||====================================|| ||Metal Gear Solid 2 : Sons Of Liberty|| ||====================================|| Unofficial Guide Version 1.07 Last Updated November 26, 2001, 0104 Pacific Standard Time By Julian a.k.a. Thy Dark Kenshi Copyrightí‚® 2001 {=================} {Table of Contents} {=================} I.Introduction, Notes, and News II.Unofficial Tactical Infiltration Manual III.Walkthrough IV.Weapons, Items and Equipment V.Secrets and Miscellaneous Information VI.Storyline and History VII.Legal and Contact Information [-----------------------------] I.[-Introduction, Notes, and News-] [-----------------------------] [News] : 11/19/01 Added location of AKS-74U silencer, thanks to Long "bakjak" and all the others who told me afterwards [News] : 11/19/01 Added a Storyline and History section, began secrets section [News] : 11/19/01 - 11/20/01 Began dog tags section in section V [ALERT] : 11/20/01 Julian's mailbox is nearly obliterated by the limit of 7,942,610,226,878 e-mails, all regarding the PBS silencer. DESIST THESE ATTEMPTS TO DRIVE ME INSANE AT ONCE!!!!!!!! [News] : 11/20/01 Cornholio informs me of MGS taking place in 2003. Who names their kid Cornholio?!?!?!?! [News] : 11/22/01 Updates section numbers to Roman numerals, for easier finding [News] : 11/22/01 Apparently a large majority of MGS 2 owners don't know the controls for the game. I will begin a controls section soon [News] : 11/22/01 Big thanks to Procyon Whyte, for huge load of Tanker chapter dog tags [News] : 11/23/01 Rob McGregor says Metal Gear Solid takes place in 2005, this is open to debate by e-mail [News] : 11/23/01 Began controls section [ALERT] : 11/23/01 Edited contact info section, DO NOT e-mail me if you haven't checked the walkthrough for the answer [News] : 11/23/01 Updated secrets section [News] : 11/24/01 Big thanks to Secret Turtle, for all Plant - Very Easy dog tags [ALERT] : 11/24/01 psxcodes.com, neoseeker.com, game-revolution.com, and cheatcc.com may no longer post this FAQ legally, due to inability to update FAQ when necessary, please contact me if you see that they are still posting it [News] : 11/24/01 Thanks to Zack Belmari on how to get wig and stealth [News] : 11/24/01 Added Select Weapon/Item locations section in section IV [News] : 11/24/01 Thanks to Secret Turtle for all the Plant - Easy dog tags [News] : 11/24/01 Updated secrets section [News] : 11/24/01 Thanks to Secret Turtle for all the Plant - Normal dog tags, and some secrets [News] : 11/24/01 Thanks to Secret Turtle for rest of Tanker dog tags, and more Plant tags [News] : 11/24/01 Finally, I have all the dog tags, thanks to Secret Turtle [ALERT] : 11/24/01 WARNING: Those who would dare steal from my FAQ will hang by the entrails, two have already been castrated, don't be next in line [ALERT] : 11/25/01 Read legal/contact information section before using this FAQ, you may be acting illegally [News] : 11/26/01 Thanks to Comando848@aol.com for new secret [Introduction] : While I, a grand master at gaming, had no trouble what so ever beating this game, I am definitely sure that some would have some trouble beating it. That's what this guide is for. Oh, that and to make me eligible for GameFAQs' prizes for FAQs. To fully enjoy the game, however, I suggest doing many things that are not shown in the guide, as this is just a quick walkthrough, leaving out many extra parts and features. Just as well, you should pay attention to the storyline, as it is very interesting, and one of the most important parts of Metal Gear Solid 2 : Sons of Liberty. I also suggest playing Metal Gear Solid at least twice if you haven't already, as the story is very important to its sequel's, as well as understanding the controls and game features. [Notes] : In the walkthrough, forward refers to the direction facing the top of the screen. Backwards refers to the direction facing the bottom of the screen. Left refers to the direction facing the left side of the screen. Right refers to the right of the screen. Up refers to the direction facing above the player. Down refers to the direction facing below the player. Dispatch, neutralize, and like terms mean tranquilize, knock out, or kill. North, south, east, and west refer to directions on the radar (up, down, left, and right). Furthermore, many parts of the story, important or not, are not included in the walkthrough. The location of unique items, though, are all given. However, I intend to add a secrets, extras, etc. section to this guide, as there are many hidden features in this game, most of which are very interesting. [---------------------------------------] II.[-Unofficial Tactical Infiltration Manual-] [---------------------------------------] [CONTROLS] Basic Controls: Movement ------------------------ Move (Walk/Run): Move around by press the left analog stick in the desired direction. The speed at which you move is determined by how hard you press the analog stick. You can also move with the directional button(s). Like the analog stick, press hard to run, and lightly to walk. Diving Somersault (Snake)/Rolling (Raiden): Press the cross button while running to execute a diving somersault (Raiden will execute a roll). This move can also knock down any enemy soldiers in its path. The diving somersault is useful for getting from one hiding spot to another. Rolling is useful for squeezing through small openings, and for getting across distant platforms. It can also be used to put out the flanes when on fire. Crawling/Crouching: Press the cross button when walking or standing to switch to a crouching position. Useful for hiding behind waist-high objects. While crouching, pressing the left analog stick or directional button(s) in any direction will cause the character to crawl, except when moving against a wall immediately behind the character. Crawling allows the character to hide in narrow spaces under tables and low-lying objects. Pressing the cross button while in crouching or crawling position will switch the character back to a standing position, unless the character is physically unable to do so. Hanging: In certain places, pressing the triangle button while facing a railing will cause the character to drop down and hang from the railing. Press the left analog stick or directional button(s) to move across the railing. If the Grip Gauge reaches zero, the character will lose his grip and fall. Press the triangle button to climb back over the railing. Press the cross button to let go and drop. The L2 and R2 buttons can also be used to move across a railing. Pressing them simultaneously will make the character do pull-ups, which will make the Grip Gauge decrease quicker. Doing enough pull-ups will strengthen the character's ability in hanging mode (this will be confirmed by a contact by Codec). Falling from certain places may cause the character to receive damage, and falling from other certain places will cause instant death. Note that you can fall and catch the railing below you with the triangle button (when you are near the railing). Climbing: Objects that are roughly waist-high can be climbed by press the triangle button. Basic Controls: Knowing Your Surroundings ----------------------------------------- Flattening Against a Wall: Face a wall or similar surface and press and hold the left analog stick or directional button(s) is the direction of the wall to flatten against it. Depending on the location, flattening may cause the view switch to Corner View, making it easier to view the surrounding area. It is also possible to move while flattened against a wall. Moving while flattened will enable the character to squeeze through narrow spaces not normally accessible when walking, and can enable the character to sneak under cameras unnoticed. Peeking: Press the L2 or R2 button while in Corner View to peek left/right. Use the right analog stick to change the view's angle. If you are not close enough to the corner, the L2 or R2 button will move the character to the corner, and then peek. Making a Noise: While flattened against a wall, press the circle button to hit the wall and make a sound. The sound can be useful in distracting enemy soldiers. Viewing the Overview Map (Plant Chapter): After accessing a node, press the START button to display the Overview Map. The game will be paused while the Overview Map is being viewed. The right analog stick will rotate the map, and the left analog stick and directional button(s) while move the area name display cursor. First Person View: Press and hold the R1 button to enter First Person View mode. While in First Person View, use the left analog stick to change the camera angle. You can change how to use the left analog stick in OPTIONS. Press the L2 or R2 button while in First Person View to move one step left/right. Press both the L2 and R2 buttons simultaneously to stretch up. Using the Codec: Press the SELECT button to use the Codec. Using the Codec can provide helpful assistance, such as information about new weapons and advice about what to do next. Press left and right on the directional button(s) or left analog stick to change the selected frequency. Press down on the directional button(s) or left analog stick to see a menu of Codec frequencies, use the directional button(s) or left analog stick to select one, and press the circle button to call that frequency. During conversations, press the R1 and/or R2 to hear the character's (Snake/Raiden) thoughts, move the left and right analog sticks to move the camera views, and press the left and right analog sticks inward to zoom in. Cardboard Box: Wear the cardboard box to avoid being caught by cameras. You can move in the cardboard box, but the camera will catch you if the character is moving in the cardboard box in the camera's field of view. Item Menu : Press and hold the L2 button to access the items menu, then use the left analog stick or directional button(s) to select an item. Pressing the L2 button once quickly will switch between nothing and your last used item (or between last the two items used if set in options). Weapons Menu : Press and hold the R2 button to access the weapons meny, then use the left analog stick or directional button(s) to select a weapons. Presssing the R2 button once quickly will switch between nothing and your last used weapon (or between the last two weapons used if set in options). Basic Controls: Action Button ----------------------------- Hatch: Face a hatch and press the triangle button to grip the handle. Hold the triangle button to turn the handle and open the hatch/door. Pressing the triangle button rapidly while turning the handle will open the hatch/door more quickly. Elevators: Face the panel next to the elevator dooe and press the triangle button to call the elevator. The elevator may take a while to arrive. Standing in front of the control panel inside the elevator will cause the floor buttons to appear. Select the desired floor using the left analog stick or directional button(s), and press the circle button to activate the elevator. Hatchlockers/Bathroom Doors: Stand in front of a locker or bathroom door and press the triangle button to open the door. It is possible to hide inside by entering it and closing the door. Press the triangle button once again to open the door, exit the locker, and close the door. Climbing/Descending Ladders Tanker Chapter: Stand in front or on top of a ladder and press the triangle button to grip the ladder. Then use the left analog stick or directional button(s) to go up or down. After reaching a secure foothold, press the triangle button again to let go of the ladder. Plant Chapter: Stand in front or on top of a ladder and press the triangle button to climb or descend. Accessing Nodes: Stand in front of a Node and press the triangle button to access the Node. Nodes can only be accessed in Normal and Caution modes. Combat Controls Attacking With a Weapon: After equipping a weapon, press the square button to use that weapon. When using gun-type weapons, press the L1 button to lock onto a target. Certain weapons will shoot or aim (draw) only when you press the square button at certain intensities. Reload : Although weapons will reload automatically once a clip is empty (assuming the character has more ammunition), it is best to reload by hitting the R2 button twice in combat. Choking: With no weapon equipped, sneak up behind an enemy soldier and press the square button while you are standing to grab the soldier's neck. It is possible to move around while gripping an enemy soldier by the neck (holding down the square button). While gripping an enemy soldier by the neck, repeatedly press the square button to break the soldier's neck. While gripping an enemy soldier by the neck , if the soldier tries to escape, quickly press the square button to tighten the grip. Hand-to-Hand Combat: Press the circle button to throw a punch. Repeatedly pressing circle will unleash a barrage of punches (a punch and kick combo) that will send enemy soldiers flying. After receiving enough damage from hand-to-hand attacks, enemy soldiers will lose counciousness. Punching with a weapon equipped gives the enemy more damage. Attacking in First Person View: It is also possible to attack using weapons or fists in First Person View (while holding down the R1 button). There are certain targets that can only be hit by attacking while in First Person View. It is also easier to aim for an enemy soldier's head while in First Person View. Throwing: With no weapon equipped, hold down the left analog stick or directional button(s) and press the square button to throw an enemy. Dragging: With no weapon equipped, stand near a fallen enemy soldier and press the square button to pick up the soldier's body. By continuing to hold down the square button and moving around, the body can be dragged to a different location. This is useful for hiding bodies so that they will not be discovered by the enemy. Bodies can be thrown away at certain places. Hold-Ups: Get close to an enemy soldier (without them having seen you), have a pistol ready, and press and hold the square button. Move to a position in which you can see their face. Point the gun at their face or crotch, and they will drop items, including dog tags if they have them. If they don't respond as you like, switch to a lethal weapon (if it's not already equipped), and shoot them in a non-lethal area. They'll cough up what you're looking for. Basic Controls: In the Water ---------------------------- Surface Controls Move Around: Use the left analog stick or directional button(s) to move around. Dive: Press the circle button to dive. Underwater Controls Swim: Press the the circle button to swim forward. Press repeatedly to swim faster. Hold down to swim slowly. Quick Stop/Stand: Press the cross button to stop, or stand if near the bottom surface. Quick Turn: Use the right analog stick to turn quickly. Hold Breath: Press the triangle button to decrease the speed at which the O2 gauge diminshes. Special Controls ---------------- When the Blade is Equipped Swinging the Blade: Press the right analog stick up/down to slash vertically, and press left/right to swing the blade horizontally. Rotating Cut: Rotate the right analog stick in a full circle motion to execute a rotating cut. Thrust: Press and hold the right analog stick to execute a thrust (press the right analog stick inward). Guard: Press the L1 button to defend using the blade. Blunt Strike: Press the square button once before swinging the blade to reverse the blade to reverse the blade and execute a Blunt Strike. Attacking with a Blunt Strike will knock an enemy soldier out rather than kill him. Press the square button again when the cutting edge is in reverse position to bring it back to the normal position. Walking with Emma Hold Emma's Hand: Press and hold the triangle button to hold her hand and walk with her. You cannot use weapons when holding her hand. Emma will crouch when you let go of her hand, and her life recovers gradually in this position. Swimming with Emma: Use normal swimming controls. Emma's O2 Gauge will appear. Keep an eye on it and catch a breath of air when necessary. Events ------ Taking Pictures: Tanker Chapter Objective: Take 4 pictures of Metal Gear RAY and send them using the workstation. 1 shot from the right hand, left hand side, and front of Metal Gear RAY (3 separate shots). 1 shot of the "MARINES" insignia located somewhere on Metal Gear RAY. Using the Camera: When the camera is equipped, the screen will swith to the camera's viewfinder. Press the circle button to zoom in and the cross button to zoom out. Press the square button to snap a picture. Any pictures taken wil be displayed at the bottom of the screen in a miniaturized format (up to 6 can be saved at once). Select where you want to save pictures with the L1 or R1. Sending the Data: Stand in front of the workstation at the end of the hangar and press the triangle button to switch to the Data Transmission screen. Stored picture data can be erased while accessing the workstation. Bomb Disarmament Event: Plant Chapter Finding the Bombs: When Sensor A is equipped, areas in which a bomb has been planted will be displayed in yellow. Search for the bombs placed in each of these areas using the First Person View. Disarming the Bombs: Freeze each bomb by spraying it with the coolant spray. When the coolant spray is equipped as a weapon, the screen changes to First Person View. Face a bomb and press the square button to release the spray. When the lamp on the detonator stops blinking, the bomb has been completely frozen. The character may not move around while the coolant spray is equipped. Enemy Soldier Movement ---------------------- Normal Mode - This is the default state, when the player has not been discovered by enemy soldiers or surveillance cameras. The radar can be used in this mode. While in Normal mode, enemy soldiers will follow a set patrol route. When the player is spotted by an enemy soldier or surveillance camera, the game enters alert mode. Caution Mode - In Caution mode, enemy soldiers will be more vigilant than usual in their patrols. In certain cases, extra soldiers may be added to the patrols as well. Avoid detection by the enemy soldiers until the counter at the bottom of the radar reaches zero to return to Normal mode. Evasion Mode - In this mode, enemy soldiers will search the vicinity after losing sight of the player. The radar cannot be used in this mode. When The Clearing is complete, or after searching for a certain period of time, the enemy soldiers will switch to cautious mode. Alert Mode - The state in which the player has been discovered by enemy soldiers or surveillance cameras is called "Alert mode". In Alert mode, enemy soldiers call for backup and attack. The radar cannot be used in this mode. You can get out of Alert mode only by elduing the enemy soldiers or defeating a certain number of them. After escaping from the enemy's field of vision, the gauge at the bottom of the radar will begin to decrease. When it reaches zero, the game switches to Evasion mode. Codec Frequencies ----------------- Tanker Chapter Otacon | 141.12 Otacon (save channel) | 140.96 Plant Chapter Colonel | 140.85 Rose | 140.96 Pliskin | 141.80 Stillman | 140.25 Mr. X | 140.48 Otacon | 141.12 [Tactical Display] The In-Game Screen ------------------ Life Gauge - In the top left corner of the screen, the life gauge will show when the character is harmed, is in danger of being harmed, or another gauge is showing. When the gauge is orange, it indicates that the character is bleeding. Grip Gauge - Under the life gauge, this is shown when the character is in hanging mode. When the gauge reaches zero, the character will fall. O2 (Oxygen) Gauge - Under the life gauge, the O2 gauge will show when the character is underwater. When the O2 gauge reaches zero, the character's life will begin to decrease. Partner Life Gauge - When the character is with a partner or important NPC, their life gauge will show under the character's. If this reaches zero, the game ends. Boss Life/Stun Gauge - The boss' life gauge will decrease as the boss recieves damage. The stun gauge will decrease when the boss is hit by tranquilizer darts and hand-to-hand attacks. When either gauge reaches zero, the boss battle is over (if applicable). Radar - The radar is in the top right corner of the screen, and shows the map of the surrounding area, as well as NPCs, and enemies. In the radar, you may see which direction the enemies are facing, if applicable. There are certain situations in which the radar will not show, or the map/enemies will not show in the radar. Item Equipped - When an item is equipped, its icon and name will show in the bottom left corner. The item menu extends from the item equipped area. This is not displayed if no item is equipped. Weapon Equipped - When a weapon is equipped, its icon, name, and ammunition (if applicable) will show in the bottom right corner. The weapon menu extends from the weapon equipped area. This is not shown if no weapon is equipped. On the Radar ------------ Normal Mode Central Dot - The player character. Green Cone - The character's field of vision in First Person View. Red Dot - Enemy unit. Blue Cone - Field of vision, normal alert level. Yellow Cone - Field of vision, suspicious alert level. Red Cone - Field of vision, cautious mode/full alert level. Underwater Blue Areas - Breathing points. With Sensor/Mine Detector Yellow Areas - Bomb in vicinity. Yellow Dot - Claymore mine. Yellow Cone - Claymore mine activation area. Jammed Mode *Radar unusable, electronic equipment disabled Caution Mode Time Gauge - Time until normal mode. Evasion Mode *Radar unusable Time Gauge - Time until caution mode. Alert Mode *Radar unusable Time Gauge - Time until evasion mode. [-----------------------------] III.[-Normal Difficulty Walkthrough-] [-----------------------------] |==================| |Chapter 1 - Tanker| |==================| When you start the game, there will be several cinematics, instructions, etc. once you're done with all that, equip your M9, and tread carefully. Whether you want to kill everyone or not is up to you, but no contact is necessary at this point. On the outside of the Discovery, where you begin, there are three guards. One is to the left, another high above you, and yet another to the right. If you choose to dispatch them, you can remove their bodies at the parts of the railing which flair out. You can find these at the left and right railings of the ship. There are several items as well. Far in front of you, there is a chaff grenade, but you must climb over a crate to get to it. To the right and at the bottom deck, there is a pentazemin, which is quite useless at the moment. One floor up, there is a bandage in about the same area as the pentazemin. To the left, there is a bandage, near where the guard is patrolling. Forward of that, there is a ration, which you may need if injured. Only two of the doors on the outside work, the one on the first floor to the left, and the one on the second floor to the right. It doesn't make much of a difference, but go ahead and take the one to the right. Deck-B, crew's quarters ----------------------- You'll notice that the way up the stairs is blocked, so go to the left. There will be a mini cinematic, showing the shadow of the guard. Dispatch the guard, and go up the staircase to the far left. Deck-C, crew's quarters ----------------------- Upon entering, you will see a small cinematic showing the camera. To avoid being seen by it, walk under the camera by walking against the wall. Keep going, until you see a staircase. Open the locker next to it, get the chaff grenade, and go on to the right. Once you reach the room with a dead end, crawl into the vent in the wall forward from you, and get the ration. Return to the staircase to the right of the camera, and climb it. Deck-D, crew's quarters ----------------------- Dispatch the guard you see as soon as you climb all the way up the staircase. Hide his body behind the counter, and get the ration there as well. Go to the room to the far right, and get the cardboard box, and ammo if necessary. Return to the mess hall. Crawling up against the wall behind you, sneak past the camera and dispatch the other guard. Then climb up the stairs. DO NOT, I repeat, DO NOT attempt to go through the pathway on the right. The C4 will explode if you do not crawl under the lasers, and it is really just an unnecessary risk. Deck-E, the bridge ------------------ As soon as you enter, you will see several cinematics, and talk with Otacon as well. Once you regain control of your character, open the door to the left. Navigational deck, port wing ---------------------------- After going through the door, you will see a cinematic. Then you will regain control. Boss - Olga Gurlukovich ----------------------- She's armed with a USP 9mm, is hard to hit, and will use some unexpected tactics. As soon as you can, shoot the light with your M9, then start trying to hit Olga. You can use the crates for cover by crouching. When she shoots the string on the large sheet, try to hit the remaining two to get rid of it. Be ready to hit her as soon as she pops out of her hiding place. Be warned, though, she will toss grenades after a certain period of time, and they will explode. Defeat her, watch the cinematic, and talk with Otacon. Navigational deck, wing ----------------------- If you want, use the square key on Olga to get her dog tags. Then climb up the stairs to the right. Note that the directions in the following three sentences are optional, and will not affect the storyline. Climb all the way up the ladder, get the thermal goggles, and go back down. Go to the right, and get rid of the guard. Get the wet box, and open the door. Deck-E, the bridge ------------------ Get the USP ammo, and head down the stairs. Deck-D, crew's quarters ----------------------- As I said before, don't go through the pathway to the right. Of course, some of you might want to give it a try, but hey, you've probably already jumped of the railing and into the ocean a whole bunch of times already. Anyways, use the chaff grenade, get the USP ammo near the camera, and dispatch whatever guards necessary to get down the stairs. Deck-C, crew's quarters ----------------------- If necessary, dispatch the guard. Then get back down the stairs. Deck-B, crew's quarters ----------------------- Go to the right, neutralize the guard, and go through the second most right door in this area. Deck-A, crew's lounge --------------------- Watch the mini cinematic, and then incapacitate the guard. Don't make too much noise, as there is another guard in the area. Go down the stairs to the right, and go through the door. Engine Room ----------- Go straight down the hallway, and watch the mini cinematic. Those of you who have played Metal Gear Solid should know Raven. For some reason, Snake says good when you take a picture of the Raven toy and the EyeWire poster (which is on the open locker door). Get rid of the guard outside the doorway, as well as all other guards which get in your way. Get to the top left corner, and enter the room. If you want to neutralize the guard, wait till he finishes talking on the radio, then tranquilize or kill him. In this room, shoot all the control units (things emitting a green light), but DO NOT shoot the C4! Make sure that all the control units are down (either by shooting the sandbag or using the thermal goggles if you have them), then open the door forward from you. Note that you will have to get close to the door to take out the last control unit. Deck-2, port ------------ Keep going forward until you see a guard. Quickly go into the chamber to the right. Don't try to peek around the wall, you will knock down the pipe and attract his attention. Wait until he passes by, then go forward, getting rid of the guard if you want. Neutralize the guard who seems to be headbanging to his music, and then go right, dispatching the other guard if necessary. Open the watertight door to the right. Deck-2, starboard ----------------- Go to the right, down the hall, and into the room to the left if your USP doesn't already have all the ammo it can hold. Go back out and backward, and get ready for a big fight. Watch the cinematic, and execute all the guards. Watch another cinematic and talk to Otacon. Hold No.1 --------- Watch another cinematic and talk to Otacon again. Then go down the ladder. Remember that even though you have a time limit, it is more important to be careful and not be detected. After all, you are going past whole platoons of Marines, all armed with M4 carbines. Make sure that you don't get in the way of the projector, as it will reveal your position. Tranquilize, but DO NOT kill any guards necessary. Note that certain floors make more sound than others, and sometimes it is necessary to walk or crawl. Go left once you've gone down the ladder, then go up, and through the doors. Hold No.2 --------- This time, go to the right and up, using the same tactics as before. Go through the two doors. Hold No.3 --------- Watch the cinematic, then knock out the guard on the platform to your left. Then take a picture of Metal Gear RAY (the behemoth machine behind the guy talking). If it is an acceptable picture, you should hear a chime noise. Then go inbetween the two platforms, and take a picture. Tranquilize the guy on the platform to the left, and go to the left of the platform. Take another picture. Go forward, tranquilize the Marine ahead, and continue forward. Take a picture of the Marines logo, and make sure it shows up well. Now go back the way you came from to the way you came in, and press the triangle button on the computer forward and right of you. If any of the pictures are not approved, go back and retake them. Once you're done with that, watch the cinematics. And on to Chapter 2. |=================| |Chapter 2 - Plant| |=================| When you end part 1, you will be given the option to save, and then you will see several cinematics. Then you will talk to a person named Colonel. Check out the codec frequency too. Deja vu, anyone? Moving on, you will be quite naked, in the sense of arms, but all you can do for now is be cautious. Go to the right, and go to hanging mode on the railing. Move further right, and climb back up. Get the shaver, and go back to the original area. Climb into the vent and turn right when you can. Then go straight, until you get the ration. Then return to the original position. Go into the water. Dive as deep as you can. In the southeastern corner of the pool, there are thermal goggles. Now open the watertight door. You will see a small cutscene, then go down the pathway. You will end up in another room. To the left, there is a ration which can be acquired by climbing the crates. Get it, go back down, and drag the guards to a very distant area. Then use the node (the computer). You will see another cutscene. Then you will be asked to input your name, date of birth, blood type, etc. You will also be able to change the game's options. Afterwards, you will be able to use the radar, and the guards will wake up as well. Because you have no weapons, it is advisable to hide, but those of you who are experienced might want to snap some necks. Wait for the elevator to come down, and then go on it. You will see a short cutscene, and then have a Codec chat with the Colonel. Then you will see another cutscene, and then you will go back to the Codec. Strut A Roof ------------ Once you've gained control, get the bandage on top of the crate. Then go forward and left, and crawl through the hole in the fence (it should be surrounded by birds). Once you crawl through, you will have a forced conversation with Colonel, once you're done, go through the door backwards from you. Strut A Pump Room ----------------- Go down the staircase, watch the cutscenes, and have a talk with Colonel. Either sneak past or take out the guard, and get to the node. In the rightmost locker, there is a ration. Go up the stairs, get the chaff grenade, and descend back down the stairs. Note that all the M9 ammuniton can not be picked up at this point, or the SOCOM ammo in the second most left locker for that matter. Your objective is currently to get to Strut B, but you need some weapons, so use the top-right door. FA connecting bridge -------------------- You'll see a short cutscene, and then Colonel will talk to you. Avoiding the Cypher, cross the bridge and go through the doorway. Strut F warehouse ----------------- When you enter, you will see a short cutscene. Do not dispatch any guards here, as they send regulated transmissions, and more guards will be sent. Only take out the guards if you are seen. Going straight to the right, you will see a door which does not require a key. Go through, get the M9, and the ammo. Then go back the way you came. FA connecting bridge -------------------- Go back to Strut A, avoiding the Cypher. Strut A Pump Room ----------------- Use the door to the left of the one you just came back in from. AB connecting bridge -------------------- Now you will see another cutscene, and then talk to Colonel. Use the M9 to take out a guard, then go across the bridge. Then enter the door. Strut B Transformer Room ------------------------ Walk left after entering, and you will see several cutscenes. Then you'll have a talk with Colonel, and see some more cutscenes. You now have the SOCOM (see section IV for details), cigarettes, and have given Pliskin the shaver if you had it. Use the node, then leave the room. Rose will contact you. The lockers in front of you have ammo and rations. Then leave using the door in front of you. BC connecting bridge -------------------- You will see a cutscene, and then you will call Colonel. In the middle of the bridge, there is a chaff grenade on the part which broke off. Continue forward, and go to the next room. Strut C dining hall ------------------- Go to the bathroom to the left, and open the door to the left. Get the ammo, then go to the bathroom to the right. Open the second door, and get the Pentazemin. If you need M9 ammo, open the last door. Go down the hallway, and you will see several cutscenes. Then you will talk with Colonel, and see a demo on how to diffuse C4. Then you will see another cutscene, and then you will see a demo on how to use the sensor. Then you will see some more cinematics. Use the node in the room to the left, and then go to the women's (right) bathroom. There is a C4 on the ceiling near the sink. Stillman will contact you. Leave. BC connecting bridge -------------------- Cross the bridge, and destroy the Cypher with the SOCOM if necessary. Go through the door. Strut B Transformer Room ------------------------ Take out both guards, and go to the green spot. Close the door, and watch the short cutscene. Use the coolant, and exit with the door behind you. AB connecting bridge -------------------- Take out either guard, then go across and get to Strut A. Strut A Pump Room ----------------- There is a guard, and SOCOM ammuntion in the second most left locker. Get it, dispatch the guard if necessary, and go to the room backwards from you. Take out the guard and the camera, then go down the stairs on the bottom left. Crawl under the pipes to your right, climb the platform, get the cardboard box, and go back to the stairs. Go to the stairs on the right. Crawl under all the pipes, get the ration, and return to the red pipes. Crawl under the red pipes (going down and staying under them), and diffuse the C4. Stillman will talk to you. Now exit to the FA connecting bridge. FA connecting bridge -------------------- Go across the bridge, taking out the Cypher if necessary. Go down the staircase and through the door. Strut F Warehouse, B1 --------------------- Being wary of the guard, go to the right and down the pathway. Then get the items in the lockers and the carboard box, then access the node. Go to the vent in the south wall, and crawl through. Get the suppressor and the ammuntion, and go back through the vent. Now go through the door to the right. Get the mine detector, and the M9 ammuniton under the crates. Remember, don't dispatch any of the guards! More will be sent in. Now, cautiously go upstairs. Now you can take out the guards, but after following my next instructions, get the hell out there, quickly! Hang on the left railing (in the middle), and drop down onto the crates surrounding the green light. Use the coolant spray on the C4. Go back up, now drop from the bottom railing, and get the book. Now get out through the top exit. QUICKLY. EF connecting bridge -------------------- You will see a short cutscene. Tranquilize the guard, and cross the bridge. DO NOT take the pathway to the left, as it will be extremely hard to get back, and there is at the moment no use of going there. You will be contacted. Crawl and pick up the claymores (use the mine detector), and get to the other side. Strut E Parcel Room, 1F ----------------------- Take out the guard closest to you, but NOT the other one! He transmits reports regularly. Get the cardboard box and access the node. Then go up the stairs and through the door. Strut E Heliport ---------------- Walk down the pathway. You will see a cinematic, and then Pliskin will talk to you. Take out the guards, get the carboard box, and go to the jet. The is a C4 under the jet. You'll talk to Stillman. Now go back down to the Parcel Room. Strut E Parcel Room 2F ---------------------- Go down the stairs, and exit using the top left exit. Be careful of the guard. DE connecting bridge -------------------- Be careful of the guard, cross the bridge, and use the bottom door. Strut D Sediment Pool --------------------- Once here, access the node. Tranquilize whatever guards neccessary, and locate the bomb with the sensor. Pull up the door and freeze the C4. Stillman will contact you. Use the door above you and to the left. CD connecting bridge -------------------- You'll see a short cutscene. Shoot the camera with the SOCOM, and cross the bridge. Be careful of the guard, you may need to neutralize him. Strut C Dining Hall ------------------- Go to the room where Stillman was, and get Sensor B. You will call Stillman. You now have 400 seconds to the bottom of Strut A. Exit using the south door. BC connecting bridge -------------------- Destroy the Cypher and quickly cross the bridge, then use the door. Strut B Transformer Room ------------------------ Take out the guard in the hallway, and go through it, using the door at the end. AB connecting bridge -------------------- Cross the bridge, and get to Strut A. Strut A Pump Room ----------------- Use the staircase, then go through the door. Strut A Roof ------------ Go onto the elevator, and talk to Stillman and Pliskin. strut A Pump Facility --------------------- Go back to the place where you started this chapter. Go down and around, and diffuse the bomb under the boat. Now go back to the elevator. You will see a cinematic. Then you will fight Fortune. Boss - Fortune -------------- This is a boss that you cannot beat. Simply hide in a place where there are few oil barrels, and it will eventually end, right after Colonel contacts you. You will see a cinematic. Strut A Roof ------------ Again you have 400 seconds. Get to Strut E Heliport ASAP. First, go down the stairs, but be warned that there are claymore mines. Strut A Pump Room ----------------- Use the door on the right once you're down the stairs. FA connecting bridge -------------------- Quickly cross the bridge and get to Strut F warehouse. Strut F warehouse ----------------- Once again, don't neutralize the guards. I mean it. Just get to the north door, pronto. EF connecting bridge -------------------- Cross it. QUICKLY. Strut E Parcel Room 1F ---------------------- Go upstairs. NOW. Strut E Heliport ---------------- Go up the stairs and defuse the bomb. Then walk forward. Get ready. Boss - Fatman ------------- Follow him, shoot him in the head a lot, but always diffuse the bombs he sets first. Use the SOCOM to take him down. Note that while he gets up, you can shoot him in the head to give him a lot of damage. Try to aim for his head in first person view, as the rest of his body is armored. Once he's dead, watch the cinematic, drag his body away, and diffuse the big bomb. Strut E Heliport ---------------- You will contact Colonel. Afterwards, you will talk with Pliskin. Go south, and you will see a cinematic. You now have a BDU , Card LV2, and a cell phone. Colonel will then talk to you. Now exit through the door. Strut E Parcel Room, 2F ----------------------- Go down the stairs and exit using the southern exit. EF connecting bridge -------------------- Cross the bridge and get to Strut F. Strut F Warehouse ----------------- Be very careful of the guards here. First, go to the door south and to the right. Get the C4 and claymore in the lockers. Next, go to the room farther south and to the left. Don't run in like Rambo would, there's laser trip wires and C4. Shoot the control unit with your SOCOM, and get the M4 as well as the ammo. Now go down the stairs, and enter either door requiring a LV2 card. They both lead to the same room. Get the M4 ammo, and more importantly, the AKS-74U in the top right corner. You will need it as part of your disguise. Get the rest of the ammunition in the room, and go back to the EF connecting bridge (the door upstairs and to the north). EF connecting bridge -------------------- This time, go to the pathway to the left, but don't stop running, the floor will drop after being walked on. Get the AKS-74U ammo, equip your BDU and AKS-74U, and enter the door to the left. Shell 1 Core, 1F ---------------- Tread with EXTREME caution. There are many things here that could reveal yourself, including bumping into other soldiers, falling down, etc. Do not engage in any combat unless necessary or instructed to do so. First, enter the hallway. Then follow the path south and to the left. Go into the room, get the chaff grenade, the M9 ammo in the leftmost locker if you need it. If you need M4 ammo, break the rightmost locker door. Be warned that if it falls on you, you will be revealed to any nearby guards. Use the node in the top right cornere of the room. Now exit to the left, go north, and use the elevator. Go to B2. Shell 1 Core, B2 Computer Room ------------------------------ As I said before, BE CAREFUL! First, go through the right. Go south, get the ration if you need it, then go to the southern hallway. There is M9 ammo in the first locker you see. Continue south, and enter the area with many computers. In the northeastern corner, there is a node. Access it. Now get the cardboard box and ammo south of the node, and get the directional microphone to the west. Leave the computer area, go to the hallway to the west, and search the lockers for ammo. To get the books on top of the shelf, you have to use a punch-punch-kick combo. If a guard sees you, however, you will be revealed. Now return to the elevator and go to B1. Shell 1 Core, B1 ---------------- There will be a short cutscene. Then go to the room at the right. Access the node. If you need a ration, open the locker to the right. Now go outside. If you want, you can search the lockers in the room to the left. There is also ammo for the M4 in the bottom left corner. Now wait behind the crates between the corner and the doorway. The second the guard passes by, unequip your weapon, get him in a chokehold, and make him face the retinal scanner. There will be a short cutscene. Shell 1 Core, B1 Hall --------------------- When you enter, there will be another cutscene. Then Colonel will contact you. Before you look for Ames, you should get the items in the room. In the bottom left corner, there is a bandage. In the middle left, near the flag, there are thermal goggles, which you will need later in the game (if you don't already have it). Ames is the white male tied to a table with some boxes on it (unless you are playing the game from a clear game). He is near the bottom left corner, and is near a metal column. His heartbeat has a chiming electronic sound. Once you call out his name, you will enter several cutscenes, a Codec conversation, and cinematics. After you regain control, you have 10 seconds to equip your AKS-74U. DO NOT move from your position. Then there will be another cinematic, and you will have to escape. Note that you no longer have your Balaclava, and the enemies can now see your face. Get to the elevator, as soon as you can. Go to level 1. Shell 1 Core, 1F ---------------- There are many guards here, so be extremely careful. Exit to the EF connecting bridge (the door all the way to the right. EF connecting bridge -------------------- Like before, the floor will collapse after being walked on. Head south, to Strut F. Strut F Warehouse ----------------- Now that you have a Card LV3, you can get the rest of the weapons and items. First, get to the door in the top left corner. Get the RGB6, and the ammo. Now go to the most southern hallway, and enter the door to the left. Get the ammo and grenades. Now go north a little and to the right. That room has a PSG-1 and ammo, which you will need for the next part of the game. There is also a vent in that room, crawl into it and get the PSG-1T. Now that you have everything you need, exit back to the EF connecting bridge (the way you came in). EF connecting bridge -------------------- Cross the bridge and get to Strut E. Strut E Parcel Room, 1F ----------------------- Go through the door in the top left corner, avoiding and/or neutralizing any guards. DE connecting bridge -------------------- Cross the bridge and get to the top door, but be careful of the guard on the roof. Strut D Sediment Pool --------------------- Tranquilizing whatever guards necessary, get to the northernmost door. Shell 1-2 connecting bridge --------------------------- Upon entering, there will be a cutscene, and a Codec conversation. Afterwards, use your SOCOM and PSG-1 to take out the control units. There are several control units. One is above and behind you (from the position you first gain control), another is straight in front of you, two are in front of you and to the left, one far in front and to the right (surrounded by seagulls), another behind the Sons of Liberty Flag, two surrounded by explosive on the other side of the bridge (next to the doorway), one slightly below and to the right of the flag, and one on the Cypher. Once you've destroyed all the control units, there will be a short cutscene. Go to the other side of the bridge. On your way there, Pliskin will contact you. Now you will face the Harrier 2. Boss - Harrier 2 (Vamp and Solidus Snake) --------------------------------------- Pick up the Stinger as soon as you can. Fire at the Harrier as often as you can lock on, and take cover when necessary. Note that the large red spot on the radar is the Harrier, and the smaller is the helicopter with Pliskin and Otacon. You can also use the RGB6 when the Harrier is hovering directly above you. When missiles, bombs, etc. are fired at you, you can take cover on the lower level. Keep nailing the Harrier until it goes down. Shell 1-2 connecting bridge --------------------------- After watching the cinematic, and talking to Snake (Pliskin will now be referred to as Snake here on) and Otacon, and then Rose will call you. Jump to the other side of the bridge and get the suppressor for the AKS-74U (thanks to Long "bakjak" for this). Now, go back and move to the right, and go to hanging mode on the railing. Drop on the large pipe, and walk (do not run) across it. At the end, climb onto the platform to the right, and run across the brown floor. At the end, go to hanging mode, and drop onto the platform beneath it. Two guards will then come out. Kill them with your PSG-1. Where there are gaps walk either against the wall or in hanging mode where appropriate. Then climb the ladder at the end. Strut L Perimeter ----------------- Here, go into crawl mode and crawl across the pathway, until there are no more windows. Stand up, walk against the wall, crouching when there is that thing sticking out of the wall. Then a guard on a higher level will start urinating, so go into hanging mode to get around the urine. At the end of the path, fall onto the platform below. Get the AKS-74U bullets, and get the ration at the end of the pathway. Go back to the stairs, and take out the Cyphers with your PSG-1, or disabling them with chaff. There is some ammunition at the right end of the bridge. Now use the bridge leading north. To get across the first gap, you must use a flip. The second can be crossed in hanging mode. Once on the other side, go through the door. Shell 2 Core, 1F Air Purification Room -------------------------------------- There will be several cinematics, cutscenes, and Codec conversations here. First, go down the stairs to the left, and collect any ammo you can. Go up the stairs to the left, and go cautiously into the room to the right. Disable the two guns and leave. To the left, there is a chaff grenade near a broken door. Go back out into the hallway, and go into the room on the right near the end of the hallway. Get the M4 ammo, and access the node. Go out into the hallway, and use the elevator. Go to B1 Shell 2 Core, B1 Filtration Chamber No.1 ---------------------------------------- Access the node to the right, and then go into the water. First, swim straight south, until you get to the end of the hallway. Get the Nikita in the room, and swim up for some air. Go back down, and go to the white (air) spot north of where you are. Now go west, and then turn left again. Get the N.V.G, and go back out. Turn left again, and go to the white spot for a breather. Go back down, swim south, and then turn left. Swim forward, and then turn right. Swim forward, and then turn left. Continue forward, then turn right. Go forward, and up to the white spot. When your oxygen is at full, go back down and open the western door. There will be a cinematic. Go to the closest white spot for some air, then continue west. At the bottom of the next white spot there will be stinger missiles, and at the top a PSG-1T if you haven't gotten it already. Now, go all the way back to the elevator. First, head east until you enter the room with the corpse. Then turn left and go straight. Turn left again, and then turn right. Turn left at the end of the hallway. Continue forward, then turn right at the end. Go up to the air vent, and then back down when you have enough oxygen. Go right, continue forward, then turn left at the end of the hall. Now go back up to the elevator. Go up to level 1. Shell 2 Core, 1F Air Purification Room -------------------------------------- Go down to the room with the two guns you disabled. Climb the crates, and fire a Nikita missile into the vent. Control the missile into the large power conduits in the room with the president. Now go to the top right corner of this area, and cross the part where the floor was secured with electricity. Go through the door. There will be several cinematics, and Codec conversations. Leave the room. There will be more Codec conversations, and cinematics. Go back to the elevator, and take it to B1. Shell 2 Core, B1 Filtration Chamber No.1 ---------------------------------------- Go south a little, then turn right, and then go up at the white spot. Go south, turn left, go forward, and then turn right. Go forward, turn right, continue forward, and then go up at the air vent. Now go all the way west, and open the watertight door on the far left. Turn right, and go forward. Walk through the LV 4 door, and prepare. Boss - Vamp ----------- Vamp is extremely quick, and hard to hit. Hit him whenever he turns white (when he isn't surrounded by a red light). Make sure you don't fall into the pool in the middle, as it will kill you. I suggest using the M4 Carbine. Continue shooting him, and the knives he throws at you, until he is defeated. Shell 2 Core, B1 Filtration Chamber No.1 ---------------------------------------- There will be several cinematics, and Codec conversations. Go through the door to the north. Get the ration, and then go into the water. Go forward, turn right, get the AKS-74U bullets, go back out, go into the hallway to the left, go left at the end, and get the body armor. Go back out, go to the room to the right of the one you just went in, and get to the surface. Go through the door, access the node, and go left. Search all the lockers, get the thermal goggles if you haven't already. When you find Emma, you will see several cinematics, and Codec conversations. Now swim back the way you came, going to white spots when necessary. Now take Emma back to the elevator. On the way, you will see several cinematics and Codec conversations. Use the coolant spray to repel the insects. Then take Emma to level 1. Shell 2 Core, 1F Air Purification Room -------------------------------------- Leave Emma in the elevator for now. Take out all the guards, and then take Emma to the exit. Be warned that many guards will not show up until Raiden takes Emma to the exit. K-L connecting bridge --------------------- Take out the Cyphers, and the guard. Put out the fire on the west bridge with the coolant spray. Then take Emma to the door to the west. Strut L Sewage Treatment Facility --------------------------------- Dispatch the two guards, then take Emma to the room to the south. There will be several cinematics and Codec conversations. Strut L Oil Fence ----------------- Here you must take out any and all things that try to stop Emma from crossing. First, use some pentazemin, then put on your thermal goggles. Equip your PSG-1, and shoot all of the claymore mines. Note that there are some to the right as well. Take pentazemin whenever you need it, and shoot all guards and Cyphers. Note that you will eventually see another sniper, do not shoot him, that is Snake. After Emma gets close to Snake, Vamp will jump out of the water and try to cut her. Stop him. Boss - Vamp ----------- While you cannot be hurt, Emma can, as she will gradually lose health from being cut. Shoot Vamp in the head, but make sure you do not shoot Emma. Eventually, Vamp will go flying back into the water. Strut E Material Distribution Facility -------------------------------------- Go out, and to the door leading north. Get the digital camera. Now leave using the south exit. EF connection bridge --------------------- Use the west bridge to get to Shell 1's core. Be careful for Cyphers, and take them down if necessary. Shell 1 Core, 1F ---------------- There's nothing to be afraid of here, but the time limit, so quickly on the elevator. Shell 1 Core, B2 Computer ------------------------- You will see several cinematics, and then be given the option to save. Arsenal Gear - Stomach ---------------------- You will see many cinematics, and Codec communications. Then you will be released by Olga. Get the medicine in the locker, leave the room, and access the node. Then exit using the door to the right. Arsenal Gear - Jejunum ---------------------- There are many guards here, don't bother trying to take them out. Don't try to get any items either, you'll be caught and dead in a few seconds. Sneak past the guards and go up the stairs to the left. Then go to the right, and through the door. Arsenal Gear - Ascending Colon ------------------------------ Go all the way to the south to get a ration. Then keep answering calls until you get a call from Rose. You will then be given your equipment by Snake, as well as the High Frequency Blade. Arsenal Gear - Ileum -------------------- Here you will fight off many enemies. Use first person view, the M4, and take cover a lot. There will sometimes be enemies above you, on a higher platform. I highly suggest you equip the body armor if you have it. Arsenal Gear - Sigmoid Colon ---------------------------- Here, you're going to have another big fight. Either use the M4 or your sword, both are useful. Arsenal Gear - Rectum --------------------- First, you'll hear Solidus talking. Then, you'll have to face the Metal Gears. Use the Stinger to destroy them. You can inflict extra damage by shooting their heads while their mouths are open. You can make their mouths open by shooting them in the leg (either leg). After this, there are many more cinematics, and Codec conversations. Then it's time for a sword duel. Federal Hall ------------ After landing on the roof of Federal Hall, you will see many cinematics. Then you will fight Solidus, with only your sword. Kick his ass and watch the ending. [-----------------------------] IV.[-Weapons, Items, and Equipment-] [-----------------------------] [Weapons] M9 - A silenced Beretta pistol, modified from a M92F to shoot anesthetic bullets (tranquilizers). Like all weapons that are colored blue in the weapons selection menu, this gun alone cannot injure targets. The bullets will instantly put human opponents to sleep when hitting them in the head, heart (their left side of the chest), stomach, and groin. Hitting them in other areas will take time to put them to sleep. It has a 15-round magazine. The cover of Metal Gear Solid 2 shows Snake holding the M9 (thanks to Long "bakjak" for the info). USP - The Heckler and Koch Universal Self-Loading Pistol is an effective, but very loud weapon. The model in the game fires 9mm, and it has a mounted light and laser (both are used simultaneously). It carries 15 rounds at once. SOCOM - The Heckler and Koch Mark 23 Mod 0 SOCOM (Special Operations COMmand) pistol is one of the best pistols in the world, and one of the best pistols in the game. It can be equipped by a sound suppressor, which appears to be the model created by Knights' Armament Corporation, which is the one officially chosen by Heckler and Koch. It is also equipped with a LAM (Laser Aiming Module), which seems to be the LAM used in Phase 1 of the SOCOM's testing, which was dropped for the Wilcox Industries LAM (which was later dropped for the Insight Lights' LAM), and not on the market. In the game, the SOCOM has the military/law enforcement magazine, which carries up to 12 rounds. This weapon should be quite familiar for those of you who have played Metal Gear Solid. M4 - The Colt M4 Carbine is an assault rifle. The M4 Carbine is much different than a real M4 Carbines, as it has a trigger group capable of firing in full automatic mode. It has a 30-round magazine. Unfortunately, you cannot acquire the mountable M203 grenade launcher. AKS-74U - The AKS-74U is an assault rifle, part of the Kalashnikov series. It is modeled after the AK-47 and AK-74, but is much smaller and lighter. It can fire in full auto, like its Kalashnikov counter-parts, and is very similar to the game's M4 Carbine. It has a 30-round clip, like the M4 Carbine. Unlike the M4, it can attach a sound suppressor (thanks to Long "bakjak" for the info). PSG-1 - The Heckler and Koch PSG-1 is arguably the best sniper rifle in the world. It is extremely accurate,and very powerful, as it uses 7.62mm. Although the game shows it carrying ammunition in a 5-round magazine, it carries up to 20 rounds, and the PSG-1 should be shown with its 20-round bullet box (similar to a magazine, but larger). However, unlike other weapons, the weapon will move around (because of the body's natural movement), unless you constantly consume pentazemin (called diazepam in Metal Gear Solid). Unlike in Metal Gear Solid, you can now zoom in and out with the rifle's scope. PSG-1T - A modified PSG-1, designed to tranquilize, like the Beretta M9. Unlike the game's PSG-1, it uses a 5-round magazine. RGB6 - A grenade launcher with a 6-round magazine. The grenade will shoot in an arc-shaped path, and then detonate. Stinger - A SAM (surface-to-air) missile launcher, which fires tracking missiles. Missiles will only track the target if they are locked on. Nikita - A remote control missile launcher. It fires radio-guided missiles, which are guided by the directional buttons/left analog stick. After going in a straight path for a while (and not being moved), it will accelerate, until its path is changed. Missiles cannot be controlled if the signal is jammed, and cannot be controlled if too far away when outside. Hand Grenade - A hand thrown fragmentation grenade with a 5-second delay. How far it is thrown is dependant on how hard the square button is pressed. Stun Grenade - A flash-bang, which renders targets unconcious for a short period of time. Like all grenades, it has a 5-second delay. Chaff Grenade - An electronics jamming grenade. It makes most electronics (including the radar) useless while in effect. Like all grenades, it has a 5-second delay. Claymore - A motion detecting land mine. It will detonate if something enters its range. C4 - A plastic explosive. After setting it in the desired area with the square button, press the circle button to detonate. HF Blade - The High Frequency Blade is a melee combat weapon, controlled by the right analog stick. Note that it takes time to switch from and to the sword, unlike other weapons. Coolant Spray - Used for disarming bombs, putting out fires, and repelling bugs. How hard the square button is pushed will determine strength of spray. Directional Microphone - Extremely sensitive microphone, used for detecting heartbeats and eavesdropping. Magazine - An empty firearm magazine. Thrown with the square button. Book - Adult literature, used to draw enemy attention for distraction. [Items/Equipment] Ration - MREs (Meals Ready to Eat), or military rations. They restore the player's life. Note that if there is a picture of a bug on the ration in the menu, you need to rapidly move the menu up and down before you can use your rations. Cigs - Cigarretes, highly addictive and hazardous to health. Snake carries them in every single Metal Gear game (even the ones before Metal Gear Solid)! Bandage - When the health gauge turns yellow, you will lose blood and your health will decrease. Use this to stop the bleeding. Camera - Used for taking pictures, capable of zooming in and out, take pictures with the square button. Card LVx - Opens doors of level number x. Cardboard Box - Can be worn to hide from cameras. Scope - A pair of binoculars, used to see for distances. Use the circle button to zoom in, and the cross button to zoom out. Thermal Goggles - Night vision goggles, used to see things projecting heat. N.V.G - Night vision goggles, used to see in the dark. AP Sensor - Anti-personnel sensor, used for detecting heartbeats. When equipped, nearby hearbeats will cause controller to vibrate (not including the player's heartbeat), but all other vibrations will not be sent to controller. SOCOM Suppressor - A suppressor manufactured by Knights' Armament Corporation, fits on the Mk. 23 SOCOM. Reduces sound created by firing the SOCOM. AKS-74U Suppressor - A suppressor manufactured by PBS, fits on the AKS-74U. Reduces sound created by firing the AKS-74U. Pentazemin - A benzodiazepine with CNS depressant effects to stop body trembling/natural movement, useful for sniping. WARNING: Consuming Pentazemin, Diazepam, or other forms of valium may cause drowsiness, lethargy, ataxia, depression, dizziness, syncope, headache, euphoria, fainting, slurred speech, tremor, confusion, vertigo, transient hypotension, dysrhythmias, bradycardia, cardiovascular collapse, photophobia, diplopia, blurred vision, nystagmus, nausea, vomiting, depressed gag reflex, abdominal discomfort, respiratory depression, desquamation, rash, urticaria, and pain and phlebitis at injection site! Shaver - An electronic shaving device. You give it to Pliskin, who shaves his face clean. Mine D. - A mine detector, shows claymores on radar. Sensor A - Ion mobility spectrometer explosive detector. It detects explosives with Fatman's cologne. Sensor B - Neutron scintillator explosive detector. It detects Fatman's odorless explosives. BDU - Battle Dress Uniform. This type is the kind used by the guards in the Shell 1 Core. Phone - A cell phone, with vibration function as well as e-mail capability. Body Armor - A bulletproof vest. It cuts damage in half when worn. Brown Wig - A wig (equivalent to Snake's bandana). Wearing it allows infinite ammo. Orange Wig - A wig. Wearing it allows infinite grip time. Blue Wig - A wig. Wearing it allows infinite O2 while underwater. Stealth - A cloaking device. Wearing it makes you invisible. [Locations of Select Weapons/Items*] M9: Tanker - In inventory at beginning of chapter. Plant - Very Easy: To the right of the watertight door at the beginning of the game, on pile of crates. ; Easy: In the vents at the beginning of game. ; Normal-Extreme: In Strut F warehouse 1F, in room not requiring key card. USP: Tanker - Obtained after defeating Olga (boss). SOCOM: Plant - Given to you in Strut B Transformer Room by Pliskin. Coolant Spray: Plant - Strut C Dining Hall, given to you by Stillman. M4: Plant - Strut F warehouse, 1F, in room requiring LV2 key card. AKS-74U: Plant - Strut F warehouse, B1, in room requiring LV2 key card. Directional Microphone: Shell 1 Core, B2 Computer Room, in area with many computers. PSG-1: Plant - Strut F warehouse 1F, in room requiring LV3 key card. PSG-1T: Plant - Same room as PSG-1, see above. Also in Shell 2 B1 Filtration Chamber No.1, in an air spot near the LV4 key card door. RGB6: Plant - Strut F warehouse 1F, in room requiring LV3 key card. Stinger: Plant - Shell 1-2 connecting bridge, given to you by Pliskin during Harrier 2 (boss) fight. Nikita: Plant - Shell 2 Core, B1 Filtration Chamber No.1, end of hall straight south from entering water. HF Blade: Plant - Arsenal Gear-Ascending Colon, given to you by Snake. Cigs: Plant - Strut B Transformer Room, given to you by Pliskin. Camera: Tanker - In inventory at beginning of chapter. Card LV1: Plant - Strut C Dining Hall, given to you by Stillman. Card LV2: Plant - Strut E heliport, given to you by Mr. X after defeating Fatman (boss). Card LV3: Plant - Shell 1 Core, B1 Hall, given to you by Ames. Card LV4: Plant - Shell 2 Core, 1F Air Purification Room, given to you by the President. Card LV5: Plant - K-L connecting bridge, given to you by Emma. Scope: Plant - In inventory at beginning of chapter. Thermal Goggles: Plant - In pool at beginning of chapter, behind big table (near American flag) in Shell 1 Core, B1 Hall, and in locker in same room as Emma, Shell 2 Core, B2. N.V.G.: Plant - Shell 2 Core, B1 Filtration Chamber No.1, at end of hall (underwater) in the middle of beginning area. AP Sensor: Tanker/Plant - In inventory at beginning of chapter. SOCOM suppressor: Plant - Very Easy-Easy: Right next to you after receiving SOCOM. ; Normal-Extreme: Strut F warehouse, B1, in southern hallway, go to LV1 card key room, go through ventilation shaft in southern wall. AKS-74U suppressor: Plant - Very Easy-Easy: Strut F warehouse, B1, in room requiring LV2 key card. ; Normal-Extreme: After Harrier 2 (boss) fight, jump forward to lower platform, use coolant spray to put out fire. Shaver: Plant - At beginning of game, use top right part of railing, climb to area to the right. Mine D.: Plant - Strut E heliport, down the stairs on western side, in room with two LV5 doors. Sensor A: Plant - Strut C Dining Hall, given to you by Stillman. Sensor B: Plant - Strut C Dining Hall, in room where Stillman is hiding (after he is gone). BDU: Plant - Strut E heliport, given to you by Mr. X after defeating Fatman (boss). Phone: Plant - Strut E heliport, given to you by Mr. X after defeating Fatman (boss). Body Armor: Plant - Shell 2 Core, B1 Filtration Chamber No.1, in underwater area past Vamp (boss). Turn left at the end of longest hall. *Refer to the secrets and/or item section for details on wigs and stealth [-------------------------------------] V.[-Secrets and Miscellaneous Information-] [-------------------------------------] Dog Tags -------- |==================| |Tanker| |==================| ID | Name |D.O.B|BLD| Location ----------------------------------------------------------------------------------- 000| Olga Gurlukovich |0923 |A | Navigational deck, wing 001| Ross E Bowman |0616 |B | Aft deck 002| Abraham Carillo |0704 |? | Aft deck 003| Kaissar Ag Agnouche |0120 |O | Aft deck 004| Arnaud Delaunay |0430 |O | Navigational deck, wing 005| Ryoji Makimura |1206 |B | Deck-A, crew's quarters 006| Kim K Christensen |0928 |AB | Deck-B, crew's quarters 007| Kevin S Purvis |1114 |B | Deck-A, crew's lounge 008| Yasuhiro Miyamoto |0225 |AB | Deck-A, crew's lounge 009| Michael C Anthony |0307 |O | Deck-A, crew's lounge 010| Carlos Garci Garcie |1230 |A | Deck-D, crew's quarters 011| Mineshi Kimura |0618 |AB | Deck-D, crew's quarters 012| Jonathan Hancock |0228 |AB | Deck-D, crew's quarters 013| Bryn T Kershaw |0304 |O | Deck 2, port 014| Michael Hurkmans |1205 |B | Deck 2, port 015| Ken Ogasawara |0630 |B | Engine room 016| Petro Kyrylenko |0218 |? | Engine room 017| Aaron F Kopf |0624 |AB | Engine room 018| James P Fitzgibbons |0513 |? | Engine room 019| Alexander Strigi |0403 |A | Engine room |=================| |Plant | |=================| ID | Name |D.O.B|BLD| Location ------------------------------------------------------------------------------------ 000| Iriquois Pliskin |??? |? | Arsenal Gear-Ascending Colon 001| Carlos I Siu |0325 |O | Strut A Deep Sea Dock 002| Clinton J Heileman Jr. |0324 |O | Strut A Deep Sea Dock 003| Mike J Newman |1213 |B | Strut A roof 004| Rayyan A Said |0417 |AB | Strut A Pump Room 005| Shigeo Okajima |0130 |A | Strut A Pump Room 006| Cord B Smith |0918 |O | AB connecting bridge 007| Mario C Lopez |0816 |?? | AB connecting bridge 008| Shuhei Tanaka |0425 |O | Strut B Transformer Room 009| Momoko Kawai |0327 |? | Strut B Transformer Room 010| Kengo Iwata |1129 |AB | BC connecting bridge 011| Daniel Modol |0624 |? | Strut C Dining Hall 012| Noriyuki Katsumaru |0128 |O | Strut C Dining Hall 013| Tetsuro Sueyoshi |0131 |O | CD connecting bridge 014| Tony J Ylaranta |0420 |O | CD connecting bridge 015| Paul R Martin |0611 |O | Strut D Sediment Pool 016| Leandro M Cardose |0314 |? | Strut D Sediment Pool 017| Al J Josef |0929 |A | DE connecting bridge 018| Kyoko Hariyama |1227 |A | DE connecting bridge 019| Barna K Olvedi |1109 |AB | Strut E Parcel Room 020| Yuta Kunibe |1205 |A | Strut E Parcel Room 021| Daniel C Bell |0620 |? | Strut E heliport 022| Yuki Miyata |1011 |O | Strut E heliport 023| Nadim Daban |0829 |AB | Strut F warehouse 024| Timothy J Kane |0809 |AB | Strut F warehouse 025| Allen J Chang |0609 |B | FA connecting bridge 026| Jean Luc Cougar |0720 |A | Shell 1 Core, 1F 027| Luis A Fernandes |0721 |AB | Shell 1 Core, 1F 028| Yuta Kiguchi |0813 |A | Shell 1 Core, 1F 029| Masafumi Okuta |0707 |B | Shell 1 Core, B1 030| Mathew R Bartz |0925 |O | Shell 1 Core, B1 031| Kunio Takabe |0718 |A | Shell 1 Core, B1 032| Joey Simkins |0409 |AB | Shell 1 Core, B2 Computer Room 033| Sve G Westli |0627 |A | Shell 1 Core, B2 Computer Room 034| Sam M Shrimpton |0131 |O | Shell 1 Core, B2 Computer Room 035| Norihiko Hibino |0903 |O | Shell 1 Core, B2 Computer Room 036| Erik R Christy |0308 |? | KL connecting bridge 037| Jason C Patino |0920 |O | Strut L Sewage Treatment Facility 038| Maarten Van Der Zwan |0107 |A | Strut L Sewage Treatment Facility 039| Motoyuki Yoshioka |0708 |B | Shell 2 Core, 1F Air Purification Room 040| Adrien Thien |0524 |A | Shell 2 Core, 1F Air Purification Room 041| Yuki Higuchi |0416 |A | Shell 2 Core, 1F Air Purification Room 042| Peter Stillman |1116 |A | Strut E heliport |=============| |Tanker | |=============| ID | Name |D.O.B|BLD| Location ------------------------------------------------------------------------------------ 000| Olga Gurlukovich |0923 |A | Navigational deck, wing 001| Nicholas M Capone |1108 |O | Aft deck 002| Donal L Gilliland |1228 |O | Aft deck 003| Joe T Holdren |0915 |AB | Aft deck 004| Shaun P Wilson |0513 |O | Navigational deck, wing 005| Jeff K Hui |1031 |B | Deck-A, crew's quarters 006| Mark W Bruce |0806 |O | Deck-B, crew's quarters 007| Yukho Wong |0123 |B | Deck-A, crew's lounge 008| Anders E Leiro |1122 |? | Deck-A, crew's lounge 009| Skraktus Marcio |0209 |O | Deck-A, crew's lounge 010| Gavin S Nash |1206 |B | Deck-D, crew's quarters 011| David S Eastwick |1108 |A | Deck-D, crew's quarters 012| Kozaka Kh Henri |0502 |? | Deck-D, crew's quarters 013| Marcin A Cieslinski |0630 |A | Deck 2, port 014| Thomas P Dohm |0207 |AB | Deck 2, port 015| Enrique Camacho |0513 |O | Engine room 016| Takashi Ohari |0512 |A | Engine room 017| Max C Wood |0210 |? | Engine room 018| John W Fleming |1123 |AB | Engine room 019| Edward B Eiston |0108 |B | Engine room 020| Christopher D Dadah |0303 |O | Engine room |============| |Plant | |============| ID | Name |D.O.B|BLD| Location ------------------------------------------------------------------------------------ 000| Meryl Silverburgh |??? |A | Arsenal Gear-Ascending Colon 001| Thomas C Gardner |0806 |A | Strut A Deep Sea Dock 002| Mathew R Vogel |0714 |AB | Strut A Deep Sea Dock 003| Megumi Nakaniihara |0716 |A | Strut A roof 004| Mathew A Bullock |0326 |O | Strut A Pump Room 005| Addam J Drew |0902 |B | Strut A Pump Room 006| Yusuke Takada |0403 |? | AB connecting bridge 007| Miles D Ashley |0505 |? | AB connecting bridge 008| Mark E Francis |0326 |O | Strut B Transformer Room 009| Kazuki Muraoka |0309 |O | Strut B Transformer Room 010| Tom A Hutchinson |0828 |? | BC connecting bridge 011| Corey E Louden |0211 |A | Strut C Dining Hall 012| Ian J Andrews |0605 |O | Strut C Dining Hall 013| Tim J Veldboom |1109 |? | CD connecting bridge 014| David C Ratanaseangsuang |0202 |B | CD connecting bridge 015| Nicholas J Schreiber |0608 |O | Strut D Sediment Pool 016| Achim Amann |0821 |A | Strut D Sediment Pool 017| Tommy Blunt |0101 |O | Strut D Sediment Pool 018| Noriko Nakimara |0109 |A | DE connecting bridge 019| Emily Britt |0819 |O | DE connecting bridge 020| Daniel A Longworth |0613 |A | Strut E Parcel Room 021| Caroline M L Gibson |0605 |? | Strut E Parcel Room 022| Yuki Sawada |0324 |B | Strut E heliport 023| Daijiro Takashima |0206 |A | Strut E heliport 024| Abigail G Sanchez |1017 |O | Strut F warehouse 025| Evan A Bail |0213 |B | Strut F warehouse 026| Juegren Jur Goessnitzer |0320 |A | Strut F warehouse 027| Yuko Yano |0106 |B | FA connecting bridge 028| Rick Naylor |0812 |O | Shell 1 Core, 1F 029| Jeremy A Davis |0826 |? | Shell 1 Core, 1F 030| Zephan G Kirkpatrick |1025 |? | Shell 1 Core, 1F 031| Kenneth Wong |1220 |O | Shell 1 Core, B1 032| Michael D Craft |0321 |A | Shell 1 Core, B1 033| Stephen D Haynes |0502 |A | Shell 1 Core, B1 034| Joshua A Crandall |0711 |AB | Shell 1 Core, B2 Computer Room 035| Andrew J Baker |0316 |? | Shell 1 Core, B2 Computer Room 036| Andrew J Walker |1012 |? | Shell 1 Core, B2 Computer Room 037| Kazunobu Uehara |0721 |B | Shell 1 Core, B2 Computer Room 038| Thomas Szediak |0522 |A | KL connecting bridge 039| Shuichi Hata |0627 |A | Strut L Sewage Treatment Facility 040| Frank A Morales |1117 |O | Strut L Sewage Treatment Facility 041| Lee P French |1025 |AB | Shell 2 Core, 1F Air Purification Room 042| Marcos A Gomez |1103 |? | Shell 2 Core, 1F Air Purification Room 043| Scott K Cleary |0402 |A | Shell 2 Core, 1F Air Purification Room 044| Peter Stillman |1116 |A | Strut E heliport |===============| |Tanker | |===============| ID | Name |D.O.B|BLD| Location ------------------------------------------------------------------------------------ 000| Olga Gurlukovich |0923 |A | Navigational deck, wing 001| Kazuya Ikeno |1025 |A | Aft deck 002| Rodrigo Spinetti |0918 |A | Aft deck 003| Bryan D Scheibe |0331 |? | Aft deck 004| Ho Yeung Tsang |0215 |AB | Navigational deck, wing 005| Hirosuke Moritomo |0829 |O | Deck-C, crew's quarters 006| Frank Gther |1109 |B | Deck-A, crew's quarters 007| Marco G Brunato |0330 |? | Deck-B, crew's quarters 008| Jesus Bibian Jr |0116 |? | Deck-B, crew's quarters 009| Jordi C Aldea |0508 |? | Deck-A, crew's lounge 010| Sadaaki Kaneyoshi |0517 |A | Deck-A, crew's lounge 011| Anthony D Callaghan |0407 |? | Deck-A, crew's lounge 012| Craig M Weldon |0426 |AB | Deck-D, crew's quarters 013| Ulf T Lundh |0803 |B | Deck-D, crew's quarters 014| Shinata Nojiri |0408 |A | Deck-D, crew's quarters 015| Jun Tanaka |0812 |B | Deck 2, port 016| Bernard A Reeves |1221 |O | Deck 2, port 017| Evan M Martin |1120 |A | Deck 2, port 018| Bruno A Montenegro |1123 |B | Engine room 019| Almerindo Lemke |0909 |A | Engine room 020| Satoshi Hirano |0211 |A | Engine room 021| Justin C Cumley |0625 |O | Engine room 022| Kristian Lindin |0930 |? | Engine room 023| Mika Abe |0602 |A | Engine room 024| Tatsuya Takada |0731 |O | Engine room |==============| |Plant | |==============| ID | Name |D.O.B|BLD| Location ------------------------------------------------------------------------------------ 000| Solid Snake |??? |? | Arsenal Gear-Ascending Colon 001| Christopher J Uzdanovich |0908 |A | Strut A roof 002| Christophe L Lallemand |0420 |O | Strut A Pump Room 003| Hurell F Lyons |0905 |O | Strut A Pump Room 004| Juntaro Saito |0418 |O | AB connecting bridge 005| So Toyota |0707 |A | AB connecting bridge 006| Robert J Bryk |1123 |? | Strut B Transformer Room 007| Scott A Morgan |0210 |O | Strut B Transformer Room 008| George T Joseph |0717 |O | BC connecting bridge 009| Vahe V Varujan |0611 |A | Strut C Dining Hall 010| Mark Mugendi |0813 |A | Strut C Dining Hall 011| Irene C Carvalho |0405 |O | CD connecting bridge 012| Jools Watsham |0328 |O | CD connecting bridge 013| Adam J Schick |0822 |? | Strut D Sediment Pool 014| Takayoshi Ogawa |1130 |O | Strut D Sediment Pool 015| Jamie A Trumper |1119 |? | Strut D Sediment Pool 016| Sergio Carranza |0205 |? | DE connecting bridge 017| Michiko Arai |0930 |O | DE connecting bridge 018| Takashi Mizutani |0704 |B | Strut E Parcel Room 019| Christian Cr Renner |1221 |O | Strut E Parcel Room 020| Andy B Gilder |0617 |? | Strut E Parcel Room 021| Takashi Horikawa |1212 |A | Strut E heliport 022| Kevin T Petty |0504 |A | Strut E heliport 023| Guilherme K Saran |0218 |? | Strut E heliport 024| Chen Yen Wen |0916 |A | Strut F warehouse 025| Caroline Frechette |0115 |A | Strut F warehouse 026| Rafael Estaregue |1113 |B | Strut F warehouse 027| Tomokazu Fukushima |1228 |A | FA connecting bridge 028| Monte S Tate |0915 |? | Shell 1 Core, 1F 029| Stephanie Hattenberger |0617 |A | Shell 1 Core, 1F 030| Jason B Wray |0530 |A | Shell 1 Core, 1F 031| Matt T Federspiel |0112 |? | Shell 1 Core, 1F 032| Iiro Karvinen |0713 |A | Shell 1 Core, B1 033| Ray A Holdren |0922 |B | Shell 1 Core, B1 034| Hiro Takada |0414 |A | Shell 1 Core, B1 035| Eric C Macway |0618 |O | Shell 1 Core, B2 Computer Room 036| Ian J Roberts |1020 |O | Shell 1 Core, B2 Computer Room 037| Alexandre Bertrand |0707 |A | Shell 1 Core, B2 Computer Room 038| Peter D McCarthy |0630 |? | Shell 1 Core, B2 Computer Room 039| Ichiro Kutome |0908 |O | KL connecting bridge 040| Yutaka Negishi |0523 |B | Strut L Sewage Treatment Facility 041| Renata N Csio |0831 |? | Strut L Sewage Treatment Facility 042| Tony J Case |0101 |O | Shell 2 Core, 1F Air Purification Room 043| Paul M Blacketer |0318 |O | Shell 2 Core, 1F Air Purification Room 044| Dennis J Krimpelbein |0128 |? | Shell 2 Core, 1F Air Purification Room 045| Stanley A Garcia |0612 |O | Shell 2 Core, 1F Air Purification Room 046| Charles P Quivers |0928 |B | Shell 2 Core, 1F Air Purification Room 047| Sevak N Fair |0323 |? | Shell 2 Core, 1F Air Purification Room 048| Peter Stillman |1116 |A | Strut E heliport |=============| |Tanker | |=============| ID | Name |D.O.B|BLD| Location ------------------------------------------------------------------------------------- 000| Olga Gurlukovich |0923 |A | Navigational deck, wing 001| Markus A Lindqvist |0209 |? | Aft deck 002| Kenichi Takashima |0103 |O | Aft deck 003| Thiago S Parra |0801 |O | Aft deck 004| Chris J Matzdorf |0819 |? | Navigational deck, wing 005| Adriaan B Scholvinck |0102 |A | Deck-C, crew's quarters 006| Julius Jun |0228 |B | Deck-A, crew's quarters 007| Kazuki Nisimura |0302 |A | Deck-B, crew's quarters 008| Zhang Chao |1030 |? | Deck-B, crew's quarters 009| Vishal Kapur |1007 |O | Deck-A, crew's lounge 010| Victor A Cruz |0107 |B | Deck-A, crew's lounge 011| Larry D Lionberger |1021 |? | Deck-A, crew's lounge 012| Celeste D Sauls |0602 |O | Deck-D, crew's quarters 013| Danielle E Ford |0714 |O | Deck-D, crew's quarters 014| Jennifer A Mauck |0925 |O | Deck-D, crew's quarters 015| Daniel A Olsson |0624 |O | Deck-D, crew's quarters 016| Youssef Fassi-Fihri |0817 |O | Deck 2, port 017| Sean P Cullen |0315 |? | Deck 2, port 018| Lars Crama |0525 |AB | Deck 2, port 019| David Chau |1230 |B | Engine room 020| Philippe Ah Mouritzen |0102 |A | Engine room 021| Yoko Niiyama |0315 |B | Engine room 022| John T Teves |0128 |B | Engine room 023| Christian Nordstr |0726 |B | Engine room 024| Jonathan Murphy |1230 |AB | Engine room 025| Yuji Korekado |1222 |A | Engine room |============| |Plant | |============| ID | Name |D.O.B|BLD| Location ------------------------------------------------------------------------------------- 000| Liquid Snake |??? |?? | Arsenal Gear-Ascending Colon 001| Yamato Hagiwara |0406 |O | Strut A roof 002| Chris Walker |0909 |? | Strut A Pump Room 003| Brian D Hagermann |0704 |O | Strut A Pump Room 004| Makoto Sonoyama |0821 |B | AB connecting bridge 005| Christoph C Reinicke |0906 |AB | AB connecting bridge 006| Justin D Ebersole |0820 |? | Strut B Transformer Room 007| William A Catacucan |0120 |? | Strut B Transformer Room 008| Natalie Yip |1016 |O | BC connecting bridge 009| Kelsy L Clark |0506 |? | Strut C Dining Hall 010| Bjoern Heide |0412 |AB | Strut C Dining Hall 011| Daniel Y Kato |0705 |A | CD connecting bridge 012| Alexandre Reis Cuhna Dantas |0106 |O | CD connecting bridge 013| Jason Enos |0730 |? | Strut D Sediment Pool 014| Josiah F Thorne |0715 |O | Strut D Sediment Pool 015| Yoshikazu Matsuhana |0803 |O | Strut D Sediment Pool 016| Claudia cd Diessner |0408 |A | Strut D Sediment Pool 017| Gary K Yong |0309 |? | DE connecting bridge 018| Devan V Tailor |0804 |A | DE connecting bridge 019| Chris Kramer |1018 |A | Strut E Parcel Room 020| Ikuya Nakamura |0205 |B | Strut E Parcel Room 021| Andreas Ebeler |0323 |AB | Strut E Parcel Room 022| James K Janovsky |0504 |O | Strut E Parcel Room 023| Nathaniel Lord |0604 |O | Strut E heliport 024| Chris M Flohr |1001 |A | Strut E heliport 025| Gary J Davidson |0712 |O | Strut E heliport 026| Carlor Kiho |1229 |O | Strut F warehouse 027| Andrew J Bartlett |0406 |AB | Strut F warehouse 028| Tim U Chan |0619 |? | Strut F warehouse 029| Futoshi Satou |0721 |A | Strut F warehouse 030| Shinpei Murakami |1207 |A | FA connecting bridge 031| David A Leslie |0307 |O | Shell 1 Core, 1F 032| Brian R Strack |0813 |B | Shell 1 Core, 1F 033| Skip M Murray |1120 |A | Shell 1 Core, 1F 034| Axel R Zijderveld |0929 |? | Shell 1 Core, 1F 035| Kamran Keenan |0212 |? | Shell 1 Core, B1 036| Tomonori Morita |0210 |A | Shell 1 Core, B1 037| Julien Jd Dorf |1120 |A | Shell 1 Core, B1 038| Steven Schmitt |0918 |AB | Shell 1 Core, B2 Computer Room 039| Michael O Kress |0703 |AB | Shell 1 Core, B2 Computer Room 040| Stephane Tudela |0408 |B | Shell 1 Core, B2 Computer Room 041| Yoriko Shimizu |0323 |O | Shell 1 Core, B2 Computer Room 042| Yun-Ho Kim |0322 |A | KL connecting bridge 043| Jun Sakegawa |1010 |AB | Strut L Sewage Treatment Facility 044| Joey P Gonzales |0105 |A | Strut L Sewage Treatment Facility 045| Christopher Heck |1117 |? | Shell 2 Core, 1F Air Purification Room 046| Martin Kukowka |1211 |? | Shell 2 Core, 1F Air Purification Room 047| Alex N Martinez |1223 |A | Shell 2 Core, 1F Air Purification Room 048| Chul Kown |0727 |A | Shell 2 Core, 1F Air Purification Room 049| Giovanni Cavalliere |0913 |O | Shell 2 Core, 1F Air Purification Room 050| Gabriel Freitas Peres |1125 |O | Shell 2 Core, 1F Air Purification Room 051| Peter Stillman |1116 |A | Strut E heliport |================| |Tanker | |================| ID | Name |D.O.B|BLD| Location ------------------------------------------------------------------------------------ 000| Olga Gurlukovich |0923 |A | Navigational deck, wing 001| Dave Cox |0803 |O | Aft deck 002| Pawel Majewskki |0208 |O | Aft deck 003| Mathieu Trepanier |0609 |B | Aft deck 004| Cory A Noll |0406 |AB | Navigational deck, wing 005| Joshua D Casnocha |0429 |? | Deck-C, crew's quarters 006| Louis K Stevenson |1031 |? | Deck-A, crew's quarters 007| Michael D Rogers |0818 |O | Deck-B, crew's quarters 008| Gianlucca Peruzzo |1121 |O | Deck-B, crew's quarters 009| Travis J Lujan |1230 |A | Deck-A, crew's lounge 010| Brendan M Randall |1014 |B | Deck-A, crew's lounge 011| Chris D Bernd |1029 |O | Deck-A, crew's lounge 012| Chantelle M Blair |1224 |B | Deck-D, crew's quarters 013| Eduard V Fernandez |1031 |A | Deck-D, crew's quarters 014| Yoji Shinkawa |1225 |AB | Deck-D, crew's quarters 015| Niko Ionixx Horn |0215 |B | Deck-D, crew's quarters 016| Adnan Hadzic |0403 |B | Deck 2, port 017| Shu Tajima |0928 |O | Deck 2, port 018| Stuart J Batchelar |0307 |? | Deck 2, port 019| Masataka Nishiyama |0402 |O | Engine room 020| Michael M Wong |0307 |? | Engine room 021| Manabu Nakamura |0327 |A | Engine room 022| Simon P Sargent |0601 |A | Engine room 023| Yosuki Kamazeki |1225 |O | Engine room 024| Clarke A Baldwi |0531 |O | Engine room 025| Hideki Sasaki |1116 |AB | Engine room |===============| |Plant | |===============| ID | Name |D.O.B|BLD| Location ------------------------------------------------------------------------------------- 000| Hideo Kojima |0824 |A | Arsenal Gear, Ascending Colon 001| Takeshi Sato |0731 |O | Strut A roof 002| Shinji Yamashita |0801 |B | Strut A Pump Room 003| Ryan T Cronkright |1119 |AB | Strut A Pump Room 004| Josef Karsch |0813 |A | AB connecting bridge 005| Emmanuel Y L Passian |1130 |O | AB connecting bridge 006| Lee M Mccowen |1027 |O | Strut B Transformer Room 007| Hiro Miyajima |0510 |AB | Strut B Transformer Room 008| Drew J Elmer |0101 |? | BC connecting bridge 009| Toru Kawakami |0330 |A | Strut C Dining Hall 010| Adam J Sarpolis |0205 |AB | Strut C Dining Hall 011| Jyunpei Hirano |1207 |A | CD connecting bridge 012| Kyle S Carrigan |1126 |A | CD connecting bridge 013| Matt J Van Leeuwen |0921 |AB | Strut D Sediment Pool 014| Matthew B Boyett |1104 |O | Strut D Sediment Pool 015| Collis R Williams |0910 |? | Strut D Sediment Pool 016| Nobumitsu Tanaka |0109 |B | Strut D Sediment Pool 017| Matthew C Miller |0712 |B | DE connecting bridge 018| Alex C Wilson |0810 |? | DE connecting bridge 019| Yoshiyuki Koido |1219 |A | Strut E Parcel Room 020| Tsunehiko Nabata |0606 |B | Strut E Parcel Room 021| Ryan C Sheffer |0313 |O | Strut E Parcel Room 022| Carlos X Luna |1205 |A | Strut E Parcel Room 023| David A Ginepri |0717 |? | Strut E Parcel Room 024| Emmanuel Phung |0814 |O | Strut E heliport 025| Michael A Hare |1222 |A | Strut E heliport 026| Alan J Harries |0615 |O | Strut E heliport 027| Marco O Scherrer |0728 |AB | Strut F warehouse 028| Edmond V To |0727 |O | Strut F warehouse 029| Chevrinals Thomas |0421 |O | Strut F warehouse 030| Hiroshi Yokote |0703 |A | Strut F warehouse 031| Berl B Pottsstam |0103 |? | Strut F warehouse 032| Kenichiro Shigeno |0110 |B | FA connecting bridge 033| Kaori Yamada |0808 |O | Shell 1 Core, F1 034| Ryan J Crane |0803 |O | Shell 1 Core, F1 035| Gareth J Lewish |0126 |O | Shell 1 Core, F1 036| Andreas R Ramsauer |1228 |O | Shell 1 Core, F1 037| Justin A Cagle |0614 |B | Shell 1 Core, B1 038| Christopher S Korte |0602 |B | Shell 1 Core, B1 039| Masahiro Yoshinaga |0410 |B | Shell 1 Core, B1 040| Daisuke Nishimura |0816 |A | Shell 1 Core, B2 Computer Room 041| Viana Siles Mauricette |0128 |O | Shell 1 Core, B2 Computer Room 042| Chen Yung Kok |0429 |AB | Shell 1 Core, B2 Computer Room 043| Anthony J Barritt |0524 |AB | Shell 1 Core, B2 Computer Room 044| Kaori Yae |0520 |A | KL connecting bridge 045| Isao A Sato |0105 |B | Strut L Sewage Treatment Facility 046| Ryan J Schettle |0401 |A | Strut L Sewage Treatment Facility 047| Andy Lam |1016 |? | Shell 2 Core, 1F Air Purification Room 048| Hiroaki Yoshiike |1013 |O | Shell 2 Core, 1F Air Purification Room 049| Cedric Krolikowski |0314 |A | Shell 2 Core, 1F Air Purification Room 050| Sebastian J Pitman |0210 |? | Shell 2 Core, 1F Air Purification Room 051| Mark A Matuszewski |0831 |AB | Shell 2 Core, 1F Air Purification Room 052| Xavier R Garcia |0306 |A | Shell 2 Core, 1F Air Purification Room 053| Peter Stillman |1116 |A | Strut E heliport Secrets* ------- Blue Title Screen - After beating the game, the title screen will be blue and have a picture of Raiden instead of Snake. Flash - After beating the game, pressing L2 will make a sound and the screen will flash. D. Camera - Get this in Strut E Parcel Room right after Emma gets stabbed by Vamp. When you beat the game, save, and start a new game from that save, you will have the Digital Camera. See item section for details. Brown Wig - After beating the game with 50 dog tags, you will start out with the brown wig. See item section for details. Orange Wig - After beating the game with 150 dog tags, you will start out with the orange wig. See item section for details. Blue Wig - After beating the game with all the dog tags, you will start out with the blue wig. See item section for details. Stealth - After beating the game with 100 dog tags, you will start out with the stealth. See item section for details. Shaver - Give this to Pliskin, he will shave his facial hair. See item section for details. Misplaced Pants - When playing a clear game, in the room with Metal Gear, the Marines (excepting the colonel) will all be wearing boxers. And no pants over them. Ocelot - When in the room with Metal Gear RAY, go into the ventilation shaft, go behind Metal Gear, and you will be able to see Revolver Ocelot. Monster - After defeating Olga (boss), shoot her body with a tranquilizer. Otacon will call you. Soldiers in Restroom - In the Shell 1 Core, B1 Hall, after finding Ames, there will be a part where you listen in on Solidus, Ocelot, and Olga. Move the directional microphone to the left, and you will hear two guys in the bathroom, one who has the flu and hasn't gotten his meals. Sound familiar? (Thanks to Comando848@aol.com) *For multiple reasons, secrets concerning the posters of almost-nude girls will not be posted on this guide. [---------------------] VI.[-Storyline and History-] [---------------------] [History] Note : These are summaries of previous games in the series. Many details are not included. Feel free to contact me if you have any questions/comments. Metal Gear Solid : Ghost Babel (2002) is not posted, as there is no history available at the time. The story of Metal Gear all started in 1995. A military outpost called Outer Heaven is established in South Africa, by an unknown but powerful mercenary. When the United States learns that a weapon of mass destruction is being produced, FOX-HOUND, a special forces group, is assigned to take care of it. Big Boss, the commander of FOX-HOUND, sends Grey Fox to complete the mission. Fox is then suddenly missing, his last words "Metal Gear". Solid Snake is then sent to rescue Fox and destroy Metal Gear. With the help of rebellion forces, Snake rescues Fox, who has all the information on Metal Gear. Metal Gear is apparently a bipedal, all-terrain, nuclear warhead equipped tank. The tank is equipped with many other weapons as well, such as a Vulcan cannon and anti-tank missiles. Snake rescues the engineer of Metal Gear, who was forced to build it, and learns how to destroy Metal Gear. When he destroys it, he learns that Big Boss was the one who built Outer Heaven, in an attempt to conquer the world, and that Big Boss was only trying to confuse nations opposing Metal Gear. He didn't, however, expect Snake to succeed, and sets the base to self-destruct, having lost his only means of world domination. Later in 1999, the world is running out of energy, as petroleum is running out quickly. A scientist develops an organism called OILIX, which can expand and refine petroleum. He is then kidnapped by a military regime named Zanzibar Land. Roy Campbell, the new commander of FOX-HOUND, sends Snake to take out Zanzibar Land. Snake manages to rescue the scientist, as well as the one he rescued before, who was also captured to build Metal Gear (once again). Snake then learns that once again, Big Boss is behind all this. Then he finds out that Fox is helping as well, as he is driving Metal Gear. However, they were good friends, and Fox does not kill Snake. When Snake gets to the scientists, he learns that the developer of OILIX is dead. Soon after, he learns that the scientist from Metal Gear (the first) was voluntarily developing Metal Gear. Snake kills him, gets the plans for OILIX. In his escape, he encounters Grey Fox again. They fight to the death, and Snake wins. While continuing his escape, he meets no other than Big Boss. Snake kills Big Boss, and returns home. The year is 2005. A terrorist group has seized several hostages, and is demanding the remains of Big Boss. Solid Snake, once again, is sent to clean up. He finds out that the leader of the terrorists is a man named Liquid Snake, who is very similar to himself. He also learns that several agents of FOX-HOUND are backing Liquid, as well as an army of genome (genetically engineered) soldiers. When Snake finds the hostages, they both tell him about the new Metal Gear Rex. His new objective is now to destroy Metal Gear Rex. He meets an old friend, Grey Fox, who is now dressed as a cybernetic ninja, and challenges him, once again, to a hand-to-hand combat duel. Once again, he dies. Then he meets Otacon (Hal Emmerich), the developer of Metal Gear. Snake meets and defeats all of the members of FOX-HOUND, excepting Revolver Ocelot (Shalashaska), minus one hand. Then Solid Snake faces Liquid, who tells him that they are both products of "Les Enfants Terribles" (The Terrible Children), a project in which clones were made from Big Boss' DNA. After Metal Gear is destroyed and Liquid is defeated, you (the player, not Snake) learn of another product of Big Boss, Solidus, who is the president of the United States. [Storyline] Note : This is just a summary of the game's storyline. There are many details not included, so play the game and pay attention to story and/or contact me if you have questions/comments. You begin the game two years before the present time of the game, as Solid Snake. He and Otacon have formed Philanthropy, an NGO formed to eradicate Metal Gear. In the first chapter, Snake's objective is to take pictures of the US Marine Corps' Metal Gear RAY, to reveal it to the public. Unexpected, however, is an attack by a Russian terrorist group. The terrorists' objective is to take over Russia and build a communist government. Taking out the terrorist soldiers, Snake find the terrorists' leader's daughter, whom he fights and knock out. Snake then sneaks past several platoons of Marines, takes photos of Metal Gear RAY, and sends them to Otacon, who breaks the news to the public. Enter Revolver Ocelot, plus one hand. He reveals his betraying plans to the terrorist leader, kills him, and then sinks the tanker. Two years later, you begin on a plant as a FOX-HOUND member, Raiden. He starts with orders from the colonel to save the president, who is held hostage, and then take out the terrorist group Dead Cell as well. On this mission, Raiden's girlfriend, Rose, will be assisting as the data analyst. Apparently Dead Cell was formerly an anti-terrorist group, but now is demanding a ransom for the hostages on the plant. Upon trying to find the president, Raiden meet a Dead Cell member, Vamp, who sucks blood from his opponents and throws knives at them too. He also meets a soldier, Pliskin, who will aid Raiden in his mission. Then Raiden meets a bomb expert, Peter Stillman. He will help him in diffusing the bombs that his former student, Fatman (another Dead Cell member) has planted. After diffusing the bombs, Raiden faces a woman named Fortune, who is supposedly invincible (and another unit of Dead Cell). Raiden unintentionally shoots Vamp, who seems to be dead, and is (but animated). He then faces Fatman, who he kills. Then Raiden meets a ninja (Grey Fox?), who helps out with a disguise. The ninja also tells him about someone who knows where the president is, a Secret Service Agent named Ames. Wearing the disguise, Raiden sneaks into the chamber where the agent along with many other hostages are being held. There he sees Ocelot, along with the shadowy figure of Solidus Snake. After escaping and searching for the president, Raiden meets Pliskin's partner, Otacon. Together they fight and destroy the Harrier 2 jet being driven by Vamp and Solidus Snake. After the fight, Raiden learns that Pliskin is really Solid Snake. Raiden looks for and finds the president, who gives Raiden a virus to destroy Arsenal Gear, a huge data processor for controlling Metal Gears. Then the president is killed by Ocelot. Raiden then must find Otacon's step-sister, Emma Emmerich (E.E.), as she can deploy the virus. On his way, he re-encounters Vamp, and defeats him. Raiden finds Emma and takes her to the computer room to deploy the virus. On the way, Vamp tries to kill E.E. and injures her. Raiden deploys the virus with E.E.'s assistance, but she dies soon after the virus is stopped uploading at 90%. After she is dead, Otacon reveals why he left his family - he was having a relationship with E.E.'s mother, and could not face them afterwards. After what seems like Snake and Olga, who turns out to be the ninja, backstabbing Raiden, he ends up in Arsenal Gear, being tortured by Solidus Snake. Solidus reveals that he is Raiden's father, and Raiden learns that Ocelot's hand was transplanted from Liquid's. Raiden also reveals to Rose that he doesn't sleep next to her because he has horrible nightmares about the civil war he fought in. Olga releases Raiden from the restraining device, and he finds that he is naked. Completely. He meets up with Snake, who gives him his equipment. Together, they fight off horde after horde of soldiers. You then learn that the colonel is not a real person, but computer generated. Then the two see Fortune, who is determined to kill Snake, as she thinks he is responsible for her father's death (the Marine Corps colonel). Raiden, who is instructed to leave Snake behind, goes onto the roof, and is given a speech by his "father" (Solidus). He is told that he is a product of "Les Enfants Terribles", a project to make clones of Big Boss, the "perfect" soldier. Then Raiden faces an army of Metal Gears. He eventually gives up, at which point Olga shows up. She is killed by Solidus. Then Fortune shows up, with Snake prisoner. Raiden is knocked out as well, and handcuffed like Snake. Ocelot then shows up, talking about how he is working for the Patriots, and tells about how this entire incident was a recreation of the Shadow Moses incident, to train Big Boss clones to become like Solid Snake. However, the hand transplant takes over his body, and he "becomes" Liquid Snake. Fortune is killed, and the Metal Gear is destroyed. Arsenal then crashes into Federal Hall, where Raiden and Solidus fight to the death with swords. Solidus is killed, and falls to the bottom of the statue. Then Raiden sees Solid Snake again, who tells him that he has the information on all twelve Patriots on a disc. Raiden is told to stay behind, and to attend to his life. Snake talks about how genetics aren't the most important things to pass on, but information, culture, etc. before, between, and after the credits. Then Otacon contacts Snake, telling him some shocking information. All 12 Patriots are there, in Manhattan. But for the past 100 years, they've been dead... [-----------------------------] VII.[-Legal and Contact Information-] [-----------------------------] DISCLAIMER(S) : This unofficial guide is copyrighted, and any infringements will be punished. DO NOT copy anything from this guide without written permission. This guide is only to be posted at http://www.gamefaqs.com/. It may not be sold in any way without written consent. Please report any infringements to the address below. As stated in the game, any and all similarities to the outside world are purely coincidental. GameFAQs is NOT responsible for the content in this guide. Should any web site other than GameFAQs post this website, they are ILLEGALLY posting it. Please direct any and all anger/complaints towards parties that are not associated and/or related in any with GameFAQs and/or myself. One last thing : THIEVES WILL HANG! Contact Information Please e-mail me at thydarkkenshi@hotmail.com if you have any comments, suggestions, corrections, or questions related to this guide and/or Metal Gear Solid 2 : Sons of Liberty. Any corrections to errors in this guide are welcome as well. Junk mail, hate mail, complaints, and such will not be read, will be BLOCKED, and punished when applicable. And from now on, I will NOT answer e-mails that have answers in the guide (unless you've already read it and still need help), or suggestions for things that are already in the guide, your address will be BLOCKED. And also note that this guide will only be posted at GameFAQs from this point on, do not e-mail me requesting permission to post my guide, your address will be BLOCKED. Due to recent problems with virii, all e-mails with attachments will be deleted, and the e-mail addresses BLOCKED. Extra special thanks to Revolution reader Thy Dark Kenshi!
Kindred Fates is an open world monster battling RPG, and a love letter to the monster battle genre. Our goal is to evolve the genre, and finally bring fans what they've been asking for.