 - Thermal Vision 7.24 - Night Vision 7.25 - B. Armor 7.26 - Book 7.27 - Bandage 7.28 - Medicine 7.29 - Magazine 7.30 - Directional Microphone 7.31 - Pentazimine 7.32 - B.D.V 7.33 - Phone 7.34 - Bandanna 7.35 - B. Wig 7.36 - O. Wig 7.37 - Stealth 8. WALKTHROUGHS Who you are up against. Tanker guards Shell guards Core Guards Shell Assault Team Core Assault Team CYPHERS Gun CYPHERS Cameras Gun Cameras Claymores 8.1 - SOL Main game walkthroughs 8.1.1 - Tanker 8.1.2 - Plant (Start) 8.1.3 - Plant (Bomb Disposal pt.1) 8.1.4 - Plant (Bomb Disposal pt.2) 8.1.5 - Boss - FORTUNE 8.1.6 - Plant (Bomb Disposal pt.3) 8.1.7 - Boss - FATMAN 8.1.8 - Plant (Hunt for the AK) 8.1.9 - Plant (Looking for the D.Mic) 8.1.10 - Plant (Looking for Ames) 8.1.11 - Plant (Heading for Shell 2) 8.1.12 - Plant (Bloody IR Sensors!) 8.1.13 - Boss - HARRIER 8.1.14 - Plant (Crossing to the KL connecting bridge) 8.1.15 - Plant (The Nikita) 8.1.16 - Plant (Securing the President) 8.1.17 - Plant (Looking for Emma pt.1) 8.1.18 - Boss - VAMP 8.1.19 - Plant (Looking for Emma pt.2) 8.1.20 - Plant ("I can't swim!") 8.1.21 - Plant (Crossing to strut L) 8.1.22 - Plant (The Oil Fence) 8.1.23 - Plant (To the Core!) 8.1.24 - Plant/Arsenal ("Alright why am I nude on a table?") 8.1.25 - Plant/Arsenal (Snake) 8.1.26 - Plant/Arsenal (The Battle) 8.1.27 - Boss - METAL GEAR RAY 8.1.28 - Boss - SOLIDUS SNAKE 8.2 - VR Missions 8.2.1 - Raiden 126.96.36.199 - VR sneaking 188.8.131.52 - VR eliminate all 184.108.40.206 - Elimination 220.127.116.11 - Hold up 18.104.22.168 - Bomb Disposal 22.214.171.124 - Photo Shoot 126.96.36.199 - Weapons mode 8.2.2 - Ninja Raiden 188.8.131.52 - VR sneaking 184.108.40.206 - VR eliminate all 220.127.116.11 - Elimination 18.104.22.168 - Hold up 22.214.171.124 - Bomb Disposal 126.96.36.199 - Variety mode 188.8.131.52 - Weapons mode 8.2.3 - Raiden X 184.108.40.206 - VR sneaking 220.127.116.11 - VR eliminate all 18.104.22.168 - Elimination 22.214.171.124 - Hold up 126.96.36.199 - Bomb Disposal 188.8.131.52 - Variety mode 184.108.40.206 - Weapons mode 8.2.4 - Snake 220.127.116.11 - VR sneaking 18.104.22.168 - VR eliminate all 22.214.171.124 - Elimination 126.96.36.199 - Hold up 188.8.131.52 - Bomb Disposal 184.108.40.206 - Photo shoot 220.127.116.11 - Weapons mode 8.2.5 - Plisken 18.104.22.168 - VR sneaking 22.214.171.124 - VR eliminate all 126.96.36.199 - Elimination 188.8.131.52 - Hold up 184.108.40.206 - Bomb Disposal 220.127.116.11 - Variety mode 18.104.22.168 - Weapons mode 8.2.6 - Tuxedo Snake 22.214.171.124 - VR sneaking 126.96.36.199 - VR eliminate all 188.8.131.52 - Elimination 184.108.40.206 - Hold up 220.127.116.11 - Bomb Disposal 18.104.22.168 - Variety mode 22.214.171.124 - Weapons mode 8.2.7 - MGS1 Snake 126.96.36.199 - VR sneaking 188.8.131.52 - VR eliminate all 184.108.40.206 - Elimination 220.127.116.11 - Hold up 18.104.22.168 - Bomb Disposal 22.214.171.124 - Variety mode 126.96.36.199 - Weapons mode 8.3 - Snakes Tales 8.3.1 - A Wrongdoing 8.3.2 - Big Shell Evil 8.3.3 - Confidential Legacy 8.3.4 - Dead Man Whispers 8.3.5 - External Gazer PLEASE NOTE SNAKES TALES ARE NOT COMPLETED AS OF YET PLEASE CHECK BACK SOON. 9. MORE FEATURES 9.1 - Boss Survival 9.2 - Casting Theater 9.3 - Collecting the Dog Tags 9.4 - Game Script 9.5 - FAQs 10. ENDING 10.1 Thanks and Credit 10.2 Contact Info =================================================== Ok, with all that out of the way lets get going. Despite this is an in-depth guide I think we can all assume you know how to put turn the game on so from the title screen hit start and lets go. 1. INFORMATION ABOUT THE GUIDE / AUTHOR 1.1 - About the Author This is not my first guide for any games site but I can hardly say I am experienced in the field so if you think I have not covered something completely or you just want a really in depth point by point guide for a certain part of the game then please email me on email@example.com and put the subject as something like "MGS Walkthroughs" as anyone with Hotmail out there will know you get more junk mail then is possible to mention. If I think its junk mail it will be deleted and blocked so be careful what you put. Also, I realize that some people when stuck just email the author without reading the guide. This is VERY annoying so please don't do it and read the guide thoroughly first, it is usually the case that it is in there and is missed. Lastly if you want to submit your own game or VR scores then send them into me and if they look genuine enough I'll put them up here for the world to see. 1.2 - About the Guide As mentioned before, this is a complete guide to the main game and the VR missions including the Hold up modes; elimination modes; bomb disposal modes and the rest. However, if I have missed something or made a mistake somewhere just point it out and I will fix it ASAP. As a final not before we start I hope you enjoy this game and the guide as much as possible. Lots of people have said that this game is a rubbish, this is not the case and although there is a lot of cut scenes try to resist the urge to skip it, the storyline is ace, and the game is very understated, it's great. If you do miss a scene there is a complete transcript of the movies and I'll try to do the codec but don't put money it will be here anytime soon. 1.3 - Guide History - Version. 0.1 - 296 KB Ok the guide is up. Better late then never, it only took a few weeks anyway. The reason I did this is because there are no spoiler free walkthroughs on Metal Gear Solid, which would spoil the game in a sense if you knew the story. I recommend only doing or even reading the VR section last, as it contains some location spoilers. The rest of the VR missions and the Snakes tales as well as the Skateboarding will be up as soon as I can get around to finishing them, there is already a few to get started. - Version. 0.2 - 296 KB A lot of the typos are now corrected in the first half of the documents, and IGN FAQs now have permission to host the guide. - Version. 1.3 - 297 KB A bit more of the transcribed added as well as some spelling corrections. - Version. 1.4 - 300 KB A lot of the remaining spelling mistakes fixed up, only a few more to go. Also added a handy tip for getting past the strangulation part near the end. I recommend reading it , even if you have not got to that part / have passed that part or never actually played the game. If so why are you on this? It can be helpful for other games. - Version. 1.5 - 305 KB Since I haven't done it for a while, I uploaded a new part of the script. I doubt anyone will read it, but for the sake of completion. --- 1.4 - Disclaimer This Guide is protected under copyright law. the reproduction or any or all of this without express permission from the author is against international law. At the moment, this guide should only appear on the following websites: www.gamefaqs.com - Gamefaqs www.faqs.ign.com - Ign Faqs If you see this on any other site please email me on firstname.lastname@example.org 1.5 - Contact Information If for any reason you would wish to contact me about this or any other guide please feel free to email me on email@example.com =================================================== 2. THE MENUS 2.1 - Oh, the Choice MGS2 has a LOT of options, this is to help you to get the most out of your game. You are advised to read through, look and change any of these as you see fit. 2.2 - Start Game If this is the first time then go to this choice and select "1st time". Now you are going to be faced with a list of questions, these will affect the difficulty setting and if the radar will be shown in some views. Sometimes after selecting the answer to a question you can select the choice of difficulty and radar status. Please note, this guide will presume you are playing on Normal mode with "radar does not appear in intrusion view. There are six different levels of difficulty you can play the whole SOL section on. These range from pathetically easy to next best thing -to-impossible European Extreme. Here's the list in full as well as the differences between them. 2.2.1 - Very Easy Very easy is just what is says on the tin. The guards are all almost blind as well as deaf. You seem to be immune to colds and if you need to play on this difficulty then you should really not even bother. DIFFERENCES IN VERY EASY MODE - Guards are practically blind - Guards are practically deaf - Guards and bosses have very little intelligence - You will sustain lots of hits by enemies and bosses - Bosses will take heavy damage in battles - Hands do not tremble whist Sniping - Guards will not clear rooms well - Full amount of ammo available for each gun - You will not catch a cold - Falls do very slight damage. 2.2.1 - Easy Just a bit harder then Very Easy, you get slightly less ammo and your hands tremble in sniping mode. And like Very Easy, you shouldn't have to play on this unless you are getting the dog tags. DIFFERENCES IN EASY MODE - Guards are almost blind - Guards are almost deaf - Guards and bosses have little intelligence - You will sustain minimal damage from enemies - Bosses will take heavy damage in battles - Hands tremble whist sniping - Guards will not clear rooms thoroughly - Lots of ammo available for each gun - You will catch a cold after about 10 minutes outside or in water. - Falls do slight damage 2.2.1 - Normal This is what most people play on as well as the guide is based on. The enemies will be quite intelligent, knowing when to retreat and fire. DIFFERENCES IN NORMAL MODE - Guards have normal vision - Guards do not hear well - Guards and bosses some intelligence - You will sustain around ten hits from guards and bosses - Bosses will take about as much damage as you in battles - Hands tremble whist Sniping - Guards will clear some detailed point in rooms - Around half of ammo available for each gun then V.Easy - You will catch a cold after about five minutes outside or in water 2.2.1 - Hard A lot of people play on this. The guards are very smart and you will not survive a direct assault from the Attack teams. Stealth is certainly the best way to go. Also, the shaver and "game over if discovered" features are now available. DIFFERENCES IN HARD MODE - Guards have good vision - Guards hear most things - Guards and bosses high intelligence - More C4 in bomb disposal - Attack team consists of five guards - You will sustain around seven hits from guards - Bosses will kill you in around five hits - Hands tremble allot whilst sniping - Guards will clear rooms well - Around quarter of ammo available for each gun then V.Easy - You will catch a cold after about three minutes outside or in water - Shaver available from Deep Sea Dock - Game Over if discovered option available 2.2.1 - Extreme This is only available after completing the game once. Guards have extremely good vision and will see anything, this also goes for hearing. You will take extremely heavy damage from very intelligent guards and bosses. I recommend easily being able to beat the game on the Hard setting before even attempting this one. DIFFERENCES IN EXTREME MODE - Guards have excellent vision - Guards have excellent hearing - Guards and bosses are very intelligent and guards work as a team - More C4 in bomb disposal - You will sustain around four hits from guards - Bosses will kill you in two hits - Hands tremble hard whist Sniping - Guards will clear rooms thoroughly - Very small amount of ammo - Attack team consist of five guards - You will catch a cold after about one minute outside or in water - Shaver available from Deep Sea Dock - Game Over if discovered option available 2.2.1 - European Extreme In the original game, this was only available in the European releases. The guards must have invisible binoculars strapped to their heads or something. It is insanely hard and anyone who can complete it on "game over if discovered" and never having a game over has my respect. DIFFERENCES IN EUROPEAN EXTREME MODE - Guards have ultra-extreme vision - Guards have ultra-extreme hearing - Guards and bosses are very intelligent and guards work as a team - More C4 in bomb disposal - You will sustain around three hits from guards - Bosses will kill you in one hit - Hands tremble all over the place whist Sniping - Guards will clear rooms completely - Almost no ammo in guns - No suppressors - Attack team consist of five guards - You will catch a cold after about a few seconds outside or in water - Shaver available from Deep Sea Dock - Game Over if discovered option available 2.3 - Load Game If you are coming back to the game that you have already saved then go to this, select the correct memory card and the correct game file and you begin from the last possible point you can. Note, the place you saved may not be the place you start from when you load the game, but it will not be too far away. 2.4 - Options Here you can customize various options, these are pretty much self-explanatory so I wont go into them in great detail. Some that you may want to consider changing is the brightness of the screen. When you go to this option change the brightness of your TV so the grayscale is not visible below the red line. If this is a little too dark for you as it is for me then change it so just one grayscale bar is visible below the red line. You also may want to turn the captions or subtitles off as they can take your eyes off what is going on, on screen. You ma also want to turn on the surround sound feature if you are lucky enough to have it. Note, surround sound is only available in some of the cut scenes and not in the actual game mode. There is also the option to turn off the blood in the game. My recommendation is, even if you are squeamish, keep it turned on it is not too gory and shouldn't pose too much trouble. In areas like Strut B is too much or you don't like seeing the red blops on the walls after you deliver a head shot then turn it off, but like I said it shouldn't be a problem. 2.5 - Special This is where you can get at the things that you have accompliced / won while playing through the game, as well as looking at the basic moves and reading through several news articles and the book "In the Darkness of Shadow Moses" by Natasha Romeneko, the military analyst in Metal Gear Solid. **Note, There are actually articles as I have mentioned but only one appears at the start. Read through it and the next one appears, read through that one and In the Darkness of Shadow Moses will appear. Alternatively, just skip each page until you get to the end and the next one will appear. Sort of defeating the object if you think about it, but the choice is open to you. 2.6 - Missions The VR missions are what sets aside Substance from Sons Of Liberty. I like these missions as although they seem quite liner they are fun to play and get quite addictive. The only one, which is not too good, is the first person game. And of course when I say not too good I mean rubbish. But this is not a review and it will not spoil the run that you have with the game. 2.6.1 - VR You have several objectives in these missions, basically it is to get from one side of the area to the goal. There is also an Eliminate all mode, where all the guards in a level must be taken out Alternate Missions 2.6.2 - Elimination My favorite mode. The objective is to kill or in any way take out all of the enemies in the level. To help you are given a selection of "tools" with quite a lot of ammo. This mode gets hard when you have nothing but grenades to attack with, but around good fun. 2.6.3 - Bomb Disposal You are given a sensor, a can of coolant and a time limit, guess what you have to do. This mode can get challenging as there are sometimes a lot of guards that must be disposed of before you can even think about disposing bombs. After you have got rid of the guards the bombs are sometimes extremely hard to locate. Saying that it is one of my favorites. 2.6.4 - Hold up In this mode you have to sneak up behind guards and draw your weapon, thus holding them up and magically turning into a dust of pixels. You are given a certain amount of time to get every guard on that stage. 2.6.5 - First Person What did we do to deserve this? The controls are all messed up and the aim is all out of whack and is generally no fun to play. Unfortunalty to complete it you are going to have to. Due to the awkwardness of the controls this makes the mode very hard and least enjoyable. 2.6.6 - Camera Shoot This mode is unlocked after you have successfully completed all the other modes for all the characters, you are shown a photograph and you must discover how to recreate it, some are plain and simple where others require a great deal of though to get a good shot. CHARACTERS IN VR MISSIONS 2.6.7 - Solid Snake Play as Snake in his normal Sneaking suit from the start of the game Difficulty Setting - Normal 2.6.8 - Plisken After completing 50 percent the missions with Snake you can play as Plisken, Snake's alter ego. Difficulty Setting - Hard 2.6.9 - Tuxedo Snake Snake, Solid Snake. Play as Snake in the smooth Tux after you have beaten all of Snake and Plisken mission. Difficulty Setting - Hard/Extreme 2.6.10 - MGS1 Snake This is the character model used for Snake in MGS with MGS2 Snake's head stuck on the top of it, ow. Difficulty Setting - European Extreme 2.6.11 - Raiden Play as Raiden from the start of the game. Difficulty Setting - Easy/Normal 2.6.12 - Ninja Raiden Finish half of the missions with Raiden and you get to play as him in the cyborg ninja attire. Difficulty Setting - Extreme 2.6.13 - Raiden X After you have finished the game with both Raiden and Ninja Raiden then you can play as him in nude mode. Difficulty Setting - Hard 2.7 - Snakes Tales This takes place on the Tanker and the Big Shell. You play as Snake who is given certain objectives, which he must complete. There are not really any new cut scenes however, the plot unfolds by text, which comes up at each new objective. Also there is not codec, only text appears when the select button is pushed. For this mode there is no radar, so this requires more use of stealth and concealment then the other modes would allow. All this makes the mode challenging, but not at all as boring as I make it out. 2.8 - Skateboarding This makes use of the same engine as other Konami skateboarding games, although obviously not as fluid. As Snake or Raiden you have to accomplice various objectives by skating around the roof of the Big Shell. Entertaining as it is it gets boring and repetitive after a while but great when you start. Also the re-mix of the main theme is cool. =================================================== 3. THE GAME HISTORY Here is a brief overview of what happened in the last Metal Gear games. I strongly recommend you read this if you have never played or heard the story lines to any of these games, especially Metal Gear Solid as it informs you of its storyline which you will need to have a relatively good knowledge of to understand this game completely. ***WARNING - IF YOU MEAN TO PLAY ANY OF THESE GAMES BEFORE MGS2 (good luck with finding an MSX) THE DO NOT READ THIS AS IT REVEALS THE STORYLINE.*** 3.1 - Metal Gear (MSX) The mercenary Big Boss creates a group of highly elite special forces made for solo offensives as a last resort. Named FOXHOUND the group are put into action straight away as a terrorist organization have seized a heavily armed isolated building. Rumor has it construction of an unknown bipedal nuclear tank is in production. Big Boss sends out his best man, Gray Fox. He had a fame in certain circles as the only man who could ever possibly be as good a soldier as Big Boss himself and was given the highest honor in FOXHOUND, the codename FOX. Upon entering the facility Fox goes missing, hours later command received a small radio call from Fox. "The .. ultimate weapon...Meta... Gear!..." After that there was no more transmissions and the signal faded. Big Boss sent in FOXHOUND's new recruit who went by the codename Solid Snake. He successfully infiltrated the base and located and rescued Fox who was being held captive. Working together they discovered the location of the rumored Metal Gear, and the leader of the terrorists exposed himself. It was Big Boss, the head of FOXHOUND. He revealed that he had used false contacts established in a mission he had taken several years ago in a country known as Zanzibar Land. He used this money to build the base and to construct Metal Gear. Fox and Snake battled Metal Gear, but Fox was injured and could not fight. Snake defeated the tank and attempted his escape with the wounded Fox. However, since it was going to kill them both as the speed Snake could go was significantly reduced Fox convinced him to leave him to die. As the destroyed Metal Gear destroyed the base snake escaped and big Boss and Fox were missing presumed dead. 3.2 - Metal Gear 2: Solid Snake (MSX) Snake had risen to FOX-HOUND's best agent, legendary in the field but totally secrete from the public. News spread to FOX-HOUND that in the nation of Zanzibar Land a fortress and been built and a new form of Metal Gear was under development. Since the proven tracery of Big Boss FOXHOUND was now under command of veteran Colonel Campbell. He ordered there best man, Snake to infiltrate the small nation of Zanzibar Land and see of the rumors about Metal Gear and its nuclear launch capability are true. Snake successfully infiltrated the area and proceeded down to the hardened underground basement on floor B100 of the fortress, named Outer Heaven. Upon arrival Snake found the kidnapped Mar Kristrav, whom invented the new form of petroleum OILEX and located the hanger for Metal Gear. Not being there Snake explored and came to a large room. Metal Gear entered the room and ambushed Snake, however one of the biggest surprises was its pilot, Gray Fox. He explained that he was rescued form the base and fell into the ranks of Solotin, Big Boss's name. Snake defeated Metal Gear and the base began to fall apart. With Mar he escaped to the B25 where Big Boss was waiting. The Greatest Soldier of the 21st Century and FOXHOUND's best agent battled. Snake was injured and Big Boss revealed to him why Snake was such a good agent, Big Boss revealed that he was Snakes father. Astounded the two battled on. Big Boss this time was wounded and Snake finished him off. When they got to the top of the base, the two ran accidentally into a minefield and was met by Gray Fox. Snake and Fox fought hand-to-hand until Fox stumbled on a mine and was killed. Outer Heaven crumbled and Snake returned a hero. 3.3 - Metal Gear Solid (POX) Since the incident in Zanzibar Land Snake retired from FOX-HOUND he was never the same after he leant the truth about his father from Big Boss. He moved to Alaska to get away from civilization and remained there, drinking and wasting away. Suddenly, armed men papered at his house and dragged him away. The next thing he knew he was on a submarine with a shadowy man in front of him. "It's been a long time Snake" the man said as he walked into view. It was Campbell, the retired head of FOXHOUND. The two talked about why Snake was out there. A Doctor walked into the room. She was introduced as the head of FOXHOUND's medical staff, Dr. Naomi Hunter. She gave Snake a injection. "An anti-freezing peptide", it was to stop Snake from freezing in the icy Alaskan waters. Campbell briefed Snake as if he had already taken the mission. Terrorist seized control of a base in the Fox Peninsula, a small island called Shadow Moses. It was told that this base is for storing spare nuclear warheads. The terrorists had demanded only one thing. A specific persons remains. The remains of Big Boss, whose body was kept in storage after the incident that lead to his death in Zanzibar land. He also revealed that the terrorists had captured two hostages on tour of the base, ARMSTECH president Kenneth Baker and DARPA chief Donald Anderson, they were somewhere on the base but that was all they knew. Snake asked why do they want Big Bosses remains, and Campbell told him that the terrorist soldiers were not just mercenaries, they were Next-generation special forces. Digitally enhanced genetically modified soldiers who were yet unperfected. Big Boss's body would lead them to completion and they would be unstoppable. But they were not the only ones in the facility. FOX-HOUND the group set up by Big Boss had five members and they had all taken part in the uprising. "Decoy Octopus, master of disguise; Sniper Wolf, the beautiful and deadly sharpshooter; Vulcan Raven, giant and shaman; Psycho Mantis, with his powerful physic abilities. Second in command was Revolver Ocelot, specialist in interrogation and a formidable gun fighter. And finally in charge of them, FOX-HOUND squad leader, Liquid Snake". Campbell handed him a picture, Snake was taken back. Liquid Snake was a exact replica of Snake, apart from the skin tone, possible due to Liquid living in England and serving in the Middle East. "I have a twin?!" Snake asked "I don't know the details" replied the Campbell "his name is so highly classified even I can't look at it". Campbell also reveled after interrogation by Snake that his niece Merry, was being held prisoner on the base. She had been transferred in as a replacement hours before the uprising. Campbell pleaded with Snake to take the mission and to save Merry and stop the terrorists. And reluctantly, Snake agreed. The sub launched Snake out of a one-man SUVA and approved the disposal facility. Soon Snake was swimming to the surface running over Campbell's briefing in his mind once more. As Snake rose to the surface he caught a glimpse of a tall man with blonde hair and a brown overcoat riding up a elevator on the opposite side of the room. Snake got on the same elevator when it descended and went to ground level. A HIND-D Russian gunship lifted off inform of his and passed over his head. Snake crawled into a ventilation duct before the gunship returned. While crawling through the ventilation duct Snake received a call from Master Miller. An old survival instructor and long time friend of Snakes who was also living in Alaska. He said he would help Snake as much as possible throughout the mission in way to stay alive and pass by the enemy in silence. Snake made his way through the ventilation duct and over heard two guards talking. Apparently a mysterious intruder had infiltrated the base and killer three men. "Threes another intruder besides me" Snake thought to himself. Snake was informed of a cargo elevator in the tank hanger where he was then. He located it and went down to basement one to find the DRAPE chief. Mei Ling, technical analyst who had been introduced to Snake told him to head for the green dot on his soliton radar. He got into another vent and made his way to the cells. On his way over he looked down another vent into the adjacent cell to see a woman exercising. This was not the DARPA Chief so he moved on to the next cell. A well dressed man, though now looking worse for wear was sitting in the cell. Snake opened the vent and dropped in. The DARPA Chief introduced himself. He told Snake the real use of the Alaskan base was. The research and development center for a new Metal Gear modal, codenamed REX after the fearful dinosaur Tyrannosaurus Rex. The Chief handed Snake a security card to open level one doors. Snake was about to escape with the Chief when suddenly he screamed out in pain, clutching his chest. He fell to the ground, Snake checked his pulse, none, the DARPA Chief, Donald Anderson was dead. Suddenly, a noise from outside the cell. Another loud scream and a thump. The guard there walked past looking in the room. Then, the door opened. Snake cautiously walked out. A FA-MAS assault riffle was pointed near his face, and a guard stood looking at him. "Have you ever pointed a gun at a person?" Snake asked as the guard's hands were trembling wildly. "Careful, I'm no rookie", the guard answered as sternly as possible. "Liar!" Snake's voice was calm and monotone he knew exactly what he was doing. "That nervous glance, that scared look in you eyes, there rookie's eyes if I ever saw them". The guard looked inside the cell. Another mistake he spotted as he drew his SECOM pistol he acquired earlier. "So you killed the Chief, you bastard!" Guards stationed outside heard all the shouting. "Open that door!" instructed the soldier, more nervous then ever, "why should I?" "So we can get the hell out of here!" The door opened and several guards burst through. The solider trued and faced the guards and stepped to the side for a clear shot. The false guard let out a yelp of surprise at the intrusion. "Clear your mind", Snake yelled. "Don't think, SHOOT!" Snake managed to take out the guards by himself, the other soldier did nothing but tremble. Once more Snake shouted "What are you waiting for? Shoot!" The pressure getting unbearable for the soldier pulled the trigger and killed three guards running in. Soon no more guards came through and the soldier went to the door and looked out to see nobody else. "Thanks for the help" she added sharply and shot at Snake. He dived out of the way and ran to the door as the guard ran to the elevator. The turned and shot at him again before the doors closed and there was an ghostly silence. Suddenly, a laugh filled the whole room. "Good girl". The whole room turned black and white and a figure hovered near the entrance to the elevator. "just like that..." it said as it diapered. Confused, Sane contacted Dr. Hunter on the codec. She said that it was psychokinetic disturbance caused by Psycho Mantis. Snake made his way to B2 and located the other hostage. Arms-tech president, Kenneth Baker. He was tied up to a pole with ropes around him attached to the plastic explosive, C4. The, in walked a tall man. A Russian wielding a handgun. This was Revolver Ocelot. The two battled around the square with Baker in the middle. For a few minutes the fight continued until the door opened once more and a distorted image circled the room cutting the wires and activating the C4 causing a large explosion. The figure then ran past Ocelot and hi hand came off. "AAGGGHHHH" he yelled out in pain, running off. The figure that had once been invisible appeared. What appeared was a tall humanoid shape, completely covered in metal armor, a small disk in the middle of the head region blinked on and off at certain intervals. The thing walked towards Snake. Suddenly it yelled out in a fit of pain, banning its head against the floor. It took one last look at Snake before disappearing both from vision and then out of the door. Snake ran over to Baker who was still alive. He told Snake the terrorists had both detonation codes for arming a nuclear warhead and were preparing for launch. Before, when Snake asked the Chief how the terrorist had leant his code, he said that Mantis had read his mind. However, it seemed everyone who knew a top secrete code had cortical impatient to stop any form of physic interference. The terrorists had not learnt the Chiefs code through the way he had said. Baker told Snake that he had told the terrorists his code. He had no way to reset torture but didn't know how they got the Chiefs code as he had some training. Baker gave Snake a disk, containing all the information on the testing of Metal Gear. Snake was about to help the President to his feat when he to yelled out. He spluttered out, "those pentagon bastards, so they actually went and did it.. ash, there just using.. you to. spread fox d.. aught". He fell dead. Snake go straight on the codec. "Cornel, are you listening, now he's dead too!", "I have no idea", "it looked like another heart attack but..." Naomi stated. "Cornel, are you hiding something from me!?", "absolutely not!". Snake knew he could not get more at that point and continued with the mission. He was now to contact Merry, who was somewhere on the base. Snake went beck up to the tank hanger and established contact with her. She was the guard at the cells. After a talk she opened the cargo door for him and Snake proceeded past IRE sensors and onto a large open area between buildings. As Snake continued he got a message off a man calling himself "deep throat". He wasn't using burst transmission so he could not be identified. He warned Snake or Claymore mines placed ahead of him and recommended a mine detector. "Who are you anyway?" Snake demanded, "let's just say I'm one of your fans". The mysterious stranger answered. Mei Ling told Snake that the signal was coming from somewhere on the base. Snake, thanks to the help of the man called Deapthroat got safely past the minefield and was ambushed by a M1 tank piloted by Vulcan Raven. The two battled and Snake destroyed the tank and got a lv.2 card. He preceded to the door while Raven talked on the intercom with Ocelot and somebody else with an English accent. Snake crawled into a room. His weapons were banned as this was the nuclear warhead storage facility. Warheads where just stacked carelessly on the floor. Snake cautiously made it up to the elevator and rid it down to B2. His objective, to find the Metal Gear chief technician somewhere on this floor. Snake wandered in to an area filled with poison gas and an electrified floor. Deepthroat called and instructed Snake to find a Nikita remote controlled missile launcher to take out the circuit planned which keeps the floor electrified. Snake managed to get one from the floor above and took out the panel. He then ran threw gas to the sanitation room. There were screams in the next room. Snake went threw the door to find a corridor of dead guards who has been cliché be a kind of blade. Snake ran down the corridor and saw the mysterious man in armor walking into the next room, the lab where the Metal Gear technician was being kept in. He roused in after the man who was converging on another man in a white lab coat. He was trembling and nervously talking to himself. "Where is my friend?" The mysterious armored man said in a metallic voice. "Hey!" Snake shouted, "I need that man alive keep your hands off him!" The cyber ninja turned around and drew his blade. "Snake" it said. "Who are you!" he demanded "neither enemy nor friend, I've come back from the dead to do battle with you, either I will kill you, or you will kill me. It makes no difference!" "Now, make me feel it, make me feel alive again!" it shouted as it ran to Snake. What followed was a hand to hand battle. Snake knocked the ninja to the floor. "Ah, I felt that Snake, do you ember me now?". Suddenly, Snake realized who was attacking him. "AAGGGGGGHHHHHHHHHHHH" the ninja screamed, "I.. The medicine". The ninja jumped over a shelf of computers and ran out of the door. Snake went to the cupboard where the engineer was hiding. He introduced himself as Dr. Hal Emmerich or Otacon. He informs Snake that he must look for Meryl, she was still impersonating an enemy soldier. He made his way up to the B1 floor as Otacon used his stealth camouflage to stay hidden from the guards, the way to identify her would be the way she walked. Apparently her behind shook when she moved. Snake identified Meryl and they proceeded to the commander's room. In there they looked for the way forwards when suddenly, Meryl drew her gun on him. Thinking quickly Snake threw a stun grenade and knocked her out. Psycho Mantis appeared, he was controlling Meryl using his mind powers. After a long battle Mantis was defeated and died, Snake and Meryl continued through a secrete passage that Mantis had shown them. They traversed a rocky area and came to a long passage in front of the communications towers. Suddenly a sniper shoots Meryl. Campbell panicking told Snake to get a sniper rifle to challenge the enemy sniper. However, the only other known one was on the other side of the base. Back in the tank hanger. After Snake retraced his steps, asitained the sniper rifle and got back to the area where he was before Meryl has disappeared, only leaving blood where she had been. Snake used his sniper rifle to beat off the sniper, and ran towards the communications tower. Guards suddenly appeared and Sniper Wolf walked over to him. One of the guards hit him over the head with his riffle. Snake woke up on a large metal bed. In front of him was Wolf, Ocelot and Liquid Snake. Soon there was only he and Ocelot in the room. He explained that he was about to run a high voltage current through Snakes body and if he submitted he would kill Meryl. Snake resisted the torture and was taken away to a cell. From there he called Otacon who came in and gave Snake some ketchup and Wolf's hankifhief. Snake, using the ketchup as fake blood escaped and managed to get to get back to the pace he was captured. He climbed the stairs of the comm tower A. However he was ambushed by guards and battled all the way to the top of the stairs and to te top of the top of the tower. Where he was to cross to the other tower when the HIND-D Snake saw eairler decended destroying the sattalite dish on the tower and destroying the connecting brige and forcing Snake to absail down to the other connecting brige where the HIND gave up and Snake crossed over to the other tower. He decended the stairs until he came to the bottom flight of stairs. However, they were broken, shap and unclimbable. So Snake made his way back to the top where Ocacon was waiting. Snake had tried the elevator in the center of the tower, however it was stuck at the bottom and wouldn't move. Otacon said he would attemp to fix it as Snake went to the roof of the tower and fought with Liquid in the HIND. Using the stinger missile launcher he shot down the helicopter which exploded killing Liquid. Snake went down to meet Otacon. The elevator had just started to work and he had ridden it down to the bottom. Snake called the elevator and got inside. An alarm went off siginling the elevator was overwight. On the way down Otacon called Snake and told him that he had gone back to get a stealth suit for him, but when he got there they were all missing. Ocacon then said the weight limit went off when he was riding the elevator. "Look out Snake, the guys who stole my steath prototypes are in there with you". Snake fought against four steath equiped guards. However, he used his night vision to spot and kill them. Snake exited the comm tower at the bottom and went towards the Snow field outside of the Underground Matinence Base where Metal Gear was being stored. As he crossed the snow feild she is shot by sniper wolf. After a sniper battle Wolf was killed and Snake contines through a blast furnece and down a cargo elevator. He went into a werehouse Vulcan Raven was waiting. He fought with a Vulcan Cannon ussaly mounted on fighter planes. Soon Raven was defeted and he told Snake that the person who he saw die was not the DARPA cheif, it was Decoy Octopus, however that is all he would say before he died. Snake went through the next door and passed a hallway fulll of gun cammras until he finally reached the underground hanger, and Metal Gear. Snake was informed that the way to deactivate Metal Gear's warhead is to use the PAL override system. This consisted of three keys. However the he only had one that Meryl had given to him earlier. Otacon, in the computer room said he was trying to hack into Baker's files and discover the trick to using the keys. Soon Ocacon called Snake and told him what was so special about the new nuclear warhead. It was a steath missile, to be fired from the rail gun on Red's right arm. Snake got to the computer room and saw Liquid and Ocelot talking inside. He had survived the crash. Snake was seen on the surveillance camera and Ocelot fired at him knocking the PAL card into the drainage ditch below. Snake got the key back and Otacon revealed that the key consists of shape memory alloy. The key had to be at room temperature, low temperature and high temperature for it to disable the warhead. Snake put the room temperature key into the correct terminal. Then he had to cool the key down. He got to the werehouse where he fought Raven, cooled the key and put it in the correct terminal. Finally he got to the blast furnece. He heated the key up and on his way back Master Miller called. He said to Snake that Naomi maybe working for the terrorists. He then asked him about something called FOX DIE. Snake mentioned that he heard Liquid and Ocelot talking about it in their conversation. He revealed that it is a assai nation weapon that selectively looks for people with a pre-programmed DNA, it then attacks the heart cells causing a heart attack Master reveals that Naomi maybe being the deaths of the DARPA Chief and the Arms Tech President. Snake questioned Campbell and he says Naomi was having a short nap. Snakes sees that he can only leave it up to Campbell and he continues to the base to insert the last key. He gets a call from Naomi who says she is calling on a different codec. She says to Snake that she did use FOX DIE on him, but it wasn't her decision, it was part of the mission. Suddenly there was a struggle and Campbell comes on and says he just placed Naomi under arrest. Snake demands that he put Naomi back on and asks him what she mint by FOX DIE was part of the mission. Snake gets to the control room and inserts the last key. The computer then states that the warhead is activated and is ready for launch. Outraged and puzzled Master calls Snakes and thanks him. He states that they couldn't learn the DARPA chief's code and Ocelot accidentally killed him during the interrogation. It was clear that the person who was talking to him was not Master Miller. Campbell the comes on and says that Miller was discovered dead at his home, and had been so for at least three days. "Campbell, your too late!" said the man impersonating Miller. "Who are you?" Snake demanded. Campbell comes on again, "Snake you've been talking to".."Me, dear brother" says Master. He took off his sunglasses and released his hair which fell down to reveal Liquid. "LIQUID" Snake shouts, "where are you?", "very close by". The room fills with poison gas and Snake relies on Otacon to save him by unlocking the door. Snake runs out of the room as Liquid passes him. Snake follows him and they stand outside of Metal Gear. Liquid tells Snake that they are clones of the same cell. However they were genetically grown given the DNA of Big Boss. Snake and Liquid where when modified so all the good genes went into Snake and all the unused recessive genes went to Liquid. Liquid the jumps into Metal Gear and activates it. Snake has to then battle it. Naomi calls Snake to tell him why she used FOX DIE. She was born somewhere in Roads where her parents were killed. She was discoed by a solider who saved her from starvation and shared his rations with her. Frank Jaeger. "Frank Jaeger" Snake said. "You mean Grey Fox?" "That's right, he was all I had in my world, my only connection with my past. And you killed him, yes you killed my brother and my only family. I wanted revenge and joined FOX HOUND knowing one day I would finally meet you, and I prayed for the day that I would. For two, years. Two long years, you were all I thought about, like some kind of twisted obsession" "and now that you've meet me, do you still hate me?" Snake asked humbly "no, not much. Your different from what I expected" "Naomi, you must have programmed that thing to kill me too" said Snake Naomi begin to cry, "I can't blame you for wanting me dead" he said "but I can't go yet, I still have a job to do" "I know" she said and the call ended leaving snake to fight Metal Gear. Snake was instructed by Otacon to destroy the RAY DOME on Rex. He did his best but it would not be destroyed. Snake was knocked back and about to be killed when the Ninja jumped in. "Fox, NO!" Snake shouted. Fox the tank and retreated behind a container with Snake. Fox told Snake about Naomi. He said that he had to leave her, because of his conscience. He reveled that he was the one who killed her parents. "I couldn't bring myself to kill her to. But every time I looked into her eyes I saw her parents staring back at me. I felt so bad that I took her in. Even now she thinks of me as her brother, tell her that I was the one who did it!" Fox jumped out and began fighting Metal Gear again, he jumped up but the laser mounted underneath it cut off his arm. He jumped up to the rafters and started firing at the RAY DOME. Rex, rammed straight into him squashing him between Metal Gear and the wall. He continued firing until the RAY DOME was destroyed. The cockpit then opened to reveal Liquid inside. "Impressive" he said," you are indeed worthy of the codename "fox" but now YOUR FINISHED". "FIRE THE STINGER" shouted Fox, Snake can you really shoot, you'll kill him too!". Snake pointed the Stinger missile launcher at Liquid in Rex's cockpit but could not put the trigger. Liquid used the top of Rex to scrape Fox onto the floor. "Let's see how strong that exoskeleton of yours is" Shouted Liquid. Rex's foot hovered above the almost dead Fox. Metal Gears foot slammed down on Fox crushing most of him. Despite all that he still found the energy to speech. "Snake, we're not tools of the government, or anyone else. Fighting was the only thing, the, only thing I was good at. But at least I always fought for what I beloved in". Rex's foot lifted up much higher this time, this was going to be the final blow. "Snake, farewell" Rex's foot crashed down on Fox leaving a puddle of blood running out of the bottom of Rex's foot. "FFFFFFOOOOOOOOOOOXXXXXXXXXXXXX" Snake shouted. "Foolish man!" Liquid. "He looked for death, and it found him. You see, you can't protect anyone, not even yourself! Now DIE!" Snake tried to dodge the fire from Rex and managed to fire a stinger into the cockpit destroying Rex and knocking Snake out. When he came around he saw Liquid walking towards him, he went back unconscious. He then woke up with Liquid standing in front of him. They were on the top of Metal Gear. Behind them was Meryl. What followed was a fist fight on the top of Metal Gear. Liquid placed a nuclear time bomb which would destroy the entire base. They fought for a while, Snake managed to knock Liquid off the top Metal Gear and rushed over to Meryl deactivating the bomb. He got a codec call off Campbell he apologizes to Snake and admits he had knowledge of FOX DIE the New Advance Steath Warhead and Metal Gear from the start. He says that he was forced not to say anything. "By who" Snake demanded. "The Pentagon, Snake, Meryl wasn't transferee to the base by coincidence. She was sent there, they forced me to cooperate in exchange for her life. I'm sorry". Snake, the Pentagon have heard that Metal Gears been destroyed. You were given FOX DIE to spread to everyone in that base so Metal Gear and the bodies of the Genome army could be collected undamaged. Now it has been destroyed they have no more use for it, 2 B-2 Spirits just took off from Galena Air Base and are coming your way, their armed with a tactical nuclear bomb for penetrating underground bunkers. Snake, I'm canceling the bombing run it will confuse the chain off command and at least buy you some time". "Cornel that would mean" "Ash" the screen went blank, then Mei Ling came on. "Snake the Cornel". Then a new voice, "This is the sectary of defense Jim Housemen". He informed Snake that the Cornel has being taken into custody for "crimes of high treason". Snake told Meryl who was waking up and otherwise unscathed the situation. The ran for a garage nearby and got onto a jeep. Otacon had called and said that he was staying where he was and was willing to die so Meryl and Snake could get out. "Otacon, there using a surface piercing nuclear bomb, it won't hold". However, unsaid Otacon stayed where he was. Meryl found a jeep with keys in and they drove off, Sank manning the machine gun mounted on the back. Almost at the exit Liquid appeared. He was still alive and chasseing them in a jeep of his own. The two Snakes fought until liquid drove in front them just at the exit and both jeeps rolled over onto the snow outside. Snake and Meryl were trapped underneath the jeep, Liquid's was flipped sideward. He walked around and pointed his FA-MAS at him. "Snake" he cried in pain. Snake and Meryl struggled to get out of the jeep but they were stuck tight. The liquid let out a shout and grabbed his chest. "AAAAAGGGHHHH, Snake". He yelled trying to pull the trigger. "FOX!" He shouted "DIE!" Snake finished before Liquid fell down on the snow, dead. Campbell then called and said that he had been reinstated. Snake looked around and saw no bummers in the air. Campbell informed them the planes had landed back at Galena and the order to stop the bombing run came from the president himself. Snake rides off into the snow with Meryl, determined to begin a life where he lives for someone else rather then himself, although not knowing when FOX DIE will become active and cause his death. The last thing we hear is Ocelot on the phone to a muted man. He tells him that the entire unit was wiped out, and his cover was intact. "Yes, the DARPA Cheif knew my identity, but he's been disposed of". He also says, "yes sir, no one knows that you were the third on, Solidus. I know it takes a man of your stature to rule the world". He says that he will monitor Meryl as well as Snake. The, "yes sir, thank you, goodbye, Mr. President". 3.4 - Metal Gear Solid 2: Sons Of Liberty (PS2) It is 4 years after the Shadow Moses incident. 2 Years ago, environmental terrorist Solid Snake destroyed a tanker full of Crude Oil twenty miles off the cost of Manhattan Bay. To clean up the mess a giant environmental sanitation facility called Big Shell was built. Now two years later there is still very little progress being made in cleaning up the bay. Now, terrorists have taken control of the Big Shell and demanding the sum of $1,000,000,000. Also, the American president, and several VIPs were on a tour of that facility that day. Another thing, the leader of the terrorists is calling himself, Solid Snake, the hero of Shadow Moses and though to have been killed in the terrorist attack on the tanker. Find and disarm the terrorists and save the president, these orders are given to FOX-HOUND's newest recruit who goes by the codename "Raiden". Raiden goes into the plant alone. =================================================== 4. THE CONTROLS 4.1 - Basic Controls Left analogue stick forwards - - Walk forwards / Aim up / Swim pointing up Left analogue stick down - - Walk towards camera / Aim down / Swim pointing down Left analogue stick left - - Walk left / Aim left / Swim pointing left Left analogue stick right - - Walk right / Aim right / Swim pointing right Right analogue stick up - - Swipe HF Blade up Right analogue stick down - - Swipe HF Blade down Right analogue stick left - - Swipe HF Blade left Right analogue stick right - - Swipe HF Blade right Right analogue stick press - - lunge strike with HF Blade Cross Button - - Crouch Circle Button - - Punch (press 3 times for combo) / Select in menus Square Button - - (light) Aim / (press) Fire Triangle button - - Action: jump over railing, hold breath, open door act. L1 Button - - De-equip/Equip last item L2 Button - - Select item R1 Button - - De-equip/Equip last item R2 Button - Select weapon --- 4.2 - Intermediate Controls Walls - Run into a wall (Stupid you may think) you will push up ageist the wall and be harder to spot. You can also shimmy along the wall to the end. This technique is essential for some of the later stages. You can also crouch while doing this technique. Jump out shot - With a weapon selected go to the corner of a wall and press the X button to leap out and take an enemy by surprise. Note you will be visible in this mode. I it is also possible in a crouch and in first person view. Open Locker - Stand next to it and press the Y button, there are occasionally items inside lockers. Press Y outside to it close again. Hanging Mode - Press Y while against a waist high railing and you will hang on the edge. First person view - Enter first person view by pressing the right trigger. First person view attack - Press X while in first person view to draw you weapon and aim at things in detail. Crawl - Crawl through ducts to access hidden areas or evade guards Punch and kick - Press B three times to unlash a combo, these will sometimes knock out a guard. Choke - Sneek up behind a guard and press the X button repeatedly with no weapons selected after the guard does not make any more noises he is dead. Note kind obvious but this kills the guard Tapping on walls - To draw a guard from his spot push up against a wall and press X. The guard if in hearing range will come and investigate, be sure your not around when he comes around the corner. 4.3 - Advanced Controls Fire Extinguisher - Found mostly on the tanker shoot this with any gun and it will burst spraying chemicals all over the place. This can blind nearby guards and reveal the location of IR sensors. However, due to the chemical being a coolant it may give your character a cold if you are too close. Radio destruction - Look on the left of the back of a guard, you will see a large black thing. That is his radio, shoot it and he cannot call for backup. If he does see you though he will shoot you and run to the closet guard and he will call for backup. Hiding in a locker - Open a locker and get inside, press ageist the back of the locker and your character will close the door. Now you can hide from incoming guards. You can also go into first person view or use the shoulder buttons to have a look around, be careful though, guards may see you eyes and open the door repealing you. Drop on a guard - While in the hanging mode you can look underneath you for guards. If one unlucky one walks underneath you then press the A button to fall on his head, this knocks him out. Dragging guards - While behind a guard press and hold X and pull him over to a quite corner. Note the guard will escape if you hold him for too long! Human shield - Like the above technique, grab a guard in alert mode and use him as your own personal shield. The guard will escape in time though. Also don't kill him or the guards will fire at you again. Chaff attack! - throw a chaff grenade and guards cannot use their radios leaving to go off on a killing spree. Violence is wrong. Hold up - Sneek up to a guard with a weapon equiped, aim at him and if close enough your character shouts "Freeze". He will now stand hands in the air. Take the guard out before leaving otherwise he will attack and call for backup. 4.4 - Special Techniques Building up your muscles - go into the hanging mode and get some alcohol, this may take a while. Whilst hanging press the two shoulder buttons to do a pull up. Let go off the buttons and repute 100 times. you will increase your grip strength to level two and be able to hold on for a while longer. Repeat again to go to level three. This is the highest you can go. If you can't be bothered doing that way then go to some where that has a rail and a rail directly underneath. A good place is the entrance to the engine room on the tanker and strut D in the shell. Go to the top rail and hang then press A and rapidly hammer Y again to grab on to the rail below. This will only take ten goes instead of the other 100, phew. Cardboard box - Hide in a cardboard box and stay still. If you are not in the way of a guard then he will see you and walk away. Of course if you block his path he will kick it over and reveal you. Yaw Get, I'm stuck! - If there is only one guard in the room shoot his radio, his legs and his left arm. He should not die but he cannot do anything apart from run as he uses his left arm for the gun. He will slowly struggle away but don't let him get to another guard. Dog Tags - If you get a cetin amount of dog tags on a chapter you will unlock a bandanna for Snake or a fetching set of wigs for Raiden. Also they will get a stealth suit each. To get dog tags, hold up a guard and aim for the head or groin in first person view attack. He will get nervous and shake around and his dog tags will fall to the floor. Shoot him and collect these. A guard may reset and instead of saying things like "don't kill me" he will go "if your going to do it then do it!" Shoot him in a non fatal area like the hand or leg to soften him up. The higher the difficulty setting the more guards will resist you. WEEDED!!! - In the parcel room on the shell there is a convergent with lots of boxes on it. Also on the side of the room closest to the camera there is a platform with three red lights on. Climb onto it and equip a box. The belt stops so with the box still equiped walk on and you will be transported to a different area of Shell 1. The box you use also depends on your location. To get the digital camera early use the ZOË box to access the Vs. room downstairs, the camera is here. When you have it just use the same box to get back to the parcel room. Fantamicgorical. Locker Shield - If you are under heavy enemy fire, open a locker door and hide behind it, (don't get in the locker). You can fire and the guards will have a harder time shooting you. But, lockers can only time a certain amount of abuse, after a few shots or a grenade it will fall down, leaving you exposed. Self Heal - If you have been shot and start bleeding, (your health bar will turn orange), you will drop blood giving a path for guards to follow. Also you will gradually lose heath until you die. One way of stopping this, is using a bandage to temporarily stop bleeding. Another way is to use a ration for a more permanent solution. Also, if you find a out of the way spot then just crouch, your life will slowly rise until it goes green again. 4.5 - Other controls Fly like a butterfly - On the heliport above the parcel room there are some stairs. Do a cartwheel at the top and instead of flying off the Shell you will stop in mid-air and come crashing back to earth losing no health. I'm on fire baby! - On the electrified floor near the president equip a box and walk onto the floor. You will lose a small amount of health and the box will catch on fire. Also, place a book on for the same results only keeping the heath. Finally throw a grenade on and all the electricity will spark around it. Bugs - Splat! - When you are escorting Emma at the end of the second swim near the elevator there are some sea lice. Plant C4 in the middle and go into first person view. Detonate the C4 and the lice will splat on the screen. It's a bug's life - Crouch and get into the crawl position in a gathering of sea lice and equip your rations. Soon a lice will appear over the rations and start eating it. It will eat three rations and then go away but if you want to get rid of it then. Open the menu highlight the ration so its "ready to eat" screen comes on, then move the selection up and down from the ration to the next one up. You will shake the lice out. Guard Bomb - If you have the steath camouflage then equip it and C4 and plant it on a guards back. He will be suspicious but do nothing. Now press circle at your leisure and watch the guard go. Note you will go into alert mode. Open seismic! - If a locker is locked there are several curses of action open to you. the first one is to use the punch combo to knock it off it hinges. You can also shoot it, both these ways though could cause the locker to fall inwards, if this happens you cannot get in it. The other method is to use the RGB6 grenade launcher. This will almost always open it. Reamer, all these methods make noise and doing this to a locker damages the door and it is not available to hide in. =================================================== 5. THE CHARACTERS *Caution - this guide contains some mild spoilers but nothing you couldn't work out on your own. 5.1 - Solid Snake - No! That is not Solid Snake NAME: David ??? CODENAME: Solid Snake AKA: Iroquois Plisken GENDER: Male OCCUPATION: Protester against Metal Gear / Hero CHARACTER NOTES: Former FOX-HOUND operative now actively involved in destroying any Metal Gear around the world. 5.2 - Iroquois Plisken - My name is S.. Plisken NAME: David ??? CODENAME: None AKA: Solid Snake GENDER: Male OCCUPATION: SEAL CHARACTER NOTES: Snakes alter-ego but obviously Snake. 5.3 - Raiden - Will everyone stop asking me what day it is, buy a calander! NAME: Jack ??? CODENAME: Snake / Raiden AKA: None GENDER: Male (yes, male) OCCUPATION: FOX-HOUND operative CHARACTER NOTES: According to Snake a "simple minded, stubborn fool" Raiden is a weak in ego and takes on the persona of another rather the develop his own character. 5.4 - Olga Gurlukovich - Conflict and victory are my parents! NAME: Olga Gurlukovich CODENAME: None AKA: None GENDER: Female OCCUPATION: Russian Mercenary and leader of the Russian troops CHARACTER NOTES: "As tough as she looks". She is supposed to remind us of Meryl but instead of having no combat experience she is battle hardened and deadly. 5.5 - Revolver Ocelot - I never trust a Frenchman NAME: Ivan ??? CODENAME: Revolver Ocelot AKA: Shalashaska GENDER: Male OCCUPATION: Evil torturer and revolver nut CHARACTER NOTES: From Shadow Moses Ocelot is now in league with Solidis. He is obsessed with Westerns and gun slinging films. Takes a bit of a back seat in this one until the end 5.6 - Solidus Snake - There's room for only one Big Boss! NAME: George Sears CODENAME: Solidus Snake AKA: None GENDER: Male OCCUPATION: Former President of America and leader of the terrorists CHARACTER NOTES: Has a Japanese inspired suit of armor complete with tentacles. Looks slightly older then the other Snakes and is identical to Big Boss. 5.7 - Fortune - Lucky in war and nothing else! NAME: Helena Doplh Jackson CODENAME: Fortune AKA: Lady Luck GENDER: Female OCCUPATION: Head of Dead Cell CHARACTER NOTES: Called Fortune because of her amazing luck in battle. Bullets vear away from her and grenades refuse to explode. Also has a miniature version of the rail gun that was mounted on Metal Gear Rex. 5.8 - Vamp - I vill suck your blood! NAME: Ivan ??? CODENAME: Vamp AKA: Crazy Ivan GENDER: Male OCCUPATION: Vampire CHARACTER NOTES: He's called Vamp not because he's a Vampire but because he's by-sexual apparently. Ok. Also he just refuses to die, despite how many times you kill him, err. 5.9 - Fatman - I used to hang around apartment store clock counters! NAME: Unknown CODENAME: Fatman AKA: Fat Cat GENDER: Male OCCUPATION: Psychotic Bomber CHARACTER NOTES: Part of Dead Cell, he only has one ambition in life; to be the most famous bomber in history. Has a extreme talent in explosives and was Stillmans apprentice. He also was responsible for the bomb that turned Vamp into a monster and lost Petes leg. Fatman is not exacly the most sane individuil in the game and gets around on rollerskates. 5.10 - Otacon - Where's my sister, grr. NAME: Hal Emirich CODENAME: Otoku Covention AKA: Otacon GENDER: Male OCCUPATION: Computer pro, also a pilot CHARACTER NOTES: Snakes friend he helps out from a tehnical standpoint in missions. He has come to the Shell to help Snake and get his sister. Also "Otoku" means "usless invention" hmmm. 5.11 - Emma - I wanted to see you suffer! NAME: Emma Emarich CODENAME: None AKA: E.E. GENDER: Female OCCUPATION: Computer wizz CHARACTER NOTES: Strong minded character who blames her brother for not being there when their father died. The two are step childern. 5.12 - President Johnson - Your, a man?!? NAME: James Johnson CODENAME: None AKA: None GENDER: Male OCCUPATION: President of America CHARACTER NOTES: Only in the game for a short while, Sears is Johnsons' predosessor. He relays some importent infomation 5.13 - Peter Stillman - When you give into the fear the darkness comes. NAME: Peter Stillman CODENAME: None AKA: Peg-Legged Peter GENDER: Male OCCUPATION: Bomb disposal expert CHARACTER NOTES: Strong willed man who lost his leg in a bomb. He is respected as the number one in his feild. 5.14 - CMC Dolph - I hate war, thats why I'm in the militery. NAME: Scott Dolph CODENAME: None AKA: None GENDER: Male OCCUPATION: Marine Comadont CHARACTER NOTES: He heads the transport of Metal Gear RAY on the tanker. He is also Fortunes' father. Intrestingly he is named after one of the staff who assisted in the creation of the game. 5.15 - Cambell - I need scissors, 61! NAME: Roy Cambell CODENAME: None AKA: None GENDER: Male OCCUPATION: Head of FOX-HOUND CHARACTER NOTES: He pulls the strings with Raiden, relys mission objectives and gives the orders. 5.16 - Rose - Do you know what day it is tommorow? NAME: Rose CODENAME: None AKA: None GENDER: Female OCCUPATION: Data Anaylist CHARACTER NOTES: She is Raidens girlfriend and saves the mission data. Also is painful to talk to, "Jack, I've always been alone". 5.17 - Ames - I'm Richard Ames NAME: Richard Ames CODENAME: None AKA: None GENDER: Male OCCUPATION: Secrate Service agent CHARACTER NOTES: Nastasha's former husband he relys some vital info about the president. 5.18 - Sergi Gurlukovich - Are you still in leauge with Solidus? NAME: Sergi Gurlukovich CODENAME: None AKA: None GENDER: Male OCCUPATION: Leader of the Russian troops CHARACTER NOTES: Wants Russia to be reborn as a world superpower. He was in line to join forces with Liquid Snake at Shadow Moses. He is Olga's father and wants to protect her at any cost. 5.19 - Liquid Snake - Theres room for only one Snake! NAME: James ??? CODENAME: Liquid Snake AKA: None GENDER: Male OCCUPATION: Evil twin CHARACTER NOTES: Ocelot inherits Liquids right arm after his was sliced off in Shadow Moses. Liquid is not in this game a great deal but is always watching from the side lines. Also dispite how many times you kill him he just does not stop coming back. 5.20 - SEALS - AGGGHHHHHHHHH NAME: N/A CODENAME: None AKA: N/A GENDER: Male OCCUPATION: SEALs CHARACTER NOTES: Their mission is to rescue the president and get rid of the terrorists. 5.21 - Marines - AAAAAAAAAAGGGGGGGGGGHHHHHHHHHHHHHH NAME: N/A CODENAME: N/A AKA: N/A GENDER: Male OCCUPATION: Marines CHARACTER NOTES: There in the tanker escorting RAY to the designated point. 5.22 - Russian tanker / core guards - What the!? NAME: N/A CODENAME: N/A AKA: N/A GENDER: Male OCCUPATION: Mercenerys CHARACTER NOTES: Elite guards that hold AKS74-U's. Dressed diffrent from the other version of guards but are very skilled. 5.23 - Russian shell guards - Requesting Backup! NAME: N/A CODENAME: N/A AKA: N/A GENDER: Male OCCUPATION: Mercenerys CHARACTER NOTES: These patrol the rest of the Shell. Just because they don't have AK's doesn't make them any less terroists though. 5.24 - Metal Gear RAY - ROAR NAME: Metal Gear CODENAME: RAY AKA: N/A GENDER: N/A OCCUPATION: Non-nuculer bipel battle tank CHARACTER NOTES: The first non nuke totting Metal Gear. This one can swim though. Named after the Manta Ray it looks cool and is very powerful. =================================================== 6. WHAT'S ALL THIS ON MY SCREEN THEN? 6.1 - The soloton radar LOCATION - Top right of the Screen NOTES - Unless you are playing in very easy mode you must log in to a node to activate the radar. The bright white dot in the center of the radar is you. Red dots are ussally enemys, if this is not so it is in the guide. Blue cone shapes are the guards feild of vision, do not enter it. Small blue cones are a camaras field of vision. Dispach them. Flying Cones are cyphers. Yellow cones are suspicious guards / cyphers, they may look for you. Red cones are directly alerted guards, take immediate action! NODE LOCATIONS This reveals all the locations of the nodes in the game. 6.1.6 - Strut A Deep Sea Dock - Second Room, far right corner near the knocked out guards. Main Building - In the center block at the end. This is shown when you enter for the first time. 6.1.7 - Strut B Enter the area to the right of the main corridor and go down the stairs turn left and you should see it. 6.1.8 - Strut C Go to the area you meet Stillman, walk to the pantery and go left pased the water melons through the swining doors and in the small area with the poster. 6.1.9 - Strut D From the top level go down the stairs and carry on down the corridor, you will eventully get to it. Watch out for the guard. 6.1.10 - Strut E It is in the far right of the room. 6.1.11 - Strut F On the bottom floor go to the furthest point from the stairs. There will be a coridor with a door on either side. Enter the left door to the room with the lockers. The node is here. 6.1.12 - Shell 1 core floor 1 Find the elevator, on either side is a corridor. Walk down it and you will walk towards the camara. At the end of the corridor there is a room. Enter here and go through the gap in the fake wall. The node is on the right wall. 6.1.13 - Shell 1 core floor B1 As soon as you come out of the elevator there is a door to the right. go in here and the node is directly in front of you. 6.1.14 - Shell 1 core floor B2 Go into the computer room and in the far right corner is the node. 6.1.15 - Shell 2 core floor 1 The node is in the room next to the one with the President go around the room to get it. 6.1.16 - Shell 2 core floor B1 1st Easy, it is in the room when you walk out of the elevator 6.1.17 - Shell 2 core floor B1 2nd This one is in the locker room with Emma, just next to the stairs. 6.1.18 - ??? Exit the room and it is in this room. 6.2 - LIFE Gauge LOCATION - Top left of the Screen NOTES - As you sustain damage this will reduce. The level of difficulty will determine how fast you lose life. When it runs out you die so keep those rations handy. 6.3 - O2 Gauge When underwater or being stangled this will appear press Y repetedlty to keep it up. 6.4 - Enemy / Snake's Life Gauge When fighting a boss the heath of him / her appers. At one point you fight with Snake helping you. If his life bar runs out the game is over. 6.5 - Enemy O2 Gauge The only occurence of this is in the Vamp boss battle. If he is underwater he will lose air progrestivly. If it runs out he will begin losing life. 6.6 - Weapon LOCATION - Bottom left of the Screen NOTES - Shows the equiped weapon, press and hold the shoulder button to change it. 6.7 - Item LOCATION - Bottom right of the Screen NOTES - Like the weapon box, shows the equiped item. Change it in the same way. 6.8 - Codec The codec appers when you press go back. use the left and right buttons to change frequency, up to call that frequency, down to view the codec's memory of people you have called or called you. In a conversation, move the analouge sticks to move the camara and push it to zoom in on the faces, push the shoulder buttons to hear that your character is thinking. These are just random phrases and not put in aranged but can be funny, like when the colonel tells you to freeze all the bombs Raiden will come out with something like "why don't you do it?". Press the left button to hear a posative comment and the right to hear a negative comment. Below is a list of all the people you can call in the plant and tanker as well as a description. TANKER 141.12 - Otacon Call Otacon for advice on anything, as he is your only contact, call him whist inside the locker in the engine room to get a funny one. 140.96 - Otacon-save Call Otacon on this frequency to save your game, save the game so many times and you get a suprise guest. PLANT 140.85 - Cambell Call Cambell for advice and mission objectives, he'll respond all the time 140.96 - Rose Call Rose to save the game, she will respond all the time 141.80 - Plisken Call Plisken for practical advice or infomation about the Big Shell Dead Cell, Olga ect. At some occasions he does not answer. 140.25 - Stillman Call Stillman for hints about the locations of Bombs and infomation on Fatman. 140.48 - Mr. X Mysterious ninga who warns of traps and danger. He will never respond when you try to call him. 141.52 - Emma Call her for a genral one-liner. She will respond up to a point. 141.12 - Otacon He will give advice and infomation on your mission or Metal Gear. There are some people who you will only talk to in cut-scenes and if you try to phone them any other time there will be "no response" even if their standing right in front of you. James Johnson - 141.32 Informs you about certian orginisations and equipment. Richard Ames - 141.42 Tells you of Solidus, but doesn't give away that much. STAGES OF ALERT There are numorus Stages of alert in the game. This will aftect the radar and what the guards do. Blank When there is no radar on the screen you must log into the node to turn it on. There is one part in the game when the radar goes off line. This will be mentioned in the walkthrough. 6.9 - Normal When you have turned the radar on and there is no interference then it is free to use. 6.10 - Alert When a guard has seen you. He will shoot at you and call for back up. As soon as he does the radar will turn to red and an assult force will come in. Try to take out the enemy before he uses his radio. If he starts and you kill him then the controller will ask him to respond and the assult force will investigate. Move the body before they get there. More on this can be seen on the "things to know" section above the main walkthrough. 6.11 - Evasion When an alert has died down this mode comes on. The radar jammed so go to somewhere like a locker and hide. If a guard saw you go into a room the assult team may do a clearing. 6.12 - Caution / Clearing Whent the radar comes back on surrounded in a yellow strip then you are in caution mode. Guards will be more vigilent in their partols and the assult team will still be there. The radar however does work again. Clearing is when a guard saw you enter a room. He will call the attack team and the radar willturn into a view of them about to enter flashing "clearing" at the bottem. From this point you have aproximtly five seconds to move any bodys and get out of sight. A good place hide is in a locker. Also you could hide in a vent but move around a corner is it has one as the guard may decide to look in there. 6.13 - Jamming If you have thrown a chaff grenade the the radar will not work. But nither will the guards radios so you can be seen without fear of backup ariving. Rember they still will shoot at you though. Also, when the jamming clears they can call for back up, so leave no witnesses. Also anything remotly operated, be it CYPHERs, camaras ect will be out of action, but so will you equipment. Nikitas, C4 detinators ect will have to wait until the jamming clears up. The decraseing green bar, like the yellow one in caution mode tells you how long you have until the jamming clears. Once it hits zero everything will work again so be ready. GUARDS STAUTS A guard can have sevral diffrence levels of consiousess, each with it's own pros and cons. This list how a guard can be altered to this status and tells you the benifits as well as the risks. 6.14 - Normal Most guards are like this. They follow a pre-set patrol and investigate any suspious activity. If you get past them without them noticing you this is the best way as no one is any the wiser. 6.15 - Dazed If a guard sees you a red exclamation mark appers over his head. Shoot it and it will daze him for around five seconds. Punch combo him to knock him out. The benifits of this is you can do sevral things with the guard such as shoot, grab or punch him without him attacking you but the bad things is that this is kind of hard to do as you only have a second to shoot the exclamation mark and there is not much time to react. Also, the guard will only stay like this for a few seconds so you have to think quick on how your going to dispach him. 6.16 - Confused Tap on a wall and a guard will investiate. If he finds nothing he will stay there with a blue question mark over his head for a few seconds. Again the good thing about this is it gets the gaurd out of the way for a while without the need to attract extra suspsion and gives you a chance to move on without harming him, which is best. 6.17 - Suspisouis Sometimes a guard my see you but not close enougth to identify you. A blue exclamation mark appears and they will come over to see what happened. As long as he doesn't see you theres no need to worry as he will act as in confuesd mode. Don't try to set this mode off, you run the risk of setting off the alert mode. The confused mode explained aboveis a much safer option. 6.18 - Uncousious If you do your punch combo on a guard sometimes he will go down and fall uncounsious. If you do it from the back he almost always will. This is probbly the worst mode. You will see stars wizz around there heads. As time passes the stars fall down and then the last one does the guard wakes up. He sometimes uses his radio to say he has been attacked and you enter caution mode so be careful. This is the worst mode if a guard finds him he will just wake him up like the mode below. This is a good way however to conserve ammo. If you have a lot however, try to stay away from this. 6.19 - Asleep The only way to make a guard fall asleep is to shoot him with the M9. This is like a longer version of the previous uncousious mode. The pro with this is you can leave the guard where he is because he if he is found he will be woken up. The bad thing is after time he will wake up and resume his patrol so it is not a permenent way of getting rid of a guard, but it is better then uncousious mode. 6.20 - Dead A contriversial mode. There are plenty of ways to kill a guard and not suprisingly it is permentent so the gaurd will not bother you again. This would be the best mode, but, if a guard sees him you will enter caution mode and an assult team may come. Also if you shoot a guard he will leave blood. This will also enter caution mode. Finnally the more guards you kill the lower your score will be at the end. I reccomend putting the guards to sleep using the M9 rather then killing them, but the final call is up to you. Note - If you put a uncousious guard or a sleeping guard in a locker then he will not wake up at all. =================================================== 7. WEAPONS AND ITEMS Here is a list of all the items and weapons available in the game. Also, there is a mark out of 10 for its attributes. Analyze these carefully before deciding which weapon to use as it maybe the difference of triggering the alert mode as soon as you use it. WEAPONS 7.1 - M9 Lethality Rating: 0/10 Noise Rating: 0/10 Ease of use: 8/10 Deadly? No Trigger alert mode? No Additional Notes: The M9 is one of the best guns in the game as it only tranquilizes the enemy, this means you don't have to move them about as if they are found you are none the worse. Also, on normal they spend about ten minutes sleeping, plenty of time to do what you need to. You can hold fifteen darts per magazine and reload takes about one and a half seconds. Also a new dart has to be loaded after each shot, which takes around half a second. The time it takes for the guard to fall asleep after the dart hits varies from instantly at the head and chest to around ten seconds at the arms or legs. 7.2 - SUP Lethality Rating: 4/10 Noise Rating: 6/10 (w/o suppressor) Ease of use: 6/10 Deadly? Yes Trigger alert mode? No Additional Notes: The USP is another useful gun when it has a suppressor as it can take down cameras and CYPHERS. However, it does kill guards so it will leave blood and a body to deal with. Also if you are not that accurate it takes a few bullets to drop a guard. You get fifteen rounds per magazine and reload takes around one second. 7.3 - SOCOM Lethality Rating: 4/10 Noise Rating: 6/10 (w/o suppressor) Ease of use: 6/10 Deadly? Yes Trigger alert mode? No Additional Notes: Its a USP with a different name. All the same attributes apply so it takes second as most useful gun. Like the USP you get fifteen bullets per mag and reload takes approximately one second. 7.4 - AKS74-U Lethality Rating: 8/10 Noise Rating: 7/10 (w/o suppressor) Ease of use: 6/10 Deadly? Yes Trigger alert mode? No Additional Notes: This is the gun that the terrorists in the core use. Equip it with the BDV to disguise as a guard. Very useful as it has a suppressor for killing on the quiet. You have thirty bullets per mag which will be used in around 4 seconds on full automatic fire. Reload takes around two and a half seconds. 7.5 - M4 Lethality Rating: 8/10 Noise Rating: 8/10 Ease of use: 6/10 Deadly? Yes Trigger alert mode? No Additional Notes: The cool gun that Snake uses. Unfortunate it does not come with a silencer, but if you are seen an the assault team are coming after you this is a great weapon to use. Hold thirty bullets per magazine, which you will get through in about 3 seconds on full auto fire. Reload takes about two seconds 7.6 - Stinger Lethality Rating: 10/10 Noise Rating: 9/10 Ease of use: 9/10 Deadly? Yes Trigger alert mode? Sometimes Additional Notes: When you equip this piece of hardware you cannot move. instead you are switched to first person mode. anything that can be targeted will come up as a square. To target move the center square to the enemy. It will now turn red an beep. As long as there is nothing in the way the missile will fly to the target cause a lot of damage. Try holding up a guard with one and see what happens. Just don't fire when your right next to him or you'll get yourself as well. 7.7 - RGB6 Lethality Rating: 10/10 Noise Rating: 10/10 Ease of use: 4/10 Deadly? Yes Trigger alert mode? Yes Additional Notes: This gun is good for smashing lockers. But since it is a grenade launcher it fires at an arc so practice makes perfect here. Also if there is at least one guard in the room and you use it you will enter alert mode. It can hold 6 grenades that can be fired at intervals of around one second. 7.8 - Nikita Lethality Rating: 10/10 Noise Rating: 8/10 Ease of use: 7/10 Deadly? Yes Trigger alert mode? Yes Additional Notes: This is really only useful for destroying the circuit panel. But if you want to take out a guard from a distance it is good to use as long as you don't mind setting off alert mode. 7.9 - PSG1 Lethality Rating: 8/10 Noise Rating: 6/10 Ease of use: 5/10 Deadly? Yes Trigger alert mode? No Additional Notes: The Sniper rifle of choice. This is good to use on enemies at a distance and essential for some points in the game. You have thirty bullets per magazine and it is semi automatic so you can shoot to your hearts content without reloading. 7.10 - PSG1-T Lethality Rating: 0/10 Noise Rating: 2/10 Ease of use: 5/10 Deadly? No Trigger alert mode? No Additional Notes: The silenced non-deadly version of the PSG1. It only offers five shots per mag so only use it if you are going for no kills. 7.11 - C4 Lethality Rating: 10/10 Noise Rating: 10/10 Ease of use: 10/10 Deadly? Yes Trigger alert mode? Yes Additional Notes: C4, it may look good on the stats but since you get to go into alert mode when you use it there is not really much point to it expert blowing up bugs and making them splat on the screen. 7.12 - Claymore Lethality Rating: 10/10 Noise Rating: 10/10 Ease of use: 8/10 Deadly? Yes Trigger alert mode? Yes Additional Notes: Again not to much point to this one as, if you use it you go into alert mode. Therefore I recommend only using them if you have already set it off and you want to stop the guards from following you. Remember, turn and plant the mine or you will set it off yourself. 7.13 - Grenade Lethality Rating: 7/10 Noise Rating: 10/10 Ease of use: 3/10 Deadly? Yes Trigger alert mode? Yes Additional Notes: The grenade may well be the most useless weapon in the game. It is thrown at an arc with a delayed timer and sets off alert mode. The only time you should consider using it is if you are in alert mode and you have no RGB6 ammo or the gun itself. 7.14 - Stun Grenade Lethality Rating: 0/10 Noise Rating: 4/10 Ease of use: 5/10 Deadly? No Trigger alert mode? No Additional Notes: This is a useful way of eliminating guards without the killing them. As long as the grenade hits somewhere close, all the guards in the vicinity will fall unconscious. Ember that they will wake up in a few minutes and they may call for backup. 7.15 - Chaff Grenade Lethality Rating: 0/10 Noise Rating: 2/10 Ease of use: 10/10 Deadly? No Trigger alert mode? No Additional Notes: Great for getting around CYPHERs and cameras. Also it will cut off the guards radios isolating them for as long as the jamming lasts. Remember though that it will take the radar off line. also it will stop you from using nikita missiles and stop you from detonating C4. 7.16 - HF Blade (High Frequency Blade) Lethality Rating: 10/10 (Blade side) 0/10 (Blunt side) Noise Rating: 0/10 Ease of use: 9/10 Deadly? Yes / No Trigger alert mode? No Additional Notes: My favorite weapon, it can block bullets as well as be used as a deadly and none deadly weapon. Be careful when lunging though as it will kill despite with side you use it on. 7.17 - Coolant Lethality Rating: 0/10 Noise Rating: 0/10 Ease of use: 10/10 Deadly? No Trigger alert mode? No Additional Notes: A handy device freeze bombs, put out fires and blind guards, as well as wake them up, what more could you possibly want? ITEMS 7.17 - Ration Usefulness: 10/10 Additional Notes: These are very helpful and should always be equipped when possible. Although you can use the ration in the select window by pressing B keep it equipped and it will be used automatically when your life hits zero. This is handy as it maximizes the amount of life you have 7.18 - Scope Usefulness: 7/10 Additional Notes: Handy when looking around for guards but certainly not essential. Use the zoom feature to your advantage. 7.19 - AP Sensor Usefulness: 4/10 Additional Notes: This is not that useful. When you equip it all other vibrations turn off and it will vibrate when a guard comes close. This doesn't count for cameras and CYPHERs though. There are a lot of easier ways then using this feature, so I recommend not using it. 7.20 - Sensor A Usefulness: 10/10 Additional Notes: Lets you know where the bombs are in the bomb disposal part one and the Fat man battle, therefore its essential, but after that it really becomes obsolete. 7.21 - Sensor B Usefulness: 8/10 Additional Notes: Helps you locate bomb but as with sensor A when you get past a certain point it becomes obsolete. 7.22 - Mine Detector Usefulness: 8/10 Additional Notes: Like the above. Only really useful if you need it. At moose stages in the game there are no mines planted, but when there are it saves loads of time from crawling insanely around a minefield, often in broad daylight. 7.23 - Thermal Vision Usefulness: 6/10 Additional Notes: Handy in dark places and for seeing mines on the screen rather then on the radar. However, in the game you will hardly ever find yourself using it, 7.24 - Night Vision Usefulness: 2/10 Additional Notes: Most people actually miss this in the game, and it doesn't really matter because it is only available in the Shell and there aren't really any dark places there. Just an excuse to put in another item methinks. 7.25 - B. Armor Usefulness: 5/10 Additional Notes: Like the Night Vision, it is missed my a lot of people as it is located in a obscure area of B2 Shell 2 core. More useful then you might think but most people when they have got it just seem to forget about it. 7.26 - Book Usefulness: 7/10 Additional Notes: Handy if you are going for zero kills as it gets a guard out of the way. But unfortunate like so many other items people just seem to forget about them. 7.27 - Bandage Usefulness: 4/10 Additional Notes: If you are bleeding and there is no time to sit down and let yourself heal then these are a good temporary solution to stop guards from following you. You will start bleeding again of you are shot though. 7.28 - Medicine Usefulness: 8/10 Additional Notes: If you have been outside too long, or got too close to a fire extinguisher when you shot it and it blew up in your face you will catch a cold. Use this to stop sneezing and alerting the guards. And they say threes no cure for the common cold, path! 7.29 - Magazine Usefulness: 4/10 Additional Notes: If you empty a full magazine of a gun, stay where you are and de-equip your weapon. You will pick up the magazine and you will pick it up. You can now throw it like a grenade to distract guards. 7.30 - Directional Microphone Usefulness: 9/10 Additional Notes: Used to eavesdrop on conversations with the enemy and also to hear hidden parts of the game. You can also make a parrot talk with it. 7.31 - Pentazimine Usefulness: 9/10 Additional Notes: Useless in very easy but a god send in all the other modes. When using the Sniper Rifles your hands will wobble like threes no tomorrow. Just take one of these and for a limited time you will aim straight, without trembling. 7.32 - I.E. Usefulness: 10/10 Additional Notes: A certain part of the game is made a damn sight easier with this. You can equip this and the AK to make yourself look like a core guard. You can then move around enemies who are non the wiser to your presence. 7.33 - Phone Usefulness: 2/10 Additional Notes: The ninja will sometimes send you a text message telling you something blatantly obvious 7.35 - Bandanna Usefulness: 10/10 Additional Notes: Basically, just equip it and shoot, you will use up bullets in your magazine but you won't lose any ammo. 7.36 - B. Wig Usefulness: 7/10 Additional Notes: Equip and when underwater, lose no air. Also, successfully make Raiden look a prat. 7.37 - O. Wig Usefulness: 10/10 Additional Notes: Raiden's version of the bandanna, infinite ammo. 7.38 - Stealth Usefulness: 10/10 Additional Notes: Equip this and the guards in the game will not see you. =================================================== 8. WALKTHROUGHS Ok, this is what you have been waiting for, the actual SOL walkthrough. This contains mild spoilers, but I have left out anything that gives the game away. Who you are up against. First things first, who are you fighting against. Below is a list of all the enemies, how to beat them, as well as other tactics for getting around them. Tanker guards Features: Helmets, brown camouflage gear, Night vision goggles and armed with the AK S-74U. You will find these guys wandering around the taker. Use the slandered ways of getting around them mentioned earlier. Shell guards Features: Light green camouflage, balaclavas and armed with AN94 riffles. You will find the Shell guards in the Big Shell, apart from the Shell One Core. Core Guards Features: There Tanker guards without the Night Vision. These people wander around the Shell One core. HIT AREAS Just for reference, here are the points where you can shoot guards and the affects they will have. Note, this is only for handguns and assault riffles. Also it doesn't count for the M9 either. Head - Fatal 1 shot kill. Upper Body - Fatal 1 shot kill. Lower Body - Around three shots. Legs and Arms - Around 6 shots. Shell Assault Team Features: Same as Tanker guards, Shields, Bullet proof vests, Armed with RGB6's and high-powered assault riffles. They only come when back up in the tanker is requested. They are trained in search and destroy tactics so its best to hide if they are called. An attack on them is very unlikely to work and is professionally called suicide. Core Assault Team Features: Same as Shell guards, Shields, Bullet proof vests, Armed with RGB6's and high-powered assault riffles. They only come when back up in the shell is requested. They are trained in search and destroy tactics so its best to hide if they are called. An attack on them is very unlikely to work. However, make use of the heavy weapons you have and you mint hold them off for a while if engagement is absolutely necessary. CYPHERS Features: You see on in the tanker, they are said by some to look like flying rubber rings. They are armed with a camera so if one sees you it will take a snapshot, then call for backup. There are a number of ways to take out a CIPHER. The best way is to shoot it. On normal mode, it will take three shots on the ring part or one in the camera. Also, M9 knockout rounds wont work so use a hand gun or assault rifle. You can also use chaff to disable it. Make sure your not in its field of view when the jamming ends though. Gun CYPHERS Features: Like the normal CYPHERS only the camera is mounted underneath and they have guns. This said, they are not that much more of a threat to you then the normal version if you don't let them get close. Just you the same tactics to get rid of them as the normal ones. Cameras Features: If you can't recognize a camera when you see on you should be worried. The tactics for getting rid of CYPHERs also work here. Gun Cameras Features: Cameras with a long stick on them I think there is only about two of these in the whole game. Use the same tactics as the normal incarnation. Gun cameras are also armored so a few more shots are required. Claymores Features: None, there invisible But you can see them by using the thermal goggles and the mine detector. If you accidentally step on one then it will not summon backup, but it will hurt and may make nearby guards investigate. To get them, crawl over them and you will automatically pick them up. 8.1 - SOL Main game walkthroughs Here is the main walkthrough. Just a note before we start, if I write use a certain weapon or tactic, you do not have to agree and use it. The main idea of the game is to do your own thing. However, it will make the game less trebling if you use that weapon. Also at some points only one weapon may do. I will include that as well. This walkthrough is expecting that you are playing on normal difficulty and have the radar switched on and to type one. __ / \ / \ / \ / \ | | | _________ | || || || || < Hold 3 || || ||_________|| | _________ | || || || || < Hold 2 || || ||_________|| | _________ | || || || || < Hold 1 || || ||_________|| | _______ | | | | | < Deck 1 - Crew Lounge | | | | Deck 2 | |_______| | Deck 3 - Dining Hall | | Deck 4 - Bridge \__________/ B1 - Engine Room 8.1.1 - Tanker After a long, cool cut scene you will find yourself on the stern side of the tanker. You are also in front of a large object. Press up against it and look up and to your left. There will be a guard with a light walking around the top deck. He looks over the deck every once in a while. If you are exposed he will come and investigate. Wait until he walks away and turn right. Follow the side of the ship forwards until you see some stairs you your left. Go up these and jump onto the object in front of you. Go into first person view and look right. There will be a guard looking out to sea with some binoculars. If he is not there wait a few seconds and he should come. When he stops and looks over the side draw your M9 aim in first person view attack and shoot him in the head. Now jump off the other side of the object you are on and pick up the chaff grenades to your right. Move forwards and jump off the railing in front of you. You will automatically fall to the ground and only lose a fragment of life. Move forwards and up the next set of stairs, past the sleeping guard and mode to the door. Press Y there to turn the handle and enter. You will get a call off Otacon when near the door telling you how to open it. When inside look up the stairs. You way is blocked so your going to have to go the long way. move through to the next room. You will see a shadow of a guard. Press against the wall ahead and shimmy over to the corner. Doing this avoids leaving visible footprints. At the corner wait for the guard to walk away. Before he stops do a jump out attack and hide back behind the corner. In a few seconds he will go down and you can cross un-noticed. At the other side of the corridor go down the next passage to the left. You should now be in a room identical to the one you entered a few seconds ago. Don't bother trying the door, it won't work and just head straight up stairs. Another quick scene will show Snake walking up the stairs and peeking around a corner. There is a covalence camera in place. There are a few ways of getting around it. The best way it to go into the corridor. Press against the wall that the camera is on and pass under its blind spot. Another way would be to throw a chaff grenade and run but that just wastes time. At the other side of the corridor open the locker to get some chaff grenades and if you want go straight down the next corridor. Opposite the fire extinguisher is a small vent, crawl inside to get a ration. After you have got this head back to the locker with the chaff grenades in it and head up the stairs to its right. At the top of the stairs go into the main corridor. there is a door on the left and you see a guard walk inside, move to the door so it opens and hit the guard in the head with the M9. **Note - There are some sailors here who were cut short of there meals and are now strewn over the table. As you enter the room you will see that there is a camera on the other side of the wall on your right. head forwards and go through the swinging doors to pick up another ration. Head back into the corridor again and go to the other side. You will get a call off Otacon, informing you that there is a trap of semtex ahead of you. This consists of: IR beams, Semtex plastic explosive and a control box. Basically if you a beam is broken or disturbed all the semtex on the ship goes off and its down the plug hold for you. Otacon recommends shooting out the fire extinguisher. Don't do this though all you have to do is go back to the corridor and bang on a wall. The guard opposite will investigate. All you have to do is to crawl through the two panels on either side of the wall and your through. Don't worry about setting the beams off, you will just go under them providing that you are crawling. At the other side of the corridor head upstairs. Make sure you do all this before the guard comes back. You are no on the bridge. After a short scene you will see someone outside, go left to the door on the extreme left of the bridge and watch the cut-scene. Boss - OLGA Difficulty - 4/10 As you only have an M9 at the moment, you cannot kill Olga, instead you have to knock her out. She is a good shot, but you can sneak to different areas of the deck when she is not looking. When she is hiding behind an object run to the other side of the bridge and shoot at her. There is a light on the far end of the area. Shoot it out before she shines it in your direction. After she shoots at a covering, shoot the yellow peg holding it on. If you don't win afar a time she starts throwing grenades. These are easy to avoid just don't stay in the same place for too long. After a while you will have her beaten. You now get a USP with no ammo and see your first CYPHER. After the battle go back to the door to the bridge. **Note - Shake Olga to get her dog tags, also shoot her to get a funny message off Otacon. Instead of going back in however follow the wall around to the right. You will get to some stairs. Go up and see the mast with the ladder in front of you. Climb up to the top and get the thermal goggles. **Note - If you play through the tanker level again on the same file look on the second level, there will be a USP suppressor. Also look when you are on top of the mast to where Olga dropped to the floor, she has disappeared, dur, dur, dur, dur. Head all the way back down to the bottom level and back inside the bridge, pick up the USP ammo and head back downstairs. Your now in the room with the IR trap. The guard patrols the other side. Use the same tactics as you did to get to the side you are on now and go down stairs. You are in the room with the camera. A guard is patrolling the corridor. Equip the M9 and look around the corner. As soon as he is out of the cameras view, shoot him in the head. **Note - You must hit the guard in the head as anywhere else he will have enough time to wander into the cameras sights and alert the guards. Also, make sure you hit him as he is walking away otherwise, he may turn around and catch you. Also, don't use the USP, as tempting as it maybe to kill something be patient, the USP is too loud and the guard is right near a corner to hide near. Use the M9. When the guard is down either shimmy past the camera like last time or simply shoot it. Follow the corridor, back down stairs. Go out of the room and back to the corridor you used to get to this part, (where you M9'ed the guard). He is now back and patroling the same route. Same tactics as last time, jump out shot him when he is walking away and hide back behind the wall. Do not kill him with the USP here either, the guard on the other side of the area will hear the shot and things can get tight. Once on the other side of the corridor walk towards the camera until you see a door on the right. Enter here. You are at the top of a balcony in the recreation center. A guard patrols below, wait for him to move to the left. Run down the stairs and rush right. There is a room ahead, run in and hide behind the wall. You should just have enough time to do that in before the guard looks behind him. If he gets suspicious un down the stairs. If he doesn't get suspicious go down stairs anyway and grab the stun grenades. Head through the door and into the next area. As you walk up the corridor you see the shadow of Vulcan Raven from Metal Gear Solid. Go around the corner and look to the wall next to you. There is a flashlight and a Raven action figure. Shoot the light to de illuminate the area, with the M9, there are guards nearby. **Note- Shoot the Raven figure with the M9 and watch what happens. **Note- Look at the row off lockers opposite the Raven figure. Open them and get a nasty surprise. Go back into the corridor and look for a door to the left. There is a guard yawning. De-equip all weapons, stand next to him and press X, then press it reputedly until he makes a different sound, then release the button and he will drop harmlessly to the floor. Look out over the engine room to see a patrolling guard on a raised platform. M9 him, this make take a few shots as he is a long way off. You may have to move around a bit to get a good shot, also it is easier if you shoot him when he has stopped moving. Now go over to the rail and enter the hanging mode. Look underneath you using first person view and wait for the guard underneath to walk under you. Just before he is directly underneath you, press A to fall, you should fall on his head, whip out your M9 and shoot him in the head while he is unconscious. **Note- If the guard does not get knocked out when you jump down press B rapidly, he should be get knocked out. If all else fails shoot him with your USP and run down the corridor all the way to a darkened corner. Wait there until caution mode stops. Do not exit your hiding place even in caution, the assault team are wandering around looking for you, also, the guard you knock out with the M9 will be awakened and a new guard will be placed above you where you killed the previous one. Providing you did knock him out and shoot him, follow the stairs down. Just before you get to the bottom, preen against the wall. A guard is watching the area. Do a jump out shot on the guard but don't kill him. Snake will shout "Freeze" and the guard will put his hands up. Take this time to shoot him in the head. To the left there is a small bridge, head over and go down the long corridor to get a ration. Go back up the corridor, and past the bridge. there are a long flight of stairs, head up and to the top level. In the distance a guard is patrolling a lower level. Hit him with the M9 and drop him, then follow the corridor down and over another bridge. **Note - There is another guard just behind you as you go up the stairs, as long as you are silent and don't alert the guard on the other platform then ignore him. Come over the bridge and come towards the guard who is asleep. As you come around you will see some stairs. Head up and spot the guard you knocked out with the M9 a few minutes ago. Make sure he is not near the door, you'll see why in a minute. If he is drag him away and head through the door. Go towards the room at the far end and not the door closest to you. as you approach you see a guard come out of the room. run left to the lockers and press yourself in the open one in the middle. Now, without pressing anything watch as the guard enters the room, walks around and exits. Before he comes in the room he checks outside the door and if the sleeping guard is there he wakes him up. After the guard leaves the area stay where you are for a few seconds as he walks up the corridor and exits the engine room. Exit the locker and look down the corridor near the lockers, there is another IR trap, you need to go down this corridor and this time you cannot crawl underneath the beams. After a conversation with Otacon grab the USP bullets from the object if you have room for them and look down the corridor. On the right you can see a blinking green light near the Semtex, aim carefully to avoid hitting the semtex and shoot it out. You will know if you miss and hit the Semtex. When the green light is shot then move to the lockers and crouch before going into a crawl. Look ahead and below a IR beam panel, on top of the semtex is the next control unit. It is a fairly easy shot. Jump on the object nearest the lockers and look all around for the next control unit. Finally, while still on the object look directly down the corridor for the last unit. Equip your Thermal Goggles and check to make sure there are no more IR beams, then head towards the door and go through. **Note- There is a bag of flour near the door, shoot that and you can also see the beams, also you can smoke the cigarettes to reveal them. Also, don't worry about alerting the guard outside the door in the engine room, as long as the door stays shut he shouldn't be able to hear you. If by chance he does then run into a locker and hide. You are now in a corridor, equip the thermal goggles and the M9, proceed forwards until you see the figure of a guard walking towards you, let him get close and shoot him before he sees you. Carry on past him and un equip the goggles. There is a well lit corner at the end, approach slowly and let the guard walk by, he is listening to music so he cannot hear too well. Shoot him with the M9 and carry on around the corner and down the next corridor. Look ahead, there is a sleeping guard. It is possible to run past him, but its difficult t get the timing right, basically whenever he goes "nothing to report" he wakes for a few seconds, so run just after that. You can also just do it the way I do and shoot him in the head with the M9 when close. **Note- If you miss the guard will wake up and see you, in that case switch to the USP and shoot him before he calls for reinforcements. After the guard is down continue on through the door. There are no guards in this room yet, equip your rations and USP and follow the corridor, picking up ammo as you need it. Eventfully you will get to a cut scene in which a guard is alerted and you have to fight all the guards. This is pretty straight forwards. Hide behind the object and use the jump out shot for the left guard, then stand up and drop the one on the right. Look directly in front of you. A guard crouches behind an object and occasionally stands up and throw a grenade. Stand up at this point and run to the object in front, crouch to avoid enemy fire and wait for the blast. The stand up and wait for him to stand and get ready to throw another grenade. At this point shoot him and run back the object at the back. There are some USP bullets and a ration at the back of the corridor, be careful of enemy fire if you want to get these. Continue dropping guards as they come until three come around the corner and run at you. Stand up and fire wildly at the front guard, when he falls the next one will be shot and then the third. When these are dead it is normally the end of the shoot out. Occasionally a guard will survive after the three guards who run at you, so just finish him off as well. After a rather cool scene you are in the holds, on a balcony above a platoon of marines. Just a point here, do not kill the Marines. In fact there is no point in getting out your USP again. You can however hold up marines to get dog tags and shoot them with the M9. First climb down the ladder, you are on a platform separating the ground and the entrance. You can now hang over the side and proceed to the next room, but for the sake of argument, go down to the ground near the marines. When at the bottom head left along the wall to the projector. Crawl underneath to avoid casting a shadow and continue left to the end. The head upwards stopping behind the objects every once in a while. When the floor is a different color, walk very slowly to cross over and carry on. At the last space there is an object blocking your path. Walk left around it and towards the door. The next room has two screens with the image flicking from one to another. Wait until the image is on the right projector and the marines look at it. See the object in front of you and run to it, hiding behind it and waiting for the screen to change back to the left. Wait until it goes to the right again and run to the next one. Do this again and on the last one you must go to the right, around the object, after you do this run for the door before the marines look back. After a short scene you get a call off Otacon telling you what sides of Metal Gear he wants. First off is the front left. Simply walk forwards to the edge of the object on your right. Draw the camera and get as much as Metal Gear as you can. Snake should go "alright" or something to that effect, if not try again. Sometimes he doesn't say anything and it is still ok so if you are satisfied with it, its probably ok. When you have the picture move around the obstacle on your right with the cameraman onto. move into the center of the room, behind the marines in good view of Metal Gear. Take a snapshot of it to get the front picture. Next head on past the next cameraman. Do the same thing as you did for the left shot and you will get a good right shot. Finally move right and go near the computer, look down the small passage between the wall and some objects, there is a marine half asleep. Shoot him with the M9 to make him full asleep and slowly walk over to him, the floor noise will alert the marines if you go too fast so take it nice and slow. Pass the marine and go to the center of the small alcove. Look at Metal Gear and spot the "MARINES" lettering. Take out the camera and zoom on it. Make sure the letters are lit up quite well and all of them are in the shot. After you have it go to the computer on the extreme right of the room, you may have saw it when you were taking down the marine. After Otacon analyses the photos in a separate program and if he gives them the go ahead that's the tanker episode finished. If you have to take a few again do it quick as you may not have a great deal of time left while the Coma dent hatters on. **Note- The Commandant occasionally makes the marines turn and look to the left, right and back, or make the exercise. When this is about to happen the time limit stops. If that happens get to a canceled place, when the timer starts again you can move, just be careful you don't walk in to the marines sights. **Note- In hold three, don't worry about the Commandant seeing you, he must need new contacts or something because you stand out like a sore thumb and he does not see you. Things to notice in the Tanker episode: - The Coma dent is Scott Adolph, Helena Adolph Jackson, aqua Fortune's father. - The Coma dent is named after a member of the team who helped create the series, called Scott Adolph. - You see your first pictures of Metal Gear in the crews lounge. There is a Plasma TV on the left hand side, also shoot it to destroy it. - You can see Ocelot in Hold 3 waiting to make his move. Take the ground way after you pass the projector in the first hold until you get under Metal Gear, head right and climb up the ladder, now de equip all weapons and walk over to Metal Gear and look down, you can see the front half of Ocelot waiting. Also, take three pictures and show them to Otacon at the computer terminal. To get down from the platform just slide down the vertical pipe with the action button. 8.1.2 - Plant (Start) STRUT A - DEEP SEA DOCK OBJECTIVE: Get to Strut B and rescue the President NEW CODEC CONTACT: 140.85 - Colonel Campbell - Ring him if you need refreshing on your mission objectives and helpful hints. You should note that you are now playing as Raiden. There is not much to do in this room, go forwards and up the stairs, there are a few lockers here, in one of them there is a ration. Grab it and walk to the door to the right, open it and you will hear fighting. After the door opens you see a guard, who was unconscious get up and go around the corner follow him, don't worry about alerting him as he will not be there any more. Into the next room you see a man riding up the elevator with two unconscious guards nearby. After all the talking go forwards and towards the elevator, ignore the guards, you cannot do anything as of yet. Head to the node in the corner, it is a tall blue thing, you should find it easily. NEW CODEC CONTACT: 140.96 - Rose - To save you game phone Jack's girlfriend, Rose. Metal Gear Solids answer to putting you off saving. CURRENT ADDRESSES: 140.85 - Colonel Campbell - Ring him if you need refreshing on your mission objectives and helpful hints. 140.96 - Rose - To save you game phone Jack's girlfriend, Rose. Metal Gear Solids answer to putting you off saving. You are informed that the guards are waking up, run to the center of the room where there are pile of crates. Go around to the back of them and enter, go to the far left corner, here you are clear from the guards view. You cannot avoid caution protocol at this point. Watch the guard on the right with the radar. He patrols up and down, at the down part of the patrol he looks to the right, this is your chance to run past him and straight into the elevator. Only go for the elevator when it has come down otherwise you will be wide open to be seen. **Note- As soon as you get into the elevator it starts automatically. At the top head left and look for the fence. There is a large gathering of birds there, approach and scare them away to see a hole in the fence. Crawl through it, you also get a call of the colonel telling you how to get through. When through follow the route to the door. STRUT A - PUMP ROOM Two guards chat to each other before one exits through the other stairway, the other patrols nearby. You then see where the node is. Wait until the guard walks to the other side of the wall. Tap on it and watch which way he comes around to investigate, go the opposite way and circle the block until you come up behind him. Tap X rapidly to brake his neck and hide imp in the lockers near the stairs you came down from. Go over to the Node, access it and head left out of the computer area and through the door ahead. AB CONNECTING BRIDGE Take the colonels advice and use the hanging mode to cross the bridge. Crouch and hide in the left corner and wait for the guard to eventfully appear. As soon as he leaves go to where he was and jump over the side. Cross the bridge to the other side, make sure the guard passes you as you go, you should have enough time to pull yourself up and cross to the other side. finally cross over and enter the canceled corridor. Head down and enter Strut B STRUT B - TRANSFORMER ROOM After a LONG scene which has introduced you to Plisken, Vamp and a few Seals you are in a the main transformer room. Walk down the stairs where Plisken is resting and log into the node adjacent. The walk down until you see another set of stairs, climb up these and exit through the door on the right. You will get another head dragging convocation with Rose battering on about what day it is tomorrow, I'd say the convocation picks up after a while but plainly, it doesn't. Head past the lockers and through the red door. NEW CODEC CONTACT: 141.80 - Plisken - Plisken is like the colonel, phone him for advice. However, he mainly specializes in weapons, the Shell or Dead Cell and the others. CURRENT ADDRESSES: 140.85 - Colonel Campbell - Ring him if you need refreshing on your mission objectives and helpful hints. 140.96 - Rose - To save you game phone Jack's girlfriend, Rose. Metal Gear Solids answer to putting you off saving. 141.80 - Plisken - Plisken is like the colonel, phone him for advice. However, he mainly specializes in weapons, the Shell or Dead Cell and the others. BC CONNECTING BRIDGE After the scene ends, head across the bridge, there are no enemies to worry about this time. About half way across the bridge, where the connecting bridge to the core was there are some chaff grenades. Head over the bridge into Strut C. STRUT C - DINNING HALL Enter Strut C and go sight down the corridor ahead, Follow it until you reach a cut scene. 8.1.3 - Plant (Bomb Disposal pit's) STRUT C - DINNING HALL OBJECTIVE: Find and freeze all the bombs Fat man has planted around Shell One. NEW CODEC CONTACT: 141.25 - Stillman - The bomb disposal technician, during pt.1 of bomb disposal call him for clues on where Fatman has planted the bombs. Also for information about him and Fatman. CURRENT ADDRESSES: 140.85 - Colonel Campbell - Ring him if you need refreshing on your mission objectives and helpful hints. 140.96 - Rose - To save you game phone Jack's girlfriend, Rose. Metal Gear Solids answer to putting you off saving. 141.80 - Plisken - Plisken is like the colonel, phone him for advice. However, he mainly specializes in weapons, the Shell or Dead Cell and the others. 141.25 - Stillman - The bomb disposal technician, during pt.1 of bomb disposal call him for clues on where Fatman has planted the bombs. Also for information about him and Fatman. Start by going back to the door where you came in and go right into the room next to the corridor. This is the women's toilet room. Walk around until you see two mirrors, look up and you can see the reflection of the bomb, you can also see the bombs base so spray coolant to freeze it. Go back to the room with Stillman in and walk left, past the pantry and water melons, through the swinging gates and finally into a small room with a poster, this is where the node is so log in. Head to the corridor where the cut scene first started and carry on to the red door. CD CONNECTING BRIDGE Look for a guard at the far end of the bridge, aim accuracy for the head and shoot him with the SOCOM. Go to the corridor leading to strut D but stop just outside and shoot the camera. If you are going for zero kills then try to punch combo the guard but it is easy to be seen, I recommend just killing him. STRUT D - SEDIMENT POOL Lovely, don't fall into the water. When you enter this strut duck and watch the guard in center, wait for him to walk away, now look at the guard below, wait until he is walking away and run down the small amount of stairs and hand, let yourself fall with the A button and press Y rapidly to grab onto the next rail. Make sure the guard is away then pull yourself up and run left to the last gray floor panel. Press Y to open it and reveal the bomb. Spray it and run to the stairs to the right. Instead of running to the stairs hang before the guard sees you. After he passes, jump up and run up the stairs, making sure the guard at the top is not looking. Run back to the entrance you came in at. You have now cleared struts C and D, now go back to strut C and past the BC connecting bridge to Strut B. The reason we to this is from the other side of strut D it is very hard to get to the bomb without being spotted. Also it will take out the newly placed guards in strut B soon leaving the way open when you have to run past there. It takes slightly longer but it saves engaging lots of guards later on. When in strut B wait for the guard on the radar to come close and then move away. Enter the door and look at the transformer lockers to the right. the furthest one is open so close it and spray the bomb fast. Then run through the door you came from before the guard returns. After he turns away again head back in and shadow him all the way to the next door. Stop and wait for the guard outside to walk up on the radar screen and silently walk out, this floor has floors that make a noise if you walk to fast so go slowly, when the guard is on the other side and about to turn round, and you are still not around the corner then run and cartwheel over the panels, either or both guards may get suspicious so make a break for the door. AB CONNECTING BRIDGE There is only one guard now on a circuit around the bridge. As he is coming around to the side where you are lob a stun grenade. After he is knocked out run around to the other side of the bridge and into strut A. If you have no stun grenades do a jump out shot with the SOCOM and drop him. STRUT A - PUMP ROOM There will be a guard controlling the computer section, time your moves at the gaps in the walls, use the same tactic of banging the wall and chocking the guard you used last time to dispose of him. Enter the room through the door opposite the right set of stairs. There is a guard patrolling in here. Make sure he is walking away from you and not too close to the far wall. Shoot him in the head, now slowly walk forwards and find the camera, shoot it out. Head around to the left side of the room and go to the back, you should see some stairs. go up and back down them and crawl under the pipe ahead. Turn 90 degrees left and continue crawling until you get to a brown pipe. Follow it to the back of the room, spot the bomb and freeze it. Head back the way you came, under the pipes and into the computer room with the straggled guard. On the other side of the fake walled computer room is another red door, head through. AF CONNECTING BRIDGE There is one guard and a CYPHER on this bridge. Wait for the CYPHER to fly to the other side before shooting the guard in the head. Then try to hit the CYPHER in the camera section. Head to the next strut. STRUT F - WAREHOUSE This is quite a hard part in the game, but it is a lot easier approaching from the AF connecting bridge then it is from the EVE connecting bridge with is what we would have had to have done had we not turned around in Strut D. There is a room closely, however it's security level is currently higher then your level card. The door is three you have a one card. There is then an ally leading to the main area of the strut, and a guard, then there is another warehouse, this is where we need to be. When the guard in front is not looking rush passed the ally into the other warehouse, in here collect the M9 and some ammo. Go back to the corridor, the guard should now have gone. Head forwards down the ally and peek around the side of the warehouse with the M9. Make sure no guards are coming. Run to the hole in the center of the floor to the bottom level and wait for a guard to pass beneath you. Drop onto him like you did in the Tanker and drag him to the bottom of the screen to another ally. There should be two doors, one on the left and one on the right. Pull him into the one on the right. Your going to have to move fast now to avoid alerting the guards. Run out of the room and straight into the one on the left, the node is in here, but for now leave it, go to the back of the room. There is a small vent, crouch and crawl through, following it all the way to the other side, you will be in the room with the guard again. Pick up the SOCOM suppressor and bullets and equip them. Look for a small box near the suppressor and climb on it, then onto the next box. Pull out your now suppressed SOCOM and deliver a head shot to the unconscious guard before he wakes. There are two more guards in this area. On who solely patrols the upper floor and one who comes down to the ground floor sometimes. This guard also radios base and if he is taken out the assault team will check out why he is not responding. But for now, run back to the room with the node and access the radar. First you have to get rid of the guards. First wait down stairs for the reporting guard to make his rounds, drop him with the SOCOM and pull him into either the room with the dead guard or the node room. Either way make sure he and you are hiding in one of the rooms when the controller starts talking. The assault team will go to the position of the guard when he was shot and say they cannot find him. They then go away. When the assault team leave look for the last patrolling guard and drop him with either gun. There is no need to worry about hiding this guard, just head up the stairs in the upper right hand corner and move to the left of the room. Activate the sensor and move into the cloud, grab onto the railings and drop onto the crates, then move forwards to drop to the floor and spray the bomb at your feet. Climb out and move up the stairs to the red door and exit this area. EF CONNECTING BRIDGE Walk forwards along the bridge, you will get a codec call informing you of claymores in the area. NEW CODEC CONTACT: 141.42 - Mr. X - Mysterious man who gives you information on traps and other danger. Don't bother trying to call him, it will always be "no response". CURRENT ADDRESSES: 140.85 - Colonel Campbell - Ring him if you need refreshing on your mission objectives and helpful hints. 140.96 - Rose - To save you game phone Jack's girlfriend, Rose. Metal Gear Solids answer to putting you off saving. 141.80 - Plisken - Plisken is like the colonel, phone him for advice. However, he mainly specializes in weapons, the Shell or Dead Cell and the others. 141.25 - Stillman - The bomb disposal technician, during pt.1 of bomb disposal call him for clues on where Fatman has planted the bombs. Also for information about him and Fatman. 141.42 - Mr. X - Mysterious man who gives you information on traps and other danger. Don't bother trying to call him, it will always be "no response". Now enter first person view and aim with your SOCOM, press "auto-aim" and you should be pointing at the stairs on the opposite strut, this may take a few attempts. Press fire and listen for a guard shout, this means you successfully shot him and he is no longer a threat. Now equip your mine detector and get into a crawl, look for the yellow cones crawl through them onto the red dot on the radar to pick up a mine. Do this until you have a full inventory. NEVER STAND UP WHILE DOING THIS, one mine takes away almost all your health and alerts the CYPHERs nearby. This is another reason we turned around at Strut D, otherwise we would have had to do that with a guard watching and almost certainly setting off an alarm. STRUT E - PARCEL ROOM Enter through the roar and run forwards, up the room until you see an opening, stop. There are two guards in the room, don't do anything to either of them. Instead locate the cardboard box on a platform ahead of you. When the guard to your left looks away, run hop onto the platform and equip the box. When the guard is not looking again, jump off run forwards and use the node. Now go back the way you came being cautious off the guard and turn left. Head upstairs and through the door. STRUT E (ROOF) - HELIPORT Follow the platform and watch the scene, afterwards continue up the stairs and head for the Harrier. There is a guard patrolling the crates. Move to the tail of the Harrier and plant a book. Now wait and the guard will eventfully find it and distract him. Now go around to the other side of the wing that is pointing towards Shell Two. Look under the forward undercarriage (front wheel). There is the bomb here but you have to crawl to get it. After it is frozen and the codec talk ends go back to the parcel room and to the far left end to exit the red door. DE CONNECTING BRIDGE At the bridge look for the stairs to the left, when the sights of the guard with the binoculars turns all the way right run half way down to the platform that changes the direction of the stairs. Pull out the M9 or SOCOM and aim for the first guards head, then do the same for the guard father away. Head down the stairs and head backwards for some SOCOM shots and some chaff grenades. head all the way across the bridge but don't go up the stairs at the other side, instead, just head into the concealed corridor and into Strut D. STRUT D - SEDIMENT POOL You exit right next to the node so activate the radar, now go as far along the platform as you can until you see the guard coming. Hang over the side and let him pass, then continue all the way to the stairs, climb up watching out for the guard up here. When he looks away run up before the bottom guard returns. Then run the way the stairs were pointing until you reach the red door to the connecting bridge, if the top guard gets suspicious or is alerted shoot him with the silenced SOCOM. CD CONNECTING BRIDGE Now your SOCOM is silenced you should have no treble passing through this area, just shoot the CYPHER and M9 the guard. Alternatively just throw a chaff grenade and run. STRUT C - DINNING HALL Enter the room where you first met Stillman, don't worry, there are no guards in this strut. Find the pantry and pick up Sensor B. 8.1.4 - Plant (Bomb Disposal pit's) STRUT C - DINNING HALL OBJECTIVE: Find and Freeze the invisible bomb in the Deep Sea Dock. TIME LIMIT: 400 SECONDS Run out of the room where you are and head down towards the toilets, exit the red door nearby. BC CONNECTING BRIDGE Shoot the CYPHER and run across the bridge STRUT B - TRANSFORMER ROOM Hide behind the wall opposite the lockers, have the M9 ready, shoot the guard when he walks away from you and wait for him to fall down, if the guard inside investigates shoot him with the SOCOM. Go down the corridor slowly to avoid making a sound, at the other side, exit to the next bridge. AB CONNECTING BRIDGE Wait for the patrolling guard to walk your way and kill him with a jump out shot from the SOCOM, make sure he goes down, if you miss he will stop for a few seconds to investigate, drop him then. Head across the bridge to Strut A. STRUT A - PUMP ROOM As you enter watch the guard, when he walks away from you run forwards at climb the stairs you originally came down at the start of the game. At the top, run out of the gate ignore the guard and run straight to the middle of the elevator. STRUT A - DEEP SEA DOCK At the bottom run to where you first started the game, run to the other side of the pool and look at the large yellow submarine, hmm. Underneath it is the bomb, The legs of the sub can block your view of the bomb so move all the way to the right and spray it. Now head back to the elevator room. 8.1.5 - Boss - FORTUNE Difficulty - 3/10 Recommended tactics - Stay alive. Fortune is armed with a rail gun, those who have played Metal Gear Solid may ember this is the weapon on Rex's right arm that fired the advanced nuclear warhead. Fortune's doesn't fire warheads but it a miniature version of the weapon. Contery to belief, the rail gun does not fire electrical bolts or "lighting". What it does do is use electrical energy to fire bullets at extremely fast speeds. It is a prototype that apparently is deadly to use normally as it sometimes backfires or overloads killing its user, but this never happens with Fortunes after all, she's lady luck. This is the first boss fight on the Shell and you cannot win. Fortune cannot be shot, so don't try instead there is SOCOM ammo doted around the room, so pick that up. When the fight actually starts though, move right the drum next to you is about to blow up. There is another drum to the right behind some more crate, in the fight that will blow up as well so don't get too close. At the start after you've avoid the exploding drum equip your box and run around, this allows you to be a smaller target without slowing down by crawling. After the Codec rings the "fight" is over. 8.1.6 - Plant (Bomb Disposal pt.3) STRUT A - ROOF OBJECTIVE - DEFUSE THE BOMB ON THE HELIPORT Go to the gate you came through before only this time crouch and crawl to the door as there are claymores in place. STRUT A - PUMP ROOM Run past the front entrance to the computer room, making sure the guard is facing away then run around the corner and past the next gap, making sure the guard has turned around and is pointing the other way. AF CONNECTING BRIDGE Make sure the coast is clear before attempting to cross, if the guard sees you the drop him with the SOCOM. STRUT F - WAREHOUSE Watch for the guard who reports in and make sure he is walking away, locate the other guard, shoot him with the M9 if he is walking around the block towards you or simply shadow him if he has passed, get to the opposite side of the room and onto the next bridge. EF CONNECTING BRIDGE Fire at the guard by using the auto aim to find him, make sure he goes down, then throw a chaff to jam the CYPHERs nearby, you should have got most of the mines last time you came so just head forwards and into the next strut. STRUT E - PARCEL ROOM As soon as you enter here equip a box and run along the right wall, when you get to the stairs unequip the box and head up to the door. STRUT E (ROOF) - HELIPORT Follow the way until you get to the long flight of stairs, head up and run to where the Harrier was and the bomb if easy to spot, simply freeze it. 8.1.7 - Boss - FATMAN Difficulty - 6/10 In this fight you have to attack Fatman whilst freezing bombs that he plants before they explode, on Extreme and Europen Extreme this is a expetionally hard fight, but on this level it is not so bad, remeber to keep the sensor A equiped, no bombs require Sensor B to locate them. The points in which he plants the bombs are random points over the heliport so as soon as he puts them on freeze them. Occasionly he will stop and take out a gun, when he does hide behind a crate when this happenes. He also will stop at points and clap or take a breath, use these as your chances to shoot him with the Socom. He will fall down dazed for a few seconds, get up close and shoot him in the head. Repeat this until he is down, as you play you will find faster ways of beating him, but this will do for now. After he is beaten he says he has one last bomb and dies, you must now find it, de equip all weapons and drag him aside, the bomb is underneath him. Freeze it and head back to the stairs. 8.1.8 - Plant (Hunt for the AK) STRUT E (ROOF) - HELIPORT OBJECTIVE: Find an AKS 74-U and head to the Core of Shell One You now have a B.D.V to discuise as a core guard, but this isn't going to be enough to fool the guards, so you need an AK, or more precisely an AKS 74-U. Don't equip the gear yet, there is no point. Head down to the parcel room. STRUT E - PARCEL ROOM One again get into the box so you can move low and fast and head towards the door you entered from. EF CONNECTING BRIDGE We have been here a few times, If you run streight across the bridge without triggering a mine, you should get to the other side before the guard behind starts using the binoculers. Enter Strut F. STRUT F - WAREHOUSE Now you have a higher level card you can enter some more rooms in here. At the moment you can get both assult rifles: the AK which we need, and the M4, the cool gun you saw Plisken and the SEALs using in Strut B. This level is made a LOT simpler by getting rid of the guards. So head down stairs and socom the patroling guard using the objects down here to your advantage. Drag him off to the room with the node, there is no need to put him in a locker. If another guard heard the first one he will investigate. In this case leave the guard where he is and shoot the next one. Then carry both off before the status report is due. However if he did not get suspsious just wait until he comes down normaly and pull him away. Wait until the assult team have made there rounds and left before coming out and shooting the final guard on the upper level. While you are down stairs go forwards to the wall adjeacnt to the stairs and enter. In here is the AK and some ammo. Now head up stairs. The upstairs is divided into six warehouses, two near the stairs, or the front of the room, two in the middle and two at the back of the room. Head to the middle left warehouse and enter, there is an IR trap in here. Look for the locker on the left and use the Socom or AK to shoot it out, then grab the M4 and ammo. There is some more ammo in the locker with the control pannel on the top. To get more Socom ammo head to the place where you got the suppressor. To get more M9 ammo head to the place where you got the gun and for more M4 ammo head to where you got the AK where it can now be picked up. After you finnish firing senslesly at things with the machine guns head to the red door opposite the stairs where you entered. EF CONNECTING BRIDGE Insead of using the Socom to kill the guard this time use the M4, this reduces the chances of missing. Go to the bridge and shoot the Cyphers floating about. When they are all in the water head half way across the brige where it branches off. Do not stop running on this as the platform crummbles when touched. At the other side equip the AK and the B.D.V and enter the Core. 8.1.9 - Plant (Looking for the D.Mic) SHELL ONE CORE LEVEL ONE OBJECTIVE: LOCATE THE DIRECTIONAL MICROPHONE First thing to do is equip the B.D.V if you have not already done so, then take out the camara with the SOCOM, then re-equip the AK again before any sees you. **NOTE- Remember you are disguised as a enemy solider and amongst other things soldiers do not shoot their friends, so avoid killing people. Also you must keep the AK equipped but do not point it at any thing not even if you set of caution and everyone else is doing it. Also, the B.D.V does not fit well and banging into enemies will cause it to fall off, and with all the guards in the core, that is something you do not want. Another point is not to shoot at anything, neither machine gun is silenced and it will trigger an alert. Avoid the guards as you enter into the hallway, move towards the camara and keep going until you reach a corner. Don't destroy the camara, just ignore it and continue by, it will not do anything. At the end of the corridor enter the room and use the node. Also grab some stuff from the set of lockers at the other side of the room as well as the ones opposite the fake wall. Opposite the door you entered is another door, exit through here an follow the passage up, there is another corridor similar to the one you entered here. The door leads to the BC connecting bridge where there was a bridge that Fortune destroyed with the Seals on earlier. There are some Grenades here. We went this way because there is not as many enemies reducing the chance of being knocked and revealed. Continue up and the corridor turns ninety degrees follow it and in the enter is the elevator. Providing you are complete in costume call the elevator and the camara will allow you to pass. Press the B2 button and the elevator will move. SHELL ONE CORE LEVEL B.TWO - COMPUTER ROOM This place is suicide if you decide to take off your disguise. There are six guards in the computer room. Head out of the elevator and turn left through the door and follow the hall into another passage running all the way down the edge of the computer room, at the edge enter the room and cautiously walk between the guards to the left of parrot at the far end to retrieve the mic. When you have it exit the room. You may see a guard begin to run around the outside of the computer room. Run out and head right the way you came. It may seem that the guard is pursuing you but he is not, run into the corridor you came from and back to the elevator room and press B1. SHELL ONE CORE LEVEL B.ONE You now need to access the retinal scanner to enter the conference hall where the hostages are being kept. To do this you need to use an enemy as they are obviously not programmed for your eyes. As soon as you exit the elevator and watch the scene head away from the main hall into a small room to the right of the elevator where the node is. Now run to the main hall and past the retinal scanner. A guard will come out of the small office and walk towards you. Get to the other side of him and de-equip your AK. Quickly grab him and drag him to the scanner. Make him face it and press Y. **Note- if you take too long the guard will start waving his hands around, in that case tap X a few times but be careful not to kill him. Also a dead, unconscious, asleep etc guard will not do, you must use this method. If you accidentally kill the guard, instead of trying to lure another one out of the area, go back to the elevator and ride it down to B2 then up again and the guard will magically come out again and you can have another go. This will happen as many times as it takes to get in but if you accidentally trip and alarm, hide in the locker room with the node until it settles down. 8.1.10 - Plant (Looking for Ames) SHELL ONE CORE LEVEL B.ONE OBJECTIVE: LOCATE AMES WITH THE D.MIC Enter the confrence room and and make sure the AK is equiped. Walk down the stairs and to the right of the room. On the podium there is the thermal goggles. There is also a guard wandering around, do not kill him or it will be mission failed. Walk to the back of the room and look for a man with brown hair and a blue suit, (it's not much to go on but bear with it). When you find one make sure the guard is no where near you and equip the d.mic. You will recognise Ames instently, point it at a persons heart, noramal ones would just make a thud noise, Ames' heart makes a kind of thud, thud, bomp noise. As soon as you hear that then press Y to call him. A cut scene should start so you know you have the right man. After a long chat you will need to listen to Ocelot and Solidus talk. You can see them faintly through the window so just keep the mic in the middle of them and listen to what they are saying, when Olga enters just point it between her and Ocelot until Solidus starts to talk and Olga leaves. At this point Solidus and Ocelot move away slightly and talk, you may have to move the mic around to catch it all, but it should be reasonably stright forwards. When Ocelot walks towards you equip your AK. Now head to the elevator but instead of going around the corner press up and see the guard going into the node room, jump out shot with the socom, now wait for the caution mode to end and call the elevator. Head back up to level one and equip the box. Wait for the guard ahead to move around the corner. Turn the corner to where there should be two guards, there maybe three if one at the end has come through the door. In the corridor stick to the left wall and wait for the guard on the right to exit. As the other guard move down switch sides and run as far as possible down the hall before the guard turns and gets close. Even if the guard does turn don't stop, try to get to the small alcove where you entered and took out the camara and run though the door. Head outside and shoot down the nearby Cyphers, keep your eyes pealed as sometimes they appear from the left. 8.1.11 - Plant (Heading for Shell 2) EF CONNECTING BRIDGE OBJECTIVE: GET TO SHELL TWO Use the scope to check out if there is a guard on the heliport and if so use the usual meathod of auto-aiming at him and taking him down. Then head back over to the main connecting bridge being careful not to stop and fall. When on the other side turn right to strut F and being careful of mines, head over. STRUT F - WAREHOUSE Again this is made a lot easier if you get rid of the guards, you know hot to do this by now. Head down stairs and take out the guard at the bottom using a handgun, if the other one is there take him out if not wait for him. Move the two bodies and wait until the attack team leave. Finnaly take out the one remaining guard at the top. Enter every single warehouse now and collect all the things you can. You should pick up some grenades, C4, the RGB6 and the PSG1. In the room with the PSG in it look for a vent. Crawl through to get the PSG1-T. You should have both machine guns and the Socom and M9 with a lot if not full of ammo as well. Head back to the red door leading to the EF Connecting Bridge. EF CONNECTING BRIDGE There should still be no Cyphers and guards so head on to Strut E and be carful of mines. STRUT E - PARCEL ROOM Equip a box and move around the outside of the converbelt. Be careful of the guard when you get to the red door as he somtimes looks in your direction. DE CONNECTING BRIDGE Head outside and watch for the guard above to look all the way to the right before running to the stairs, stop at the point where they turn and use the Socom or M9 to take down both guards. Head all the way down the stairs and cross. Move back up the stairs and make sure the guard looks away before climbing to the top and heading into Strut D. STRUT D - SEDIMENT POOL Go through the door and get into the box. Make sure the guard in the center looks away and run down the stairs to the next set leading to another red door in between the one you have just come out of, and the one leading to the CD Connecting Bridge. Enter here, this door was originally locked as it is a level three door. 8.1.12 - Plant (Bloody IR Sensors!) SHELL ONE - TWO CONNECTING BRIDGES OBJECTIVE: CROSSOVER TWO SHELL TWO BY DISABLING THE IR TRAP After a conversation telling you what a control unit looks like draw you hand gun and shoot the one in front of you. Then turn right around to get the one behind. Equip the PSG1 and get the two on Strut G. Move to the left of the platform and use the PSG1 to get the one near the stairs. Go all the way to the right of the platform and look for a group of birds. Shoot them to see the next control unit. Next get out the SOCOM and see the two next to the left IR beam panels. Move to the center and use the scope to spot a CYPHER, use the PSG1 to shoot the control unit on the camara. Do not shoot down the CYPHER or you will set off the traps. Lastly move to the left and aim at the flag, you can see the last control unit behind the flag, wait until you see it and take it out. Alternatively when you get in patient fire at it wildly until you hit it, don't worry there is no Semtex behind it. However, do not run out of PSG1 ammo or you may have to go all the way back to Strut F to get some more, but you have plenty so unless you use it like a machine gun you should be okay. When a small scene and hear the sensors deactivate head forwards through the beam panels. 8.1.13 - Boss - HARRIER SHELL ONE - TWO CONNECTING BRIDGE DIFFICULTY 6/10 You must defeat the Harrier, also the Kastatka is flying around, make sure you don't shoot it. The Harrier won't shoot it either so don't worry about protecting it, to back you up from the chopper, Snake will fire grenades at it. You must use the Stinger missile launcher to destroy the Harrier, don't worry about getting it, Snake throws it down to you, also he will occasionally throw down ammo and rations. To hit the Harrier equip the Stinger, the Harrier is outlined by a box on the screen, you must get the mark in the center of the screen to touch the box surrounding the Harrier to lock on, then fire and keep watching the Stinger for better results. Also, remember that you cannot move when you have the Stinger equipped so choose your moments of attack wisely. The Harrier will appear on your radar as a large red dot, aim for that when you cannot see it. The Kastatka will also appear as a smaller red dot so make sure you do not hit it. You can aim at four points on the Harriers wings, the rocket launchers are on the inside of the wings and the ANRAM missiles are on the outside of the wings, fire at these to stop Solidus attacks, but reamer he has two of each. The Harrier has several ways of attacking you. Sometimes it will fly off into the distance, you will see a flash and it will fly very fast at you, fire a stinger at it before it gets too close otherwise you will sustain damage from the engines. At some point the camara will change to a side on view and the Harrier will launch rockets from the two launchers on its wings. Don't try to shoot it at this point as it is hard to get a shot in without it hitting you. Another attack it will try is hovering over the bridge and try to burn you with its jets, just ignore the damage, look up with the Stinger and fire rapidly at it, don't try to aim, as long as it hits the plane you will damage it. It will also fire ANRAM missile at you, these home in on you, so to avoid it, head to the bottom level and look for a large cubed object. Look for the Harrier on the radar and get to the other side of the object. Press yourself up and crouch. Another thing you can do is throw a Chaff grenade at one point of the bridge and get to the other. If the grenade explodes in time the missile will home to that rather then you. The proximity beeps are to each other depends how far the missile is. When it turns to one solid tone it is about to impact. You know when the Harrier is about to fire an ANRAM as Solidus will shout "Try dodging this!". Another attack the Harrier will preform at least once is bomb the bridge with a cluster bomb. You will know he does it when you see it as the harrier goes into a cut scene and it fires four flares and two cluster bombs. Since it has shot flares you cannot shoot at the bombs, on the top level there is a gap where you can hang down to the lower level. As you only have a few seconds, run over and hang when the bombs hit. You shouldn't get damaged. If you were in the bottom level, make sure you are under cover when the bombs hit. The best chance to hit the harrier is when it is flying around, keep the stinger focused on the harrier and make sure there are no obsticals in the way when you fire. Also, only the Stinger can damage it so only use that. CHANGED CODEC MEMORY 141.80 - Snake - Snake is like the colonel, phone him for advice. However, he mainly specializes in weapons, the Shell or Dead Cell and the others. 140.85 - Colonel Campbell - Ring him if you need refreshing on your mission objectives and helpful hints. 140.96 - Rose - To save you game phone Jack's girlfriend, Rose. Metal Gear Solids answer to putting you off saving. 141.80 - Snake - Snake is like the colonel, phone him for advice. However, he mainly specializes in weapons, the Shell or Dead Cell and the others. 141.25 - Stillman - The bomb disposal technician, during pt.1 of bomb disposal call him for clues on where Fatman has planted the bombs. Also for information about him and Fatman. 141.42 - Mr. X - Mysterious man who gives you information on traps and other danger. Don't bother trying to call him, it will always be "no response". 8.1.14 - Plant (Crossing to the KL connecting bridge) SHELL ONE - TWO CONNECTING BRIDGE OBJECTIVE: CROSS TO THE SHELL TWO CORE The first thing you should notice is the radar isn't working, and it is not because you have not logged into a node, it is because of the interference. To the left of you is a fire, spray it with coolant and look at the stairs, there is a ration at the bottom, however the stairs collapse and it is hard to get to it and back up again without toppling into the ocean. Try it if you like but there is a lot safer ration ahead. Move to the right and hang over the railings. Shimmy to the other side and get underneath the pipe. Look in first person view so you are directly over it, press A to land on it. Look behind you to spot a ration, if you need it get into a crawl and head over to it. If not crawl the other way. You need to crawl for one because one wrong move and the pipe becomes the worlds larges diving board and two because there are dropping dotted on the pipe, these cause you to slip. When you get to the far side of the pipe climb up and climb up again to a platform on the right. Before proceeding press right very, very softly to nudge a bit to the right. The press left all the way and around half a second after you press left hit A to cartwheel over to the other side, this would not work normally, but here it does. There is the AK suppressor here as well as some ammo. **NOTE- If a fire starts when you are on the right platform before jumping, you have gone too far right and there is no way to cross. The fire cannot be put out by coolant. When you are done, go back to the right platform and climb the ladder. STRUT L - PERIMETER Head around to the windows. Now throw in a magazine, the guard will command see what happened, it may take several attempts to get his attention. When he is walking towards you throw in a stun grenade. When it goes off it should take him with it. While he is unconscious run past all the windows and don't stop otherwise you will fall through the holes. Now press against the wall and shimmy to the other side. You have to duck at one point, don't try to get up until you cross under the vent. When around continues around the side, a guard will relive him over the side. Continue on, to the end where you hang and drop to another bridge. Two guards will come out of a strut, shoot them both with the PSG1-T to avoid alerting CYPHERs. At the first gap jump over and on the second one hang over and cross. Head over to the next strut and continue over. Follow the path until you get to the point where you are on the KL connecting bridge. KL CONNECTING BRIDGE Walk along the bridge until you get to some stairs, head up and draw a machine gun. Several Gun CYPHERs patrol the core bridge. Shoot them all down and proceed over. There are some gaps in the bridge, the first one can be jumped over and the second on requires you to hang and cross. When on the other side head into the core SHELL TWO CORE - LEVEL ONE Listen to the conversation with Olga and Solidus, it is hard to see where Olga moves when she is behind the wall, just listen for when the signal is strongest. In a later edition of the guide I might get up to the transcript of the scene, but that will be a while yet. 8.1.15 - Plant (The Nikita) SHELL TWO CORE - LEVEL ONE OBJECTIVE: FIND A NIKITA MISSLE LAUNCHER. Don't worry, there are no guards on this level for a while yet. Don't touch the eletric floor and instead go down the stairs, follow the path up stairs again and up the corridor until you see a room on the right. Enter and use the node. Pick up the M4 ammo and head right, passed the elevator and to the ammo on the other side. Call the elevator and head down to B1. SHELL TWO CORE - LEVEL B1 When you exit the elevator use node to your right and head down into the water. The colonel will inform you how to swim here so follow the instructions and follow the passage. Swim until you see a turning on your right. Head down to a left turning and go into the dead end, here is the night vision. Head back and continue left, above is a gap where you can breath. Head back down and follow the corridor until you see a box, this is the Nikita. Pick it up and swim back, this would be a full turn, then back to the breathing spot. Take a breath and turn into the corridor with the dead end where you got the N.V.G to the right, swim past it and turn left at the juction and head up the stairs. Re-enter the elevator and go back up to the level one. 8.1.16 - Plant (Securing the President) SHELL TWO CORE - LEVEL 1 OBJECTIVE: USEING THE NIKITA, DESTROY THE CIRCUIT PANNAL AND SECURE THE PRESIDENT. Exit the corridor and head to the part of the area where you go down and then up stairs, to get there head left out of the elevator and go down the large corridor. Head downstairs, in the center there are some objects, jump on the lowest on and look towards the wall. You see a vent dead ahead, fire a nikita inside and direct it first right and then left. Look on the right and the room where the President is, is here. You have to guide the missile around the President to the far side of the room, turn right and right again, the circuit panel is in the corner protected by a rail, fly the missile into it to deactivate the electrified floor. The bad thing is, the President has this thing about diving in front of the missile and it will probably take you a few tries to dodge him without him jumping out of nowhere in front of you and killing himself. When you hit the circuit panel head back to the electrified floor and cross it safely, now enter the door opposite. To help you guide the missile there is some ASCII art below: ____ ___| |___________| ELEVATOR |_____________________________ | | _______________________________________________________________| | OOOOOOOO | CIRCUIT | | | OOOOOOOO |____PANNEL____| | | ___________________________/ | | |->|-------->---------> | | OOOOOO | | OOOOO | | | OOOOOO | | OOOOO | | | OOOOOO | | OOOOO |____________________________| | | | | P-->---- | ELETRICAL FLOOR | | ____________________________ |___________________ | ____________| | | | \ | | |______________ \ | | \ \ | | | | | | | | | | _____/ / | | | ____/ | | | | | |____________________| |______________________ | | _____ | | |__R__| | ===== ===== _____=====______________________________________=====__________ 8.1.17 - Plant (Looking for Emma pt.1) SHELL TWO CORE - LEVEL ONE OBJECTIVE: FIND AND RESCUE EMMA Exit the room through the door and listen to the codec conversation between the Cononel and then Snake. Then go back to the elevator, there are still no guards in the area so don't worry about being stealthy. SHELL TWO CORE - LEVEL B1 Head back into the water and get ready for a long swim. Make sure you are at full heath otherwise you cannot hold your breath for too long. **NOTE- Air pockets show up as blue clouds on the radar. Swim around the corner and dive down, take the first right, then past the dead end, into a T-juntion. There is an air pocket for a breather located in the coridor after the one with the dead end. After a breath pretend you were just comining into that coridor from the dead end one and turn left. Swim down the corridor and take the right corner. Swim up and then down to avoid the mines and enter into the next small room where you can take a breath. Open the door and the body of Stillman floats through, I thought he was killed in Strut H, but there seems to have been a big explosion here. Also there shouln't really be anything left of him being that close to a bomb. Anyway, this damaged room is a pain to get through. It comprises of three obsticals, one after another. First take a full breath and enter the door, swim up and left, there is a gap passable here, then turn 90 degree turn to the right and swim under the over hang. At the right wall look up and swim through the gap. Finnily swim down and under the last one. Open the door on the other side and take a breath. From the door you came out of, turn right, up the stairs and enter the room infront of you. 8.1.18 - Boss - VAMP FILTRATION CHAMBER 1 DIFFICULTY - 4/10 There are a few ways to beat Vamp, as long as you don't use auto aim he won't dodge bullets. You can also use the RGB6 to beat him, but the best way is to hit him with Stingers. Be careful not to fall into the water around you, instead of swiming like Vamp, you will just sink. You die if you fall in, also, Vamp will push you in if you are too close to the egde in the middle. When the fight starts pull out the Stingers and fire at him once. He will only be damaged by one hit so don't waste them. Then change to the Socom and shoot out the four lights on the walls. This will stop him pinning you down by your shadow later in the fight. When he dives under the water, throw grenades in or RGB6 grenades into the water to make him lose O2 and health. He will run towards you and slash his knife at you at some points. Shoot him with a machine gun remebering not to auto-aim. If he gets close, run away so he doesn't hit you. His main atack consists of walking around the celing and throwing knifes at you. When this happens just duck. There is ammo for the RGB6 and M4 in the far right corner near the other door and a ration over the side of the rail at the far end. You must hang to get this. 8.1.19 - Plant (Looking for Emma pt.2) FILTRATION CHAMBER 1 OBJECTIVE: FIND EMMA With Vamp defeated head out of the room. Grab the Ration if you need it and head into the water. Head underwater, ignorethe room stright ahead and turn right, down the underwater corridor there will be a place where you can turn left, this is where Emma is, don't go there yet however, contiue to the end where there is a T juction. Take a breath at the air pocket. Now, to the left is a hall with a dead end, at the bottem left corner there is the Body Armor, to the right there is some AK ammo. If you don't need the ammo don't go for it as there are two mines which could make you lose a lot of health. Head back to the left turning and go down the corridor, there will be bugs on the ground there, head up the stairs and into the room. FILTRATION CHAMBER 2 Use the Node beside you to turn the Radar on, then open all the lockers that are unlocked except the one that Emma is hiding in, she appears as a dot on the Radar. When you have all the things avalible press the Y near the locker. 8.1.20 - Plant ("I can't swim!") FILTRATION CHAMBER 2 OBJECTIVE: HELP EMMA TO THE COMPUTER ROOM BY THE STRUT L OIL FENCE **Note- Emma can hold her breath for concidrably less time then you. This means you have to go fast and take more breaths. Also if Emma runs of out O2 her life will drop very fast, even if you get to a air pocket she will run out of O2 even faster the next time you go underwater. If E.E. dies then its mission failer. After a long talk you start underwater with Emma. Head down the hallway with the bugs and turn right. at the next T-junction turn left and head up the stairs. FILTRATIOM CHAMBER 1 You are back to the area you fought Vamp, now you must lead E.E, press the action button to hold her hand. Providing you have no weapons, you will hold her and and lead her around. You have to get her to the Computer Room in B2 of the Shell One core. This is the place you got the D.mic from when you were looking for Ames. Lead Emma into the main chamber where there is another long and cut scene, resist the urge to skip it as it does lead somewhere later in the game. When it ends equip the thermal vision and locate the mines placed on the sides of the hole in the floor. Shoot them with the Socom and proceed to the end door. Don't trigger one while holding Emma, it will kill her instantly. Instead shoot all the mines on the side you are going to cross before procceing. SHELL TWO CORE - B2 After exiting the chamber Emma talks for a while about GW and then you start again. This time you have to take her through the water, but this one is a whole lot longer. This part in my oppinion is the hardest part of the game for someone who has never played this part before. But when you do it a few times it becomes second nature and becomes possible first time. The reason why people find this so hard is because they do not use the air pockets and instead concentrate on trying to get through as quickly as possible. As far as I am concerened or know this is next-to if not impossible, you must use the pockets to traverse the basment. With that said, lets go. Head underwater and into the small room where you opened the door, use the air pocket to get a good deep breath, this is a hard part. When you are ready, turn to face the obsticals in the next room, head under and go through the door. Without turning after going through the door, swim under the closest object, now turn right and head underneath the one blocking you. At the left wall turn 90 degrees left and look for the gap in the object, head through, now look on the right side of the last object and head through, swim to the door Stillman came through and to the air pocket, phew. Now you have two mines to deal with, it is very importent you do not hit either of these or Emma's life and O2 will fall to almost zero. Take your time to dodge them here as the next air pocket is close. Go under then over the mines so you move through the area with the largest gap. After you are through, move to the end of the corridor, head left down the next corridor and to the air pocket. Almost done now, turn 90 degrees so you face the next hallway and swim through, you should pass the dead end you got the Night Vision from. At the end of the corridor there is a air pocket, however, just ignore it and turn left, round the stairs and up to the top. Climb out of the water with Emma on your back and you put her down. There are sea lice in front of the elevator, Emma will not cross these as she is scared of them as well. Call the elevator and shoot Emma in the head with the M9 and drag her into the elevator, or spray the bugs with the coolent to make them run off and lead Emma to the elevator. Also grab the M4 ammo on the other side of the corridor, near the far wall. Press the button to head to level one with Emma in the elevator. 8.1.21 - Plant (Crossing to strut L) SHELL TWO CORE - LEVEL 1 OBJECTIVE: HEAD TO STRUT L AND USE THE OIL FENCE TO GET TO SHELL ONE. Exit the elevator, leaving Emma where she is for now, press agaisnt the opposite wall and shimmy to where the node room is, do not move all the way to the edge otherwise the guard there will see you. When the guard moves to the other entrence pull out the M9 and shoot him in the head, do not use a deadly weapon here, he must not die, just put asleep. Drag him to the corridor outside and leave him where he will be seen in the coridor outside. Enter the Node room and look for a guard patroling the long corridor. Drop him with a head shot from the M9 as well, and like last time, put him on the corridor where he will be found. Now go to the stairs and move past them, using the tip-toe feature spot the patroling guard. Shoot him with the M9 from here or if you can't do that head to the corner opposite the stairs when he walks away, wait for him to come back and walk away again, and when he does shoot him in the head with the M9. Pull his body up the stairs you just came down and leave that body in the corridor too. Go back to Emma and if the guards nearby have lost one of the Z symbols over there heads shoot them with the M9 again. With Emma head all the way to where you shoot the last guard down the stairs. As you move past the point you shoot the Nikita from before the lift will open and a guard walks out, he will then start walking to where you are. Along the way, he will find the three sleeping guards and wake them up, this gives you time to lead Emma up the stairs. At the top a guard will come out of the hall. Shoot him with the Socom or silenced AK and proceed through the corridor he came out from and go through the door. KL CONNECTING BRIDGE The sun is starting to set now and everything has an orange glow. Leave Emma where she was and exit the conceled corridor and onto the large section before the bridge. There is a Cypher heading towards you on the left, fire at it with either Socom or machine gun and head forwards without Emma. A guard walks up the stairs, with a silenced gun take him out, don't bother about the body. Head back and get Emma, walk over the bridge connecting to the core and turn right. Go towards the fire and extinguish it with the coolent, then proceed past it to begin a cut-scene to open the door to Strut L. STRUT L When you enter the Strut leave Emma and go through the to the main area with the M4 equiped, kill both guards before they use there radios. Open the door at the other side of the walkway and lead Emma through to it. 8.1.22 - Plant (The Oil Fence) STRUT L - OIL FENCE OBJECTIVE: PROTECT EMMA AS SHE CROSSES THE OIL FENCE AND CROSS TO SHELL ONE First pick up the PSG1 bullets if they are there. The crouch and get into a crawl. Equip the PSG1 and the thermal googles. If you didn't pick them up in the room with the hostages they will be on the platform now. With the goggles on, snipe the mines to clear Emma's path. Three guards are visible on the far collom. Zoom in on them and use the thermal vision to spot them easily, go for the head but just kill them. There will also be a Cypher flying around, shoot that too. As Emma crosses to the next collom, watch for Cyphers, destroy them as they come. Then cast your eyes over to the collom itself, shoot any visible guards. Continue your scans of the area, even while Emma is behind the colloms Cyphers are still a threat. If it all gets too much call Snake, he will help with the Sniping, just point your scope at the enemys and Snake will shoot, quite how he shoots from that perspective from Shell One is a myestery but never mind. As Emma crosses to the the strut E platform keep a close watch for Cyphers and use Pentazime as and when it is needed. There will be a cut-scene, when action starts again de equip the thermal googles, zoom in and as soon as you have a clear shot on Vamp's head, push fire rapidly to kill him for the third time. 8.1.23 - Plant (To the Core!) STRUT E - PARCEL ROOM OBJECTIVE: GET TO THE COMPUTER ROOM ON LEVEL B1 OF THE SHELL ONE CORE. TIME LIMIT: 400 seconds You will be pleased to know that now everybody is aboard Arsanal, if you are seen by a Cypher or the guard then the assult team will not come. Exit the room you are in now and into the hall. Run up the stairs, there is a guard in this room, he has headphones on listening to music and has no idea he has been left behind. He shouldn't see you, but if he does kill him. All the doors apart from the ones you need are now locked so it is hard to not know where to go. Also, you have been here so meny times I think you know the way to the core by now. Anyway, exit the bottem right door. EF CONNECTING BRIDGE Stop just before the exit to the concealed walkway, there is a Cypher right above you, if it is not there you have missed it, in any case throw a chaff grenade and let it explode. Do not shoot all the Cyphers in the area, just the ones hovering around the bridge to the core. Avoiding any mines that may be left run to the bridge going to the core and jump the first gap. Then hang and shimmy over the second, run into the core, don't worry, there are now no more enemys. In the core run out, both camaras are down but even if they weren't they couldn't do anything. Run over the bugs to the elevator, again don't worry about discuise, the door to it will be open. If you cannot reamber where the elevator is, you run away from the camaras and turn the corner and it is to the right. Avoid going any other way as the area is mined, the right way is not. Walk into the elevator and get ready for a good, if not slightly sad movie. 8.1.24 - Plant/Arsenal ("Alright why am I nude on a table?") SIGMOID COLON, JEJUNUM, FUSHISIA CITY OBJECTIVE: FIND SOLID SNAKE As you may have noticed you are nude, this means that you cannot grab enemies from behind or choke them. Nether can you enter hanging mode. You have no weapons or items. First, head left and duck under a computer terminal to get a ration. Take a look at the area, it is identical to the area where you were tortured by Ocelot in Metal Gear Solid. There is even the cell, probably minus one dead DARPA chief and the toilets where Johnny had to relive himself. When you have checked the place out, press up against the torture machine on the side you were on and see the handily placed can to protect Raiden's dignity. Then head out of the door to the left at the back of the room and use the node. Then exit through the far door and press up on the object ahead. Wait for the guard to look at the left wall, when he does, run to the large post further down the room to the right. Spot the guard and four small boxes. Ignore these and watch the guard look to the left, as soon as he does continue running down the corridor to the next post. There is a large block in the middle with a guard on the left. Run to the right side of the box and tap on the wall. Head the opposite way the guard is coming and run up the stairs to the left. At the top, press against the object. From here on in for a while, you are going to get a lot of weird calls of the colonel, don't ignore these as you may miss the one of Rose, instead listen to them, they can be very funny. Look over the bridge to the opposite side, there is a camara and a tengu, you have to try to run under the camara to the blind spot, then when it pans away to the right, run left down the corridor and do a cartwheel into the tengu. Remember to walk slowly across the floor or you will alert the guards as it echoes footsteps. However, for my recommendation I just say, make a break for the room, run down the echo-floor turn left and left again, down the passage. Press A while running to kick over the guard and enter the door. 8.1.25 - Plant/Arsenal (Snake) ASCENDING COLON OBJECTIVE: FIND SNAKE AND PRACTICE HOW TO USE THE HF BLADE. When you are in the next room, you are in a long tube, run towards you until the end, then back up to the other side, take every call you get, eventually you will get one off Rose. You may have to run down then up the tube more then once to get it. CONTROLS FOR THE HF BLADE just to remind you. Right analogue stick up - swipe blade up. Right analogue stick down - swipe blade down. Right analogue stick left - swipe blade left. Right analogue stick right - swipe blade right. Click right analogue stick - stab target. Right shoulder button - Deflect bullets. X button - Change from sharp to blunt side and vice-versa. Practice for a while until you begin, and obviously don't practice too close to or on Snake. 8.1.26 - Plant/Arsenal (The Battle) RECTUM OBJECTIVE: FIGHT YOUR WAY THROUGH TO THE UPPER LEVEL Now you are fighting Tengu's with Snake, the best way to go about this fight is to let Snake handle the killing of most of them. Use your M4 and AK to dispense the guards at this point. Do not get to close to them otherwise they will do some aerobatic move which knocks you flying. Look for the ones with guns and kill them first, they are the ones who will hurt you mostly. Fire on automatic to dispense the guards with blades, or, the better way is to shoot at there feat and then when they lower their blade, the head. The guards on the railings are a pain. Let Snake kill them or aim through the railings and shoot them. Don't wait for Snake when there is no action, he will pear past walls so just run forwards and the Tengus will appear again and the fight will continue. At the door a whole lot of Tengu will attack at once. Shift to the blade and stab as many as possible, whenever your not attacking press block to avoid gunfire. Remember, deflection only works if you are facing the enemy who is shooting at you and even so it is not successful in blocking bullets all the time. When the door opens, go through to the next area, after a short cool scene switch back to your M4 and shoot at the Tengus with Snake as they come. Snake does a great deal of the work at this point so just take out as much as you can. Let Snake toss you ammo you the M4 or AK, don't use the SOCOM it is useless here. After the "Fission Mailed" screens appears don't let it distract you with the flash, you have not failed and the fight continues. This screen is very annoying and will see why when it comes on, it is almost impossible to see what is happening. After it has done this twice you will watch another cool scene. The next time you play the camara will be pointing at you, resist the urge to do anything and just listen to Solidus going on, he will stop soon. 8.1.27 - Boss - METAL GEAR RAY Difficulty - 7/10 This fight sees you taking on several mass produced RAY units. Three will attack you at once. When you beat one, another takes its place. This will go on until you have defeated a certain number dependent on the difficulty setting. These ranges from about four in very easy to all 25 in extreme. To attack RAY, the best way is to fire a stinger into it's leg, it will open its mouth for a brief period. Fire a stinger in They're to do some serious damage. RAY is armed with several heavy weapons, it has two machine guns mounted on each "wing" when it points this at you get out your blade, face the RAY in question and block. You should deflect all the shots. RAY will use this if you are a medium to long distance away. It also has a hydro-cutter in it's mouth, this is not I repeat NOT a laser, it is water shot at an incredibly high pressure, it is similar to what a laser does but it fires water. It is a close range weapon, so when you are close to a RAY it will tilt its head back. Move out of it's way and fires a stinger into its mouth while the hydro-cutter is missing you. This weapon is RAY's most damaging. The long-range weapon is a small attack of missiles, as soon as it fires them run in another direction, there is no need to use chaff in this fight. RAY can also jump. A RAY will jump into the center of the platform and attack you. Do not be caught under it's feet. It will also try to stand on you if you are too close. If it moves it's leg up then run as soon as it hits the leg down do a cartwheel to avoid the shock wave. When you have destroyed enough it is complete. **Tip- Between these two boss fights there are the longest scenes in the game where the major plot themes are told. At the start of this LONG chain of scenes, Solidus will strangle you with his Snake arms. Many people have said how hard it is so I have decided to put this in to help as much as possible. As soon as he begins to strangle you, hammer Y and use the left analogue stick to look to your left. In this raised position you should see Ocelot. Keep pressing left on the analogue pad. This should cause the O2 gauge to decrease slightly slower. Turn the pad 90 degrees and use what ever hand you feel most comfortable with to press Y. Use your index finger to press down the button and move your wrist up and down to press it. This technique should help you press the button fast and pass this. Remember though, never left you index finger leave the Y button, as soon as it is pressed, push it down again. These small strategies should help you get around this annoying bit and help you in any other games requiring constant mashing of a button, so bear it in mind. Thanks to Kev, BitMapappa and Jess for brining it to my attention. 8.1.28 - Boss - SOLIDUS SNAKE Difficulty - 6/10 When the fight starts run and stab Solidus. He will fall down, now run away. As a long range attack Solidus will fire missiles from his tentacles. just run to avoid them. He does not have that good medium range abilities though so when you are not attacking don't get too close or far away. When you see a chance to attack run and slash at him. If he doesn't block you hit him two more times and he will fall down. He will sometimes try to knock you over, if he swipes at you do a jump to evade him. You can block all of his attacks apart from then you see him rise both blades above his head and they turn blue. If he does this, just run away. He will also charge around causing a fire, just don't go near it and you will be fine. If you HAVE to get through the fire roll but don't miss. If you do catch fire roll and drop into a crawl to help put it out. It will also go itself in a few seconds. The last attack he will do is to jump onto a building, then crash back to the ground. Don't be anywhere near him when he does this and you will be ok. After he has lost around half his health he will drop his tentacle things. Now take the codec call and when the fight carries on wait stand still and wait for him to do four consecutive charges around the roof. After that immediately run a few steps away left or right as he will try to charge into you. After you evade it slash him with the blade three times, until he falls. He will then attack you and do sporadic charges. Keep up the evasion until you will. A good defense is the best offence. If you need them, there are also some rations in the top left and occasionally the bottom right of the roof. !!!CONGRATULATIONS YOU HAVE JUST COMPLETED THE SOL SECTION!!! Now onto the VR missions. Does this game not end?!? =================================================== 8.2 - VR Missions VR missions are unreal sub missions added for the Substance release. There are over 200 VR missions that see you sneaking from point A to point B. There are two modes for each character in the VR missions. Eliminate all and Sneaking. They are the same level designs for each mode. One requires you to get to the goal without being seen. Eliminate all, sees you removing all the guards before reaching the goal. There is also the alternate missions. Elimination gives you sevral weapons. Using these you must get rid of every guard in the area. Bomb disposal, here you must use the sensors to locate the bomb and freeze them. There is also the hold up mode. You must hold up every guard in the area, after you do, they magicly dematerilise into the air. There is also a weapons mode. This allows you to select a weapon and complete sevral stages using it. Photo mode is a secrate mode only avalivble after beating all the other alternative missions. You are given a picture and you have to replicate it. Lastly there is the varity missions. Odd as they are, you are given various missions, from taking out soldiers in the dark, to sniping guards and protecting a curry, yes a curry. 8.2.1 - Raiden Jack is on the loose from the begining. He has by far the easiest missions in the game. Also, his trend of character (Raiden, Ninja Raiden and Raiden X) only have five missions in some modes whereas the other characters have ten. This means it is easier to unlock his characters first. So heres the guide to Raidens VR missions. 188.8.131.52 - VR sneaking 184.108.40.206 - VR eliminate all 220.127.116.11 - Elimination Level 1: Time Limit: 2 min 30 seconds Targets : 4 Equipment : Silenced Socom, M9 Location : Big Shell - AF Connecting Bridge Difficulty: 3/10 When you start press against the corner of the consealed corridor. Now jump out and shoot the closest guard in the head. There is one on the other side of this level. Drop him with a head shot. Now head about quater of the way over the bridge and hange over the right side. Aim for the guard who walks under you. Drop on him to get rid of him. This will probbaly arouse the suspisions of the last guard. As he comes near shoot him in the head. If he didn't get suspicious then go to him. After that run to strut F opposite of where you started and go through the conceled corridor on the level you are on, it should be the lower one, to reach the goal. To get a higher score instead of killing guards, tranq them. --- Level 2: Time Limit: 2 min 30 seconds Targets : 3 Equipment : Silenced Socom, M9 Location : Tanker - Deck A Difficulty: 2/10 Run down the corridor until you see a guard waiting. Hold him up and drop him. Now run down the corridor to the next guard patroling close by. As he walks shoot him in the butt with the M9. Head down the corridor to the last one. A guard walks up and down. As he heads away run up and hold him up. Drop him with either gun and follow the corridor he was walking all the way to the goal. Traq the first and last guard to get the no kills bonus. --- Level 3: Time Limit: 2 min 30 seconds Targets : 4 Equipment : PSG1, PSG1-T, Scope, Pentazemin Location : Big Shell - DE Connecting Bridge Difficulty: 3/10 I don't like this one much, dispite it is really easy. Head onto the bridge and crouch, not crawl. Watch the end of the bridge. Use the PSG1-T to knock out the first guard, another will come up the bridge. Take him down as well. Deequip the PSG1-T and look for two guards on the roof of the opposite strut. Use either riffle to take them down. Run forwards all the way into the concealed corridor of the opposite strut, here is the goal. --- Level 4: Time Limit: 2 min 30 seconds Targets : 4 Equipment : Silenced AKS74-u Location : Big Shell - Strut E Difficulty: 2/10 Use the run while shooting menover to get the guard next to the machine. Look down the corridor you were doing when the mission started. You will see a guard walking towards you, take him out, then the one next to him. Run to the guards you took down and follow the corrior. The last guard walks towards the node. Kill him and head to the goal, you probbly saw it as you went to kill the last guard. To get the No kills bounus you have to putch/kick all of them (no breck their necks). That is quite hard so just stick to the AK. --- Level 5: Time Limit: 3 mins Targets : 4 Equipment : Claymores, Stun grenades Location : Big Shell - Shell one core B2 Difficulty: 6/10 Watch for the two guards ahead. When one comes close and the other isn't looking grab him and pull him aroud to where you started, breck his neck. Now grab the other guard and just breck his neck. Don't worry, the guards in the computer room will not see you. Now head to the entrence of the computer room and lean against the wall. As soon as the two guards walk away throw a stun grenade into the wall with the poster of policenaughs. When they return, they will both fall victim to the grenade and drop. If not finish off surviers by the punch/kick combo, or snapping the neck. The goal is close to the area where the D-mic was. --- Level 6 Time Limit: 5 mins Targets : 6 Equipment : Silenced Socom, M9, Stun grenades, RGB6, Claymores Location : Big Shell - Shell One core level 1 Difficulty: 5/10 Swich to the M9 and wait where you are. A guard will walk past, hit him in the head. Proceed down the corridor. Occasionly another guard may begin walking down the corridor. Shoot him in the chest with the M9 and carry on south. At the door, at the most sothern end of the level watch the radar for a guard staring at the door. When he moves away run in, de-equip the M9 and crush his neck. Now head out the other end and go into corner view. Look up the corridor, there are three guards he. Shoot the one patroling the coridor, then the one who comes out of the opposite corridor; then the one at the far end. Make sure you use the M9 for the last one. Run up the corridor to the place you took out the last guard and wait for the other one to come back, drop him to end the level. Note- you may have already delt with this last guard, depending on if he began to walk down the corridor at the start after you took out the first one. The goal for this level is on the left corridor where you took out the three guards. The corridor is identical to the one the level started in, only reversed. --- Level 7 Time Limit: 5 mins Targets : 6 Equipment : Silenced Socom, M9, Stinger, Stun Grenades, C4 Location : Big Shell - Shell Two core level one Difficulty: 6/10 Look left, a guard will come into view. Fire the socom at his head to drop him. Walk to the guard and look to see a guard who patrols right to left, then forwards to back. If you cannot see him, look on the radar. When he turns to walk right run to him and get as close as you can before using the socom to get rid of him. Go to the stairs and lift onto your toes. Tranq the guard below and head down. A guard will head up the stairs, tranq or kill him as well. Run up the stairs and to the south there is some M9 ammo. However, take out the guard coming down the corridor before collecting it. Run down the hall until you arrive at the small side room. A guard wanders around so when he has his back to you shoot him with any gun you want. The goal is near the elevator. --- Level 8 Time Limit: 5 mins Targets : 5 Equipment : Silenced Socom, M9, Stinger, Stun Grenades, Claymore Location : Big Shell - Strut F Difficulty: 5/10 Head to the guard who is coming and drop him with the socom. There is also a guard where you began, kill him. There are two guards downstairs, drop them both using the socom or M9, don't bother going down there. The last guard is all the way north to the guard walking around. Press into a nearby corner and wait for him to turn away. Hold him up or simply shoot him and run down stairs to the goal near the two doorways south of the stairs. --- Level 9 Time Limit: 5 mins Targets : 7 Equipment : Silenced Socom, M9, PSG1 PSG1-T, C4, RGB6 Stun Grenades, Scope, Pentazemin Location : Jejunum Difficulty: 8/10 There is an easy way and a hard way to do this. And the easy way is hard so I won't explain the hard one. There is a guard to your right, shoot him. now head forwads and look down the coridor, there are two guard here take them both out with the PSG1. Now for the tricky part. Run down the passage to the stairs at the end. Go up and pick up the AK. Now run all around the top level with the gun drawn. Keep going shooting anything you see. You need to kill the four guards around the level. After they are dead run back the way you came to the goal in the top right hand side of the upper level. --- Level 10 Time Limit: 5 mins Targets : 7 Equipment : Silenced Socom, M9, Stinger, PSG1, PSG1-T, Grenades, RGB6, Stun Grenades, Nikita (empty), C4, Claymore, Pentazemin, AP Sensor Location : Tanker - Engine Room Difficulty: 9/10 **Note- there are a few guards with optic camoflage here. Head to the lockers, north of where you started and check the lockers for the thermal goggles. **Note- this is easily the hardest Raiden/Snake mission for elimination. Not havining the radar is a disadvantage but never mind. You have the AP sensor. Go through to the engine room, from the door on the left, watch for the guard below and drop on him. Do the same for the one below, you will have to use the thermal goggles to find the one on the ground floor as he has optic camofloge. There is a guard with a defence shield ahead, use the PSG1 and some pentazemin to find him and kill him. If you cannot spot him look using the thermal vision. If he sees you, run to the other side of the passage and drop him with the PSG1. Head to the other side over the small bridge and north for some Socom ammo. Come south and equip the thermal vision. Look for a guard at the top of the stairs and kill him. Look for the stealth guard heading towards you. kill him, then up the small stairs, through the passage to the next guard, kill him. Walk up to the top of the stairs and look for the patroling guard to the right. Shoot him and head down the long corridor, to the small bridge. Over then south up the stairs and to the goal. Thats all Raiden's sneeking missions. Joy! --- 18.104.22.168 - Hold up Level 1 Time Limit: 3mins Targets : 1 Equipment : Socom, M9, Coolent Location : Big Shell - BC Connecting Bridge Difficulty: 1/10 Fantasticly simple, run to the guard and draw your weapon, he will fade and you can rush over to the goal and finnish the mission. --- Level 2 Time Limit: 3mins Targets : 2 Equipment : Socom, M9, Coolent Location : Big Shell - Strut A Difficulty: 3/10 First, shoot the guard closet to you with the M9, now head south and hide behind one of the objects. When the next guard comes close, tap on the wall and go in the same direction around he is, this will mean you come around to his back. Draw the Socom and let him disperse. Now head to the other guard and spray coolent in his face. When all the Zs circling around go, stop spraying and make sure you are next to his head. As he comes up, pull out your socom and let him go. Now run to the goal. --- Level 3 Time Limit: 3mins Targets : 4 Equipment : Socom, Box 3 Location : Big Shell - Shell One Core Difficulty: 4/10 Grab the book and head right, all the way down the stairs and come to the computer room area. A guard patrols up and down. As he walks away, run into the passage along the side of the computer room and lay down the book. Wait for another guard to come up walk around, seeing the book and reading it. Take care of the first guard that patrols up and down, then the one reading the book. Head to the enternce of the computer room and run into the left as they walk back. Get far into the room as possible and wait for the guard to turn round. After he has gone passed you, come out of the box and hold him up before he gets to the end of the route and in vivible range of the other guard. After he is gone wait for the last guard to turn one way, then run up behind him and hold him up. Goto the goal, where the D.mic is in Sons of Liberty to end level three. --- Level 4 Time Limit: 3mins Targets : 2 Equipment : Socom, M9, Coolent, Book Location : Big Shell - AB Connecting Bridge Difficulty: 5/10 You have to take out the reporting guard first. Run up and hold him up after he puts his radio back after reporting in. Now attract the guards attention and place the book along the bridge, when he investigates make sure he sees it. Now VERY quickly, hold him up and run to the goal before the attack team make an appereance. --- Level 5 Time Limit: 3mins Targets : 4 Equipment : Socom, M9, Coolent Location : Big Shell - Strut B Difficulty: 6/10 Place one book where the guards a patroling, one of them should read it, the other will ignore it. When he turns his back hold him up, then the one looking at the book. Head into the south door and get the box. Equip it and head slowly down the corridor. Wait until you get to the guard. When he turns away, hold him up with the Socom. Finnally, go down the stairs opposite where you came in and push against the corner. As he walks away hold him up. The goal is outside of the room, near the top exit. That's halfway there. --- Level 6 Time Limit: 3mins Targets : 5 Equipment : Socom, M9, Coolent, Box 1 Location : Big Shell - Strut F Difficulty: 5/10 As the two guards ahead walk away, shoot them both with the M9. Wake one guard up, standing near his head. When all the Z's drop pick up the Socom and hold him up, then do the same with the other guard. Now equip the box and go around to the left. When the guard moves away, hold him up. Now go down the stairs and tranq the two guards. To the south, there is another guard. Hold him up and then wake the guards up and hold them up one by one. --- Level 7 Time Limit: 3mins Targets : 4 Equipment : Socom, M9, Coolent Location : Tanker - Deck B Difficulty: 4/10 You begin at the goal, so rember where you are. Run down to the left and get the first guard. Follow the path to see another guard patroling a coridor. Hide and wait for him to walk towards you and turn around. Hold him up. Go up the corridor he was patroling and down the next one there is another guard, get him. the final guard is just a bit further down, get him and head back to the starting point for the goal. --- Level 8 Time Limit: 3mins Targets : 8 Equipment : Socom, M9, Coolent, Book Location : Arsenal - Jejunum Difficulty: 8/10 The level is made hard because of the sheer amount of enemies you must hold up in the time. Not to mention the fact that is in arsenal, so it is confusing where everything is. The first guard is dead ahead. You can wait for him to walk towards you and walk away but I suggest saving time and holding him up as soon as the mission start, you will have to be fast to get him though. Head north and hide behind the obstical in the center. Wait for the guard to head away before holding him up. Continiue north until you find the next guard. Like before, hide and neb him when he is looking away. Look north for two guards. Hide behind a piller on the right and make a noise. Get a guard to investigate and head south, he will look at the wall. Hold him up. Now get the other guard. Head up the stairs to the left. There are now three bridges heading east to the south. Across each there is a guard and on the bridge there is a noise making floor. It it best to deal with the futhest one first because they will all look at you when you are holding up the cloest one when you investigate. Run south and across the third bridge when the guard walks off. Before he turns hold him up. Head back across the bridge and head north to the center one, do the same here and with the one furthest north. The goal is around here down a corridor. --- Level 9 Time Limit: 3mins Targets : 5 Equipment : Socom, M9, Coolent Location : Big Shell - Strut E Difficulty: 6/10 Head towards the big gap in separating the two lots of contaners, opposite the stairs. Watch for the guard to turn, this is your oppotunity. Look left, there are two guards walking away. Run to them and draw your weapon, pointing at both of them. This will hold them both up together. Pear around the corner at the next guard. Tap on the wall or in any other way, let him investigate. Run all the way around the container and get him. Run to the right and look on the radar for the guard. Just sneek around and hold him up, or tap and go the other way to get him. The goal to end this mission is next to the Harrier. --- Level 10 Time Limit: 3mins Targets : 7 Equipment : Socom, M9, Coolent, AP Sensor Location : Big Shell - Shell Two Core Difficulty: 9/10 This mission gives you no radar, this means that you have to rely on the AP sensor. This is not exacly wonderful, but if you can't see an enemy it is reassuring to know where he is. There is a guard about to walk infront of you. Let him pass and hold him up. Head north and turn down the corridor, into the air purification room. There will be a stealth guard in here. He is to the left inside the room. Watch the distortion get smaller, run up to it and hold him up. When another guard enters, sneak behind him and hold him up. Go left and upstairs, there is a door right next to you. A camo-guard will be in here. Enter and hold him up and head back to the stairs. A guard will walk towards you, then away. Run up behind him and hold him up. The last gaurd is a camo-guard. He will look down the coridor you are in so find a spot and wait for him to walk away. When he does, hold him up and proceed to the last goal for the hold up missions. --- 22.214.171.124 - Bomb Disposal Level 1 Time Limit: 7 mins Bombs : 2 Equipment : Socom, M9, Chaff grenades, Sensor A, Coolent Location : Big Shell - Shell 2 Core Difficulty: 3/10 Firstly, unequip your weapon and take out the guard ahead. Now head past the stairs. draw your weapon and use your toes to see over the side. Kill or traq the guard you can see. Now go downstairs, there is a guard down here so take him out by breaking his neck. Head up the stairs to the left and peek around the coner, ignoreing the area where the bomb is for now. As a guard walks out of the passage to the left shoot him with the M9. A guard walking down the corridor will see this an check it out. Shoot him before he wakes the other guard up. OTHER RAIDEN TRENDS COMING SOON! 8.2.4 - Snake **Note- Snake and Raidens alternative missions are praticly identical. So the same guide has been used. There maybe a slight alteration in weapons such as a M4 instead of an AK, or a guard maybe in a lightly diffrenet place. Having said this, it should make very little troble when try to do it. If you are having a lot of troble about something that is not explained enough email me. 126.96.36.199 - VR sneaking 188.8.131.52 - VR eliminate all **Note- Sneaking and eliminate all coming very soon! 184.108.40.206 - Elimination Level 1: Time Limit: 2 min 30 seconds Targets : 4 Equipment : Silenced Socom, M9 Location : Big Shell - AF Connecting Bridge Difficulty: 3/10 When you start press against the corner of the consealed corridor. Now jump out and shoot the closest guard in the head. There is one on the other side of this level. Drop him with a head shot. Now head about quater of the way over the bridge and hange over the right side. Aim for the guard who walks under you. Drop on him to get rid of him. This will probbaly arouse the suspisions of the last guard. As he comes near shoot him in the head. If he didn't get suspicious then go to him. After that run to strut F opposite of where you started and go through the conceled corridor on the level you are on, it should be the lower one, to reach the goal. To get a higher score instead of killing guards, tranq them. --- Level 2: Time Limit: 2 min 30 seconds Targets : 3 Equipment : Silenced Socom, M9 Location : Tanker - Deck A Difficulty: 2/10 Run down the corridor until you see a guard waiting. Hold him up and drop him. Now run down the corridor to the next guard patroling close by. As he walks shoot him in the butt with the M9. Head down the corridor to the last one. A guard walks up and down. As he heads away run up and hold him up. Drop him with either gun and follow the corridor he was walking all the way to the goal. Traq the first and last guard to get the no kills bonus. --- Level 3: Time Limit: 2 min 30 seconds Targets : 4 Equipment : PSG1, PSG1-T, Scope, Pentazemin Location : Big Shell - DE Connecting Bridge Difficulty: 3/10 I don't like this one much, dispite it is really easy. Head onto the bridge and crouch, not crawl. Watch the end of the bridge. Use the PSG1-T to knock out the first guard, another will come up the bridge. Take him down as well. Deequip the PSG1-T and look for two guards on the roof of the opposite strut. Use either riffle to take them down. Run forwards all the way into the concealed corridor of the opposite strut, here is the goal. --- Level 4: Time Limit: 2 min 30 seconds Targets : 4 Equipment : M4 Location : Big Shell - Strut E Difficulty: 2/10 Use the run while shooting menover to get the guard next to the machine. Look down the corridor you were doing when the mission started. You will see a guard walking towards you, take him out, then the one next to him. Run to the guards you took down and follow the corrior. The last guard walks towards the node. Kill him and head to the goal, you probbly saw it as you went to kill the last guard. To get the No kills bounus you have to putch/kick all of them (no breck their necks). That is quite hard so just stick to the AK. --- Level 5: Time Limit: 3 mins Targets : 4 Equipment : Claymores, Stun grenades Location : Big Shell - Shell one core B2 Difficulty: 6/10 Watch for the two guards ahead. When one comes close and the other isn't looking grab him and pull him aroud to where you started, breck his neck. Now grab the other guard and just breck his neck. Don't worry, the guards in the computer room will not see you. Now head to the entrence of the computer room and lean against the wall. As soon as the two guards walk away throw a stun grenade into the wall with the poster of policenaughs. When they return, they will both fall victim to the grenade and drop. If not finish off surviers by the punch/kick combo, or snapping the neck. The goal is close to the area where the D-mic was. --- Level 6 Time Limit: 5 mins Targets : 6 Equipment : Silenced Socom, M9, Stun grenades, RGB6, Claymores Location : Big Shell - Shell One core level 1 Difficulty: 5/10 Swich to the M9 and wait where you are. A guard will walk past, hit him in the head. Proceed down the corridor. Occasionly another guard may begin walking down the corridor. Shoot him in the chest with the M9 and carry on south. At the door, at the most sothern end of the level watch the radar for a guard staring at the door. When he moves away run in, de-equip the M9 and crush his neck. Now head out the other end and go into corner view. Look up the corridor, there are three guards he. Shoot the one patroling the coridor, then the one who comes out of the opposite corridor; then the one at the far end. Make sure you use the M9 for the last one. Run up the corridor to the place you took out the last guard and wait for the other one to come back, drop him to end the level. Note- you may have already delt with this last guard, depending on if he began to walk down the corridor at the start after you took out the first one. The goal for this level is on the left corridor where you took out the three guards. The corridor is identical to the one the level started in, only reversed. --- Level 7 Time Limit: 5 mins Targets : 6 Equipment : Silenced Socom, M9, Stinger, Stun Grenades, C4 Location : Big Shell - Shell Two core level one Difficulty: 6/10 Look left, a guard will come into view. Fire the socom at his head to drop him. Walk to the guard and look to see a guard who patrols right to left, then forwards to back. If you cannot see him, look on the radar. When he turns to walk right run to him and get as close as you can before using the socom to get rid of him. Go to the stairs and lift onto your toes. Tranq the guard below and head down. A guard will head up the stairs, tranq or kill him as well. Run up the stairs and to the south there is some M9 ammo. However, take out the guard coming down the corridor before collecting it. Run down the hall until you arrive at the small side room. A guard wanders around so when he has his back to you shoot him with any gun you want. The goal is near the elevator. --- Level 8 Time Limit: 5 mins Targets : 5 Equipment : Silenced Socom, M9, Stinger, Stun Grenades, Claymore Location : Big Shell - Strut F Difficulty: 5/10 Head to the guard who is coming and drop him with the socom. There is also a guard where you began, kill him. There are two guards downstairs, drop them both using the socom or M9, don't bother going down there. The last guard is all the way north to the guard walking around. Press into a nearby corner and wait for him to turn away. Hold him up or simply shoot him and run down stairs to the goal near the two doorways south of the stairs. --- Level 9 Time Limit: 5 mins Targets : 7 Equipment : Silenced Socom, M9, PSG1 PSG1-T, C4, RGB6 Stun Grenades, Scope, Pentazemin Location : Jejunum Difficulty: 8/10 There is an easy way and a hard way to do this. And the easy way is hard so I won't explain the hard one. There is a guard to your right, shoot him. now head forwads and look down the coridor, there are two guard here take them both out with the PSG1. Now for the tricky part. Run down the passage to the stairs at the end. Go up and pick up the AK. Now run all around the top level with the gun drawn. Keep going shooting anything you see. You need to kill the four guards around the level. After they are dead run back the way you came to the goal in the top right hand side of the upper level. --- Level 10 Time Limit: 5 mins Targets : 7 Equipment : Silenced Socom, M9, Stinger, PSG1, PSG1-T, Grenades, RGB6, Stun Grenades, Nikita (empty), C4, Claymore, Pentazemin, AP Sensor Location : Tanker - Engine Room Difficulty: 9/10 **Note- there are a few guards with optic camoflage here. Head to the lockers, north of where you started and check the lockers for the thermal goggles. **Note- this is easily the hardest Raiden/Snake mission for elimination. Not havining the radar is a disadvantage but never mind. You have the AP sensor. Go through to the engine room, from the door on the left, watch for the guard below and drop on him. Do the same for the one below, you will have to use the thermal goggles to find the one on the ground floor as he has optic camofloge. There is a guard with a defence shield ahead, use the PSG1 and some pentazemin to find him and kill him. If you cannot spot him look using the thermal vision. If he sees you, run to the other side of the passage and drop him with the PSG1. Head to the other side over the small bridge and north for some Socom ammo. Come south and equip the thermal vision. Look for a guard at the top of the stairs and kill him. Look for the stealth guard heading towards you. kill him, then up the small stairs, through the passage to the next guard, kill him. Walk up to the top of the stairs and look for the patroling guard to the right. Shoot him and head down the long corridor, to the small bridge. Over then south up the stairs and to the goal. Thats all Snake's sneeking missions. Joy! 220.127.116.11 - Hold up Level 1 Time Limit: 3mins Targets : 1 Equipment : Socom, M9, Coolent Location : Big Shell - BC Connecting Bridge Difficulty: 1/10 Fantasticly simple, run to the guard and draw your weapon, he will fade and you can rush over to the goal and finnish the mission. --- Level 2 Time Limit: 3mins Targets : 2 Equipment : Socom, M9, Coolent Location : Big Shell - Strut A Difficulty: 3/10 First, shoot the guard closet to you with the M9, now head south and hide behind one of the objects. When the next guard comes close, tap on the wall and go in the same direction around he is, this will mean you come around to his back. Draw the Socom and let him disperse. Now head to the other guard and spray coolent in his face. When all the Zs circling around go, stop spraying and make sure you are next to his head. As he comes up, pull out your socom and let him go. Now run to the goal. --- Level 3 Time Limit: 3mins Targets : 4 Equipment : Socom, Box 3 Location : Big Shell - Shell One Core Difficulty: 4/10 Grab the book and head right, all the way down the stairs and come to the computer room area. A guard patrols up and down. As he walks away, run into the passage along the side of the computer room and lay down the book. Wait for another guard to come up walk around, seeing the book and reading it. Take care of the first guard that patrols up and down, then the one reading the book. Head to the enternce of the computer room and run into the left as they walk back. Get far into the room as possible and wait for the guard to turn round. After he has gone passed you, come out of the box and hold him up before he gets to the end of the route and in vivible range of the other guard. After he is gone wait for the last guard to turn one way, then run up behind him and hold him up. Goto the goal, where the D.mic is in Sons of Liberty to end level three. --- Level 4 Time Limit: 3mins Targets : 2 Equipment : Socom, M9, Coolent, Book Location : Big Shell - AB Connecting Bridge Difficulty: 5/10 You have to take out the reporting guard first. Run up and hold him up after he puts his radio back after reporting in. Now attract the guards attention and place the book along the bridge, when he investigates make sure he sees it. Now VERY quickly, hold him up and run to the goal before the attack team make an appereance. --- Level 5 Time Limit: 3mins Targets : 4 Equipment : Socom, M9, Coolent Location : Big Shell - Strut B Difficulty: 6/10 Place one book where the guards a patroling, one of them should read it, the other will ignore it. When he turns his back hold him up, then the one looking at the book. Head into the south door and get the box. Equip it and head slowly down the corridor. Wait until you get to the guard. When he turns away, hold him up with the Socom. Finnally, go down the stairs opposite where you came in and push against the corner. As he walks away hold him up. The goal is outside of the room, near the top exit. That's halfway there. --- Level 6 Time Limit: 3mins Targets : 5 Equipment : Socom, M9, Coolent, Box 1 Location : Big Shell - Strut F Difficulty: 5/10 As the two guards ahead walk away, shoot them both with the M9. Wake one guard up, standing near his head. When all the Z's drop pick up the Socom and hold him up, then do the same with the other guard. Now equip the box and go around to the left. When the guard moves away, hold him up. Now go down the stairs and tranq the two guards. To the south, there is another guard. Hold him up and then wake the guards up and hold them up one by one. --- Level 7 Time Limit: 3mins Targets : 4 Equipment : Socom, M9, Coolent Location : Tanker - Deck B Difficulty: 4/10 You begin at the goal, so rember where you are. Run down to the left and get the first guard. Follow the path to see another guard patroling a coridor. Hide and wait for him to walk towards you and turn around. Hold him up. Go up the corridor he was patroling and down the next one there is another guard, get him. the final guard is just a bit further down, get him and head back to the starting point for the goal. --- Level 8 Time Limit: 3mins Targets : 8 Equipment : Socom, M9, Coolent, Book Location : Arsenal - Jejunum Difficulty: 8/10 The level is made hard because of the sheer amount of enemies you must hold up in the time. Not to mention the fact that is in arsenal, so it is confusing where everything is. The first guard is dead ahead. You can wait for him to walk towards you and walk away but I suggest saving time and holding him up as soon as the mission start, you will have to be fast to get him though. Head north and hide behind the obstical in the center. Wait for the guard to head away before holding him up. Continiue north until you find the next guard. Like before, hide and neb him when he is looking away. Look north for two guards. Hide behind a piller on the right and make a noise. Get a guard to investigate and head south, he will look at the wall. Hold him up. Now get the other guard. Head up the stairs to the left. There are now three bridges heading east to the south. Across each there is a guard and on the bridge there is a noise making floor. It it best to deal with the futhest one first because they will all look at you when you are holding up the cloest one when you investigate. Run south and across the third bridge when the guard walks off. Before he turns hold him up. Head back across the bridge and head north to the center one, do the same here and with the one furthest north. The goal is around here down a corridor. --- Level 9 Time Limit: 3mins Targets : 5 Equipment : Socom, M9, Coolent Location : Big Shell - Strut E Difficulty: 6/10 Head towards the big gap in separating the two lots of contaners, opposite the stairs. Watch for the guard to turn, this is your oppotunity. Look left, there are two guards walking away. Run to them and draw your weapon, pointing at both of them. This will hold them both up together. Pear around the corner at the next guard. Tap on the wall or in any other way, let him investigate. Run all the way around the container and get him. Run to the right and look on the radar for the guard. Just sneek around and hold him up, or tap and go the other way to get him. The goal to end this mission is next to the Harrier. --- Level 10 Time Limit: 3mins Targets : 7 Equipment : Socom, M9, Coolent, AP Sensor Location : Big Shell - Shell Two Core Difficulty: 9/10 This mission gives you no radar, this means that you have to rely on the AP sensor. This is not exacly wonderful, but if you can't see an enemy it is reassuring to know where he is. There is a guard about to walk infront of you. Let him pass and hold him up. Head north and turn down the corridor, into the air purification room. There will be a stealth guard in here. He is to the left inside the room. Watch the distortion get smaller, run up to it and hold him up. When another guard enters, sneak behind him and hold him up. Go left and upstairs, there is a door right next to you. A camo-guard will be in here. Enter and hold him up and head back to the stairs. A guard will walk towards you, then away. Run up behind him and hold him up. The last gaurd is a camo-guard. He will look down the coridor you are in so find a spot and wait for him to walk away. When he does, hold him up and proceed to the last goal for the hold up missions. --- ALL OTHER VR MISSIONS COMING SOON! =================================================== 8.3 - Snakes Tales As I mentioned ealier, Snakes Tales are five storys, taking place on the Tanker and the Big Shell. These storys are separate from the real events of SOL mode. In fact in one tale, the tanker is not even supposed to be in New York. Hmm, anywho, there is no radar either in the tales so ironicly the item that was farly useless in the main game, the AP sensor, is wonderful here. My advice is to watch out for camaras. They can be hard to spot most of the time. Also, don't go for guns blasing like some elimination modes. Choke rather then kill and if you must use a silenced weapon. Snakes Tales seem to be on the Hard and Normal difficulty settings. There is also diffrent endings ranging from best, to worst. Of course, sometimes the worst is the best, hehe kill the innocent civilans in "A Wrongdoing" *Laughs evily* BWA HAHAHAHAHA! 8.3.1 - A Wrongdoing AAAAA WW WW WW OOOOO NNN NNN GGGGG DDDDD OOOOO III NNN NNN GGGGG AA AA WW WW WW OO OO NNNN NNN GG DD D OO OO III NNNN NNN GG AAAAA WW WW WW OO OO NNN NNNN GGGGG DD D OO OO III NNN NNNN GGGGG AA AA W WW W OO OO NNN NNN GG GG DD D OO OO III NNN NNN GG GG AA AA WWWW OOOOO NNN NNN GGGGG DDDDD 00000 III NNN NNN GGGGG -------------------- Difficulty - Normal Objectives: Terrorists led by Fatman have taken control of the offshore oil clean up facility Big Shell and have hostages, including the President. There are demanding among other things, 20 Billion dollers. Snake has been ordered to eliminate the terrorists and to rescue the President and other hostages. Richard Ames, a DIA agent escaped capture and is waiting somewhere in the Strut F warehouse. He will only reveal himself if Snake is not being chased by the enemey. Weapons -- None Itmes -- Cigarettes Scope AP Sensor ----------- STRUT A - ROOF You begin on the roof of Strut A. There is a ration on a crate directly ahead of you. Sneak up behind the guard and break his neck. Now grab the ration and run through the open gate to the right and into the Strut. ALTERNATIVE ENDING: Head back into the elevator once you exit it for an odd and early end to the mission. STRUT A - PUMP ROOM Head down the stairs and watch for a guard walk to the connecting bridge door. Wait for him to wander away then make a break for the door. There are some chaff grenades as well as a C.box and a ration in this area, but we don't really need them and trying to get them increases your chances of being seen. AF CONNECTING BRIDGE The bridge is armed with two cyphers and a guard. Peek around the corner and wait until the Cyphers drop down. Now wait about one second, and then run across the bridge. You will see a guard coming up the stairs. Slow down and when he stops roll into him before he turns. This knocks him out and gives you an opportunity to get into the next area. STRUT F - WAREHOUSE The room in front of you contains a guard. Watch him turn left to right while ducking under the low object. As soon as he turns any way run up behind him and take him out by a quick break of the old neck. Walk forwards and spot the last warehouse on the left. That's where we want to be. Head left, if a guard patrols around there lean against the closest warehouse and let him pass. Head straight up and into the room where Ames is waiting. More to come soon! =================================================== 9. MORE FEATURES 9.1 - Boss Survival This apparently wasn't in the non-euro version of SOL. Boss survival is opened when you complete SOL. It sees you taking on the bosses on the game, consecutively with items such as rations carrying on from the last battle. You have three difficulties Easy, Normal and Hard. The differences effect, how much damage the bosses inflict on you; how much damage you inflict on the bosses; the appearance of Rations etc. You also have the choice to play as Snake or Raiden. Raiden's version will be identical to the boss fights in the main game apart from the tanker. If you are fighting as Snake, you will notice some differences. In the fight against Solidus you have to punch and kick as Snake does not have a HF Blade. You also have a USP instead of a SOCOM and no machine guns. No one is also in the chopper in the Harrier fight. There are other things but all these just make it consistent. You must fight the bosses in this order: 1, Olga 2, Tanker Soldiers 3, Fatman 4, Harrier 5, Vamp 6, MG RAY 7, Solidus Here is the extracts from the main guide into how to beat each boss. Boss - OLGA DECK E - BRIDGE Difficulty - 4/10 As you only have an M9 at the moment, you cannot kill Olga, instead you have to knock her out. She is a good shot, but you can sneak to different areas of the deck when she is not looking. When she is hiding behind an object run to the other side of the bridge and shoot at her. There is a light on the far end of the area. Shoot it out before she shines it in your direction. After she shoots at a covering, shoot the yellow peg holding it on. If you don't win afar a time she starts throwing grenades. These are easy to avoid just don't stay in the same place for too long. After a while you will have her beaten. --- Boss - Tanker guards DECK 2 - PORT Difficulty - 5/10 *Its not really a boss but meh. This is pretty straightforward. Hide behind the object and use the jump out shot for the left guard, then stand up and drop the one on the right. Look directly in front of you. A guard crouches behind an object and occasionally stands up and throw a grenade. Stand up at this point and run to the object in front, crouch to avoid enemy fire and wait for the blast. The stand up and wait for him to stand and get ready to throw another grenade. At this point shoot him and run back the object at the back. There are some USP bullets and a ration at the back of the corridor, be careful of enemy fire if you want to get these. Continue dropping guards as they come until three come around the corner and run at you. Stand up and fire wildly at the front guard, when he falls the next one will be shot and then the third. When these are dead it is normally the end of the shoot out. Occasionally a guard will survive after the three guards who run at you, so just finish him off as well. --- Boss - FATMAN STRUT E - HELIPORT Difficulty - 6/10 In this fight you have to attack Fatman whilst freezing bombs that he plants before they explode, on Extreme and European Extreme this is a exceptionally hard fight, but on this level it is not so bad, remember to keep the sensor A equipped, no bombs require Sensor B to locate them. The points in which he plants the bombs are random points over the Heliports so as soon as he puts them on freeze them. Occasionally he will stop and take out a gun, when he does hide behind a crate when this happens. He also will stop at points and clap or take a breath, use these as your chances to shoot him with the SOCOM. He will fall down dazed for a few seconds, get up close and shoot him in the head. --- Boss - HARRIER SHELL ONE - TWO CONNECTING BRIDGE DIFFICULTY 6/10 You must defeat the Harrier, also the Kastatka is flying around, make sure you don't shoot it. The Harrier won't shoot it either so don't worry about protecting it, to back you up from the chopper, Snake will fire grenades at it. You must use the Stinger missile launcher to destroy the Harrier, don't worry about getting it, Snake throws it down to you, also he will occasionally throw down ammo and rations. To hit the Harrier equip the Stinger, the Harrier is outlined by a box on the screen, you must get the mark in the center of the screen to touch the box surrounding the Harrier to lock on, then fire and keep watching the Stinger for better results. Also, remember that you cannot move when you have the Stinger equipped so choose your moments of attack wisely. The Harrier will appear on your radar as a large red dot, aim for that when you cannot see it. The Kastatka will also appear as a smaller red dot so make sure you do not hit it. You can aim at four points on the Harriers wings, the rocket launchers are on the inside of the wings and the AN RAM missiles are on the outside of the wings, fire at these to stop Solidus attacks, but remember he has two of each. The Harrier has several ways of attacking you. Sometimes it will fly off into the distance, you will see a flash and it will fly very fast at you, fire a stinger at it before it gets too close otherwise you will sustain damage from the engines. At some point the camera will change to a side on view and the Harrier will launch rockets from the two launchers on its wings. Don't try to shoot it at this point as it is hard to get a shot in without it hitting you. Another attack it will try is hovering over the bridge and try to burn you with its jets, just ignore the damage, look up with the Stinger and fire rapidly at it, don't try to aim, as long as it hits the plane you will damage it. It will also fire AN RAM missiles at you, these home in on you, so to avoid it, head to the bottom level and look for a large cubed object. Look for the Harrier on the radar and get to the other side of the object. Press yourself up and crouch. Another thing you can do is throw a Chaff grenade at one point of the bridge and get to the other. If the grenade explodes in time the missile will home to that rather then you. The proximity beeps are to each other depends how far the missile is. When it turns to one solid tone it is about to impact. You know when the Harrier is about to fire an AN RAM as Solidus will shout "Try dodging this". Another attack the Harrier will perform at least once is bomb the bridge with a cluster bomb. You will know he does it when you see it as the harrier goes into a cut scene and it fires four flares and two cluster bombs. Since it has shot flares you cannot shoot at the bombs, on the top level there is a gap where you can hang down to the lower level. As you only have a few seconds, run over and hang when the bombs hit. You shouldn't get damaged. If you were in the bottom level, make sure you are under cover when the bombs hit. The best chance to hit the harrier is when it is flying around, keep the stinger focused on the harrier and make sure there are no obstacles in the way when you fire. Also, only the Stinger can damage it so only use that. --- Boss - VAMP FILTRATION CHAMBER 1 DIFFICULTY - 4/10 There are a few ways to beat Vamp, as long as you don't use auto aim he won't dodge bullets. You can also use the RGB6 to beat him, but the best way is to hit him with Stingers. Be careful not to fall into the water around you, instead of swimming like Vamp, you will just sink. You die if you fall in, also, Vamp will push you in if you are too close to the edge in the middle. When the fight starts pull out the Stingers and fire at him once. He will only be damaged by one hit so don't waste them. Then change to the Socom and shoot out the four lights on the walls. This will stop him pinning you down by your shadow later in the fight. When he dives under the water, throw grenades in or RGB6 grenades into the water to make him lose O2 and health. He will run towards you and slash his knife at you at some points. Shoot him with a machine gun remembering not to auto-aim. If he gets close, run away so he doesn't hit you. His main attack consists of walking around the ceiling and throwing knifes at you. When this happens just duck. There is ammo for the RGB6 and M4 in the far right corner near the other door and a ration over the side of the rail at the far end. You must hang to get this. --- Boss - METAL GEAR RAY ARSENAL GEAR - RECTUM Difficulty - 7/10 This fight sees you taking on several mass produced RAY units. Three will attack you at once. When you beat one, another takes its place. This will go on until you have defected a certain number dependent on the difficulty setting. This ranges from about four in very easy to all 25 in extreme. To attack RAY, the best way is to fire a stinger into it's leg, it will open its mouth for a brief period. Fire a stinger in there to do some serious damage. RAY is armed with several heavy weapons, it has two machine guns mounted on each "wing" when it points this at you get out your blade, face the RAY in question and block. You should deflect all the shots. RAY will use this if you are a medium to long distance away. It also has a hydro-cutter in it's mouth, this is not I repeat NOT a laser, it is water shot at an incredibly high pressure, it is similar to what a laser does but it fires water. It is a close range weapon, so when you are close to a RAY it will tilt it's head back. Move out of it's way and fire a stinger into it's mouth while the hydro-cutter is missing you. This weapon is Ray's most damaging. The long-range weapon is a small attack of missiles, as soon as it fires them run in another direction, there is no need to use chaff in this fight. RAY can also jump. A RAY will jump into the center of the platform and attack you. Do not be caught under it's feet. It will also try to stand on you if you are too close. If it moves it's leg up then run as soon as it hits the leg down do a cartwheel to avoid the shock wave. When you have destroyed enough the boss is complete. --- 8.1.28 - Boss - SOLIDUS SNAKE FEDERAL HALL Difficulty - 6/10 When the fight starts run and stab Solidus. He will fall down, now run away. As a long range attack Solidus will fire missiles from his tentacles. just run to avoid them. He does not have that good medium range abilities though so when you are not attacking don't get too close or far away. When you see a chance to attack run and slash at him. If he doesn't block you hit him two more times and he will fall down. He will sometimes try to knock you over, if he swipes at you do a jump to evade him. You can block all of his attacks apart from then you see him raise both blades above his head and they turn blue. If he does this, just run away. He will also charge around causing a fire, just don't go near it and you will be fine. If you HAVE to get through the fire roll but don't miss. If you do catch fire roll and drop into a crawl to help put it out. It will also go itself in a few seconds. The last attack he will do is to jump onto a building, then crash back to the ground. Don't be anywhere near him when he does this and you will be ok. After he has lost around half his health he will drop his tentacle things. Now take the codec call and when the fight carries on wait stand still and wait for him to do four consecutive charges around the roof. After that immodestly run a few steps away left or right as he will try to charge into you. After you evade it slash him with the blade three times, until he falls. He will then attack you and do sparatic charges. Keep up the evasion until you will. A good defense is the best offence. If you need them, there are also some rations in the top left and occasionally the bottom right of the roof. 9.2 - Casting Theater The casting theater allows you to watch certain scenes from the game again, only this time replace the character models. Some of these scenes can be very funny, especially when you swap models for "middle aged man" and the like. Other models include: Solider "hi tech gear"; Ocelot; MGS1 Ocelot; Snake; MGS1 Snake; SEALS ect. 9.3 - Collecting the Dog Tags Here's a list of all the dog tags on all difficulties in the game. The first tags for the plant section in Arsenal are available by shooting Snake with the M9 and shaking him. The final tags for the plant are available by shaking Fatman after you beat him on the Heliport. Finally Olga's tags are taken by picking up and dropping her, after you have stunned her when the fight is over. TANKER VERY EASY --- 00 | Navigational Deck Wing | Olga Gurlukovich | 0923 | A 01 | Aft Deck | Josh Spires | 0716 | ? 02 | Aft Deck | Tomomi Nasu | 0824 | B 03 | Aft Deck | Stephen M Driver | 1217 | A 04 | Navigational Deck Wing | Brendan McLeod | 0510 | AB 05 | Deck A Crew's Quarters | Hajme Tusima | 0607 | A 06 | Deck B Crew's Quarters | Yuki Hongoh | 0507 | B 07 | Deck A Crew's Lounge | Takahiro Yura | 0119 | A 08 | Deck A Crew's Lounge | David P LaFrenier | 0305 | A 09 | Deck A Crew's Lounge | Eric Bravo | 0806 | A 10 | Deck D Crew's Quarters | Miguel Luis Cunha | 0304 | O 11 | Deck D Crew's Quarters | Eiji Senke | 0322 | B 12 | Deck 2 Port | Yohsuke Sakaguchi | 0802 | A 13 | Deck 2 Port | Jan Friese | 1016 | A 14 | Deck 2 Port | Marius Torsud | 1224 | ? 15 | Engine Room | Andrej Pedercina Mimica | 0113 | ? 16 | Engine Room | Mike J Corbitt | 1205 | O 17 | Engine Room | Aaron T Powell | 1111 | O 18 | Engine Room | Jeff A Saylor Jr | 1110 | ? 19 | Engine Room | Kazuki Tokunaga | 1224 | O 20 | Hold No.1 | Kamil Mania | 0710 | ? 21 | Hold No.1 | Ismael Miranda de Andrade | 0421 | B 22 | Hold No.3 | Darryl F Kemp | 0824 | B 23 | Hold No.3 | Yoshitoshi Toyoda | 0726 | A ----------------------------- EASY --- 00 | Navigational Deck Wing | Olga Gurlukovich | 0923 | A 01 | Aft Deck | Justin P Verrier | 0923 | A 02 | Aft Deck | Ryouichi Matsumoto | 0511 | ? 03 | Aft Deck | Michael S Futter | 0501 | A 04 | Navigational Deck Wing | Michael Vogt | 0209 | B 05 | Deck A Crew's Quarters | Kei Kudou Mon | 0402 | O 06 | Deck A Crew's Quarters | Eetu Holmqvist | 0410 | O 07 | Deck A Crew's Lounge | Matthew W Hunt | 1207 | A 08 | Deck A Crew's Lounge | David W Pelster | 1114 | AB 09 | Deck A Crew's Lounge | Takumi Shimada | 0711 | ? 10 | Deck D Crew's Quarters | Cary J Schwartzman | 0202 | A 11 | Deck D Crew's Quarters | Danilo NE Carbone | 0426 | O 12 | Deck 2 Port | Adam Lloyd | 0719 | ? 13 | Deck 2 Port | David E Palm | 0506 | ? 14 | Deck 2 Port | Yuki Aoki | 1019 | B 15 | Engine Room | William N Bruce | 0910 | O 16 | Engine Room | Chien Jen Liang | 0429 | O 17 | Engine Room | Luke Boulerice | 0815 | ? 18 | Engine Room | Yusuke Sasaki | 0924 | B 19 | Engine Room | Travis J Long | 0219 | O 20 | Engine Room | Steven A Weekes | 0407 | O 21 | Hold No.1 | Marco Silvano | 0106 | ? 22 | Hold No.1 | Xesk Malone | 1217 | O 23 | Hold No.3 | Michalis Taubert | 0705 | A 24 | Hold No.3 | Lee A Myers | 1230 | B 25 | Hold No.3 | Rock Young | 0911 | AB ----------------------------- NORMAL --- 00 | Navigational Deck Wing | Olga Gurlukovich | 0923 | A 01 | Aft Deck | Garret L Peters | 0920 | AB 02 | Aft Deck | Sunny Hsu | 1106 | A 03 | Aft Deck | Pablo Maisuls | 0529 | A 04 | Navigational Deck Wing | Samuel B Sandoval | 1214 | A 05 | Deck C Crew's Quarters | James I Bartelle | 0414 | ? 06 | Deck A Crew's Quarters | Daniel Kucan | 1130 | O 07 | Deck B Crew's Quarters | Ronan Khim | 1105 | AB 08 | Deck A Crew's Lounge | Masanori Inui | 1014 | O 09 | Deck A Crew's Lounge | Jeng L Valencia | 0804 | AB 10 | Deck A Crew's Lounge | Seth T Hay | 0420 | O 11 | Deck A Crew's Lounge | Daniel W Dennison | 0312 | ? 12 | Deck D Crew's Quarters | Flavio Camargos | 0727 | A 13 | Deck D Crew's Quarters | Brad R Whitefield | 1005 | AB 14 | Deck D Crew's Quarter | James Broome | 0408 | ? 15 | Deck D Crew's Quarte | Hiromasa Watanabe | 0516 | A 16 | Deck 2 Port | Kieran Keegan | 1111 | AB 17 | Deck 2 Port | Hirokazu Takahashi | 1006 | A 18 | Deck 2 Port | Marwan Abdullah AlHarbi | 0101 | O 19 | Engine Room | Henning Rhoden | 0005 | B 20 | Engine Room | Marcelo Zamorano | 0828 | A 21 | Engine Room | Simon F Picard | 0515 | O 22 | Engine Room | Haden K Oneil | 0307 | ? 23 | Engine Room | Yuji Higuchi | 0322 | B 24 | Engine Room | Husain Abdulrazaq AlHasan | 0514 | ? 25 | Hold No.1 | Robert R Bruce | 1116 | A 26 | Hold No.1 | Kenzi Tanda | ? | ? 27 | Hold No.1 | Ivan E Saldarriaga | 0910 | O 28 | Hold No.2 | Christopher G Hercus | 1211 | O 29 | Hold No.2 | Tomohiro Katoh | 0926 | B 30 | Hold No.3 | David D Crumpler | 0514 | B 31 | Hold No.3 | Joao E Martins | 1114 | A 32 | Hold No.3 | Mika A Taavela | 1118 | ? ----------------------------- HARD --- 00 | Navigational Deck Wing | Olga Gurlukovich | 0923 | A 01 | Aft Deck | Pawel Adamczyk | 0101 | O 02 | Aft Deck | Jonathan S Wilson | 0418 | O 03 | Aft Deck | Peter A Sattaur | 0730 | A 04 | Navigational Deck Wing | Ako Kudou | 0804 | A 05 | Deck C Crew's Quarters | Johan Hana | 1030 | A 06 | Deck A Crew's Quarters | Dex J Delfrate | 0212 | ? 07 | Deck B Crew's Quarters | Joseph R Larger | 0123 | ? 08 | Deck B Crew's Quarters | Kouji Takemoto | 0530 | O 09 | Deck A Crew's Lounge | Mahde M Mansur | 1121 | O 10 | Deck A Crew's Lounge | Sauzando Aran | 0927 | B 11 | Deck A Crew's Lounge | Kouhei Yoshizumi | 1111 | A 12 | Deck D Crew's Quarters | Hidetosi Suzuki | 0817 | B 13 | Deck D Crew's Quarters | Joelmir Mazon | 0101 | A 14 | Deck D Crew's Quarters | Michiel A Hendriksen | 0216 | B 15 | Deck D Crew's Quarters | Masahiro Takahashi | 0701 | A 16 | Deck 2 Port | Christopher C Osterwald | 0120 | A 17 | Deck 2 Port | Lee Seung Min | 0212 | B 18 | Deck 2 Port | TSZ TING | 1218 | A 19 | Engine Room | Manabu Nishiyama | 0717 | B 20 | Engine Room | David Heng Liu | 0412 | A 21 | Engine Room | Wei Zhang | 0101 | A 22 | Engine Room | Han Tao | 1124 | B 23 | Engine Room | Takashi Shiohama | 0520 | B 24 | Engine Room | James C Layton | 1214 | B 25 | Engine Room | Jesus Auron Noatsuna | 0101 | A 26 | Hold No.1 | Ha Su Jung | 1216 | B 27 | Hold No.1 | Minako Nakazawa | 0521 | B 28 | Hold No.1 | Kel M Booker | 0128 | ? 29 | Hold No.2 | Asif A Ali | 0829 | A 30 | Hold No.2 | Tatsumi Mizuguchi | 0913 | A 31 | Hold No.3 | Ali Karar | 0521 | AB 32 | Hold No.3 | Benjamin Phoon | 0430 | A 33 | Hold No.3 | Jason L Hines | 1207 | A 34 | Hold No.3 | Kurt W Bartholomew | 0702 | AB ----------------------------- EXTREME --- 00 | Navigational Deck Wing | Olga Gurlukovich | 0923 | A 01 | Aft Deck | Isao Miyamoto | 0322 | AB 02 | Aft Deck | Matt Holt | 0303 | A 03 | Aft Deck | Patrick James Torrence | 0420 | ? 04 | Navigational Deck Wing | Malcolm W Bullmore | 0704 | ? 05 | Deck C Crew's Quarters | Adam Christopher Vazquez | 1215 | ? 06 | Deck A Crew's Quarters | Alexandra Rattay | 1110 | A 07 | Deck B Crew's Quarters | Enrike Vargas Suarez | 0528 | O 08 | Deck A Crew's Lounge | Akihito Oshima | 1025 | A 09 | Deck A Crew's Lounge | Bruce Murphy | 0130 | O 10 | Deck A Crew's Lounge | Patrick F Coley | 0201 | O 11 | Deck D Crew's Quarters | Patrouillault Celine | 0321 | O 12 | Deck D Crew's Quarters | Andre Perron | 0304 | A 13 | Deck D Crew's Quarters | Matthew M Wilcox | 0212 | AB 14 | Deck D Crew's Quarters | Miyaji Masayuki | 0611 | AB 15 | Deck 2 Port | Guyver M Scott | 0122 | AB 16 | Deck 2 Port | Devin P McCourt | 0122 | O 17 | Deck 2 Port | Takahiro Hanaoka | 0206 | B 18 | Engine Room | JinagXi Konglong | 0926 | B 19 | Engine Room | Yuji Gotoh | 0351 | O 20 | Engine Room | Tomi S Hakulinen | 0901 | ? 21 | Engine Room | Suneel Buggal | 1220 | O 22 | Engine Room | Anibal Rodriguez | 0330 | O 23 | Engine Room | Fahim Mumin | 0831 | ? 24 | Engine Room | Nicholas A Kowalcyk | 1215 | A 25 | Hold No.1 | Adam M Conrad | 0804 | ? 26 | Hold No.1 | David Oh | 0714 | O 27 | Hold No.1 | Shinichi Furusho | 0823 | AB 28 | Hold No.2 | Daisuke mercury Shimada | 1218 | AB 29 | Hold No.2 | Phil A Marchant | 1006 | O 30 | Hold No.3 | Landon F Hilde | 0618 | AB 31 | Hold No.3 | Jeremy J Drake | 1028 | ? 32 | Hold No.3 | Fred A Thiele | 0718 | ? 33 | Hold No.3 | Nagisa Kase | 0225 | O ----------------------------- PLANT VERY EASY --- 00 | Arsenal Ascending Colon | Iroquois Pliskin | ??? | ? 01 | Strut A Deep Sea Dock | Brad I Lanning | 0105 | AB 02 | Strut A Deep Sea Dock | Charles P Pinkerton | 0409 | A 03 | Strut A Roof | Jason M Gillispie | 0322 | B 04 | Strut A Pump Room | Samuel Andi Hendranata | 0823 | O 05 | Strut A Pump Room | Yasuhiro Matsuzaki | 1027 | B 06 | AB Connecting Bridge | Artthapong Siriamonthep | 1220 | O 07 | AB Connecting Bridge | Amadeus Knothe | 0301 | A 08 | Strut B Transformer Room | Bob Fu | 0408 | B 09 | Strut B Transformer Room | Yasuo Suzuki | 0824 | O 10 | BC Connecting Bridge | Yiqiang Yao | 1116 | B 11 | Strut C Dining Hall | Vanessa E Mejia | 0315 | O 12 | Strut C Dining Hall | Anthony J Willreign Supreme | 0321 | ? 13 | CD Connecting Bridge | Marques Dean | 0707 | A 14 | CD Connecting Bridge | Kevin M Miller | 0720 | B 15 | Strut D Sediment Pool | Mathias Ellemann Jensen | 0223 | ? 16 | Strut D Sediment Pool | Christian Ryan De Ramos | 1114 | AB 17 | DE Connecting Bridge | Derek Broadbent | 0902 | O 18 | DE Connecting Bridge | Till Schlegel | 1117 | A 19 | Strut E Parcel Room | Nana Mizuki | 0121 | O 20 | Strut E Parcel Room | Csaba Millei | 0307 | AB 21 | Strut E Heliport | Jordan J Davis | 0603 | ? 22 | Strut E Heliport | Luke Christian Roberts | 0701 | AB 23 | Strut F Warehouse | Sinya Tusunoda | 0330 | B 24 | Strut F Warehouse | Asia R Pickle | 1228 | A 25 | FA Connecting Bridge | Daniel P Wells | 1018 | ? 26 | Shell 1 Core 1F | David Anthony Wilson | 0222 | O 27 | Shell 1 Core 1F | Jasper A Hefko | 1025 | ? 28 | Shell 1 Core 1F | Steven L Harper | 0902 | O 29 | Shell 1 Core B1 | Yasuhiko Nakamura | 0528 | O 30 | Shell 1 Core B1 | Chris Escobar | 1126 | ? 31 | Shell 1 Core B1 | Elliott I Kugler | 0409 | ? 32 | Shell 1 Core B2 | Mai Ohta | 0616 | B 33 | Shell 1 Core B2 | Roth W Lanphear | 0518 | ? 34 | Shell 1 Core B2 | Cheng exs Cheng | 0107 | AB 35 | Shell 1 Core B2 | Liam P Slater | 0227 | ? 36 | KL Connecting Bridge | Neill W Perry | 0318 | O 37 | Strut L Sewage Treatment | Robert W Goodenow III | 1226 | A 38 | Strut L Sewage Treatment | Mathias Buntrock | 0310 | O 39 | Shell 2 Core 1F | Andrei V Galinski | 0919 | AB 40 | Shell 2 Core 1F | Naoki Inoue | 0619 | A 41 | Shell 2 Core 1F | Hiu Fung Wong | 1129 | ? 42 | Strut E Heliport | Peter Stillman | 1116 | A ----------------------------- EASY --- 00 | Arsenal Ascending Colon | Meryl Silverburgh | ??? | A 01 | Strut A Deep Sea Dock | Emiko Yokoshima | 0619 | ? 02 | Strut A Deep Sea Dock | Terry Cheung | 0609 | O 03 | Strut A Roof | Jacqueline D Benzon | 1003 | A 04 | Strut A Pump Room | Akihide Yonekura | 0621 | A 05 | Strut A Pump Room | Goushi Kawamura | 0310 | A 06 | AB Connecting Bridge | William R Kelly | 0325 | A 07 | AB Connecting Bridge | Ryosuke Sugie | 0301 | O 08 | Strut B Transformer Room | Masanori Masabu Ihara | 0204 | A 09 | Strut B Transformer Room | Hiroyuki Doi | 1209 | A 10 | BC Connecting Bridge | Marius Alain Nguyen | 0711 | AB 11 | Strut C Dining Hall | Kevin Chen | 0317 | AB 12 | Strut C Dining Hall | Boudraa Reda | 0727 | O 13 | CD Connecting Bridge | Yu Ya Nan | 1012 | ? 14 | CD Connecting Bridge | Takayuki Ueda | 0620 | A 15 | Strut D Sediment Pool | Luis Silva Garcia | 0716 | O 16 | Strut D Sediment Pool | Brian A Brown | 1021 | A 17 | DE Connecting Bridge | Nicholas S DeGrazia | 0723 | AB 18 | DE Connecting Bridge | Yuuki Ito | 0523 | B 19 | Strut E Parcel Room | Anmar Saad Albinyan | 0318 | ? 20 | Strut E Parcel Room | Steve Masao Terada | 0626 | ? 21 | Strut E Heliport | Yuuki Yagi | 0402 | A 22 | Strut E Heliport | Brigitte Dickenscheid | 0330 | ? 23 | Strut F Warehouse | Agmall Sarwari | 0820 | A 24 | Strut F Warehouse | Naoto Yamazaki | 1113 | AB 25 | Strut F Warehouse | Terry Matalas | 1211 | A 26 | FA Connecting Bridge | Sefie J Nolte | 1215 | O 27 | Shell 1 Core 1F | David Li-San Chen | 1013 | A 28 | Shell 1 Core 1F | Ginseng W Mileur | 0131 | O 29 | Shell 1 Core 1F | Remy Schuster | 0101 | A 30 | Shell 1 Core B1 | Matthew J Whitney | 1115 | AB 31 | Shell 1 Core B1 | Ricardo Enrique Salazar | 0717 | O 32 | Shell 1 Core B1 | Randall J Koerte | 0917 | O 33 | Shell 1 Core B2 | Syouhei Yoshino | 0908 | ? 34 | Shell 1 Core B2 | Mika M Claudepierre | 0222 | O 35 | Shell 1 Core B2 | Joshua M Busby | 0718 | B 36 | Shell 1 Core B2 | Oliver Swann | 0312 | AB 37 | KL Connecting Bridge | Toshifumi Kotogi | 0104 | A 38 | Strut L Sewage Treatment | Erich Werdermann | 0528 | ? 39 | Strut L Sewage Treatment | Kouhei Tuzita | 0821 | AB 40 | Shell 2 Core 1F | Federico Biscetti | 0324 | O 41 | Shell 2 Core 1F | Matt R Miller | 0207 | O 42 | Shell 2 Core 1F | Jean Pierre Laforce | 1130 | O 43 | Strut E Heliport | Peter Stillman | 1116 | A ----------------------------- NORMAL --- 00 | Arsenal Ascending Colon | Solid Snake | ??? | ? 01 | Strut A Roof | Jordan A Bowman | 0927 | B 02 | Strut A Pump Room | Sean M Culhane | 0708 | O 03 | Strut A Pump Room | Jamie DR Dickie | 0410 | ? 04 | AB Connecting Bridge | Daichi Bada | 0301 | B 05 | AB Connecting Bridge | David L Newell | 0112 | A 06 | Strut B Transformer Room | Bren J Fraher | 0228 | ? 07 | Strut B Transformer Room | Gavin C Elliott | 0825 | ? 08 | BC Connecting Bridge | Johnny Chong | 0719 | O 09 | Strut C Dining Hall | Chuoc Shan Lam | 0306 | B 10 | Strut C Dining Hall | Markus Huendgen | 0701 | ? 11 | CD Connecting Bridge | Michael Roger Aarons | 0801 | O 12 | CD Connecting Bridge | Takuji Tada | 0413 | B 13 | Strut D Sediment Pool | Joseph A McClaren | 1102 | A 14 | Strut D Sediment Pool | Dustin Weger | 0207 | A 15 | Strut D Sediment Pool | Wojtek Kujawa | 0802 | O 16 | DE Connecting Bridge | Kenji Yamaguchi | 0903 | A 17 | DE Connecting Bridge | John A McCormick | 0129 | O 18 | Strut E Parcel Room | Robert Viset | 0426 | B 19 | Strut E Parcel Room | Tommi Eklof | 0826 | O 20 | Strut E Parcel Room | Gary L Curtis | 0825 | A 21 | Strut E Heliport | Court Stauff | 0515 | O 22 | Strut E Heliport | Frode A Steine | 0602 | A 23 | Strut E Heliport | Katharine Irene Hargrove | 1210 | AB 24 | Strut F Warehouse | David R Papps | 0602 | A 25 | Strut F Warehouse | Matt D Huffman | 0518 | A 26 | Strut F Warehouse | Ali H Rafati | 0604 | AB 27 | FA Connecting Bridge | Mais M Baali | 0124 | O 28 | Shell 1 Core 1F | Satoru Oda | 0816 | O 29 | Shell 1 Core 1F | Kamal Aggarwal | 1023 | ? 30 | Shell 1 Core 1F | Anthony Hampton | 0129 | A 31 | Shell 1 Core 1F | Ivan Lui | 0424 | O 32 | Shell 1 Core B1 | Hideaki Dei | 1121 | A 33 | Shell 1 Core B1 | Cesar Pariona Oncebay | 0523 | O 34 | Shell 1 Core B1 | Yuuko Hayashi | 1204 | B 35 | Shell 1 Core B2 | Viktor Hamrefors | 0824 | ? 36 | Shell 1 Core B2 | Miroku Sato | 1025 | O 37 | Shell 1 Core B2 | Kojiro Hayama | 1206 | B 38 | Shell 1 Core B2 | Mark S Eaton Fry | 1212 | ? 39 | KL Connecting Bridge | Han Yi Cheng | 1220 | O 40 | Strut L Sewage Treatment | Yuta Tsubasa Teruya | 0109 | ? 41 | Strut L Sewage Treatment | Mikiya Horiuchi | 1101 | A 42 | Shell 2 Core 1F | Martin Johansson | 0329 | B 43 | Shell 2 Core 1F | TaRo ArAkAwA | 1225 | O 44 | Shell 2 Core 1F | Gaku Yamada | 0624 | ? 45 | Shell 2 Core 1F | Zheng Xuan | 0316 | ? 46 | Shell 2 Core 1F | Erasmo O Metos | 0314 | B 47 | Shell 2 Core 1F | Florian Busch | 0502 | O 48 | Strut E Heliport | Peter Stillman | 1116 | A ----------------------------- HARD --- 00 | Arsenal Ascending Colon | Liquid Snake | ??? | ? 01 | Strut A Roof | Ihor Novosilets | 0701 | O 02 | Strut A Pump Room | Julian Tan | 0530 | ? 03 | Strut A Pump Room | Max K Do | 0101 | ? 04 | AB Connecting Bridge | Jenam Ryu | 0621 | O 05 | AB Connecting Bridge | Kit M Paines | 0228 | O 06 | Strut B Transformer Room | Stephen M Stretton | 0424 | A 07 | Strut B Transformer Room | Adrian Styrsky Ellwood | 1021 | O 08 | BC Connecting Bridge | Hanbum Son | 0502 | A 09 | Strut C Dining Hall | Juan Luis Rulz | 0109 | ? 10 | Strut C Dining Hall | Takayuki Kawakubo | 0911 | B 11 | CD Connecting Bridge | Gregory M Roy | 0201 | ? 12 | CD Connecting Bridge | Randy Lee Way | 1011 | A 13 | Strut D Sediment Pool | Taggart D Ryan | 1211 | ? 14 | Strut D Sediment Pool | Sunny Hsu | 1106 | A 15 | Strut D Sediment Pool | Sascha Norbert Behr | 0320 | O 16 | Strut D Sediment Pool | Derrick S Edick | 0122 | AB 17 | DE Connecting Bridge | Michael Mantilla | 0401 | A 18 | DE Connecting Bridge | Eiichiro Kimura | 0903 | A 19 | Strut E Parcel Room | Omar Khettab | 0921 | A 20 | Strut E Parcel Room | Ting Kae Lung | 0316 | ? 21 | Strut E Parcel Room | Eric J Melen | 0717 | ? 22 | Strut E Parcel Room | Chad P Bala | 0722 | O 23 | Strut E Heliport | Gustavo L Lazo | 0324 | ? 24 | Strut E Heliport | Alan Chon | 0316 | ? 25 | Strut E Heliport | Christian Alexander Heinzer | 0306 | AB 26 | Strut F Warehouse | Daisuke Kato | 1208 | B 27 | Strut F Warehouse | Takeshi Umeoka | 0912 | O 28 | Strut F Warehouse | Masato Aoyama | 0406 | O 29 | Strut F Warehouse | Yo Narita | 0416 | B 30 | FA Connecting Bridge | Michael S Chang | 0511 | A 31 | Shell 1 Core 1F | Lucky Zhu | 0404 | A 32 | Shell 1 Core 1F | Ryo Nitta | 0123 | B 33 | Shell 1 Core 1F | Shunsuke Katoh | 0801 | AB 34 | Shell 1 Core 1F | Toru Yamagishi | 0518 | A 35 | Shell 1 Core B1 | Sandra Stevic | 0223 | ? 36 | Shell 1 Core B1 | Brady N Hartel | 1002 | ? 37 | Shell 1 Core B1 | Daichi Sumitomo | 0909 | A 38 | Shell 1 Core B2 | Chris David Adlam | 0210 | ? 39 | Shell 1 Core B2 | Shingo Minakawa | 0829 | B 40 | Shell 1 Core B2 | Victor Sjostrom | 1003 | B 41 | Shell 1 Core B2 | Hiroyuki Sakashita | 0710 | ? 42 | KL Connecting Bridge | Kazuto Ikeda | 0923 | O 43 | Strut L Sewage Treatment | Victor Melnik | 0101 | A 44 | Strut L Sewage Treatment | Thiago Monezi Pires de Avila| 0428 | A 45 | Shell 2 Core 1F | Phil A Marchant | 1006 | O 46 | Shell 2 Core 1F | Yuusuke Kitamura | 1029 | B 47 | Shell 2 Core 1F | Carlos C Cresswell | 0913 | B 48 | Shell 2 Core 1F | Amir C Saya | 0705 | A 49 | Shell 2 Core 1F | Jeffrey Fong | 0808 | O 50 | Shell 2 Core 1F | Sverrir Fridriksson | 0504 | B 51 | Strut E Heliport | Peter Stillman | 1116 | A ----------------------------- EXTREME --- 00 | Arsenal Ascending Colon | Hideo Kojima | 0824 | A 01 | Strut A Roof | Makoto Shiragaki | 0804 | AB 02 | Strut A Pump Room | Richard W Hair Jr | 1022 | O 03 | Strut A Pump Room | Spencer P Gallagher | 0228 | A 04 | AB Connecting Bridge | Ruben Alexander van Ophuizen| 1006 | AB 05 | AB Connecting Bridge | Leevi Mursula | 0417 | O 06 | Strut B Transformer Room | Roy Grizzly | 0726 | O 07 | Strut B Transformer Room | Murat Sahiner | 1006 | A 08 | BC Connecting Bridge | Casey K Chan | 0128 | ? 09 | Strut C Dining Hall | David Yu | 0920 | B 10 | Strut C Dining Hall | Yuta Shimizu | 0615 | O 11 | CD Connecting Bridge | Callum G Whitehurst | 1207 | AB 12 | CD Connecting Bridge | Matthew T Fenelon | 0701 | O 13 | Strut D Sediment Pool | Edward Evans | 0521 | A 14 | Strut D Sediment Pool | Sonny Skinner | 0221 | A 15 | Strut D Sediment Pool | Ryo Hanazawa | 0306 | O 16 | Strut D Sediment Pool | Mixalis Tsakiris | 1218 | O 17 | DE Connecting Bridge | Wayne A Hindman II | 0621 | O 18 | DE Connecting Bridge | Zeeshan Raza | 1118 | AB 19 | Strut E Parcel Room | Mikko Pellervo Rekola | 0501 | ? 20 | Strut E Parcel Room | Kouji Yamashita | 1103 | B 21 | Strut E Parcel Room | Makoto Chiba | 0131 | O 22 | Strut E Parcel Room | David Gomez | 1219 | ? 23 | Strut E Parcel Room | Christopher R Martinez | 0428 | O 24 | Strut E Heliport | Masayuki Yabuki | 1010 | B 25 | Strut E Heliport | Brendan Oconnor | 0207 | O 26 | Strut E Heliport | Grant Drain | 0713 | AB 27 | Strut F Warehouse | Yoshihiro Sakai | 0909 | B 28 | Strut F Warehouse | Greg T McDaniel | 1223 | ? 29 | Strut F Warehouse | Ikuo Uchiumi | 1231 | A 30 | Strut F Warehouse | Ai Shimamatsu | 1016 | O 31 | Strut F Warehouse | Derek Faria | 0827 | B 32 | FA Connecting Bridge | Artmed S Hernandez | 1130 | AB 33 | Shell 1 Core 1F | Rhys J Perkins | 1003 | ? 34 | Shell 1 Core 1F | Henry Van | 1113 | ? 35 | Shell 1 Core 1F | Takashi Saitou | 0415 | B 36 | Shell 1 Core 1F | Nicholas G Benson | 0112 | AB 37 | Shell 1 Core B1 | Hongoh Yuki | 0507 | B 38 | Shell 1 Core B1 | Nicholas A Fuentes | 0416 | O 39 | Shell 1 Core B1 | Roy PC Smillie | 1209 | O 40 | Shell 1 Core B2 | Chris S Austin | 0614 | ? 41 | Shell 1 Core B2 | Tony Pawlik | 0619 | O 42 | Shell 1 Core B2 | Erik PO Appelblad | 0527 | O 43 | Shell 1 Core B2 | Tooru Morita | 1016 | B 44 | KL Connecting Bridge | John Guest Jr | 0318 | A 45 | Strut L Sewage Treatment | Sunny Lee | 1104 | O 46 | Strut L Sewage Treatment | Lei Adnan | 0204 | B 47 | Shell 2 Core 1F | Ryo Harada | 0424 | O 48 | Shell 2 Core 1F | Hugo L Vidal | 0810 | A 49 | Shell 2 Core 1F | Matthias Sauermann | 0710 | A 50 | Shell 2 Core 1F | Rick BigBan Laiso | 0416 | A 51 | Shell 2 Core 1F | Josh Garcia | 0409 | B 52 | Shell 2 Core 1F | Clayton R Worrell | 0622 | A 53 | Strut E Heliport | Peter Stillman | 1116 | A ----------------------------- 9.4 - Game Script This is a trascript of most of the game, Most codec is not in here however, these are mostly the acual scenes Act 1, scene 1. BLANK SCREEN SNAKE'S VOICE - The Hudson River, two years ago... We had classified intelligence that a new type of Metal Gear was scheulded for trasnport, the whole thing stank, but our noeses had been out in the cold too long. Snake infiltrates tanker Ocelot: Our boy, is right on schedule. He'll know soon enough. --- Act 1, scene 2. Snake: This is Snake. Do you read me, Otacon? Otacon: Loud and clear, Snake. Snake: Kept you waiting, huh? I'm at the "sneak point." Otacon: Everything going okay? Snake: The stealth camos busted. Landing impact. Otacon: We must have overused it. Sorry, but you're going to have to deal with it. You're not in the military anymore. Snake: Right. I didn't plan on relying on this gadget anyway. Otacon: The private sectors not so bad, is it? Privacy guaranteed. Snake: I'm happy as long as no one gives me any more unwanted gifts. Otacon: You mean that thing with Naomi? Snake: And I can't say I miss the chattering nanny. Otacon: Mei Ling's not so bad, that reminds me, I have to get in touch with her again about that new Natik flashware. Snake: Diverting toys from the SSCEN (U.S. Army Soldier Systers Center) again? Give her a message from me "someone will find out sooner or later". She's better off assuming it's sooner and quit while she's safe. Otacon: Too true. Okay, Snake, let's get to work. You know the technical specs of Metal Gear were sold on the black market after Shadow Moses? Snake: All Ocelot's doing... Otacon: Exactly. And now every state, group, and dotcom has its own version of Metal Gear. Snake: Not exactly a classified weapon for today's nuclear powers. Otacon: This new one seems to have been designed to wipe the floor with all the other models. The only consistant description is that it's an amphibious, anti-metal Gear vehicle. Snake: That explains why this one is under Marine Corps jurisdiction. --- Act 2, scene 1. Otacon: The mission objective is to make visual confirmation of the new Metal Gear being transported by that tanker, and bring back photographic evidence. But I want you first to go up to the top level of the infrastructure, to the bridge. We need to find out where that tanker is headed. Snake: A little reconnaissance, huh? Otacon: There's too much we don't know about this new prototype. Capabilities, deployment method, we don't even know how close it is to completion. If we can find out where the testing arena is, I can start to draw some reasonable conclusions. Snake: All right. I'll head to the bridge ASAP. Otacon: Try to avoid confrontations. Our goal is to collect visual evidence of Metal Gear development and expose it to the world. It would be best if you could get out if there without alerting anyone. Snake: Don't worry. I know the drill - we're not terrorists. Otacon: Very good, don't you forget that you're a part of "Philanthropy" now, an anti-Metal Gear organization and officially recognized by the UN. Snake: Recognized, but still fringe, Otacon. Act 2, scene 2. Otacon: All right, let's look at your gear. Your weapon is a tranquilizer gun converted from a Beretta M92F. Snake: M9. Otacon: It's a little hard to work with because you have to reload after each shot since the slide locks. Snake: Better than scavenging on mission site, good suppressor too. Otacon: The chemical stun will take affect in a few seconds and last for hours. You can take down a elephant with that thing. Check out the laser sighting too. Otacon: The affects of the anastetic rounds will vary depending on what part of the body is hit. Were talking about a difference of tens of seconds between hitting limb, chest or head. Otacon: As for the equipment... Hey Snake, cigarettes? What's wrong with you? Snake: It's kind of a lucky charm. Otacon: You haven't read the surgeon general's warning, have you? Heres the digital camera, works almost the same as your old one. SD - Snake uses camara to watch marines - SD Snake: They don't look armed... Otacon: Hey, Earth to Snake. These are nice, upstanding Marines, not terrorists. Don't get caught; you're in stealth mode here. Snake: Sure, if it comes to that, a little beauty sleep never hurt anyone. By the way, Otacon are you sure of this intelligence? Otacon: Absolutely. Hacked it out of Pentagon's classified files myself. Snake: No traces? Otacon: Oh please, I'm too good for that. Snake: But this mignt be a trap, theres a price on our heads. Otacon: You're just paranoid. Snake: I hope so. Those men, you wouldn't think they were anything but civilians from here. Otacon: With all the ships passing on the river and through the harbor. Putting uniformed Marines on the deck would be a bad idea. People can g et a clear view of the water from riverside too. Snake: The waterline is too high...According to the navigational plans, this ship should have discharged its cargo upriver. Otacon: It's in there, no doubt about it. Snake: The military trains you to watch for threats from the stern on a boat. That's SOP (Standeard Operating Procedure) for Counter-terror ops too. Security should be tighter. Otacon: You worry too much. Snake: Where's the target? Otacon: Satellite surveillance is a major international pastime these days. I'd say the cargo holds, safely below the deck. Do you see the entrance to the holds? Snake: Looks like there are a few entry ways into the crew quarters. A Chopper? - Wha?! SD - Troops appear on the deck and kill guards before throwing them off the end - SD Snake: Looks like were not the only ones after Metal Gear tonight. Otacon: Isn't that a chopper I just heard? Snake: Affirmative. Probably another cavalry... Whats there game? Hijack? Otacon: There probbly after the ships controls. Snake: Otacon, how many people would you need to take over a Tanker of this size? Otacon: The ship is run by a computer, so I'd say around eighteen people. Snake: AKS 74-u? --- Act 1 scene 3 Snake: Russians? Otacon: You sure? Snake: No Marine barbar touched that head of hair. I'm transmiting a photo, lets get an ID on him ASAP. Otacon: I'm on it. --- Act 1 scene 4 Snake: Looks like the tankers theirs now. SD - Lound helicopter noise - SD Snake: KA60 Kasatka Otacon: Kasatka? Kamov chopper right? "Killer Whale" Snake: We need to get a fix on who they are. Otacon: Judging by their transport, arn't they some kind of millitary commandos? Snake: Not neccecerly, it could be the KA62 the civil model, or the KA64 the export model. Otacon: Look Snake, all we need is the photographic evidence of Metal Gear. As long as we have those, we can put it online and blow the whole thing wide open, so no pyrotechnics, okay? Snake: All right, I'll do my best Otacon: This isn't like Shadow Moses, reach me if anything happens, the frequency is 141.12. Snake: How can I check in and save my progress? Otacon: I'll do it. There's a frequency set aside for it, 140.96. Sorry, but no Mei Ling this time. Call me on the Codec when you want to save. Snake: Got it. Otacon: I'll be waiting just past the Verrazano Bridge. You need to be off that ship by then. Snake: I'll be in touch. --- Act 2, scene 1 Snake: So it is the Kasatka, Russian choppers. --- Act 2, scene 2 Otacon: Snake, did you find out where that ship is headed? Snake: I'm looking at it -- 35 degrees longitude, latitude around 58. Otacon: More than 500 miles off the coast of the Bermudas, out in the middle of the Atlantic. So the prototype is ready for solo testing -- it's basically combat-worthy. That area is outside the Second Fleet's operational range, too. It must be a stane alone Marine Corps project -- which means this prototype Metal Gear must be designed for independent deployment, without any naval assistance... Anyway, analysis can wait till later. Snake, you need to go down to the holds and locate the actual Metal... Snake: Hm? --- Act 3, scene 1 Gurlukovich: Shalashaska has landed, i'm on my way to the Tanker holds, report your staus! Olga: Control Room, communications and engine room are under control; all entry and exit points to the holds, secured; infrared sensors placed and opperational. Gurlukovich: Good work, are the explosives in place? Olga: Yes, they are all planted. Gurlukovich: Listen, when we have what we came for, the Tanker will be scuttlled. Olga: And the vehicle's pilot? Gurlukovich: He's the only one who underwent the VR training, no one else can do it. Olga: Are you sure you can trust him? Gurlukovich: Your part in the mission is complete, you are leave at once. Olga: No, it's not over yet! Gurlukovich: I can see the moon, even in this storm, pale as death. I have a bad feeling about this mission. You swore this to me, that you would leave the unit after the mission was complete. Do not worry, this is a country of "liberty". Olga: No! This is where I belong, with a unit, I have no where else to go! Father, I want to stay and fight. Gurlukovich: There is no choice to make here Olga! Need I remind you that you are carrying my grandchild? Olga: ........ Gurlukovich: You will be on the helicopter out of here now! Olga: Damnit! Snake: FREEZE! Hands over your head, now! Toss your gun overboard, slowly. A woman? Show your face! Olga: You men, your all the same! Snake: Who are you? Olga: We are nomads, wanderers. Snake: I said don't move! Olga: Americans, so you shoot women too? Snake: I'm a nomad too. What else do you have there? Take the knife and toss it! Not there, toss it overboard! *NOTE- Snake is refering to the fact that Olga attemps to place the knife on the ground. Snake: hold that position! Now, turn around! Olga: You know what your doing. SD- Tanker rolls hard to the left, rain beifly stops for next line. -SD Olga: It stopped raining. Not too shabby is it? New York I mean. SD- Olga turns knife around and it fires a bullet, Snake manages to dodge it and cautiously aim back -SD Olga: And that brings our tour to it's conclusion Snake: Scout knife with a suprise, you a Spetsnaz? Olga: I think you deserve a little credit, no ones ever dodged that shot of mine. But no one gets lucky twice, either. --- Act --- Sub scene Snake: Raven?! --- Act 4, scene 1 Loud Speeker: Verrazano Bridge checkpoint passed. All non-essential personnel, report to the holds in ten minutes time for the scheduled breifing session with the commandant. You are ordered to contine manning your posts until that time. --- Act 4, scene 2 Soldier: Colonel, we have sealed the stern hatch. Gurlukovich: All right. Soldier: The lift is also under our control. Gurlukovich: We're on the foredeck, about to descend to the holds. Soldier: Sir, the marine commander has startedd his speeck already. Gurlukovich: We will complete the preparations before the end of the speech! Soldier: All communications to the holds have been severed, no one is aware of our presence. Gurlukovich: Let no one down into the holds until we are out! Soldier: Yes sir! we will secure your exit, with our lives if necessary. Gurlukovich: There is one more thing. Soldier: Yes sir? Gurlukovich: My daughter, keep her safe! Soldier: Yes sir! Solider: Who goes there!? SD- Soldiers cautiosly walk downt the corridor, Snakes hides but makes a noise and is heard, there is then a fire fight between him and the guards. -SD Soldier: *sighs* Who goes there!? Oh, Shalashaska. Why are you here? We thought you were with the Colonel. What the!? SD- Ocelot point his revolver at the guards head and shoots, then finishes locking Snake in the holds-SD Ocelot: The Colonel will be joining you soon. Comrade. --- Act 5, scene 1 Snake: The men down here are defenitly Marines. Otacon: If the deck is sealed off, they have no way of knowing that the ship's been taken over. Snake: I'm not intrested in fighting these guys. The weapons won't do me much good here. Otacon: Can you see Metal Gear? Snake: No, I'll have to go around to the bow. They have some serious defenses here. I doubt the recent arrivals want to blast their way through the Marines eiher. Otacon: Wonder where they're headed. Snake: I don't know. Not the beach, that's for sure. --- Act 5, scene 2 SD- Commandant Dolph has ended his speech and Snake has sucsessfully transmitted the photos of Metal Gear to Otacon. The Commandant and Marines stand to attention. In the silence, footsteps can be heard. -SD Ocelot: Excellent speech my friend! CMC Dolph: Who the!? Ocelot: Gift of the silver tongue, they say it's the mark of a good officer. And of a liar. Americans are too in love with the sound of their own voice to speak the truth! CMC Dolph: Identify yourself! Ocelot: I am Shalashaska! Also called, Revolver Ocelot! CMC Dolph: What do you want? Ocelot: This machine will be quite useful! CMC Dolph: What are you planning to do? Steal this thing? Ocelot: Steal? No, no I'm taking it back! SD- Gurlukovich sneaks up behind and grabs the Commandant, pointing a gun at his head. -SD Snake: Gurlukovich. Ocelot: Nobody move! Understood? SD- Soldiers rope down from the roof poining at the Marines. They land on the ground as well as a suspended platform around Metal Gear, surrounding the Marines. Ocelot holds up a small remote. -SD Ocelot: This ship now carrys enough SEMTEX on it's key structual points to blow it out of the water, at the touch of this button. That's right, no one has to die needlessly! We're almost at the target, get a move on! SD- some soldiers begin to release the constrainsts holding Metal Gear in place. -SD CMC Dolph: What do you intend to do with RAY? Sell it on the streets? Gurlukovich: I was rasied in Snezhinsk, formerly known as Chelyabinsk-70, the nuculear reasearch outpost. CMC Dolph: What are you talking about? Gurlukovich: After the Cold War ended my home was bought out by the Ammericans. CMC Dolph: Is there a point to this sad story? Gurlukovich: Not that you would understand. Land, friends, dignity. All sold to the highest bidder, the United States of America. Even the technology that gave birth to these weapons is Russian, developed by us! CMC Dolph: What do you intend to do? Gurlukovich: Russia will rise again. And RAY is the key! Ocelot: I regret to inform you, that I have no intention of selling Metal Gear. As I said, I've come to take it back. Yes returned, to the Patriots! CMC Dolph: The La-li-lu-le-lo?! Hows that possible!? Gurlukovich: Ocelot. You! Have you sold us out? Ocelot: Hm. I was never in your employ, Gurlukovich. Gurlukovich: Are you still in league with Solidus? Ocelot: No hard fealings Colonel. Mother Russia can rot, for all I care. Gurlukovich: Since when Ocelot? When did you turn? Ocelot: I'm glad you noticed Comarade. I abandoned "her" during the Cold War. Gurlukovich: Argghh! Ocelot: Metal Gear only has room for one! Gurlukovich, you and your daughter, will die here! Gurlukovich: Damn you! Gurlukovich: Die! You dog! SD- Gurlukovich pushs the commandant forwards and draws his gun, Ocelot throws his overcoat in the air and pulls out his revolver, he fires through the overocoat, shooting Doplh and Gurlukovich. Both scream with pain and fall to the ground. Ocelot: Sergei! Looks like you were long overdue for retirement! Gurlukovich: Tratirous dog! SD- Guards draw their weapons, but Ocelot grabs his other revolver and shoots them all with amazing accuracy.-SD Ocelot: Shows over! If you wish to live, I suggest you run now, this ship is still in the lower New York Harbor, you may yet make it to shore if you swim for your life! SD- Ocelot detonates the SEMTEX and the ship starts to explode-SD Snake- OCELOT!! SD- Ocelot looks at Snake, suddenly, he looks at his arms which moves Uncontrollably. He lets out a scream. -SD. Liquid- It's been a while, brother. Snake- Who are you? Liquid- You know who I am. Snake- Liquid? Liquid- Not so young anymore, eh, Snake? You're drowning in time. I know what it's like brother. No wonder Naomi passed you over for the FOXDIE program. SD- Ocelots right hand begins to move and throttle himself. -SD Ocelot- Out! Get out of my mind, Liquid! AGGGhhhhhh.... SD- Liquid suppresses Ocelot who is trying to gain back control of his body.-SD Liquid- The price of physical prodigy, few more years and you'll be another dead clone of the old man. Our raw matiraials are vintage brother, Big Boss was in his late fifties when they created his copies. But I, I live on, through this arm! Snake- Liquid's arm?! SD- An explosion knocks Snake off the platform. He falls into the water before dragging himself back onto the rasied platform. Sergei, who survived until now, thinks of his daughter as he sinks. -SD Gurlukovich- Olga..... *dies* Liquid (in RAY)- You don't have what it takes after all! You're going down Snake, with this tanker! SD- Snake is knocked agaist a wall and is knocked out. Sevral Marines engage Metal Gear with M4s, handguns and grenade launchers. Liquid/Ocelot kills them all, no damage is done to Metal Gear. Metal Gear then ducks its head in the water, drawing it up. It then uses its hydro-cutter in its mouth to tear through the wall. It stands there, roaring for a while. Snake regains consiousness. -SD Snake- Otacon, we have a problem. SD- Snake is the knocked out by an explosion. Metal Gear swims through into the ocean. Metal Gear jumps high onto the tanker, it looks at Snake floating in the water. We hear Ocelot talking to someone over the radio from inside the tank. Ocelot- Yes, at the location we discussed. Yes, I have photographic evidence of Snake on the scene, the Cypher was modt useful. I look forward to tommorow mornings newsflash. I'd say the Marine Corps plans are on indefinite hold. Yes, of course, Mr. President. SD- We see the Tanker begining to sink, Snake is nowhere to be seen. -SD Otacon- SNAKE!!! PLANT Act 6, scene 1 Colonel- Snake, do you remeber the sinking of that tanker two year ago? Snake- Of course. Colonel- terrorist blow a tanker full of crude barly 30 miles off the shore of Manhatten, your classic nighmare. And then that massive clean up facillity went up inside. Snake: The Big Shell. Snake: I hear the cleanup isn't quite over yet. Colonel: It takes time, but in the meantime the shells become a landmark. A symbol of environmental protection. Colonel: Four hours ago, the Big Shell was seized by an armed group. Snake: Do we have an ID? Colonel: Members of the ex-navy seals unit 'dead cell'. Russian private army members may also be involved, it's a highly trained group and they have the big shell under complete control. Snake: What are their demands? Colonel: 30 billion dollars in cash. Snake: 30 billion dollars in cash, what makes them think they can get that much?! Colonel: There was a sponsored tour going on at the shell that day. Snake: Hostages huh? Colonel: A person from one of the major conservation groups, and one from our own government, the most important person in a sense. Snake: Who? Colonel: James Johnson Snake: The President?! Colonel: The terrorists say if their demands are not met in twenty-four hours 'they'll blow the big shell out of the water'. Snake: And the Crude will ignite, turning the Manhattan harbor into an inferno. Colonel: That's not the worst-case scenario, if the clorides being used to decontaminate the water go up with the oil, massive amounts of dixisions will be released. The bay's eco-system will be wiped out, and the sea will turn into a toxic soup for centuries, becoming the worst environmental disaster in history. Act 6, scene 2 Colonel: You have to mission objectives: one, infiltrate the offshore oil processing facility, and safeguard the President and other hostages. And two, stop the terrorist from destroying the Big Shell by any means neccacery. You should know, Seal team 10 is also performing a rescue operation. Snake: Is this a joint effort? Colonel: No, FOX-HOUND remains a covert body, don't alert them to your presence, that is an order! Act 6, scene 3 Colonel: The terrorists call themselves 'the sons of liberty' Raiden: Sons of Liberty? Colonel: The name of their leader is Solid Snake Raiden: The hero of Shadow Moses? So that's why you changed my codename Colonel: Right, but he can't be THE Solid Snake, he died two years ago on that Tanker, after he blew is sky high. Raiden: Could he have survived? Colonel: Not a chance. Act 7, scene 1 *-Raiden enters strut B to find the walls covered with blood as well as the bodies of several Alpha Zero Seal team members. He cautiously approaches the door where gun shots can be heard to find Vamp attacking and killing the last of the team. Raiden approaches as Vamp sucks on one of the unfortunate SEAL's blood. Raiden: ?!! Raiden: What are you? Vamp: Five today, or rather six *-Vamp jumps behind Raiden as a SEAL comes through the opposite door. Plisken: Get down!! *-The Marine fires his M4 at Vamp, but he has disappeared Plisken: Where is he? Plisken: AGGHH *-Vamp jumps down from the roof and knocks away Plisken's weapon and cuts his arm. Raiden grabs the M4 and aim at Vamp, however he hesitates to shoot. Vamp: Hmm, strange smell. You smell likes, are you? It has to be! Plisken: What are you waiting for? Shoot him! *- Raiden shoots a full magazine at Vamp, but he dodges every shot. Plisken sides another magazine what Vamp converses to a voice on the other end of a radio. Fortune: Vamp? Vamp: Yeah Queen? Fortune: Are you all done cleaning up? Vamp: Yes, but wait until I tell you what I've found. Fortune: Something intresting? Vamp: I'll tell you in person, where are you? Fortune: In the central unit with the President. Vamp: Be right there! *- Raiden reloads his weapon but Vamp has gone. He points the gun at the mysterious SEAL. Plisken: Wait, I'm not an enemy, calm down! Plisken: My name is S.. Plisken, Iroquies Plisken lieutenant jr. grade. Raiden: Are you a Navy SEAL? Plisken: ... Raiden: How did you get in? Plisken: Fast rope decent form a Navy chopper. SD- A water louse only found in watery sections of the Shell emerges from Plisken's suit? Raiden: Have I seen you before? Plisken: That suit, are you FOX-HOUND? Raiden: That's right. Plisken: FOX-HOUND was disbanded. Plisken: Where were you before FOX-HOUND, Delta Force? Raiden: I was part of the Armies Force XXI Trials. Plisken: Force XXI, that's about tactical IT deployment right? You seen combat before? Raiden: No, not really. Plisken: Then this is your first. Raiden: I've had extensive training in VR the kind that's indistinguishable from the real thing. Plisken: VR huh? Like what? Raiden: Sneaking mission 60, weapons 80, advanced... Plisken: A virtual grunt of the digital age, that's just great! Raiden: What? Plisken: You don't get injured in VR do you? Every year a couple of soldiers die from field exercises. Raiden: There's pain sensation in VR and even a sense of reality and urgency, the only difference is it isn't actually happening... So your saying VR is some kind of mind control. SD- Raiden's CODEC rings. Raiden: Hold on. Cambell: Raiden, what's going on? Raiden: Colonel, SEAL team 10's bravo team was wiped out, no a single survivor. Plisken: The kid's wired with nano-machines. Act 7 scene 2 Raiden: What's up? Plisken: Take a look. Raiden: What the hell? Plisken: A Navy Captain SD- The screen shows a dead Navy captain with half a handcuff on one hand. Plisken falls back. Raiden: Can you move? Plisken: urgh. Must have lossed a few more pints then I thought. Raiden: Who was that man just now? Plisken: That blood sucking freak, that was Vamp. He's Romanian, a wizard with knives as you saw. Raiden: The way he moved didn't seem human. Plisken: You wont see that in VR I guarantee Raiden: Who is he? Plisken: One of the members of Dead Cell Raiden: Dead Cell, him? Act 7 scene 3 Raiden: Can you move. Plisken: I need a few more minutes SD- Plisken hands Raiden his packet of cigarettes Raiden: I don't smoke Plisken: Keep it anyway, may come in handy. Take this too. SD- Plisken hands Raiden a SOCOM. Raiden walks off. Plisken: Remember my frequency: 101.80. Raiden: 141.80, got it. Plisken: I've been briefed on this plants layout, if you need information on Big Shell or about Dead Cell contact me. Plisken: Hey kid, what's your name? Raiden: Raiden Plisken: Raiden? Strange codename. Raiden: Makes up for the boring one my parents gave me. Plisken: Maybe I'll find out someday. Act 7 scene 1 SD- Navy SEALS are shooting at Fortune on the connecting bridge to the Shell 1 core. SEAL 1: This is impossible, nothing will hit her! SEAL 2: Is she the one they call Fortune? SD- Vamp walks out of the Core and picks up the president laying on the floor unconscious. He then walks back inside. Vamp: Queen. SEAL 2: Don't let them take the President! SD- More SEALS emerge out of Shell C and all assemble on the entrance to the bridge facing Fortune. SEAL 3: Ready Grenades! SD- A grenade is launched at Fortune, falling at her feet. SEAL 4: A dud! SD- The SEALS cautiously move forwards. Fortune: Today is another bad day! SD- Fortune draws her rail gun, an extention moves out of the front and electricity bolts surround it. Fortune: Is there anyone here who can give me happiness? SD- Fortune fires at the SEALS knocking them clear of the bridge, destroying it as well. One SEAL hangs on to what is left of the bridge, Fortune watches as it comes loose and fall with him into the ocean. Seagulls flying around begin to fall from the sky due to the blasts. Fortune: I'm so sorry my beauties, I'll meet you again some day. Act 8 scene 1 SD- Raiden enters a room in Strut C of Shell One, he finds an old man working on something on the floor. Raiden: FREEZE! Stillman: Don't shoot! --- Long ending Scene: Solidus: Are you awake yet Jack Raiden: uggh Solidus: GW, the Arsanal AI is corrupted beyond repair, I amit I underestimated you. Raiden: uggh Solidus: I'll squize the answers out of you instead my son! SD- Solidus extends his Snake arms and lifts Raiden of the ground, he fights for breath. Fortune: What do you hope to hear? You know he doesn't know anything! Solidus: It's not him I want the answers from! SD- Solidus drops Raiden Pt.2 Fortune: What do you mean? Solidus: That's not your buissnes! Fortune: Oh, really? Well I have some business of my own to attend to! Solidus: Planning to hijack Arsenal? Fortune: Huh? Solidus: You were going to screw me over weren't you? Fortune: Who talked, Ocelot? Solidus: Not exactly. I was the one who used Ocelot to sugest the idea to you in the first place! Fortune: Huh? Solidus: I was planning to give you Arsenal to begin with. Fortune: Why the un-charachtiristic genoricity? Solidus: Heh, I'm no phlanphrahpist. Arsenal is far from impregnable. It needs other Metal Gears as guards, a huge payload of warheads, and sea, air and land support to function efficiently. Against a large attack force, without support, Arsenal is nothing more than a gigantic coffin. Seizing Arsenal Gear was never the real objective! Fortune: What was your objective then? Solidus: A list of names, of the Patriots! Fortune: *gasps* Pt.3 Solidus: They were planning to extend their grasp to information flow with GW and Arsenal. Which means, the information they want to filter out, is contained in GW. Fortune: And once you found out who they were, you would cross off their names one by one. While we, with are useless Arsenal drew their fire! Solidus: Very good. Fortune: You were using us all along! Solidus: Were you any different? Fortune: But your plans hit a snag with GW destroyed hasn't it? Solidus: No, there is another way. Pt.4 Fortune: Oh, really? But we have our own plans to carry out. We'll take the Arsenal since you don't care for it anyway. The pureified hydrogen bomb is ready to go. Solidus: A nuculer strike won't stop them. Fortune: It will damage their power source, the mindless masses which they control. First things first. Solidus: Of course, that was what you wanted; I won't stop you; good luck. Fortune: Thanks, but I've had quite enough of that! Ocelot: Hahahaha Fortune: What exactly do you find so funny? *best line in the game* Ocelot: Charades usually are humorous, I wouldn't have minded watching some more of it, but we're running a little short on time. Solidus: What do you mean? Ocelot: Everything you've done here has been scripted, a little exercise set up by us. Solidus: Exercise? Ocelot: An orchestrated recreation, of Shadow Moses. Solidus: What? Ocelot: Ames and the President's death; the ninja; a computer virus that mimics FOX-DIE. Did you really think they were all a coincidence. Ames own nanomachines, were used to shut down his pacemaker. I arranged for the appearance of the ninja as well. Ocelot: Solidus, you and the boy were selected as your relationship resembles that of the one of Snake and Big Boss. Fortune, you and the rest of the Dead Cell squad stood in for the FOX-HOUND that Snake took on in Shadow Moses. You're the most impressive collection of freaks outside of FOX-HOUND. Fortune: No! Ocelot: You, dead cell, Olga, your all nothing but pawn placed to create the Everything went to plan: except for the appearance of the real Solid Snake, I wonder now, who sent for you. Fortune: All our misfortune was just a part of your project? SD- Fortune fires her rail gun at Ocelot, all the shots miss. Raiden: It missed! Ocelot: Do you know why no bullet could hit you? It wasn't luck or magic, certainly wasn't your physic talents. It was all staged by the Patriots. Fortune: Staged? Ocelot: You were shielded by the electro-magnetic weapons technology that the Patriots developed. You and the rest of Dead Cell were though of as unpridictible, we needed a pathtic wreach like you to keep them focused. Fortune: I could have died whenever I wanted to? SD- Fortune fires her rail gun at Ocelot and again it misses. Ocelot: Waste of metal my dear, for your lucks run out. This is the little gizmo. SD-Ocelot taps a small metal device attached to his suit. Ocelot: This isn't magic or some new-age mumbo jumbo, only cutting edge technology. MORE TO COME SOON! --- 9.5 - Songs Can't say goodbye to yesterday I stare at the stars, And the sky, up above; And think, what am I made of? Am I full of sorrow? Am I hurt and pained? Or am I filled with love? I walk by myself, on the streets below, And ask every child I know: Do you think tomorrow will bring sun or rain; Which one of these will show? I can't say goodbye to yesterday my friend Cause' I know how good it has been. Waiting forever, here I stand come what may To the light leading into yesterday To the light leading to, yesterday. It's there that I'll find Inner peace, not war And dreams that I let slip away, I will find the joyfulness I'm looking for way back in yesterday. Why can't each of us, In the world ever see The best things in life are free? The sounds of laughter A simple sigh A kiss from you to me I fall to my knees, And I cry, and I cry: Love please don't pass me by Happy ever after, please stay for a while In times we use to fly. I can't say goodbye to yesterday my friend I will keep holding on, to the end Waiting forever, there is no other way, To the light leading to yesterday --- 9.5 - Faq's Q: Why are there two MGS2 games? A: One, Sons of Liberty was released first, this was just the main game. Substance has 200 plus VR missions and 150 plus alternative missions as well as five Snakes Tales. Q: Is Substance anything to do with Snake Eater? A: No Q: Does Substance have any new cut scenes in it? A: Not as such. There are brief new bits like in External Gazer, and in Dead man whispers, Snake will say something when you press action. There is no new storyline though. Q: I can't play on euro extreme, why? A: You have to finish the game before you can unlock the bonus items. One being Euro. Extreme. Q: I am REALLY confused about the storyline in SOL. A: That's not a question. Anyway I will add a overview of the storyline later. Q: This guide is spoiler free, but it does contain mild spoilers. A: Your not very good at this question thing are you? The reason it is a spoiler free guide is because it doesn't give away any major clues on the storyline. It is pretty clear Plisken is Snake and what not so that's hardly a spolier. Q: I've unlocked some extra characters in the missions mode, can I play them in SOL? A: Unfortunately not. Q: Can you help me with *Add part that is in the guide* A: It's in the guide, look. Q: I'm stuck and the guide isn't clear enough, or, I have something that is done differently and since I have done it, it is therefore better. What do I do? A: Email me on firstname.lastname@example.org and if it works I'll put it up, or rewrite some of the guide. =================================================== 10. ENDING 10.1 Contact Info If anyone has anything to give full credit will be given, just email me. You probably know the address by now, email@example.com and please put the subject as something recognizable or I will think in to be junk mail. I have also written another guide for Ace Combat 4 on the PS2. Also, this guide will be modified for the PS2 later on. Thanks for reading this guide I hope it made the game even better and you still have most of your hair intact on your head. --- 10.2 Thanks and Credit A first thanks goes to Hideo and his team who make some of the best games in the world. Also, to gamefaqs for being a help to so many people Lastly to all the people who have read or used my guide. Enjoyed it or not, thanks.