=============================================================================== ------------------------------------------------------------------------------- Walkthrough for M E T A L G E A R S O L I D 2 : S u b s t a n c e Version : 1.20 Last Updated : December 28, 2002 _______________________________________________________________________________ Written by Eric "Yushiro" Lamphear Contact : yushiro@animedream.org www.animedream.org // kaneko.yuudachi.net ------------------------------------------------------------------------------- =============================================================================== i. TABLE OF CONTENTS I. Introduction II. Game Mechanics III. Walkthrough a. Introduction to Walkthrough A. Tanker Chapter B. Plant Chapter IV. Extras / Secrets A. Beating the Game B. Extra Items V. Missions a. Introduciton to Missions A. Raiden B. Raiden (Ninja) C. X Raiden VI. Snake's Tales a. Introduction to Tales A. A Wrongdoing B. Big Shell Evil C. Confidential Legacy VII. Appendices A. Weapons B. Items C. Dog Tags D. Miscellaneous VIII. Conclusion A. Closing Notes B. Version History C. Credits D. Disclaimer =============================================================================== I. I n t r o d u c t i o n _______________________________________________________________________________ This is a walkthrough for the Xbox game Metal Gear Solid 2: Substance, developed and released by Konami. I intend this guide to be a straight-forward walkthrough that focuses on gameplay and taking you through the game in as much detail as needed. This guide is largely taken from my walkthrough for the Playstation 2 version of the game. The PS2 walkthrugh was incorporated into this guide, and has been re-worked and updated to work primarily for the Xbox version. I have thoroughly checked the walkthrough for consistency with the Xbox version and am satisfied with it. Unlike my former PS2 guide, though, I have delved into the extras far more, as this is the main draw of Substance over SoL (and the fact that I prefer the Xbox Controller-S to the PS2 Dual Shock 2, but that's just my preference). If this is your first game, I first highly suggest that you complete or attempt to complete the game on your own first and use this guide only as a reference tool or only if you are inexhaustibly stuck on a certain aspect of the game. This game acts largely on the assumption that you have already played Metal Gear Solid. The game controls are very similar and though all the games in the series are sequels to the previous game, Substance is a direct sequel to its predecessor. It is highly suggested that you have played Metal Gear Solid already so that you are readily familiar with the story, characters, and game mechanics. It isn't required, but it will make the experience more memorable and most likely more enjoyable. The game does include some brief synopsizes of the previous games (Metal Gear Solid in particular) in the game manual and in the 'Special' section at the Start Menu. There are three documents available in the Special section - all of which you should read at some point. Obviously, these documents and the game itself are riddled with spoilers for MGS. =============================================================================== II. G a m e M e c h a n i c s _______________________________________________________________________________ The basic mechanics of gameplay will not be described in this guide. The manual that comes with the game explains it far better than I ever could and includes detailed drawings and screenshots of the mechanic in question. I cannot stress enough how well this manual explains the basic movements. Read it thoroughly and then read it again. (If you are renting the game and do not have the manual, I apologize, but I am sure that after you play the game you will want to buy it. If you only have the game disc for the game, you are more than likely playing a burnt copy and I have no pity for you in the least.) There is also a small tutorial feature in Substance to demonstrate how to execute various moves - it is found in the 'Special' section from the main menu. And aside from the manual, the mechanics are nearly identical as they were in Metal Gear Solid. There are some moves and features that were added from the first, which I shall go over below, but by and large, what you know from the first will get you very far in the second. That said, I will explain a few of the mechanics that the manual doesn't go over or doesn't explain to my satisfaction. ---New features from MGS--------- This is just a quick reminder for veterans of Metal Gear Solid about the new features in the game that the manual only casually mentions. - You can climb waist high objects by flattening your back against one side of the surface and pushing the 'Action Button'. - You can hang from railings and bridges by flattening your back against the railing and pushing the 'Action Button'. This will also bring up the Grip Gauge which will slowly deplete - the character will fall when it reaches the end. - You can now hold up enemies. (See the Hold-ups section below.) - When in First Person View (FPV), you can not only quickly look to the left and right by holding the shoulder buttons, but you can also boost up a bit by holding both triggers. - There are now two speeds when crawling. Hold the directional pad or stick lightly to move slowly and hard to move quickly. - Finally, one of the most important features is that when using the M9, USP, and SOCOM and holding down the Weapon Button to fire (and the laser sight comes up), you can release the weapon _without_ firing by slowly releasing the button, instead of just quickly letting go of it to fire. Very useful. ---Hold-ups---------------------- One of the new features in Metal Gear Solid 2 is the hold-up. If you can manage to get close enough to an enemy sentry without him seeing, you can equip any weapon that allows you to aim without firing (either by requiring that you release the button or press it hard) and push the Weapon Button to draw the weapon. The character will say 'Freeze!' and the guard will put his hands up. He will stay this way until one of two things happen - you either manage to maneuver the character so that he is face to face with the soldier and then point the gun (using First Person View) at his head or his crotch and he will shake himself out of fear, releasing an item that he is carrying or the guard will reach or grab for his weapon and attack the character. Most often, the first item that an enemy will drop will be his dog tag, the main reason for doing a hold-up.(For more on dog-tags, see the appendix on tags.) It isn't always that cut and dry, though, as there can be complications. First off all, the enemy can only be held-up when they have not seen you or been notified of your presence. They can only be held up when their cone is white or yellow. (Attempting to hold up a soldier while they are cautious can be dangerous, but it allows automatic hold-ups when they are recovering from being asleep, knocked out, or dragged. During the time they are standing up from one of those positions, draw your weapon (so the laser is turned on) and when the soldier has reached an upright position, the character will automatically say 'Freeze!) Also, enemies have a tendency to leave themselves open when they are located in inopportune places, where you may not be able to maneuver in front of them. Always be sure you have room to be face to face with him, or the hold up will be for nothing. Try sneaking up behind them while they are still moving down a hallway with their back to you. Then, lower your weapon (by slowly releasing the weapon button) and run around to the soldier's front. Draw your weapon again and point it at his head (or crotch if you are feeling particularly cruel) and he will shake himself out, unless he is a 'Tough Guy' to use the common expression. 'Tough Guys' refuse to give up their items when you point your gun at their head and taunt you by saying things like 'If you're going to shoot, then shoot.' When this happens, you have to shoot them. Using the M9 won't work as it won't cause bodily damage; it'll just knock him out. You have to use the SOCOM or USP and shoot some part of their body that is non-lethal, such as the hand, arm, or leg. He'll then submit and shake himself out. Be careful when doing this, if you don't have a suppressor equipped on the gun, that nearby enemies in the area won't hear you. Later in the game, they aren't such a problem - you'll get a grenade launcher and a missile launcher. Point those things at them and they will quake in their boots like all the rest. Heh. Hold-ups are quite useful, not only for getting items, but for stopping enemies who are blocking your path. Even if there are other patrols in the area, running up and holding them up and disposing of them will open up a path. Or, if it is possible that another sentry will come by and find the body, hold them up, and grab them from behind. Drag them to a place where you and the body won't be seen and break their neck. As mentioned above, draw your weapon and when he straightens up, he will be held up automatically. Keep that in mind when trying to get by a tight spot. One final note : never, under any circumstances, unequip your weapon while within the enemy's field of vision, or he will immediately grab his and shoot you. And call in his buddies. (If you are going to have a prolonged hold-up, you might want to shoot out the enemy's radio, located on their right back hip, so they cannot call in reinforcements.) ---Lockers----------------------- Lockers are very useful things. They have four purposes. One - housing items. Always open lockers to check if there is anything in them. Two - hiding enemies in. If you knock out or kill an enemy in an area with enemies still in it, particularly if they patrol the room/area you are in, hide the man/body in the locker. Just grab the body by hitting the Weapon Button, without a weapon equipped, and drag them inside the locker. It seems that soldiers who are asleep or knocked out never wake up when in a locker, but if they have been in there long enough, they will automatically wake up when you open the door. Three - hiding yourself in. If you are spotted by an enemy and there are lockers nearby, run for it! Don't let them see you get in, obviously, and it doesn't always work during a clearing, but oftentimes, you will be able to wait it out until the assault teams leaves and the area returns to normal. You can also look through the vents of a locker while inside. You can pull on the triggers to look around a bit. Be careful when leaning forward when there are enemies around, though. Four - they have girly posters in them. No, I'm not being a pervert - they are useful for distracting soldiers who are performing a clearing. If there is a locker with a poster in it, always leave it open just in case you need to hide in a nearby locker. If the searching guards see it, they will go and look at until the 'Caution' mode ends, rather than searching for you. There are a few other quirks to lockers. You can break down the door by using the 'Punch' button. This is useless for most lockers, even locked ones. Most of the time, locked lockers will fall inward, so you still cannot see if there is an item in them. However, a few locked lockers in the game will fall outward and reveal an item. If you find a locked one, always try to break it down, just in case it does fall outward. Be careful about busting them down, though. Nearby enemies will hear you punching it and come investigate. =============================================================================== III. W a l k t h r o u g h _______________________________________________________________________________ a. I n t r o d u c t i o n t o W a l k t h r o u g h _______________________________________________________________________________ The walkthrough is based mostly upon Hard Mode, so variances may appear in the number enemies and items that appear in the text of the walkthrough, as well various other matters. However, I will list the differences, if there are any, between the different difficulty modes for each area and try to explain ways of getting by for each difficulty if needed - it's just that greater emphasis is places on strategies for Hard. The walkthrough is broken into sections based upon the area you are working in. Mostly you will only see each area described once as you should already be familiar with it, should you need to re-enter it. If there is some significant change, I will list it again, but for the greater part, you will simply be told to backtrack through the area. The writing style of the walkthrough lends to basic lack of story spoilers as they happen. I may make mention of important events as they occur or after the fact. Therefore, be aware of possible SPOILERS - this is your one and only warning. Writing directions for the game can be confusing as the game mostly takes place from fixed cameras that change position to make it easier to see. Most of the time, I will base my directions upon the radar. (And even if the direction up isn't really north in the game, for sake of ease, just know that I will refer to it as north.) ---Starting a New Game----------- Upon first starting a new game, there are a number choices you must first make. Select the difficulty, the radar type, and if you wish to enable the game over condition. The radar type and game over condition selections are fairly self explanatory. Radar Type 1 will enable the radar and allow it to be displayed during Intrusion View. Type 2 will enable the radar, but it will not be displayed in Intrusion View. Radar Off will disable the radar. As for the game over condition, simply stated, if you are spotted, it is game over. This game places a higher emphasis on stealth and non-violence than most games of this nature.... other than the fact that you really CAN murder people if you are so inclined. (Details, details...) (The last option is only offered in Hard and the two Extreme modes.) Lastly, as an added bonus over the PS2's Sons of Liberty, you may choose to do only one chapter at a time, or the whole storyline, from the outset, whereas you are required to complete the game once in Sons of Liberty. ---Difficulty Overview----------- For my convenience, I have set abbreviations for the various difficulties and I will refer them as such from here on : Very Easy [VE] Hard [Ha] Easy [Ea] Extreme [Ex] Normal [No] European Extreme [EE] All Difficulties [AD] [Ex] and [EE] modes unlock after beating the game once. (And to be clear, [AD] isn't a difficulty. Just an abbreviation I'll be using.) There are several things that change depending upon the difficulty. Some of these things are a bit more tangible, like the fact that the character's carrying capacity for items and weapon rounds decrease as you increase in difficulty, the numbers for which are listed in the Weapon and Item lists. Others are a bit more vague, such as : - the overall number of enemies and the amount of damage it takes to kill or knock them out. - the amount of damage the character takes from enemy attacks. - the amount of items enemies carry. - the amount of time it takes enemies to wake up from sleeping and stunned conditions. - the easier it is for the character to catch cold and the frequency of the sneezing. - how sensitive sentries are to noises from a greater distance. - how often enemies try to reach for their weapon when held up. - how often clearings are performed. - the number of soldiers in an assault team. - the time it takes a tranquilizer dart to take effect on an enemy. [Ex] and [EE] modes also has a couple of added 'features'. For one, Rations are _never_ found lying on the floor or in 'chests' like normal items. The only way to obtain them is from holding up and shaking out enemies. Also, when held up, enemies will _always_ try to reach for their gun and the chances of them ducking or hitting you increase quite a bit. The Extreme difficulties are not for the uninitiated or careless. In [VE], during the Plant Chapter, you don't have to log into a node to download a map for the radar - it is already present upon entering a new area. Also, when using the M9, it is not required to hit someone in any specific place to knock them out instantly - any shot that hits the target will send them to sleep right away. Last, items almost always regenerate when you leave an area and return. _______________________________________________________________________________ A. T a n k e r C h a p t e r _______________________________________________________________________________ ===Aft Deck====================== Enemies : 3 [AD] Items : Bandage [x2] [VE - Ha] Chaff [AD] Medicine [Ex] Pentazemin [AD] Ration [VE - Ha] After the dramatic opening, you start the game on the Aft Deck of the Tanker. You may want to take a moment to become aquatinted with controls. There are no enemies that can spot you if you stay behind the four large coils of chain. When you are ready to go, first head over to the left and pause at the left most coil. In a moment you will see a white cone appear on the tip of your radar - there is a single solider over there. Depending upon whether you want to get his dog tags or not, you could just go into First Person View and shoot him in the head from here with the M9 (you'll be doing a lot of this). If you want his tags, run to the staircase and hide against the wall (be sure to stay behind the shadow that is cast on the ground). Watch his patrol pattern on the radar and take your opportunity. As you should have noticed there is a Bandage under the staircase. Once the guard is down, head around the back, past his patrol area. Go down the enclosed area on the left - there is a ration in the back, on the left (there is an ledge off-camera that you can walk onto, on the left). Return and go up the stairs. If you get close to the door (don't go in right now), Otacon will call you on the Codec (green - optional) and tell you that you can open it by pushing and holding the 'Action Button'. Pressing it repeatedly will cause the character to open the door much faster. Go up the stairs and down this enclosed area to another staircase. Be careful going up - there is a guard that patrols the entire front portion of the upper catwalk. Make sure he isn't there and go on up. If you are trying to get his tags, I suggest waiting until he has already patrolled the left side and has started heading back to the right. At the bottom left corner, he will take a moment to look through his scope. The second he puts them away and starts heading right, run forward, get as close to him as you can and draw your weapon. You should have enough room on this front portion to maneuver around to his front. On [Ex], you can find some Medicine in the recessed portion of the upper wall, at the halfway point. Head right along with catwalk until you come to the set of stairs going down comparable to the previous set going up. Look on the radar for a guard just below you one deck. The best opportunity to go down is when right after he comes up a little, checks around, then starts heading back down to check the bay with his scope. If you want to get his tags, though, try to get to him before he reaches the railing, as it can be difficult to get yourself in front of him that close to the railing. Once he is out, head back into the enclosed area on this level for a Bandage. Come forward and go down the stairs. Go right and back into another enclosed area. Head all the way to the back and go to the ledge on the right for a box of Pentazemin. Come forward further, past the raised area that is similar to the wall you hid behind for the first guard. On the southern side of the wall, there is a staircase - go up it. There is a waist-high box in the middle of the platform. Back up against it and push the 'Action Button' to jump over it and get the Chaff grenades on the other side. Once you have those, you are done here. Head back to the starting area and towards the first guard. Depending upon how long you took to do all this and your difficulty setting, he may or may not be awake again. Get past him and go into the very first hatch you saw to enter Deck-A. On a side note, if you skip one of the opening scenes (the one where Otacon goes over the controls), you can save a single round on the M9. ===Deck-A, crew's quarters======= Enemies : 1 [AD] Items : M-9 Bullets [AD] Ration [VE - Ha] As you will notice, you enter the interior of the Tanker soaking wet, and most likely with a cold. Be careful about leaving footprints and that a guard isn't close enough to hear you sneeze (it'll still happen at the worst times, of course). To the north, you'll notice that there is a door on the radar. Don't bother with it - it is a one way door and the handle will come off in your hands. Head down the hall to the right. There is a locker room on the northern wall of the lower hallway - go in. Open the lockers by pushing the action button in front of them. On the left most set, the bottom one contains a Ration. (The one above contains a rather... nice... poster.) The four lockers in the middle are either locked or empty. Of the set on the right, the top one is empty and the bottom contains some M9 bullets and another... gorgeous... poster. When you are done here, you need to get past the guard patrolling the eastern hallway. Wait until he pauses at the bottom and starts heading back. Quickly run out the room behind him and hold him up. When you are done with him, head up to the door to the next area By the way, in [Ex], the guard patrols the whole section, not just the eastern hallway - take the Medicine as soon as you enter and just start running down the hall on your right - he should be heading right down the southern hall, giving you ample time to sneak up on him. ===Deck-A, crew's lounge========= Enemies : 2 [VE], 3 [Ea - Ex] Items : M-9 Bullets [AD] Ration [VE - No] Stun Grenade [VE - Ha] USP Bullets [AD] Points of Interest : The large glass window in the middle of room can be shot out. However, when you shoot at it, it will leave a large mark on the glass. If a guard sees it, they will investigate it. Also, the TV on the right side of the lounge (showing a large machine...) can be shot out. Alright, now it gets a bit more complex. You will most likely have three guards in here - two patrolling the lounge and one in the stair well on the far left (similar to the one you start enter in). First, run to the back of the stairwell and go down the stairs. You'll find a box of Stun Grenades. Do not, I repeat, DO NOT enter the door down there yet. It won't kill you, but if you are collecting dog tags, I suggest you wait before entering this room. Head back up the stairs. What I suggest you do here, whether you are collecting dog tags or not, is to wait until the guard who is patrolling the area in the back enters the main hallway (south of the large glass window in the middle of the room) and shoot him in the head. Enter the lounge and wait until the other guard patrolling the left side of the main hallway turns his back and run up and hold him up. If you are getting dog tags, you will be returning to this room later - when you do, just knockout the one on the left, and hold up the one on the right. When you are done with those two, head into the back area of the lounge. In the back right corner, you'll notice a bar. Head into the back area through the swinging doors and grab the M9 bullets. Next, head left and you will see a small TV lounge. Inside, there is a Ration in [No] and below. Next, head over to the stairwell on the far left. You should notice on the radar that there is guard at the bottom of the stairs. (In [Ex] he patrols up and down the stairs, making your job a bit harder.) Just go down the stairs and wait until he opens his eyes for a second (you will see a white cone facing down on the map), then quickly run around to his front and pull your weapon to hold him up. (And don't ask me why he is surrounded by flies... just get away from him before they start following you...) The door at the bottom of this stairwell is broken, so you cannot go in. Head back up the stairs and go to the middle of the main hallway. You should have noticed the large staircase. Head up it and go into the door on the right side. (The door on the left is also broken.) Remember to drag around knocked-out enemies for items. ===Deck-B, crew's quarters======= Enemies : 1 [VE - No], 2 [Ha - Ex] Items : M-9 Bullets [VE - Ha] USP Bullets [AD] This area is essentially a large circle. You want to head around to a set of stairs going up on the opposite end of the circle. There are one or two guards in your way, though. First, head up and there will be a quick in-game cutscene where Snake notices a guard's shadow on the ground. What you want to do is quickly run into the hallway (but stay out of the guard's field of vision) and hold him up. It should be fairly easy to maneuver yourself in front of him from his position. Once he is out, head back down the corridor to the stairwell on the right you passed. There are some M9 bullets in the back of the room which you cannot see due to the stairs blocking your field of vision. Use First Person. The stairs, however, are blocked and the hatches lead to the Aft Deck. So return to the 'circle' and head down, past the door you came in from. In [Ha] and [Ex], there will be another guard patrolling the hallway at the very bottom of the 'circle'. Just wait until he reaches the right side and starts to go left again. Run behind him and hold him up. Unfortunately, you probably won't have room to maneuver around him here. What you want to do is run through him, which knock him off balance, then quickly turn around and point your weapon at him again. Anyway, if you'll look at the map, you will see that there is a very small niche in the wall in the southeast corner. Inside there is a Ration. Proceed to the bottom most hallway and there is another, larger, niche in its northern wall. There is a locker here that contains some USP bullets, which you cannot get quite yet. Just remember the location. Continue following the circle until you come to the stairwell on the left side. Proceed up. ===Deck-C, crew's quarters======= Enemies : None Items : Chaff [AD] Ration [VE - Ea] Deck-C consists of a long horizontal hallway with a set of stairs leading up (your goal) and a single security camera. In [VE - No] the camera is stationary and it is a simple matter to just hug the wall and go beneath its blind spot. However, in [Ha - EE], it is moving back and forth across the hall. In this case, it is in your best interest to just throw a Chaff grenade and knock it out, rather than risking being spotted. If you are spotted _quickly_ run right To the left of the staircase that you are supposed to go up, there is a locker. Open it and get inside. (Don't go up the stairs, as there isn't a good place to hide when you first get there.) Wait until the attack team is recalled and exit. There is a box of Chaff grenades in the locker, by the way. In [VE - Ea], there is a ration on the right hand side. Go into the stairwell and face north. Drop down to your stomach and pull the right trigger. You should notice that there is a very small air duct in the northwest corner of the room. In the other difficulties, it is simply empty. When you are done here, just head up the stairs in the middle room. ===Deck-D, crew's quarters======= Enemies : 1 [VE, Ea], 2 [No], 3 [Ha, Ex] + 1 Temporary [AD] Items : Box 1 [AD] M9 Bullets [x2] [AD] Ration [VE - Ha] USP Bullets [AD] There is quite a bit to deal with on this floor. There should be two or three sentries on the deck, depending upon your difficulty. When you first come up the stairs you may see one go left into a room. Follow him first. Do it quickly too, as he will have his back to you for a short while. You can follow him between the tables and hold up if you do it quickly. Once he is down, check around the kitchen for some items. In the back through the swinging doors, there is a Ration. If you crawl under the tables, you can find some ammo - USP on the left and M9 on the right. As you should have seen from the in-game cutscene as you walked into the room, there is a security camera watching the southern door out of here, where you want to go. You could use some Chaff if you want, but you can just hug the southern wall to avoid it. (Plus you'll be able to use your radar to tell where the guard on the other side of the door is.) The camera is stationary in [VE - Ea], but moves back and forth in [No] and up. Unlike the camera on Deck-C, you should be able to get it without hassle. After watching the other guard(s) on the floor, just use the best opportunity you see based upon their patrol patterns to take them out. When you are done with them, there are two other points of interest - the Semtex and the 'remote room'. On the right side, near the hallway that leads to a room in the northeast corner (dubbed the remote room), there are two panels of IR sensors connected to enough Semtex to blow Snake to bits. In all practicality, you should just avoid these, but if you need to know, you can crawl underneath them (not very wise if there are guards patrolling the adjacent halls). You can tell where the beams are by equipping the Cigs and standing close the panels. In the remote room, there is some ammo and a cardboard box - neither of which you should really need, but if you want to get all the dog tags, you'll have to go in and trigger the 'temporary man'. The 'temporary man' here can be a bit of a pain to deal with if you want to go into the remote room, and even more so if you are trying to get his tag. And worse yet, I have had problems getting him to come back more than once on the higher difficulties, so you really need to try and do this right the first attempt. What I suggest you do is first clear out the entire Deck - knock everyone out and do whatever else you have to do before entering the remote room. This is just in case he is one of the 'tough' hold ups (which he is on some difficulties) and it is just a good precaution. If you are on [Ha] or [Ex] you'll have to deal with the extra man in the main hall, though. Knock him out and drag him with you into remote room - just be aware that the second you step foot inside, the other guard is coming up the stairs. Drag the body in back and stay in the bottom half of the room until the guard enters (if you stay on the top half, he won't enter the room, but patrol the hall and leave again). The second the game starts to do the in-game cutscene, push X to cancel it and run forward to the crates on the left side of the room. Duck into Box 1, which you can grab in the remote room, right below the boxes. The guard will walk over to the shelves in the middle of the room, and providing he doesn't see the knocked out guard in the back, he will make like he is going to sleep on his feet for a minute or two. As soon as he starts to nod off/the white cone on the radar disappears, drop the box and draw your weapon. When you are done here, head up the narrow stairs on the northern wall of the bottom most corridor to the Bridge. ===Deck-E, the bridge============ Enemies : None [AD] Items : Ration [VE - Ea] USP Bullets [AD] After a few cutscenes and a chat with Otacon on the Codec, which start as soon as you enter, you're pretty much done here. There are some USP bullets on the right, but you can't get them yet. Head left to the door to the Navigational Deck, where you will have your first boss fight. There is a Ration in front of the door out on [VE - Ea]. ===Navigational Deck, Wing======= ---Boss Fight : Olga------------- Enemies : Olga Items : M9 Bullets [AD][Regenerates] Ration [VE - Ha] In [VE - Ha] this battle is fairly simple, once you understand how it works. Basically, you have to hide behind the crates while Olga fires a seemingly endless stream of bullets at you, while avoiding her grenades, when she throws them. Not as hard as it sounds. Before you do anything, shoot the spotlight in the back-left. If you don't, this battle will be ridiculously hard. (In [Ex] you cannot shoot out the light... see below for details on what to do if you don't. But in any other mode, you have no reason not to shoot the light... unless you are one of the sickest kinds of masochists there are.) She continuously moves around while firing at the position where she last saw you. What you need to do is move from one side to the other without her knowing. To do this, use the running roll. When her field of vision cone can't see you or when she ducks behind an object to hide or reload, push the stick as fast as you can and hit the A button almost immediately after. With some skill, you can seamlessly switch sides without her knowing. The point of all of this? She leaves herself wide open to direct shots in most every direction except for the one where she thinks you are. However, don't think you can take your time to line up a shot - after a little while of firing in one direction (and not seeing you fire), she will wonder if you are really there and start to search around. Also, she randomly will take a miniscule amount of damage and become alerted (red cone) and wildly look around. And if you have left yourself out in the open, she WILL spot you. When shooting at Olga, always, and I mean, always do a face shot. Not a head shot, a face shot. If you shoot her anywhere else, it does a negligible amount of damage. (Well, if you shoot her in the heart, it can do a good deal, but that is a bit too hard to hit most of the time.) And when I say face, I mean the front lower part of her head - not the back or middle of the head, or the forehead. Shooting her anywhere but her front 1/3 of the face will do no damage and alert her to your location. This battle has three parts - Olga hiding behind obstacles, Olga shooting out the tarp and hiding behind it, and then a branching path - if you shoot out the light, the last part will be more of her hiding behind obstacles; if you don't, it will be her shining the light in your face. For the first part, just use the confusion method described above. For the second part, she will shoot out part of the tarp and hid behind it so that you cannot see her. (Why in the hell she can still see Snake and shoot with perfect accuracy is beyond me.) This occurs when you've knocked her down to about one half of her total stun meter. (You cannot kill Olga, since you only have the M9's tranqs.) What you need to do hit her directly once and she will shoot the tarp again, making it fly away and starting the third part of the battle. Hide behind the waist high crates in the middle of the field and go into First Person View. Draw your weapon and quickly hit the A button to jump up, shoot, and then hit A to drop down again. You won't hit her the first time, but keep adjusting yourself slightly until you manage to hit her. Align yourself directly in the middle of her field of vision cone on the map and make the camera go slightly upward from the default view. With some luck, you'll hit her eventually. If you've taken out the light, she will again start doing her duck and shoot routine and the battle should be in bag for you. Just use the confusion tactics detailed above. Avoid her grenades, though - if she starts throwing one, move as fast as you can. Fighting her in the Extreme levels is an entirely different beast. You cannot take out the light. Two shots from her will kill you. One grenade blast will kill you. The battle is same up until the third part. Use confusion tactics and then hide behind the waist high boxes. For the third part, she will shine the light in your face so you cannot see her in First Person View (similar to the tarp, but much more of a pain). You could hide behind the crates and keeping popping up and down trying to hit her, but because she keeps throwing grenades, you'll have to keep moving, and losing the position of the camera. What I suggest you start doing is to hide on one side of the area and wait for her to throw a bomb. Wait for her to start to say 'Take this!' - as soon as she begins saying it (the approximate time she throws the grenade) run clear across to the other side. Don't do it before then - she can change which direction she throw the bomb if you start running as soon as she pulls it out of her belt. Starting on the right and moving to the left when she throws is the best way to do it, in my opinion, since there is no obstruction on the left side of the left most stack of crates. In the time it takes her to recover from the throw and turn around to shoot the light (she shoots the light back and forth across the field so it always shine in your direction) you should have a window of opportunity where you have a clear shot of her face and you aren't bothered by the spotlight. Keep doing this until you get your shots in. If you happen to face her on [Ex - EE], you have my sympathy for the frustration you will indeed feel. ===Navigational deck, wing======= Enemies : 1 [AD] Items : Ration [VE - Ha] Thermal Goggles [AD] USP Supressor [AD] Wet Box [AD] After the fight with Olga, you'll have a new weapon - the USP. Unlike the M9, it can kill and it doesn't have a suppressor, so exercise caution when using. Be sure that you drag Olga around to get her dog tags and a couple of items (M9 bullets and a Ration). There is another ration in the crates - it's on what used the be right side of the screen (during the boss fight). Drop down off of the plank you start off on. When you are done here, go right towards the exit. (Be sure you have Olga's tags now, though - she will disappear when you move too far from her.) Instead of going back on the bridge, go down and you will find a path right and a staircase. First, go up the stairs to find a ladder leading up the ship's crow's nest. At the top, you will find a pair of Thermal Goggles. Very useful later on. Go back down the ladder and the stairs and take the path to the right side of the deck. (If you are playing on [VE - Ha], you can also find the USP Supressor in the middle crow's nest.) As soon as you approach the end of the wall, a solider will come onto the deck from the bridge. I highly suggest that you go run out and hold him up immediately - his back is to you and when he gets in his patrol position, it'll take some good timing and fast legs to hold him up again without being spotted. Once he is out, run to the right and grab the Wet Box (which has no discernable purpose to me...). Now you need to backtrack a bit. Head back to the bridge and pick up the USP bullets. Head down to Deck-D and take out the guards as necessary to get down to Deck-C. (You might want to try and grab the USP bullets under the right table in the kitchen, but it's not that big of a deal - there will be more boxes.) In [No - Ex], a man is added patrolling the hallway on Deck-C after the fight with Olga. Taking him out or holding him up is a simple matter on [No - Ha]. When you first come down, he will be going left; flatten yourself against the left wall and wait for him to return right. Run after him and hold him up. [Ex] is a bit tougher as he only patrols from the camera to the small room where you start and he also looks into the room, as opposed to just walking past it. Hide in the locker that is to the left of the staircase until he looks in the room and turns around. When he starts heading back to the small room, you'll have an instant before he turns left to face the small room - hold him up in that instant and you should be fine. Go past the camera (again, use a Chaff if it is moving) and down to Deck-B Go around the bottom of the 'circle' and pick up the USP bullets in the locker. Enter the door to the Deck-A lounge. On Deck-A, you should start at a prime location to takeout one guard and then quickly run and hold up the other (if you did what I suggested when you first came here). Proceed right to the stairwell and down the stairs to the door to the Engine Room. ===Engine Room=================== Enemies : 5 [VE], 6 [Ea], 7 [No - Ex] Items : Grenades [AD] M9 Bullets [AD] Ration [VE - Ha] USP Bullets [x2] [AD] Go down the hallway you find yourself in. As you approach the back room, Snake will notice a suspicious shadow on the wall... Enter the back room and head for the lockers. The first one opens to reveal a dead body. Ick. The others are empty. Hop on top of the block and grab the USP bullets. Head back into the hallway and toward the door on the left wall. As you should see on the radar, there is a man just on the other side. Taking him out is not a problem, but holding him up is - there is barely enough room to get on the other side of him. The best way I have found to hold him up is to get on the other side of him, then run through him - it will knock him back a few feet, but then you need to get on the other side of him again and make sure he doesn't grab his weapon. You can also try dragging him, if you feel you are comfortable enough with it. By the way, this guard only appears the first time you enter the room and never again afterwards. (Hence my warning about entering here too early.) Once he is out, head down the stairs. There is another guard below who is fairly simple to take out. Just hide in the niche just right of the bottom of the stairs until he turns around and then run up behind him. Go down the stairs to the bottom floor where another guard is standing stationary in front of a pillar. Wait until he turns right and run out and hold him up. Go down the path that runs next to the stairs you just came down and you'll find some M9 bullets in the back. Come forward to walkway that connects left. Run to the back on this catwalk to find a Ration in the back. Go down and around left to find a set of stairs. There are two ways you can go here - straight back a path right of the stairs or up the stairs. I suggest going up to take out the guard up there and to make getting at the guard in the back (at the end of the catwalk lined with red lights) easier. First watch the guard's patrol route on the radar, then run up and grab him when you see it fit. Run to the back of the long catwalk and go left onto a larger platform. There are two large, lighted niches here - the second one down has some USP bullets in it. Be careful about coming on here, though - in the higher difficulties a guard patrols the bottom of this platform. Hide in the niches until he turns his back. Run down the stairs to the bottom platform with two large blocks in the middle of it. In the southwest corner of the area, there is a box of Grenades. Then head to the northeastern corner to the red-lighted walkway. If the guard is still there, the best time to run up and hit him is when he comes slightly down the red walkway. The second he turns his back, run forward and hold him up. There are some USP bullets in the back corner of the walkway. Go back up the flight of stairs. There is one more guard up there - his pattern is fairly easy to follow, but watch for the quick turn around he does down a couple of steps. When he is taken out, head back and in the door on the left. To the south is a door which is currently jammed. Head north and right before you enter the small room, there will be a in-game cutscene showing a guard coming in the door and radioing in his report. He will start making his way to the back room. What you should do is wait inside the room, just left of the entrance to the hallway. As soon as he comes up into the room, hold him up. There is a box of USP bullets on top of one of the waist high structures. (Two on [Ex].) There are also some lockers on the left wall, but there isn't anything in them (except for a couple of posters). As soon as you try go down the hall, Otacon will call you up (red - mandatory) and warn you about more Semtex and IR. For these, you can't get around them - you'll have to disable them. For the first set, jump on top of the waist high structure that the ammo was on. Put on your Thermal Goggles and go into First Person View. You'll notice a brightly tinted box above some blinking lights. The bright box (has a green light without the goggles) is the control box and the boxes with the blinking lights is the Semtex. Don't hit the Semtex, obviously. As Otacon said you'll have to use the USP. As you hold the gun in FPV, you should see a small slit on the top where the laser sight is pointing - put the box in the sight and fire. You should see the IR lines that were formerly there disappear with the goggles on. On most difficulties, the control box for the first set of sensor is on top of the right side of the hall, by all of the Semtex. Just stand on the waist-high box directly south of the hall and you will have a clear shot. On [Ha], though, it is on top of the computer-like cabinents in the room south of the hall. On [Ex], it is back in the hallway on the right side, but you can't reach it even while standing on the box. What you need to do is pull both triggers while in FPV to have Snake stand up slightly higher, which will then give you a clear shot. For the next set, move into the narrow hallway and move as close to the red lines as close as you feel you can safely get. Stick to the left side of the hall, look in FPV, aim and fire. (Be sure not to send your bullet through one of the lines, though - it will set it off.) The next one is just a bit harder. Get as close as you can and stay on the right side of the hall. Look, aim, fire. When you're done, open the hatch to Deck 2. ===Deck 2, port================== Enemies : 3 [VE - Ha], 4 [Ex] Items : M9 Bullets [AD] Ration [VE - Ha] USP Bullets [x2] [AD] This area consists mostly of long hallways and small side rooms. Head down the hall to the first small room on the right - there will be a Ration inside. Shoot out the light on the right wall. Why? Because there will be a guard heading down the hall towards you. You need to try and take out as many lights as you can going down to prevent him from seeing you. (He can see further down, far outside his cone of vision, when there are lights present.) Put on your Thermal Goggles and slowly head down, taking out lights with the M9 as you go. You will come to another small room on the right with a dead body lying partially in the hall. (You can drag him to get a Ration, if you need it, and there are some USP bullets in the room.) Take out the light and start slowly moving down the hall watching the far end. You'll soon see the red glow of the solider - he'll start walking down the hall. RUN back to the small room and wait for him to come. Do the same thing you did in the small room in the Engine Room - wait for him to come past you, run out, and hold him up. Keep going back and you will come to another room. Nothing in there, but stop there to take out the lights at the end of this leg of the hall (you should see the back wall of the corridor here). Slowly move down the hallway until you see yet another red outline approaching from the right. In the higher difficulties he will start to come down the hall a bit, but only a little. Wait until he turns around and run forward to hold him up. There is another box of USP ammo at the end of this leg of the hall. Note that on [Ex], once you start heading west down the hall, a guard will enter at the south end of the vertical hall, where entered. (No tag, though.) So be sure you hide any bodies you have amassed in the small rooms. As soon as you enter the horizontal leg of the hall, you'll hear a sentry saying 'Nothing to report.' and snoring. If you look straight right down the hall, you'll see a guard standing still and nodding off. You don't need to take out the lights here, as he just stands still. Make your way towards him, hiding behind walls when he wakes up (watch him for his pattern). Wait for him to wake up, go to sleep for a second, then wake for a half a second - that is the point where you have the most time to run up in front of him and draw your weapon. You will pass a box of USP ammo and there is another at the end of the hall at the hatch. When you are ready, enter the hatch that is to the right of the final sentry. ===Deck 2, starboard============= Enemies : None Items : Ration [VE - Ha] USP Bullets [x2] [AD] There are no enemies in this side of the deck (yet), so use the USP and start taking out lights as you go right to the end of the horizontal portion and start making your way down another vertical portion. You'll come to yet another small room, sticking out left. STOP HERE. As soon as you move down, you'll be brought into a fight. You want to take out the lights to one past the block you should seen down the hall. Go in the room and grab the USP ammo and Ration if you need them. Equip the Thermal goggles When you are prepared, head down the hall and there will be a cutscene that begins an intense fire fight. First off, you can do this fight with the M9 if you want, but it is much tougher to knock them out and the M9 will only shoot one at a time, unlike the USP. It's tougher, but if you want to try for zero kills, you'll have to do it. Quickly stand up, run to the box on the right closest to you, and duck back down. Lean against the box, so that you only have to push the weapon button to duck out left and shoot. With the Thermal Goggles equipped, you should be able to watch their movements quite well. Just keep swinging out, firing, and pulling back in when the move through the hall. Keep an eye on how many rounds are in your gun! You do NOT want to be caught out there while Snake decides to reload - you _will_ get hit. When you run out of ammo, quickly stand up and run to the back where there are two boxes of USP rounds and a ration back there. Run forward and kneel down again. Fairly soon, they will start throwing grenades at you. Watch the man on the right side of hall - you will clearly see his outline stand up, and throw his arm back like he is throwing something towards you. Stand up and move! You do NOT want to be near a grenade when it goes off - just like the fight with Olga, you will die in one hit. (Thankfully, these guys don't have Olga's aim.) He usually throws two - one behind the box (or wherever you happen to be) and another when you stand up and run to the back. Use the rolling dive if you need to. Just stay behind the box, watch them with the goggles and use Rations if needed. Eventually, there will only be the guy throwing grenades left. You'll have a hard time hitting him just ducking out, so you should just stand up and aim your gun at his position using FPV - hide behind the box, crouched, and pull the triggers to quickly jump up. When he rises to throw a bomb at you, fire away. Once that guy is down, a small squad of three to four men will come out and start running towards you. You will clearly see them with the goggles - swing out and mow them down. When they are taken out, the fight ends. ===Hold No.1===================== Enemies : None [AD] Items : M9 Bullets [AD] After the fight, there will be a couple of scenes and a chat with Otacon, who will once again explain what you are to do - get four photos of Metal Gear RAY, within seven minutes, without being spotted by the marines. Not that hard, really. A few ground rules first. First, don't make any noise. That means don't fire the USP in here, or you will be spotted. Second, don't kill the marines. As in going up behind one and snapping their neck - Otacon will berate you and the game will end. Third, you can tranq the marines, though. (It's actually pretty humorous - they sleep standing on their feet.) You can also hold them up, if you want. You won't get any items, though. (Just don't kill them.) Next, the clock will stop when the commandant randomly decides to throw in some stretching or having the men stand at ease. When they do this, hide! They will look in every conceivable direction, and most likely at you. (By the way, if says during his speech 'We have intelligence that there are anti-Metal Gear terrorists...' he is going to falsely alert his troops. He'll say 'Intruder to the right!' and everyone will turn. Stay hidden and don't get too startled.) That said, Hold No.1 is easy. Head right and down the ladder. The ladder will end and there will be another one down. When you reach the ground, you'll see that they are looking to the screen, which is positioned on the right side of the room. So, head left. When you reach the projector, duck down and crawl beneath it so Snake doesn't cast a shadow on the screen. As you reach the left wall you will see another ladder up - it leads to some M9 bullets. You shouldn't need them, but if you are low, they can be useful for tranqing guards that are in your way. Head towards the back wall. Careful about walking on the metal plating - walking across them will make a noise and everyone will see you. Crawl across them. And make your way back. You'll find a door on the north wall. (There is another way across the metal plates - running roll. It is a bit riskier, but it is much quicker. You'll have to hit X the second before Snake is about to walk on the plate.) ===Hold No.2===================== Enemies : None [AD] Items : None [AD] Hold No.2 throws in two projectors that switch off. The path back on the left is blocked, so you'll have to go back right. Crawl under the projectors and go into the lower right hand corner. Wait until they are facing left and crawl across the floor as fast as you can. (Or, if you are feeling adventurous, running roll across them.) Once you are in the back, head around the other side of the screen and through the door. ===Hold No.3===================== Enemies : None [AD] Items : None [AD] All you need to do here is grab four photos : Front Left, Front, Front Right, and the MARINES lettering. From where you walk in, just take out the camera and shoot the Metal Gear. The lettering is only seen on the sides of the machine. To see it, you'll have to head straight back from the door to a niche. There is a guard sleeping in front of it on the right side (in most difficulties), but if you back against the wall and slowly walk behind him, it should be fine. (Or you could tranq him.) Snap the picture and head back down. To get the other two, you'll have to pass below the camera men and behind the marines. So long as you stay close to the walls, you'll be fine. Snap the pictures and run back the corner by the entrance. You should have seen the computer Otacon was talking about when you entered. Press the Action Button to being uploading the photos and you are done. By the way, there are two other ways through the holds other than the path described above. One is the underground tunnels. It takes longer, but it is with minimal risk of being spotted (except when a Marine drops his clip through a grate in Hold 2...). When you enter Hold 1, take a look at the floor by the one of the southern corners. You'll see a hatch leading to a series of very linear underground tunnels which lead right straight to the back of the holds. Quite interesting, really, but nothing too monumental. Though, if you position yourself well and look at one of RAY's arms in FPV (after you've climbed to the upper walkways), you can catch a glimpse of... a certain person. He's only there the first time you look and won't appear if the first time you look is while a weapon is equipped... Another way is to hang over the railing on the upper walkways and hand-over- hand your way across. Remember that ladder up in Hold 1 to the useless ammo? Flip over the railing and make your way north. You'll have to move quickly, though, and waste as little time as possible, but it is quite possible. Just don't fall... As a matter of fact, if you move quickly enough, you can make your way all the way around the walkway (down to Hold 3 and back to 1) and find a pair of Night Vision Goggles... not that you NEED them this close to the end of the chapter... Regardless of which way you take, once you upload all of the photos, there will be a number of excellent cutscenes and the Tanker Chapter will end. ALLOW THE GAME'S SCENES TO PLAY OUT BEFORE PROCEEDING to the Plant walkthrough. Spoilers to follow. _______________________________________________________________________________ B. P l a n t C h a p t e r _______________________________________________________________________________ ===Strut A Deep Sea Dock========= Enemies : 2 [VE - No], 3 [Ha - Ex] Items : M9 [VE - Ea] M9 Bullets [x2] [VE - Ea] Ration [x3] [VE - Ha] Shaver [AD] Starting Conditions : Weapons - [None] Items - AP Sensor, Scope After the introduction to the new playable character, Raiden, and his insertion into the Big Shell cleanup facility, you begin the Plant Chapter. You are currently in the lower portion of the dock. First of all, there are a few items to pick up in here. If you playing on [VE - Ea], then you can get the first weapon - the M9. (The weapon will be found later on in [No - EE].) On [VE], the gun is underneath the shelf just north of Raiden's starting position. On [Ea], it is next to the right-most diving suit, in fenced-off area (where the Shaver was in SoL on the PS2). To get to it, you need to hang off the platform above the water. Go right of the staircase that leads up to the raised area, past the bugs by the broken ventilation duct cover, and flatten yourself against the railing that is over the water. Hit the Action button to flip down and then make your way right. Flip up, and grab the gun. Providing you are playing on a difficulty where you can get the gun here, you can find some ammo for the gun. One is on top of the crates in the northeast corner and the other is underneath the shelf that is left of the stairs leading up to the raised area of the room. There are two rations to be found in this room as well. One is on the right side of the room, on the other side of the computers on the raised area. It is only accessible via the ducts or crawling underneath a large tank on the south side of the room. The second ration is in the middle locker that lines the northern wall of the room. You can also find the Thermal Goggles here as well. They are in the southwest corner of the pool, underwater. Get in the water and from the surface, take a look in the corner. If you look closely enough, you should see the box spinning. Dive down as far as it will let you go and grab the box. If you don't get them here, there will be two other points in the game that they will also appear at. Speaking of the bugs, try not to touch them, let alone lay down on top of them. If you do, they will infect your Rations and they will not heal for the full amount. If you do suspect you have bugs, you'll have to shake them out. Select you rations and equip them. Now hit the right trigger to constantly unequip and equip it. (I believe this is how you shake out items, but I have also heard that you are supposed to scroll through your inventory over and over. I think the unequipping works, but you might want to try both.) When you are done here head for the hatch on the north wall and open it. There will be a quick cutscene and you will have access to a hallway that leads to the upper portion of the dock and another cutscene. To continue on, all you have to do is go to the node in the northeast corner of the room and hit the Action Button to activate the radar map for this area. When you activate the node, you will be asked to fill in some data such as your name, sex, DOB, blood type, and nationality. Then the map will download and the Options screen will come up. To access the Options screen again, go to any node and hit the Action Button. You will now be able to access the overview map of the Big Shell by pushing the Start button. However, once you activate the node, the guards will start to wake up. You may want to try to shake them out for items before you use the node. Hit the terminal and there will be a couple of more Codec conversations, including the introduction of Rose... the new save girl and Jack's girlfriend. When those are done, the guards will begin to wake up. Find somewhere to hide until the lift returns and you can make your way up. I suggest the crates on the left side of the room - flatten against them and hit the Action Button to jump up (and find a Ration). Hide behind the upper box. If you are on [VE - Ea] you have to hold them up and get their dog tags - once you leave this room, you won't be back for a while. And when you do come back, they won't be here. On [No - EE], you don't collect their tags, since you don't have a weapon to hold them up with. As usual, watch their patrol patterns and seize your opportunity to make a move for the elevator. If there are three sentries, you will most likely have to take one out. Wait until he turns his back, grab him, and drag him away from the other two (then let him go, and pull out the M9 before he recovers). When you can, run for the lift up to the roof. ===Strut A Roof================== Enemies : None [AD] Items : Bandage [AD] Chaff Grenades [AD](Inaccessible at the moment) M9 Bullets [AD](x2 on [VE]) From your starting position, you should see a Bandage on top of a pallet of boxes, south of the newly mask-less Raiden. Flatten against the crates and jump up to grab it. Next, head down to the southwestern corner of the roof, avoiding bird droppings as you go, to find some M9 ammo below the structure. Grab it (if you have the M9, that is). When you are done collecting items, head over to the structure on the left. Both of the fences into the structures are locked, but there is a hole in the fence by the left one. Go to where the flock of birds are gathered on the floor. They'll fly away and you should see it. (The Colonel will call you on the Codec about it as well.) Crawl through and enter the structure (after the Colonel calls you again to tell you about the SEALs.) ===Strut A Pump Room============= Enemies : 1 [AD] Items : Ration [VE - Ha] M9 Bullets [AD] SOCOM Bullets [AD] Head down the stairs and Raiden will watch as a single guard leaves the floor to go to the roof. Raiden will spot the node and call the Colonel. He tells you to make a noise to distract the enemy, but it really isn't necessary. Just watch the sentry's patrol and run in one of the sides when he is at the far end of the cubical-type area. Download the map and you are pretty much done in the area. There are a couple of items to grab, though. There are a pair of lockers on the sides of both sets of staircases that lead to the roof. The left set has box of SOCOM ammo in it (which you obviously don't have yet) and the other has a Ration. You can also find some M9 bullets in the small area in the structure at the top of the right set of stairs. Use FPV if you cannot find it. When you are done, go down the back hall on the left side of the cubical-area that the guard is patrolling to the AB Connecting Bridge. If you are on [VE - Ea], you can hold up the sentry on the ground floor and the one on the roof if you wish, but you'll have to hold off in the other difficulties. You can grab the box of Chaff up there, though, that is inside the fenced-in area on the right. ===AB Connecting Bridge========== Enemies : 2 [AD] Items : None [AD] As soon as you enter, there will be a cutscene and a Codec conversation with the Colonel, who will mention hanging. Since you most likely cannot hold up the guards, you'll have to hang over the railing and come back to these guys to get their tags. (Which is unfortunate since the guy on the right disappears after you leave the area and won't return for a little while.) The guy on the right is stationary, so it wouldn't be best to try to get past him. Wait until the sentry on the left comes to Strut A's end of the bridge, then run out and flip over the railing as soon as he turns around. Be careful about the floor, though! As you will notice, certain areas of the floor will make noise when you walk across them (similar to the areas discussed earlier in the holds of the Tanker), alerting the guard to Raiden's presence if the guard is too close. You'll have to learn to recognize these areas and avoid them or be careful upon them. By the way, also be careful of the sentries' fields of vision while in the daylight - they can see much farther than their cone. And if possible, don't move while hanging in an enemy's field of vision. It is entirely possible that they could spot you. Hand your way over to the other side, past the guard, and enter Strut B. ===Strut B Transformer Room====== Enemies : None [AD] Items : M9 Bullets [AD] Ration [VE - Ha] SOCOM Bullets [x2] [AD] SOCOM Suppressor [VE] As soon as you start to move into the area, Raiden will notice the wall... and a number of cutscenes will take place. You'll meet your newest ally, Lt. Pliskin, the master of subtlety. If you grabbed the Shaver in the dock, Raiden will had it over, while Pliskin gives you his pack of Cigs and a SOCOM (without a silencer, by the way - be careful with it). Raiden will play around the gun when you first get it - you can skip the scene and save a bullet, if you wish. In [VE] you will find the SOCOM Suppressor just south/southwest of Raiden. When the scenes are all done, head done the steps, by the now sleeping Pliskin and grab the SOCOM ammo. You should notice the node station tucked into a niche next the stairs - download the map. (Don't attack Pliskin, by the way - he'll shoot you with his rifle, bringing down your life.) There is a box of M9 ammo on the walkway on the raised portion of the room. When you grab it, head out the northern door and Rose will contact you via Codec, prompting you to save. Do so if you wish (not critical at the moment). Go to the lockers in the northeast corner of the hall. The left one has a box of SOCOM ammo and the second has another Ration. The last is locked and falls inward when punched. When you are done, head out the door on the north wall to the BC Connecting Bridge. As soon as you try to leave, cutscenes will begin. One last note - Pliskin can't be added to your Codec list until he wakes up. Be sure to contact him while he is asleep, though... His subtlety shows through again in one of the 'conversations'. (They didn't even to TRY to hide his identity, did he?) Though, be sure to talk to him throughout the game to learn more about Dead Cell and the events going on around you. He also dispenses some useful advice. ===BC Connecting Bridge========== Enemies : None [AD] Items : Chaff Grenades [AD] Once the scenes are done and you have met the most over-dramatic character in the game, you'll be free to cross the bridge. There are no enemies here, so just run across. Be sure to pick up the box of Chaff that is on the edge of the now non-existent bridge that led to the Shell 1 Core. ===Strut C Dining Hall=========== Enemies : None [AD] Items : M9 Bullets [AD] Pentazemin [AD] Ration [VE - Ha] SOCOM Bullets [AD] There are no enemies in here at the moment, so you may move around freely. Head into the bathrooms on both sides of the room and grab the items from the stalls. Then, head down the center hall. The door on the left wall will be locked, so keep going. When you reach the bend, another series of cutscenes will start. As the Colonel told you after the events on the BC Bridge, your new mission is disposing of the bombs, using Stillman's spray and sensor. He'll also give you a Level 1 Card. What I'm going to do with the walkthrough is have you start in Strut C and back track to B, A, F, E, then D lastly. In [VE - No], there are no sentries here, so just hit the node in the cafeteria (to the left of the kitchen, which you start in after the cutscenes) and move on to freezing the bomb (see the paragraph after the next one). There is a ration under the northern table that runs horizontally, by the way. Crawl beneath it. Be sure to come back here at a later point and get the guards' tags, when they appear. However, in [Ha - Ex], there are two enemies in here now. Stay in the kitchen, but duck below the table on the right and stay on the right side. There is a single sentry in the cafeteria and another patrolling the bathrooms and the corridor outside the cafeteria. Use the stretch up view in FPV (pull both triggers) and watch the sentry in the cafeteria. Wait until goes to the northern end of the cafeteria and then duck down - he will look into the kitchen and see you if you aren't completely hiding behind the table. He will enter the kitchen and move around the table on the left. Get out of FPV, if you are, and you will see him on the overhead view. Wait until he starts moving away from your table and then jump up and hold him up with the SOCOM. Get his dog tag, and then either knock him out by punching him or go around behind him (do NOT let him see you unequip your weapon or he WILL grab his) and unequip your weapon and grab him from behind. Either break his neck or drag him and hit the Weapon Button when he struggles. After a few times, he will fall down knocked out. Killing him is easier, but it's also rather cruel. Anyway, you do NOT want to fire your weapon in here without the silencer - the other guard will hear it and call for backup. And you will die. Hit the node and wait for the other guard to patrol the hallway and then return to the bathrooms. You will have plenty of chances to hold him up will he is entering the bathrooms (he pauses with his back to you at every corner) or while he is walking down the hall. Just be sure to watch him once, though, to get a feel for his movements. Once you are able to move around freely, head to the restroom on the right (women's). Equip the Sensor A and you should see the green blob on the map around the sinks. Go over there and look in the mirror on the right, at the top. There is the bomb for this strut. Pull out the coolant and spray the box on the wall across from the mirror. A useful trick for the bombs : If you are have problems completing the bomb disposal mission or don't know which struts you have disposed of its bomb(s) already, you can check it on the map. Hit the start button to bring up the map of the Big Shell. As you'll notice, any strut that has a bomb on it will have a small box with a 'B' inside of it. So if you're having problems, try checking the map and heading to whichever strut still has a 'B' on it. A useful trick for the coolant : Coolant can be used to awaken guards that have been knocked out by your M9. Makes getting their tags far easier, as you don't necessarily need to sneak up on them anymore - take out all of the guards in a room from a distance with headshots with the M9, then wake them up one by one, switching weapons as they begin to wake up, and holding X as they rise (Raiden will automatically yell 'Freeze!'). Useful. When you are done here, head south the way and go out the way you originally entered this strut. ===BC Connecting Bridge========== Enemies : None [AD] Items : None [AD] A cypher has now been placed watching the bridge. Cyphers come in two varieties : unarmed and armed. The one here is unarmed. (It actually appears to be the same model that Snake spotted on the Tanker.) The armed one is gray, sleeker looking, and happens to have a gun turret on the bottom of it. The unarmed ones can't attack you, but they will notify the sentries and they will come running. And you will die. So, you need to either run past it and hope you can make it, or disable it. I suggest shooting it down. Watch its pattern of movement and when it is turned away from you (it has a cone of vision on the map like humans), go into FPV and shoot it down. You can use Chaff Grenades, if you wish, but I find it easier to just take the thing down using the SOCOM. A few direct hits to the base will send it out of control and then it will explode. As a side note, if you aren't sure if there are cyphers in the area, or think there may be more than the one(s) you have taken out, go into FPV and listen closely. If there is one in the area, you will hear the whirring sound you should become familiar with. Take it out and head down to Strut B. ===Strut B Transformer Room===== Enemies : 2 [AD] Items : M9 Bullets [AD] Ration [VE - Ha] SOCOM Bullets [x2] [AD] Upon re-entering, you will find that guards are now patrolling the area. On [VE - No], there is one in the hallway on the left and another in the room on the right. It is a fairly simple matter to sneak up behind them and hold them up (and then go behind them and grab them to take them out). Just be aware of making noise on certain types of flooring. Get their tags, any items that may have regenerated and head out the door to the AB Bridge. [Ha - Ex] is a different matter, of course. Both guards are in the room on the right and there are now two security cameras watching the hall on the left. There is no easy way to hold up one guard without the other seeing, so what I highly suggest is that you hold off getting their tags for now, until you have the M9. Throw a Chaff Grenade and run like hell down the hallway. Avoid stepping on the grates to make noises, to prevent the guards in the room from getting suspicious. Use the running roll. When you've got the M9 or the SOCOM suppressor, head back here. It is easier to come in from the south, but if you come in from the north, just take out the cameras with the SOCOM and then crawl across the hallway to the door on the southern side. The guards inside have patrols that coincide with each other. The inside guy's takes one half as long as the outside guy's. Wait until the outside guy comes close to the door, pauses for a moment, then heads east to continue his patrol. Get close enough to the door so that it opens and then go in FPV and wait. The inside guy will soon appear - tranq him in the head. (In_the_head. You only get one shot or he will turn around and see you.) Pull away so the door closes and wait for the outside guy to come back around to the door. He won't be able to see the inside guy from his route, so you don't have to worry about that. Once he pauses by the door, rush out and hold him up. Getting the inside guy's tag is a bit of a pain, though. Find a way to take out the outside guy (I found grabbing him and dragging him into the hallway worked) and then you'll have to grab the inside guy and drag him away from the railing - there isn't enough room to get Raiden between the railing and the guard. Once the guards are out, find the C4. It is located in the northwestern corner of the transformer room, behind an open door. Close the door to reveal the bomb. Spray it and continue on. ===AB Connecting Bridge========== Enemies : 1 [Ea] Items : None [AD] A single guard is present and now patrolling up and down the bridge. Getting past him and/or holding them up is a fairly simple matter, though. He moves in circle around the entire middle portion of the bridge. Hide either in the small area of the bridge connecting to the middle portion, or the small niche opposite it, and run out behind him. Mind you don't let him get too far, as you don't want to run across the metal portions (which make noise). (When you come back to get tags on [Ha - EE], there will be two guards, but on [Ha] do the one on the right first, as the one on the left is a Tough Guy and you'll have to shoot him.) Get past him/them and head into Strut A. ===Strut A Pump Room============= Enemies : 1 [VE - Ea], 2 [No - Ex] Items : Bandage [VE - Ea] Box 1 [AD] Ration [x2] [VE - Ha] SOCOM Bullets [AD] This room is actually a fairly simple matter. First hold up the guard in the cubicle area and take him down; killing him would be for the best, so he doesn't wake up while you are working in the southern room. Next, if there is an additional guard in the room to the south (which is your goal for this strut and now accessible due to the Level 1 Card you got from Stillman), wait for him to come all the way right and stop and turn at the door. Rush in (his back will be to you) and hold him up. There is also a security camera in here, in the northwestern corner of the southern room. Just shoot it with the SOCOM. Now you'll have to do quite a bit of crawling through these pipes. On the south side of the mass of pipes, there are two short staircases. Go across the one on the right and hit X to get down and crawl. Crawl north under the first pipe, then west under the second. Keep moving west until you reach the red pipe. As you should see, there is a Bandage on the other side and a ration under the red pipe. Head south underneath the red pipe. You'll see the C4 on the water tank in the middle of the room. Spray it and backtrack out of the pipe area. Next, head over to the left side and go over the stairs on that side. Get down to the crawl position and head east. (Don't go under the pipe to the north - just go straight east, just past the stairs.) You'll be in a small enclave with a large gray box to the south. Flatten yourself against it and hit the Action Button to jump over it. You'll find Box 1, useful for hiding from enemies. (Just don't let sentries see you move with it. And it is ineffective against assault troops, as they are actively searching for you. Sentries are tired and bored and won't search some innocuous box... even if it IS constantly changing positions...) When you are done here, head up the to the northern section and, if you haven't already, go up to the roof and hold up the guard there to get his tag and a box of Chaff Grenades, which should be inside of the fenced area on the right. On [Ha - EE] there is an additional bomb on the roof. Get up there and go to the fence on the south side of the area. In the eastern corner, go into FPV and you should see the bomb on a tank on the other side. Just spray and you're done. After that, head back into the hallway on the first floor that leads to the FA Bridge. (Just left of the staircases on the right side of the room.) ===FA Connecting Bridge========== Enemies : 1 [AD] Items : Chaff [AD] There is a single cypher and a single guard here. Watch the cypher's pattern and take it out. You don't have to worry about the guard hearing the gunshot, though, so long as he is at the other end of the bridge. If you want, you can just run across the bridge when the guard is down on the lower level of the bridge, but holding him up is a bit trickier. I suggest that you first get down on the lower level. (And grab the box of Chaff that is at the end of the lower part, on the A side.) Now, watch his pattern with FPV. Wait until he is making his way up the stairs and then move yourself into the stairwell that is closet to the A side. Duck down, as he may see you. Now, when he comes down, he will look for a second, spin around, then move into his stairwell, pause for a second (with his back to the walkway) and then start moving up. You can run over there and hold him up before or as he starts going up the stairs, if you move quickly. Once you've got his tag, enter Strut F. I suggest going in the upper door. ===Strut F Warehouse============= Enemies : 2 [VE], 3 [Ea - No], 4 [Ha - Ex] Items : Book [x2] [AD] Box 2 [AD] Chaff [AD] M9 [No - Ex] M9 Bullets [x3] [AD] Mine Detector [AD] Pentazemin [AD] Ration [VE - Ha] SOCOM Bullets [AD] SOCOM Suppressor [Ea - Ex] Stun Grenade [AD] This is an... interesting room. It is chock full of items, but it is also swarming with guards; including one guard who reports his progress. If he doesn't use the radio to report that everything is clear regularly, command will start to wonder why he hasn't filed his status report and send an assault team to investigate. If they find him tranqed, they'll just assume he fell asleep, kick him to wake him up, and then leave. If they can't find the guard, they will stay in the area for a little while and may send a replacement. If they find a dead body, they will search there area. (Always hide dead bodies if you are going to be in the area for a while.) So, try to keep him active. As you enter, you will see the guard moving down the hallway and turning around. He'll file his report and then move around the catwalk and down a staircase located in the back of the room. There should be one other guard on the top level, and one more on the bottom (two on [Ha - Ex]). First of all, head over to the door on the right, in the horizontal hallway that you start in. (The door on the left requires Card 3.) Inside, you will find (finally!) the M9 and two boxes of ammo, if you are on [No - EE], that is. There is also a Ration outside the door, right of the crates. Head back to the FA bridge and go down to the door on the lower level. As soon as you enter, run over to the crates on the left. There should be a guard just left of you. Watch his pattern, and as soon as he turn north after facing south, run south and go into the room on the left that you will come to. QUICKLY. There is a guard in this small hallway facing south (falling asleep) who will turn around in a few seconds. (The guard isn't there below [Ha].) Inside the room, get Box 2 and download the map from the node. Inside the lockers, you can find a Ration and a Pentazemin (both of which should be full...). One of the lockers is locked, though... Inside is a Book (of girly pictures) which you can use to distract the guard. If you can, punch it down and grab it. If the guard is in the hall, though, you'll have to take him out first. Next, use FPV to look in the southwestern corner of the room. You should see a duct opening on the floor. Crawl in and follow the path to the room on the right. Inside you'll find an area that is enclosed by crates, only accessible via the duct you just came out. There will be a SOCOM suppressor and a box of ammo inside the enclosed area. Hop on top of the waist-high crate, jump on the next highest one, and then fall down into the area with the door, where you will find a Mine Detector. You can also crawl underneath the cabinet right of the Mine Detector to find some M9 ammo underneath. Once you've obtained all of these items, you need to get back out of the room. I suggest that you wait until the guard who is patrolling the middle area of the room goes north, then run out and grab the guard in the hall while he is asleep, then drag him into the room on the left. Release him and get behind him. As he is recovering, draw your weapon and when he stands up, he will be alerted, but Raiden will say "Freeze!" and he'll put his hands up. Stuff him in a locker, just in case you need to hide in another locker in here and then break down the locked locker (while the guard in the main room isn't close by) to get the Book. Next get the guy patrolling the bottom floor. You'll have to wait until the guy who reports (who patrols both the upper and lower floors) just left the floor and then wait for a good opportunity to hold up the other guy. Grab him and drag him into the room with the node to get his tag and stuff him in another locker. Killing him would be the best thing to do, because you are going to be in the room for a bit longer and you don't want him to wake up in the middle of it all and have another guard to worry about. The other two are a bit harder as they often cross paths and are on the top floor. What I suggest you do is to tranq the guard who doesn't come down to the lower level by using FPV and watching him as he walks - just make sure you do it while is moving down the walkway south, so that the other guard, who will be coming down the stairs soon, doesn't see him. This way, he won't spot you and you can move about the bottom floor freely to take care of the other one. Wait until the other guard comes downstairs and hide behind the boxes that are in the middle of the room. As soon as he comes down, he'll stop for a second and stretch. Take that time to run out and hold him up. Get his tags and tranq him. Now, RUN up to the top floor, using the staircase on the northeast side of the room (don't worry about any other doors - they require higher security card clearance to enter). Now, drag the guard who is on the top floor over to the hallway you just came up, so that he is in the other guard's patrol route. (And will be found when the other guard resumes patrolling and be woken up so you can hold him up.) Now, make your way to the east side of the railing on the top floor. You should see a big crane sticking out of the railing. Flatten yourself against the railing just north of it and swing down. Push the A button to drop down, and you will find yourself on top of some boxes that enclose a small area where the C4 for this section is. Drop off the boxes into the enclosed area, spray the bomb, and wait. Eventually, the command post will wonder why the guard hasn't checked in and send an assault team. They enter from the door on the bottom floor, but they can't see you behind the boxes. (Just don't make any noise or jump out of the boxes yet.) They will quickly find the guard asleep and kick him to wake him up. He'll wake up and then continue with his patrol. When he goes up the stairs, he will find the other guard and wake him up. Now, jump on top of the waist high box in the pit and crouch down, so you aren't seen. Wait until the guard comes back down the stairs and starts his yawning and stretching bit. Quickly stand up and shoot him in the head with the M9. Now, run up stairs and sneak up behind the other guy as he is walking south down his walkway. If you are quick enough you can get his tags and be out of here before the assault team arrives. That was quite complicated, yes, but also quite effective. There is some ammo and a box of Stun Grenades on the bottom floor which you should notice and pick up while you are doing all of this running around. When you are done here, head out the door on the back wall, top floor to the EF Bridge. ===EF Connecting Bridge======== Enemies : None + sniper [AD] Items : 7 Claymores [AD](Laid as traps) As you enter, there will be a quick cutscene showing that there is a sniper on the roof opposite the starting position. So, take him out. Use the Scope to locate his exact location if you need to, and hit him with the M9 (if you use the SOCOM, the guard won't appear on the strut at all... but you won't be able to get his tag). It really isn't too hard to incapacitate him, if you just aim at his body. On [Ex], you'll have three gun cyphers as company, which are easily taken care of using the now silenced SOCOM. Three quick shots to the main part of the robot will blow it to bits. Once you leave the structure of Strut F, and start heading up the bridge, you will be contacted over Codec. A familiar scene will play out and you will be warned about Claymore mines which are planted on the ground. After the Codec conversations are done, equip the Mine Detector you just got and start crawling. If you crawl over a mine (the red dot on the radar), you will pick it up - removing it as a threat and adding it as a weapon to you inventory. Grab them all and head north into Strut E. (Don't bother trying to cross the bridge into the Shell 1 Core, as the plates of the bridge will fall away, making it difficult for you to get back. And you don't have the security clearance to enter anyway.) ===Strut E Parcel Room=========== Enemies : 1 [VE - Ea], 2 [No], 3 [Ha], 4 [Ex] Items : Box 5 [AD] M4 Bullets [AD] Ration [VE - Ha] Stun Grenade [VE] This room is loads of fun. If there are only one or two guards, it is fairly easy to evade them using one of the Boxes and slowly making your way through it. Just be careful of the guard who moves through the bottom portion of the room - he can see into the small enclosure that you start in - flatten yourself against the bottom wall in there. In [Ha - Ex], there are three security cameras in the room - both high up and on the black lattices around the room. Use the Scope to find their green lights, then take them out with the SOCOM, all while making sure you aren't seen. Two on the ones on the bottom and the other is on the one in the northwest corner of the room. Your best bet for this room is to take out all of the guard except one and hold that guy up. Lather, rinse, repeat as many times you need to get all of the dog tags. Just be aware of the guy who sends in status reports in the northwest corner of the room. On [Ha - EE], there is an extra bomb in this room - it is attached to one of the packages. Whee. Fun. What you should do is stand at the eastern end of the long horizontal belt, near where you entered from the EF Bridge. Equip the Coolant and wait until you see it, then spray away. (It will be on the side of the package that faces east.) You'll have wait for it to come around two or three times to fully freeze it. It really helps if you take out the two guards who don't send in the status report and leave the third guy, who cannot see you if you are down in the southeast corner of the room. There is also a staircase down on the left side of the room, but it only leads to a small room with two Level 5 doors. You'll be back - don't worry. There is a Ration down there, though. It's in a vent that is on the floor in the southwestern corner of the room. When you've completed everything you want to in this room, go up the staircase that is on the eastern wall of the room up to the heliport. ===Strut E Heliport============== Enemies : 2 [VE - Ea], 3 [No - Ex] Items : Box 3 [AD] Claymore [AD] Stun Grenade [AD] As you start walking along the catwalk, a quick cutscene will take place. Go back down the stairs and keep moving left... slowly. Eventually, the camera will turn so you can see a solider nodding off at the end of the catwalk. Wait until his eyes are shut and then rush in and hold him up. Grab the Claymore behind him as well and head back to the staircase. Wait on the staircase until a soldier walks past you. Quickly run up, following him, avoiding the metal planks that make noise, and hold him up. Knock him out and hide him, or toss him off the roof. Next, go up to the first large green box on the right. Flatten yourself against the box and wait, watching the lane to the right of the row of boxes. Eventually a guard will come walking down. As soon as he stops and starts heading into the row of boxes, run out after him and hold him up _before_ he gets too far onto the dark gray metal plating (which makes noise) and certainly don't walk on it yourself. Once that is done, pick up the items scattered across the place and head for the Harrier in the back. Equip the sensor and you'll notice a the green blob. Go around to the north side of the cockpit of the plane and look at the ground in front of the back tires using FPV. You'll see a small C4 package. Spray it and head out of here back downstairs. Take the door in the northwest corner of the Parcel Room to the DE Bridge. ===DE Connecting Bridge========== Enemies : 1 [AD] + a sniper Items : SOCOM Bullets [AD] Stun Grenade [AD] This time the sniper is above you, which means you cannot take him out, unless you left him tranqed up there, and haven't gone more than a couple areas away since doing so. There is also another guard patrolling the top and bottom of this bridge. What I want you to do is go out of the structure and in the small upside-down "T" area, flatten against the railing on the left and swing down and let go to drop down to the bottom part of the bridge. The sniper shouldn't be able to see you down here. Now you just have to deal with the patrolling guard. (There are a couple of boxes of ammo where you drop down, by the way.) It should be fairly easy for you to just duck below the various waist high railings and sneak close enough for you to jump out and hold him up. Enter Strut D using the entrance on the bottom part of the bridge. ===Strut D Sediment Pool======== Enemies : 2 [VE], 3 [Ea - No], 4 [Ha - Ex] Items : M9 Bullets [AD] Ration [VE - Ha] SOCOM Bullets [AD] I really loathe coming into this room. For one, the cone of vision for each of these guys is twice what it appears on the map due to the open nature of the place. Second, walking on the levels above and below an enemy inevitably lead to them seeing you. Third, there is a guard who reports in, which means even if you do manage to take out all of the guards, the command post will send an assault team if you don't keep that guy ticking. Blargh. If there are only two guards, possibly even three, it is fairly simply to just tranq all but one of them, hold that guy up, and get out of there. But four is ridiculous. On top of that, you have to find the bombs. They are in maintenance panels built into the floor. For [VE - No], it is the one on the far left, bottom level. For [Ha] it is the two on the far left, bottom level. Lastly, on [Ex], it is the one on the far left, and the one on the north side, directly underneath the door that leads to the 1-2 Bridge, where Pliskin went to, and a third just above the door on the lower level that leads to the DE Bridge (look for the flies). My suggestion : tranq the guys, and move quickly over there and spray the bombs. A squad will more than likely sent in (from the eastern door), but if you move yourself over to the other side, they should find the sentries before they find you. If you have to, just tranq them again and get out. Worry about getting tags later, if you want to. Like the last room, doing one at a time and disabling the rest is in your best interest. There's not much else I can say. I detest the layout of this room. When you have put out the last C4, Stillman will contact you over the radio and tell you to head to Strut C and pick up Sensor B from the pantry he was in. To recap, a list of the C4 locations. ---C4 Locations------------------ Strut A - Pump Room, in the middle of the pipes [AD] Strut A - Roof, on a tank outside of the southern fence [Ha - Ex] Strut B - Transformer Room, behind an open electrical door [AD] Strut C - Women's Bathroom, on an outcropping above the sink [AD] Strut D - Maintenance hatch, lower level, last on the right [AD] Strut D - Maintenance hatch, lower level, second to last [Ha] Strut D - Maintenance hatch, lower level, northernmost [Ex] Strut D - Lower level, Above the door to the CD Bridge [Ex] Strut E - Heliport, by the back wheels of the Harrier [AD] Strut E - Attached to a package that is on the conveyer belt [Ha - Ex] Strut F - Lower level, encircled by boxes (must drop down) [AD] ===CD Connecting Bridge========== Enemies : 1 [AD] Items : None [AD] This is an easy one. First take out the security camera that is right above the door Raiden enters from. So long as you stay south of it, you'll be find. Next, hit the single cypher with the SOCOM (if it is there - it's not present on [VE - Ea]), then watch the guard's patrol and run up behind him. Quick and dirty. Be careful of going down on the lower level, though - the panels fall out. ===Strut C Dining Hall=========== Enemies : None [AD] Items : Sensor B [AD] Go into the kitchen and look in the pantry Stillman was hiding in. Grab the Sensor B and there will be a quick Codec conversation. You now have a few hundred seconds to rush to the bottom of Strut A and find the final bomb. Well? Run. Now. The amount of time varies by difficulty. [VE] - 400 seconds [Ea] - 400 seconds [No] - 400 seconds [Ha] - 300 seconds [Ex] - 200 seconds [EE] -Strut C is empty, throw a Chaff on the BC, run through Strut B (forget being quite, and assuming you've already taken out the security cameras), use the M9 on AB to put one of the two guards to sleep, run to the roof of Strut A and go down the lift. Run down to the lower section of the dock and go around the bottom catwalk, south of the water. See that big submersible hanging from the ceiling? Look on the bottom. There's the final C4. Spray it. (On [Ex], though, it is attached to the western wall, opposite the submersible.) Head down the corridor and as soon as you try to enter the upper section, a quick cutscene will take place and a boss 'fight' will commence. ===Strut A Deep Sea Dock========= ---Boss : Fortune--------------- Enemies : Fortune Items : Ration [VE - Ha] SOCOM Bullets [x2][AD] This is less of a boss fight and more of a hide-and-don't-get-hit event. Just hide behind the crates and don't get hit by Fortune's electric pulses. She'll pulverize the crates, so you'll have to move around a lot. Oh, and at the beginning of the battle - MOVE! Look at the floor and you'll see a large dark spot growing bigger - a fire is about to break out in your position. Move to the other side. Just wait it out. Don't even bother shooting at her and wasting your ammo. Eventually, you'll get a call on the Codec and then someone else will come down the lift and there will be a couple of (somewhat over the top) cutscenes. The pulse packs, uh, quite a punch on [Ha] and even more on [Ex] (I'm talking 9/10 of the life meter). Try to running back and forth along the back wall and doing running rolls. Once you've got the timing of the double blasts down, you should be able to stay ahead of them... Just be sure not to end up in the corner while she is shooting - try to turn around and run the other way right after she fires. Use the crouching position to have her alternately fire at the top and bottom quarters of the two large blocks, which will give you a bit more time. Anyway... this *should* be fairly easy. You now have precious few seconds to run to roof of Strut E. Well? Run! Again, it varies by difficulty. [VE] - 500 seconds [Ea] - 400 seconds [No] - 400 seconds [Ha] - 300 seconds [Ex] - 200 seconds [EE] - On the roof of Strut A, equip the Mine Detector and you will see that there are a couple of mines in front of the doors. Crawl over them and run down to the first floor. On [VE - Ea] the guard is in the same place - just rush past him. In [No - Ex], though, he is in the hall that leads to the FA bridge. You'll have to wait until he turns his back and rush him. Take out the guard on the FA bridge by using FPV and run into Strut F. In F, wait for the guard who makes status reports to head down the stairs and when the other guard who is on the top level isn't looking, run to the back wall and the EF bridge. On the bridge, use FPV to snipe the sniper and cross into Strut E. In the Parcel Room, use the M9 or SOCOM to take out the guard to the left and the one who patrols the staircase and head up. Go to the middle of the catwalk and head up to the heliport. As you should notice, there is a single bomb placed on the floor directly north of Raiden's position. Run up and use the Coolant on it. A couple of cutscenes will then take place and the first real boss fight of the Big Shell takes place. ===Strut E Heliport============== ---Boss : Fatman----------------- Enemies : Fatman Items : M9 Bullets [AD] Ration [VE - Ha] SOCOM Bullets [x2] [AD] This battle can actually be quite simple once you get it down. Basically, he's going to run around the roof planting C4s and you need to disable them with the Coolant and still try to kill or stun him while you are doing that. You cannot let even one of the bombs go off, or the game will end. Stick close to him and when he plants one run up and spray it. He plants a series of bombs (2-4, depending on the difficulty) and when the last in the series is planted a countdown will begin. Usually, you should be able to take out all but one or two of the bombs before the countdown starts, giving you plenty of time to get the last one(s). Just be sure follow him closely so you can quickly get to where the bombs are. Equip the Sensor A and you will be able to see which of the large boxes the bombs are planted on. It can be difficult to determine their location, though. They are usually on the sides of the crate, but they can also be on the top and underneath it. For the top ones, you should see them, as the camera's default position is overhead. For the ones underneath, just crouch down and go into FPV. If you can't tell where he put it, look for tracks that his rollerblades left on the ground. His bomb should be where there are circles or lots of tracks. Disabling the bombs is only half of it. You also need to take him down. He'll leave you plenty of opportunities when he leaves himself open or pauses for a minute to look at you. Shoot him with the SOCOM (use FPV for this - don't rely on auto-targeting) or punch-punch-kick him. It won't do any (or little) damage, but it should knock him onto the ground. He'll take about five seconds to get back up again. During that time, get out your SOCOM or M9 (depending on whether you want to kill him or not - it doesn't make a difference unless you trying for zero kills) and shoot him in his big bald head. This is the ONLY spot that will cause him a significant amount of damage. One of the best times for knocking him down is when he is planting a bomb, but hasn't yet started the countdown and place the final bomb. You'll have to follow him quickly, but it is quite possible. He'll also randomly stop in the large open areas on the north and south sides of the heliport. Last, he'll sometimes come close to you while you are spraying a bomb and just pause there looking at you (presumably to shoot you, but he delays for a number of seconds). Most of the time, he'll run around planting bombs, giving you plenty of chances to knock him down, but he does sometimes 'take a break from the bombs' and move around the area very quickly shooting his gun at you. Your best bet during this time is to either move around VERY quickly or hide. I suggest crawling underneath one of the crates. On [Ha], he'll return to placing bombs when you crawl underneath, so just go back to following him, spraying the bombs, and taking every chance you get to knock him down. On [VE - No], though, he'll run down the shelves on the south side of the heliport. For these difficulties, when he is done planting bombs, I suggest you run down to the bottom row of boxes and get underneath the second on from the right. It will give you an excellent view of the area he skates across to go hide behind the boxes. In FPV, have you gun drawn and aimed slightly above the default position. When he comes into your field of vision, plug away at him. With some skill, he'll go tumbling down. Quickly crawl out, run over, and shoot him in the head. When you do shoot him, he quickly straightens out and will begin firing at you and skating away. Run back to the box, crawl under and position yourself to repeat the process. Again, once you get his movement patterns and the actions he takes down, it should be fairly simple for you to take him out. Once he is down, there will be yet another cutscene. (Unless there are any bombs still active - the must be defused before the battle will end.) Now you have to find the final bomb and you have 1:40 to do it in. When you first start this part, do you hear that beeping noise? The bomb is VERY close by, as Fatman stated. Drag his body. It will reveal that the bomb is underneath him. Spray it and you are finally done with bombs. (By the way, when you drop Fatman's body, Peter Stillman's dog tag should fall out of him. Grab it.) There will be a couple of quick Codec conversations and then you'll be on the heliport again. When you start to leave and reach the south end of the heliport, you will encounter... a seeming ally. Yet more cutscenes. Raiden's mission now is to infiltrate the Shell 1 Core. You will have obtained three new items - a Level 2 card, a cellphone and the B.D.U. uniform. The phone is redundant, as Mr. X should still be able to contact you over Codec, but I suppose it is because the Core has electronic interference that prevents Codec signals from entering or leaving. (Hence why they cannot contact the President.) The B.D.U. will disguise Raiden as an enemy sentry and allow him to move about freely, even in front of the soldiers, but ONLY in Shell 1 Core and ONLY if he has the AKS-74U equipped. So, let's go item hunting. Head to Strut F. ===Strut F Warehouse============= Enemies : 2 [VE], 3 [No], 4 [Ha] Items : AKS-74U [AD] AKS-74U Bullets [x3] [AD] AKS-74U Suppressor [VE] C4 [x4] [AD] Claymore [AD] M4 [AD] M4 Bullets [x3] [AD] PSG1 Bullets [AD] SOCOM Bullets [x2] [AD] (+ whatever you may have missed, or has regenerated) Evade the guards and enter the Level 2 doors on the top level and bottom to find a number of weapons, including the needed AKS-74U. If you are running low on ammo, as I was, you might want to make your way around to some of the other struts and collect some items. If you are missing any dog tags (and are collecting them) now would be a good time to make the rounds and get any you don't have for the Struts. When you are ready, head for the EF Bridge, disable the armed cyphers and the sniper on the roof of Strut E and enter the Shell 1 Core. (There is a box of AKS-74U ammo at the end of the bridge leading to the Shell 1 Core.) ===Shell 1 Core, 1F============== Enemies : 3 [AD] Items : Book [AD] C4 [AD] Chaff Grenades [AD] Claymore [AD] M4 Bullets [AD] M9 Bullets [AD] SOCOM Bullets [AD] Immediately equip the B.D.U. and AKS-74U and keep it on as often as possible while inside the Core. That's not to say it can't be taken off if you want to hold up an enemy (to get their tags), just don't let the guards or cameras see you without it on. Also, don't do anything out of the ordinary that might be seen or heard, such as ducking, crawling, hiding in lockers, banging on walls, and especially firing a weapon. Be careful and remain incognito. That said, head up the stairs. Go into FPV and you should soon see a guard patrolling the hallway. There are actually two in here, patrolling both sides of the hallway. Making sure you don't touch either of them, head south and around the corner. Enter the door there to a small room. Go to the enclosed area in the back of the room. In the northeast corner, you'll find the node for this floor. To the west, you'll see a box of Chaff Grenades on top of a crate and a series of three lockers on the wall. The bottom one has M9 ammo, the middle is empty, and the top is locked. However, punch down the top locker (minding the guard in the left hallway) and it'll fall outward, not inward. Inside is some ammo for the M4. Now go to the long row of lockers along the south wall. Inside three of them you will find a Book, a Claymore, and a box of C4. Go into the left hall and there is a small hall that juts out to the left of the wall, similar to the one you came in. The door inside is broken, but there is a box of SOCOM bullets. Now that you are done collecting items on this floor, you can just head north to the back wall and take the elevator down. Hit the button to the right of the elevator doors, wait for the camera to authorize you, then go down to B2 (skip B1 for now; you'll be back all too soon). However, if you want to collect the sentries' tags, be sure that you take out any security cameras in the area using the SOCOM (and making sure they don't spot you without the AK equipped) and drag them away from where you might be seen. ===Shell 1 Core, B2============== Enemies : 4 [AD] Items : AKS-74U Bullets [AD] Bandage [AD] Book [x5] [AD] Box 4 [AD] Directional Microphone [AD] M4 Bullets [AD] M9 Bullets [AD] Ration [VE - Ha] SOCOM Bullets [AD] As stated, skip B1 and go to B2 for now. This floor consists of a large ring of a corridor with two rooms inside of it - the small elevator room to the north and the larger computer room to the south. From where you start, head right through a door. Go down the staircase and around the turn. As you come down the steps, you should notice the Ration tucked away in a niche just left of the bottom of the staircase. You may also see a guard - just be careful not to touch him. Move south down the hallway, checking the lockers on the wall that you will pass (don't worry about being seen - opening lockers is permissible in disguise, but don't be seen going inside one and closing the door behind you). Go to the corridor at the bottom, and go to the long hallway on the left, parallel to the one you just came down. Check its lockers for a few items. If you plan to take down the guards in here, come back to the southernmost locker on this wall and punch it to find someone's... Book collection that will rain down on you. (You can see an inaccessible book on the top of the locker.) Just don't do it when the other guards inside the computer room can hear you. Move into the computer room. Watch the guards for a moment to get their patterns down. Wait until the guy on the right goes to his computer to look at his ...website... run to the room in the back left. Inside you'll find the node and a couple of items. Move to the open circle area of computers on the left to find the Directional Microphone, needed for listening for Ames' pacemaker. When you are done getting items here, head back to the elevator and go up to B1. If you are trying to get dog tags, take out the guy in the outside ring first, when he comes to the northeast corner, by the steps. For the guys inside, lure them out of the cubicle and away from their comrades by knocking on the wall. Don't let them see you do it or they will become suspicious of you. Try to get them not just in the bottom hall, but over in the hall to the left or right, around the corner, so that you aren't within the field of vision of the other guards and when you call out the second guard, he doesn't happen to notice the sleeping/dead body of the other guard. If you manage to take out the guards, you can find a Bandage underneath the middle row of computers (duck down). I would NOT recommend trying to get it unless all of the guards are out. Be careful about moving around in front of the parrot while there are still guards in the computer area. If it looks at you when you are out of the complete disguise (weapon included), it will exclaim 'It's him!' and the nearby guards will look at you. Other than that, the thing is pretty cute. (Try shooting at it repeatedly with a machine gun. Heh. Better yet, use the Coolant. HA!) ===Shell 1 Core, B1============== Enemies : 3 [AD] (Outside Conference Room) 1 [VE - No], 2 [Ha] (Inside Conference Room) Items : Bandage [AD] Book [AD] C4 [AD] M4 Bullets [AD] Ration [VE - Ha] SOCOM Bullets [AD] Stun Grenades [AD] Thermal Goggles [AD] As soon as you step off, you'll see a guard enter the Conference Room, your goal, by using the retinal scan. What you need to do, is grab a soldier, while he is still awake (he cannot be sleeping or dead - the eyes must be open) and hold him up to the scanner. It is a fairly simple matter to sneak up behind whichever one of them is patrolling the hall (the three of them take turns patrolling the hall, while the other two rest in the break room), grab him, and drag him over to the door. For getting tags, lure one of the guards out of the break room and hold him up. Be careful about the other one hearing, though. Be sure they are far enough away. Also, go in the room right of the elevator to find the node and an item in the locker. I suggest that you hold one guard up when he comes down to the end of the top hallway (near the room with node), pauses, then turns his back on you. Get his tag, and put him to sleep with the M9. Stuff him in the locker and go get another one from the room (lure him into the hallway with the retinal scanner - the other one will most likely hear, so be quick). Hold him up and take him out. Run back to the bottom hallway, and the other guard should be coming out. Hold him up before he sees the other guard's body. Get the items in the lockers of the lounge, then run back to the sleeping guard and open the door. Chances are that he has been in the long enough that he will wake up as soon as he hits the ground. Pull out your gun and hold him up. Go behind him and drag him over the retinal scanner. Again, he must be alive and awake for it to work. You'll enter the Conference Room and be faced with a room full of gagged and bound hostages as well a guard or two who constantly report their progress. If you stay in the room too long, the guard(s) will get suspicious and call in another guard to patrol. If he sees you with the Directional Microphone, he won't immediately call alert, but come over to look at it. Quickly switch to the AK and you will be fine. Just don't let him examine you or see you up close with anything but the AK and the B.D.U. equipped. There are a couple of items in here as well. There is a Ration on the east wall, near the scaffolding. There is a Bandage in the southwestern corner of the room. Finally, behind the desk on the stage, you will find the very useful Thermal Goggles (if you didn't already get them in the Strut A pool). Be sure to get them! They will be very valuable later on. What you need to do is point the Directional Microphone at the hostages until you can determine which one is Ames, while avoiding detection. You are told to listen for an irregular heartbeat. A lot of help that is - all of the heartbeats in here sound terrible. What you are really listening for is a small electronic blip coming from one of them. Unfortunately, Ames isn't in a fixed position. I can tell you that it is a white male with long brown hair. That should narrow it down a bit. (Though that will eliminate all but one on [VE]... everyone else in there will be female.) Find him and hit the Action Button to call out to him. If you've got the right one, a long bit of cutscenes and Codec conversations will commence. If it isn't him, the person will either muffle that she or he isn't Ames, make a LOUD noise (most likely attracting the guard's attention), or... wet themselves. Don't call out to too many people or Raiden's callings will become more and more desperate and consequently, louder. After the conversations with Ames and an eavesdropping session, a timed event will start. It's really simple - you have ten seconds to drop the Directional Microphone and pull out the AK. Just DO NOT move, or Ocelot will ask you where you are going and the game will end. Wait until Ocelot approaches you and yet more dramatic cutscenes will take place. When those are done, you'll be on B1 outside the Conference Room. However, the place will be in caution mode as they know of your presence. Run down the hall towards the elevator. There will be a single guard in front of it, but his back is to you. Grab him from be behind and drag him right into the room with the node. Dispatch him and wait out the caution mode inside. Take the elevator up to 1F. (By the way, be aware that once the door to the elevator closes on 1F, you won't be able to go down it again, due to the security camera.) Wait until the both of the guards in the right hallway are moving away from you, pull into the hall, and tranq/kill them. Head out of the door to the EF Bridge, grabbing the M9 and SOCOM ammo you will pass in the short hall. Try to take out the guard on the roof of Strut E and throw a Chaff or take out the cyphers. Enter Strut F. ===Strut F Warehouse============= Enemies : 2 [VE], 3 [No], 4 [Ha] Items : Grenade [x3] [AD] PSG1 [AD] PSG1 Bullets [x2] [AD] PSG1-T [AD] PSG1-T Bullets [x3] [AD] RGB6 [AD] RGB6 Grenades [x2] [AD] SOCOM Bullets [AD] Take out as many guards as necessary and raid the Level 3 doors on the top floor. In one, you'll find the RGB6 grenade launcher and the PSG1 sniper rifle in the other. (You can also find the PSG1-T, a non-lethal version of the rifle, in a duct on the floor of the room. Check the radar for the exact location.) When you're done, head back across the EF bridge, through Strut E, across the DE bridge, and into Strut D. (Be sure to hold up the extra man on the DE bridge that will now appear.) Knock out all of the guards and head for the door on the north wall. However, if you are collecting tags, a number of guards may or may not have just appeared, depending upon your difficulty. I highly suggest that you now make your final rounds of the Shell 1 struts and be sure you have all of the tags from Shell 1. ===Shell 1-2 Connecting Bridge=== Enemies : None [AD] Items : None [AD] To enter into Shell 2, you need to cross the 1-2 Bridge, which just so happens to be wired with a rather large amount of Semtex and IR sensors. You need to take out all of the control units (the familiar open boxes with the green light) to disable it all. There are up to ten units scattered throughout the bridge, which are listed below. For disabling them, I _highly_ suggest using the PSG1. Using a SOCOM is possible, but your chances of hitting some Semtex by accident and having to redo it all again is much higher. Also be sure to use the Pentazemin when firing, so as not to have Raiden jerk away at the last second and hit the explosives. ---Control Panel Locations------- A. South of the south-most set of IR sensors on the floor to the left. B. South of the north-most set of IR sensors on the floor to the left. Be careful that you don't shoot a bullet though the sensors of the southern set when trying to get this - use the Thermal Goggles. C. On the tank just north of the sets of IR sensors, facing south. D. Northwest of the northern tank (near Shell G) on the floor in the corner. E. On the wall of Strut G, left of the entrance, facing south. F. On top of the cypher which is hovering above Strut G (Shell 2). Do NOT shoot down the cypher - it too is loaded with explosives. Only shoot the control panel. It moves fairly often, pausing for a second or two and the changing direction. I suggest finding a spot where it stops, aim the rifle at that position and wait for it to return, rather than risking it. G. On the wall of Strut G, right of the entrance, facing south. H. Outside the door leading to Strut D of Shell 1, above Raiden's starting position. (Move north, turn around, go into FPV and look up to see it.) I. On the small platform above the pipe that connects to Shell G and D. The pipe is on the right side of the bridge and a few feet lower than it. The sensor is surrounded by birds when you first enter, making it difficult to see (though, you should notice the flock of half a dozen seagulls). Shoot a bullet in the area and the birds will fly away. J. Behind the Sons of Liberty flag flying to the west. (Every once in a while the flag will flap forward a bit, giving you a quick glance of the panel.) K. On the bottom of the balcony of Strut D. To see it, you'll have to go on or down the stairs and face Strut D. It will be on the east (or Raiden's left when facing Strut D) side, on the large box structure next to the pipe that connects Strut D and G. L. On the lower level of the 1-2 Bridge. The only way to see it is to go into one of the wings of the balcony, go into the upper corner and look at the center of the lower portion of the bridge in FPV. Now, hold both triggers buttons and Raiden will get on his tip-toes and you'll be able to see it. You can only see it while you are holding the triggers, so you'll have to fire while holding them too. (You obviously cannot use the PSG1 - use the SOCOM.) The number of sensors varies by difficulty. Here are the ones used in each : [VE] - A through F [Ea] - A through H [No] - A through J [Ha] - A through L [Ex] - [EE] - Carefully take out all of the sensors that are places, based upon your level, and then head down the steps and make for Shell 2. But before you can cross, Raiden will get some visitors... ===Shell 1-2 Connecting Bridge=== ---Boss : Harrier---------------- Enemies : Harrier Items : Stinger [AD] Stinger Missile [AD] Ah, yes. The hero shoots down the plane. Sound familiar? Don't worry - this battle isn't nearly as hard as the fight versus Liquid's vehicle in Metal Gear Solid. It's relatively simple, actually. As soon as the battle starts, grab the Stinger and missiles that Snake dropped from the Kasatka. The position I like to use for the battle is between the southern-most tank and the open area in the middle. The most important thing in this battle is to keep track of where the Harrier is at all times, take shots when you get a lock (the targeting system in the middle of the screen when the Stinger is equipped will bleep red), and when the plane pauses nearby you, fire away like hell! Most of the time, when the plane is just flying around, you won't have a good opportunity to shoot at it. It will occasionally dip above the bridge when flying low or make a slow turn around the struts - fire if you can get a red lock and there isn't any obstruction. When the plane flies far away into the distance, you won't be able to hit it, but find where it is coming from (the radar will always show a red sliver in the direction where the plane is located and point the Stinger at it. When you see the flash of light, you'll get a better idea of the location (though, it is usually a little bit to the right of the flash) and hold it there until you get a lock. The _second_ it turns red, fire, drop the Stinger, and hide on the opposite side of the tank. The Stinger missile will more than likely hit and the tank will block whatever missiles, bullets, or air drafts that the plane sends your way. It will sometimes go into a sequenced attack, though. One of them is that it will fly over the top of Strut D and hover on the south side of the bridge. During this time, quickly get on the steps leading up the Strut D balcony (which is currently blocked by fire), pull out the Stinger, point up, and plug away as many as you can. You'll do a heck of a lot of damage before the Harrier manages to pull away, and it can't hit you if you are directly under it. Speaking of fire, you should know by now, but try not to catch on fire. It will first cause a chunk of damage and then slowly take it away as the fire continues to burn on the character. If Raiden does catch on fire, do some running rolls to put it out. Another sequenced attack is that it will fire a large amount of missiles from a distance. When this happens, drop the weapon and run down to the lower level. The higher the difficulty, the less time you have before the missiles hit. I barely made it down on Hard. The third one is that it will fire a HUGE number of missile from a close range, on the east side of the bridge facing west. During this time, hide on the stairs that lead down to the lower level. Don't go on the bottom floor, as the missiles can go down there. Try crouching or lying down right below the point where the stairs descend past the upper level. After the Harrier is done firing, it will pause for five to ten seconds before flying off. As soon as it looks like the barrage of missiles is done, run up the upper floor, pull out the missile launcher and fire as much as you possible can in its direction. Like the first sequenced attack above, you should be able to do a good deal of harm to it. The last attack is that it will simply fly in close the bridge and circle around it shooting a rapid fire gattling gun for a good minute or two. The best thing you can do is hide behind the tank and hope it will deflect the bullets. Keep a close watch on where the bullets are coming from and the sliver on the radar. Try to anticipate where and when the Harrier will move by watching the stream of bullets as it moves. Snake will also be providing assistance during the battle. He'll drop ammo and Rations onto the bridge, should you need them (which you will). Just keep an eye on your health, use Rations when needed, and grab Rations when they are dropped. (Supposedly Snake will also try to get the Harrier to stop firing on you when it does the last sequenced attack I mentioned, as he'll shout 'I'll handle this.' However, I really didn't see him do anything. Then again, I was focusing more on not getting shot, but that's just me.) One last thing. Don't shoot down the chopper, okay? (Grrr... despite the fact that all it does is seem to get in your way on the higher difficulties...) All in all, not a terribly hard fight. Just pay attention to its location, fire when you can, and watch for the sequenced attacks. ===LG Bridge Wreckage============ Enemies : None [VE], 1 [Ea], 2 [No - Ha] Items : AK Suppressor [Ea - Ex] PSG1 Bullets [AD] PSG1-T Bullets [AD] Ration [x2] [VE - Ha] Now that the place is practically destroyed, you need to make your way to Shell 2. You start on what is left of the southern half of the 1-2 Bridge. Go to the fire on the left. Once you get close, the controller will start vibrating and you'll hear a ringing tone. Equip the cell phone and a message will come up. You can use the Coolant Spray to put the fire out. To do so, you need to make sure that the fire is completely out in one section before moving on to another, else the fire will start blazing again. A steady stream of smoke and red sparks will fly up once the area is sufficiently cooled. Just make a smooth motion from one area to the next so the fire doesn't spread over again. When the fire is out, you can run down the steps and grab the Ration. Just be careful as the stairs will fall away about five seconds after you step on it. It may take a try or two, but since you are most likely out of Rations, it'd be best to try for it. There are a few items to get here, if you will notice when exploring in FPV. There are a number of items in front of Strut G and there is a Ration on the end of the pipe running below the bridge. To get over to the front section of Strut G, you'll have to run up that strip of flooring that curves up to the north and do a running roll the second you hit the end. With some practice or luck, you'll safely end up on the platform on the other side. Grab the items, and run up to the fire. Slowly put it out and grab the Suppressor. Jump over to the right and the walkway the runs around Strut G. To get to the Ration from the bridge, go to the bottom right corner of what is left of the main floor of the bridge, by the railing. Flip over the railing and hand-over- hand across the long, gray beam. (Or, assuming you'd rather have the Suppressor as well and jumped over there, you can just go down to the orange pipe on the right.) When you are over the pipe, push X to drop down. If you got the items from Strut G, as you should have, just drop down onto the pipe from the block that leads up to the walkway around Strut G. Now, while you are on the pipe, do not, under any circumstances, run. You will more than likely fall. And die. Especially if you are over the bird crap (you should remember the roof of Strut A and slipping on the crap if you played around up there). Slowly make your way south by tapping the pad or thumbstick, keeping in the middle of the pipe. At the south end is a ration. Get it and slowly go north to a block leading up to the walkway around Strut G. Once you step on the walkway, fires will steam up to the left, by the opening of Strut G where the items were, making it impassable. (Not that you can get at it from the box below it. The only way up is to jump that curved piece of the wreckage.) To jump on the walkway, flatten your back against it and hit the Action Button. Make your way up the walkway, minding the fact that there is no railing to prevent you from falling off and that there are certain panels which will fall off once you step on them. When you reach the top, flatten against the railing and drop down to the lower level. As soon as you do, two enemy sentries will come out of Strut L and begin to patrol the GL Bridge above you. I'd suggest taking the them out with the M9 or PSG1-T rather than trying to avoid their sight. I wouldn't suggest using a lethal weapon as they will call out a cypher that will appear directly right of you when they become alerted. Bad news, them cyphers. Go right across the lower walkway to a ladder at the end. There are two holes in the walkway, though. For the first, flatten against the upper solid wall and slowly walk across the small ledge, keeping your back on the wall. For the other, you'll have to flatten against the lower railing, flip over, and hand-over-hand across. Not too difficult, but watch that you don't make any sudden movements in any one direction, lest you fall off and have to do this all over again. ===Strut L Perimeter============= Enemies : 3 [AD] Items : AKS-74U Bullets [AD] Chaff Grenade [AD] PSG1 Bullets [AD] Ration [VE - Ha] SOCOM Bullets [AD] As soon as you come up the ladder, you should hear footsteps. There are guards just around the turn, but they are inside Strut L, looking out windows across the walkway. You need to crawl underneath the windows to the other corner. You'll have to move quickly, though, as there are a couple of planks that will fall out when you get on them. When you reach the bend, you'll see that the walkway is out. Like the small walkway earlier, you'll have to get your back against the wall and slowly walk over. However, you'll reach a large outcropping that blocks the way. Crouch down, keeping your back against the wall, and go underneath it. When you go around the next bend, you'll see that there is a guard on the roof who needs to, well, take a leak. Unfortunately, he goes right on the walkway. I don't know about you, but I'd rather not walk through that. If you start running right after the cutscene starts (or you can save time by hitting X to skip it), you can make it across before he starts. You can walk through it, if you so choose, but I have no idea if it has any adverse affect on gameplay. (Like, you'd smell funky and guards would become suspicious when you are near. I don't know, really, and I don't care to test it. Just run over quickly for cripe's sake.) When you go around the next turn, the walkway ends. Before you back against the railing and flip down, take a look north/northwest in FPV. A whole lot of cyphers. Try to take some of them out with your newly-silenced AK. If one gets too close or becomes alerted, drop down over the railing to another walkway below it, where you will find a box of AK ammo. Run north across the bridge and find a Ration at the end. Come back south and go up the staircase. When you are only partially up, use the trigger buttons in FPV to check the positions of any remaining cyphers and take them out (and use FPV to listen for the cyphers, to be absolutely sure they are all gone before you make your way up to the KL Bridge). Go up to the main KL Bridge and run north to the K and south to the L Struts. Both of the doors are broken, unfortunately, but you can pick up some ammo at both ends. When you're done, head over to the path in the middle that leads to the Shell 2 Core. As you'll notice, parts of it are missing. For the first hole, there is nothing to grab onto, so you'll have to do another running roll. For the second hole, you can lean your back against the railing and cross or flip over the side and hand-over-hand it. ===Shell 2 Core, 1F============== Enemies : None [AD] Items : Chaff [AD] M4 Bullets [x2] [AD] M9 Bullets [AD] Nikita Missiles [x2] [AD] Ration [VE - Ha] SOCOM Bullets [AD] As soon as Raiden enters the Core, there will be a Directional Microphone sequence and you'll see that there are high voltage current panels lining the floor to the President. To get past them, you need to use a remote controlled missile to take out the circuit panel which controls the floor's charge inside the room where the President is being held, while not hitting him. (Which of course means he is going to get in your way...) There are no enemies on the floor at the moment, so you may move freely. On [Ha], you'll hear a deceptive snoring, though - it's not a guard, it's the President. Just make your way clockwise around the floor to the break room with the node and then to the elevator, grabbing the items along with way (all of which are in easy to see locations). Head on down to B1. ===Shell 2 Core, B1============== Enemies : None [AD] Items : Night Vision Goggles [AD] Nikita [AD] Ration [VE - Ha] Stinger Missiles [AD] When you first get off, you'll notice one thing - the place is in the process of sinking. Hit the node just right of the door for the radar, and keep going right to find a staircase leading down into the water. You're going to have to swim for the greater part of this section of the game. You should already be familiar with swimming controls if you played around in the water pool in very first room in Strut A. If not, the Colonel will call you and go over it again. Just hit the Punch Button to dive down and hit it repeatedly to swim faster. Be sure to keep an eye on the O2 meter and come up for air at the air pockets. They are shown as bright blue patches on the radar. From where you start, swim straight south until you reach the southern-most room with an air pocket. In that room, you will find the Nikita in the southwestern corner. Now that you have it, you could run back to 1F now, but since you're here, you might as well get a few more items scattered throughout the floor. Head back north to the first air pocket. Go down the hall just left of it. You'll soon come to a door on Raiden's left (to the south) with a small dark corridor. In the corner, you'll find the Night Vision Goggles. Nice. Turn back into the corridor and keep going west down it to another room with an air pocket. (On [VE], you'll find te Nikita just south of the first staircase you come down by the elevator. On [Ea], you should have found it just south down the hall here. On [No], it is just before the long hallway going south with two mines in it. You may or may not wish to continue on and save what follows for your return trip on these difficulties. Up to you.) [If you continue on...]If you want, you can go all the way south to another room with an air pocket and... a rubbery ducky... or you can take the corridor that goes east that you will pass as you go south. Careful not to rush inside - there is a mine planted there. My suggestion is to ram into it, causing it to explode and thus, not be there anymore for you to worry about hitting. You will have to come back through here in...less than favorable conditions and having to worry about not hitting the mine is a waste of time. Hit it and use a Ration. Go south down the corridor where the bomb was guarding. You'll hit another corridor - go left into it, and the down the corridor on the southern wall. Mind that there are two mines in the hall. I'd say just kill the bottom one - you'll have plenty of room. From here, go south to another room with an air pocket and two doors that are sealed. The one on the east side won't open, but they west one will. Rapidly hit the Action Button to open it...and a there will be a quick cutscene. The door leads to a large room filled with wreckage. There are several holes in it though, near the north and south sides of the walls of wreckage, usually a the very top or very bottom. It's fairly easy to navigate, but use the air pockets on the north wall if you need to. Go to the west-most air pocket - you'll find a box of Stinger missiles directly below it. Make your way west to a door on the north side of the western wall. Go in to find an air pocket with a ration directly below it, which you will grab as you head up to the air. If you go north, you'll come to a staircase leading up to a small area that isn't flooded. However, the only thing here is a Level 4 door, which you don't have access to (yet). So, remember this location and backtrack to the elevator and head up to 1F. Alright, now to deal with the circuit panel. The best duct to use is the one inside of the small room on the left, just above the lowered area that is on the south wall of the floor. Inside, there are two security cameras. Get close enough to the door so that it opens and then use the SOCOM to take out the cameras. You'll find some Nikita missiles on top of the crates. Jump on top of them and look at the north wall. It is dark, but you should see the vent clear enough. Shoot the missile in and go to the second route right (not the first one you come to) and then it is a straight shot into the room. On most difficulties, you just have to avoid the running 'Prez', which is simple enough. On [Ha], though, he is sleeping right in front of it. If you hit the panel, he will die. All you have to do is shoot a decoy inside first and hit some random wall somewhat close to him so he wakes up, but not so close as to blow him up. Give him a second and then shoot another. He'll see it and run away (and cower in a corner...). Hit the panel and run over to the now safe to cross floor and into the room. Now you'll have a nice long chat with the President and there will be... a few revelations, to say the least. When you are done with him and walk out the door, there will be yet more Codec conversations. Inside the room with the President, you can crawl into one of the ducts that is on the southern wall. As soon as you go in, look to the right and you'll see a box of Stinger missiles. Keep going south and to the left, there is a grate with a Book behind it. If you shoot out with the grate using the Nikita, you can grab it. It'll take about three missiles to do it. Not much else to do here. Don't bother trying to shake out... the body, as there isn't anything to shake out. (Unfortunately - he could have had some interesting items...) Be sure to talk to Campbell on Codec to learn a good deal more about Emma, your new objective being to rescue her. Again, there are no enemies, so just run back to the elevator and go down to B1. Now, swim all the way back to that Level 4 door and enter. Be prepared for a very challenging fight. ===Filtration Chamber============ ---Boss : Vamp------------------- Enemies : Vamp Items : M4 Bullets [x2] [AD] [Regenerates] M9 Bullets [AD] [Regenerates] RGB6 Grenades [AD] [Regenerates] Ration [VE - Ha] SOCOM Bullets [AD] [Regenerates] Vamp is a tough opponent, but you should be able to handle him. A few ground rules first. One, do NOT fall into the water or you will die. Two, do NOT use the auto-targeting systems for your hand guns and rifles. Vamp will anticipate the movement of muscles and determine where your bullets will end up, avoiding them. Always use FPV. It is slower, but it will vastly increase your chances of hitting him. Three, do not waste your small arms ammo by trying to shoot at him when he is glowing red. Ordinary bullets from hand guns and rifles will not affect him. Use the RGB6 grenade launcher or Stinger - he should move slow enough that you will have a shot. Fourth, when he comes onto the lower deck and starts slowly walking toward you, take as many shots as you can, but do not let him get close to you. (Later in the battle he will also start running towards you.) As soon as he does, he will jump over you and come around from behind, from which it is too difficult to recover fast enough to prevent the attack. At the beginning of the battle, he will make a graceful bow and waste about ten seconds before he actually starts. You cannot harm him during this time (unless you'd like to take a cheap shot with the RGB6 or Stinger), so take the opportunity to run to the right and back to get the Ration and ammo. Now run back to the southeast corner, my favorite position to fight this battle from. Vamp does four things during this battle : swims underwater for anywhere from approximately ten to thirty seconds, walks along the upper balcony throwing daggers at you, walking/running along the lower balcony towards you so as to jump over you and cut you from behind, and finally, throws a dagger that pins you (and your shadow) in place, unable to walk or equip items/weapons. For the first part of the battle, he will alternate between jumping on the upper balcony, to swimming, to jumping on the lower platform, back and forth until he is down to about 1-2/5 of this life. This makes it really easy to predict what he will do. When he is swimming underwater, I highly suggest that you take the chance to hit him with the RGB6 - just shoot off six or so rounds into random locations underwater. More than likely half or more of them will either hit him or the vibrations from the water will. If one hits him, it'll do a small amount of damage and take some O2, whereas the water vibrations will cause a small amount of stun damage and take away a LOT of his O2 meter, forcing him to come up after he more than likely takes some damage from the lack of oxygen. When he is walking on the upper balcony, he is almost always using the red glow, so you'll have to pull out the big guns. Always try to evade or shoot down his knives, first of all, and when he pauses at the end or beginning of one of his attacks, fire the RGB6 at him or a Stinger. (Stingers are far more effective and cause quite a bit of damage, but you will only have a limited supply. Make them count.) Above all, avoid the knives. You can shoot them down, but you'll have to use something that will allow you to fire rapidly. The M4 or AK are ideal. To be honest, it is far easier to avoid them than to try and shoot them down. When he is walking on the lower platform towards you, I suggest that you either hit him with the M4 as soon as he comes out of the water (while he takes a second to rise and begin walking) and then run around avoid him or fire a Stinger at him as soon as he comes up, which causes him to immediately jump back into the water. I highly suggest using the Stinger - if you stand in the southeastern corner, he will always jump into the northwestern corner. As soon as he comes up, aim for the small hole in the railing by him - it will always hit him and hit him hard. You could try C4 if you want, but it'd be bit of a hassle as he won't always walk where you want him and during a moment of confusion you could easily blow yourself to bits. If you are really having problems with the first part of the battle, you may want to just sit in the corner, wait for him to jump on the lower deck, shoot the Stinger, and run around the square, avoiding the knives while he is up top. This will really get you far into it and allow you to do a good amount of damage while staying relatively safe. The 'shadow dagger' is the hard part. He will constantly flip around the upper balcony firing daggers, with the occasional Shadow Dagger and flurry of five knives. He will always use the Shadow Dagger first, which will lock you into your current position. The only thing you can do is spin around, crouch, and fire whatever weapon (if any) you had equipped when you were hit by the dagger. No moving, no using items, no nothing. (Be SURE that you always keep Rations equipped as your item. Even if you cannot use it by choice, if you run out of life, a Ration will automatically be used, but only if you have it equipped) What you want to do is avoid the Shadow Dagger by staying constantly on the move and right after he fires the flurry of five daggers at you (you'll begin to recognize the 'pft-pft-pft-pft-pft' noise they make) and you are safely out of their way, take up the Stinger (if you have any ammo left) or RGB6 and fire at his position. Most of the time, you'll miss, but if you can move fast enough, you'll hit him one or two times, which is all you need as he should be very low on life. However, if you get locked by the dagger, just stay calm and listen to the noises he makes jumping around. He won't throw any normal daggers at you in this mode; only the five at once. So when you hear that noise, and I mean the _second_ you hear it, you push the A button and crouch down. They'll fly right over your head. Hit X to stand back up again and keep doing this until the dagger wears off. Then return to taking those lucky shots when you can. Or, to completely avoid the dagger altogether, you can shoot out the lights that ring the chamber (four in all). The best time to do this might be during the opening while he is taking his bow and you have a moment of peace. Either that or when he is underwater - just be sure to watch and listen for him. This is a tough battle and you will more than likely have to do a few times. You'll get his pattern down eventually and get quicker at firing the grenade when you have a split-second window of opportunity. I wish you luck. If you are trying for no kills, you're going to have quite a long battle. You will be able to hit him with the M9 while he is walking towards you on the lower balcony (though it won't do much damage). Your best bet for wearing down his stun meter is to keep lobbing grenades into the water while he is under with the RGB6. Also, try firing the Stinger at the surface of the water - it won't go underwater, but detonate at the surface and almost always cause a bit of damage to him and completely take away his O2. I have no idea what you are going to do when he is on top trying to hit you with the Shadow Dagger, if you can't manage to take out the lights. Update : I played around with it on the lower difficulty levels, and I found that the easiest way to merely stun him, rather than kill him, is to use the Stinger to shoot the water two to three times while Vamp is underwater to bring down his stun gauge significantly. It won't allow you to knock him out this way, but you can at least get very close to it. When that is done, I'd suggest using PSG1-T and keeping a fix on an area on the upper platform opposite you where he will land (there a fixed spots). I'd use the PSG1 over the M9 as the bullets fly much quicker, and Vamp only stays in the spots for a few seconds. It helps greatly if you take out the lights well before doing this as well. Lastly, he does occasionally rush you and try to physically attack you from behind during the middle portion - punching and kicking him, if you can avoid his attack, will help wear him down greatly as well. ===Shell 2 Core, B1============== Enemies : None Items : AKS-74U Bullets [AD] Body Armor [AD] Book [AD] C4 [x2] [AD] Pentazemin [AD] PSG1-T Bullets [AD] Ration [VE - Ha] Thermal Goggles [AD] [If not already obtained] After that titan of a boss, head through the door in the back. There will be Ration right where you come in. Head left and there is...yet more water to swim through. No map this time either. And a lot more mines. Head straight north to the air pocket. There is a small room north of there with a mine to the immediate right and some AK ammo a bit left. Grab it and get some air. Now head east down the long hall. There is another air pocket at the other end. Skip the first door to the north for now, and go down the second (east-most) one. You'll find the Body Armor at the end of the hall. VERY nice. If there is one item you have to get in this game, it is the Body Armor. Don't miss it. If you don't need Rations equipped, keep it on at all times. Now go down to the south and there is a small room with two mines and a box of PSG1-T bullets. Grab it, get air if needed, and head down the western- most corridor north. Go past the mine, go through the hall to the left and up the stairs. Head inside the room and hit the node just north of the door. There is some Pentazemin on the floor, left of the raised platform, a Book in the bottom-most locker on the left, and two boxes of C4 in the upper-most locker on the left. The rest are locked or empty...except for the middle one on the north wall. Open it up to meet Emma. (Be sure you have all the items before opening the locker - you'll automatically be forced out of the room when you meet her.) (And if you are feeling particularly cruel, try banging on the door or firing some weapons around it.) By the way, if you didn't obtain the Thermal Goggles in the Conference Room, you can now find them in the large locker on the east wall (southern locker). Get them already! Now backtrack through the water to the Filtration Chamber. The controls are the same; just keep a close watch on Emma's O2, which is far smaller than yours. Stop for air every single chance you get. From the stairs, head south, then west at the long corridor to the end. Go south, then east around the corner, and the up the stairs. To guide Emma, just hold the Action Button when you are close to her and Raiden will s..l..o..w..l..y guide her along. A few notes on guiding Emma. Don't take her everywhere with you - make sure the area is clear before putting her in harm's way. Should she take damage for some reason, you can let go of her and she will still down in a minute. While sitting down, she will regain health. (Look at her while she is sitting, by the way, to hear her, well, complain.) You cannot shoot weapons when you are guiding her, so, again, be careful. When you get to Chamber, there will be a few quick scenes and Codec calls. After the scenes, don't move. Equip the Mine Detector and take a look around. The left path is covered with them and the right is clear. You can grab some if you want, but just head down to the door. When you get there, there will be a number of scenes where Emma explains about Arsenal, GW, and the whole reason for the construction of Arsenal. When the scenes are done, backtrack through the first part of the water, with which you should be eminently familiar with, to the elevator. When you reach it, you'll find it surrounded by bugs. Emma doesn't like bugs, so spray them with the Coolant and they'll run away. Be sure to get all of them and like on the Deep Sea Dock, and don't get them on you. Head up the elevator to 1F. ===Shell 2 Core, 1F============== Enemies : 3 [VE - Ea], 6 [Ha] Items : AKS-74U Bullets [x2] [AD] M9 Bullets [x2] [AD] PSG1 Bullets [AD] PSG1-T Bullets [AD] Ration [VE - Ha] RGB6 Grenades [AD] SOCOM Bullets [x2] [AD] On 1F, there are now a couple of guards. The first one is in the lounge, just west of the elevator. He turns his back on Raiden's direction plenty of times so holding him up isn't a problem. Take him out and hide the body in the back corner, right of the elevator, out of sight. (Do this on [No - EE], at least.) I'd also bring Emma over there, to keep her safe. Once the elevator closes, and you bring Raiden down the hall to south end of the floor and enter the room that use to have the two security cameras, a guard will come up the elevator eventually. RUN back to the lounge and wait for him to leave himself open to hold-up as he comes left around the bend. Just make sure he doesn't see you. Now it gets a bit more complicated. Once you bring Emma into the lounge, a guard will appear in the small corridor that juts out left near the bottom of the long vertical corridor on the right. But there are also two guards down there with a difficult patrol pattern. I suggest you first leave Emma in the corridor after taking out the first two, run down and take out one or both of the two with the odd pattern (I'll tell you how in a second) and then bring Emma to the break room and get the third guy. If you take out the third guy first, there is a strong chance that one of the ones with the odd pattern will hear and come find you. For the odd guys, you need to lure one of the away. You couldn't possibly take one of them down with the other seeing you do it or trying to drag the body away. Watch their pattern, first of all. (You'll make noise going down the steps - use the running roll to get down quickly and silently.) When the one of the left is just about to turn around and come back towards you, make a knocking noise in the corner opposite the stairs. He'll come investigate, so you need to hide. Use one of the boxes. When he looks and doesn't see anything, he'll turn around. QUICKLY drop the box, and run a bit closer to him and hold up your weapon. When he puts up his arms, quickly drop your weapon, and grab him from behind. Drag him up the stairs and fairly far away from the other guard. Drop him and draw your weapon as he recovers. After taking out this guy, the other two should be a cakewalk to get. Once you bring Emma down into the lower portion of the floor on the southern wall and near the stairs, the final guard will appear in the hallway that leads to the KL Bridge. He should be fairly easy to handle - just hide behind the crates south of the corridor until he goes back int. Careful of stepping on floors that make noise, though. There are fewer enemies on the easier difficulties, and you can handle those on your own, I'm sure. In case you hadn't noticed there are quite a few new items on the floor, in the room where the President was in particular. Be sure to check the ventilation ducts as well. When you've grabbed it all, drag Emma to the KL Bridge. ===KL Connecting Bridge========== Enemies : 1 [AD] Items : Chaff Grenade [AD] M4 Bullets [AD] PSG1 Bullets [AD] Ration [VE - Ha] SOCOM Bullets [AD] Ah yes... time does indeed pass in the game. It is now dusk. On the lower difficulties, this bridge is fairly simple - just cross, take out the lone enemy and you are done. On [Ha], there are two cyphers and a sniper in addition to the sentry. The cyphers is easy enough to take out with the PSG1. For the sniper, go out onto the balcony in one of the corners. Turn around and look at the roof of the Shell 2 Core. You should have a fairly good view of him. Take out your weapon of choice and hold the triggers in FPV to reach up (you cannot hit him otherwise) and fire away. Run up the bridge and crouch behind the wall. Watch the guard's pattern and rush him. (Careful of his double-take southward.) Grab all of the items on the lower bridge, put out the fire in the way of Strut L with the Coolant, and lead Emma to Strut L where there will be a quick scene. ===Strut L Sewage Treatment Factory=== Enemies : 2 [AD] Items : SOCOM Bullets [AD] This is a really small area, with only two guards, but they are patrolling close together. The best way to get past them is to stay in the horizontal hallway at the top and look south through the red hallway into to the red room at the other end. Take out the M9 and go into FPV. Wait a minute and a guard will come into view on the far side (not the closer one). Tranq him. Now, there is also another guard closer, who should be just west of the red hallway when the far guard comes into your view. Shoot the M9 at the railing in the middle or to the left-middle so the guard comes into your view to investigate. Quickly shoot him in the head - if don't do it fast enough he will turn to leave, but he will turn towards you and see a figure. He won't become alerted, but he will come cautious and come see who you are. Once they are down, use the Coolant spray on them to wake them up (stay behind them) and pull out your weapon as they are rising, which will automatically hold them up. Nice and dirty. Bring Emma through the door to the south and they'll start climbing down the strut. ===Strut L Oil Fence============= Enemies : Varies - too many to count Items : Pentazemin [x2][AD] [Regenerates] PSG1 Bullets [x2, VE - Ea][x1, Ha][Regenerates] There aren't many specific directions I can give you for this sequence. You have to lay cover fire via the PSG1 for Emma as she walks across the oil fence to Strut E. You'll have to deal with armed cyphers, enemy sentries, and Claymore mines. The most important thing to do is equip the Thermal Goggles. With them, you'll be able to see the Claymores placed on the fence. Be sure to take them all out long before Emma gets there. In fact, at the very beginning of the battle, scan along the fence. On [Ha] there will be some on the leg that Emma is already on and there is another group to the far right. (There are no Claymore mines on [VE], by the way.) The next most important thing is to use the Pentazemin. Raiden's aim is terrible without it. Lastly, constantly scan for enemies, starting with Emma's immediate area and moving outward, while constantly checking on Emma. Take out an enemy as soon as you see it. This is a fairly easy segment if you pay attention and scan around a lot. When Emma is almost to Strut E, a... familiar face will appear and hold her hostage. This is pretty simple too, but you have to be quick. Aim just above Emma's head at the top of her captor's head. When you've found the spot that you can hit him from without endangering Emma, plug away as fast as you can. After the sniping sequence is done, you'll have to rush over to the Shell 1 Core, B2. The time limit changes by difficulty: [VE] - 1,200 seconds [Ea] - 600 seconds [No] - 300 seconds [Ha] - 240 seconds [Ex] - [EE] - ===Strut E Parcel Room=========== Enemies : 1 [AD] Items : Digital Camera [AD] (If not already obtained) Stinger Missiles [AD] Once you are back in control, go through the hatch into a room simlar to the one with the previous two sentries. Go through the level 5 door to find yourself on the lower level of the parcel room. Duck into the northern level 5 door to find the Digital Camera. There is a single guard (who appears to have missed the call to Arsenal due to his headphones...) here with a dog tag. In the lower modes, he is just sitting in the Level 5 door to the north or stationary on the upper level, an easy take. In [Ha], he's walking around the main floor. As soon as you start the timed section in [Ha], run as fast as you can through the hatch, and go wait on the stairs. You should make it there as he is going south to turn east. As soon as he does turn, run up and hold him up. After that, run further east to the EF bridge (the door in the southeast corner of the Strut). On the bridge, there will be some cyphers. You don't have time to mess around trying to snipe them individually, so throw a Chaff grenade or two and run out to the middle of the bridge. You may or may not be able to run straight to the core, depending upon your difficulty. If the tiles haven't been put back, it'd be best to quickly take out all three of the cyphers while the Chaff is in effect and then flip over the railing of the bridge. When you reach the edge of the railing, flip back up and do a running roll across the last hole. Enter the Core. Run north through the bugs (be sure to shake out your items...) and around the corner, or south around the entire floor, if you wish (careful of Claymore mines just south of the hallway you enter from). Enter into the elevator. Yet more cutscenes. Sad cutscenes. ===Arsenal Gear - Stomach=========== a.k.a. Azabu-Juban Enemies : None [AD] Items : Medicine [AD] Ration [VE - Ha] After numerous scenes, Raiden will be inside an Arsenal Gear torture room... naked. No equipment, no weapons, and even worse, no clothes. There will be quick event where you need to hit the Action Button repeatedly to prevent Raiden from losing his O2, but this is a short one and you can actually just let it go and Raiden shouldn't lose any health. There are two items in here. One is a Ration underneath the computer console on the left wall. The other is some cold medicine in the locker to the right, which you might need since it is rather cold in here and our hero is as naked as the day he was born. Next, head right into an adjoining room. Inside you'll find a node for the radar. (This is the only area in the game where you'll need to log into a node to get the map in [VE], by the way.) Keep going right into the next area. ===Arsenal Gear - Jejunum=========== a.k.a. Aoyma Ni-Chome Enemies : 3 [VE], 4 [Ea - Ha] Items : Bandage [AD] Box 5 [AD] Ration [VE - Ha] When you first enter, you'll get a rather...disturbing Codec call. Now before you start moving about here, contact the Colonel over the Codec repeatedly. He'll give you a good deal of information about your current situation, such as you cannot hang or chokehold, and you will sustain a large amount of damage since you have no armor. It is in your best interest to stay hidden, as you should have been doing throughout the game. Watch the guard's pattern and get to the block on the right, then up the stairs, at which point you'll get another... strange call. Oh, it's only the beginning, ladies and gentlemen. From this point on, you will be constantly paged via Codec. Listen to them all you like - a number are actually pretty funny - but it does start to get annoying after a while. Once you are thoroughly amused and confused, you want to get over to the left balcony. There is a box at the south end that you can hide in. (It's not clothes, but it'll have to do; good to hide from the enemy as well.) Be careful about going over the bridges connecting the left and right side - they will come running if they hear you - use the running roll, as usual. You'll also want to be careful about moving while a guard on the lower level has his cone pointed at you. If he sees the box move, he'll get curious (yellow) and come investigate - move out of the area, ASAP. Once you've got the box, make your way north on the left side. When you reach the end, you can go down and get a few items if you want, but it really isn't worth the hassle, in my opinion. Just head left at the top bridge. Once the guard patrolling the walkway leading to the east is at the west side of the balcony, overlooking the main area, move as fast as you can east to the door. ===Arsenal Gear - Ascending Colon=== Enemies : None [AD] Items : Ration [VE - Ha] When you arrive in the... colon, go south down the tunnel to find another Ration. Now you'll probably wander around for a moment and notice that all of the doors are locked. Don't panic when you can't figure out what to do. You need to start answering the Codec calls. (Yes, I know, you're probably sick of them by now.) Eventually, Rose will come on and speak with you about... 'her past'. When she's done, Snake will show up...with Raiden's gear. Not only does Snake give you your gear back, but he has a present from Olga - the High Frequency Blade. An excellent weapon, once you get used to the controls. Listen to Snake explain the controls and practice as much as you can with it. Don't take too long or go too to the north, though, or the practice will end. And there is one thing you need to do first - knock out Snake. Press the Weapon Button to change the blade from the sharp edge to the blunt. (If you are going for no kills, you'll have to use the blunt edge to take out enemies, but you also don't want to kill Snake or the game will end.) As soon as he is out, drag him around and you'll get one of five very special dog tags (one for each difficulty). Nice. Finish up practicing and Snake will lead you to the next area. ===Arsenal Gear - Ileum============= Enemies : A whole lot. Items : None [AD] Now it's a just a constant stream of enemies that Raiden and Snake have to fight their way through it all. To be honest, there isn't much I can do for you here. First of all, call Otacon - he has some good advice for you. On the higher levels, protecting Snake will be the hardest part, as he keeps pushing forward. It actually helps if you stay ahead of him and take the brunt of the blows. He'll back you up and give you plenty of ammo and Rations. My key points of advice are: - Use the body armor. It'll save you. - Use Rations if you life goes below 1/2. - Stay ahead of Snake and be the enemy's primary target. - Take items when Snake drops them. Listen to his voice and the noises. - Take out the guys on the upper levels first - they have deadeye aim and prime shooting positions for both of you. - When the Tengu soldiers start reflecting you bullets, shoot at their feet. - When you reach the end of the tunnel, drop the M4 or AK or whatever and break out the sword. You'll tear through those guys with it set on lethal. If you're trying for no kills, you have your work cut out for you. You could let Snake do all the work, but he'd be dead so fast. Perhaps if you played a decoy target... I don't know really. Good luck. When you've killed them all, head into the door in the back to next area. ===Arsenal Gear - Sigmoid Colon===== Enemies : Far too many to count. Items : Ration [VE - Ha] Grab the Ration in the front room and head into the circular room. Again, you'll be hit with an onslaught of Tengu soldiers. Same deal as last time really, only I _highly_ suggest you use the sword primarily, if not exclusively. You'll do much better with the sword, but you'll have to get close to them, which means run quickly to get them as soon as possible and try to avoid their physical attacks. Again, use the Body Armor and use Rations when needed. ===Arsenal Gear - Rectum============ ---Boss : Metal Gear RAYs----------- Enemies : A score of Metal Gear RAYs Items : Ration [VE - Ha] [Regenerates] Stinger Missile [AD] [Regenerates] Raiden will be transported to a VR like arena on the roof. Solidus will begin to speak with you and you'll be allowed to move about freely. During this time, grab the Rations and missiles (if they are there, that is - they only seem to appear if you are low on Rations or missiles). When he finishes... You want intense? You got it. You're about to face a score of Metal Gear RAYs on your own with only your Stinger Missile to do any significant damage. Before you do a thing, call Otacon on the Codec to learn a lot about the RAYs and tactics to use. The key to this battle is to be moving as often as possible and keep actively fighting them as much as possible. It seems to me that keeping a constant stream of missiles headed towards them seems to be the most effective way to keep them from getting at you. If they are reeling from an attack, they can't very well hit you, now can they? That isn't all of it, of course. There is one important detail to exploit that will win this battle for you. Shoot the leg and the RAY will bend down, with it's mouth open, as if screeching in pain. At that moment, shoot a missile directly into its mouth, causing a good 1/3 - 1/4 off the life bar. Keep doing this, and I mean keep - I want you to constantly move, stop, knock him down on his knees, hit the head, deal with any incoming missile attacks from the other RAYs, move a bit if needed, and quickly take up the Stinger again to set up another attack. If they start to fire their barrage of missiles at you and you don't have time for the knee-mouth thing, just shoot one at their head to do a small bit of damage. The best defense is a good offense, as they say. By the way, keeping the Body Armor equipped is a VERY good idea. The missile barrages they fire won't outright kill you, but only knock you critical. (Heh.) It is in your best interest to not get hit, obviously, but the armor will help if you are. Dealing with their attacks is a whole other thing. They have several, ranging from the incredibly easy to avoid rail gun, to the pain in the rear and huge damage causing missiles. When a RAY is standing on the platform, he'll often swing down his arm and sweep an arc with his rail gun. To avoid this, simply run at a diagonal angle towards the camera and to the left or right. After the arc passes you, but before it stops, you'll have a perfect chance to set up a knee-mouth deal. Take every chance you get. The next attack is the ballistic missiles that RAYs in the background will shoot towards you. You'll hear them being launched and there will be a constant beeping that gets more rapid as they approach you. Just keep moving in a diagonal line and often doing a running roll at the end, you should be able to avoid them with out a problem. Granted, this will take a lot of practice, but eventually, you'll be able to glide past them with great ease. If you work at it, that is, and don't get overwhelmed. This battle is very much possible to win and win well. The RAY has a few other lesser attacks as well. The most dangerous of which is the dual guided missiles from the knees. As soon as you hear or see these guys come out, run to the left or right and do constant running rolls to avoid them. (Be careful that you don't end up on the crawl position by leaning on the A button too much.) As usual, there will be a slight delay in the RAY's movement after launching those guys, so take your shot at its knee. Another attack is a steady steam of pressurized water. This only happens if you get too close to the RAY. It won't cause too much damage, though, and it'll last for a good ten seconds or so. His mouth is obviously open, so take the shot when you recover. Speaking of getting close to RAY, that isn't an entirely bad idea. When you are closer, the Stinger missiles reach their target almost instantly and you can fire a knee-mouth combo at the RAY on the platform then fire another combo at a RAY on the outside ring. Don't ever forget about the guys on the outside ring, obviously, and causing damage to them before they get a chance to jump on the platform. Just don't get _too_ close to the one on the platform. One additional tactic that Otacon suggests is to throw out a Chaff, which will not only somewhat blind the RAY, but also cause missile targeting systems to miss the target by a long shot. Use opportunities while you are running form a barrage of missiles or the rail gun to throw one of them. It'll pay off as they leave even more windows for you to do knee-mouth combos. This is not an easy battle by any stretch of the imagination. But once you've fought it ten times, you'll begin to understand the nuances of it and begin to anticipate the RAYs' attacks and find plenty of windows for firing off a knee-mouth combo. The biggest thing is to not get discouraged - keep at it. Fight it over and over again until you make headway on the mechanics of the battle. The fight is obviously easier in the lower difficulties, as you will cause more damage, they will cause less, and above all, you will have to kill fewer RAYs. I know that there are a certain number of RAYs that must be killed before the battle will end, but to be honest, I lost count on [Ha]. It's not a big deal though - you shouldn't start becoming desperate once you know that you are near the end and start to make stupid mistakes that will get you killed. You have to fight each RAY like it is the very first one and not expect the relief come. Concentrate on constantly causing damage and avoiding their attacks. ===Federal Hall===================== ---Boss : Solidus------------------- Enemies : Solidus Items : Ration [x2, VE][x1, Ea - No] Some of the most dramatic (and convoluted and, perhaps, somewhat profound) scenes in the history of video gaming will commence. There will be another button mashing event in there as well, from which it is very possible to die. Eventually, Raiden and Solidus will be thrown on the roof of Federal Hall. After revelations beyond what you could have possibly imagined for this game, you have one last task - to take down Solidus. You will only have one weapon - the blade. You'll have all of your items, though. When you are finally in control of Raiden, don't start the battle quite yet. First, contact Otacon over Codec. Like the last battle, he has numerous pieces of advice for you. I'll expound on his points here : - Don't try to confront him from his front side. He's twice as good as you with the sword and will (almost) always block a frontal assault from your sword. What you need to do is get around to his back or side or to take advantage of the delay time after he launches certain attacks on you. When he throws out his missile arms (when they are green), he leaves himself open for attack. Occasionally, you will be able to cause Solidus to stumble and fall back. The _second_ he does, you need to rush him and slice at him as much as you possibly can. For getting around to his back, use the running roll. Often. I cannot stress this enough. When he starts to rush you (either running toward you or when he starts using the flame trailing quick dash) use the roll to avoid his attack, get around to his other side, and attack him viciously. He will usually leave himself wide open after he rushes you. - Stay away from Solidus' front when his arms turn green. He'll try to grab you and you'll have to do another button mashing event. Hit the Action Button and wildly throw the stick to keep your O2 meter up and to get loose, respectively. When he is about to throw out his arms, either hang back roll to one side and look for an opening to his back to slash at. - When Solidus throws his missiles, try to lose them by moving in an arc in one direction. Their targeting systems are fairly shoddy, so you should be able to avoid them easily, so long as you keep moving. That is one of the key points of this battle - KEEP MOVING. Don't stop and try to assault him. Wait for him to leave himself open and rush in. Attack and rush out again. - Avoid his fire trail. If you catch on fire, use the running roll to put it out. - Solidus has an eye patch on his left eye, from the Harrier attack, which means he has a fairly good blind spot over there. When you are rolling to avoid one of this attacks or to get behind him, always go for his left side. It'll somewhat increase your chances for catching him off guard. Good and practical advice that you should heed. Some more advice of my own : - Use the Body Armor. It'll greatly reduce the damage should you slip up and give Solidus an opening to attack. - One of the biggest factors for your success in this battle is your proficiency with the blade. If you've been using it as I suggested, you know the controls somewhat. But, believe me, you're going to be getting plenty of practice here as you fight this battle over and over again. Yes, you will die. Horribly and repeatedly. Like the RAY fight, just keep working on it and don't get discouraged. It'll take skill. - If he is blocking your attacks too much, try to use the thrust (by pushing in on the right thumbstick). It reaches beyond his range of attacking you, so you have a decent chance of recovering before he can pull off his counter- attack and it should go past his swords. It won't cause much damage, but it'll knock him off base and leave him open for you to rush in and slash at him. - Most importantly : You've heard the saying that life is a game of inches? Well this is a game of millimeters. You have to slowly wear down his life gauge, one attack at a time. If you can manage to knock him off balance, by all means, try to get in two to three more slashes, so long as you don't leave yourself open when he recovers. Most of this battle is a waiting game while avoiding his attacks. Wait until he leaves himself open and quickly rush him. Once you've knocked his life meter down to 1/2, it is a whole other game. He'll lose the long arms and begin to constantly fire-dash around the arena. You'll lose him and he will rush up to and elbow you in the arm or slash at you. Do your best to avoid the fire trails and when he is about to rush to you (you'll know it after a while - the camera zooms in on your position), do a running roll in his direction. It'll either make him miss (and he may leave himself open for attack) or Raiden will kick him the face and knock him down (which will deplete Solidus' stun meter, but you won't have a good opening to rush him as he is recovering). The fire trails are the biggest thing - do_not_run_into_them. It'll deplete your life bar so fast it isn't even funny. (And if you are like me, you won't have any Rations left due to the RAY fight and there is no Ration on the roof in [Ha].) However, there is a system to this. If you can manage to stay close to him (let him back you against a wall), he'll stay close to you and do his multi slash combos at you. These things are really easy to avoid and he leaves himself wide open for a quick thrust. (Use the thrust by pushing in the right thumbstick - trying to slash at him normally won't work as he'll just recover instantaneously and block your attack.) Again, always use the thrust. It'll to a good bit of damage to him and there is a chance that it'll knock him off balance. If it does, use the thrust again. If you can manage to keep him in close to you and not using the quick-dash, you'll have plenty of chances to hit him when he leaves himself open to counterattack. I'm not going to wish you luck for this battle. It'll take skill. And I hope that you take the time to work on it to finish this glorious game. Enjoy the ending and I hope you enjoyed this game as much as I did. (Be sure to stick around after the credits...) =============================================================================== IV. S e c r e t s / E x t r a I n f o _______________________________________________________________________________ A. B e a t i n g the G a m e _______________________________________________________________________________ ---Rank-------------------------- After you defeat your final opponent, the credits roll, and you hear the cliffhanger after-ending, you'll be shown your stats for the game. They include : Rank (based upon an animal), Play Time, Save, Continue, Alert Mode, Persons (killed), and Rations (used). Push the B button and you will be given a clear code. Write down the code and log on to www.konamijpn.com. Go to the Metal Gear Solid 2 section and there is an option in the page to return a clear code. Do so and you can log your ranking, which can be compared to all others who returned a clear code. ---Special Items----------------- Push the B button again and you will be notified if you have obtained any new items. The first time you beat the game, the Digital Camera will be awarded to you for use in both chapters. Other than that, extra items are determined by the number of dog tags you have collected in the chapters. (They, and the rest of the items, are chapter specific.) After that, you will be asked to save. Obviously, do so. You can use this save start a new game, carrying over the special items and dog tags. ---Difficulties------------------ After you have beaten the game once (and there is a save on your hard drive or memory card with red text) the difficulty modes Extreme and European Extreme will unlock. ---Casting Theater--------------- Also after beating the game once, the Casting Theater, in which you can view seven key story sequences from the main game. You'll also be able to swap out characters from their roles and replace them with various other people. Some of them make for... interesting possibilities. Fun stuff. ---Boss Survival----------------- The last major feature that unlocks after completing the main story once is a Boss Survival mode, in which you face off against all of the boss fights in the game, in order (for reference, that would be : Olga, Fatman, the Harrier, Vamp, the RAYs, and Solidus), in various difficulties and at varying starting conditions (as in, the items/weapons you start with). Upon completing a round, you'll receive a clear code to take to Konami's website. ---Misc-------------------------- Another point of interest is that locations will now be shown in the dog tag viewer in the Special menu, even for tags not obtained and even on difficulty levels not yet played. As a small side note, the main title screen will change from the red shaded face of Snake to a blue shaded face of Raiden. To see the original Snake again, just let the game sit and replay the opening movie. The original will be back. Lastly, in an odd quirk, sunglasses may appear on the main character (Snake or Raiden) during gameplay and cutscenes after completing the game once. (Some people assert you must beat it twice, but I am fairly sure it is only once.) The glasses don't appear every time, but appear to be present at random intervals. _______________________________________________________________________________ B. E x t r a I t e m s _______________________________________________________________________________ Note : When a number of tags to collect is listed, it refers to the total of number of tags possible in the chapter, across all of the difficulties, not just one. << Entire Game >> ---Digital Camera---------------- Text : Press weapon button to take photographs. Zoom in with O button, zoom out with X button. Unlocks : After completing the game once. << Tanker Chapter >> ---Bandanna---------------------- Text : Solid Snake's bandanna. (Infinity) symbol is sewn in. Use : The rounds of ammo in Snake's possession will not deplete so long as it is equipped. You will still have to reload a magazine when it is empty, though. Unlocks : After obtaining about 45 tags in the Tanker. ---Stealth----------------------- Text : Activates when equipped. Can optically deceive enemy, helping you to hide. Use : Makes you completely invisible to enemy sentries. However, it will unequip if you bump a soldier. Unlocks : After obtaining about 80 of the tags in the Tanker. << Plant Chapter >> ---Wig (Brown)------------------- Text : Long color hair wig. Equip to wear. Hair whorl is -shaped. Use : Infinite ammo. (Reloading is still required, through.) Unlocks : After obtaining approximately 1/5 of the tags in the Plant. ---Stealth----------------------- Text : Activates when equipped. Can optically deceive enemy, helping you to hide. Use : Makes you completely invisible to enemy sentries. However, it will unequip if you bump a soldier. Unlocks : After obtaining approximately 2/5 of the tags in the Plant. ---Wig (Orange)------------------ Text : Long color hair wig. Equip to wear. Use : Infinite grip. Unlocks : After obtaining approximately 3/5 of the tags in the Plant. =============================================================================== V. M i s s i o n s _______________________________________________________________________________ a. I n t r o d u c t i o n t o M i s s i o n s _______________________________________________________________________________ The return of VR missions. Yay! I LOVED the VR Missions disc released for the PSX after Metal Gear Solid (1) and I was quite disappointed there weren't any in Sons of Liberty on the PS2. Initially, only select sets, using two characters, will be available - Raiden VR, Raiden Alternative, Snake VR, and Snake Alternative. New sets will unlock as you attain certain percentages in these. Below is a tree of how they are subdivided and how each unlocks. ("[...]" denotes something that must be unlocked, with the requirments below it.) < < < PLEASE DO NOT EMAIL ME SOLUTIONS/SECRETS/ANYTHING ABOUT THESE! > > > I wish to discover and unlock them all on my own - don't spoil me! ---+ Raiden | |---+ VR | |---+ Sneaking Mode | | |--- Sneaking | | |--- Eliminate All | | | |---+ Weapon Mode | | |--- Handgun | | |--- Assault Rifle | | |--- C4/Claymore | | |--- Grenade | | |--- PSG-1 | | |--- Stinger | | |--- Nikita | | |--- High Frequency Blade | | | |---+ First Person View Mode | | |--- Control change option | | | |---[Variety Mode] | [Unlocks after completing Sneaking, Weapon, and FPV modes] | |---+ Alternative |--- Bomb Disposal Mode |--- Eliminate Mode |--- Hold Up Mode |--- [Photograph Mode] [Unlocks after completing Bomb, Eliminate, and Hold Up modes] ---+ [Raiden (Ninja)] | [Unlocks after reaching 50% for Raiden's missions] | |---+ VR | |---+ Sneaking Mode | | |---Sneaking | | |---Eliminate All | | | |---+ Weapon Mode | | |---High Frequency Blade | | | |---+ [Variety Mode] | [Unlocks after completing Sneaking and Weapon modes] | |---+ Alternative |---Bomb Disposal Mode |---Eliminate Mode ---+ [X Raiden] | [Unlocks after reaching 100% for BOTH Raiden and Ninja Raiden] | |---+ VR |---+Streaking Mode ---+ Snake ---+ ??? ---+ ??? ---+ ??? In the level listings, successive levels in a category are not available until you beat the previous one, starting with level one. After a level is cleared it will change to orange colored. But if you manage to get the top score, it will be red instead. In the missions list, press the Y button while having a mission you attained the top score for and you'll be shown a clear code to take to Konami's website. When you have top scores for all missions in a category, that category will appear red in the listing, as opposed to the usual yellow it turns to when you merely complete all missions in a category; this applies to subdirectories and their parent directories as well. There aren't any clear codes for directories, though. Upon starting a mission, you are given your objective and pertinent information such as the time limit and number of enemies/targets. For this reason, the exact goal is not explictly stated in the following stratgies - it is expected you already know what to do. (And the time limit is only listed for verifications purposes, so you can be sure you are looking at the correct entry and category.) The following stratigies are aimed not at just completing the level, though you can use them to do so, but at getting the top score. It helps if you familarize yourself with the level by playing it, and exploring it, a couple of times before attempting a top score, so you can move as quickly as you need to in order follow my directions. _______________________________________________________________________________ A. R a i d e n _______________________________________________________________________________ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ V R ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ------------------------------- =========Sneaking Mode=========== ------------------------------- ---Sneaking---------------------- << Level 01 // Time Limit - 2:00 >> They don't get much simpler. You have a few seconds before the guard starts moving, so the quickest way to do it is to run up the alcove on the left side of the hall on the right and wait for the guard to pass you. Run north, around the small jutting wall, and to the goal. Shouldn't take you more than ten seconds. << Level 02 // Time Limit - 2:00 >> First flatten against the left side of the left-most wall and move north to the edge. Once the guard there turns around, run behind him, through the large gap in the northern wall, and to the goal in the upper-right hand corner. << Level 03 // Time Limit - 2:20 >> Wait for the guard on the left to move, then run up the duct-like opening in the wall straight above you. Duck down, and crawl through north, keeping going until you have to turn right at the corner, then up the first opening to the north (by the time you reach the end, the guard on the left will have left, so just crawl out). Wait for the guard on your right to turn around, then run right to the goal. << Level 04 // Time Limit - 2:20 >> Wait for the guard just north of you to turn to your left, the run out to the box just northeast of him - he won't be able to see you. Next, run a little ways into the alley on the right of the box to lure the guard to the north down (he won't be alerted from this distance, just curious). When he comes, run around the left side of the box, north of the guard, and past the second box on the right. Run right down the alley to the goal. << Level 05 // Time Limit - 2:40 >> Run _directly_ right of Raiden's starting position and jump over the railing. Drop down right next to the guard. Follow him a little ways, staying out of his cone of vision, wait until he turns to the south, then quickly run over to the right, around the bend, and out of his vision when he turns right. If your timing is right, the guard on the right side of the field should have started north on his patrol again. Run to the railing and jump over. Just hand-over- hand your way left, not stopping at all, and you should make it all the way to the end, past both "metal" flooring areas, just before your grip gauge runs out and just after the guard turns to the south again. Jump up to the goal. << Level 06 // Time Limit - 2:40 >> First, hop over the waist-high block on the right. If you do it fast enough, the guard won't be at his position above the discolored panel. Run over (be quick about it - it disappears once you set foot on it), then roll or run over the metal flooring and run down the row to the north. Keep running north until there is a small area jutting out right, above an area of railing. You will likely have made two guards' cones yellow by now, and they are heading towards you, so be quick! Flatten against the platform with the goal on it, and jump up on it, then to the goal. (There are safer ways to do this, but this is the absolute quickest.) << Level 07 // Time Limit - 2:40 >> As soon as you can move, run over the locker on the left wall and open it. Grab the knocked out guard to the right and pull him over into it, then run into the leg north of the locker and wait. If you move fast enough, the guard patrolling on the right won't notice you. (And since guards don't wake up while in lockers, they won't call more security.) Once the guard turns around, you need run up the hall, doing a running roll over the metal flooring, and stick close to him until you come to the first hallway right. Turn in and you should notice a guard just coming up on the next alley over, but he looks into the corner. Run around his left and then down to the path all the way at the bottom, that runs left-right. There is a guard in there as well - wait until he turns, then run right into the path, and follow him closely (you'll most likely make the guard to the left interested, so stick close, but out of his cone). When the guard comes to the next corner, by two lockers, stick to his left (as he turns to the right), wait for him to turn, then as soon as there is gap between his cone and the northern wall, run through and north to the goal. << Level 08 // Time Limit - 2:40 >> The quickest way to do this one is to start running up the stairs to the north, then down the ones further up as soon as you can. Run past the cone of the guard on the right (it will make him interested) and just stick the left side of the wall in the hallway to the north, under the camera. Stick close to the left and go around the guard. Then hold him up - yes, you've got the M9 for this one, in case you hadn't noticed. Go in FPV, knock him out, and then you should see a second guard come into view to the left, a platform up. Hit him in the head with the M9. Run up the stairs to the right, around the block in the middle and to the goal. << Level 09 // Time Limit - 5:00 >> Run into the alcove on the left and grab the box. Wait until the guard to the north has just turned his back to you, then run up the alley and down the first right and keep running right to the other side of the wall on the north. If you did it quick enough, you can make it past both guards without having either becoming curious. After that, wait for the guard on the left to turn south - run up the wall just north of your position, blocking the guard further north from seeing you. Once that guard has turned to the right, run up as fast as you can, then slightly left to the goal. << Level 10 // Time Limit - 4:00 >> Right off, run very quickly down the hall on the left and up the stairs at the end (they are the right side, facing towards the camera, so they are a little hard to see). And flatten yourself against the small bit of wall just south of a second, smaller flight of stairs. From the camera angle, you should see a guard at the end of the hall who will soon face and come down towards you. Wait until he turns to the south and run up the stairs and right down the hall. Be sure to do a running roll across the metal bridge, then head down the flight of stairs on the right. From the stairs, right directly to the right, jumping over the metal panel, then pause at the structure just to the north. Wait for the guard north of you to turn right, then run straight north, through the gap in the wall and paneling, around the guard's left and up the stairs to the goal. ---Eliminate All----------------- << Level 01 // Time Limit - 2:00 >> Quickly run off to the right and grab the M9. Go down the aisle on the right and hide in the alcove on the left. (If you want to get a higher score for time, though, knock on the wall just south of the alcove so he goes there right off, rather than pausing at the turn. This applies to Sneaking 01, as well.) When he passes Raiden, hold him up, shoot him in the head with the M9 (to get a no-kill bonus) and run to the upper curve and wait for the goal to appear. << Level 02 // Time Limit - 2:00 >> This level is so incredibly easy - just take them out with the M9 (already in your inventory) from left to right successively as they turn their back to you. Not hard at all. << Level 03 // Time Limit - 2:20 >> Run straight right as soon as you can move and grab the M9. Switch to it, then head north to the guard who was just walking away from the M9 and hold him up. Knock him out, the run to the guard just north of him, should have his back to you at this instant, then back down to the guard in the southwest corner. If you are doing this all as quick as you can, you should have a few seconds where he is looking south, so you should be able to run up behind him without being spotted. << Level 04 // Time Limit - 2:20 >> Knock on the southern wall of the crate you start off behind to distract the guard above. When he starts walking down, run up and grab the M9 that is just above where he was standing. Run down the right side of the crate towards him and hold up the guard from behind. Quickly switch in and out of FPV to knock him in the head with the M9. Then run up the row down the middle - as you reach the end, the guard to the right should be facing south. Run over and hold the weapon button to hold him up, then knock him out. Go over to the left and the guard there should have just turned south. Hit him and run to the goal in the northeast corner. << Level 05 // Time Limit - 2:40 >> The key to doing this one quickly is to use the higher elevations as sniping positions with the M9. First run up the alley right of your starting position and run to the right to pick it up. You most likely made the guard north of the metal floor curious (if not, do so) so that he will come down to look around. Hide behind the large wall to the north until he comes off of the metal floor and hold him up. Tranq him, then go down to the railing and go into FPV. You should see a guard just below your position - hit him in the head then turn back to the metal flooring. Cross it, and take up a position near the northwest corner. Go into FPV and look straight east to see a guard at the end of the aisle. Knock him in the head and run down to his position at the end. Go into FPV and take out the two remaining guards, to the south and southeast. Get out of FPV and hang over the side of the railing on the right and drop down to the goal. << Level 06 // Time Limit - 2:40 >> Again, use the M9 as a sniping weapon here. Jump up on the waist-high platforms to your right to get the M9 on top of one. The hit the two guards to your immediate right and further up north. The use the running roll on the platforms to move to the right, then north to get the sleeping guard to the west and the patrolling one to the east. Jump down, run north to another platform that has the goal on top of it. << Level 07 // Time Limit - 2:40 >> This one is a bit trickier, but if you move quickly, it can fall together nicely. First, run down to the locker on the left side - inside is the M9. Then rush over behind the guard on the left (he'll most likley be turning in an instant) and hold him up. Go into FPV and watch the end of the hall on the right - a guard will soon appear. Tranq him and start running around the halls. The next two guards to the east are a simple wait-until-they-turn deal, though you can rush up on the last guard like you did to the very first one to get a better time. Head down the halls to find the goal at the end of the lane. << Level 08 // Time Limit - 2:40 >> This level is rather large, so it is easier to hit them from a distance again. Head over to the right to get the M9, then turn around back left and north up the stairs, grab the SOCOM bullets, then down the second flight of stairs. Hug the northern wall near the camera and go into FPV. Watch the radar for the guard coming south and take him out when he passes you. At this exact moment, you should have the other two guards the south-southeast come into your view. (Or, if you really want to be quick, pull the right trigger while waiting for the first guard to be able to barely see the guard on the ground floor...) Snipe them and drop FPV. Run underneath the camera, then north up the stairs to the final guard, who should be facing to the left or north in the left corner. Holding him up is safest - run around the structure to the goal. << Level 09 // Time Limit - 5:00 >> Another very quick one. First grab the M9 just north of you and wait for the guard up on the left to turn around. Run into the lane, go into FPV and hit him in the head. Next, wait for the guard in front of the 'window' to turn away and run right past it, which should make the guard further north curious. Go down the right alley somewhat and turn around. Pull up FPV and you should see the interested guard coming south. Plug him with the M9, then wait for the guard who was in front of the window to come back to it. He'll face to the right for a moment - hit him now before he turns south and sees you. Run north and you'll see the goal. Grab the box of ammo in the upper right corner, though, to knock your score up even more than the two seconds you take to get it will bring it down. << Level 10 // Time Limit - 7:00 >> First run to the right and grab the M9. Then stand just left of the dark gray crates and face the north hall. Go into FPV and line up a head shot, as guards will shortly come into view on both your north and east sides. Hit the guard on the north, then turn to the staircase going up to your right. Hit that guard and drop FPV. Go up the stairs the guard was on and continue following the path until you reach an area with railing. Go into FPV again and look west at a guard on the opposite structure. Hit him in the head and turn north. You should be able to see a guard in the distance, just above the metal bridge in your view. Hit him and drop FPV. Run to the right and down the stairs. Run around the floor panels to the northwest and you'll see the cone of the final guard on your radar. He should be moving north, providing you are doing this quickly. Follow him to where he stops just south of the stairs leading to the goal and hold him up. Hit him and wait for his body to disappear at the goal. ------------------------------- ===========Weapon Mode=========== ------------------------------- ---Handgun----------------------- << Level 01 // Time Limit - 1:00 >> You point the gun at the target and you shoot. Simple enough. First, though, I suggest that you stand on top of the blue area will be goal will appear so you attain it right away, rather than having to waste time. Go into FPV. The first target appears just left of the 'neutral' starting view, and you should actually be automatically taken to it due to lock on. The next is to the left. Then two will appear further left. Then three on the platforms in the back left. Then three more in the back right. << Level 02 // Time Limit - 1:00 >> The targets are easy enough to find on this level. Getting a high score comes from anticipating their appearance. << Level 03 // Time Limit - 1:30 >> Same as 02. The fourth set, after the two on the ground, appears in the upper right corner, in case you don't see it right away. And, of course, you want to hit the last moving sets when the two halves come together, so you can hit the red one to blow them all up at once and get a higher combo score. And if you can, try to hit multiple sets within a short time period to link the combos between sets. << Level 04 // Time Limit - 1:30 >> The opening text says to use the lock-on feature, but I suggest you use FPV on the first couple of sets to snipe them one by one. It is far more accurate and, I find, much quicker. The first two sets are easy enough. (Don't forget to use the quick reload after these sets.) The last, at the long hall is a bit deceptive - hitting the red targets will lower your score, as the text says, but it can be difficult to tell them apart, as they are both rather dark. For those who can't tell, and the colorblind, in the first pair, hit the right one, then the left, then the right. Using the lock-on feature would be good here, though, so long as you keep moving forward and stay facing the appropriate side, so as not hit the incorrect target. << Level 05 // Time Limit - 2:00 >> Use FPV on the first set, on top of the blocks, the second, in a line in front of you, and finally on the third, which are the four single targets moving opposite each other. (Don't go for the red-green lines yet.) Then drop FPV and another set of targets should have appeared on the platforms leading around to the right. Use the lock-on feature to run foward through the line, taking each one out as you go until you reach the other side of the square, in front of a long hall. Now you can easily take out the red-green lines - be sure to try to chain combos together here! Head up the steps to more bad red-green pairs. Using lock-on, hit the left one, then right, then right again, and another right. Then run to the goal. (The top score is extermely high here - chaining combos on the lines is key.) ---Assault Rifle----------------- << Level 01 // Time Limit - 1:00 >> These levels are pretty straight foward. Shoot the targets as they appear. Heading to the goal and shooting from there is advisable again. The only way you can increase you score is to be sure you hit the thin green line that runs the middle of the targets. In case you hadn't noticed yet, the score you get is different depending upon the area you hit - 500 for the green line, 50 for the darker green middle, and 10 for the corners. << Level 02 // Time Limit - 1:00 >> Again, go to the goal first and hit the thin green lines. << Level 03 // Time Limit - 1:30 >> Same as last time, only you have to move quicker and there are more bad red (score lowering) targets. The green targets actually come closer to you, so you should have an easier time hitting the middle line. << Level 04 // Time Limit - 1:30 >> Use lock-on to point at the big green blocks and shoot them. Don't stand too close to the red blocks, but be sure to hit them first, as they are exploders (not score lowering). Pretty easy, so long as you can move fast. << Level 05 // Time Limit - 2:30 >> Again, this one is largely up to you. Switch between FPV and lock-on when needed (obviously, use FPV for the small plates and lock on for the big blocks on the platform above the starting position). To get a higher score, use the aiming feature (lightly hold the weapon button so the laser sight shows up, but the weapon doesn't fire). The few seconds it takes to line up a 500 point shot on the smaller panels is worth more the time bonus you would get from the seconds lost. The top score is pretty high, like the handguns, so combos are again key when taking out the blocks. ---C4/Claymore------------------- Note : The C4 is the weapon of choice here. Quicker to set up and more control. << Level 01 // Time Limit - 1:00 >> Run in a three-quarters circle to grab both boxes of ammo and pull open the menu to select the C4. Set the charge a foot or two (in game terms, obviously) from the stationary box on the left and run north to the goal. When the moving box is close to it (it'll pause very briefly), let loose the charge and go to the goal. To get the highest score, you need to do this the first time the moving box is going left. << Level 02 // Time Limit - 1:00 >> Just set 4-5 charges around the outer rim of the block's paths and one in the middle for the centre block. Hit the charges when they are closest together and head to the goal. << Level 03 // Time Limit - 1:30 >> Set up two lines of C4 charges - four going across the back one direciton, then do a second line of four closer up, but still in longer, back portion of the area. Fire when ready. << Level 04 // Time Limit - 1:30 >> The best way to do this one is to play it a few times and get a feel for the direction each block moves in, and note when and where they are grouped closest together. So long as you can knock out a lot of blocks with as few charges as possible, this one is easy to get a top score one. The first three group together very well, the a second set of three northeast, then a lone block in the northeast corner, and finally a last set of three to the east. << Level 05 // Time Limit - 1:30 >> Again, this one is really easy to do quickly if you just place of a C4 so that you can take out several blocks at a time. The sets are pretty well divided by platform, and they come together rather often. Very easy level. ---Grenade----------------------- Note : The RGB6 is the weapon of choice. << Level 01 // Time Limit - 1:00 >> Ignore the opening text. Just run up to the goal, collecting the ammo and stop at the blue circle. You'll already have the RGB6 out, so just go into FPV and get a good arc, then lob a single grenade at the middle of the two blocks so that it takes out both. << Level 02 // Time Limit - 1:00 >> Another easy one. Run over the dark gray platform and jump up on top of it. Then go into FPV and lob a grenade at each of the blocks, adjusting the arc as needed. Drop FPV, jump off the platform, grab the ammo, and hit the goal. << Level 03 // Time Limit - 2:00 >> Run over the box of ammo and pull up FPV from that position. Hit the two boxes moving just below you and drop FPV. Run up the stairs, past the goal and down the long path that goes east all the way the top. Go down the steps and east a ways, then pull up FPV and hit the two blocks to the north and two to the south. Then run to the goal. << Level 04 // Time Limit - 2:30 >> First lob one right in the middle when a box appears there - that should set off a chain reaction to take out the four running in lines up and down from it. Then take a long arc and hit the two at the top when they show their corners in the middle portion where it is lower than the rest of the wall. Then go down to the two in the corners when the appear in a similar position. Be sure you grabbed the ammo and are standing on the goal. << Level 05 // Time Limit - 3:00 >> This one is a bit harder for me to give directions on. Stand on the upper lip of the platform and do your best to combo up blocks, especially some of the ones on the west side of the area. The fast moving one in the back is a pain, but try for that one before doing the one south/southwest of it, to try and combo it, rather than waste time doing both. Don't forget about the two on the sides east and west of your platform. ---PSG1-------------------------- There isn't much in the way of specific directions I can give you for the PSG1 levels. To get the top score, you need to play through the level a couple of times and remember the exact locations of the targets so you can get to your position, take them out, and head to the goal as quickly and with as few shots as possible. And, of course, you want to ONLY hit the center bright green, so as to greatly boost your score. Always use pentazemin, and zoom in and out quickly to get your bearings and move on to the next target. << Level 01 // Time Limit - 1:00 >> You shooting position should be on the stairs just left of the goal. This one is simple, with a little memorization and quick moves on your part. << Level 02 // Time Limit - 1:00 >> The biggest factor here is how quickly you find each target and move to the next, which isn't helped by the fact that two of them move behind pillars, effectively putting them out of your range for prolonged periods. Take the same shooting position as level one and try for the ones in the middle of the structure (the ones that go behind objects) first, and work right to left. << Level 03 // Time Limit - 2:00 >> This level pretty much require that you do everything perfectly in order to get even on the board. First use a running roll down the steps going left and grab the drugs there. Quickly pull up your gun, use the pent., and take out all but the one on the very right, comboing them whever possible. There are a couple of line ups at the very beginning that you NEED to take advantage of to get a decent score. In time it should take you to get down on the bottom platform quickly, there will be a row of four on the bottom level, right of the center. Next, quickly get over to the open area in the middle of the structure, where if you zoom in all the way, another four will pass their middle sections in the exact same spot in a matter of three seconds. Then get the ones on the top that go behind a structure, then the exploding one. Lastly, run up to the goal and take out the rest. This is a tough one, but pratice makes perfect, as they say. << Level 04 // Time Limit - 2:00 >> This one is easier than the last, once you get down where you need to be and when. When the level opens, just head over to the goal and take up position there. (You'll need to do this quickly, within the span of one pentazemin, which you already carry.) Take out some random ones, then head up to the very small square-like opening (with only three sides - the top opens up to the sky) and three targets should appear there shortly. Then, look down to the bottom level at the exploding target. You should watch these for a few rounds before attempting for a high score, as they have a very precise instant in which you can avoid causing the red "bad" target above them to go of, yet still take out four targets at once, which should be equivilant to the time it takes you to quickly knock out some of the roaming targets. This level is still tricky, but knowing where to be helps immensly. << Level 05 // Time Limit - 4:00 >> Another very tough one, due largely to the high number of targets, how often they go behind pillars, and how spread out they tend to be. Take a position on the upper platform, right of the goal from your point of view. Go to the north- west side, so that you form a line with the PSG1 ammo and the stairs. First take out the two exploding ones on the far left by hitting the one on the top. (I can't seem to do these two without also exploding that "bad" target, so I do them first, so as to simply negate the points from the exploding targets, rather than detract from other targets.) Quickly move to the next tower left and there should be an instant where the single green target emerges from the field of "bad" targets. QUICKLY move to the next tower right (the one closer to you, not the one in the distance) and there will be a moment when four targets line up together on the top row of windows. Then take out the one of the two (it will appear in the very left window) targets that appear in the bottom row of windows in the same building. (If you are quick enough, you can take it out before the four line up.) At this point, the exploding target on the back right tower will be right under the two panels, and with practice, you can take out both panels. Behind the right, you'll find several targets bunched together. (If you are precise enough, you can take them out with the exploding target, which will greatly speed things up.) Take them out, then go to the top and middle row of windows for two more. Last, drop the gun, grab the ammo and head down the goal. Be sure to watch the buildings as you are running for any that you may have missed, and take position on the goal. The last one you should have to get is in the far building, directly north of the goal, in the bottom left window. Again, practice and move as fast as possible. ---Stinger----------------------- << Level 01 // Time Limit - 1:00 >> Just run up the goal, pull up the Stinger, get a lock on the target, tap the stick up so that the missile will shoot into the window and fire. Make sure the target lock stays on and that you shoot it _through_ the window and you'll be fine. << Level 02 // Time Limit - 2:00 >> The targets appear in a very precise order here, so you just have to anticipate their appearance. Take the weapon immediately (don't run to the goal first) and hit the two north of you. Then look to your right and fire when the two targets are about to come together. Look 180 degrees behind you and again wait until they come together. Last, two targets will appear to your 2 o'clock and 4 o'lock at the same height as you. The most important thing here is to move quickly so that you have optimal positions on them. << Level 03 // Time Limit - 2:00 >> Take position at the top of the stairs and use a running roll down when you are done. So long as you hit when the three groups when they come together, combo-ing them, this one is a cinch. << Level 04 // Time Limit - 2:30 >> Stand on the goal for this stage. You basically need to manipulate the physics of the rockets' targeting systems to shoot for open areas and allow the rocket to bend around corners to the targets. It'll take a bit of practice, to judge the best time to shoot at each target, but this one is fairly easy. << Level 05 // Time Limit - 3:00 >> This is pretty much a shoot-em-up as they appear. It is best to move quickly and conserve ammo, rather than trying to take out mulitple targets with a single shot. The toughest part is when they appear in the long vertical pillars on the left - there is one target that will appear low and move towards them, though, so try to use that one to combo out the rest. ---Nikita------------------------ << Level 01 // Time Limit - 1:00 >> Easy as heck. Run up the goal and pull up the Nikita. Shoot out the gap just north of you, and fire. Go through the gap, then turn right and let the rocket speed up into the green box. << Level 02 // Time Limit - 1:30 >> Pretty easy. Run to the goal and fire from there. Just watch the radar for the positions of the boxes and use the speed-up on the rocket whenever possible. It helps if you play it a few times and can anticipate where they will be. << Level 03 // Time Limit - 2:00 >> Shooting from the middle step, where you start on, is best. The first can be reached by simply sending the rocket up the ramp just north and slightly right of your position. The second is just down the bottom of the ramp just north and somewhat left of your position. For the last, use the same ramp used on the first to go up, then head straight back and to the right somewhat to find the ramp the third box is on top of. Just be quick and use the speed-up function as often as you can. << Level 04 // Time Limit - 2:00 >> This level is basically a vertical maze that you need to shoot through. It is pretty linear, though, so you just have to explore it a bit to know exactly where to go. Obviously, you need to get the target on your first try and use the speed-up fuction as often as possible to get the top score. Not too hard. << Level 05 // Time Limit - 2:30 >> This one... can be a bit of a pain if you don't know where to go. Fire from Raiden's starting position and just blow up the two red boxes in front of him with one missile. (As you have no points, the don't subtract from you...) Fire again and aim it for the small hole in the back left. In this area just head for the very back left corner using the speed-up fuction, and then go to the right and into the hole on the back corner - doing this should completely circumvent any of the obstacles. Follow the corridors until you are shot out in front of a large 'double' ramp. Go up both of them with the acceleration, and then veer left at the top. Give yourself a bit of room to the north, though, as there is a moving red block just left of the top. Go up the ramp to the left that head back toward Raiden and get off once you've reached the flat area of the ramp. The block is directly northwest, from the rocket's point of view. Again, pretty easy. ---High Frequency Blade--------- If you have any profiencey whatsoever with the blade, these are quiet easy. Just remember that combos are your friend. ------------------------------- =====First Person View Mode====== ------------------------------- I personally prefer control setup number three. And note that directions below (north, south, etc.) refer to the starting position as facing north. << Level 01 // Time Limit - 2:00 >> As the opening text says, you ought to use the appropriate weapon for differing kinds of targets. Use the SOCOM on the triangles, RGB6 on the crates, and the M4 on the long row of squares. ALWAYS aim for the center - the time it takes to set up a more precise shot gives far less points than a 500 point shot will. Take advantage of the way the portions of a target highlight based on your aiming to be more precise, and when you are used to it, speed things up. << Level 02 // Time Limit - 4:30 >> Start moving foward, grabbing the Claymores on the right, and head down the left fork ahead. Jump on top of the box on the left side of the hall to get the C4 and go left at the turn. Forget the item straigh ahead, as it doesn't give any points, and turn right at the bend. As you can see, there is a guard so keep moving foward quickly and grab the M9 on the right side of the hall. Equip it, go up behind the guard, who should have paused facing away from you by now, and tranq him. Grab the Chaff right of the gray box and go left at the corner. Go into north hall and you will see another guard. Tranq him. Move up the hall, right at the end of it, then zig-zag north to the goal. Note that all this is going on the premise that you are constantly moving foward. - if you stop, it is likely the guards will be in inconvienent positions, which will slow you down and lower your score. << Level 03 // Time Limit - 6:00 >> No radar, so you need to be careful to get a sneaking bonus here. Start moving foward and go down the hall on the right, grabbing the weapons as you go. In hall that turns north, you'll find the M9 on the left side. Equip it and slowly go around the corner that goes left - there is a stationary guard on the other side of the gray box, who is facing you. Stick to the back wall and slowly move over so that his head, but not his eyes, barely appears around the side of the box and shoot him. Quickly look down the hall to the right and take out the guard moving down it before he turns left out of it. (If it doesn't look like you can get a head shot on him quick enough, just shoot his body so that he stops and turns around, which will buy you time.) Grab the Chaff that is on the other side of the dark gray crate, where the guard was. Move down the hall and left at the bend. Look down the hall to the north and you'll see a guard on the left side - easy to take out as he doesn't even come close to you. Grab the PSG1 opposite the hall you just came in and head north down the hall. When you reach the end, face north and back against the wall. Like with the guard behind the gray box, slowly inch left and you'll see a guard by the goal marking. Go west past the goal mark and south down the hall on the west side. Continue going down and turn right down the first right. Slowly inch right, facing south, and you will see another guard down the hall. Follow the hall to the south, and around the bend to find the last guard to the south. Once he is out, run back up the goal the way you came. << Level 04 // Time Limit - 8:00 >> You can very easily make this thing more complicated than it needs to be, due to the darkness, but it can be quite simple. Run up north just past the first alcove on the left and pause there. Look to the north, around past the second alcove on the left and you should discern a single guard's outline and red thermal goggles. Switch the M9 and hit him in the head (aim of the two red dots). Move up just past the second alove, but don't go into the area with the now-sleeping guard. In a moment, you should see two more red dots move right, near the back wall. Hit that guard with the M9. Go back into the second alcove and pick up the AK. Head into the 'room' with the guards and go around to the left side of the wall in the middle. Note the disappearing panels and move up to the first target. Switch to the SOCOM and hit it repeatedly (DO NOT use the AK or the other guards here will hear you). Switch back to the M9. Go over to the upper right corner of the room and down the hall past the disappearing panels. When you come to a T-junction, turn right and on top of the crate next to you, you'll find the Thermal goggles. Stay by the crate and look to the left path of the junction. On top of the structure with stairs, you should see a guard on the right, behind a waist-high platform, and another guard at the top of the stairs on the left. Hit them both and turn back to the crate. To the northeast is a hallway north - take it around and pause when it turns you to the left. Put on the Thermal goggles and look left to see another guard. Hit him with the M9 and you can move freely here. The two targets are on top of the structure with the two guards you tranqed, and in the northwest corner near the third guard. Go up the stairs on the right, though, and grab the PSG1 and Night Vision goggles. From here, shoot at the target WITH A SILENCED WEAPON on the structure with the two guards, then go down the steps near the third. There is one more guard here, though - go to the west until you come to a hall north. Go down it slowly, looking west, and when you reach the top, you will see him standing by the target, most likely looking away from you. Hit him with the M9 and move on the target. Once you've taken it out, go around south to the other side of the wall and follow the path to the goal. Now, all you need to do is do this in a matter of two and a half minutes, using as little ammo as possible, to get the high score. ^^ << Level 05 // Time Limit - 25:00 >> This is a very large area, so do your best to follow my directions to the letter. Ground rules : leave Sensor A equipped and do not fire a weapon that does not have a silencer. From your starting position head north to the waist high platform and grab the pentazemin. Turn left and hop up on the platform with the PSG1-T. Staying up on this platform, turn north and equip the PSG1-T. Take out four guards - one in the main hallway directly north of you, one in the 'building' to the right (near where you can see the PSG1), one in the building to the left of the main hall (through the bottom row of 'windows'), and one more on the roof of the building on the left. They don't stay in your range very long and are pretty spread out, so unequip the PSG1-T after you hit one and use your normal FPV to look around for when one comes into view. Once that is done, you have a fair amount of freedom. Fall off the structure you are on, moving foward. On a dark gray platform to your north and slighly west you'll find the M9. Grab it and head into the building on your left. Once you enter the doorway, turn to the left and head along the southern wall of the structure to find the first bomb on the wall of a 'window'. Turn around out of the building and head back to where you got the M9. Enter the building that was on your right while sniping and go into the northeast corner, past the very long staircase up that was directly east of the M9 platform. Run through to the back right corner, picking up whatever weapons you can quickly get as you go, and head up ONE flights of stairs in the back. When you reach the landing, go over to the 'window' and hop on top of the waist-high platform. Fall down and the second bomb will just to your right. Continue going west (away from the stairs you just came up) and fall down another level. Go foward into the hall, turn left when you can and re-enter the building you just went through, only go back to the very long staircase I told you to avoid eariler and go up it. At the top, follow the path the way around the open area in the middle, grabbing the SOCOM ammo as you pass, and pause at the opening to the building that was on your left when your sniping. Inside is another guard in plain view. Hit him with the M9, but don't go in yet. Turn back to the open area you just went around, and turn right down the short leg of the path to find the third bomb stuck to the wall. Turn around and go into the building with the guard you just knocked out. Head to the back-left corner of the building and you'll find some SOCOM ammo on top of some gray crates. To the right of the ammo, on the back wall, is an opening to a T-junction, with stairs going down to the left, and stairs going up to the right. Go right up the stairs to the top of the building. When you emerge, turn to the right and head around the dark gray "U" that surronds the stairs you came up. Go up the short stairs on one side of them and turn left. Use the running roll to go over to the dark gray block just below you, grab the RGB6, and spray the last bomb from there. (If you can't roll over, don't worry - just get as close to the tall light blue pillar (with the bomb) from the south side of the dark gray box and just spray it from there. You should be able to reach it. Getting it will boost your points, though.) Whew. ------------------------------- ==========Variety Mode=========== ------------------------------- << Level 01 // Time Limit - 2:00 >> The course is pretty self-explanatory - you just need to do the right thing for the right obstacle and move as fast as you can. After the first two mines, the crawlspace, and the first dark gray block, I suggest you right from the second gray structure if you are going for a score and following the path off to the left if you just want to make it through it. To go right, you'll need to use the running roll across the chasam to the next pillar, which is pretty easy as they have barriers set up to prevent you from going too far. Follow the blocks around up the stairs and at the top, you have to roll again to the next structure to the right, minding the mines. After that, you need to roll north into the background to the winding path below, again timing it correctly with the mines' movement. Follow the path and drop down to the final area over the railing. << Level 02 // Time Limit - 2:30 >> The key to this one is using the lock-on feature on the first set of targets, but it is again pretty straight forward. Take the same path I directed you in in level one, but don't shoot at the targets in the larger area to the north until you reach the PSG1. Though, I wouldn't use the PSG1 to hit the targets - the SOCOM can be much quicker. I'd just suggest you use this location to shoot from. You may be tempted to use lock-on in the large area, but getting combo bonuses is the only way you are going to get close to the top score, which are FAR easier to set up in FPV with the SOCOM. << Level 03 // Time Limit - 2:30 >> This is an... interesting level. (I didn't even know this function existed in the game until this level... Though I must say, I do find it useful in certain areas of the main game, like Strut D or the Engine Room.) Getting used to it, especially with these unrealistic heights, will take some doing, but once you do it, it is easy enough to find a path around to the goal. For the high score, though, you need to take the long plank running north-south that is just below the tower you start on all the way to the end and drop unto the small west-east bar just below it. It is just _barely_ possible to reach it before your grip gauge runs out, and this will most certainly take a lot of practice, but it is the absolute quickest way to do it, and likely the only way to get the points. << Level 04 // Time Limit - 3:00 >> There isn't a whole lot of instruction I can give you on this one - you need to take the guards as quickly as possible, and most certainly keep them away from 'Meryl'. The best time to hit them is when they peak around corners, but it can be hard to keep track of them all, and you don't want to waste time waiting for them to appear. Do your best to keep on one, rather than wildly shooting at a guard, missing, then just scanning around for anybody. << Level 05 // Time Limit - 6:00 >> First of all, switch weapons to the M9. Head north down the hall and right at the bend. Pause just inside the hallway before it opens up and go into FPV. (Do not go into the open area just yet!) Look to the top of the structure on the right side of the open area and you should see the outline and red dots of a guard. After he is out, pull on both triggers so that you stand up above the walls and look to the north/northwest. On the left side of the pillar on the structure, a patrolling guard will go forward and back by the opening - hit him with the M9. Head into the open area, but continue going right into another hallway along the south side of the area. Grab the items as you go through it and pause in the shallow, but long, alcove on the right side of the hallway going north-south, just by the stairs going up. Go into FPV and look at the opening on the structure to the left, not where the stairs go up to, but further up north and you should see another guard to take out. Go up the stairs to the left and go around to the north side of 'roof'. Equip the Thermals you should have picked up right of the stairs and look down the alley to the north- east. You should see a guard moving in a left-right patrol. He only appears in your field of vision briefly, so be careful about aiming - it'd actually be best to use the PSG1-T which you should have picked up in the southern hall for the last guard on top of the roof, and this one down the hall. When he is out, head in his direction and down the hall in the back right. Follow it until you come to two disappearing panels. Go just barely around the wall on the right and look to the right at the final guard. Take him out at your lesiure and keep going right to find the goal at the end. << Level 06 // Time Limit - 3:00 >> As soon as you can move RUN to the right and hop up the stairs as fast as you can. Do a running roll off of the top and pause south of the long pillar between you and another Gurlugon. Wait for him to start flaing his arms about (and consequently his head, as he does a kind of roar thing and looks up at the sky, not towards you) and run around the corner north, pausing at the corner-like wall that has a west and north side, inside of it so that the guard to your left and north cannot see you. Wait a very quick second until the guard to the north starts doing a roar and run all the way down the row to the "T" like structure down at the left. Back agains the wall and watch the guard's feet - when he starts moving right, RUN to the right and up the stairs. Go into the 'building' and head into the back, towards the window, then go up a second flight of stairs on your right. When you get to the top, RUN across the floor to the doorway on the left door and pause for about three seconds. (If you are timing this correctly, the clock should be at about 2:02 when you go out, and the guard to the north should still be looking to your right, and another guard southwest of your (the player's) camera angle will have just turned away.) Run out the doorway and up the stairs to the roof. Just RUN as fast as you can across the roof, doing a running roll when you reach the gap between rooftops, and run into the goal. << Level 07 // Zako Survival // Time Limit - 20:00 >> Here, you basically fight four battles in a row, with the same equipment, items, health, and time elasped transfering between them. To be perfectly honest here, don't even try for the no-kill bonus - trying to knock them out will take more time points away from you than the bonus will give. The main thing is to move as fast as you can and conserve ammo when possible. Raiden vs. Solider : Easy as it gets. Grab all of the items, including the Ration which is on top of the crates on the far bottom right, then take out the guard with a jump-out shot or hide behind the waist-high block and snipe him with the M9. Raiden vs. Soliders : Now it starts to getting real. Grab the items to the left and then take a position behind the waist-high platform on the left side and go into FPV. Take out the two assualt-gear guards with shots to the head (don't waste shots going after their shields), then go for the guard on the left side of the catwalk above 'their' side, then the guard in the window on the the back wall. If you do this quickly enough, you can get them all before they cause any serious problems for you. There are only two more guards left after this, so make the rounds of the area and grab all of the items, taking out the other two guards at your lesiure. Raiden vs. Soliders and Tengus : As soon as it opens, pull out the blade and wait a moment near your starting position, holding the Y button to block any gunfire. In a moment, two Tengus will drop in right above your staring point, so slice them up, then head to the northeast, as a normal guard will emerge from the hole on right side of 'your' area. Holding the Y button as you move in on him, slice him up and return to the area where you fought the Tengus, as more are on their way. Once it appears that they have stopped, grab what ammo you can and just start sniping at the remaining guards using everything from the SOCOM, to the PSG1, to the AK, as you run out of ammo (and, of course, explore the area to find as much as you can, as some of it regenerates). Be wary, though, as after about a few minutes, two guards, if you have not taken them out, will come over on your side - use the sword. Raiden vs. Gurlugon : As soon as you can move, run foward, towards the monster, grabbing the Stinger and whatever ammo you can find, then head back to open area towards you (the player). Now, the trick to this battle involves two things - avoiding the paralyzing circles he spews out and hitting various parts of his body with the Stinger to scatter him, revealing several shrinking targets inside of his body, which you must then hit with either the PSG1 or AK (the PSG1 being prferred for accuracy over speed). Avoiding the paralyze breath is easy enough once you get it down - he will roar when he is about to let it out, so be somewhere other than where you were when he started roaring. Think back to the Fortune 'fight' on higher difficulties when you have to just run back and forth along the back wall, to bait her to fire in one direction as you are moving in another - the same principle applies here. The targets are also easy enough once you know about them, and easy to see once his body is scattered, except for his left (left from your perspective) leg, where it is in his knee, but it is hard to see from directly south of him. As usual, practice will be very advantageous to you in both completing it and getting the top score. ~~~~~~~~~~~~~~~~~~~~~~~~~~~A L T E R N A T I V E~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ------------------------------- =======Bomb Disposal Mode======== ------------------------------- The biggest factor in these levels is time, so getting to the bombs as quickly as possible is key in getting a high score, which is what I will focus on, rather than step-by-step with each and every guard (as I presume you are capable of handling them). << Level 01 // Time Limit - 7:00 >> Tranq the guard and head into the room to the north (that the President was kept in during SoL). Head into the northwest corner of the room and go under the string of pipes to a small area with what appears to be an air conditioning unit on the ground. Look at the top of the north wall, above the air unit, left of the pipes, but right of the very small box on the top of the crates and you will see the first bomb. Defuse it and head back down the hall where you took down the guard. Go all the way down into the southeast corner, being careful about the guard below when going south past the staircase. When the guard patrolling the southern wall turns, pull the triggers to get high up and tranq both guards in the area below. Walk through the area and pause on the stairs at the left side. A guard in the small hall on the left side will emerge in a matter of seconds - either wait for him to turn back into the hall and run up behind him, or if you are quick enough, you can just run up the stairs and into the hall before he turns (which you'll likely need to do to get the top score). There are two more guards to the north, but rather than take them out, stay inside of the small hallway with the now-sleeping guard, so that they cannot see you from their hall. Look south at the crates just outside the door and you will see the second bomb. << Level 02 // Time Limit - 10:00 >> Just run into the room to the north and the first bomb is on top of first locker from the left on the north wall. Run out into the main engine room and once the guard just below you has turned south and jump over the railing and drop down two levels. (It'll take down your health greatly, but health isn't a factor in score - time is.) Run to the south and the guard patrolling down there should have just turned to the right - hold him up and tranq him. Go over to the middle section and follow the path south around it. When you get to the bottom of the stairs, note the guard in the 'red' hallway. When he turns to start going to the north, run up the short set of stairs and go around the right side of the larger set of stairs. Look through the lattice work and down in the gap between the floor you are standing on and the next section over to see the second bomb. << Level 03 // Time Limit - 15:00 >> Run into the torture room to your left and go down the bathroom area in the lower right-hand corner. Look in the sink just right of the door for the first bomb. Go back through the room you started in and through the right door into Jejunum. Now that you actually have weapons (as well as clothes...), it is a simple matter to take out all of the guards with the M9 - make your way to the upper catwalk, the right side. Keep moving north until you reach the second metal bridge that connects the two sides. Go out halfway on it and go into FPV. Look to the right side of the room, and at the bottom of the catwalk that goes further north - you'll see the second bomb stuck to the small wall. After it is out, head north along the catwalk and into the Ascending Colon. When you enter, pull up the Coolant and look at the left side of the doorway you just came through to see the final bomb. (Note that to get the high score, you need to not even bother taking out the guards, to save ammo and time, and just keep moving from one bomb to the other. The guards are pretty easy to get around, though, so it shouldn't be a problem once you know where to go. Be sure to use the running roll over the gap in the catwalk on the right side, too, rather than going around.) << Level 04 // Time Limit - 20:00 >> This one is... interesting. First off all, there are two bombs on the guards sitting on the stairs. Run into the small alcove right of the stairs and just spray them with the Coolant, which will knock out the bombs and keep the guards occupied. When the bombs are out, drop the Coolant, run back to the stairwell you started in and in into the door to Deck A, crew's quarters before they can call in. Hitting the guard in the right hall with the M9 as needed, go into the small room on the south side of the area and open the bottom locker on the left wall to find the next bomb. Go back up the right hall into crew lounge, where you started. The guards will be sitting back down as though nothing happened, but now they won't explode when you tranq them with the M9 ^^. Head up the stairs into the LEFT door to Deck B. When you enter, don't even bother with the guard north of you and just start running to the south. When you reach the southern-most horizontal hallway, go into FPV and watch the other end of the hall for the guard to emerge. Tranq him and head down the hall. The next bomb is in the very small alcove just north of where the guard should be laying, attached to the souther wall. Backtrack through the floor, tranq the guard who was just north of you when you first entered, and go up the stairs just north of him in the northwest corner to Deck C. When you enter, look down the long hallway and hit the guard. Then run up to Deck D. Watch the radar for when the two guard in the room to your left turn to the left and pause for a moment. When they pause, run into the room and tranq them both. Finally, go into the small kitchen area and look inside the curved sides the hanging frying pans to see the last bomb. (To get the high score, it'd be best if you didn't tranq the guards on C and D, but just ran through.) << Level 05 // Time Limit - 25:00 >> This one is actually rather easy - it is quick to do and there are a couple of places to pick up excellent ammo bonuses. You start on Strut B - just run right into the main hallway and tranq the guard with the M9, then wait until the guard in the room on the right goes past the door to get him. Go in and go up all the way north. The first bomb is stuck on the ceiling above the locker where it was in SoL. Go through the door to the north and grab the Book in the middle locker on the north wall. Go out the north door to the BC Bridge. Just tranq the guard then run over to the railing and hold the triggers to reach up and use the SOCOM on the cypher, which should be going north below the bridge. Run across the bridge, grabbing the PSG1 which is hidden on the short leg that used to lead to the Shell 1 Core. The bomb here is attached to the wall of Strut C, just right of the door leading off the bridge. On C, stand north of the plants and look down the main hall - tranq the guard who will appear. Run just into the women's bath, in the small entrance enclosure. The bomb here is on the right wall, towards the top. Go north and into the dining room. Hit the guard and go under the northern horizontal table to find the PSG1-T. (There is a Ration under a table too, but don't bother - no points and a waste of time.) Run out to the CD Bridge, where there is a single, very easy guard. Hit him and run down the first steps on the right . The bomb is attached to the outside railing on the lower level. It is on the second small pole from the "bottom" (towards Strut C). Stand by the first pole and spray from there. Then run across the bridge and into D. Just tranq the two guards on the upper level and run over to the door to the Shell 1-2 Bridge. Go up the steps onto the platform and pause right of the door. Look right and up on the ceiling you will find the final bomb. Simple. ------------------------------- =========Eliminate Mode========== ------------------------------- << Level 01 // Time Limit - 2:30 >> This one is really easy to do very quickly and smoothly, but hard to get the top score. Just run out onto the bridge, pull up FPV looking across it, hit the two guards on the top, then run down onto the stairs on the right and hit the two guards on the bottom level. Then run across the upper portion of the bridge, get the ammo, jump over the railing to the lower level, get the M9 ammo, and run to the goal in the alcove on the lower level to the north. But you have to do all of this in one fluid motion to get the high score, without killing, without being seen, and using only one bullet per guard. << Level 02 // Time Limit - 2:30 >> A very simple one, but you again need to move as fast as you can to get the top score. If you are quick enough with the first guard, you can stand at the ends of the halls opposite the other two guards and get a shot off before the start moving towards you. (They will most likely becoming interested in you, though, and start coming towards you faster. Be quick about it.) << Level 03 // Time Limit - 2:30 >> This one is a bit easier on you time-wise, as it possible to take out all four guards VERY quickly. Run into the doorway, hit the one guy on the bridge (in the head, with one shot, of course...), then the guy on the upper catwalk (where the sniper usually is in SoL), then the guy on the heliport above. Last, come back down the bridge and watch the far stairwell for a moment for the final guard. Run across the bridge to the goal. << Level 04 // Time Limit - 2:30 >> Since you only have the AK, and it takes too long to punch out guards, forget the no-kill bonus (but NOT the sneaking) and just do head shots with as few bullets as possible. The best place to stand for the first three is just below the yellow structure that is directly southeast of where you start. Hit the guard on the left, then the one walking towards you, then wait for the guy coming from the right. Drop FPV and run south - here it'd be best to use the lock-on (Y button) and hit him while you are running down. At the end, run east to the goal. Again, speed and stealth are key. << Level 05 // Time Limit - 3:00 >> ------------------------------- ==========Hold Up Mode=========== ------------------------------- ------------------------------- =========Photograph Mode========= ------------------------------- _______________________________________________________________________________ Further VR Missions will be coming soon. =============================================================================== VI. S n a k e ' s T a l e s _______________________________________________________________________________ a. I n t r o d u c t i o n t o T a l e s _______________________________________________________________________________ Snake's Tales are fictional side stories into various situations in the game's enviroments, usually types of things that you have already encountered in the main story, such as defusing bombs and the story boss fights. The stories clearly fictional even within the game's world as it takes characters from Sons of Liberty and puts them in different kinds of positions, so they aren't really meant as back-story on Snake or anything. The focus of the tales is gameplay - there are no new movies or story sequences, outside of pages of text that act as interludes between sections of gameplay within the stories. The pages of text are the only opportunity, other than upon completing a tale, you have to save, which you can do by pushing the Codec button while viewing the text. If try to Codec during a mission, it will pop up with a synopsis of the last text you read, as well as giving you concise directions on what you need to do. The emphasis within the gameplay is on stealth. True stealth, as you don't have the radar as a crutch, and must rely on what you see, hear, and feel, as well as the tools at your disposal, to get you through. (And actually use all of those nifty little tricks and camera angles they built into the game, that most likely went to waste in SoL.) You do have one very good tool from the outset in all the tales - the AP Sensor. Keep it equipped whenever you don't have to have another accessory equipped. Just so you know, the difficulty for the tales seems to be set around [Ha]. Also, enemies don't drop items (or dog tags), when dragged or held up, so don't hold them up too often. As the difficulty is on [Ha], there is a fairly good chance that they suddenly make a grab for their weapon and send out an alert. Hold ups can be useful in the tales, but be sure to take down the guard ASAP. Upon completing a tale, you'll get play results similar to the ending of game proper and be asked to save your data. Load the save and, the episode, along with any others you have completed will be shown orange in the list and will be marked on successive save files made with that save data by having the letter of the tale attached to it. Lastly, if you replay an episode you have beaten, there will be an added starting condition - the M9, if not already in inventory at start. The weapon can then be used to complete the tale to stun, not kill, which will result in a better ending. _______________________________________________________________________________ A. A W r o n g d o i n g _______________________________________________________________________________ The opening storyline runs pretty generically : extremists have seized the Big Shell and are holding the President hostage. Snake, inserted at Strut A, is to make contact with Ames, in Strut F. ===Strut A Roof================== Enemies : 1 Items : Ration Starting conditions : No weapons, AP Sensor, Cigs, Scope You start on the roof of Strut A. There is a single guard up here, but you don't have your radar, so you can't easily tell much of anything. The guard is in the lower left hand corner (from the player's perspective, of course) near the door. What I suggest you do is run over to the crates on the lower left as soon as you can, and flatten yourself against the two-block high portion on the bottom (facing to the right, not downward, where the guard will be walking). When flattened, you should see him easily. Wait until he passes you and run up behind him and grab him in a chokehold and kill him. (Or pull him enough to knock him out - your choice.) After that, grab the Ration on top of the blue crates and you're done on the roof. Head in the left-most door down. ===Strut A Pump Room============= Enemies : 3 Items : Box 4 Ration The two guards in the cubicle area and they don't follow the patrol paths used in the main story - don't rely on what you know about enemy patterns/locations from Sons of Liberty. Anyway, if you came in the left door, as I suggested, go on down the stairs, flatten against the wall. Stop at the bottom and from the camera angle down the hall, you'll see one of the guards patterns, as he walks into the aisle below the cubicle regularly. You should also notice, from the AP sensor and light moving on the ground, that the second guard patrols the aisle just on the other side of the staircase. To take out the left-most guard, run over to the lockers just below the stairs (you shouldn't have to worry about being see, so long as you don't go too far right). Open the left-most locker and leave it open. Go around the open door and bang any wall. As soon as you do, the guard, no matter his position in his patrol, will hear you and come investigate. Quick run over into the open locker, being careful NOT to shut it, but also not to stick out at all and wait for him to come over. He should be looking in the small alcove formed by the stairs and the open locker door, which will leave him blind to his sides. Run out, around, and grab him. Stuff him in the locker, just be safe. For the second guard, wait for him to leave the bottom aisle and hide behind the north-south leg of the cubicle wall shaped like an L. As you now have a bird's eye view of the area, it should be fairly easy to watch his pattern and determine a good time to run up and grab him. The final guard is in the pump room to the south. It isn't really necessary that you go in there, but you probably should, as the Box inside will be useful. Assuming you want useful things, equip the AP sensor and stand by the door (with it closed). Every once in a while, it'll slowly build up, then pulse rapidly, then slow down. The rapid is when the guard is right next to door, and the slowing down is him walking away to south, east of the mass of pipes. As soon as it starts slowing, run into the room and along the eastern wall until you can grab him from behind. Once that is done, you can move with impunity. Mind that the security camera is active in the northwestern corner, though. Crawl under the pipes the same way you did to get to the bomb in the main story. The box is past the red pipe, while a Ration may be found south of it. Once that is done, head out to the right-hand door to the FA bridge. ===FA Connecting Bridge========== Enemies : 1 sentry and 2 unarmed cyphers Items : Stun Grenades Head down to the door, flattening yourself against the wall, and peak out onto the bridge to get a feel for the guard's movement pattern, as well as the positions of the cyphers. The best way to go here is to move straight across the top of the bridge. (If you are feeling adventurous, you could try for the box of Stun Grenades, which is in the alcove directly below where you enter the bridge from, but I hardly use them anyway.) Making good use of FPV and the excellent overhead view you get of the bridge while walking across it, use the box to slowly move forward. Mind the guard and the cypher that will go below your field of vision in the overhead view. Not too tough. ===Strut F Warehouse============= Enemies : 4 Items : Book Chaff Grenades Claymore Ration Stun Grenades USP Bullets USP Suppressor Assuming you enter from the top, run right into the room just to the right of the entrance. You'll notice that there is guard walking around the top side - he can't see you. Watch his extremely simple pattern from the other side of the crates and grab him. Check the locker for a Book and stuff the guard inside. Head into the hall and watch the man in the central corridor. As he reports in, it isn't wise to take him out. Watch his pattern and run to the room on the right. There is some USP ammo here, which you can't get yet, and an air duct. Crawl through the duct around and exit it (no fear of being spotted here). Run into the room just north of the duct - there is another air duct with a Claymore mine at the end of it. Wait for the guard to go to the southern corridor and run into upper area of the main room. First run into the small room that is just north of the path you took up, left of the small balcony over the stairs going to the lower area. In one of the lockers you'll find a box of Stun Grenades. Minding the reporting guard to the south, run over west to the upper room on the other side to meet up with Ames. More pages of text. You'll get some items as well - the USP, Coolant spray, Sensor A, and Level 1 card. To finish up Strut F, head down to the room on the west wall and run inside, from the south. Note that there is a IR trap here - crawl underneath and into the air duct on the left wall to find some Chaff. Next, head back around to the north and head down the staircase, past the door to the EF bridge. Back against the left side and go down to the end of the white wall, before it gives way to the metal railing. From here, you can easily observe the third guard patrolling the bottom area (holding the right thumbstick to the left to get a better view). Wait until he is heading south and then run over to the blue crates just southwest of the stairs and wait for him to come back and head south again. Run up and grab him. Head down to the two rooms on the bottom area. In the left one, break down the locked locker on the left wall to find a Ration, then crawl through the duct on the south wall to the room on the right. Inside you'll find Box 4. Hop over the boxes and head up to the upper level. There is one last guard in the large room on the north wall, but there isn't anything in there other than the guard anyway, so don't bother. When you are ready, head out to the EF bridge. As a side note, there is a USP Suppressor here on the bottom level, on top of the crates in the lower right-hand corner, as you probably noticed. But the only way to get at it is to clear out Strut E enough so you have the freedom of movement to grab a box and use the loading dock, which seems quite impossible your first time through. ===EF Connecting Bridge========== Enemies : None (except three armed cyphers) Items : None At this point you have a choice, as mentioned in the text after you found Ames. You can either go to Strut E and face Fatman or go to the Core and help the hostages. If you decide to help the hostages, continue reading with the Shell 1 Core area below. If you pick Fatman, skip the marked areas below to the Strut E area below. Either way you go, you have to deal with the cyphers first. You can either throw a chaff or use the USP to take them out. - - - - - - - - - - - - - - - - - ---Route 1----------------------- ===Shell 1 Core 1F=============== Enemies : 2 Items : Chaff Grenades Directional Microphone USP Bullets If you decide to save the hostages first, you'll start in the small hall on 1F of the Core; the hostages are on B1, same place as in the main story. To start with, flatten against the northern hall (the security camera that was in the short hall in SoL is not here) and look up into the hall the left - two cameras, but no guards patrolling. HOWEVER, don't shoot out the cameras just yet - there is a guard in the small leg of the hall leading to the room on the south side. Flatten against the western wall and walk down to see him. He doesn't move, so you'll have to make him move - knock against the wall and quickly drop into a box. When he sees nothing, he'll turn around. You have to _quickly_ drop the box and run up behind him. Grabbing him would take too long, so use the USP to hold him up, then drop the gun and grab him from behind. (Don't shoot him - there is another guard patrolling on the other side of the small room.) Go into the small room and start searching lockers. The second from the left on the bottom has the Directional Microphone. The fourth from the left has some more Chaff. There is a locked locker at the top left, but there isn't anything in it, so don't bother. Next, deal with the guard on the left side. Equip the AP Sensor and stand next to the door, without opening it. Note the increase and decreasing detections, and when it starts decreasing, run out and hold up/grab the guard from behind. Now head down the left hall to the elevator (no guards/cameras are near the elevator). There are some USP bullets in the small hall off the left, by the way. Go down to B1. (You can go to B2, but there are level 2 doors blocking the small room you enter from, so don't bother.) ---Route 1----------------------- ===Shell 1 Core B1=============== Enemies : 3 Items : Chaff Grenades Stun Grenades If you left the AP Sensor on, you'll note that there is a guard very near your position when the elevator doors open. Use FPV, standing next to the control pad, and look out of the doors. You should see a man patrolling up and down the hall. On his return path, though, he walks past the elevator into the small room on the right side of the floor. So, when he passes you at the elevator, either run behind him then, or wait until he returns to walk past the elevator again and run behind him. In the small room, you can find some Stun Grenades. Next, head over the lounge on the left side. There are two more guards within. As you may or may not have noticed, you don't have to worry about the biometrics on the door this time, so feel free to knock out the guards. Use the trick with an open locker that you used back in Strut A to bring both of the guards from their positions in the lounge. (Of course, hide or drag one of them, so the other doesn't see him.) In the lounge, you can find a ration in the lower left-hand corner (below the left-most table), but nothing in any of the lockers. When ready, head into the B1 Hall. ---Route 1----------------------- ===Shell 1 Core B1 Hall========== Enemies : 2 Items : M9 Bullets Ration USP Bullets This sequence, as you should gather from the text interlude, is very similar to the search for Ames in this room from SoL. You need to listen to the hostages, listening for the electronic sound of someone pushing keypads on their cellphone. Jennifer is obviously female, brown hair with a short skirt. Her legs tend to be, uh, in an awkward position. (Jennifer was in SoL, in case you never noticed.) Oh, and your AP Sensor will be going wild in here, by the way, so it won't do you much good. I'd actually suggest you use the box to move around anyway. Her position will be random, so I can't offer you specific directions. You should know how to watch for the guards by now anyway, and you get a nice overhead view of the area. There are various items strewn about that you might as well get if you are close, but I wouldn't dally too long around here risking getting caught just for them. Once you've contacted her, there will be another text interlude and you'll be booted out of the conference room. Apparently, there is a bomb on board. Jennifer gave you a level 2 card, so why don't we go look behind the level 2 doors on B2? Run up to the elevator and go in. (Mind that the guards are back and one is still doing his patrol past the elevator - go quickly.) ---Route 1----------------------- ===Shell 1 Core B2=============== Enemies : 1 Items : Bandage Book Head through the left door, and back yourself against the south wall. Stop at the end of the first set of stairs. You should notice, with the AP Sensor another fade in/out from a patrolling guard. Go down the second set and wait at the end, against the wall. You should see the guard easy enough, but don't act just yet - there is a second guard doing another left-right patrol, but over a greater distance, who you'll only see occasionally. The best thing to do is wait until the guard roaming is heading down the hall on the left, while the guard in the northern hall has his back to you. Rush down and hold up or grab the roaming guard. There is another guard doing a left-right patrol at the bottom end of the floor. He should be a bit easier to sneak up on, as there isn't a second guard that near him, other than the one in the computer room (which actually does look right out the window, so I would suggest crouching while passing by him). Assuming you end up in the left hall, head down and come around to the entrance to the computer room. The overhead view of the room should clearly show the guard on the right side of the middle bay of computers. He is stationary and has a very simple left-down viewing pattern, so it should be easy enough for you to either shoot him from a distance with the M9 or to sneak up with the box and get close enough to him to either hold him up or grab him. After the guards are done, equip the Sensor A and look for the bomb in the computer room - it is underneath the middle bay of computers, attached to the bottom of the table. If you feel like getting items, there is a Book on the left side of the hall, in an alcove above the lockers, and a bandage in the southern-most locker in the right hall. When you are done, head back to the elevator and go to 1F. There will be a short text interlude once you go up in the elevator. From here on, continue over to Strut E. The catwalk from the Shell 1 Core is mostly likely out on the EF, so I would highly suggest taking out the cyphers with the USP. (Then back against one of the railings and slowly walk across, staying flat.) - - - - - - - - - - - - - - - - - ---Route 1 and 2----------------- ===Strut E Parcel Room=========== Enemies : 3 Items : Book Box 5 Chaff Ration Moving around in here is a rather large pain, as there are three guards patrolling close together and three security cameras, making movement the boxes impossible without a chaff in effect. (Ugh! How useful that suppressor would be here...) And you can't really move out of the small area by the door without being spotted. My best advice, actually is to toss out a Stun and just run out guns blazing and head for the roof as quickly as possible, taking out the single guard on the right, so he doesn't shoot you as you run up the stairs. After you have beaten this episode, though, and have the M9, it is much easier to clear the room, and you can even do a couple things. First of all, once you enter the room, the guard on the left will instantly see you (and become curious, not alerted) and come investigate. It may take some practice, but go into FPV and aim the M9 at him as soon as possible. After that, drop into a box and move a little ways into the room, so as you can have the overhead view and see where the reporting guard on the left is facing. (He reports in when he is facing away from you, so go in then.) Note his pattern, and knock him out with the M9. He's right under a camera, though, so you need to quickly whip out the USP and take out that camera, on the pylon just west/northwest of the door. There is another camera above the loading dock (where you use the boxes to travel, to the left, so take that one out too. There is a guard in here, but he shouldn't hear you. The final guard is easy to take out by waiting in the alley all the way on the right. As the guard isn't reporting in now, though, you need to move quick if you want to pick up some stuff. First run up past the staircase on the right and you will see Box 5 on a platform. Jump up and grab it, then run down to the loading dock and use Box 5 to get down to the small room. Inside is a Ration. If you want, now, you could use Box 4 to get to the SOCOM Suppressor back in Strut F, but you don't really need it from here on. ===Strut E Heliport============== ---Boss : Fatman----------------- Enemies : Fatman Items : Claymore First, run along the lower catwalk all the way around to find a box of Claymores in the back left. Then, head up the stairs and you'll be taken to more text. Afterwards, a boss fight against Fatman will commence - for tactics and tips, see the Fatman fight in walkthrough for the main story. (The difficulty for this fight, as with the rest of the 'Tales', appears to set at about [Ha], as mentioned earlier.) The ending text is different, depending upon whether or not you take on Fatman first. Obviously, one is a very BAD ending, while the other... is kind of ambiguous. However, after you complete the episode once, and have the M9, you can use it to merely stun Fatman, rather than kill him, which will lead to the true 'good' ending. _______________________________________________________________________________ B. B i g S h e l l E v i l _______________________________________________________________________________ This time Hal's sister, Emma, is working at the Big Shell as a programmer, where there appears to be some... trouble. (This one is actually pretty humorous. Hehe.) You start on the Heliport. ===Strut E Heliport============== Enemies : 3 Items : None Starting conditions : USP (16 rounds), AP Sensor, Cigs, Scope First thing's first - you need to get off of the heliport. Run around to the north side of the Harrier, just west of the cockpit, and go into FPV. You should soon note two guards patrolling the roof. In a few moments, you should see both head off to the right side (from Snake's PoV facing south, left) of the heliport. Run down the side of the heliport south and pause south of the barrels. There is a guard coming up from the east. Wait until you see him on- screen and go around the opposite side of the shelves he passes. Head for the stairs down. If you are timing this right, you should just miss the guard who is patrolling the catwalk around the strut. Hurry down and head right around the path to go into Strut E. ===Strut E Parcel Room=========== Enemies : 3 Items : Box 5 M9 Bullets Ration Stun Grenades Go down the first flight and back yourself against the wall on the left side of the second flight down. Slowly go down a ways and take a look at the flash light of the guard who is patrolling, but not the one reporting in, from the other side of the wall, from the 'corner view'. As you'll note, he doesn't look to the right, so you can risk going against the flat wall that runs east-west, but just know that you have between the time that his light leaves to the time just before the other guard sends his report before he turns back to look south. So, when he turns, run out and hold him up (but don't fire!). Drop your weapon and grab him from behind and pull him back to the staircase. Do the deed and hide his body at the top. Now, you want that box you should have just seen on top of the platform. But, there is another guard just west of it, as you should have noted. (You should also have noted that there are no security cameras here, unlike A Wrongdoing.) Step out into the room, so that you have an overhead view and watch his pattern. He never turns right, so just waltz up and grab the box. He doesn't look south either, so you should be able to grab the box of Stuns underneath the belt just below him. Once that is done, just leave him be. Go over on the right side of the cardboard boxes in the middle and go into FPV. Pull both triggers to stand up a bit, and look east. You should see a single stationary guard with a very simple, but quick movement. Note that he keeps his back to the alley to the north. Watch the reporting guard to the north for a moment, and you should see that you have just enough time to crawl past him. Do so, wait for him to turn north and go down to the guard south. Watch him for a moment and when he turns slightly south, hold him up, and then grab him to take care of him silently. Now that you have a bit more freedom, head down the staircase on the left side and crawl down into the duct in the small room, bottom left-hand corner to find a Ration. If you want, you can use the box to jump onto the platform on the south side of the belt to get into the locked small room, but there is only some M9 ammo, which won't help you your first time through. The door to the EF Bridge is locked, so sneak up on the reporting guard and hold him up to get past him to the door to the DE Bridge in the back. When you do, there will be a text interlude. ===DE Connecting Bridge========== Enemies : 2 (and a sniper) Items : Stun Grenades USP Bullets Both guards here stay on the bottom of the bridge, but if you watch the far end of the bridge from the alcove, you'll see the far guard comes up every once in a while. Wait until he comes up, then down, and go out onto the bridge to get the overhead view. You should see the guard below you on the bottom portion of the bridge moving away. Hang over the bottom/left railing and drop down on top of some ammo. Duck down and watch the guards. You have two options with the guard close to you - wait until the far guard goes up on top, then either shoot him with the USP (the other one shouldn't hear) or rush him from behind when he starts to walk away from your position. After the first one is out, it'd be best to use the USP to snipe the other guard from a bit of a distance. Last, there is a sniper on the roof of Strut E. Again, it'd be best if you took him out by using the USP in FPV. Go on up and take the upper door into Strut D. ===Strut D Sediment Pool========= Enemies : 3 Items : Bandage Ration USP Bullets As soon as you enter, crouch down. There are two guards on top, one of which is going to shortly come down from the north, patrolling along the northeastern portion of the upper floor. Once he passes, stand back up and wait until the guard that patrols the bottom is in the far back, near the stairs. In FPV, take out the two on top, being careful the other, who reports in, doesn't hear. After that, you are fairly free to move about. Grab the Bandage just below the door you came in, the Ration in the center portion, and finally the USP ammo below the door to the CD Bridge, which is where you exit. ===CD Connecting Bridge========== Enemies : 2 Items : None First off, take out the security camera above the door right off. Don't worry about the noise - there is a guard just outside, but if you do it as soon as you come out here, he is far away enough that he won't hear. The best thing to do here is to rush and hold up the guard at the far end as soon as he comes halfway down the bridge and turns, as the guard closest to you will have just gone down and will be down long enough for you to do this. Watch the guards for a few minutes, peeking out of the door, then exit to Strut D and return to reset their patterns. Enter Strut C. ===Strut C Dining Hall=========== Enemies : 1 Items : M9 Ration Stun Grenade USP Bullets Back against the wall to the left and go down far enough to go into corner view of the hall to the south. In a moment, you'll see guard come down close to you. Stay against the wall until he turns, then run up and hold him up. Grab him and drag him into the first door on the north side. Choke him and go up to the pantry Stillman was hiding inside in SoL. If you knock on the door, you'll hear a girl gasp. Hit the Action Button while facing the pantry and there will be a text interlude. Save. After flipping through the pages, there will be a shooting event. About five guards will assault the room. I suggest you head down to the right side of the table, below the pantry and go into FPV. They're wearing heavy armor, so you'll need head shots. There will be two guard at the door to the south (they will open the door - you can't, and shouldn't anyway), then one will move into the dining hall on the left, and almost right after that, two more will open the door to the south. Crouch behind the table after the first two and take out the second pair at the door, then go after the one in the hall, from the same position. Another text interlude will open after they are all down. A Ration will be added to your inventory after the text (and you most likely ought to use it), and there is another underneath the horizontal table in the dining hall. There aren't any more guards in here, so just grab it and head out the door down to the rest rooms. Raid the stalls to find a few items, including the M9. When done, head out the southern door to the BC bridge. ===BC Connecting Bridge========== Enemies : 1 (and an unarmed cypher) Items : Chaff Grenades Back against the southern wall and take a look out onto the bridge in corner view. You should see a single reporting guard and a single gun-less cypher. Simply wait until the guard is at the far end of the bridge and snipe the cypher with the USP. Then hit the guard with the M9 after he reports in. Rush down onto the bridge, grab the Chaff on the destroyed bridge to the Shell 1 Core, then go down to the door to Strut B. ===Strut B Transformer Room====== Enemies : None (at first) Items : Ration USP Bullets [x2] Check the lockers for items then head into the very bloodied up transformer room. Go down to the node on the bottom level, at the southern portion of the room and log into it (grabbing the bullets next to it first). Another text interlude. As soon as you've read all of the text, you need to move _RIGHT_ away. There is a guard approaching your position down the alley on the right who will see you through the wire meshing. Just run up the stairs below you, and up the. path on the left (careful not to open the door, as there is a guard just on the other side). Then head out the door to the north, past the lockers, and onto the BC Bridge. (Don't even waste time looking around. If you move quickly no one will see you.) ===Backtracking================== Now you need to backtrack to Strut F. On the BC Bridge, wait for the guard to come down once, then go back up the middle. At this point, the cypher should come up on your left - take it out with the USP, then kill/tranq the guard. On B, wait on one of the short walls between the door to the rest room and the main hallway for the guard to come down. He will pause for a moment at the end of the hall, then come down a bit further, still facing south - this is when you hold him up. The Stuns have regenerated in the right bathroom, if you want them. There is another guard in the dining area, but there is nothing in there, so don't bother head out the CD Bridge. On the bridge, wait for the guard close to you to go down, then use the M9 on the far guard. When you get close to the other end, toss a Chaff to deal with the security camera inside the alcove then head into D. You can easily hit the two guards on the top level from your position here, so do so and merely wait for the guy on the bottom to come up, report in, then go down. Rush over to the door to the DE Bridge. From this side of the bridge, you have position on the sniper, so do him in with the M9 first when the guard at the far end goes down. Then wait for the guard at the far end to return and tranq him. Head across the bridge. On E, stay in the corner and go into FPV. Look east down the row and you'll see the guard at the other end - hit him with the M9. Then watch the reporting guard close to you and either crawl past him and go down the right side of the room, or hit the guard directly south of you to use the loading platform. Jump up on it, and fall into Box 5 to get into the small room below and find some M9 ammunition. When you return, the guards you took out will have returned to their normal positions, but it is easy enough to get past the guard on the right - he leaves plenty of time, when he faces north, for you to drop the box, jump down, and run to the EF Bridge. ===EF Connecting Bridge========== Enemies : 3 cyphers and a sniper Items : Chaff Grenades This one's easy. Throw a chaff and run across the bridge to Strut E. The chaff will take care of the cyphers, though the sniper on the roof will see you. Fortunately, the chaff will have killed his radio, which he'll fidget with for a moment. When you enter, there will be a text interlude. ===Strut F Warehouse============= Enemies : 4 Items : Claymore [x2] Grenades M9 Bullets Ration Stun Grenades [x3] USP Bullets [x2] USP Suppressor As the text states, you cannot be spotted until you find Emma or the mission is over. Period. Once you are in control, you need to immediately move - there is a guard coming up the stairs on the right just run left, then south down the main hall and run into the room on the left, where you can pick up some ammo and a Ration. Stand near the door so that it opens and switch to FPV. You should see a single guard patrolling around the top level; he also comes up the row that points straight south of the room you are in, so you have to careful to close the door if you see him start coming towards you. Once he goes somewhere out of the way, hit him with the M9. Exit the room so that you have the overhead view, but stay close to the wall or corner. You can see the reporting guard, on the lower level, easily and the the guard I warned you about at the beginning should make a brief appearance in the main hall to the north. When he comes, waits, then turns around, run up and hold him up and take him out. (I'd pull him into one of the rooms too, but I'm overly cautious.) Now that you have free range of movement, raid the rooms. In the one on the top right, you'll find Claymores and Rations. The middle right one has Emma in it, but hold off for now. The bottom right has some Stuns, while the bottom left has a single box of M9 ammo. The middle left is locked. (Just be careful about moving in front of the below reporting guard's direction. He may very well see you from down there. Use the boxes and only move where he is not looking.) The bottom is a bit more tense, as you need to keep the guard alive to raid the rooms down there, as he reports with a very short interval. Watch him for a moment, and note that he doesn't look in the northwest corner. Go over to the railing there and drop down. Run into the door just north of you. There is one last guard inside, so stick to the wall just right of you. He'll point his light down in the corner, but if you are against the wall, he won't see. He then walks north a little - run up behind him then. Collect the Ration, M4, and oodles of ammo. Go back out into the main room and watch the guard - when he is as far right as he goes, run down to the two rooms at the southern end of the area. The left one is locked, but the right isn't. It appears empty, but crouch down and look underneath the two metal cabinets to the right. You'll find the USP Suppressor. Getting back up is a bit harder, but go behind the large crates just south of the guard and watch his light. Right after he reports in, he head as far left as he ever goes and stands there for a moment. Use this time to run around to the other side of boxes left of him and run up the stairs. If you are done grabbing items head back to Emma's room and there will be some more text. You now have to lead Emma up to Strut D. Fun. Leave Emma in the room for a minute and go out onto the main floor. All of the guards are back! Fun! (Note the sarcasm.) Now that you know the guards patterns, the two on top at least, should be easy enough to dispatch. The problem is the reporting guy below. Like when going up the stairs, wait until he reports in, then turns to the left to take Emma up the catwalk. Go out to the EF Bridge. ===EF Connecting Bridge========== More backtracking. Throw another chaff on EF, but you need to take everything out this time - snipe the sniper and use your newly acquired M4 on the cyphers. Lead Emma across to Strut E. (Note that the Chaff Grenades near the door are back, and that there is some M4 ammo in the balcony by the Shell 1 Core, though you can't go in the Core. The bridge doesn't fall away too! Yay for the little things.) When you enter E, more text. Save. ===Strut E Parcel Room=========== Another fire fight. Against a whole lot of guards. The one and only way to get out of this event is to exit through the door straight left of you to the DE bridge. Note that leaving without Emma would be a BAD thing and would lead to BAD events. There are a couple of ways you could go about this, but the easiest and more direct distance between two paths is a straight line - just fire the M4 at the first batch of guards, drop the weapon, and grab Emma for as a long as you can. When you get hit again, pull out the M4, fire away (going into FPV is actually best, so you can aim for the head and the guard have a tendency to hide behind things and pop out, so you don't want to waste ammo here). When you aren't being hit anymore, drop the weapon, grab Emma, and so on until you reach the door. Throwing down some Claymores in the back corner where you start can be useful, as well, but don't bother dropping them when you are moving done the lane - they won't come that far down it, but wait at the end and fire from there. When you get out, another text interlude. Save. ===Shell 1-2 Connecting Bridge=== ---Boss : Harrier---------------- Enemies : Harrier Items : Stinger Stinger Missiles You'll be taken straight out of the flames into the fire. For a full strategy on the Harrier fight, see the main walkthrough. Don't forget that you can skip the animations - if you have played through Sons of Liberty and done this fight, you should be able to anticipate what is going to happen, and skipping the cutscenes will buy you some time. After shooting down the Harrier, there will be a final text interlude. So long as you defeat the boss, this is the 'middle' ending. (The bad ending being if you leave Emma behind during the fire fight in Strut E.) It seems as though there is another, better ending, and something to do with the file, but I haven't gotten it yet. I'll play through a couple more times to try and find it. (If you do know, DON'T EMAIL IT TO ME. I wish to figure it out myself.) _______________________________________________________________________________ C. C o n f i d e n t i a l L e g a c y _______________________________________________________________________________ A small South American country has managed to get ahold of a new type of Metal Gear. The US Marines went into steal it, only to have the cargo tanker hi- jacked by Gurlukovich's forces. And, somehow, a certain... somebody... is involved. ===Aft Deck===================== Enemies : 3 Items : None Starting conditions : USP (16 rounds), AP Sensor, Cigs You'll obviously be able to see the guard just in front of you moving left. Run down a bit and wait for him to pass you. Then quickly run up behind him, hold him up, drop your weapon, and grab him from behind. Once he is out, go back down to the wire rolls on the left and crouch down. Using the overhead view, watch for the guard who goes up and down the stairs on the left. When he just comes down and starts to head back, run up behind him and hold him up. There is one more guard, up on the catwalk overlooking the main deck (where you start), but he shouldn't even bother you. (There are no items here, so there is no reason to even deal with him.) Just take the entrance on the bottom floor into Deck A, as the rest of the doors are locked. ===Deck A, Crew's Quarters======= Enemies : 2 Items : Medicine Ration USP Bullets There is a guard in the hall on the right, but you most likely have caught a cold, so you'll want to be careful here. I'd suggest going back in the corner on the left until Snake sneezes once, then back against the wall just right of the entrance and watch the guard. When he turns to go back down, hold him up. The second guard is even easier - he patrols the vertical hall on the left, but he comes down the horizontal one on the bottom for a moment, turns, then looks in the southeast corner for a few seconds. Use this idle time to run up to him and hold him up. Once the guards are out, raid the lockers in the room on the south. You'll find a few items, including some much needed Medicine - take it. When you are finished, head around to the door in the northeast corner to the Crew's Lounge. ===Deck A, Crew's Lounge========= Enemies : 3 Items : AKS-74U AKS-74U Bullets Book [x3] M4 Bullets Flatten against the small wall south of the doorway to the left of where you enter. Peek around and you'll see a couple of guards sitting on the steps on the left, but if you wait long enough, you should also see through the glass a third guard in the lounge area itself. What you need to do is listen for the sound of the swinging doors in the bar area to swing on their hinges once, then twice, then run into the lounge area, straight to the back wall, then left until you hit the guard. Hold him up, then grab him and pull him into the TV area and strangle him. You shouldn't have any problems with the two guards on the stairs if you stick close to the right while running into the room and while running to the back wall. After you've taken out the guard in the lounge, head back down by the stairs and try to get yourself in a horizontal line with both guards, then fire away with the USP. Taking out the first one is no problem, as you can get close enough to line up an easy head shot, but be careful about the second one, as he'll reach for the radio unless you start plugging at him right away. If he does manage to turn on the radio, but doesn't say anything, head into another area and return - it should negate the guy on the other end's "What's wrong?" and avert an assualt team. Once all of that is done, head into the bar area and grab the AK behind the swinging doors and the three Books in the TV area. Then head down the stairwell on the left side of the area, where the guard with the flies was in the main game, to find some ammo. Once all of that is done, head up the stairs and through the door on the right. ===Deck B, Crew's Quarters======= Enemies : 4 Items : Medicine M4 Bullets As soon as you enter, you'll see two guards north of you, but don't panic. They never look to the south, so you will be safe. They are too close together to easily get past them, though, so head to the south. Go into the long vertical corridor on the right, but stay in the middle of the hall. You should have a view from the south, straight down. If you wait a bit and look close to the camera's (imaginary) position, you'll see a guard's gun occasionally appear and disappear. Wait for it to come, then go, and run down the hall and hold him up. Head down to the bottom corridor and open the locker inset in the north hall to find another package of Medicine. Next, back against the northern wall and slowly head left until you go into Corner View of the hall up north and left. You should see a guard with a very simple pattern - watch, wait, and strike. Go up the hall until you reach the end of the yellow-ish area, where it turns to the blue-ish. Back against the northern wall and peek out to watch the guard in the hall at the very north portion of the area. Wait until he comes, turns south, then walks away. Run up the hall and to the left when you can. Head up the stairs to Deck C. ===Deck C, Crew's Quarters======= Enemies : 1 Items : Thermal Goggles Back against the wall on the right, north of the long horizontal hall. You should see a guard in the hall with another simple pattern. Wait until he comes closest to you, then turns. Get out the as quick as you can and hold him up. You should also have noticed, while looking down the hall, the two security cameras on the far end. Walk down to the middle part of the hall, but don't enter. From the overhead view, you should see that there is a third camera positioned right above the door. From just inside the left portion of the hall, you should be able to hit all three with realtive ease, using the USP. Once they are all out, head down to the right side of hall and pick up the Thermal Goggles. Then head back to the middle and up the stairs. ===Deck D, Crew's Quarters======= Enemies : 3 Items : AKS-74U Bullets Box 4 M4 Bullets After coming up the stairs, first go into the remote room in the northeast corner of the area. Inside, you'll find a dozing guard, who is easy enough to dispatch of. You'll find Box 1 just below him. Grab them and head back to the IR sensor in the short hall on the right. If you put on the Thermal Goggles, you can see that there is room enough for you to crawl under. Do so, and you will be right by the stairs up to Deck D. If you are so inclined, though, you can head into the dining area on the right. There are two guards in there, who will most likely be straight left of you. The best thing to do here is to just blow them away with the AK. Watch for the camera just north of the door and you'll find some ammo in the southwest corner and in the kitchen area. As soon as you are done on the floor, head up the stairs to Deck D, where there will be a very quick encounter, then a text interlude. ===Backtracking================== Grab the Ration on the Bridge and start heading down to the holds. Deck D should still be clear, so either go through the dining area or crawl under the IR sensors again and head down to Deck C. On C, back against the right wall just south of the stairs and wait for the guard that just passed you to come back. Be sure to stay against the wall until he is fully past you or he WILL see you. You won't be able to see him in corner view once he passes you, but wait a few seconds before removing yourself from the wall. Head left and down the stairs to Deck B. The guards have changed positions slightly, somewhat to your advantage. There isn't a guard on the left side of the blueish white colored halls, so go up the top-most horizontal hallway and right up to the beginning of the second handrail that is on the south wall. Wait there with the AP Sensor equipped and note the slight increase and decrease. There is a guard just down the right hall, but he comes close enough that you can't go into Corner View at the end of the wall without him seeing you or your shadow if he sees you moving. Wait until it decreases slightly, then back against the wall and move right just enough to get a view of the corridor and DON'T move. Wait until you see him leave to his right and run up behind him. Head down to Deck A. Two guards here, one in the TV area and another roaming the floor. The TV guy shouldn't be a problem, but watch the second man in FPV. Wait until he goes past the stairs, then come back. Once he does, follow him and run right past him when he moves into the lounge. In the stairwell area, there is a single guard facing the wall to the north - hold him up, strangle him, and head down the stairs. ===Engine Room=================== Enemies : 4 Items : M9 M9 Bullets Night Vision Goggles Pentazemin PSG1 PSG1 Bullets PSG1-T USP Bullets First run up on the small room to the north and grab the goodies there. Go out the door on the left and back against the right wall. Move south until you've got a camera angle from the south which shows the next level down. You should see one end of the below guard's route. Wait until he comes to the north, then run down the stairs south of your position and hide in the darkened corner just right of the bottom. Wait until the guard comes back around to you, then run out and grab him when he starts to head back to the left. Next, head down the catwalk on the left and pause north of the stairs to the next tier down. Go into FPV and watch down the steps. You'll note that he never turns to the north, so you can head down the steps and wait by the lighted room for him to come to the right, then turn left. Run up behind him just as he is turning and hold him up. Now look in the darkened corner to the right of the light and you'll find the PSG1. The best thing to do now is head back up the top tier and snipe the remaining two guards on the left side of the area. The top guard is a problem, though, as he tends to fall over the railing after you hit him - try to line up a good head shot for when he is walking down the long hallway parallel to you. You don't really have a good position on the guy in the red-lit hallway, so I'd suggest you run back down the stairs, head around the catwalks to the left side of the section, and go up to the very long catwalk in the middle of the area. From just right of the long flight of steps up, you should have be able to line up an excellent shot between the metal posts. Once the guards are out, you can head down to the large block on the bottom tier, in the southwest corner. Under the block you can find the M9 (so you can now get the bullets you passed on the right side of the middle section) and some PSG1 ammo on the left side of it. When you are done, head up the stairs on the left side to the top and enter the small room in the northwest corner. By the IR sensors, you'll find the PSG1-T. Then, start taking out the control boxes - there's one on top of the lockers, while the other two are down the hall on the left. The first is easy enough, but the second is pretty hard to see past the Semtex right in the way. Just aim for the right side as much as possible - it is better you miss once or twice than blow yourself up and have to restart. When they are all out, head through the hatch into Deck 2. ===Deck 2, Port================== Enemies : None Items : USP Suppressor There aren't any guards in here, so don't worry about being seen or taking out the lights. Just head north to the second small room on the right to find the USP Suppressor. Continue north, then right to the hatch to the next area. ===Deck 2, Starboard============= Enemies : None Items : AKS-74U Bullets M4 Bullets [x2] M9 Bullets Pentazemin Just head down the halls again, picking up what ammo you can. As you should expect, though, once you pass the small room on the left, there will be the familar fire fight from the main game after a text interlude. Fairly straight- forward - use the AK for as long as you can, then I'd actually switch the PSG1 since you have it. Quite effective for the guy in the back who will start tossing grenades if you don't take him out quickly enough. After the fight you'll be taken to another text interlude. Which leads to... ...another fire fight through the port side of Deck 2. This one is also pretty straight foward, as you just need to hide behind the walls and do jump-out shots going west, then use either the Thermal or Night Vision Goggles when heading down the long vertical hall. After the intial set of guards, who are easy to take out from behind the walls on the north side, a pair will advance on you from the south every a few seconds, but still plenty of time to make your way. Along the way, you'll find a ton of ammo and items, including the M4 and AK Suppressor. Once you reach the south end of the vertical hall, a guard or two will approach from the north, so be careful when you get close to the end. Once you reach it, open the hatch and there will be more text. ===Backtracking================== And more backtracking, with your goal being the bridge. The Engine Room is pretty easy. Head through the small room and into the main area. From here, snipe the guard on the middle tier on the right side. Then back against the railing just right of the door and watch for the guard on the tier just below you. When he comes to the north, wait until he turns, then hang over the north-south running railing and drop down behind him. Hold him up, but be sure to drag him elsewhere, as you don't want the guard in the red-lit hall below you to hear. Use your overhead view of the area with the large crate to wait until he heads north down the hall and hold him up. Head around past the large stairs and wait just inside the long hall north on the right side of the middle section. Go into FPV, watch the guard, and hit him when he comes as far to your left as he ever goes. Go back up the tiers on the fight to Deck A. For getting back up the bridge from here on, simply refer to the walkthrough for this tale thus from from the Deck A Crew Lounge to Deck D, as all of the guards have reverted to their original positions. You should have plenty of weapons, so this should be a cakewalk. Once you reach the bridge, there will be a text interlude. ===Navigational Deck============= ---Boss : Meryl------------------ This is pretty much the Olga fight... only with Meryl (^^). One of her shots will take you down about half your life gauge, though, and note that using the small opening in the crates on the right won't necessarily work. But, you've got a ton of toys, like the M4, AK, and sniper rifles which should make hitting her child's play. Just remember to take out the spotlight ASAP. Obviously, killing her will net you medium ending, while using the M9 and PSG1-T to stun her will give the better ending. _______________________________________________________________________________ Further tales will be coming soon. =============================================================================== VII. A p p e n d i c e s _______________________________________________________________________________ A. W e a p o n s _______________________________________________________________________________ ---AKS-74U----------------------- Text : Assault rifle. 30 rounds per magazine. Press X button lightly to aim, strongly for full automatic fire. Use : Excellent rifle for fighting numerous enemies or attack cyphers. Magazine capacity : 30 Round carrying capacity : 241 [Ea], 211 [No], 151 [Ha] Rounds per box of ammo : 30 ---Book-------------------------- Text : Publication w/ adult-oriented material. Full of girly photos and interesting columns. Press X button to set. Use : Distracts guards for several minutes. Carrying capacity : 8 [Ea], 5 [No - Ha], 3 [Ex] ---C4---------------------------- Text : Plastic explosive w/ remote detonator. Press X button to set. Press B button to detonate. Use : Blow stuff up. Ba-boom. Round carrying capacity : 16 [Ea - Ha] Rounds per box of ammo : 4 ---Chaff Grenade----------------- Text : Grenade the neutralizes electronic devices temporarily. Press X to aim, release to throw. Use : Good for disabling cyphers and security cameras without destroying them. However, it will also disable the radar. Round carrying capacity : 30 [Ea], 20 [No], 10 [Ha] Rounds per box of ammo : 2 ---Claymore-------------------- Text : Anti-personnel landmine w/ front sensor. Press X button to set. Can be retrieve if crawled over. Use : Good for setting traps to cause damage, bosses in particular. Round carrying capacity : 16 [Ea - Ha] Rounds per box of ammo : 4 ---Coolant Spray--------------- Text : For bomb disposal. Hold in First Person View, spray w/ X button. How strong button is pressed varies spray amount. Use : Good for disabling C4 bombs. Can be sprayed in soldier's faces to blind them. Can also quickly wake up sleeping soldiers by spraying it in their face. Note : Infinite spraying capacity. ---Directional Microphone-------- Text : Microphone that can pick up small sounds. Hold in First Person View, move w/ [left thumbstick]. ---Grenade----------------------- Text : (Frag) Grenade. Press X button to hold, release to throw. How strong button is pressed varies distance. Use : Be sure to throw it before it blows up in your hand, okay? Round carrying capacity : 50 [VE], 30 [Ea], 20 [No], 16 [Ha] Rounds per box of ammo : 2 ---High-Frequency Blade---------- Text : Move [right thumbstick] to slash, press to lunge. Block w/ Y button. Switch between blade and back w/ X button. Use : Lethal katana. Powerful weapon good for tearing through large numbers of enemies or tough bosses. Pressing the weapon button while the weapon is equipped will switch back and forth between the lethal blade and the non-lethal blunt side. ---M4---------------------------- Text : Assault rifle. 30 rounds per magazine. Press X lightly to aim, strongly for full automatic fire. Use : See AK. Magazine capacity : 30 Round carrying capacity : 241 [Ea], 211 [No], 151 [Ha] Rounds per box of ammo : 20, 30 ---M9---------------------------- Text : Tranquilizer with suppressor. Press X to aim, and release to fire. Equipped with laser pointer. Use : Good for temporarily disabling sentries without killing. Very little force, making it impractical for attacking inanimate objects. Magazine capacity : 15 Round carrying capacity : 106 [VE], 61 [Ea], 46 [No - Ex] Rounds per box of ammo : 15 ---Magazine---------------------- Text : Empty magazine. Press X button to hold, release to throw. How strong button is pressed varies distance. Use : Good for distracting guards. Round carrying capacity : 150 [Ea], 100 [No], 50 [Ha] ---Nikita------------------------ Text : Press X button to aim in First Person View, release to fire. Missile can be controlled with [left thumbstick]. Use : Good for attacking enemies from a distance, reducing chance of discovery. Will make a loud explosion, though. Round carrying capacity : 50 [Ea], 40 [No], 30 [Ha] Rounds per box of ammo : 10, 20 ---PSG1-------------------------- Text : Sniper rifle. Aim in First Person View, fire w/ X button. Zoom in with B button, zoom out with A button. Use : Good for sniping enemies from a distance. Magazine capacity : 20 Round carrying capacity : 81 [Ea], 61 [No], 41 [Ha] Rounds per box of ammo : 20 ---PSG1-T------------------------ Text : Tranquilizer rifle. Aim in First Person View, fire w/ X button. Zoom in with B button, zoom out with A button. Use : Good for sniping enemies from a distance without killing them Magazine capacity : 5 Round carrying capacity : 81 [Ea], 61 [No], 41 [Ha] Rounds per box of ammo : 10 ---RGB6-------------------------- Text : 6-round grenade launcher. Press X button to aim, and release to fire. Grenade will explode upon impact. Use : Good for, uh, blowing stuff up. Magazine capacity : 6 Round carrying capacity : 42 [Ea], 30 [No], 24 [Ha] Rounds per box of ammo : 6 ---SOCOM------------------------- Text : .45 handgun. Press X button to aim, release to fire. 12 rounds per magazine. Can attach suppressor./Suppressor attached. Use : Basic handgun of deadly force. Good for taking out sentries, assault soldiers, cyphers, and attacking inanimate objects. Unlike the USP, there is no flash light attachment. Magazine capacity : 12 Round carrying capacity : 73 [Ea], 61 [No - Ha], 37 [Ex] Rounds per box of ammo : 12 ---Stinger----------------------- Text : Portable surface-to-air missile. Aim in First Person View, fire w/ X button. Align sight on target to lock on. Use : Good for attacking large machinery and annihilating enemy soldiers. Round carrying capacity : 50 [Ea], 40 [No], 30 [Ha] Rounds per box of ammo : 10, 20 ---Stun Grenade------------------ Text : Grenade that stuns enemy soldiers temporarily. Press X button to aim, release to throw. Use : Knocks enemy soldiers, including some bosses, into a daze. They will become alerted, but will not know your location. Round carrying capacity : 30 [Ea], 16 [No], 10 [Ha], 6 [Ex] Rounds per box of ammo : 20 ---USP--------------------------- Text : 9mm auto. Press X button to aim, release to fire. 15 rounds per magazine. Can attach suppressor. Use : Standard handgun. Good for killing enemy soldiers. Also equipped with a flash light. Note : Only found in Tanker chapter/Snake scenarios. Magazine capacity : 15 Round carrying capacity : 61 [VE - Ea], 46 [No - Ha], 16 [Ex] Rounds per box of ammo : 15 _______________________________________________________________________________ B. I t e m s _______________________________________________________________________________ ---AP Sensor--------------------- Text : Sensor detecting life forms. Vibrates on enemy approach. All other vibrations will be OFF when the sensor is activated. ---AK Suppressor----------------- Text : Firing noise is reduced when attached to AKS-74U. Equip together w/ AK to attach. Unremovable once attached. Use : Firing the AKS-74U no longer makes noise, thus allowing you to shoot it without alerting nearby guards. ---Bandage----------------------- Text : Absorbent pads to stop blood loss when bleeding. Press A button to use while having it selected in the window. Use : Stops loss of life when life meter is critical (orange). Carrying Capacity : 10 [Ea - No], 5 [Ha], 3 [Ex] ---B.D.U. / Field Uniform-------- Text : Same uniform as Shell 1 Core Gurlukovich soldiers. Equip AK at the same time to disguise as enemy soldier./Equip to wear. Balaclava is no longer present. Use : Allows you to move free inside the Shell 1 Core, even in front of enemy soldiers, so long as you also have the AK 74U equipped as well. The disguise will be removed if you bump into an enemy, though. ---Body Armor-------------------- Text : Bulletproof vest made of special fibers. Damage incurred while equipped is reduced by half. ---Box A------------------------- Text : Cardboard box to transport perishable foods. Equip to wear. Use : All cardboard boxes will hide the character from enemy sentries. Enemy will become suspicious if the box is seen moving and flip it over. Does not work against assault/clearing teams. Note : Only found in Tanker Chapter. ---Box 1------------------------- Text : Cardboard box to transport perishable foods. Equip to wear. Use : Will transport character to Strut C when worn while on top of conveyer belt in Strut E. ---Box 2------------------------- Text : Cardboard box to transport electronic equipment. Equip to wear. Use : Will transport character to Strut B when worn while on top of conveyer belt in Strut E. ---Box 3------------------------- Text : Cardboard box to transport daily supplies. Equip to wear. Use : Will transport character to Strut A when worn while on top of conveyer belt in Strut E. ---Box 4------------------------- Text : Cardboard box to transport action figures. Equip to wear. Use : Will transport character to Strut F when worn while on top of conveyer belt in Strut E. ---Box 5------------------------- Text : Cardboard box to transport game software. Equip to wear. The eye design is "eye-catching." Use : Will transport character to the small room on the bottom of Strut E when worn while on top of conveyer belt in Strut E. ---Card Key---------------------- Text : Security card Level <1-5>. Opens security level <1-5> doors. Use : Opens security doors of the level assigned to the card or below. Cannot open doors above the security level. ---Cigarettes-------------------- Text : Highly addictive and hazardous to your health. Use : Can be used to see IR sensors when equipped. It will slowly drain life meter when equipped. ---Mine Detector----------------- Text : Chemically detects mines. Activates when equipped. Displays position of Claymore mines on radar. Note : Radar must be activated for the area in order to work. ---MO Disc----------------------- Text : Optical disc given by the President. Contains computer virus to destroy control function of GW / Arsenal Gear. ---Night Vision Goggles---------- Text : Electronically amplifies weak dim light for visualization. Allows one to see in the dark. --Pentazemin--------------------- Text : Benzodiazepine anti-depressant. Stops trembling of hand when sniping. Select in window and use with A button. Carrying Capacity : 15 [Ea], 10 [No], 5 [Ha - Ex] ---Phone------------------------- Text : Mobile phone w/ vibration feature. Allows receiving of E-mails. Use : Mr. X will use it to warn you of unknown dangers or helpful hints. Does not need to be equipped to receive call. Controller will vibrate and there will be a ringing tone. To view message, equip while it is ringing. ---Ration------------------------ Text : "Meal ready to eat" to restore life. Press A button to use. Life automatically recovers when down to 0 if equipped. Carrying Capacity : 10 [VE], 7 [Ea], 5 [No], 3 [Ha], 2 [Ex] ---Sensor A--------------------- Text : Ion mobility spectrometer explosion detector. Activates when equipped. Displays Fatman's scented C4 on radar. ---Sensor B--------------------- Text : Neutron scintillator explosive detector. Beeps when detecting Fatman's odorless C4. ---Scope Binoculars------------- Text : Military binoculars allowing long-distance reconnaissance. Zoom in with O button. Zoom out with X button. ---SOCOM Suppressor ------------ Text : Firing noise is reduced when attached to SOCOM. Equip together with SOCOM to attach. Unremovable once attached. Use : Firing the SOCOM no longer makes noise, thus allowing you to shoot it without alerting nearby guards. ---Thermal Goggles--------------- Text : Visualizes heat source distribution. Allows one to see in the dark. Claymores can be seen when equipped. Use : Shows living beings, items, light sources, bullets, grenades, and missiles as bright red objects. When looking at an enemy soldier's front, dog tags will appear as dark objects within the bright red of a soldier's body. ---Wet Box----------------------- Text : Cardboard box to transport perishable foods. Wet and weak. Equip to wear. Use : Not very effective cover... Note : Only found in Tanker Chapter. _______________________________________________________________________________ C. D o g T a g s _______________________________________________________________________________ Most enemy sentries in Sons of Liberty wear dog tags. Collecting these tags will unlock secret items that will be added to your inventory after you beat the game (or chapter, depending upon which you selected), just as the Digital Camera was added to your inventory after you beat the game the first time. A full list of the possible items are listed in section VII. B. 'Extra Items'. This section is meant to aid you in obtaining these tags. Dog tags can only be obtained from holding up enemies. For more on holding up enemy sentries, see the Game Mechanics section. I had considered including a full list of the tags and the data for them, but there really is no point to it - the full list of locations can be accessed at anytime by going to the 'Special' menu at the start screen. And the actual data (name, DOB and blood type) is hardly relevant to gameplay. I did find having a list of the dog tag locations useful for making sure I had obtained all of the tags for an area, so you may wish to write down the locations. (Or, I'm sure there will be another guide with a full listing, if you don't want to write them down yourself.) However, there are a number of enemies that have odd patrolling patterns, making obtaining their tags more of a challenge. For these tags, I have listed below their movement patterns. ===Noteworthy Tags=============== ---Tanker Chapter---------------- - 000 [AD] Obtained from Olga when she is knocked out after the boss fight. Drag her body and it will drop out. - 008 and 009 [VE] 008 appears when you enter the area from the door to the other portion of Deck A, while 009 appears when you enter from the door to Deck B, above the short spliting staircase at the south end of the room. - 011 [VE - Ea], 14 [No], 15 [Ha - Ex] Appears after entering the remote room on the northeastern side of Deck-D. However, he will only enter the room if you stay on the southern half of the room. Otherwise, he will patrol the middle hallway once, then stop in the middle of it facing east. If you exit the room, he will leave. If you re-enter while he is leaving he will turn around and return. If you stay towards the northern half of the room, he will go down the northern hall that leads to the room, but won't enter and will stand guard by the door. However, once you go to leave the room, he will leave. [My suggestion is to wait on the southern half of the room until he enters, then quickly move north to the crates on the western side of the room and drop into Box 1. When he yawns, quickly drop the box and draw your weapon.] - 018 [VE], 019 [Ea], 23 [No], 24 [Ha - Ex] Appears upon first entering the room, but disappears afterwards. - 020 [VE], 025 [No], 026 [Ha], 026 [Ex] Appears in the upper catwalk on the right hand side in Hold 1. To get to him, you must hang over the railing that runs along the right side of the hold. After the sequence starts, go down the staircase once until you are forced off and would normally go down a second staircase. Instead, flip over the railing and quickly hand-over-hand your way up. - 021 [VE], 026 [No] Is the Marine solider just left of the projector in Hold 1, set apart from the main force. Stand a good distance back and hold him up, then grab him from behind and pull him away from the rest of the Marines so no one hears you hold him up. - 022 [Ea] The Marine in Hold 1 who appears in his boxers - second row from the top, third column from the right. (You'll have to tranq all, or most at least, guards in the Hold to get to him.) - 022 [VE], 023 [Ea], 030 [No], 031 [Ha], 030 [Ex] Appears in the upper catwalk on the right hand side in Hold 3. If you flip over the rail in Hold 1 and continue down the right side, you will enter through the door to Hold 3 right at his position. - 023 [VE], 024 [Ea], 031 [No], 032 [Ha], 031 [Ex] Is the guard on the right hand side of the room, north of the catwalk Dolph is conducting his speech from. The guard is nodding off and fairly easy to sneak up on, and you shouldn't be heard from this distance from the main group. - 027 [No - Ha] Is the Marine standing on the lower left side of Hold 1, facing directly to the east. - 028 [No] Is the Marine patrolling up and down the upper left side of the Hold 2. I suggest coming from the south, knocking on the large block while he is close to it, then running on the other side of the smaller crates left of the large block you knocked on. When he is about to leave, hold him up. - 028 [Ha], 027 [Ex] The Marine patrolling the northwestern portion of the Hold 1. - 029 [No] Is the Marine standing just east/northeast of the right projector in Hold 2. - 029 [Ha], 028 [Ex] Is the Marine standing the northwest corner of Hold 2, facing east. - 030 [Ha], 029 [Ex] Is the Marine patrolling the northeast corner of Hold 2, set apart from the main formation. - 032 [No] Is the Marine standing on the left side of Hold 3, facing northeast at Dolph. - 033 [Ha], 032 [Ex] The Marine standing on the left side of Hold 3, set apart from the main group. - 034 [Ha], 033 [Ex] The Marine roaming Hold 3, south of the catwalk Dolph is on. ---Plant Chapter----------------- - 000 [AD] Obtained from knocking out Snake with the blunt edge of the sword while in the Ascending Colon. Knock him out and then drag his body to find it. - 007 [VE - Ea], 005 [No - Ex] Appears upon first entering the area, but disappears afterwards, only to return again after completing the Shell 1 Core scenario. - 010 [VE - Ea], 008 [No - Ex] Appears on the BC Connecting Bridge after the boss fight on the Strut E Heliport. - 014 [VE - Ea], 012 [No], 012 [Ha - Ex] Appears on the CD Bridge after completing the Shell 1 Core scenario. - 018 [VE], 019 [Ea], 017 [No], 018 [Ha - Ex], Appears on the DE Bridge after completing the Shell 1 Core scenario. - 020 [VE], 021 [Ea], 020 [No], 022 [Ha], 023 [Ex] Appears inside the Level 5 doors on the lower level, which cannot be accessed until late in the game. In [Ha], he is walking around the main floor. - 031 [Ex] Appears in Strut F before meeting with Pliskin for the first time. - 036 [VE], 038 [Ea], 039 [No], 042 [Ha], 044 [Ex] Appears on KL Connecting Bridge after bringing Emma out of Shell 2 and after the character approaches the long walkway connecting Struts K and L. - 041 [VE], 041 [No], 044 [No], 047 [Ha] Appears in corridor leading to KL Connecting Bridge after bringing the girl down the stairs into the lower area on the southern wall. (Remains in that corridor until the character ascends the right-most stairs and then the guard begins patrolling.) - 042 [Ea], 045 [No], 048 [Ha] Appears in the small corridor on the bottom left wall after Emma is brought to the lounge in the northwest corner. - 046 [No], 049 [Ha] Appears coming off the elevator when the character goes into the small room just at the south end of the long vertical hallway on the left. - 042 [VE], 044 [Ea], 048 [No], 051 [Ha], 053 [Ex] Obtained from Fatman's body after defeating him. _______________________________________________________________________________ D. M i s c e l l a n e o u s _______________________________________________________________________________ ===Guards with Rations=========== This is mostly to benefit those who are playing on [Ex - EE], in which the only way (usually, that is...) to obtain rations is through holding up or dragging guards who carry them. ---Tanker Chapter---------------- - Aft Deck, guard on 'ground' level, left side of the area, patrolling near the hatch to Deck A, crew's quarters - Deck A, Crew's Lounge, man in left stairwell (with the flies around him) - Deck D, Crew's Quarters, man who appears in the 'remote room' (see walk.) - Deck 2, port, dead tanker worker in orange jumpsuit in the vertical hallway - Deck 2, port, guard wearing headphones in the northwest corner of the area - In an exception to the rule, there will be a Ration on the ground during the fire fight event on the starboard side of Deck 2 =============================================================================== VIII. C o n c l u s i o n _______________________________________________________________________________ A. C l o s i n g N o t e s _______________________________________________________________________________ Well, that is the guide, ladies and gentlemen. I hope it was helpful and that you enjoyed the game as immensely as I did. You may email me if you wish, but if you have a gameplay question, it should already be answered by this guide. If you still have questions, you can check one of the many message boards for the answer to your question. To be perfectly honest, I am not interested in contributions. No matter how interesting your little tidbit may be, I probably don't need it - the focus of this guide is gameplay. To reiterate, I am not accepting any submissions, especially on the added features, such as the Missions and Snake's Tales. I wish to uncover it all for myself, if you please. _______________________________________________________________________________ B. V e r s i o n H i s t o r y _______________________________________________________________________________ ---Version 1.20---------------------- 12/28/02 Raiden's VR missions almost complete. Snake's Tale C added. More soliders with difficult dog tags added, for the Tanker in particular. Consistency checking on [Ea - Ha]. Added a "Miscellaneous" appendix for various odds and ends in the game. Slight formatting changes. ---Version 1.10---------------------- 12/11/02 More VR missions added. Snake's Tale B added. (At the rate these things are going, I'm thinking about spliting those two sections off into seperate in-depth guides once they are complete, as they are rather larger and unwieldy attached to the end like they are.) Further consistency checking on [VE] of the main game. Typo corrections. ---Version 1.00---------------------- 12/08/02 First released version. Walkthrough, almost entirely taken from my guide for the PS2 version, is complete and has been updated, revised, and improved for the Xbox game. Bonus areas started. Though they are likely correct, I still wish to peform a consistency check on various numbers (enemies, items, etc.) across the difficulty levels I haven't yet played, and especially add numbers for European Extreme. (Most everything thus far has been consistent with the PS2 numbers.) Noteworthy dog tags need going through and updating. Regardless, the main focus of future updates will be on completing the Missions, Snake's Tales, and Dog Tags sections. _______________________________________________________________________________ C. C r e d i t s _______________________________________________________________________________ Thanks to Hideo Kojima and his staff for creating a game that can really can be called a magnificent game, despite it's flaws. My appreciation also extends to Konami, the English voice actors, and the composer, Harry Gregson-Williams for their excellent work. Thanks to the Metal Gear Solid 2 Game Manual for being a thoroughly useful and well designed little book and explaining the gameplay so well (for the most part). Credit to Robert Goemans for the trick to shoot out the lights, and thus avoid the 'shadow dagger' in the Vamp fight. Thanks to Jagboy and Yee Seng Fu for pointing me in the right direction to find the tunnels in the holds of the tanker. Credit to Justin Evans for making me aware of the fact that the Thermal Goggles also appear in B1 of Shell 2 if not obtained in Shell 1 (during the Plant Chapter, obviously). And to 'fluffy' for pointing out that the goggles also appear in the pool in the lower portion of the Strut A dock. I suppose I should give a nod to DEngle's dogtag guide for the use of the term 'Tough Guys'. (Much cleaner than the term I was using before I read his guides and decided to use Tough Guys.) _______________________________________________________________________________ D. D i s c l a i m e r _______________________________________________________________________________ Metal Gear(r), Metal Gear Solid(r), and Sons of Liberty(tm) are trademarks of Konami Computer Entertainment Japan, Inc. or (c) 1987, 2001, 2002 Konami Computer Entertainment Japan, Inc. All rights reserved. Any infringement upon KCEJ's rights is unintentional. This document is under copyright protection and is the property of the author. This document may not be reproduced (electronically, physically, or otherwise; in whole or in part) or altered for public use without the author's explicit permission. All rights reserved. This document may only be hosted at GameFAQs . Please contact me at the address below if you see this hosted anywhere other than GameFAQs or through GameSpot. Contact : yushiro@animedream.org [Please invoke Joy or Interest, not Anger or Fear!] [La-li-lu-le-lo!!] =============================================================================== ------------------------------------------------------------------------------- Copyright (c) Eric "Yushiro" Lamphear 2001 - 2002. ------------------------------------------------------------------------------- ===============================================================================