 T  A  C  T  I  C  A  L      E  S  P  I  O  N  A  G  E      A  C  T  I  O  N
  __  __      _         _    ___                ___       _  _     _   ___ 
 |  \/  | __ | |_  _ _ | |  / __| __  _ _  _ _ / __| ___ | |(_) __| | /_  }
 | |\/| |/-_)|  _|/ _`|| | | (_ |/-_)/ _ || _| \__ \/ _ \| || |/ _` |  / /_ 
 |_|  |_|\__| \__|\_,_||_|  \___|\__|\_,_||_|  |___/\___/|_||_|\__,_| /____/ 
 

                     - S O N S  O F  L I B E R T Y -
 
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                              FAQ/Walkthrough
                  Metal Gear Solid 2: Sons of Liberty (PS2)   
                        Ryan Kavanagh (Bonds Legacy)     
                      Version 0.90 - Updated: 01/01/02
                      
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Table of Contents

1. Introduction
  1.1 - Metal Gear History
  1.2 - Updates and Revisions
  1.3 - Review
2. Game Overview
  2.1 - Controls
  2.2 - Basic Knowledge
  2.3 - Normal Moves
  2.4 - How Guards will find you.
  2.5 - Espionage Tips
3. Indexs
  3.1 - Story
  3.2 - Characters
  3.3 - Weapons
  3.4 - Items
4. Walkthrough
  4.1 - Tanker
  4.2 - Big Shell
5. Secrets/Cheats
  5.1 - Dog Tags*
  5.2 - Fun Stuff*
6. Last Words
  6.1 - Frequently Asked Questions*
  6.2 - Contact Info
  6.3 - Credits/Thanks
  6.4 - Copyright Info

* indicates the section is under construction, or hasn't been started yet

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1.  Introduction

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| 1.1                       Metal Gear History                          1.1 |
 \___/\___/ 


Metal Gear (Released 1987)
---------------------------
  A small but powerfully armed nation called "Outer Heaven" emerges from 
deep within South America. NATO learns that they are designing a 
nuclear-equipped walking battle tank called "Metal Gear", and they send in 
one of their best agents, Gray Fox. But, he is taken hostage, and and they 
are forced to send in the newest member of Fow Hound, Solid Snake. He 
rescues Gray Fox and forces the surrender of Outer heaven. As Solid Snake 
escapes, he is confronted by one man. It's FOX-HOUND's commander, Big Boss! 
It seems that Outer Heaven was a mercenary company and Big Boss had 
intentionally chosen his most inexperienced agent, Solid Snake, thinking he 
would fail, but he seriously miscalculated. After a fierce battle, Snake 
defeats Big Boss Outer Heaven burns around them.


Metal Gear 2: Solid Snake (Released 1990)
------------------------------------------
  In 1999, Dr. Kio Marv, inventor of the oil refining microbe, OILIX, was 
taken hostage by Zanzibar, a heavily armed nation in Central Asia ruled by a 
minority ethnic group. Zanzibar was planning to gain political and military 
hegemony under the cruel of a worldwide emergency crisis. Roy Campbell, 
commander of Fox-Hound, called Solid Snake, now in retirement, back to 
active duty to infiltrate Zanzibar and recover Dr. Marv.
 
  Solid Snake made it past Zanzibar's impressive steel wall and penetrated 
deep into it's interior. Once inside he destroyed Metal Gear, which had been 
completed after being transported form Outer Heaven, and defeated Gray Fox, 
former member of Fox-Hound and now leader of the Zanzibar mercenary corps. 
He was also successful in retrieving the OILIX manufacturing process. 
Finally, he would once again meet his destiny with the man who was pulling 
the strings in Zanzibar, Big Boss! He has survived outer Heaven and created 
Zanzibar in order to make a world rife with conflict and war, a world in 
which soldies such as himself would always have a place. After defeating Big 
Boss for the second and final time, Snake gave up on war and retired to the 
peaceful Alaskan wilderness.


Metal Gear Solid (Released 1998)
---------------------------------
On Shadow Moses,a  remote island off the coast of Alaska, FOXHOUND leads an 
armed uprising and seizes the new metal gear REX in the single biggest act 
of terrorism in history. At the request of the government, Colonal Roy 
Campbell, the former commander of FOXHOUND, summons Solid Snake out of 
retirement and sends him to infiltrate Shadow Moses island in one last solo 
covert operation. Snake must penetrate deep into the heart of a nuclear 
weapons facility. Aiding him in his mission are Dr. Hal Emmerich, a.k.a 
Otacon, a former Metal Gear developer: Meryl. Colonal Campbells neice: and a 
team of the top specialists in each field, who communicate with Snake via the
codec. In the middle of his battle against the members of FOXHUND, Snake 
encounters a cyborg ninja, who thirsts only for battle. This mysterious 
figure's true identity turns out to be Grey Fox, Snake's former FOXHOUND 
comrade who defected to the enemy and fought against Snake in Zanzibar Land. 
After destroying Metal Gear REX, Snake confronts the head of the terrorist 
group, Liquid Snake. Each of the Snakes, Liquid and Solid, carries the same 
genes of the 20th century's greatest soldier. Big Boss. With the support of 
the cyborg ninja, Solid Snake fights a decisive battle with Liquid. After a 
long and protracted struggle, Snake finally defeats Liquid and leaves the 
legacy of Shadow Moses behind him.


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| 1.2                      Updates and Revisions                        1.2 |
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Version 0.40 - December 15, 2001
---------------------------------
I begun to format the FAQ. I decided on the section headers, the ASCII art,
the FAQ content, etc. No actual content, that's soon to come. I finshed up 
the history of Metal Gear, as well as the entire Game Over view section! Now,
I will finish up the indexes and start on the walkthrough. 


Version 0.60 - December 27, 2001
---------------------------------
 I finished the walkthrough up to the end of the Tanker. I also finished the 
weapons/items sections.
 Did more work on the walkthrough


Version 0.75 - December 30, 2001
---------------------------------
 I've done close to 50% of the Big Shell walkthrough
 Created all the other sections that needed to be created.
 Put content inside the credits,contacts, and copyright sections

Version 0.80 - December 31, 2001
---------------------------------
 I re-did the story section
 Did a lot of work on the dog tag section
 More walkthrough stuff done.

Version 0.90 - January 1, 2002
-------------------------------
 The walkthrough is now 100% done
 Finished the review

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| 1.3                            Review                                 1.3 |
 \___/\___/ 


Introduction
-------------
To tell you truth, I wasn't really looking forward to this game. I played 
the demo a few times and din't care about it much. Then, when it wwas 
released, I guess I fell into the hype and I got the game. Let me tell you. 
I cannot believe i wasn't looking forward to it. It's filled in a gap left 
by other games like Zone of the Enders. This game is everything it was hyped 
up to be, and more. But perhaps I didn't spoil myself by looking all over 
the net for information, etc. I've been gettign tired of the games where you 
run around killing people, also known as; Devil May Cry, Grand Theft Auto 
III. Now, Metal Gear Solid 2 comes along, and it offers somethign a little 
different. The objective isn't to go around gun crazy, you're supposed to be 
stealthy and sneak past everyone. Well, that was a good enough introduction, 
on to the review!

Game Play - 10/10
------------------
I want to give this game a 15/10! The game play is spectacular. Sure, you 
may say what's so fun about sneaking around guards. And there is nothing fun 
about sneaking around guards, it's fun finding new ways to do it. You can 
knock on a wall to make a little tap noise. A nearby guard will come to 
investigate further. If he sees wet footprints, he'll follow them until he 
finds the maker of them, or they disappear. If you're beeding, you'll leave 
a trail of blood and guards will follow that too. If you stay out in the 
cold too long, your character may catch the flu. If you don't administer 
medicine, he'll sneeze. That's not good when you're trying to be stealthy. 
You can also sneak up on a gaurd, and whip out your gun. The character 
will yell 'FREEZE' and the guard will put his hands up in the air. 

You can have lots of fun this way. An improvement made upon the Metal gear 
Solid for PlayStation One, is that now you can fire your gun in a first 
person perspective. This makes the gun fights much easier, and funner. If, 
for whatever reason, you have to take out a guard, try not to shoot him with 
a real gun. Even if you drag the body away (yes you can hide bodies in 
lockers,throw them into water, etc.) it will leave a blood stain on the 
ground that other guards will see and call for back up. the guard that you 
took out also might have to report in every couple of minutes, so, if he 
doesn't a search part is sent. So see, while the game is centered around 
stealth, not mindless shooting, it's still pretty damn fun.

Graphics - 10/10
-----------------
Whoa. That's the only word i can think of to describe it. Everything looks
SO good! For the firs tpart of the game, you play on a huge Tanker. It's 
raining out. Those rain effects are some of the best eevr seen! How the 
water droplets hit everything and realistically bounce off. If you look up 
in first person view, you can see the water smacking into the screen. If you 
walk inside when you're wet, you can see all of the water dripping of the 
character. As you run, the hair sways back and forth. Most of the 
environments are interactive as well. If you shoot at a fire extinguisher, 
the hose will fly around shooting gas everywhere. If there's a guard nearby, 
it will faze and distract him. 

If you shoot a hot water pipe, then of course hot water will come squirting 
into the face of whoever the unlucky onpasser is. During gun fights, little 
parts of leaves may be clipped away from passing bullets. It really is 
somethign you have to see for yourself. Everybody complains that the level 
of interactivity drops in the second area of th egame, but that's not true. 
there's just less for them to do. You can still shoot fire extinguishers, 
hot water pipes, if you shoot ketchup bottles, it'll leave a nice little 
mess on the floor. If you get killed while in first person mode, you will 
see the last bullet come at you and crack your screen. If you fire at 
somebody at close range, the blood will spray onto your screen, and you can 
watch it drip down, or go back to third person view. All of the ffects that
were thrown into this game are must see for ANY gamer.

Sound/Music - 9/10
-------------------
The game has the musical composer of 'The Rock' and 'Armegeddon' You KNOW 
it'll be good. The music keeps you on your feet. It makes you intrigued. It 
makes you fall into the game. All i can say is that they had great music in 
most spots of the game. There are afew spots however, that are just plain 
weird and out of place. The sound effects are also top notch. You can ehar 
your footsteps when running over a grate; but so can all the guards aroudn 
you. You can hear the water dripping off you onto the floor. All of the
voice acting in the game was done pretty well too. A lot of chararacters 
return from the original Metal Gear Solid with the same voice actor. There 
are also a lot of new faces, but don't worry, the voice actors were cast 
great. 

Rent/Buy - Buy
---------------
This is a great game. I wont give you details about the story, because I 
don't want to spil anything. Lets just leave it at a simple; it has 
complicated storyline with alot of plot twists throughout the way. The 
replay value on the game is okay. not the greatest, but it will have you 
coming back to play a few more times. You can also collect dog tags. You 
know, the things that soldiers war around their necks so they can be 
identified when they die? Well, you can go around collecting the guards' 
dogtags. You need to go through all five difficulties to get them all, but 
you get rewarded when you've collected enough. You can get stealth mode, 
infinate ammo, you name it. Just try not to read the instruction booklet, 
unless you've already found out a lot of information about the game, because 
it holds some pretty big spoilers.

Closing Comment - I need scissors! 61!

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2.  Game Overview

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| 2.1                            Controls                               1.3 |
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Control Scheme
---------------
                                                      
          L2............................................Select Item         
          L1................................................Lock On
          R2..........................................Select Weapon
          R1.................................First Person View Mode
          Directional Buttons........Move the Main character around
          Select.........................................Codec Mode
          Start...............................................Pause
          Left Analog................Move the main character around
          Right Analog..............................Move the camera
          Circle..............................................Punch
          Square......................................Weapon button
          Triangle....................................Action Button
          X............................................Crawl button


Control Explanations
---------------------

L2 
---
Use this to select your items. If you hold it down, a bunch of squares will
appear around the screen, the more items you have in your inventory, the 
more boxes that will appear around your screen. Move either the analog 
stick or the directional buttons to select the item you want, then release 
L2 to equip the item. If you want to unequip it really fast, simply tap L2.
This saves you time to go into the item select screen and search for the 
"no item" square. To equip the item again, tap L2 again. When you are 
leaning against a wall, you can use this button to peak around the corner.


L1 
---
This button is used to lock onto the nearest enemy soldier


R2 
---
Use this to select your weapons. If you hold it down, a bunch of squares 
will appear around the screen, the more weapons you have in your inventory,
the more boxes that will appear around your screen. Move either the analog 
stick or the directional buttons to select the item you want, then release 
R2 to equip the item. If you want to unequip it really fast, simply tap R2.
This saves you time to go into the weapon select screen and search for the 
"no weapon" square. To equip the weapon again, tap R2 again. When you are 
leaning against a wall, you can use this button to peak around the corner.


R1 
---
First Person View Mode. This is something that is somewhat new to the Metal
gear series. By holding down R1, you can look around in a first person's 
perspective of the main character. It will allow you to look all around 
you, because sometimes, the camera gets wierd and you can't really see very
far in front of you. A new feature that has been added is that you can hold
down the weapon button and fire your gun in the first person perspective! 
It makes shooting guards from a distance much, much easier.


Directional Buttons 
--------------------
These can be used in place of the left analog stick in order to move the 
main character around the screen.  They are easier to use if you're a 
beginner to the Metal gear series. The only problem I find, is that it's 
sometimes hard to move around in any direction, in which case the analog 
stick is better.


Select
-------
Push select to enter into the codec screen. A codec is sort of like a walkie
talkie, except it has pictures of the two interacting characters on it. It
can be set to a number of frequencies, just like a radio. All the main
characters in the game have a codec, and they'll contact you throughout the
game. While talking to somebody, you can move their faces around using the
analog sticks. 


Start
-----
What would a game be without a pause button? A time to stop, relax, and take
a fresh breath of air. In the pause menu, you can select from a variety of
different options, like setting the sound, etc. 


Left Analog
------------
This is used to move the main character around, much like the directional
buttons do, only this thing makes it easier. I think the directional buttons
are clumsy nd a little sluggish at times. It's much easier with the analog
stick. It's easier to walk, because you only apply a little pressure to the
stick, and if you want to run, set it at full tilt. It may take a little
getting used to, but it's SO much easier. It makes the getting used to it
period of time worth it.


Right Analog
-------------
This button will let you move the camera angle. Well, perhaps that's a
little misleading, because you can't change the camera very much during game
play. When you're leaning against a wall, peak around the corner using either
L2 or R2. Now, use the right analog stick to take a look around at the
surroundings. It lets you get a better look at what's ahead without putting
yourself in danger. 


Circle
-------
This button is primarily used to punch/kick enemies. If you press it rapidly,
he'll do a combo of punches which finishes off with a devestating kick to 
the head. While you are leanign against a wall, you can use this button to 
knock on it with your fist to lure guards away from their posts, and to let 
you get by. 
 

Square
-------
Believe me when i say that you'll be using this a lot. It fires your current 
weapon. Whethe rit be a gun, or an empty magazine from a gun, you can get 
rid of it by using this button. But first of all, you obviously must have 
the weapon you want to fire equipped. You can also use this button to drag a 
dead or unconscious body. If a body is limp, you don't want to leave it int 
he open, or one of the guards will discover it and call backup. So throw it 
in a locker or something. You can also throw an enemy when using the button 
is conjunction with the left analog stick. If you are standing still behind 
the enemy with no weapon equipped, you can strangle them. Rapidly push the 
button to break soem necks.


Triangle
---------
Your action button. When you get to an area where an action is needed, like 
opening a door, climbing a ladder, climbing on top of a block, etc, this is 
the button to use. When you're near a hand rail, lean towards it and push 
triangle to fling yourself over it. You can still grab ontot he ledge at 
this point. A little meter with the word "GRIP" will appear beside it. When 
the meter is gone, you fall. Use this method to avoid unessicary guard 
battles. Push triangle to hoist yourself back up.


X
--
This is used to crawl around. The first time you push it, you will kneel 
down. You can use this method to duck down behind small blocks and avoid 
guards. If you try to move around in this position, you'll begin to crawl. 
Crawl to get through small spaces. Tap X again to rise to your feet. If you 
are running away from guards, you can tap this button to do a jumping roll. 
It will knock any guard you hit flat on their ass. Get up and keep running.



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| 2.2                          Basic Knowledge                          2.2 |
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Fire Extinguishers
-------------------
You might know this, you might not. If you shoot a fire extinguisher, a 
white gas will coem pouring out of it. You're probably saying, "Whoop-De-Doo"
but it really comes in handy. Occasionally, you'll find an area with lots of 
lasers that you can't see. Shoot an extinguisher, and the gas will flow over 
the lasers, allowing you to see where they are, and hence, to avoid them. If 
you are running from a guard, then you can shoot one of these to spray him in
the face and disorientate him for a while. 
 

Steam Pipes
------------
All the around thegame, there will be steam pipes going up and down the 
walls. They are scolding hot, and as soon as you shoot on, steam will coem 
shooting out and burn anybody in it's way. It's another great way to mess 
with guards, only if you're not too careful, you'll get burnt too, because 
it takes off health. 


Footprints
-----------
When you're outside, and enter an area 'inside' then you will usually either 
leave wet footprints or muddy footprints. Well, in most games, that's just 
added for some graphical effects. in this game, if the guards see the 
footprints, they will start following them until there is no more footprints,
or they've found you. So be careful, and try not to walk near guards until 
your shoes are clean.


Bleeding
---------
This is quite an innovative feature, Imust say. If you're health gets 
dangerously close to nothing, then you will start bleeding. As you run away, 
you'll leave a trail of blood. Just like the footprints, the guards will 
follow this. Your health will also slowly drain while you are liek this, so 
its best to find a bandage as soon as possible to stop the bleeding. Using a 
ration will also help.

Walls
------
Yes, even walls can play an important part in the gameplay. You can lean 
against them and push circle to knock against it. The guards, with their 
excellent hearing, usually come to investiagate the noise. If they were 
guarding something, they'll leave it to find out the source of the noise. 
It's a great way to get the guards to do what you want them to do. Just try 
not to do it when there are a lot of guards around.


Handrails
----------
Ever wish you wer able to jump over a handrail and still hold onto it while 
avoiding guards? Well, now you can. Simply push towards the rail and tap 
triangle and your character will fling himself over the bars and hold on. I 
"grip" meter will appear. Whent his runs out, you'll fall down. So, don't 
stay on it for too long. Once the guard is gone, you can use triangle to 
hoist yourself back up. You can use the X button to drop down. If you drop 
on top of a gbuard, he'll be knocked out. When you get to the second part of 
the game, you can time it so that when yuo pull yourself back up, you'll 
kick the guard in the face and knock him out.


Hold-up
--------
Hehe. This is one of the fun parts of the game. Sneak up on a gaurd and pull 
your gun out right behind him. He will throw his hands up in the air. From 
here, you make your way around to front of him. If you take your gun off him,
he'll reachf or his radio and then run. So keep your gun on him! If you aim 
it at either his head or his uhh *cough* other head *cough* he will begin to 
cry and usually throw you an item. Sometimes, it's even a dog tag! While like
this, you can shoot his arms and legs to amke him helpless. But remember, 
four shots will kill him, so you can only shoot 3 out of the four limbs. One 
head shot will kill him.

Radios
-------
All of the guards in the game have a radio. If they see you, they'll call in 
backup. If they see something suspicious, like a puddle of blood on the 
floor, they'll call backup. If they see a fellow guard's limp dead body, 
guess what, they'll call in backup. If you hold a guard up like mentioned 
above, you can shoot his radio so that he cannot use it anymore. 


Difficulties
-------------
There are 5 difficulties in the game, very easy, easy, normal, hard and 
extreme mode. The modes start out, like the name simply, really easy, and 
then turn into almost impossible. I will try to sum up the modes below.

Very Easy
 If you're a wuss [like me] then you'll probably start out on this mode. 
 It's very easy, duh. There ar enot a lot of guards, you get more health 
 bonuses when you defeat bosses, there's more rations, the guards are 
 stupider, you get to keep your radar. Should I go on?

Easy
 Not much different than very easy, except the guards get a little smarter, 
 and you'll have to stay on your toes. Still really easy compared to the 
 other modes though

Normal
 This is the standard mode that you'll probably end up playing through your 
 first time. It's difficult, but not too hard. There are quite a few guards 
 spread throughout the thing and once again, *gasp* they've gotten a tad 
 stronger and smarter.

Hard
 I'd rather not even go into details about this mode because I dislike it so 
 much. It's so HARD. Konami really made the mode names match what they're 
 really like. Guards are everywhere, so you'll have to stay on your toes. 
 Plus, your trusty radar has been taken away from you! 

Extreme
 What in the blue hell is this? The game started out easy and now, it's next 
 to impossible! You don't have a radar, and if you get caught by a guard, 
 it's game over! This mode is the hard of hard. The mode for the ultra 
 espionage experts.

Radar
------
You'll be usingt his a lot when you can. When you get to harder modes, you 
don't have it anymore. I couldn't imagine playing without the things. I don't
even look at the game screen anymore! Just the radar. Anyways, there are a 
lot of things to be told about it, so there are mini-sections right below 
this one.

Intrusion Mode
 Normally, wheny ou are using your radar, you'll be in this mode, unless you 
 really suck at the game. It's the standard mode, where guards are not aware 
 of your prescence. Your radar will still be operational at this point. If 
 you get seen by a video camera, or a guard radios in backup, you'll be 
 moved into alert mode.

Alert Mode
 Well, what can is ay. You made the guards angry, now they're out to get you.
 You need to find a place to hide, a GOOD place to hide. Alert Mode doesn't 
 last too long, but your radar doesn't work during this period of time! So 
 I'll say it again, find some place to hide!

Evasion Mode
 AFter alert mode is over with, the guards will send out search parties 
 looking for you. So when you hide, don't just hide inside a cardboard box in
 the middle of a hallway, the guards see through that. Hide in a closet or 
 under a table if you really don't want to be seen.

Caution mode
 Well, things are slowly going bakc to normal. You get your radar back in 
 this mode, and the guards stop looking for you, although they are more 
 cautious than before. After a long period of time, you'll be moved back into
 Intrusion mode.

Cones
 Cones? You want to know what a radar has to do with cones? Well I'll tell 
 you. When you are in first person view, a green cone will be shown on your 
 radar. This is your range of view. If an enemy is within range, a light 
 blue cone will represent his field of range. Don't get inside of it, and he 
 won't catch you. If he hears something suspicious, his cone will turn 
 yellow, meaning he's getting cautious. If you make one mad,it'll get red, 
 and usually, you'll then enter Alert Mode.


Gauges
-------
Throughout the game, you'll encounter quite a few gauges. In laymans terms, 
it means a meter in the top left hand corner of the screen that starts out 
full, but eventually decreases, and decreases, and decreases until you 
manually 'fill it' back up. Well, below are all the gauges int he game as 
well as an explanation on how they work.

Life Gauge
 This is THE most important gauge int he entire game. When it reaches zero, 
 you're dead. No more Snake/Raiden. You'll be swimming with the fishies. So 
 don't let it reach zero. To aid you in that, there are rations throughout
 the game. Rations are frozen army food that will recover some of your life
 gauge. If you're life gauge is in the orange or red stages, then you can lie
 down on the floor until your life recovers. Having a full life gauge means
 that your grip gauge and 02 gauges drain slower than usual. Both of those
 gauges are explained below.

Grip Gauge
 When you're hanging off of a hand railing by using the action button, a
 gauge will appear on the screen. It is fairly long, and it depletes itself.
 When it reaches nothingness, your character will fall. Sometimes to the
 floor below, sometimes to the crashing waves below. Before the gauge reaches
 zero, you should tap the action button again to get back up. As I said
 above, if you have a full life gauge, the rate at which the grip gauge
 depletes itself will slwo down, giving you more hang-time. You can increase 
 the meter by doing pull ups. Do them by pushing down R2 and L2 at the same 
 time.

02 Gauge
 02 is short for H20, in other words, water. When you're playing the second 
 part of the game, the character can swim underwater in a few specific 
 places. This meter then appears telling you how much air you have left
 before you start choking on that disgusting crude oil filled water. If your 
 life gauge is full, then it will deplete itself alot slower than usual. Alot
 unlike the grip guage.

Partner Gauge
 At a few key points in the game, you'll be working with another person. 
 That person/thing has its very own life gauge that is displayed right under
 your own. If it reaches zero, you get an instant Game Over screen, just
 like if it was you that died.

Boss Gauge
 Whenever you fight a boss, they will have a meter displayed under your life
 gauge. As you inflict damage to the boss, their meter will deplete. When
 its gone, the boss will be defeated.


Nodes
------
In the second part of the game, you'll encounter computer type systems 
called nodes. On your first encounter, you need to put in login information 
like name, age, nationality, etc. Then, you download a program. It works 
essentially like the radar fromt he first part of the game, only more of a 
hassle. In every area, there is a node, and before you can use your radar, 
you'll have to locate them and login. Sure, it SOUNDS annoying, and sure, it 
IS annoying, but if you want to get a good look at the surroundings + enemy 
guards, then finding these things are mandatory.


Body Disposal
--------------
You don't actually want to be cauhgt, do you? So whenever you do a dirty 
little deed (Also known as 'terminating' a guard) you should get rid of the 
body. Even if the body is asleep, you don't want them to wake up and call 
for help. There are a few ways of body disposal. One of them  is a locker. 
That's right, without a weapon equipped, pick up the body with the square 
button and drag it over to a locker. Open the locker, then grab the body 
again, put yourself in the locker and a small cut scene willt ake place in 
which the character shoves the body inside and slams the door. Another way 
is the ocean. That's right. The big blue body of water. Where alot of things 
are dumped in,a nd are never found again. On the Tanker, you can drag a body 
to one of the gates on the decks. Liek the lockers, an animation will begin 
where the body is thrown overboard. In the Plant area, you can throw bodies 
through holes in the floor.


Saving
-------
So you want to save your game? Who doesn't. While you are on the Tanker, you 
must call Otacon. His codec frequency is 140.96. Then, choose your memory 
card and whether you want to save over top of a previous save, or you want 
to make a new save all together. The exact same goes on the Plant chapter. 
Call frequency 140.96, except this time it's not Otacon. It's a girl named 
Rosemary, who you'll find more about as the game progresses.


Codec
------
Your codec is like a radio. You can communicate with people using it. It 
stimulates the small bones in your ear,s o nobody can hear it ringing except
for you. Push select to get in and out of it. It will show a picture of each 
character. You will be recieving codec messages throughout the whole game, 
so get used to seeing this screen. You can use the two analog sticks to 
rotate the pictures of the characters around. You can also hit R2 or L2 to 
see what the character thinks about the character that is speaking. Below are
all of the frequencies in the game that you'll end up having to know.

 ___________________________________________________________________________
| Place  | Character | Frequency | Importance                               |
 --------+-----------+-----------+------------------------------------------
| Tanker | Otacon    | 141.12    | Find out info about the ship             |
 --------+-----------+-----------+------------------------------------------          
| Tanker | Otacon    | 140.96    | Save your game                           |
 --------+-----------+-----------+------------------------------------------
| Plant  | Colonel   | 140.85    | Find out info about the mission          |
 --------+-----------+-----------+------------------------------------------
| Plant  | Rose      | 140.96    | Save your game                           |
 --------+-----------+-----------+------------------------------------------
| Plant  | Pliskin   | 141.80    | Find out info about Dead Cell            |
 --------+-----------+-----------+------------------------------------------
| Plant  | Stillman  | 140.25    | Find out info about Bombs                |
 --------+-----------+-----------+------------------------------------------
| Plant  | Mr. X     | 140.48    | You cannot reach him                     |
 --------+-----------+-----------+------------------------------------------
| Plant  | Otacon    | 141.12    | Find out info about Metal Gear           |
 
  ___                                                                   ___
 /   \_________________________________________________________________/   \
| 2.3                          Normal Moves                             2.3 |
 \___/\___/ 


How To Move
------------
Well, it may seem like a stupid thing to put in here, but there's going to 
be at least one person out there that doesn't know this. You can use the 
directional buttons or the analog stick. Look below for further details on 
either one.

Directional Buttons
 These can be used in place of the left analog stick in order to move the 
 main character around the screen.  They are easier to use if you're a 
 beginner to the Metal gear series. The only problem I find, is that it's 
 sometimes hard to move around in any direction, in which case the analog 
 stick is better.

Left Anlaog
 This is used to move the main character around, much like the directional
 buttons do, only this thing makes it easier. I think the directional buttons
 are clumsy nd a little sluggish at times. It's much easier with the analog
 stick. It's easier to walk, because you only apply a little pressure to the
 stick, and if you want to run, set it at full tilt. It may take a little
 getting used to, but it's SO much easier. It makes the getting used to it
 period of time worth it.


Crawl
------
If you push X, you'll kneel down. move around and your chracter will begin 
to crawl. Crawl to get into small tight passages you couldn't reach any other
way. While crawling into something, your view will be switched to a first 
person perspective. Use this technique to your advantage when escaping from 
guards. There ar elots of things you can crawl into to avoid getting caught.
 

Corners
--------
This is a method you'll HAVE to use a lot when you get into later 
difficulties. Don't know what's around the corner? Lean against the wall and 
edge over to it. The camera will change to let you see what's around the 
corner. If you can't see enough, then hit L2 or R2 to peek around the corner 
and use the right analog stick to move the camera around. It's a great way 
to see if guards are coming or if the way is clear.


Quick Draw
-----------
Now, when you're in the corner view as mentioned above, hit your weapon 
button when you have a gun equipped. You will fing around the corner and 
pull out your gun, ready to shoot, just release the button. This method is 
very useful. At least with the M9 (tranquilizer). You can fling around, shoot
a guard, then duck back behind the wall before he knew what hit him. You can 
also hold R1 while doing this to enter first person view where you can aim 
your gun, then fire it. The choice is up to you. But wither way, this is a 
cool little move.
 

Shake
------
The first step of this not-so-complicated procedure is to knock a guard out. 
I don't care how you do it. Knock him unconcious, kill him, either way. Just 
make sure there's a body lying on the ground. Now, unequip your weapon. 
Press Square to lift up the soldiers body. Release the button to drop him. 
Sometimes, a weapon will fall out, sometimes not.


Rolling Attack
---------------
This is a very welcome addition to Metal Gear. While your running, you can 
hit X to do a roll or a flip. It's a great way to escape guards, because if 
you hit them, they'll be knocked down. Beware though, sometimes they 
counter-attack and knock you down. 


Swimming
---------
When you get to the second part of the game, you are able to swim. When 
you're floating on top of the surface, you can hit the circle button to dive 
into the water, or the analog stick to swim around. While underwater, use 
the analog stick to direct which way you would like to swim. Hitting X hard 
will allow you to do a big stroke, while hitting it softly will opnly give 
you a little stroke. While udnerwater, your 02 gauge will automatically 
deplete itself.
 

Kick Boxing
------------
By hittign the circle button, you can do a combination of punching and 
kicking. Press the button rapidly and the character will start off with a 
few punches and finsih with a kick to the guards head. Very effective when 
used at close range. When you have a weapon equipped, you can use that to
knock out the guard.


  ___                                                                   ___
 /   \_________________________________________________________________/   \
| 2.4                     How Guards Will Find You                      2.4 |
 \___/\___/ 


Footprints
-----------
When you're outside, and enter an area 'inside' then you will usually either 
leave wet footprints or muddy footprints. Well, in most games, that's just 
added for some graphical effects. in this game, if the guards see the 
footprints, they will start following them until there is no more footprints,
or they've found you. So be careful, and try not to walk near guards until 
your shoes are clean.


Bleeding
---------
This is quite an innovative feature, Imust say. If you're health gets 
dangerously close to nothing, then you will start bleeding. As you run away, 
you'll leave a trail of blood. Just like the footprints, the guards will 
follow this. Your health will also slowly drain while you are liek this, so 
its best to find a bandage as soon as possible to stop the bleeding. Using a 
ration will also help.


Walls
------
Yes, even walls can play an important part in the gameplay. You can lean 
against them and push circle to knock against it. The guards, with their 
excellent hearing, usually come to investiagate the noise. If they were 
guarding something, they'll leave it to find out the source of the noise. 
It's a great way to get the guards to do what you want them to do. Just try 
not to do it when there are a lot of guards around.


Bodies
-------
If you happen to knock a guard unconscious, make sure you don't just leave 
him out in the open. If anothe rguard or a camera sees him like that, a 
search party will come looking for you! So drag the body into an unused 
room, or shove him in a locker. Anythign will work. If you shoot a guard 
with a real gun, however, it will leave a puddle of blood on the floor, 
which cannot be cleaned up unless you're outside in the rain. Either way, If 
the guard sees a body, or a puddle of blood, a search party will be called to
search for, YOU!


Radio Contact
--------------
Sometimes, when you knock a guard out, their commander will try to get in 
contact with him. If the guard does not answer the phone call, then a group 
of guards will eb sent to find out what happened yo him. It's best not to be 
around the body when this happens. They will be ready to shoot to kill. To 
prevent all of this, you can also shoot the guards radio to disable it 
completely.


Noise
------
Sometimes, depending on the type of surface you're walking on, you may make 
an echo as you move. If there are any guards nearby, they'll come and 
investigate. In cases like this, just walk very very slowly.

  ___                                                                   ___
 /   \_________________________________________________________________/   \
| 2.5                        Espionage Tips                             2.5 |
 \___/\___/ 


Corner View
------------
This is a method you'll HAVE to use a lot when you get into later 
difficulties. Don't know what's around the corner? Lean against the wall and 
edge over to it. The camera will change to let you see what's around the 
corner. If you can't see enough, then hit L2 or R2 to peek around the corner 
and use the right analog stick to move the camera around. It's a great way 
to see if guards are coming or if the way is clear.


Guns
-----
Try to use your M9 as much as possible. If you use another gun, chances are 
it won't have a suppressor, and will make a lot of noise, and noise isn't 
good when you're supposed to be 'sneaking' around. The M9 may not kill 
people, but it gets the job done, which is too knock the people out, for a 
long period of time. 


Don't play mind games
----------------------
Sure, it's fun to mess with the guards for a while, making chase after your 
footprints, the sound of you knocking on the wall, etc, but after a while, 
they might get tired of playing around and just plain call for backup. You 
don't need that to happen.


Hiding Places
--------------
When you go into alert mode, you must find a place to hide, as soon as 
possible! One possible place is a locker. You'll find them all over the 
place. First open the door witht he action button, then walk in and the 
character will close the door himself. Another place is a table or a bed. 
Simply crawl unde rit and stay there until you're no longer wanted. The last 
thing to do is a cardboard box. There is a dry one and a wet one. The dry 
one, you obviously use indoors. The we tone, you use outside. If you stay by 
a pile of other things, the guards won't notice you, but if you just sit in 
the middle of a hallway, you're bound to be found. 


Lights, Cameras, Action!
-------------------------
If you happent o run into video camera, pull out a gun and fire a couple of 
round into it to disable it. Now, it won't be able to see you. You can also 
use a chaff grenade if you choose. Either way is fine just so long as you 
disable it before walking in its line of sight. Now, if you shoot lights, 
you're lss likely to be seen, because face it, who can see in the dark? So, 
take some action and tune your espionage skills.


Hostage
--------
Well, you know that by rapidly tapping the square button with no weapon 
equipped, you can snap a guards neck. Well, you can take them hostage too. 
Simply hold square to strangle them. All guards around you will refrain from 
shooting at you, fearing they may hit their comrade. You stop holding him 
hostage when either you drop him, you break his neck, or he struggles free. 



=+=_=+==+=_=+==+=_=+==+=_=+==+=_=+==+=_=+==+=_=+==+=_=+==+=_=+==+=_

3.  Indexes

_=+==+=_=+==+=_=+==+=_=+==+=_=+==+=_=+==+=_=+==+=_=+==+=_=+==+=_=+=


  ___                                                                   ___
 /   \_________________________________________________________________/   \
| 3.1                             Story                                 3.1 |
 \___/\___/ 



Tanker Chapter
---------------
Following the incident on Shadow Moses Island, Metal Gear's top-secret 
technology was leaked into the black market through the machinations of 
Revolver Ocelot. As a result, countless variations of Metal Gear have sprung 
up in every corner of the globe, making the weapon an increasingly common 
sight in the armed forces of nuclear powers.

In the midst of all this, Solid Snake, now a member of the anti-Metal Gear 
group "Philanthropy", has learned that a new prototype Metal Gear has been 
developed by the U.S. Marines and is being transported secretly. To find out 
more about this prototype, getting support via the Codec from Otacon who is 
also a member of "Philanthropy," Snake must infiltrate the transport as it 
makes its way down the Hudson River, New York, disguised as a tanker. However 
just as Snake is about to begin his mission, the tanker is seized by a 
mysterious armed group.


Plant Chapter
--------------
Two years have passed since the sinking of the tanker that Snake infiltrated. 
The "Big Shell" - a huge offshore cleanup facility constructed off New York's 
coast. Now, this symbol of environmental preservation, has been occupied by 
an armed group calling themselves "Sons of Liberty."

The President, who was on a tour to inspect the facility at the time, has 
been taken hostage, and they have set large amounts of explosives, demanding 
a large sum of money from the government in return for his release. If the 
explosives are detonated, the explosions will lead to the release of huge 
amounts of chemical toxins into the sea, unleashing a massive environmental 
disaster which would be the worst in history.

Faced with an unprecedented state of crisis, the government has called on the 
newly reformed FOXHOUND to handle the situation. FOXHOUND agent Raiden must 
single-handedly infiltrate the "Big Shell" and carry out this sneaking 
mission as his first actual mission.

  ___                                                                   ___
 /   \_________________________________________________________________/   \
| 3.2                            Characters                             3.2 |
 \___/\___/ 


Character.....Solid Snake
Description...The legendary hero who has thrice saved the world from the 
              menace of Metal Gear in the past. Solid Snake is an 
              infiltration expert who always completes his missions no 
              matter how difficult the odds. Originally a member of FOXHOUND,
              now a member of the NGO "Philantrophy." An anti - metal gear 
              group.


Character.....Raiden
Description...A member of the special forces unit FOXHOUND. Raiden has no 
              experience in real-life combat situations, but his skills as a 
              soldier have been honed to the highest levels through VR 
              simulation training. The infiltration of the Big Shell is his 
              first actual mission.


Character.....Otacon
Description...His real name is Hal Emmerich. Formerly the leader of the 
              Metal Gear REX development project, but since the Shadow Moses 
              incident, he has joined with Snake to join "Philantrophy." An 
              organization dedicated to destroying Metal Gear and all its 
              forms.


Character.....Emma Emmerich
Description...Otacon's stepsister. She dissappeared for ten years without 
              hearing a word from her. Now, she's sending Otacon tips about 
              the locations of new Metal Gears. Her nickname is E.E and she 
              is a genius in the field of computers.


Character.....Olga Gurlukovich
Description...Sergei's daughter. Shows great potential as a soldier, and has 
              been raised in Sergei's army as one of its own soldiers since 
              she was a small child.


Character.....Revolver Ocelot
Description...A former member of FOXHOUND, Lost his right arm in a clash 
              with Snake during the Shadow Moses incident. A gun fanatic who 
              prefers revolvers, he is also known as a torture expert. He 
              sold the Metal gear blue prints ont he black market after 
              Shadow Moses.


Character.....Colonal Campbell
Description...Strategic commander of the FOXHOUND special forces unit. 
              Commands the mission to infiltrate the big shell, and supports 
              Raiden over codec. 


Character.....Rosemary
Description...Raiden's girlfriend. She is employed by the army as a data 
              analyst. She supports Raiden by saving his mission data via 
              codec.


Character.....Dead Cell
Description...Although Dead cell consists of four members, not just one, I 
              felt it should be in this section. A SEAL anti-terrorist unit. 
              They are the core members of the terrorist group "Sons of 
              Liberty" that took over the Big Shell.


  ___                                                                   ___
 /   \_________________________________________________________________/   \
| 3.3                             Weapons                               3.3 |
 \___/\___/ 


M9
---
Uses anesthetic bullets capable of knocking out an enemy. Press the weapon 
button to ready the gun and release to fire. Equipped with suppressor and 
laser sight. If you're trying to go through the game without killing anybody,
then you'll be using this gun a lot.


USP
----
Handgun. Press the weapon button to ready the gun and release to fire. 
Equipped with laser sight. Wow. This gun creates realistic looking blood. It 
also has a light attached to it if you aim in first person perspective in a 
dark area. 


SOCUM
------
Handgun. Hit the wepaon button to ready the gun and release it to fire a 
shot. Qquipped with laser sight. Gun shots can be muffled if a suppressor is 
found. If you've played through the first Metal Gear Solid, then this gun 
should seem pretty familiar to you.


Coolant Spray
--------------
Used to disarm bombs. Game will cut to first person view when equipped. Aim 
with the left analog stick. Press the weapon button button to release the 
spray. The strength of the spray varies depending on how hard the weapon 
botton is initially pressed.


Stinger Missile
----------------
Portable SAM missile launcher. Game will cut to first person view when 
equipped. Aim with the left analog stick. press the weapon buttont o fire.
Keep the target centered until the missile locks on. Be careful not to hit a 
nearby wall, otherwise you may be sent back to first grade.


Chaff Greade
-------------
Electronic jamming hand grenade. Renders electronic devices useless for a 
fixed period of time. Press the weapon button to ready, and release to throw.
The distance of throw depends on how hard the weapon button is is initially 
pressed. The grenade explodes five seconds after it's released.


Hand Grenade
-------------
Hand thrown anti-personnal fragmentation grenade. Press the weapon button to 
ready, and release to throw. The distance of the throw depends on how hard 
the weapon button is initially pressed. The grenade explodes five seconds 
after its released.


Magazine
---------
Empty firearm magazine. Press the weapon button to ready and release to 
throw. The distance of the throw varies on how hard the wepon button is 
initially pressed. The noise made by this can distract guards, and give you 
time to sneak through.


Book
-----
This is used like the above magazine. Except by pushing the weapon button, 
you'll place the book on the floor. This results in the distraction of 
passing guards, giving you ample time to sneak past them.


Claymore
---------
Directional Land mine. Press the wepon buttont o set the mine. Will detonate 
if player or enemy enters its displayed range. So that means that even if 
you set the thing, you can still get blown to hell. To prevent this, you can 
crawl on the floor to avoid being blown up, and you will pick up any 
claymores that you crawl overtop of.


M4
---
Assault Carbine. Press the weapon button to ready the gun and release to 
send a bregade of bullets into the enemy. If you want full-auto shooting, 
simply hold the button. You can swivel around and kill anybody in the area. 
It's actually pretty neat. 


AKS 74U
--------
Assault Rifle. Press the weapon button to aim and press hard to shoot. Hold 
down the button for full-auto shooting. Gun shots can be muffled if a 
suppressor is found. This si the same weapon that the terrorists carry 
during the Tanker chapter.


C4
---
Plastic explosives. Press the weapon button to set the charge hit hit the 
punch button to blow it up. You don't want to be in the blast radius when it 
goes off, because it can do some serious damage. 


Directional Microphone
-----------------------
Extremely sensitive microphone that can be aimed. Game will cut to first 
person view when equipped, and sounds coming from the targeted location ca 
be detected.


PSG1
-----
Sniper rifle. When readied, the view will switch to the rifle's targeting 
screen. Press the circle button to zoom out. Press the weapon button to fire.
Your hands shakes less from a crawling position. The use of pentazemin stops 
the shaking for soem time.


RGB6
-----
Grenade ALuncher. Press the weapon button to aim, and release to fire. The 
grenade will travel in an arch shaped path towards the target. If you want 
the grenade to travel further, then hop into your first person perspective 
and aim higher. Taht's all you have to do.


Nikita
-------
Radio Guides missile. Press the weapon button to aim and release to fire. 
The camera will change to the missiles perspective when aiming. After the 
missile has been fired, use the left analog stick to guide it to its target. 
The missile cannot be controlled if the signal is being jammed. The missile 
can be controlled within limited distances only when used outside.


  ___                                                                   ___
 /   \_________________________________________________________________/   \
| 3.4                              Items                                3.4 |
 \___/\___/ 


Ration
-------
Standard-issue army ration. When used in the menu by pressing the circle 
button will restore the players life by a fixed amount. When equipped, will 
automatically be used to recover life when the life guage reaches zero. You 
will find these throughout the whole game, just about everywhere you really 
look.


Bandage
--------
Adhesive pad used to stop the flow of blood. Press the circle button in the 
menu to use it. Stops the flow of blood in open wounds. If you don't use one,
then you will leave a trail of blood, and guess you lieks to follow trails 
of blood...I'll give you a clue, GUARDS!


Card Lvl
---------
Opens doors of equal or lower security level when equipped. The security 
level of a door can be checked through first person perspective. Most 
players will find these familiar, as they are a part of over 50% of games 
made, in soem form or another.


Cardboard Box
--------------
Equip the carboard box to wear it over top of you. it is possible to move 
around while wearing the carboard box. There are several different types. 
Usually, the guards will pass you by if you have one on, but if you just 
plop yourself in the middle of a hall, the curiosity will get the best of 
the gaurd and he'll come over and investigate further.


Binoculars
-----------
Binoculars with adjustable magnifacation. Used for long distance 
reconnaissance. press the circle button to zoom in and the X button to zoom 
out. Good if you want to be careful,a nd scout the area ahead for enemies.


Thermal Goggles
----------------
Nightvision equipent. Used to maintain visual capability in dark areas by 
reading and displaying thermal differential patterns. You can see the 
thermal patterns even from your third person perspective. Sort of strange,
considering they're goggles...


Anti-Personnel Sensor
----------------------
Sensor that detects living objects nearby. When equipped, will vibrate 
whenever an enemy soldier draws near. All other types of vibration are 
turned off while the sensor is equipped.


Suppressor
-----------
Equip a weapon that matches the suppressor (which is to be equipped first) 
in order to attach the suppressor to the weapon. The supressor will not be 
effective unless attached to the weapon. It will act as a silencer and 
muffle the sound of your gun shots.



=+=_=+==+=_=+==+=_=+==+=_=+==+=_=+==+=_=+==+=_=+==+=_=+==+=_=+==+=_

4.  Walkthrough

_=+==+=_=+==+=_=+==+=_=+==+=_=+==+=_=+==+=_=+==+=_=+==+=_=+==+=_=+=



  ___                                                                   ___
 /   \_________________________________________________________________/   \
| 4.1                              Tanker                               4.1 |
 \___/\___/ 


After Deck
-----------
After the seven minute cut scene + codec conversation, you'll finally be 
left to play this game. Finally! Fire a shot of your M9 at the guard on the 
balcony of the Tanker. Then, got o the right and run up to the end of the 
ship. You'll find a band aid here. Now, head back to where you started and 
go to the left this time. There is an item underneath the stairs. Then, 
continue to the left. 

There is a guard here, so go into corner view, then whip around with your M9 
ready and fire a dart into him. Wait until he's knocked out and then run to 
the very end of the area. Grab the ration from the little cubby hole and 
head back to the knocked out guard. There should be a door here. Go enar it. 
Your codec will start to ring. Answer it and Otacon will tell you about the 
action button, and how to open the door. Hold down triangle until ti opens 
and Snake runs inside.


Deck A Crew's Quarters
-----------------------
Now, if you want to see something that's somewhat funny, then go north and 
oyu'll find a door, try to open it. Anyways, after that, head south down the 
long corridor. When you reach the end, go through the sliding doors. You 
will be in a locker room. 

Go to the first locker on the left, and open it to get a ration. Now, you 
can go around opening up all the other lockers if you like. There's some M9 
ammo in one, as well as two japanese models. You can open the locked lockers 
by kicking them until they dent beyond recognition and eventually just fall 
off. If you're underneath it, then it will do damage to you. Anyways, when 
you're done in the room, exit. Go east and you'll encounter another corridor.
Only there's a guard down this one. Fling around the corner bearing your M9 
and give him a shot int he ass. When he's out cold, run down the corridor 
and through the door.


Deck A, Crew's Lounge
----------------------
Now, as soon as you enter this area, a "cut scene" will take over. Snake will
look around the corner and spot two guards. Well, the best way to do this is 
to shoot them with your M9. But be warned, you must hit them both at around 
the same time. Otherwise, they'll walk over and kick each other to stay awake
 
When they're both knocked out, go over to the stairs, go intot he lounge 
across from it. There's a ration by the sofa to the left, and a bandage in 
the bar area to the right. Collect them, and go down the hall. If you want 
to see something gross, go down the stairs to find a guard. He isn't an 
ordinary guard though. This guy is covered in flies! Ewwww. Well, have your 
fun with him and run back upstairs. Go up the stairs across from the lounge 
into the next area.


Deck B, Crew's Quarters
------------------------
Head north and the camera will zoom in on the guards shadow. If they see 
yours, they will be alerted to your presence and come after you. So, don't 
let that happen. You can tranq the guard and walk past his sleeping body to 
get to the other side, or you can go south and through the twisted corridor 
to find another guard. Either way you want to go, you have to reach the left 
side of the room. Wheny uo do, go up the stairs into the next deck.


Deck C, Crew's Quarters
------------------------
When you get to the top of the stairs, the camera will once again zoom 
around the corner, to reveal a video camera! Uh oh. Anyways, go into the 
hall with it, and lean up against the walland inch your way underneath the 
blind spot of the camera to get to the other side. When you do so, open the 
locker to collect some chaff grenades. Now, keep going east and you'll 
discover a small cubby hole. Crawl into it to find none other than a ration! 
Now, head back to the locker and go up the stairs.


Deck D, Crews Quarters
-----------------------
When you come up the stairs, you may notice a guard walking into a room. If 
he isn't there, then wait for himt o appear. now, turn the corner and don't 
go into the room where the guard went. Go down the hall and into a pantry. At
the back, you'll find carboard box #1 and M9 bullets. Now, as you try to 
leave the room, you'll notice a guard coming on your radar. Put on your 
carboard box. When he comes in, he'll stand in front of the shelves for a 
little bit and then fall asleep. 

Take your box off, shoot him, then put it back on. When he gets knocked out, 
exit the room. Go abck down the hall and through the doors into the food 
place. There is a ration behind the counter in the north west corner of the 
room, so grab it. There also might be a gaurd in here, so look around in 
first person perspective. Don't worry about the camera in here, because the 
only thing it's covering are USP bullets, and you don't even have a USP yet! 
Anyways, go to the other door and open it. Shoot the guard patroling the 
hall and run up the stairs.


Deck E, The Bridge
-------------------
Well, as soon as you step in here, a cut scene will begin, and Snake will 
start a conversation with Otacon. It will end with Snake spying a russion 
soldier walking around outside with a walkie talkie. Now, you get to play 
again, so the only thing for you to do is to go through the door on the left.
There is some ammo in here, but once again, it's for a USP, and you don't 
have it yet. 


Navigational Deck
------------------
As soon as you get outside, a cut scene will begin, when it's over, you'll 
be in the midst of your first boss fight! There are some bullets scattered 
around on your half of the area. Try to stay behind the crates, as they 
provide an ample amount of shelter. Well, your objective is to obviously 
subdue Olga. So look at her on the radar. Sometimes, she'll be on the right, 
and she'll peek out from behind a crate. Other times, she'll be standing 
behind a block on the left. Then, sometimes, she'll just plain stand behind 
a curtain that's covering a bunch of guns. Once you do a little bit of 
damage to her, the cover off the guns will fly away, and she'll turn on a 
spot light. If you look at it, you'll be blinded, so shoot it to break it. 
This boss reminds me of whack-a-mole. 

Any hoo, when she's defeated, Snake will walk over to her body and pick up 
her pistol, a brand new USP! You finally have the gun for all that ammo you 
found! Around the immediate area, you'll find a ration and some M9 ammo. Now,
hop back to your side of the area and go north east. Go up the stairs you
see. Now, climb up the really tall ladder right tot he top. Here, you'll find
a pair of thermal goggles! Climb back down and look to the east, you'll see 
a search light. Fire a shot at it to shut it down. Now, go back down the 
stairs and go towards the broken searchlight. A guard will open the door and 
begin to search the area. Knock him out and go to the broken searchlight 
where you'll collect a wet box. Great. Now head back to Deck E, by where you 
fought Olga.


Deck E, The Bridge
-------------------
There's not a whole lot to do in this room, you're ordered to get to the 
holds of the ship to search for metal gear, and you're stuck here in the 
Bridge! Well, pick up the USP rounds lying on the floor before you head back 
down the stairs.


Deck D, Crew's Quarters
------------------------
When you come down the stairs, you'd expect to find a guard replacing the 
one you knocke dout earlier, right? Well wrong. To give you a small break, 
the guard has been put on the other side of the room. Well, head into the 
food halla nd shoot the guard. Now, exit through the door on the other side 
and shoot the newly placed guard that is now patrolling. When you're done 
with the area, head down the stairs to Deck C.


Deck C, Crew's Quarters
------------------------
Last time you were here, there was just a surveillance camera. Well, now 
there's also a guard! Oh no! You'll need to take him out, but if he drops 
dead/asleep in front of the camera, the terrorists will be alerted to your 
precense and send a search party. So don't let that happen! You can disable 
the camera by using your USP to blast the lens off. However you decide to do 
this, go to the west and down the stairs, to Deck B.


Deck B, Crew's Quarters
------------------------
Do the same as you did in this area last time. You need to get past either 
the northern or southern guard. i suggest going after the north one. Use your
M9 so that you don't alert any guards though. When you get to the eastern 
side, go through the sliding door back down to Deck A.
 

Deck A, Crew's Lounge
----------------------
Well, be very very careful in this area. You're so close, don't blow it now. 
You need to go down the stairs and to the right. Don't go back to the Crew's 
Quarters. Go down the stairs instead. Open the door at the bottom and go to 
the engine room.


Engine Room, Starboard
----------------------- 
Now, you need to head south. There should be aguard patrolling the area, so 
hit him with the M9, because there are other guards in the area. When you go 
down the stairs, there will be a guard in the little hole in the wall, He 
won't be facing you, so you can take him out without having to worry much. 
When you've gone south all that you can go, head west. You'll have to head 
north now. there is a guard patroling at the end, so take him out and 
continue along the winding hand rails. 

When you reach another set of stairs, get rid of the guard at the top. Then, 
go through the door he was guarding. Now, head down the hall to the very end.
A cut scene will show a guard coming out of a door behind you saying that 
everythign went okay. Sometimes, he comes and patrols your current area. If 
he doesn't, great. If he does, hide in one of the lockers. Afterwards, start 
walking towards the door beside the lockers. Otacon will contact you. It 
seems there's enough C4 wired to those walls to sink you and the whole ship! 


Engine Room, Port
------------------
Well, you need to disable the trip wires here in order to get by. Go back a 
little and stand on the crate. Pick up the USP rounds. Now, straight ahead, 
you'll see some C4. The box controlling them is right above them. If you use 
your thermal goggles, you'll see a big red square. Shoot it to disbale the 
first set of lasers. The second one, is in plain view, it's on the bottom, 
on right wall. Shoot it. Now, the last one is a tad mroe difficult, and it 
REALLY helps to have the thermal googles on. The switch is sticking out a 
little beyond the C4. When it's destroyed, make your way through the newly 
accessible hatchway.
 

Deck 2, Port
-------------
As soon as you enter this long, long hallway, an announcement will be made 
to all the marines, tellignt hem to come hear a speec or something. Well, 
start walking up the hallway. There are little side pockets on the right 
every once in a while, they usually hold an item, and one of them even has a 
dead marine body infested with flies! As you continue up the hall, you'll 
notice a guard appearing out of the shadows. Duck into a side pocket, wait 
until he passes, and continue on your way. At the end, is a door, so go 
through it. There IS a gaurd beside the door to the right though, but he's 
usually turned away,s o he won't really notice you.


Deck 2, Starboard
------------------
Well, keep going up the long hallway. Wheny uo get near the end, a cut scene 
will be activated. A couple of terrorists come in through a side hatch. 
they're heading towards the holds and they'll give their lives to prevent 
anybody from getting in there. Well, guess what, Mr. Sneaky Snake wasn't so 
sneaky! He's caught. You know have to kill a bunch of terrorists. Start by 
whipping out your USP. Now, kneel against one of the crates, and fling 
around and start shooting. To get the guy behind the crate, you'll need to 
go into first person perspective and pick him off. When they're all gone, 
another cut scene will follow. Snake will enter the ship's holds, while 
Ocelot comes up and has a few surprising words to say.Aftyer the cut scene, 
you'll be left to play in the holds.


Hold 01
--------
This is what the game is all about. Espionage. Getting past a lot of people, 
while not getting caught. Your objective right now, is to photgraph Metal 
Gear RAY. So, start by climbing down to the ground floor by using the two 
ladders across frm you. From here, head west. You'll find a projector. 
Unless you want your shadow cast onto the screen, crawl underneath it. When 
you get to the other side, go to the far left. Follow the path northwards. 
Whenever you step onto a white grating, make sure to ease up on the analog 
stick, otherwise, you'll make noise, and alert the marines. Continue north 
until you reach a sliding door. Go through it to get to Hold 02.


Hold 02
--------
At first, this room may seem really hard. But that's only that, 'at first' 
You can't really follow the path ont he left, because there's a gaurd 
patroling it, plus a bunch of crates in the way. You can hug the wall and 
inch past the marine though, but then, the guard is sure to find you. So why 
not amke things easier and go to the right. Crawl underneath the prjector 
and follow the path northwards. Be careful though, the marines change 
direction whenever a new slide is fed through the projector. You know it'll 
change when the lights go off. When yuo gett ot he end, you'll find a pile 
of garbage. Go around to the sid eof it to find the door leading off to Hold 
03.


Hold 03
--------
When you enter this hold, the camera will zoom in on none other than Metal 
Gear RAY. Well, time to get photgraphing. You need a picture from the 
front-left, front, front-right, and a picture of the marine corps logo. 
Start with the front-left. Take a picture of RAY's head by standing in 
between the two boxes. To get a front picture, line yourself up directly 
with RAY and take a pictur eof his head. For front-right, stand at the 
corner of the patch of marines, and take a picture of RAY's head. Now, all 
you need is a marine corps picture. To get it, go to the right side og the 
room. Go along thew all until you find a guard. 

Sometimes he's asleep, sometimes, he's awake. Either way, yuo have to hug 
the wall and inch your way past him. When you get to the little area behind 
the guard, take out your camera and look at the sid eof RAY to find the 
marine corps logo. Snap a picture and head back the way you came. There's a 
computer in the south east corne rof the room, go over to it and push the 
action button. If you have all the right pictures, you'll be transported to 
a cut scene, if you don't, then you'll have to go back and get the photos 
you need. Whenever you get all the pictures, a cut scene will begin. it's a 
long one,  o grab a bag of pop corn or something.


  ___                                                                   ___
 /   \_________________________________________________________________/   \
| 4.2                            Big Shell                              4.2 |
 \___/\___/


Strut A, Deep Sea Dock
-----------------------
Now,a cut scene shows somebody with the codename: Snake swimming up 
underneath the "Big Shell" A facility meant to get rid of the crude oil that 
the Tanker two years ago spilt into the river. I'll let you hear the rest of 
the briefing on your own. Before you start playing again, you'll recieve a 
new codename from Colonal Campbell. Your name is now Raiden. Anyways, when 
you get to play, crawl into the vent system in front of you. Don't worry 
about all the bugs crawling around. Turn right. Go to the end of the vent 
and crawl out. Grab the rationa nd hop back in, Get out of the vent where 
you got in. Now, head up the stairs. Open up one of the lockers to get 
another ratin, then open the door. There's a struggle on the other side. 

You see a russian soldier getting up from a nap and a codec conversation 
comenses with the Col. When its over, run down the hall and turn right. A 
small cut scene will begin. All the guards are unconscious. And there's a 
strange figure that looks just like Solid Snake going up the elevator. But 
Snake dies on that Tanker two years ago..Hmmm. Anyways, when the conversation
is over, go over to the elevator and you'll find a 'node' that the Col. was 
talking about. Hit the action button. Now, hide before the guards wake up 
and find you. An ideal place is at the bottom, in the center of the area, 
there is a small hole that you can stay in until the elevator comes down. 
When it does, run into it. You will pull off your mask in the next couple
minutes to reveal who you really are playing as.


Strut A, Roof
--------------
When the elevator finally reaches the top floor, you'll be standing on the 
roof of Strut A. Who knows if this is a good thing or not though. Walk around
and get comfortable in your surroundings. Don't stick around TOO long though,
the sea gulls will begin to uh 'do their business on you' If you happen to 
run in a pile of their 'business' Raiden will fall flat on his ass. Everybody
point and laugh! Anyways, head west. The Col. will contact you via codec, so 
answer it! He'll tell you that somebody has cut a hole in the fence. Hmm. Who
could that have been? It had to have been that Snake look-alike that entered 
the facility before you. Oh well, take it for granted and crawl through the 
hole in the wire, then go through the doors.


Strut A, Pump Facility
-----------------------
Head down the stairs, at the bottom, you can open the lockers to stock up on 
a few items. Two gaurds will be having a conversation down the hall. One 
will stay to patrol this hall, while the other heads to the roof. You need 
to find the node for this area in order for your radar to work. It's located 
in a not-so-convenient place, inside the cubicles that the guard is guarding.
When you get near to the first wall of the cubicle, Col. Campbell  well 
contact you again. he has a hint for gettign past the guard and to the node. 
Flatten yourself against the wall and hit the punch button to knock on the 
wall. So, do that to lure the guard away from his post. Then, run to the node
. yay! Now, you have a map. Okay, go to the north western door. it leads out 
to the AB Connecting Bridge.


AB Connecting Bridge
---------------------
There will be a bridge like this one for every single strut on the shell. 
There's usually cyphers, snipers and guards patroling them, but in this case,
there's only a pair of guards. Col. Campbell suggests you hang over the ledge
and inch your way to the other side. I say, blast your way through! Wait, 
you don't even have a gun yet. I guess, you should use the Colonal's method.
When you get to the other side, enter the door to get to Strut B.


Strut B, Transformer Room
--------------------------
After you take a few steps into the room, a cut scene will take over. It's a 
disturbing one to say the least. When it's over however, you'll have a new 
ally, Iroquois Pliskin, who REALLY looks like Solid Snake for some strange 
reason. Oh well, when the cut scene is over, you'll ahve a new codec buddy, 
a new pack of ciggarettes, nad a SOCUM pistol! After that, he'll fall asleep.
Go down the stairs past him to find a node. Log in to recieve a map of the 
area. Now, head north and go through the door that leads to the BC 
Connecting Bridge.


BC Connecting Bridge
---------------------
When you enter this area, another cut scene will start. I don't like to 
spoil  what happens within the cut scene, and this is no exception. When 
it's over, Col. Campbell will contact you yet again (aren't you getting 
tired of this guy?) You need to head to Strut C to find a Bomb disposal 
expert about disabling all the bombs spread aroudn the Big Shell. Well, the 
dead cell members from the cut scene are gone, so simply run down the bridge.
There's no cyphers or guards, so no worries. Go through the door on the 
other side to reach Strut C.


Strut C, Dining Hall
---------------------
When you enter the area, you'll see a pair of bathrooms against the wall. 
Head up the hallway int he center. Turn the corner to innitiate another cut 
scene. When it's over, you'll have a Sensor A, a keycard, coolant spray and 
a new mission objective; disarm the bombs! Sensor A will allow you to tell 
when C4 is near. Log into the nearby node before you exit the room. Well, 
head back down the hallway before a gaurd comes. Go into the womans bathroom,
the one on the right. You'll notice a large green cloud on your radar. 
That's the C4. Head over to the sink and look up. You can see the reflection 
of the C4 in the mirror. Use the coolant spray to spray it until it's 
disarmed. Raiden will call Stillman and report his progress, the only 
problem is that Stillman is worried. The bomb was in a strange place. Hmm. 
Any hoo, head back to the BC Connecting Bridge.
 
BC Connecting Bridge
---------------------
Well, there's now a cypher patroling the area. You have a couple of options 
of avoiding it. Either be really lucky, and run down the bridge without it 
noticing you. Pull out your SOCUM and shoot it until smoke come sout of it 
and it starts a downward course towards the ocean. The third option you have 
is to chuck a chaff grenade. It will disbale your radar, and the cypher. I 
don't really care which way you choose to do it though, just get to the other
side and enter Strut B.


Strut B, Transformer Room
--------------------------
Yep, your back in the room where Vamp mutilated a bunch of SEALs. Oh well, 
if you use your Sensor A, you'll spy a green cloud of smoke in the north 
side of the transformer room. In the corner, you'll see that the door to the 
control panel is wide open, slam it shut to find a pack of C4 shoved down at 
the floor. Freeze it and go abck onto the BC Connecting Bridge.


BC Connecting Bridge
---------------------
Well, there's now a cypher patroling the area. You have a couple of options 
of avoiding it. Either be really lucky, and run down the bridge without it 
noticing you. Pull out your SOCUM and shoot it until smoke come sout of it 
and it starts a downward course towards the ocean. The third option you have 
is to chuck a chaff grenade. It will disbale your radar, and the cypher. I 
don't really care which way you choose to do it though, just get to the other
side and enter Strut C.


Strut C, Dining Hall
---------------------
Here you are, back in Strut C. There is a guard that will be coming down the 
main hall in a fe moments. So head into the mens bathroom on the left hand 
side, the guard will come down and look around in the woman's bathroom Well, 
um run up the middle hall and go through the door you come to to find the CD 
Connecting Bridge.


CD Connecting Bridge
---------------------
There is a surveillance camera here, so blast it with your SOCUM. If you 
choose to travel along the bottom level, then the floor panels will begin to 
fall, so you'd better run! There's also a guard around here. Kill him or 
sneak past him into Strut D


Strut D, Sediment Pool
-----------------------
This Strut can very quickly become your least favorite one of the bunch. To 
start with, go north and down the stairs, there's a guard ahead of oyu, do 
take care of him. When you reach the hatchway on the ground, the Col. will 
contact you. He says that if you push the action button, you can open it. 
Well, if you open the one you're standing by, you'll find a whole lot of 
nothing. Well, continue along the path. Go down the stairs and head south. 
You'll encounter another hatch-thing. Open it to find a bundle of C4! Freeze 
it and and head north again. Rid the world of the guard patroling this floor 
and go around to the other side, where you'll find a node. Log in and head 
back up the stairs. Go into the middle section and get rid of the guard. Then
, grab the ration near him and go east. Head up the stairs and through the 
doors to find the DE Connecting Bridge.
 

DE Connecting Bridge
---------------------
Well, there's only one guard patroling the area. Take him out and move to 
the other side of the bridge. There are a few items on the lower level of 
the bridge, so go down ther eto collect some ammo. Wheny ou're done, enter 
Strut E.

Strut E, Parcel Room
---------------------
In this room, you'll find conveyter belts going around. Hmmm. Anyways, start 
by crawling beside the first belt so that the guard on the other side can't 
see you. If you want some ammo, then crawl under the bookshelf thing. The 
node is right beside it. Log in and you'll get your trusty radar back. You 
need to get to the right side of the room and start to head south. There IS 
another guard in here, so be in the lookout. There is a set of stairs about 
halfway down the room, so go through them. At the top, go through the door 
to the Heliport.

Strut E, Heliport
------------------
Head towards the stairs leading up. As you do, a cut scene will begin 
involving an old "friend." Then, head up the stairs. The heliport consists 
of a lot of crates creating almost a grid pattern, and a harrier parked at 
the back of the heliport. Equip your Sensor A to see a cloud of smoke 
engulfing the harrier. Hmm. Go back to it. This bomb may be somewhat hard to 
find the first time through, but that's why i'm here! Go to the first wing 
you can see. Crouch down. The C4 is placed onth back wheel. It's a long 
distance to the thing, but you can reach it. When its done, head back down 
the stairs and through the doors to the Parcel Room.


Strut E, Parcel Room
---------------------
The guards are still going to be on the lookout, if you're feelign lucky, 
there are quite a few item boxes around the area. There's a ration, a 
bandage, some bullets. When you're done in here, head to the south eastern 
corner of the room to find none other than the door leading to the EF Bridge.


EF Connecting Bridge
---------------------
Now, there is a cypher out here. Do what you want with it(shoot it, chaff it,
ignore it) and go to the bottom level of the bridge. Go along it. There is a 
guard patroling the other side, so rid yourself of him, then go through the 
bottom doors into Strut F.


Strut F, Warehouse
-------------------
Now, go forward a little and into the hallway on Raiden's left. There is a 
door on either sid eof the hallway. Go inthe right one to collect an M9 and 
soem ammo. Go into the right one to collect a ration,s ome ammo, an adult 
magazine from a locker, and a node in the corner. Now, exit the room and 
head into the big overall room. The C4 is on the left wall, surrounded by 
tall boxes. How are you going to get in!? Well, start by sneaking past the 
guard and go to the north-east corner of the room. Head up the stairs. There 
is a set of doors leadign tot he FA bridge, but ignore it for now. Instead, 
go down the hallway. If there is a guard here, shoot him with your M9. Then, 
shoot the other guard on the other side of the room. Now, find the part of 
the hand rail that is overtop of the C4 boxes. Hop over the rail by using the
action button and use X to drop when you think you're over top of the crates.
Freeze the C4, then get out. Now, head down the hallway to the south. Take a 
left at the end of the hall and exit through the doors to the FA connecting 
bridge.



FA Connecting Bridge
---------------------
There is a gaurd and a cypher on patrol on this bridge. I won't telly ou how 
to get past them, because that would be spoiling the game. I'll let you 
figure out how to do it. It isn't exactly that hardest thing in the world to 
do. Just make sure that you enter the doors on the other side.


Strut A, Pumping Facility
--------------------------
Now, you need to head south. Wait until the guard inside the cubicles is 
looking away and run past. When you get to the wall, go east. Go through the 
door into the pump room. There is a single guard on patrol in here. Take him 
out if you wish, then go to the south eastern corne rof the room. There is a 
small set of stairs leading you over top of a few steam pipes. Now, you ned 
to crawl under the rest. Equip your Sensor A to spy another cloud of 
disgusting green gas. You can keep crawling west to get a ration. Then turn 
back a little and crawl under the last set of pipes to get to the C4. Disable
it. Stillman will contact you. He's located the bomb that Pliskin was 
talking about. After a fairly long conversation, he tells you to head to 
Strut C and pick up the Sensor B that he left behind. Well, do that. Start 
by heading out to the AB connecting bridge.


AB Connecting Bridge
---------------------
Now, there's still only two guards here.You have to do one of two things; 
take one out, or hop over the railing and inch your way over to the other 
side. I suggest taking them out with your M9. If you're going to knock one 
out, remember, you only need to do it to either the left or right guard. 
There's no point in wasting ammo on two of them. When you get to the other 
side, enter the doors to Strut B.


Strut B, Transformer Room
--------------------------
Eww. here we are, back in the bloody hallway. There is a guard patroling it 
and there's another one down by the actual transformers. If you're in a 
dog-tag collecting mood, they both have one on. For the guy at the bottom, 
make sure you have your SOCUM equipped. He doesn't believe you'll shoot him, 
so give him a shot in the arm, he'll then hand over the dog tag no questions 
asked. When you're done in here, exit through the north doors to the BC 
Connecting Bridge


BC Connecting Bridge
--------------------- 
Here, you'll find a cypher. There's three ways to get by. First of all, you 
can equip your SOCUM and fire at the thing until it blows up, second, you 
can throw a chaff grenade to disable it. Third, you can try crawling close 
tot he fence, but in this case, that isn't going to do a damn thing because 
the wall consists of railings that can be seen through. Well, whatever way 
you decide to do it, that's up to you. Just get across the bridge to Strut C.


Strut C, Dining Hall
---------------------
Now, there is a guard that will be coming down the main hallway. If you like, 
take him out with your M9. If you don't have ammo for it, then hide in the 
mens bathroom. The guard will go and look around in the womans bathroom, 
when he does, go up the hall. Turn right and go through the first door on the
left. Look familiar? Well it should. It's where you first met Stillman. Well,
head over to the pantry to locate an item box. Pick it up, it's Sensor B! It 
can locate Fatman's smell-less bombs. Stillman calls you. AFter the codec 
conversation, a timer will be counting down from 400. If you don't disbable 
it by then, then the shell will be destroyed! You can't let that happen. The 
bomb is at the bottom of strut A, so go back onto the BC Connecting Bridge.


BC Connecting Bridge
--------------------- 
Here, you'll find a cypher. There's three ways to get by. First of all, you 
can equip your SOCUM and fire at the thing until it blows up, second, you 
can throw a chaff grenade to disable it. Third, you can try crawling close 
tot he fence, but in this case, that isn't going to do a damn thing because 
the wall consists of railings that can be seen through. Well, whatever way 
you decide to do it, that's up to you. Just get across the bridge to Strut 
B as quickly as you possibly can


Strut B
--------
You don't have time to waste in this room, so you need to sneak past the 
guards or take them out of commission. If you want to be sneaky, go into the 
transformer room, and head south. Then, go out the door at the end when the 
patroling guard has his back turned and head out the door to the AB 
Connecting Bridge. If you're not in the sneaking mood, then just take out the
guard patroling the long hall with your M9. Then, run down the hall and out 
to the bridge.


AB Connecting Bridge
---------------------
Now, there's still only two guards here.You have to do one of two things; 
take one out, or hop over the railing and inch your way over to the other 
side. I suggest taking them out with your M9. If you're going to knock one 
out, remember, you only need to do it to either the left or right guard. 
There's no point in wasting ammo on two of them. When you get to the other 
side, enter the doors to Strut B.


Strut A, Pumping Facility
--------------------------
Now, the bomb IS loacted in Strut A, but not in the pumping facility, you 
need to head up to the roof. Start heading south. There's still a guard 
inside the cubicles, and sometimes, he comes out. When he's not looking, run 
past the cubicles and turn left. Run up the long stairway beside the lockers 
to get back to the roof.


Strut A, Rooftop
-----------------
Well, for some strange, unknown reason, the elevator has come back to the 
rooftop. Oh well. Take it as a blessing, not as a reason to start worrying. 
The guard from earlier is still patroling aroudn the roof. Be careful not to 
get close to him, because there isn't a lot of places to hide up here on the 
roof. Anyways, while avoiding the enemy, run into the middle of the elevator.
Yeah, you know, that big square thing int he middle. As you go down the 
shaft, Stillman will contact you. It's a surprising codec moment. 


Strut A, Deep Sea Docks
------------------------
Now, equip Sensor B if you want, but I'm going to tell you the exact 
location of the bomb anyways. Start by going through the door in the bottom 
left hand corner. Follow the corridor around the corner. Remember the area? 
It's where you started playing as Raiden. Well, head over to the patch of 
water south of the entrance to the room. There is a big submarine type thing 
hanging above it. If you have Sensor B equipped, you'll hear a beeping noise.
Go to the far south of the room and look up at the sub to see a big chunk of 
C4! Well, pull out your coolant spray and spray it. 

When it's disabled, head back to the elevator room. When you get in, another 
cut scene will begin. Afterwards, you'll be 'facing' off against a Dead Cell 
member, Fortune. She will fire a rail gun at you. This isn't a boss battle. 
it's more of a hide from the boss battle. Duck down behind crates until the 
elevator reaches the ground floor again. If the block you're hiding beside 
gets blown up, find a new one! One direct hit from her rail gun will kill
you. As soon as the eleavtor touches down, run out into the middle of the 
room to start a cut scene. Afterwards, you need to start heading to the 
Heliport on Strut E. You should know how to get there by now, so I won't 
bother explaining it.


Strut E, Heliport
------------------
Now, run up the stairs. What's that? The harrier is missing! Oh well. Keep 
focused on what's happening in front of you. There's a pack of C4 placed out 
in the middle of the heliport. Hmmm. Walk over and defuse it. Now, a cut 
scene begins. When its done, you'll be facing off against a member of Dead 
Cell, Fatman. he's a really easy boss after a while. The key element here is 
to not let him get out of your sight. if he does, he'll go on a bomb spree, 
throwing them everywhere. 

Then, you have to defuse them all before they blow up. They easiest method to
beating him is to first equip your SOCUM. Find fatman and unload bullets 
into his bullet proof vest until he falls down. Then, as he's getting up, 
put a bullet through that fat head of his. Repeat this until his life gauge 
reaches zero. There is a ration towards the south of the heliport and there 
is ammo spread throughout as well. After the cut scene, you'll be looking for
the big bomb that Fatman was talking about. Well, unequip your weapon and 
drag Fatmans body away from its present location. Pick up Peter Stillmans 
dogtag. Underneath Fatman, there was a stick of C4! Defuse it with the 
Coolant Spray pronto.

Now, as you try to leave the heliport, you will be confronted by Mr. X. He 
looks a lot like Grey Fox, doesn't he? Anyways, afterhis conversation, he'll 
give you a cell phone. Occasionally, he will contact you with it and give you
warnings about Claymore mines being nearby, etc. He also gives you a B.D.U 
which i believe stands for Body Disguise Uniform. It will amke you look like 
a terrorist, but without an AKS 74u, the other terrorists will see right 
through your disguise. He also hands you over a Lvl 2 security card. Now, to 
find an AKS 74u, head to Strut F, Warehouse. Prefably the basement doors, but
it doesn't really matter. Just get to Strut F!


Strut F, Warehouse
-------------------
If you entered from the top door, then you'll need to sneak down to the 
basement. Either give the guards a taste of an M9, or sneak past them the 
old fasioned way. When yuo get to the basement, or if you entered throught 
he basement, you'll need to head towards the doors in the north section of 
the room. There's a guard on patrol, so be on the lookout. When you enter 
the room, the AKS 74u is located on the right side of the room tucked back 
in the corner behind a box. There's also a lot of ammo scattered in the 
place, so grab that too if you wish. Now, putting on your B.D.U with the gun 
wont do anyhting in this area. You have a uniform that the guards in the 
Shell 1 Core where. Each area is colour-coded, so the terrorists know if 
you're not supposed to be there. Anyways, head out to the EF Connecting 
Bridge.


EF Connecting Bridge
---------------------
Now, the bridge going to the Shell 1 Core is off to the right. But before 
you even think about crossing it, take out all, and I mean ALL the cyphers 
in the area. When they're all 'dealt' with, run across the Shell 1 Core 
bridge. It will fall apart as you run along it, so be on alert. that's why 
you took out all the cyphers previosly, so there's nothing to slow you down. 
When you get tot he other side, collect the ammo and go through the door.


Shell 1 Core, 1F
-----------------
Now, put on your B.D.U and equip your AKS-74u immediately. There is really 
tight security in the area, as well as camera just about everywhere. now, 
head down the hall. When you get ot the fork, turn to Raiden's left. be 
careful not to bump into any guards, because then your disguise will become 
un-equipped! When you get to the end of the hallway, turn left and go 
through the doors into the locker room. There's a node here, so log in. Now, 
exit through the doors on the opposite side of the room. Head up the long 
corridor until you get to the end. You'll find an elevator here. Push the 
action button while standing in fornt of the call button. The security 
camera will check you out; make sure you have the right uniform. When the 
elevator comes, hop inside. Go to the control panel and select B2 from the 
list of floors.


Shell 1 Core, B2 Computer Room
-------------------------------
Now, head right. Go through the sliding doors and down the stairs. There are 
a few guards patroling the hallways, so always be on alert. When you reach 
the southern end of the basement, you'll notice a room filled with computers 
and cubicles. Could taht be the computer room? I think so too. Enter it. Go 
to the north west corner to find a Directional Microphone that Mr. X was 
telling you about!  On the other sid eof the room is some AKS-74u ammo, so 
grab that and exit the room.;l Now, head north again untily uo reach the 
elevator. Call it down and this time, go to B1.


Shell 1 Core, B1
-----------------
Wheny ou get off the elevator, Raiden will peek around the corner, noticing 
a guard entering a room using a retinal scanner. Hmmm. Head back and go 
throught he door near the elevator. There's a node terminal in here, so log 
in. Open the locke ront he right to find a ration. Now, exit the room and go 
down the hall. There is a locker room at the end with three guys in it. One 
of them will coem out to patrol the hall, while the other two stay and chat. 
Follow the guard out of the room, when he gets near the retinal scanner, 
unequip your gun and hold him hostage by using the weapon button (square) If 
you're not right beside the scanner, then drag him over to it. Raiden will 
put his face in it to open up the door, then knock the guard unconscious. 

Hostage Room
-------------
now, when you enter the room, the Colonel will contact you and lay out the 
rules. Well, he says you shouldn't take out the lone guard patroling the 
room, so don't do it. Shoot him with an M9 dart and he'll fall asleep. When 
the people 'upsatirs' call in and ask why he hasn't responded, they hear him 
snoring, get mad and just ignore him. Well, now you need to find Ames, the 
President's bodyguard. You can doit by equipping the directional microphone 
and listening to the peoples heartbeats. Ames has a pace maker so his heart 
beats sound all muffled. If you want me to just telly uo the location of him,
then here it is: Look at the southern end of the room on the left hand side. 
Ames is sitting by himself leanign against a crate facing the south wall. 
Equip the directional microphone and hit triangle to call out to him. This 
will trigger a cut scene.

The cut scene is interrupted when the boss, Ocelot and olga appear outside 
the door to the Hostage room and start having a conversation. Adjust the 
microphone so you can hear what they're saying. In the end, Olga and Solid 
Snake, or so he calls himself, will exit the area, while Ocelot come sinto 
the hostage room. Uh oh. A timer will begin counting down from ten. You have 
that amount of time to get your AKS-74u equipped. Don't try to run away, or 
esle you'll be caught. Just stand still and wait for Ocelot to come over. A 
cut scene follows this. When its over, you'll be outside of the hostage room,
but everybody in the building is looking for you, and you don't even have 
your full disguise anymore! Start by heading north right away and call the 
elevator. If a gaurd is coming, then duck into the room with the node and 
hide in a locker. You need to get in the elevator, so when the guard is gone,
run out and into it. Ride it to the first floor.


Shell 1 Core, 1F
-----------------
Now, look right and you'll see a security camer aon the wall. Shoot at it. 
if you don't have the suppressor, then t will alert the nearby guard. Nw, 
you must get out of the core, so go down the hallway where you shot the 
camera. If you see any guards, cart wheel into them. When you reach the 
corridor stretching off to the left, go down it. Go right to the end and 
throiugh the door.


EF Connecting Bridge
---------------------
Now, before you even try to cross the bridge, once again, take out all the 
cyphers in the area, or use a chaff grenade. I'll leave the decision to you. 
When you get to the other side. Go to Raiden's right and through the doors 
into Strut F.


Strut F, Warehouse
-------------------
Now, you need a PSG1. It's a sniper rifle. It's located on the first floor 
on the Warehouse, so sneak past the guards. There are 4 rooms total on this 
floor that you need to go to. One in each corner. By doing so, you'll find 
all sorts of ammo, claymores, a grenade launcher, a M4, and of course, the 
PSG1. Be careful when getting the M4 though. the room is rigged with C4! 
Shoot the moitor thing to disbale them all. Now that you have all the weapons
you need, exit the door and go back onto the EF Connecting Bridge


EF Connecting Bridge
---------------------
Now, take out only the cyphers that are in your way, that create the 
possibilty that you might be caught. Then, just simply head to the other 
side of the bridge and go through the door into Strut E, Parcel Room.


Strut E, Parcel Room
---------------------
Now, as soon as you entr, a guard should notice you come in and call out if 
anybody is there. He'll come around to investigate. Hug the wall in front of 
you. He won't notice you when he walks in. Now, hold him up and take his gog 
tag, then knock him out. Now, go into the parcle room. You need to go to the 
DE Connecting Bridge located int he north west corner of the room. Go to the 
left wall and head north. When you walk past the guard, he may or may not 
notice you. Either way, head through the door, and he wont ahve time to 
react.


DE Connecting Bridge
---------------------
Well, there's only one guard patroling the area. Take him out and move to 
the other side of the bridge. There are a few items on the lower level of 
the bridge, so go down there to collect some ammo. When you're done, enter 
Strut D.


Strut D, Sediment Pool
-----------------------
You need to be on the top floor for this part, so if you're at the bottom, 
go to the top. There is a stairway on the north wall leading up to a door. 
It requires a Lvl. 3 keycard to get past, but luckily, Ames gave it to you 
before his unexpected death. Now, go through this new door to reach the 
Shell 1-2 Connecting bridge.


Shell 1 - 2 Connecting Bridge
------------------------------
Well, you need to get to Shell 2, but the whole bridge is rigged with Semtex!
A special kind of C4 that terrorist use. Will, you better gt locating the 
detonators to get rid of the trip lasers. To start out with, pull out your 
PSG1. You need a steady aim for this first target, so pop a Pentezime. If 
you don't have any, then pull out a ciggarette. Take aim at the lone cypher 
high above Shell 2. He has a detonator above him! Shoot only the little 
green button, because if the cypher crashes onto the shell, the semtex will 
blow! the next pack of C4 is located to the left of the entrance to Shell 2. 

Look for a flag waving int he wind. The detonator is right behind it. if you 
get the right angle, you can see it perfectly, so destroy it. For the third, 
go to the right side of the platform you're standing on. Look straight ahead 
and down a little. There are a bunch of sea gulls covering the detonator. 
Fire a warnign shot to get the gulls to move then take out the detonator. 
The next detonator is located right beside the doorway to Shell 2. You can't 
miss it. It's in the middle of a bunch of semtex. Now,tunr around and look up
to spot another one. Simply shoot it with your SOCUM. Now, head down the 
stairs. There is a detonator on the column directly across from you. 

Shoot it. Now, look down and you'll see two mroe detonators lined up against 
the wall. Shoot them. Now, the final detonator is located in a sort of 
awkward place. Look to the left of the column in the middle and you'll see 
the green/blue monitor of the detonator sitting on the walkway. Shoot it to 
trigger a cut scene. When its over, you'll be in the midst of a boss fight! 
It's the damn AHrrier that went missing from the roof! Pliskin reveals 
himself to be the legendary Solid Snake after all. Looks like he didn't go 
down with the Tanker. ANyways, he throws uoi a Stinger missile launcher. 

You need to shoot down the harrier, so takle aim at it and fire when ever 
the launcher locks onto it. Snake will provide you with lots of ammo and lots
of rations throughout the battle, so no worries? When the Harrier is shot 
down, the whole bridge will be practially destroyed. Strt by going over to 
the fire. Mr. X will contact you by Cell phone and tell you that you can put 
out the fire using the Coolant Spray. Put out the fire. Now, run down the 
stairs as fast as yu can and run back up before they fall down. 

Head over to the railing on the right hand side. Jump over it and inch your 
way along the gray thing. When you get overtop of the pipe, drop down. Walk 
behind you to get another ration. Then, go forward again. Walk. Don't run, 
or you'll slip on bird crap. When you reach the end, hop up on the bridge 
thing and start running across it. Pieces will break away as you do, so you 
have to be quick. When you get to the top, you'll see anothe rbridge jutting 
out underneath you. Fling yourself oover the rail and drop down onto the 
platform. A cutscene will show two guards coming out o inspect the damage. 
pull out a weapona nd get rid of them. Then, go forward on the bridge until 
you reach the gap in the bridge. Hug the left rail and inch your way past it.
When you get to the other side, climb up the ladder to Strut L, Perimeter.
 

Strut L, Perimeter
-------------------
Now, go forward a little and you'll see window leading itno a room. Cross 
the window and stand in the gap between the enxt window. There's a guard 
sitting in there. When he's not looking, run to the next one, etc until you 
hear a floor panel crack. Then, it's time to RUN. When you get to the other 
side, it looks like there's a huge chunk of floor missing, and that's 
probably because there IS a huge chunk of floor missing. Hug to the left 
wall and inch your way along. When you reach the big fan protruding out, 
kneel down while still hugging the wall. 

When you get to the other side, let go and start running. Down the next 
bridge, a guard above will ahve to relieve himself. Just keep moving forward.
When you see another bridge below you, fling yourself over the handrail and 
drop down. Now, go to the end of this bridge to find a ration, then go up 
the stairs. The entrance to the shell 2 Core is right across form you, but 
it's crawling with cyphers. Either shoot them all down one by one, or use a 
chaff grenade, then run down the bridge leadign to the core. There is a part 
of the floor missing, and there's no way around it, so get some speed, and 
do a cartwhell over the gap. The next gap, you must fling yourself over the 
handrails and inch your way to the other side. Go through the doorway to the 
Core.


Shell 2 Core, 1F Air Purification Room
---------------------------------------
As soon as you enter, you'll have to listen to a conversation between Olga 
and Solidus. Adjust the directional microphone when she walks away from you. 
When it's over, and she has electrified the floors, head down the set of 
stairs. There are a bunch of Nikita missiles around here, but you need to 
find the damn launcher! Well, head up the stairs on the other sid eof the 
room. Head north through this corridor. When you get near the end there will 
be a lounge on your right. Go in there and access the node. Now, head to the 
back of the floor to find an elevator. Call it up toy ou and then ride it 
down to B1.


Shell 2 Core, B1 Infiltration Chamber No. 1
--------------------------------------------
Now right beside the elevator, you'll find a node terminal. Log in. Now, 
head to the other side of the room, and go down the stairs to the flooded 
section of the chamber. The Clonel will contact you and give you some 
swimming lessons. Afterwards, dive in. Head to the very end of the corridor 
to find a weapon case containing none other than the Nikita! Notice the ugly 
green blob thigns on your radar? Those are air patches where you can refill 
your 02 gauge. Now that you have the Nikita, you can hea dback the way you 
came and up the stairs. or, if you feel daring, you can search the underwater
maze for a pair of night vision goggles. Whatever you decide to do. You need 
to at least have grabbed the Nikita and headed back up the elevator to the 
first floor.


Shell 2 Core, 1F Air Purification Room
---------------------------------------
Now that you have the Nikita, head south. Collect all of the missiles and 
hop up on the crates. Now, shoot a missile at the vent. You will get a first 
person view of the missile,a nd you get to control it. navigate it through 
the ducts. When you come out, you'll be near the president. Don't hit him 
though, or it's mission failure. Instead, try to stay as far away from him as
possible. He'll start screaming and running around though, because he thinks 
you're out to get him. Crash the missile into the control panel against the 
left hand side of the room. That will de-electrify the floor. So go around 
and enter through the door. A long cutscene will trigger, so sit back and 
watch. Afterwards, you'll need to head north again, and back down the 
elevator to B1.


Shell 2 Core, B1 Infiltration Chamber No. 1
--------------------------------------------
Now, you have a new mission objective; find Emma Emmerich. Dive back into the
water and head south. When you reach the patch of air here, refill your 02 
gauge and go abck underwater. there is a hatch leading out of this room. On 
your radar, you'll see the tunnel going along the back wall. Follow it 
around to find an airtight hatch. Open it up and a dead body will come 
floating up! Well, before you go through the hatch, get some air. In this 
room, it seems like some sort of metal structure was broken into pieces, now 
they're clogging up the room! There's always a gap in them, so look around. 

On the other side, there's another air tight hatch. Open it. In the next 
area, head up the stairs and go through the door. A cut scene will start up. 
When it's over, you'll be facing off against a second member of Dead Cell, 
vamp. He isn't too hard, if yopu handle him right that is. Now, pull out your
claymore mines. Place them on the top and right bridges, then tuck yourself 
back int he north east corner. vamp will probably be jumping all over the 
place. When his body stops glowing red, shoot him with any type of gun you 
want, only I prefer the M4. basically, that's all you do, whenever he isn't 
glowing red, shoot at him. When he goes on a knife throwing ramapge, duck 
down behind the wall. After a while, he'll get mad and jump down. He'll try 
to run at you and jab you. But if the claymores are placed properly, then 
he'll hit them and be knocked back into the water. That's the jist of 
beating him. Afterwards, head out throught he doors int he north eastern 
part of the room.


Shell 2 Core, B1 Infiltration Chamber No. 2
--------------------------------------------
Head down the stairs and start swimming throught he tunnel. Go up the stairs 
at the end to reach the locker room. Head over to the node and login. Now, 
go around opening lockers. You can find ammo, a book, and even an Emma 
Emmerich. After the cut scene, you'll have Emma on your back. Dive into the 
water. Swim all the way abck to the chamber where you fought Vamp, and 
another cut scene will take over. When it's done, head back to the doors 
located on the southern end of the room. 


Shell 2 Core, B1 Infiltration Chamber No. 1
--------------------------------------------
Now, this part is a little tougher than before. Quickly swim throught he 
chunks of metal here and get Emma to the air hatch. Then, you should know 
the way back to the elevator. The tricky part is, you have to be really 
quick, because Emmas 02 gauge is alot smaller than your own. Wheny uo get 
out of the water,, hold the triangle button to hold her hand. You can't have 
any weapons equipped though. When you get near the elevato, you'll ind that 
there's bugs all over the place, and Emma wont go near it. Pull out the 
Coolant Spray and chase the bugs away. Call the elevator and help Emma into 
it. Go up to the first floor. Now, this part is a bit tricky. You need to 
help her out of the core, but there are gaurds all over the place! Go to the 
left and follow theat corridor around, whenever you see a guard on yuor 
radar, hide Emma, then get rid of the guard. Go back and get her, then carry 
on. Keep doing this to do get out of the Core. 


KL Connecting Bridge
---------------------
Now, there aren't anymore cyphers out here. And that's a good thing. Another 
good thing is that the holes in the bridge have been repaired, so now Emma 
can get across them pretty easily. There's a guard on patrol, so beware of 
him. Head south towards Strut L. there's a wall of fire here. Put it out with
your coolant spray and move on to the door of Strut L. The only problem is 
that it needs a Lvl. 5 keycard to gaina ccess, and you only have a lvl 4. 
Well, don't worry, it's Emma to save the day! She had recieved the keycard 
when she was developing Arsenal Gear. So go through the door into the Waste 
Disposal Facility.


Strut L, Sewage Disposal Facility
----------------------------------
Now, drop Emma here. Turn the corner to see a guard there. Shoot him with 
the M9 and wait for the next guard to come by, then shoot him too. When 
they're both out cold, take Emma past them and throught he other side of the 
facilty. Enter the doorway here to trigger a cut scene. 


Strut L, Oil Fence
-------------------
Well, the good news is that you got down to the oil fence, but the bad news 
is that it can only hold one person. Snake contacts you and tells you you 
have to give Emma some sniper cover. He'll be over to Srut E to help out in a
few moments. Well, for starters, put on your infared goggles. Look up the 
bridge from where Emma is walking to see a couple of claymores. Shoot at 
them with the PSG-1 to blow them up, making sure its not Emma who gets blown 
up. The idea for the next few moments is just to give her some cover fire. 
If a gaurd starts to shoot at her, kill him. If I cypher comes by, then 
shoot it down. When Snake finally gets to Srut E, you can choose to have him 
help or for himt o sit and watch. If you call him back and let him help, 
then he'll start shooting at anything you put on your screen. After a while, 
Vamp will pop out and hold her hostage. Pop a pillt o keep your arm steady, 
and start giving him head shots. When he's gone, a cut scene will take over. 
AFterwards, you'll be standing back inside Strut L. Go through the door on 
the left to go back to Strut E.


Strut E, Parcel Room
---------------------
Now, go forward a little and go through the door on Raiden's left. In here, 
you'll find a digital camera. Now, head back up the stairs. There is a time 
limit of 300 seconds, so you don't have time to simply dawdle around. Head 
out through thee south doors and to the EF Connecting Bridge. If you're 
quick enough, you won't even have to think twice about the single guard 
patroling the room.


EF Connecting Bridge
---------------------
Now, head outside. there should be a few cyphers in the area, so take them 
out before you try to cross over to the Shell 1 Core. The bridge is still 
broken, from the last time you used it, so you're going to have to either 
hug the railing and inch your way along, or hop over the railing and inch 
your way along there. Either way, get into the damn core!


Shell 1 Core, 1F
-----------------
There are no guards on patrol here, so just head up to the elevator. There 
is a horde of bugs here, but don't worry. Immediately after stepping into 
the open elevator, a cutscene will trigger. Afterwards, you'll be in a 
torture chamber, and to amke matters worse, nude! Solidus will try to 
strangle you, so rapidly tap the triangle button when he does. After another 
cut scene, you'll be free to go. Go through the doors on the right.


Arsenal Gear, Jejunum
----------------------
The Colonel will begin contacting you very, very frequently. Just ignore him,
as his messages don't make sense. Well, you can't go into hanging mode, nor 
attack any guard, because you're too busy 'concealing' yourself. Hide behind 
the first crate until the guard is looking away, then run to the right. Run 
up the stairs. Now, you need to head north to get to the next room, so start 
heading north. If a guard comes, crouch down behind a crate. Crawl underneath
the blindspot of the cameras (right underneath them) untily uo can see the 
last corrridor going right. A guard will be patroling it. Will, run up behind
him and do a cartwheel thing to knock him down. Keep running and don't look 
back until you go through the door on the other side.


Arsenal Gear, Ascending Colon
------------------------------
Now, head south to the bottom of the colon to find a ration. Now, start 
answering the Colonel's wierd codec messages. After a while, you'll get a 
message from Rose. It's a long one, but also worth listening to. Afterwards, 
that Snake, Solid Snake will appear and give you back all your gear, plus 
explain why the hell he knocked you out int he firs tplace. He'll also give 
you a gift from Olga; the high Frequency Blade. Practise with it before you 
go north to the next area. 


Arsenal Gear, Illeum
---------------------
When you enter this area, grab the ration and got hrough the new hatch. A 
passing cypher will notice you and alert the guards! Now, these aren't 
ordinary guards. They all wear body armor, and some of them have high 
frequency blades! Either get out your own blade, or use your M4. Whenever 
you get low on ammo or health, Snake will toss you ammo or rations. Hide 
behind the crates, and do a corner gun shot. Duck back in when you have to 
reload. Keep doing this until all the enemies are dead, and you're out of 
alert mode.


Arsenal Gear, Sigmoid Colon
----------------------------
Now, like the room before it, hordes of enemies will drop from the ceiling. 
Just keep disosing of them any way you want until a cut scene appears. When 
its over, you'll be standing on the top of Arsenal listening to Solidus's 
voice. There is a ration in the center, so grab it. He summons an army of 
Metal Gear RAYs to attack you. Now, don't worry, because they're fairly 
easy. Pull out your stinger, aim at one of their legs. When the missile hits 
the leg, the RAY will fall over, now launch a missile at his head. Three 
shots like this and the Ray will be toast. 

Eventually, one of them will jump into the middle. Keep doignt he same thing,
only now, you have to watch out for when the RAy shoots an ice beam 
downwards at you. But, if you're moving around constantly, than the ice 
beam, and the missiles they launch should never hit you. AFter you destroy 
around six of them, a cut scene will trigger. It's a very long one. 
Afterwards, you wont be at the big shell anymore, because it isn't there, 
nor will you be on Arsenal. Just watch the cut scene and find out!


Federal Hall
-------------
Now, you must face Solidus one on one. The only weapon you can use is the 
High Frequency Blade, so i hope you practised with it earlier. Try to do a 
cart wheel and get behind him, then go crazy with the blade. When he does a 
speed burst and lights the area up with fire, it's only common sense not to 
walk into it. Later, he will throw away his octopus arms and become really 
fast. He's a lot harder now. But keep doing what you were doing. When he's 
defeated, watch the long cut scene, and congratualtions, you've just 
conquered Metal Gear Solid 2: Sons of Liberty.



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5.  Secrets/Cheats

_=+==+=_=+==+=_=+==+=_=+==+=_=+==+=_=+==+=_=+==+=_=+==+=_=+==+=_=+=


  ___                                                                   ___
 /   \_________________________________________________________________/   \
| 5.1                             Dog Tags                              5.1 |
 \___/\___/ 


Dog Tag Locations
------------------
Below will be a series of charts with listings of all the dog tags in the 
Tanker and plant chapters. It will also have the abbreviation of the found 
location. Alot like the in game screen.

~ Tanker (Very Easy) ~

  Tag # |     Name              | Bld Tpe | D.O.B  | Location

000     | Olga Gurlukovich      |  A      | 0923   | Navigational deck, wing
001     | Ross E Bowman         |  B      | 0616   | Aft Deck
002     | Abraham Carille       |  ?      | 0704   | Aft Deck
003     | Kaisser Ag Agnouche   |  0      | 0120   | Aft Deck
004     | Arnaud Delaunay       |  0      | 0430   | Navigational deck, wing
005     | Ryoji Makimura        |  B      | 1206   | Deck A, Crew's Quarters 
006     | Kim K Christensen     |  AB     | 0928   | Deck B, Crew's Quarters 
007     | Kevin S Purvis        |  B      | 1114   | Deck A, Crew's Lounge 
008     | Yasuhiro Miyamoto     |  AB     | 0225   | Deck A, Crew's Lounge   
009     | Micheal C Anthony     |  0      | 0307   | Deck A, Crew's Lounge
010     | Carlos Garci Garcie   |  A      | 1230   | Deck D, Crew's Quarters
011     | Mineshi Kimura        |  AB     | 0618   | Deck D, Crew's Quarters
012     | Jonathan Hancock      |  AB     | 0228   | Deck 2, Port   
013     | Bryn T Kershaw        |  0      | 0304   | Deck 2, Port    
014     | Micheal Hurkmans      |  B      | 1205   | Deck 2, Port  
015     | Ken Ogasawara         |  B      | 0630   | Engine Room
016     | Petro Kyrylenko       |  ?      | 0218   | Engine Room
017     | Aaron F Kopf          |  AB     | 0624   | Engine Room
018     | James P Fitzgibons    |  ?      | 0513   | Engine Room
019     | Alexander Strigi      |  A      | 0403   | Engine Room
 
~ Plant (Very Easy) ~

000     | Iroquois Plisken      |  ?      | ????   | Arsenal Gear, Ascending
001     | Carlos I Siu          |  0      | 0325   | Strut A, Deep Sea Dock
002     | Clinton J Heileman Jr |  0      | 0324   | Strut A, Deep Sea Dock
003     | Mike J Newman         |  B      | 1213   | Strut A, Rooftop
004     | Rayyan A Said         |  AB     | 0417   | Strut A, Pump Room
005     | Shigeo Okajima        |  A      | 0130   | Strut A, Pump Room
006     | Cord B Smith          |  0      | 0918   | AB Connecting Bridge
007     | Mario C Lopez         |  ?      | 0816   | AB Connecting Bridge
008     | Shuhei Tanaka         |  0      | 0425   | Strut B, Transformer Rm
009     | Momoko Kawai          |  ?      | 0327   | Strut B, Transformer Rm
010     | Kengo Iwata           |  AB     | 1129   | BC Connecting Bridge
011     | Daniel Modol          |  ?      | 0624   | Strut C, Dining Hall
012     | Noriyuki Katsumura    |  0      | 0128   | Strut C, Dining Hall
013     | Tetsuro Sueyoshi      |  0      | 0131   | CD Connecting Bridge
014     | Tony J Ylaranta       |  0      | 0420   | CD Connecting Bridge
015     | Paul R Martin         |  0      | 0611   | Strut D, Sediment Pool
016     | Leandro M Cardoso     |  ?      | 0314   | Strut D, Sediment Pool
017     | Al J Josel            |  A      | 0929   | DE Connecting Bridge
018     | Hyoko Hariyama        |  A      | 1227   | DE Connecting Bridge
019     | Barna K Olvedi        |  AB     | 1109   | Strut E, Parcel Room
020     | Yuta Kunibe           |  A      | 1205   | Strut E, Parcel Room
021     | Daniel C Bell         |  ?      | 0620   | Strut E, Heliport
022     | Yuki Miyata           |  0      | 1011   | Strut E, Heliport
023     | Nadim Daban           |  AB     | 0829   | Strut F, Warehouse
024     | Timothy J Kane        |  AB     | 0809   | Strut F, Warehouse
025     | Allen J Chang         |  B      | 0609   | FA Connecting Bridge
026     | Jean Luc Cougar       |  A      | 0720   | Shell 1 Core, 1F
027     | Luis A Fernandes      |  AB     | 0721   | Shell 1 Core, 1F
028     | Yuta Kiguchi          |  A      | 0813   | Shell 1 Core, 1F
029     | Masafumi Okuta        |  B      | 0707   | Shell 1 Core, B1
030     | Mathew R Bartz        |  0      | 0925   | Shell 1 Core, B1
031     | Kunio Takabe          |  A      | 0718   | Shell 1 Core, B1
032     | Joey Simkins          |  AB     | 0409   | Shell 1 Core, B2
033     | Sue G Westli          |  A      | 0627   | Shell 1 Core, B2
034     | Sam M Shrimpton       |  0      | 0131   | Shell 1 Core, B2
035     | Norihiko Hibino       |  0      | 0903   | Shell 1 Core, B2
036     | Erik R Christy        |  ?      | 0308   | KL Connecting Bridge
037     | Jason C Patino        |  0      | 0920   | Strut L, Sewage Facility
038     | Maarten Van Der Zwa   |  A      | 0107   | Strut L, Sewage Facility
039     | Motoyuki Toshioka     |  B      | 0708   | Shell 2 Core, 1F
040     | Adrian Thein          |  A      | 0524   | Shell 2 Core, 1F
041     | Yuki Higuchi          |  A      | 0416   | Shell 2 Core, 1F
042     | Peter Stillman        |  A      | 1116   | Strut E, Heliport 


~ Tanker (Easy) ~

  Tag # |     Name              | Bld Tpe | D.O.B  | Location

000     | Olga Gurlukovich      |  A      | 0923   | Navigational deck, wing
001     | Nicholas M Capo       |  0      | 1217   | Aft Deck
002     | Donal L Gilliland     |  0      | 1228   | Aft Deck
003     | Joe T Holdren         |  AB     | 0915   | Aft Deck
004     | Shaun P Wilson        |  0      | 0513   | Navigational deck, wing
005     | Jeff K Hui            |  B      | 1031   | Deck A, Crew's Quarters 
006     | Mark W Bruce          |  0      | 0806   | Deck B, Crew's Quarters 
007     | Yukho Wong            |  B      | 0123   | Deck A, Crew's Lounge 
008     | Anders E Leiro        |  ?      | 1122   | Deck A, Crew's Lounge   
009     | Skrakfus Mercio       |  0      | 0209   | Deck A, Crew's Lounge
010     | Gavin S Nash          |  B      | 1206   | Deck D, Crew's Quarters
011     | David S Eastwick      |  A      | 1108   | Deck D, Crew's Quarters
012     | Kozaka Kh Henri       |  ?      | 0502   | Deck 2, Port   
013     | Marcin A Cieslinski   |  A      | 0630   | Deck 2, Port    
014     | Thomas P Dohm         |  AB     | 0207   | Deck 2, Port  
015     | Enrique Camacho       |  0      | 0513   | Engine Room
016     | Takashi Ohari         |  A      | 0512   | Engine Room
017     | Max C Wood            |  ?      | 0210   | Engine Room
018     | John W Fleming        |  AB     | 1123   | Engine Room
019     | Edward B Elston       |  B      | 0108   | Engine Room
020     | Christopher D Dadah   |  0      | 0303   | Engine Room
 
~ Plant (Easy) ~

000     | Meryl Silverburgh     |  A      | ????   | Arsenal Gear, Ascending
001     | Thomas G Cardner      |  A      | 0806   | Strut A, Deep Sea Dock
002     | Matthew R Vogel       |  AB     | 0714   | Strut A, Deep Sea Dock
003     | Megumi Nakaniihara    |  A      | 0716   | Strut A, Rooftop
004     | Mathew A Bullock      |  0      | 0326   | Strut A, Pump Room
005     | Addam J Drew          |  B      | 0902   | Strut A, Pump Room
006     | Yusuke Takada         |  ?      | 0403   | AB Connecting Bridge
007     | Miles D Ashley        |  ?      | 0505   | AB Connecting Bridge
008     | Mark E Francis        |  0      | 0326   | Strut B, Transformer Rm
009     | Kazuki Muraoka        |  0      | 0309   | Strut B, Transformer Rm
010     | Tom A Hutchinson      |  ?      | 0828   | BC Connecting Bridge
011     | Corey E Louden        |  A      | 0211   | Strut C, Dining Hall
012     | Ian J Andrews         |  0      | 0605   | Strut C, Dining Hall
013     | Tim J Veldboom        |  ?      | 1109   | CD Connecting Bridge
014     | David C Ratseangsuang |  B      | 0202   | CD Connecting Bridge
015     | Nicholas J Schreiber  |  0      | 0608   | Strut D, Sediment Pool
016     | Achim Amaan           |  A      | 0821   | Strut D, Sediment Pool
017     | Tommy Blunt           |  0      | 0101   | Strut D, Sediment Pool
018     | Mariko Nakamura       |  A      | 0109   | DE Connecting Bridge
019     | Emily Britt           |  0      | 0819   | DE Connecting Bridge
020     | Daniel A Longworth    |  A      | 0613   | Strut E, Parcel Room
021     | Caroline M L Gibson   |  ?      | 0605   | Strut E, Parcel Room
022     | Yuki Sawada           |  B      | 0324   | Strut E, Heliport
023     | Daijiro Takeshima     |  A      | 0206   | Strut F, Heliport
024     | Abigail G Sanchez     |  0      | 1017   | Strut F, Warehouse
025     | Evan A Ball           |  B      | 0213   | Strut F, Warehouse
026     | Juergen Jur Goesitzer |  A      | 0320   | Strut F, Warehouse
027     | Yuko Yano             |  B      | 0106   | FA Connecting Bridge
028     | Rick Naylor           |  0      | 0812   | Shell 1 Core, 1F
029     | Jeremy A Davis        |  ?      | 0826   | Shell 1 Core, 1F
030     | Zephan G Kirkpatrick  |  ?      | 1025   | Shell 1 Core, 1F
031     | Kenneth Wong          |  0      | 1220   | Shell 1 Core, B1
032     | Michael D Craft       |  A      | 0221   | Shell 1 Core, B1
033     | Stephen D Haynes      |  A      | 0502   | Shell 1 Core, B1
034     | Joshua A Crandall     |  AB     | 0711   | Shell 1 Core, B2
035     | Andrew J Baker        |  ?      | 0316   | Shell 1 Core, B2
036     | Andrew J Walker       |  ?      | 1012   | Shell 1 Core, B2
037     | Kazunobu Uehara       |  B      | 0721   | Shell 1 Core, B2
038     | Thomas Szediak        |  A      | 0522   | KL Connecting Bridge
039     | Shuichi Hata          |  A      | 0627   | Strut L, Sewage Facility
040     | Frank A Morales       |  0      | 1117   | Strut L, Sewage Facility
041     | Lee P French          |  AB     | 1025   | Shell 2 Core, 1F
042     | Marcos A Gomez        |  ?      | 1103   | Shell 2 Core, 1F
043     | Scott K Cleary        |  A      | 0402   | Shell 2 Core, 1F
044     | Peter Stillman        |  A      | 1116   | Strut E, Heliport
     
  ___                                                                   ___
 /   \_________________________________________________________________/   \
| 5.2                             Fun Stuff                             5.2 |
 \___/\___/ 


~ Under Construction ~



=+=_=+==+=_=+==+=_=+==+=_=+==+=_=+==+=_=+==+=_=+==+=_=+==+=_=+==+=_

6.  Last Words

_=+==+=_=+==+=_=+==+=_=+==+=_=+==+=_=+==+=_=+==+=_=+==+=_=+==+=_=+=


  ___                                                                   ___
 /   \_________________________________________________________________/   \
| 6.1                     Frequently Asked Questions                    6.1 |
 \___/\___/ 


~ Under Construction ~

  ___                                                                   ___
 /   \_________________________________________________________________/   \
| 6.2                          Contact Info                             6.2 |
 \___/\___/ 

You REALLY want to contact me? Well, there are a few ground rules that i 
go by, so look below.

1 - If you ask me a question and the answer is located in this FAQ, I will 
    not bother replying to you by email. I may perhaps tell you if it's an 
    IM and I'm in a good mood however.

2 - No psychos! I deal with enough of those in real life. i don't need to 
    deal with them in my 'other' life.

3 - Webmasters. Don't even bother asking for permission to use this on your 
    website. It's for strict use off GameFAQs, and sometimes Neoseeker.


Well, that's all for now. More things to coem as people annoy me. Now, for 
my actual contact info:

Email - bondslegacy@yahoo.ca
MSN Messenger Service - brutalican@hotmail.com
AOL Instant Messenger - Brutalican

  ___                                                                   ___
 /   \_________________________________________________________________/   \
| 6.3                          Credits/Thanks                           6.3 |
 \___/\___/ 


This FAQ would not have been possible/as good as it is, if it weren't for 
the floolowing people:

  ~ CJayC - Webmaster of www.gamefaqs.com. He hosts alot of the videogame 
            FAQs I make and I'm greatful for that.

  ~ Konami - They've been teasing us with screen shots, etc of this game for 
             about a year now, the game is finally here and it really does 
             live up to the hype.

  ~ Instruction Booklet - If it wasn't for this thing, I would have the basis
                          of a lot of weapon and item descriptions.

  ~ You - Well, if you can look past my many. many spelling mistakes 
          (my spellcheck is broken, and I don't really have time to check it 
          manually) then you really deserve some credit.
 


  ___                                                                   ___
 /   \_________________________________________________________________/   \
| 6.4                         Copyright Info                            6.4 |
 \___/\___/ 


Copyright:
  Copyright 2001 Ryan Kavanagh (Bonds Legacy). This FAQ and everything 
included within this file cannot be reproduced in any way, shape or form  
(physical, electronical, or otherwise) aside from being placed on a freely 
accessible, non-commercial web page in it's original, unedited and unaltered  
format. This FAQ cannot be used for profitable purposes (even if no money 
would be made from  selling it) or protional purposes. It cannot be used in
any sort of commercial transactiomon. It cannot be given away as some sort of
bonus, gift, etc., with a purchase as this creates incentive to buy and is 
therefore prohibited.

  Furthermore, this FAQ cannot be used by the publishers, editors, employees  
or associates, etc. of any company, group, business, or association, etc.,
nor can it be used by game sites and the like. It cannot be used in magazines
guides, books, etc. or in any other form of printed or electronic media 
(including mediums not specifically mentioned)in ANY way, shape, or form 
(including reprinting, reference or inclusion), without the express written 
permission of the author, myself. This FAQ was created and is owned by me, 
Ryan Kavanagh. All copyrights and trademarks are acknowledged and respected 
that are not specifically mentioned in this FAQ.

  This FAQ was written for GameFAQs (www.gamefaqs.com) only. I don't want it 
to be put up on any other web site and am not above explaining this to your 
ad banner guys or whoever else I can get ahold of if you decide to violate 
this disclaimer.

  To continue, this FAQ and everything included herein is protected by the 
Berne Copyright Convention of 1976, not to mention International Copyright
Law. Remember that plagiarism is a crime, and that this is a copyrighted 
work--stealing from this guide is putting yourself at risk, plain and simple,
because the law is on my side. If you would like to contribute to this FAQ  
(you will be credited,) please e-mail me, as well as any questions, comments,
or corrections, to the address above.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

             ~ End of File Copyright 2001 (c) Ryan Kavanagh ~