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                                 Walkthrough

                                     for


                     M E T A L   G E A R   S O L I D    2  :

                            S o n s  of  L i b e r t y

_______________________________________________________________________________

                              Written by Hyral

                        Contact : hyral@yetsirah.net

                               Version : 0.95

                       Last Updated : Febuary 5, 2002

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   i. TABLE OF CONTENTS

       I.   Introduction

       II.  Game Mechanics

       III. Walkthrough
          a. Introduction to Walkthrough
          A. Tanker Chapter
          B. Plant Chapter

       IV.  Appendices
          A. Weapons
          B. Items
          C. Dog Tags

       V.   Secrets / Extra Info
          A. Beating the Game
          B. Extra Items
       
       VI.  Conclusion
          A. Closing Notes
          B. Version History
          C. Credits
          D. Disclaimer

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I.   I n t r o d u c t i o n

_______________________________________________________________________________

This is a walkthrough for the Playstation 2 game Metal Gear Solid 2: Sons of
Liberty, developed and released by Konami. I intend this guide to be a 
straight-forward walkthrough that focuses on gameplay and taking you through
the game in as much detail as needed.

If this is your first game, I first highly suggest that you complete or attempt
to complete the game on your own first and use this guide only as a reference
tool or only if you are inexhaustibly stuck on a certain aspect of the game.

There are many, many secrets and little extras in the game. I have not
included most of them, as I want this guide to focus on the gameplay and
getting through the game. I may include a secrets section someday, but for
now I'll just go over what happens when you beat the game.

This game acts largely on the assumption that you have already played Metal
Gear Solid. The game controls are very similar and though all the games in the
series are sequels to the previous game, Sons of Liberty is a direct sequel to
its predecessor. It is highly suggested that you have played Metal Gear Solid
already so that you are readily familiar with the story, characters, and game
mechanics. It isn't required, but it will make the experience more memorable
and most likely more enjoyable. The game does include some brief synopsizes of
the previous games (Metal Gear Solid in particular) in the game manual and in
the 'Special' section at the Start Menu. There are three documents available in
the Special section - all of which you should read at some point. Obviously,
these documents and the game itself are riddled with spoilers for MGS.

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II.   G a m e  M e c h a n i c s

_______________________________________________________________________________

The basic mechanics of gameplay will not be described in this guide.

The manual that comes with the game explains it far better than I ever could
and includes detailed drawings and screenshots of the mechanic in question.
I cannot stress enough how well this manual explains the basic movements. Read
it thoroughly and then read it again. (If you are renting the game and do not
have the manual, I apologize, but I am sure that after you play the game you
will want to buy it. If you only have the game disc for the game, you are more
than likely playing a burnt copy and I have no pity for you in the least.)
Aside from that excellent tool, the mechanics are nearly identical as they were
in Metal Gear Solid. Both the game and I assume that most people that are
playing this game have already played MGS. There are some moves and features
that were added from the first, which I shall go over below, but by and large,
what you know from the first will get you very far in the second. Also, you can
discover many of the movements yourself simply playing the game (either through
cutscene or talking to people on Codec) and messing around with the controls
yourself. Last, if you are really desperate to have someone other than the
manual or the game explain them too you, there are a number of other guides on
GameFAQs which shall explain it for you. I suggesting reading either Yee Seng
Fu's very thorough guide or Adreneline's well designed and entertaining guide.

That said, I will explain a few of the mechanics that the manual doesn't go
over or doesn't explain to my satisfaction.

---New features from MGS---------

This is just a quick reminder for veterans of Metal Gear Solid about the new
features in the game that the manual only casually mentions.

- You can climb waist high objects by flattening your back against one side of
  the surface and pushing the 'Action Button'.

- You can hang from railings and bridges by flattening your back against the
  railing and pushing the 'Action Button'. This will also bring up the Grip
  Gauge which will slowly deplete - the character will fall when it reaches
  the end.

- You can now hold up enemies. (See the Hold-ups section below.)

- When in First Person View (FPV), you can not only quickly look to the left
  and right by holding the shoulder buttons, but you can also boost up a bit
  by holding both L2 and R2.

- There are now two speeds when crawling. Hold the directional arrows or analog
  stick lightly to move slowly and hard to move quickly.

- Finally, one of the most important features is that when using the M9, USP,
  and SOCOM and holding down the Weapon Button to fire (and the laser sight
  comes up), you can release the weapon _without_ firing by slowly releasing
  the button, instead of just quickly letting go of it to fire. Very useful.

---Hold-ups----------------------

One of the new features in Sons of Liberty is the hold-up. If you can manage
to get close enough to an enemy sentry without him seeing, you can equip
any weapon that allows you to aim without firing (either by requiring that you
release the button or press it hard) and push the Weapon Button to draw the
weapon. The character will say 'Freeze!' and the guard will put his hands up.
He will stay this way until one of two things happen - you either manage to
maneuver the character so that he is face to face with the soldier and then
point the gun (using First Person View) at his head or his crotch and he will
shake himself out of fear, releasing an item that he is carrying or the guard
will reach or grab for his weapon and attack the character. Most often, the
first item that an enemy will drop will be his dog tag, the main reason for
doing a hold-up.(For more on dog-tags, see the appendix on tags.) 

It isn't always that cut and dry, though, as there can be complications.
First off all, the enemy can only be held-up when they have not seen you or
been notified of your presence. They can only be held up when their cone is
white or yellow. (Attempting to hold up a soldier while they are cautious can
be dangerous, but it allows automatic hold-ups when they are recovering from
being asleep, knocked out, or dragged. During the time they are standing up
from one of those positions, draw your weapon (so the laser is turned on) and
when the soldier has reached an upright position, the character will
automatically say 'Freeze!) Also, enemies have a tendency to leave themselves
open when they are located in inopportune places, where you may not be able
to maneuver in front of them. Always be sure you have room to be face to face
with him, or the hold up will be for nothing. Try sneaking up behind them
while they are still moving down a hallway with their back to you. Then,
lower your weapon (by slowly releasing the weapon button) and run around to
the soldier's front. Draw your weapon again and point it at his head
(or crotch if you are feeling particularly cruel) and he will shake himself
out, unless he is a 'Tough Guy' to use the common expression.

'Tough Guys' refuse to give up their items when you point your gun at their
head and taunt you by saying things like 'If you're going to shoot, then
shoot.' When this happens, you have to shoot them. Using the M9 won't work
as it won't cause bodily damage; it'll just knock him out. You have to use the
SOCOM or USP and shoot some part of their body that is non-lethal, such as
the hand, arm, or leg. He'll then submit and shake himself out. Be careful
when doing this, if you don't have a suppressor equipped on the gun, that
nearby enemies in the area won't hear you. Later in the game, they aren't
such a problem - you'll get a grenade launcher and a missle launcher. Point
those things at them and they will quake in their boots like all the rest. Heh.

Hold-ups are quite useful, not only for getting items, but for stopping
enemies who are blocking your path. Even if there are other patrols in the
area, running up and holding them up and disposing of them will open up a path.
Or, if it is possible that another sentry will come by and find the body, hold
them up, and grab them from behind. Drag them to a place where you and the body
won't be seen and break their neck. As mentioned above, draw your weapon and
when he straightens up, he will be held up automatically. Keep that in mind
when trying to get by a tight spot.

One final note : never, under any circumstances, unequip your weapon while
within the enemy's field of vision, or he will immediately grab his and
shoot you. And call in his buddies. (If you are going to have a prolonged
hold-up, you might want to shoot out the enemy's radio, located on their
right back hip, so they cannot call in reinforcements.)

---Lockers-----------------------

Lockers are very useful things. They have four purposes. 

One - housing items. Always open lockers to check if there is anything in
them.

Two - hiding enemies in. If you knock out or kill an enemy in an area with
enemies still in it, particularly if they patrol the room/area you are in,
hide the man/body in the locker. Just grab the body by hitting the Weapon
Button, without a weapon equipped, and drag them inside the locker. It seems
that soldiers who are asleep or knocked out never wake up when in a locker,
but if they have been in there long enough, they will automatically wake up
when you open the door.

Three - hiding yourself in. If you are spotted by an enemy and there are
lockers nearby, run for it! Don't let them see you get in, obviously, and
it doesn't always work during a clearing, but oftentimes, you will be able to
wait it out until the assault teams leaves and the area returns to normal.
You can also look through the vents of a locker while inside. Hold the R1
button to have the character lean forward against the door of the locker.
You can then use the L2 and R2 buttons to look around a bit. Be careful
when leaning forward when there are enemies around, though. If you hold down
R1 hard, the character will lean forward quickly and make a noise when hitting
it. If you hold it lightly and push in slowly, they will move forward without
making a sound.

Four - they have girly posters in them. No, I'm not being a pervert - they
are useful for distracting soldiers who are performing a clearing. If there
is a locker with a poster in it, always leave it open just in case you need
to hide in a nearby locker. If the searching guards see it, they will go and
look at until the 'Caution' mode ends, rather than searching for you.
However, that's not to say the posters aren't completely innocent. While
inside a locker with a poster, point the camera at the poster and use the
R1 button to lean forward (as you do with the vents) and you will hear the
character put their lips on it and kiss it when you pull away (let go of R1).
Sickos.

There are a few other quirks to lockers. You can break down the door by using
the 'Punch' button. This is useless for most lockers, even locked ones. Most
of the time, locked lockers will fall inward, so you still cannot see if there
is an item in them. However, a few locked lockers in the game will fall
outward and reveal an item. If you find a locked one, always try to break it
down, just in case it does fall outward. Be careful about busting them down,
though. Nearby enemies will hear you punching it and come investigate.

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III.   W a l k t h r o u g h

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a.   I n t r o d u c t i o n   t o   W a l k t h r o u g h
_______________________________________________________________________________

The walkthrough is based mostly upon Hard Mode, so variances may appear in the 
number enemies and items that appear in the text of the walkthough, as well
various other matters. However, I will list the differences, if there are any,
between the different difficulty modes for each area and try to explain ways of
getting by for each difficulty if needed - it's just that greater emphasis is
places on strategies for Hard.

The walkthrough is broken into sections based upon the area you are working in.
Mostly you will only see each area described once as you should already be
familiar with it, should you need to re-enter it. If there is some significant
change, I will list it again, but for the greater part, you will simply be told
to backtrack through the area.

The writing style of the walkthrough lends to basic lack of story spoilers as
they happen. I may make mention of important events as the occur or after the
fact. Therefore, be aware of possible SPOILERS - this is your one and only
warning.

Writing directions for the game can be confusing as the game mostly takes
place from fixed cameras that change position to make it easier to see.
Most of the time, I will base my directions upon the radar. (And even if
the direction up isn't really north in the game, for sake of ease, just know
that I will refer to it as north.)

---Starting a New Game-----------

Upon first starting a new game, there are a number choices you must first make.
Select the difficulty, the radar type, and if you wish to enable the game over
condition. The radar type and game over condition selections are fairly self
explanatory. Radar Type 1 will enable the radar and allow it to be displayed
during Intrusion View. Type 2 will enable the radar, but it will not be 
displayed in Intrusion View. Radar Off will disable the radar. As for the
game over condition, simply stated, if you are spotted, it is game over. This
game places a very high emphasis on stealth and non-violence.... other than
the fact that you can murder people. (Details, details...) (The last option
is only offered in Hard and Extreme modes.)

For my convenience, I have set abbreviations for the various difficulties
and I will refer them as such from here on :

Very Easy [VE]   Hard             [Ha]
Easy      [Ea]   Extreme          [Ex]
Normal    [No]   All Difficulties [AD]

[Ex] mode unlocks after beating the game once. (And to be clear, [AD] isn't
a difficulty. Just an abbreviation I'll be using.)

There are several things that change depending upon the difficulty. Some of
these things are a bit more tangible, like the fact that the character's
carrying capacity for items and weapon rounds decrease as you increase in
difficulty, the numbers for which are listed in the Weapon and Item lists.
Others are a bit more vague, such as : 

- the overall number of enemies and the amount of damage it takes to kill or
  knock them out.
- the amount of damage the character takes from enemy attacks.
- the amount of items enemies carry.
- the amount of time it takes enemies to wake up from sleeping and stunned
  conditions.
- the easier it is for the character to catch cold and the frequency of
  the sneezing.
- how sensitive sentries are to noises from a greater distance.
- how often enemies try to reach for their weapon when held up.
- how often clearings are performed.
- the number of soldiers in an assault team.
- the time it takes a tranquilizer dart to take effect on an enemy.

The [Ex] mode also has a couple of added 'features'. For one, Rations are 
_never_ found lying on the floor or in 'chests' like normal items. The only
way to obtain them is from holding up and shaking out enemies. Also, when held
up, enemies will _always_ try to reach for their gun and the chances of them
ducking or hitting you increase quite a bit. [Ex] is not for the uninitiated or
careless.

In [VE], during the Plant Chapter, you don't have to log into a node to
download a map for the radar - it is already present upon entering a new area.
Also, items almost always regenerate when you leave an area and return.

_______________________________________________________________________________

A.   T a n k e r   C h a p t e r
_______________________________________________________________________________

===Aft Deck======================

Enemies     : 3 [AD]

Items       : Bandage [x2] [VE - Ha]
              Chaff        [AD]
              Pentazemin   [AD]
              Ration       [VE - Ha]

Starting conditions : Weapons - M9
                      Items   - AP Sensor, Camera, Cigs

After the dramatic opening, you start the game on the Aft Deck of the Tanker.
You may want to take a moment to become aquatinted with controls. There are no
enemies that can spot you if you stay behind the four large coils of chain.

When you are ready to go, first head over to the left and pause at the left
most coil. In a moment you will see a white cone appear on the tip of your
radar - there is a single solider over there. Depending upon whether you want
to get his dog tags or not, you could just go into First Person View and shoot
him in the head from here with the M9 (you'll be doing a lot of this). If you
want his tags, run to the staircase and hide against the wall (be sure to stay
behind the shadow that is cast on the ground). Watch his patrol pattern on the
radar and take your opportunity. As you should have noticed there is a Bandage
under the staircase.

Once the guard is down, head around the back, past his patrol area. Go down
the enclosed area on the left - there is a ration in the back, on the left
(there is an ledge off-camera that you can walk onto, on the left). Return and
go up the stairs. If you get close to the door (don't go in right now), Otacon
will call you on the Codec (green - optional) and tell you that you can open
it by pushing and holding the 'Action Button'. Pressing it repeatedly will
cause the character to open the door much faster. Go up the stairs and down
this enclosed area to another staircase. Be careful going up - there is a guard
that patrols the entire front portion of the upper catwalk. Make sure he isn't
there and go on up.

If you are trying to get his tags, I suggest waiting until he has already
patrolled the left side and has started heading back to the right. At the
bottom left corner, he will take a moment to look through his scope. The
second he puts them away and starts heading right, run forward, get as close to
him as you can and draw your weapon. You should have enough room on this front
portion to maneuver around to his front.

Head right along with catwalk until you come to the set of stairs going down
comparable to the previous set going up. Look on the radar for a guard just
below you one deck. The best opportunity to go down is when right after he
comes up a little, checks around, then starts heading back down to check the
bay with his scope. If you want to get his tags, though, try to get to him
before he reaches the railing, as it can be difficult to get yourself in front
of him that close to the railing. Once he is out, head back into the enclosed
area on this level for a Bandage. Come forward and go down the stairs. Go 
right and back into another enclosed area. Head all the way to the back and
go to the ledge on the right for a box of Pentazemin.

Come forward further, past the raised area that is similar to the wall you hid
behind for the first guard. On the southern side of the wall, there is a
staircase - go up it. There is a waist-high box in the middle of the platform.
Back up against it and push the 'Action Button' to jump over it and get the
Chaff grenades on the other side. Once you have those, you are done here.

Head back to the starting area and towards the first guard. Depending upon how
long you took to do all this and your difficulty setting, he may or may not
be awake again. Get past him and go into the very first hatch you saw to enter
Deck-A.

On a side note, if you skip one of the opening scenes (the one where Otacon
goes over the controls), you can save a single round on the M9.

===Deck-A, crew's quarters=======

Enemies     : 1 [AD]

Items       : M-9 Bullets [AD]
              Ration      [VE - Ha]

As you will notice, you enter the interior of the Tanker soaking wet, and 
most likely with a cold. Be careful about leaving footprints and that a
guard isn't close enough to hear you sneeze (it'll still happen at the worst
times, of course).

To the north, you'll notice that there is a door on the radar. Don't bother
with it - it is a one way door and the handle will come off in your hands.
Head down the hall to the right. There is a locker room on the northern wall
of the lower hallway - go in. Open the lockers by pushing the action button
in front of them. On the left most set, the bottom one contains a Ration.
(The one above contains a rather... nice... poster.) The four lockers in the
middle are either locked or empty. Of the set on the right, the top one is
empty and the bottom contains some M9 bullets and another... gorgeous...
poster.

When you are done here, you need to get past the guard patrolling the eastern
hallway. Wait until he pauses at the bottom and starts heading back. Quickly
run out the room behind him and hold him up. When you are done with him, 
head up to the door to the next area

By the way, in [Ex], the guard patrols the whole section, not just the eastern
hallway. Just do your best to run up behind him (careful about sneezing).

===Deck-A, crew's lounge=========

Enemies     : 2 [VE], 3 [Ea - Ex]

Items       : M-9 Bullets     [AD]
              Ration          [VE - No]
              Stun Grenade    [VE - Ha]
              USP Bullets     [AD]

Points of Interest : The large glass window in the middle of room can be shot
                     out. However, when you shoot at it, it will leave a large
                     mark on the glass. If a guard sees it, they will 
                     investigate it. Also, the TV on the right side of the
                     lounge (showing a large machine...) can be shot out.

Alright, now it gets a bit more complex. You will most likely have three guards
in here - two patrolling the lounge and one in the stair well on the far left
(similar to the one you start enter in). First, run to the back of the
stairwell and go down the stairs. You'll find a box of Stun Grenades. Do not, I
repeat, DO NOT enter the door down there yet. It won't kill you, but if you are
collecting dog tags, I suggest you wait before entering this room. Head back up
the stairs.

What I suggest you do here, whether you are collecting dog tags or not, is to
wait until the guard who is patrolling the area in the back enters the main
hallway (south of the large glass window in the middle of the room) and shoot
him in the head. Enter the lounge and wait until the other guard patrolling the
left side of the main hallway turns his back and run up and hold him up. If
you are getting dog tags, you will be returning to this room later - when you
do, just knockout the one on the left, and hold up the one on the right.

When you are done with those two, head into the back area of the lounge. In the
back right corner, you'll notice a bar. Head into the back area through the
swinging doors and grab the M9 bullets. Next, head left and you will see a 
small TV lounge. Inside, there is a Ration in [No] and below.

Next, head over to the stairwell on the far left. You should notice on the
radar that there is guard at the bottom of the stairs. (In [Ex] he patrols
up and down the stairs, making your job a bit harder.) Just go down the stairs
and wait until he opens his eyes for a second (you will see a white cone
facing down on the map), then quickly run around to his front and pull your
weapon to hold him up. (And don't ask me why he is surrounded by flies... just
get away from him before they start following you...) The door at the bottom
of this stairwell is broken, so you cannot go in. Head back up the stairs and
go to the middle of the main hallway. You should have noticed the large
staircase. Head up it and go into the door on the right side. (The door on the
left is also broken.)

Remember to drag around knocked-out enemies for items.

===Deck-B, crew's quarters=======

Enemies     : 1 [VE - No], 2 [Ha, Ex]

Items       : M-9 Bullets [VE - Ha]
              USP Bullets [AD]

This area is essentially a large circle. You want to head around to a set of
stairs going up on the opposite end of the circle. There are one or two guards
in your way, though. First, head up and there will be a quick in-game cutscene
where Snake notices a guard's shadow on the ground. What you want to do is
quickly run into the hallway (but stay out of the guard's field of vision) and
hold him up. It should be fairly easy to maneuver yourself in front of him from
his position. Once he is out, head back down the corridor to the stairwell on
the right you passed. There are some M9 bullets in the back of the room which
you cannot see due to the stairs blocking your field of vision. Use First
Person. The stairs, however, are blocked and the hatches lead to the Aft Deck.
So return to the 'circle' and head down, past the door you came in from.

In [Ha] and [Ex], there will be another guard patrolling the hallway at the
very bottom of the 'circle'. Just wait until he reaches the right side and
starts to go left again. Run behind him and hold him up. Unfortunately, you
probably won't have room to maneuver around him here. What you want to do is
run through him, which knock him off balance, then quickly turn around and
point your weapon at him again. Anyway, if you'll look at the map, you will see
that there is a very small niche in the wall in the southeast corner. Inside
there is a Ration. Proceed to the bottom most hallway and there is another,
larger, niche in its northern wall. There is a locker here that contains some
USP bullets, which you cannot get quite yet. Just remember the location.

Continue following the circle until you come to the stairwell on the left side.
Proceed up.

===Deck-C, crew's quarters=======

Enemies     : None

Items       : Chaff  [AD]
              Ration [VE - Ea]

Deck-C consists of a long horizontal hallway with a set of stairs leading up
(your goal) and a single security camera. In [VE - No] the camera is
stationary and it is a simple matter to just hug the wall and go beneath its
blind spot. However, in [Ha - Ex], it is moving back and forth across the hall.
In this case, it is in your best interest to just throw a Chaff grenade and
knock it out, rather than risking being spotted. If you are spotted _quickly_
run right To the left of the staircase that you are supposed to go up, there is
a locker. Open it and get inside. (Don't go up the stairs, as there isn't a
good place to hide when you first get there.) Wait until the attack team is
recalled and exit. There is a box of Chaff grenades in the locker, by the way.

In [VE - Ea], there is a ration on the right hand side. Go into the stairwell
and face north. Drop down to your stomach and press R1. You should notice that
there is a very small air duct in the northwest corner of the room. In the
other difficulties, it is simply empty.

When you are done here, just head up the stairs in the middle room.

===Deck-D, crew's quarters=======

Enemies     : 1 [VE, Ea], 2 [No], 3 [Ha, Ex] + 1 Temporary [AD]

Items       : Box 1           [AD]
              M9 Bullets [x2] [AD]
              Ration          [VE - Ha]
              USP Bullets     [AD]

There is quite a bit to deal with on this floor. There should be two or three
sentries on the deck, depending upon your difficulty. When you first come up
the stairs you may see one go left into a room. Follow him first. Do it quickly
too, as he will have his back to you for a short while. You can follow him
between the tables and hold up if you do it quickly. Once he is down, check
around the kitchen for some items. In the back through the swinging doors,
there is a Ration. If you crawl under the tables, you can find some ammo - 
USP on the left and M9 on the right. As you should have seen from the in-game
cutscene as you walked into the room, there is a security camera watching the
southern door out of here, where you want to go. You could use some Chaff if
you want, but you can just hug the southern wall to avoid it. (Plus you'll be
able to use your radar to tell where the guard on the other side of the door
is.) The camera is stationary in [VE - Ea], but moves back and forth in [No]
and up. Unlike the camera on Deck-C, you should be able to get it without
hassle.

After watching the other guard(s) on the floor, just use the best opportunity
you see based upon their patrol patterns to take them out. When you are done
with them, there are two other points of interest - the Semtex and the 'remote
room'. On the right side, near the hallway that leads to a room in the
northeast corner (dubbed the remote room), there are two panels of IR sensors
connected to enough Semtex to blow Snake to bits. In all practicality, you
should just avoid these, but if you need to know, you can crawl underneath them
(not very wise if there are guards patrolling the adjacent halls). You can
tell where the beams are by equipping the Cigs and standing close the panels.
In the remote room, there is some ammo and a cardboard box - neither of which
you should really need, but if you want to get all the dog tags, you'll have
to go in and trigger the 'temporary man'.

The 'temporary man' here can be a bit of a pain to deal with if you want to
go into the remote room, and even more so if you are trying to get his tag.
And worse yet, I have had problems getting him to come back more than once
on the higher difficulties, so you really need to try and do this right the
first attempt. What I suggest you do is first clear out the entire Deck - knock
everyone out and do whatever else you have to do before entering the remote
room. This is just in case he is one of the 'tough' hold ups (which he is on
some difficulties) and it is just a good precaution. If you are on [Ha] or
[Ex] you'll have to deal with the extra man in the main hall, though. Knock
him out and drag him with you into remote room - just be aware that the second
you step foot inside, the other guard is coming up the stairs. Drag the body in
back and stay in the bottom half of the room until the guard enters (if you
stay on the top half, he won't enter the room, but patrol the hall and leave
again). The second the game starts to do the in-game cutscene, push X to cancel
it and run forward to the crates on the left side of the room. Duck into Box 1,
which you can grab in the remote room, right below the boxes. The guard will
walk over to the shelves in the middle of the room, and providing he doesn't
see the knocked out guard in the back, he will make like he is going to sleep
on his feet for a minute or two. As soon as he starts to nod off/the white
cone on the radar disappears, drop the box and draw your weapon.

When you are done here, head up the narrow stairs on the northern wall of the
bottom most corridor to the Bridge.

===Deck-E, the bridge============

Enemies     : None [AD]

Items       : Ration          [VE - Ea]
              USP Bullets     [AD]

After a few cutscenes and a chat with Otacon on the Codec, which start as soon
as you enter, you're pretty much done here. There are some USP bullets on the
right, but you can't get them yet. Head left to the door to the Navigational
Deck, where you will have your first boss fight. There is a Ration in front of
the door out on [VE - Ea].

===Navigational Deck, Wing=======
---Boss Fight : Olga-------------

Enemies     : Olga

Items       : M9 Bullets [AD][Regenerates]
              Ration     [VE - Ha]

In [VE - Ha] this battle is fairly simple, once you understand how it works.
Basically, you have to hide behind the crates while Olga fires a seemingly
endless stream of bullets at you, while avoiding her grenades, when she throws
them. Not as hard as it sounds.

Before you do anything, shoot the spotlight in the back-left. If you don't,
this battle will be ridiculously hard. (In [Ex] you cannot shoot out the
light... see below for details on what to do if you don't. But in any other
mode, you have no reason not to shoot the light... unless you are one of the
sickest kinds of masochists there are.)

She continuously moves around while firing at the position where she last saw
you. What you need to do is move from one side to the other without her
knowing. To do this, use the running roll. When her field of vision cone can't
see you or when she ducks behind an object to hide or reload, push the analog
stick as fast as you can and hit the X button almost immediately after. With
some skill, you can seamlessly switch sides without her knowing. The point
of all this? She leaves herself wide open to direct shots in most every
direction except for the one where she thinks you are. However, don't think
you can take your time to line up a shot - after a little while of firing in
one direction (and not seeing you fire), she will wonder if you are really
there and start to search around. Also, she randomly will take a miniscule
bit of damage and become alerted (red cone) and wildly look around. And if you
have left yourself out in the open, she WILL spot you.

When shooting at Olga, always, and I mean, always do a face shot. Not a head
shot, a face shot. If you shoot her anywhere else, it does a negligible amount
of damage. (Well, if you shoot her in the heart, it can do a good deal, but
that is a bit too hard to hit most of the time.) And when I say face, I mean
the front lower part of her head - not the back or middle of the head, or the
forehead. Shooting her anywhere but her front 1/3 of the face will do no damage
and alert her to your location.

This battle has three parts - Olga hiding behind obstacles, Olga shooting out
the tarp and hiding behind it, and then a branching path - if you shoot out
the light, the last part will be more of her hiding behind obstacles; if you
don't, it will be her shining the light in your face. For the first part, just
use the confusion method described above.

For the second part, she will shoot out part of the tarp and hid behind it so
that you cannot see her. (Why in the hell she can still see Snake and shoot
with perfect accuracy is beyond me.) This occurs when you've knocked her down
to about one half of her total stun meter. (You cannot kill Olga, since you
only have the M9's tranqs.) What you need to do hit her directly once and she
will shoot the tarp again, making it fly away and starting the third part of
the battle. Hide behind the waist high crates in the middle of the field and
go into First Person View. Draw your weapon and quickly hit the X button to
jump up, shoot, and then hit X to drop down again. You won't hit her the first
time, but keep adjusting yourself slightly until you manage to hit her. Align
yourself directly in the middle of her field of vision cone on the map and
make the camera go slightly upward from the default view. With some luck,
you'll hit her eventually.

If you've taken out the light, she will again start doing her duck and shoot
routine and the battle should be in bag for you. Just use the confusion
tactics detailed above. Avoid her grenades, though - if she starts throwing
one, move your ass as fast as you can.

Fighting her in [Ex] is an entirely different beast. You cannot take out the
light. Two shots from her will kill you. One grenade blast will kill you. The
battle is same up until the third part. Use confusion tactics and then hide
behind the waist high boxes. For the third part, she will shine the light in
your face so you cannot see her in First Person View (similar to the tarp, but
much more of a pain). You could hide behind the crates and keeping popping up
and down trying to hit her, but because she keeps throwing grenades, you'll
have to keep moving, and losing the position of the camera. What I suggest you
start doing is to hide on one side of the area and wait for her to throw a
bomb. Wait for her to start to say 'Take this!' - as soon as she begins saying
it (the approximate time she throws the grenade) run clear across to the other
side. Don't do it before then - she can change which direction she throw the
bomb if you start running as soon as she pulls it out of her belt. Starting on
the right and moving to the left when she throws is the best way to do it, in
my opinion, since there is no obstruction on the left side of the left most
stack of crates. In the time it takes her to recover from the throw and turn
around to shoot the light (she shoots the light back and forth across the field
so it always shine in your direction) you should have a window of opportunity
where you have a clear shot of her face and you aren't bothered by the
spotlight. Keep doing this until you get your shots in.

If you happen to face her on [Ex], you have my sympathy for the frustration
you will indeed feel.

===Navigational deck, wing=======

Enemies     : 1 [AD]

Items       : Ration          [VE - Ha]
              Thermal Goggles [AD]
              Wet Box         [AD]

After the fight with Olga, you'll have a new weapon - the USP. Unlike the M9,
it can kill and it doesn't have a suppressor, so exercise caution when using.
Be sure that you drag Olga around to get her dog tags and a couple of items
(M9 bullets and a Ration). There is another ration in the crates - it's on
what used the be right side of the screen (during the boss fight). Drop down
off of the plank you start off on. When you are done here, go right towards
the exit. (Be sure you have Olga's tags now, though - she will disappear when
you move too far from her.)

Instead of going back on the bridge, go down and you will find a path right
and a staircase. First, go up the stairs to find a ladder leading up the
ship's crow's nest. At the top, you will find a pair of Thermal Goggles. Very
useful later on. Go back down the ladder and the stairs and take the path to
the right side of the deck.

As soon as you approach the end of the wall, a solider will come onto the deck
from the bridge. I highly suggest that you go run out and hold him up
immediately - his back is to you and when he gets in his patrol position, it'll
take some good timing and fast legs to hold him up again without being spotted.
Once he is out, run to the right and grab the Wet Box (which has no discernable
purpose to me...).

Now you need to backtrack a bit. Head back to the bridge and pick up the USP
bullets. Head down to Deck-D and take out the guards as necessary to get down
to Deck-C. (You might want to try and grab the USP bullets under the right
table in the kitchen, but it's not that big of a deal - there will be more
boxes.)

In [N - Ex], a man is added patrolling the hallway on Deck-C after the fight
with Olga. Taking him out or holding him up is a simple matter on [No - Ha].
When you first come down, he will be going left; flatten yourself against the
left wall and wait for him to return right. Run after him and hold him up.
[Ex] is a bit tougher as he only patrols from the camera to the small room
where you start and he also looks into the room, as opposed to just walking
past it. Hide in the locker that is to the left of the staircase until he looks
in the room and turns around. When he starts heading back to the small room,
you'll have an instant before he turns left to face the small room - hold him
up in that instant and you should be fine. Go past the camera (again, use a
Chaff if it is moving) and down to Deck-B. Go around the bottom of the 'circle'
and pick up the USP bullets in the locker. Enter the door to the Deck-A
lounge. On Deck-A, you should start with a prime location to takeout one guard
and then quickly run and hold up the other (if you did what I suggested when
you first came here). Proceed right to the stairwell and down the stairs to
the door to the Engine Room.

===Engine Room===================

Enemies     : 5 [VE], 6 [Ea], 7 [No - Ex]

Items       : Grenades         [AD]
              M9 Bullets       [AD]   
              Ration           [VE - Ha]
              USP Bullets [x2] [AD]


Points of Interest : There is a Raven action figure on the ground. Shoot it
                     and it will start shoot pellets on the floor and making
                     growling noises...

Go down the hallway you find yourself in. As you approach the back room,
Snake will notice a suspicious shadow on the wall... Enter the back room and 
head for the lockers. The first one opens to reveal a dead body. Ick. The
others are empty. Hop on top of the block and grab the USP bullets.

Head back into the hallway and toward the door on the left wall. As you
should see on the radar, there is a man just on the other side. Taking him
out is not a problem, but holding him up is - there is barely enough room to
get on the other side of him. The best way I have found to hold him up is to
get on the other side of him, then run through him - it will knock him back
a few feet, but then you need to get on the other side of him again and
make sure he doesn't grab his weapon. You can also try dragging him, if feel
you are comfortable with it enough. By the way, this guard only appears the
first time you enter the room and never again afterwards. (Hence my warning
about entering here too early.)

Once he is out, head down the stairs. There is another guard below who is
fairly simple to take out. Just hide in the niche just right of the bottom of
the stairs until he turns around and then run up behind him. Go down the stairs
to the bottom floor where another guard is standing stationary in front of a
pillar. Wait until he turns right and run out and hold him up. (You do NOT
want to get caught here - if you try to hide anywhere down here, the guards 
will do a clearing and they will find you.) Go down the path that runs next to
the stairs you just came down and you'll find some M9 bullets in the back. Come
forward to walkway that connects left. Run to the back on this catwalk to find
a Ration in the back. Go down and around left to find a set of stairs.

There are two ways you can go here - straight back a path right of the stairs
or up the stairs. I suggest going up to take out the guard up there and to
make getting at the guard in the back (at the end of the catwalk lined with
red lights) easier. First watch the guard's patrol route on the radar, then
run up and grab him when you see it fit. Run to the back of the long catwalk
and go left onto a larger platform. There are two large, lighted niches
here - the second one down has some USP bullets in it. Be careful about coming
on here, though - in the higher difficulties a guard patrols the bottom of this
platform. Hide in the niches until he turns his back.

Run down the stairs to the bottom platform with two large blocks in the middle
of it. In the southwest corner of the area, there is a box of Grenades. Then
head to the northeastern corner to the red-lighted walkway. If the guard is
still there, the best time to run up and hit him is when he comes slightly down
the red walkway. The second he turns his back, run forward and hold him up.
There are some USP bullets in the back corner of the walkway. Go back up the
flight of stairs. There is one more guard up there - his pattern is fairly
easy to follow, but watch for the quick turn around he does down a couple of
steps. When he is taken out, head back and in the door on the left.

To the south is a door which is currently jammed. Head north and right before
you enter the small room, there will be a in-game cutscene showing a guard
coming in the door and radioing in his report. He will start making his way
to the back room. What you should do is wait inside the room, just left of the
entrance to the hallway. As soon as he comes up into the room, hold him up.

There is a box of USP bullets on top of one of the waist high structures.
There are also some lockers on the left wall, but there isn't anything in them
(except for a couple of posters). As soon as you try go down the hall, Otacon
will call you up (Red - mandatory) and warn you about more Semtex and IR.

For these, you can't get around them - you'll have to disable them. For the
first set, jump on top of the waist high structure that the ammo was on.
Put on your Thermal Goggles and go into First Person View. You'll notice a
brightly tinted box above some blinking lights. The bright box (has a green
light without the goggles) is the control box and the boxes with the blinking
lights is the Semtex. Don't hit the Semtex, obviously. As Otacon said you'll
have to use the USP. As you hold the gun in FPV, you should see a small slit
on the top where the laser sight is pointing - put the box in the sight and
fire. You should see the IR lines that were formerly there disappear with the
goggles on. For the next set, move into the narrow hallway and move as close to
the red lines as close as you feel you can safely get. Stick to the left side
of the hall, look in FPV, aim and fire. (Be sure not to send your bullet
through one of the lines, though - it will set it off.) The next one is just
a bit harder. Get as close as you can and stay on the right side of the hall.
Look, aim, fire.

When you're done, open the hatch to Deck 2.

===Deck 2, port==================

Enemies     : 3 [AD]

Items       : Ration           [VE - Ha]
              USP Bullets [x3] [AD]

This area consists mostly of long hallways and small side rooms. Head down the
hall to the first small room on the right - there will be a Ration inside.
Shoot out the light on the right wall. Why? Because there will be a guard
heading down the hall towards you. You need to try and take out as many lights
as you can going down to prevent him from seeing you. (He can see further down,
far outside his cone of vision, when there are lights present.) Put on your
Thermal Goggles and slowly head down, taking out lights with the M9 as you
go. You will come to another small room on the right with a dead body lying
partially in the hall. (You can drag him to get a Ration, if you need it, and
there are some USP bullets in the room.) Take out the light and start slowly
moving down the hall watching the far end. You'll soon see the red glow of
the solider - he'll start walking down the hall. RUN back to the small room and
wait for him to come. Do the same thing you did in the small room in the Engine
Room - wait for him to come past you, run out, and hold him up. Keep going
back and you will come to another room. Nothing in there, but stop there to
take out the lights at the end of this leg of the hall (you should see the
back wall of the corridor here). Slowly move down the hallway until you see
yet another red outline approaching from the right. In the higher difficulties
he will start to come down the hall a bit, but only a little. Wait until he
turns around and run forward to hold him up. There is another box of USP ammo
at the end of this leg of the hall (which you really shouldn't need...but
you probably could use some M9 ammo by now, right?).

As soon as you enter the horizontal leg of the hall, you'll here a sentry
saying 'Nothing to report.' and snoring. If you look straight right down the
hall, you'll see a guard standing still and nodding off. You don't need to
take out the lights here, as he just stands still. Make your way towards him,
hiding behind walls when he wakes up (watch him for his pattern). Wait for
him to wake up, go to sleep for a second, then wake for a half a second - 
that is the point where you have the most time to run up in front of him and
draw your weapon. You will pass a box of USP ammo and there is another at the
end of the hall at the hatch.

When you are ready, enter the hatch that is to the right of the final sentry.

===Deck 2, starboard=============

Enemies     : None

Items       : Ration           [VE - Ha]
              USP Bullets [x2] [AD]

There are no enemies in this side of the deck (yet), so use the USP and
start taking out lights as you go right to the end of the horizontal portion
and start making your way down another vertical portion. You'll come to yet
another small room, sticking out left. STOP HERE. As soon as you move down,
you'll be brought into a fight. You want to take out the lights to one past
the block you should seen down the hall. Go in the room and grab the USP ammo
and Ration if you need them. Equip the Thermal goggles When you are prepared,
head down the hall and there will be a cutscene that begins an intense fire
fight.

First off, you can do this fight with the M9 if you want, but it is much
tougher to knock them out and the M9 will only shoot one at a time, unlike
the USP. It's tougher, but if you want to try for zero kills, you'll have to
do it.

Quickly stand up, run to the box on the right closest to you, and duck back
down. Lean against the box, so that you only have to push the Square button to
duck out left and shoot. With the Thermal Goggles equipped, you should be
able to watch their movements quite well. Just keep swinging out, firing, and
pulling back in when the move through the hall. Keep an eye on how many
rounds are in your gun! You do NOT want to be caught out there while Snake
decides to reload - you _will_ get hit. When you run out of ammo, quickly stand
up and run to the back where there are two boxes of USP rounds and a ration
back there. Run forward and kneel down again. Fairly soon, they will start
throwing grenades at you. Watch the man on the right side of hall - you will
clearly see his outline stand up, and throw his arm back like he is throwing
something towards you. Stand up and move! You do NOT want to be near a 
grenade when it goes off - just like the fight with Olga, you will die in one
hit. (Thankfully, these guys don't have Olga's aim.) He usually throws two -
one behind the box (or wherever you happen to be) and another when you stand up
and run to the back. Use the rolling dive if you need to. Just stay behind the
box, watch them with the goggles and use Rations if needed. Eventually, there
will only be the guy throwing grenades left. You'll have a hard time hitting
him just ducking out, so you should just stand up and aim your gun at his
position using FPV. When he rises to throw a bomb at you, fire away. Once that
guy is down, a small squad of three to four men will come out and start running
towards you. You will clearly see them with the goggles - swing out and mow
them down. When they are taken out, the fight ends.

===Hold No.1=====================

Enemies     : None [AD]

Items       : M9 Bullets [AD]

After the fight, there will be a couple of scenes a chat with Otacon, who will
once again explain what you are to do - get four photos of Metal Gear RAY,
within seven minutes, without being spotted by the marines. Not that hard,
really. A few ground rules first. First, don't make any noise. That means don't
fire the USP in here, or you will be spotted. Second, don't kill the marines.
As in going up behind one and snapping their neck - Otacon will berate you and
the game will end. Third, you can tranq the marines, though. (It's actually
pretty humorous - they sleep standing on their feet.) You can also hold them
up, if you want. You won't get any items, though. (Just don't kill them.) Next,
the clock will stop when the commandant randomly decides to throw in some
stretching or having the men stand at ease. When they do this, HIDE! They will
look in every conceivable direction, and most likely at you. Last, and most
important, don't let them see you!

(By the way, if says during his speech 'We have intelligence that there are
anti-Metal Gear terrorists...' he is going to falsely alert his troops. He'll
say 'Intruder to the right!' and everyone will turn. Stay hidden and don't
get too startled.)

That said, Hold No.1 is easy. Head right and down the ladder. The ladder will
end and there will be another one down. When you reach the ground, you'll see
that they are looking to the screen, which is positioned on the right side of
the room. So, head left. When you reach the projector, duck down and crawl
beneath it so Snake doesn't cast a shadow on the screen. As you reach the left
wall you will see another ladder up - it leads to some M9 bullets. You
shouldn't need them, but if you are low, they can be useful for tranqing
guards that are in your way. Head towards the back wall. Careful about walking
on the metal plating - walking across them will make a noise and everyone will
see you. Crawl across them. And make your way back. You'll find a door on the
north wall.

(There is another way across the metal plates - running roll. It is a bit
riskier, but it is much quicker. You'll have to hit X the second before Snake
is about to walk on the plate.)

===Hold No.2=====================

Enemies     : None [AD]

Items       : None [AD]

Hold No.2 throws in two projectors that switch off. The path back on the left
is blocked, so you'll have to go back right. Crawl under the projectors and go
into the lower right hand corner. Wait until they are facing left and crawl
across the floor as fast as you can. (Or, if you are feeling adventurous,
running roll across them.) Once you are in the back, head around the other
side of the screen and through the door.

===Hold No.3=====================

Enemies     : None [AD]

Items       : None [AD]

All you need to do here is grab four photos : Front Left, Front, Front Right,
and the MARINES lettering. From where you walk in, just take out the camera and
shoot the Metal Gear. The lettering is only seen on the sides of the machine.
To see it, you'll have to head straight back from the door to a niche. There
is a guard sleeping in front of it on the right side (in most difficulties),
but if you back against the wall and slowly walk behind him, it should be fine.
(Or you could tranq him.) Snap the picture and head back down. To get the other
two, you'll have to pass below the camera men and behind the marines. So long
as you stay close to the walls, you'll be fine. Snap the pictures and run back
the corner by the entrance. You should have seen the computer Otacon was
talking about when you entered. Press the Action Button to being uploading the
photos and you are done.

There will be a number of excellent cutscenes and the Tanker Chapter will end.
(Please be sure to allow the game to take it's course before you begin to
read the walkthrough for the Plant Chapter, as there are some major SPOILERS
to follow. Last warning.)

By the way, there are two other ways through the holds other than the path
described above. One is the underground tunnels. It takes longer, but it is
with minimal risk of being spotted. When you enter Hold 1, take a look at the
floor by the one of the souther corners. You'll see a hatch leading to a series
of very linear underground tunnels which lead right straight to the back of the
holds. Quite interesting, really, but nothing too monumental. Though, if 
postion yourself well and look at one of RAY's arms in FPV (after you've
climbed to the upper walkways), you can catch a glimpse of... a certain person
before this person makes an appearance in the game. He's only there the first
time you look and won't appear if the first time you look is while a weapon
is equipped...

Another way is to hang over the railing on the upper walkways and hand-over-
hand your way across. Remember that ladder up in Hold 1 to the useless ammo?
Flip over the railing and make your way north. You'll have to move quickly,
though, and waste as little time as possible, but it is quite possible. Just
don't fall... As a matter of fact, if you move quickly enough, you can make
your way all the way around the walkway (down to Hold 3 and back to 1) and
find a pair of Night Vision Goggles... not that you NEED them.

_______________________________________________________________________________

B.   P l a n t   C h a p t e r
_______________________________________________________________________________

===Strut A Deep Sea Dock=========

Enemies     : 2 [VE - No], 3 [Ha - Ex]

Items       : M9              [VE - Ea]
              M9 Bullets [x2] [VE - Ea]
              Ration [x3]     [VE - Ha]
              Shaver          [AD]

Starting Conditions : Weapons - [None]
                      Items   - AP Sensor, Scope

After the introduction to the new playable character, Raiden, and his
insertion into the Big Shell cleanup facility, you begin the Plant Chapter.

You are currently in the lower portion of the dock. First of all, there are a
few items to pick up in here. If you playing on [VE - Ea], then you can get
the first weapon - the M9. (The weapon will be found later on in [No - Ex].)
On [VE], the gun is on the raised level on top of some crates in the northeast
corner of the room. On [Ea], it is in the ventilation ducts below the raised
area. There are three access points - left, center, and right. In the main
tunnel that runs east to west, there is a small off-shoot to the north the
middle of the tunnel - go up it to find the gun. In [VE - Ea], you will also
find some ammo for the gun. One is on top of the crates in the northeast corner
and the other is underneath the shelf that is left of the stairs leading up
to the raised area of the room. There are two rations to be found in this
room as well. One is on the right side of the room, on the other side of the
computers on the raised area. It is only accessible via the ducts or crawling
underneath a large tank on the south side of the room. The second ration is
in the middle locker that lines the northern wall of the room.

You can also find the Thermal Goggles here as well. They are in the southwest
corner of the pool, underwater. Get in the water and from the surface, take
a look in the corner. If you look closely enough, you should see the box
spinning. Dive down as far as it will let you go and grab the box. If you
don't get them here, there will be two other points in the game that they will
also appear at.

There is also one last item here - the Shaver. It is in an area completely
enclosed in fences, in the middle of the room. To get to it, you need to hang
off the platform above the water. Go right of the staircase that leads up to
the raised area, past the bugs, and flatten yourself against the railing that
is over the water. Hit the Action Button to flip down and then make your
way right. Flip up, and grab the item.

Speaking of the bugs, try not to touch them, let alone lay down on top of them.
If you do, they will infect your Rations and they will not heal for the full
amount. If you do suspect you have bugs, you'll have to shake them out. Select
you rations and equip them. Now hit L2 to constantly unequip and equip it.
(I believe this is how you shake out items, but I have also heard that you
are supposed to scroll through your inventory over and over. I think the 
unequipping works, but you might want to try both.)

When you are done here head for the hatch on the north wall and open it. There
will be a quick cutscene and you will have access to a hallway that leads to
the upper portion of the dock and another cutscene.

To continue on, all you have to do is go to the node in the northeast corner
of the room and hit the Action Button to activate the radar map for this area.
When you activate the node, you will be asked to fill in some data such as
your name, sex, DOB, blood type, and nationality. Then the map will
download and the Options screen will come up. To access the Options screen
again, go to any node and hit the Action Button. You will now be able to
access the overview map of the Big Shell by pushing the Start button.
However, once you activate the node, the guards will start to wake up. You may
want to try to shake them out for items before you use the node. Hit the
terminal and there will be a couple of more Codec conversations, including the
introduction of Rose... the new save girl and Jack's girlfriend. (Heh...) When
those are done, the guards will begin to wake up. Find somewhere to hide until
the lift returns and you can make your way up. I suggest the crates on the left
side of the room - flatten against them and hit the Action Button to jump up
(and find a Ration). Hide behind the upper box.

If you are on [VE - Ea] you have to hold them up and get their dog tags - once
you leave this room, you won't be back for a while. And when you do come back,
they won't be here. On [No - Ex], you don't collect their tags, since you
don't have a weapon to hold them up with.

As usual, watch their patrol patterns and seize your opportunity to make a
move for the elevator. If there are three sentries, you will most likely have
to take one out. Wait until he turns his back, grab him, and drag him away
from the other two. When you can, run for the lift up to the roof.

===Strut A Roof==================

Enemies     : None [AD]

Items       : Bandage        [AD]
              Chaff Grenades [AD][Inaccessible at the moment]
              M9 Bullets     [AD]

From your starting position, you should see a Bandage on top of a pallet of
boxes, south of the newly mask-less Raiden. Flatten against the crates and
jump up to grab it. Next, head down to the southwestern corner of the roof,
avoiding bird droppings as you go, to find some M9 ammo below the structure.
Grab it...if you have the M9, that is.

When you are done collecting items, head over to the structure on the left.
Both of the fences into the structures are locked, but there is a hole in the
fence by the left one. Go to where the flock of birds are gathered on the
floor. They'll fly away and you should see it. (The Colonel will call you on
the Codec about it as well.) Crawl through and enter the structure (after the
Colonel calls you again to tell you about the SEALs.)

===Strut A Pump Room=============

Enemies     : 1 [AD]

Items       : Ration        [VE - Ha]
              M9 Bullets    [AD]
              SOCOM Bullets [AD]

Head down the stairs and Raiden will watch as a single guard leaves the floor
to go to the roof. Raiden will spot the node and call the Colonel. He tells you
to make a noise to distract the enemy, but it really isn't necessary. Just
watch the sentry's patrol and run in one of the sides when he is at the far
end of the cubical-type area. Download the map and you are pretty much done
in the area. 

There are a couple of items to grab, though. There are a pair of lockers on
the sides of both sets of staircases that lead to the roof. The left set has
box of SOCOM ammo in it (which you obviously don't have yet) and the other
has a Ration. You can also find some M9 bullets in the small area in the 
structure at the top of the right set of stairs. Use FPV if you cannot find it.

When you are done, go down the back hall on the left side of the cubical-area
that the guard is patrolling to the AB Connecting Bridge. If you are on [VE -
Ea], you can hold up the sentry on the ground floor and the one on the roof if
you wish, but you'll have to hold off in the other difficulties. You can grab
the box of Chaff up there, though, that is inside the fenced-in area on the
right.

===AB Connecting Bridge==========

Enemies     : 2 [AD]

Items       : None [AD]

As soon as you enter, there will be a cutscene and a Codec conversation with
the Colonel, who will mention hanging. Since you most likely cannot hold up
the guards, you'll have to hang over the railing and come back to these guys
to get their tags. (Which is unfortunate since the guy on the right disappears
after you leave the area and won't return for a little while.) The guy on the
right is stationary, so it wouldn't be best to try to get past him. Wait until
the sentry on the left comes to Strut A's end of the bridge, then run out
and flip over the railing as soon as he turns around. Be careful about the
floor, though! As you will notice, certain areas of the floor will make noise
when you walk across them (similar to the areas discussed earlier in the holds
of the Tanker), alerting the guard to Raiden's presence if the guard is too
close. You'll have to learn to recognize these areas and avoid them or be
careful upon them.

By the way, also be careful of the sentries' fields of vision while in the
daylight - they can see much farther than their cone. And if possible, don't
move while hanging in an enemy's field of vision. It is entirely possible that
they could spot you.

Hand your way over to the other side, past the guard, and enter Strut B.

===Strut B Transformer Room======

Enemies     : None [AD]

Items       : M9 Bullets         [AD]
              Ration             [VE - Ha]
              SOCOM Bullets [x2] [AD]
              SOCOM Suppressor   [VE]

As soon as you start to move into the area, Raiden will notice the wall... and
a number of cutscenes will take place.

You'll meet your newest ally, Lt. Pliskin, the master of subtlety. If you 
grabbed the Shaver in the dock, Raiden will had it over, while Pliskin gives
you his pack of Cigs and a SOCOM (without a silencer, by the way - be careful
with it). Raiden will play around the gun when you first get it - you can skip
the scene and save a bullet, if you wish.

In [VE] you will find the SOCOM Suppressor just right of Raiden.

When the scenes are all done, head done the steps, by the now sleeping
Pliskin and grab the SOCOM ammo. You should notice the node station tucked
into a niche next the stairs - download the map. (Don't attack Pliskin, by the
way - he'll shoot you with his rifle, bringing down your life.) There is a box
of M9 ammo on the walkway on the raised portion of the room. When you grab it,
head out the northern door and Rose will contact you via Codec, prompting you
to save. Do so if you wish (not critical at the moment). Go to the lockers in
the northeast corner of the hall. The left one has a box of SOCOM ammo and
the second has another Ration. The last is locked and falls inward when
punched. When you are done, head out the door on the north wall to the BC
Connecting Bridge. As soon as you try to leave, cutscenes will begin.

One last note - Pliskin can't be added to your Codec list until he wakes up. Be
sure to contact him while he is asleep, though... His subtlety shows through
again in one of the 'conversations'. (Kojima didn't even to TRY to hide his
identity, did he?) Though, be sure to talk to him throughout the game to
learn more about Dead Cell and the events going on around you. He also
dispenses some useful advice.

===BC Connecting Bridge==========

Enemies     : None [AD]

Items       : Chaff Grenades[AD]

Once the scenes are done and you have met the most over-dramatic character in
the game, you'll be free to cross the bridge. There are no enemies here, so
just run across. Be sure to pick up the box of Chaff that is on the edge of
the now non-existent bridge that led to the Shell 1 Core.

===Strut C Dining Hall===========

Enemies     : None [AD]

Items       : M9 Bullets    [AD]
              Pentazemin    [AD]
              Ration        [VE - Ha]
              SOCOM Bullets [AD]

There are no enemies in here at the moment, so you may move around with
impunity. Head into the bathrooms on both sides of the room and grab the items
from the stalls. Then, head down the center hall. The door on the left wall
will be locked, so keep going. When you reach the bend, another series of
cutscenes will start.

As the Colonel told you after the events on the BC Bridge, your new mission is
disposing of the bombs, using Stillman's spray and sensor. He'll also give you
a Level 1 Card. What I'm going to do with the walkthrough is have you start in
Strut C and back track to B, A, F, E, then D lastly. In [VE - No], there are no
sentries here, so just hit the node in the cafeteria (to the left of the
kitchen, which you start in after the cutscenes) and move on to freezing the
bomb (see the paragraph after the next one). There is a ration under the
northern table that runs horizontally, by the way. Crawl beneath it. Be sure to
come back here at a later point and get the guards' tags, when they appear.

However, in [Ha - Ex], there are two enemies in here now. Stay in the kitchen,
but duck below the table on the right and stay on the right side. There is a
single sentry in the cafeteria and another patrolling the bathrooms and the
corridor outside the cafeteria. Use the stretch up view in FPV (push L2 and R2
while holding R1) and watch the sentry in the cafeteria. Wait until goes to the
northern end of the cafeteria and then duck down - he will look into the
kitchen and see you if you aren't completely hiding behind the table. He will
enter the kitchen and move around the table on the left. Get out of FPV, if you
are, and you will see him on the overhead view. Wait until he starts moving
away from your table and then jump up and hold him up with the SOCOM. Get his
dog tag, and then either knock him out by punching him or go around behind him
(do NOT let him see you unequip your weapon or he WILL grab his) and unequip
your weapon and grab him from behind. Either break his neck or drag him and hit
the Weapon Button when he struggles. After a few times, he will fall down
knocked out. Killing him is easier, but it's also rather cruel. Anyway, you do
NOT want to fire your weapon in here without the silencer - the other guard
will hear it and call for backup. And you will die. Hit the node and wait for
the other guard to patrol the hallway and then return to the bathrooms. You
will have plenty of chances to hold him up will he is entering the bathrooms
(he pauses with his back to you at every corner) or while he is walking down
the hall. Just be sure to watch him once, though, to get a feel for his
movements.

Once you are able to move around freely, head to the restroom on the right
(women's). Equip the Sensor A and you should see the green blob on the map
around the sinks. Go over there and look in the mirror on the right, at the
top. There is the bomb for this strut. Pull out the coolant and spray the box
on the wall across from the mirror.

A useful trick for the bombs : if you are have problems completing the bomb
disposal mission or don't know which struts you have disposed of its bomb(s)
already, you can check it on the map. Hit the start button to bring up the
map of the Big Shell. As you'll notice, any strut that has a bomb on it will
have a small box with a 'B' inside of it. So if you're having problems, try
checking the map and heading to whichever strut still has a 'B' on it.

When you are done here, head south the way and go out the way you originally
entered this strut.

===BC Connecting Bridge==========

Enemies     : None [AD]

Items       : None [AD]

A cypher has now been placed watching the bridge. Cyphers come in two
varieties : unarmed and armed. The one here is unarmed. (It actually appears to
be the same model that Snake spotted on the Tanker.) The armed on is gray,
sleeker looking, and happens to have a gun turret on the bottom of it. The
unarmed ones can't attack you, but they will notify the sentries and they
will come running. And you will die. So, you need to either run past it and
hope you can make it, or disable it. I suggest shooting it down. Watch its
pattern of movement and when it is turned away from you (it has a cone of
vision on the map like humans), go into FPV and shoot it down. You can use
Chaff Grenades, if you wish, but I find it easier to just take the thing down
using the SOCOM. A few direct hits to the base will send it out of control and
then it will explode.

As a side note, if you aren't sure if there are cyphers in the area, or think
there may be more than the one(s) you have taken out, go into FPV and listen
closely. If there is one in the area, you will hear the whirring sound you
should become familiar with.

Another side note : if you want to see the differences between an armed and
unarmed cypher, compare the icon used for a save during the Tanker Chapter
with that of a save from the Plant Chapter in the PlayStation 2 browser for
your memory card. The light blue one is unarmed and the dark is armed.

Take it out and head down to Strut B.

===Strut B Transformer Room=====

Enemies     : 2 [AD]

Items       : M9 Bullets         [AD]
              Ration             [VE - Ha]
              SOCOM Bullets [x2] [AD]

Upon re-entering, you will find that guards are now patrolling the area. On
[VE - No], there is one in the hallway on the left and another in the room on
the right. It is a fairly simple matter to sneak up behind them and hold them
up (and then go behind them and grab them to take them out). Just be aware of
making noise on certain types of flooring. Get their tags, any items that may
have regenerated and head out the door to the AB Bridge.

[Ha - Ex] is a different matter, of course. Both guards are in the room on the
right and there are now two security cameras watching the hall on the left.
There is no easy way to hold up one guard without the other seeing, so what
I highly suggest is that you hold off getting their tags for now, until you
have the M9. Throw a Chaff Grenade and run like hell down the hallway. Avoid
stepping on the grates to make noises, to prevent the guards in the room from
getting suspicious. Use the running roll.

When you've got the M9 or the SOCOM suppressor, head back here. It is easier to
come in from the south, but if you come in from the north, just take out the
cameras with the SOCOM and then crawl across the hallway to the door on the
southern side. The guards inside have patrols that coincide with each other.
The inside guy's takes one half as long as the outside guy's. Wait until
the outside guy comes close to the door, pauses for a moment, then heads
east to continue his patrol. Get close enough to the door so that it opens and
then go in FPV and wait. The inside guy will soon appear - tranq him in the
head. (In_the_head. You only get one shot or he will turn around and see
you.) Pull away so the door closes and wait for the outside guy to come back
around to the door. He won't be able to see the inside guy from his route, so
you don't have to worry about that. Once he pauses by the door, rush out and
hold him up. Getting the inside guy's tag is a bit of a pain, though. Find 
a way to take out the outside guy (I found grabbing him and dragging him into
the hallway worked) and then you'll have to grab the inside guy and drag him
away from the railing - there isn't enough room to get Raiden between the
railing and the guard.

Once the guards are out, find the C4. It is located in the northwestern corner
of the transformer room, behind an open door. Close the door to reveal the
bomb. Spray it and continue on.

===AB Connecting Bridge==========

Enemies     : 2    [AD]

Items       : None [AD]

Both guards are present and now patrolling up and down the bridge. Getting past
them and holding them up is a fairly simple matter, though. Just like last
time, run over to one side and hang over the edge. (You'll have to move
quickly, as the guard on the other side always starts his approach to the other
end as soon as the guard on one side starts moving to the other side.) However,
instead of going across, move just behind the point where the guard stops and
stands for a few seconds. Wait there until the guard comes up and stops. Swing
up (be careful that you don't hit him as you come up - it will alert him) and
draw your weapon. Do the same for the other. (On [Ha], do the one on the 
right first, as the one on the left is a Tough Guy and you'll have to shoot
him.) Just be careful about moving while their field of vision is pointed at
you.

Get past them and head into Strut A.

===Strut A Pump Room=============

Enemies     : 1 [VE], 2 [No - Ex]

Items       : Box 1         [AD]
              Ration [x2]   [VE - Ha]
              SOCOM Bullets [AD]

This room is actually a fairly simple matter. First hold up the guard in the
cubicle area and take him down; killing him would be for the best, so he
doesn't wake up while you are working in the southern room. Next, if there is
an additional guard in the room to the south (which is your goal for this strut
and now accessible due to the Level 1 Card you got from Stillman), wait for him
to come all the way right and stop and turn at the door. Rush in (his back will
be to you) and hold him up. There is also a security camera in here, in the
northwestern corner of the southern room. Just shoot it with the SOCOM.

Now you'll have to do quite a bit of crawling through these pipes. On the
south side of the mass of pipes, there are two short staircases. Go across the
one on the right and hit X to get down and crawl. Crawl north under the first
pipe, then west under the second. Keep moving west until you reach the red
pipe. As you should see, there is a Ration on the other side - pick it up if
you need to. Otherwise, head south _underneath_ the red pipe. You'll see the
C4 on the water tank in the middle of the room. Spray it and head out.

Next, head over to the left side and go over the stairs on that side. Get down
to the crawl position and head east. (Don't go under the pipe to the north -
just go straight east, just past the stairs.)  You'll be in a small enclave
with a large gray box to the south. Flatten yourself against it and hit the
Action Button to jump over it. You'll find Box 1, useful for hiding from
enemies. (Just don't let sentries see you move with it. And it is ineffective
against assault troops, as they are actively searching for you. Sentries are
tired and bored and won't search some innocuous box... even if it IS constantly
changing positions...)

When you are done here, head up the to the northern section and, if you haven't
already, go up to the roof and hold up the guard there to get his tag and
a box of Chaff Grenades, which should be inside of the fenced area on the
right. On [Ha - Ex] there is an additional bomb on the roof. Get up there and
go to the fence on the south side of the area. In the eastern corner, go into
FPV and you should see the bomb on a tank on the other side. Just spray and
you're done. After that, head back into the hallway on the first floor that
leads to the FA Bridge. (Just left of the staircases on the right side of the
room.)

===FA Connecting Bridge==========

Enemies     : 1 [AD]

Items       : Chaff [AD]

There is a single cypher and a single guard here. Watch the cypher's pattern
and take it out. You don't have to worry about the guard hearing, though, so
long as he is at the other end of the bridge.

If you want, you can just run across the bridge when the guard is down on
the lower level of the bridge, but holding him up is a bit trickier. I suggest
that you first get down on the lower level. (And grab the box of Chaff that is
at the end of the lower part, on the A side.) Now, watch his pattern with FPV.
Wait until he is making his way up the stairs and then move yourself into the
stairwell that is closet to the A side. Duck down, as he may see you. Now,
when he comes down, he will look for a second, spin around, then move into
his stairwell, pause for a second (with his back to the walkway) and then start
moving up. You can run over there and hold him up before or as he starts going
up the stairs, if you move quickly.

Once you've got his tag, enter Strut F. I suggest going in the upper door.

===Strut F Warehouse=============

Enemies     : 2 [VE], 3 [Ea - No], 4 [Ha - Ex]

Items       : Book [x2]        [AD]
              Box 2            [AD]
              Chaff            [AD]
              M9               [No - Ex]
              M9 Bullets [x3]  [AD]
              Mine Detector    [AD]
              Pentazemin       [AD]
              Ration           [VE - Ha]
              SOCOM Bullets    [AD]
              SOCOM Suppressor [Ea - Ex]
              Stun Grenade     [AD]

This is an... interesting room. It is chock full of items, but it is also
swarming with guards; including one guard who reports his progress. If he
doesn't use the radio to report that everything is clear regularly, command
will start to wonder why he hasn't filed his status report and send an
assault team to investigate. If they find him tranqed, they'll just assume
he fell asleep, kick him to wake him up, and then leave. If they can't find
the guard, they will stay in the area for a little while and may send a
replacement. If they find a dead body, they will search there area. (Always
hide dead bodies if you are going to be in the area for a while.) So, try to
keep him active. As you enter, you will see the guard moving down the hallway
and turning around. He'll file his report and then move around the catwalk and
down a staircase located in the back of the room. There should be one other
guard on the top level, and one more on the bottom (two on [Ha - Ex]).

First of all, head over to the door on the right, in the horizontal hallway
that you start in. (The door on the left requires Card 3.) Inside, you will
find (finally!) the M9 and two boxes of ammo; if you are on [No - Ex], that is.
There is also a Ration outside the door, right of the crates. Head back inside
and go down to the door on the lower level.

As soon as you enter, run over to the crates on the left. There should be a
guard just left of you. Watch his pattern, and as soon as he turn north after
facing south, run south and go into the room on the left that you will come
to. QUICKLY. There is a guard in this small hallway facing south (falling
asleep) who will turn around in a few seconds. (The guard isn't there below
[Ha].) Inside the room, get Box 2 and download the map from the node. Inside
the lockers, you can find a Ration and a Pentazemin (both of which should be
full...). One of the lockers is locked, though... Inside is a Book (of girly
pictures) which you can use to distract the guard. If you can, punch it down
and grab it. If the guard is in the hall, though, you'll have to take him out
first.

First, use FPV to look in the southwestern corner of the room. You should see
a duct opening on the floor. Crawl in and follow the path to the room on the
right. Inside you'll find an area that is enclosed by crates, only accessible
via the duct you just came out. There will be a SOCOM suppressor and a box of
ammo inside the enclosed area. Hop on top of the waist-high crate, jump on
the next highest one, and then fall down into the area with the door, where you
will find a Mine Detector. You can also crawl underneath the cabinet right
of the Mine Detector to find some M9 ammo underneath. Once you've obtained all
of these items, you need to get back out of the room.

I suggest that you wait until the guard who is patrolling the middle area of
the room goes north, then run out and grab the guard in the hall while he is
asleep, then drag him into the room on the left. Release him and get behind
him. As he is recovering, draw your weapon and when he stands up, he will be
alerted, but Raiden will say "Freeze!" and he'll put his hands up. Stuff him
in a locker, just in case you need to hide in another locker in here and then
break down the locked locker (while the guard in the main room isn't close by)
to get the Book.

Next get the guy patrolling the bottom floor. You'll have to wait until the
guy who reports (who patrols both the upper and lower floors) just left the
floor and then wait for a good opportunity to hold up the other guy. Grab him
and drag him into the room with the node to get his tag and stuff him in
another locker. Killing him would be the best thing to do, because you
are going to be in the room for a bit longer and you don't want him to wake
up in the middle of it all and have another guard to worry about.

The other two are a bit harder as they often cross paths and are on the top
floor. What I suggest you do is to tranq the guard who doesn't come down to
the lower level by using FPV and watching him as he walks - just make sure you
do it while is moving down the walkway south, so that the other guard, who will
be coming down the stairs soon, doesn't see him. This way, he won't spot you
and you can move about the bottom floor freely to take care of the other one.
Wait until the other guard comes downstairs and hide behind the boxes that are
in the middle of the room. As soon as he comes down, he'll stop for a second
and stretch. Take that time to run out and hold him up. Get his tags and tranq
him. Now, RUN up to the top floor, using the staircase on the northeast side of
the room (don't worry about any other doors - they require higher security card
clearance to enter). Now, drag the guard who is on the top floor over to the
hallway you just came up, so that he is in the other guard's patrol route. (And
will be found when the other guard resumes patrolling and be woken up so you
can hold him up.) Now, make your way to the east side of the railing on the top
floor. You should see a big crane sticking out of the railing. Flatten yourself
against the railing just north of it and swing down. Push the X button to drop
down, and you will find yourself on top of some boxes that enclose a small area
where the C4 for this section is. Drop off the boxes into the enclosed area,
spray the bomb, and wait. Eventually, the command post will wonder why the
guard hasn't checked in and send an assault team. They enter from the door on
the bottom floor, but they can't see you behind the boxes. (Just don't make any
noise or jump out of the boxes yet.) They will quickly find the guard asleep
and kick him to wake him up. He'll wake up and then continue with his patrol.
When he goes up the stairs, he will find the other guard and wake him up. Now,
jump on top of the waist high box in the pit and crouch down, so you aren't
seen. Wait until the guard comes back down the stairs and starts his yawning
and stretching bit. Quickly stand up and shoot him in the head with the M9.
Now, run up stairs and sneak up behind the other guy as he is walking south
down his walkway. If you are quick enough you can get his tags and be out of
here before the assault team arrives. That was quite complicated, yes, but also
quite effective.

There is some ammo and a box of Stun Grenades on the bottom floor which you
should notice and pick up while you are doing all of this running around. When
you are done here, head out the door on the back wall, top floor to the EF
Bridge.

===EF Connecting Bridge========

Enemies     : 1 [AD]

Items       : 7 Claymores [AD][Laid as traps]

As you enter, there will be a quick cutscene showing that there is a sniper
on the roof opposite the starting position. So, take him out. Use the Scope
to locate his exact location if you need to, and hit him with the M9 (if you
use the SOCOM, the guard won't appear on the strut at all... but you won't be
able to get his tag). It really isn't too hard to incapacitate him, if you just
aim at his body. On [Ex], you'll have three gun cyphers as company, which are
easily taken care of using the now silenced SOCOM. Three quick shots to the
main part of the robot will send blow it to bits.

Once you leave the structure of Strut F, and start heading up the bridge, you
will be contacted over Codec. A familiar scene will play out and you will be
warned about Claymore mines which are planted on the ground. After the Codec
conversations are done, equip the Mine Detector you just got and start
crawling. If you crawl over a mine (the red dot on the radar), you will pick it
up - removing it as a threat and adding it as a weapon to you inventory.
Grab them all and head north into Strut E. (Don't bother trying to cross the
bridge into the Shell 1 Core, as the plates of the bridge will fall away,
making it difficult for you to get back. And you don't have the security
clearance to enter anyway.)

===Strut E Parcel Room===========

Enemies     : 1 [VE - Ea], 2 [No], 3 [Ha], 4 [Ex]

Items       : Box 5        [AD]
              M4 Bullets   [AD]
              Ration       [VE - Ha]
              Stun Grenade [VE]

This room is loads of fun. </sarcasm> If there are only one or two guards,
it is fairly easy to evade them using one of the Boxes and slowly making your
way through it. Just be careful of the guard who moves through the bottom
portion of the room - he can see into the small enclosure that you start in -
flatten yourself against the bottom wall in there. In [Ha - Ex], there are
three security cameras in the room - both high up and on the black lattices
around the room. Use the Scope to find their green lights, then take them out
with the SOCOM, all while making sure you aren't seen. Two on the ones on the
bottom and the other is on the one in the northwest corner of the room.

Your best bet for this room is to take out all of the guard except one and 
hold that guy up. Lather, rinse, repeat as many times you need to get all of
the dog tags. Just be aware of the guy who sends in status reports in the
northwest corner of the room.

On [Ha -Ex], there is an extra bomb in this room - it is attached to one of the
packages. Whee. Fun. </sarcasm> What you should do is stand at the eastern
end of the long horizontal belt, near where you entered from the EF Bridge.
Equip the Coolant and wait until you see it, then spray away. (It will be on
the side of the package that faces east.) You'll have wait for it to come
around two or three times to fully freeze it. It really helps if you take out
the two guards who don't send in the status report and leave the third guy,
who cannot see you if you are down in the southeast corner of the room.

There is also a staircase down on the left side of the room, but it only
leads to a small room with two Level 5 doors. You'll be back - don't worry.
There is a Ration down there, though. It's in a vent that is on the floor in
the southwestern corner of the room.

When you've completed everything you want to in this room, go up the staircase
that is on the eastern wall of the room up to the heliport.

===Strut E Heliport==============

Enemies     : 2 [VE], 1 [Ea], 3 [No - Ex]

Items       : Box 3        [AD]
              Claymore     [AD]
              Stun Grenade [AD]

As you start walking along the catwalk, a quick cutscene will take place.
Go back down the stairs and keep moving left...slowly. Eventually, the camera
will turn so you can see a solider nodding off at the end of the catwalk. Wait
until his eyes are shut and then rush in and hold him up. Grab the Claymore
behind him as well and head back to the staircase.

Wait on the staircase until a soldier walks past you. Quickly run up, following
him, avoiding the metal planks that make noise, and hold him up. Knock him
out and hide him, or toss him off the roof. Next, go up to the first large
green box on the right. Flatten yourself against the box and wait, watching
the lane to the right of the row of boxes. Eventually a guard will come walking
down. As soon as he stops and starts heading into the row of boxes, run out
after him and hold him up _before_ he gets too far onto the dark gray metal
plating (which makes noise) and certainly don't walk on it yourself.

Once that is done, pick up the items scattered across the place and head for
the Harrier in the back. Equip the sensor and you'll notice a the green blob.
Go around to the north side of the cockpit of the plane and look at the ground
beneath the middle of the plane using FPV. You'll see a small C4 package. Spray
it and head out of here back downstairs. Take the door in the northwest corner
of the Parcel Room to the DE Bridge.

===DE Connecting Bridge==========

Enemies     : 1 [AD]

Items       : SOCOM Bullets [AD]
              Stun Grenade  [AD]

This time the sniper is above you, which means you cannot take him out.
There is also another guard patrolling the top and bottom of this bridge. What
I want you to do is go out of the structure and in the small upside-down
"T" area, flatten against the railing on the left and swing down and let go to
drop down to the bottom part of the bridge. The sniper shouldn't be able to
see you down here. Now you just have to deal with the patrolling guard. (There
are a couple of boxes of ammo where you drop down, by the way.) It should be
fairly easy for you to just duck below the various waist high railings and
sneak close enough for you to jump out and hold him up.

Enter Strut D using the entrance on the bottom part of the bridge.

===Strut D Sediment Pool========

Enemies     : 2 [VE], 3 [Ea], 4 [Ha - Ex]

Items       : M9 Bullets    [AD]
              Ration        [VE - Ha]
              SOCOM Bullets [AD]

I really loathe coming into this room. For one, the cone of vision for each
of these guys is twice what it appears on the map due to the open nature of the
place. Second, walking on the levels above and below an enemy inevitably
lead to them seeing you. Third, there is a guard who reports in, which means
even if you do manage to take out all of the guards, the command post will
send an assault team if you don't keep that guy ticking. Blargh.

If there are only two guards, possibly even three, it is fairly simply to
just tranq all but one of them, hold that guy up, and get out of there. But
four is ridiculous. On top of that, you have to find the bombs. They are in
maintenance panels built into the floor. For [VE - No], it is the one on the
far left, bottom level. For [Ha] it is the two on the far left, bottom level.
Lastly, on [Ex], it is the one on the far left, and the one on the north side,
directly underneath the door that leads to the 1-2 Bridge, where Pliskin went
to, and a third just above the door on the lower level that leads to the DE
Bridge (look for the flys). My suggestion : tranq the guys, and move your ass
quickly over there and spray the bombs. A squad will more than likely sent in
(from the eastern door), but if you move yourself over to the other side, they
should find the sentries before they find you. If you have to, just tranq them
again and get out. Worry about getting tags later, if you want to. Like the
last room, doing one at a time and disabling the rest is in your best interest.

There's not much else I can say. I really loathe coming to this room.

When you have put out the last C4, Stillman will contact you over the radio
and tell you to head to Strut C and pick up Sensor B from the pantry he was in.

To recap, a list of the C4 locations.

---C4 Locations------------------

Strut A - Pump Room, in the middle of the pipes              [AD]
Strut A - Roof, on a tank outside of the southern fence      [Ha - Ex]
Strut B - Transformer Room, behind an open electrical door   [AD]
Strut C - Women's Bathroom, on a outcropping above the sink  [AD]
Strut D - Maintainence hatch, lower level, last on the right [AD]
Strut D - Maintainence hatch, lower level, second to last    [Ha]
Strut D - Maintainence hatch, lower level, northernmost      [Ex]
Strut D - Lower level, Above the door to the CD Bridge       [Ex]
Strut E - Heliport, underneath the middle of the Harrier     [AD]
Strut E - Attached to a package that is on the conveyer belt [Ha - Ex]
Strut F - Lower level, encircled by boxes (must drop down)   [AD]

===CD Connecting Bridge==========

Enemies     : 1 [AD]

Items       : None [AD]

This is an easy one. First take out the security camera that is right above
the door Raiden enters from. So long as you stay south of it, you'll be find.
Next, hit the single cypher with the SOCOM (if it is there, that is), then
watch the guard's patrol and run up behind him. Quick and dirty. Be careful of
going down on the lower level, though - the panels fall out.

===Strut C Dining Hall===========

Enemies     : None [AD]

Items       : Sensor B [AD]

Go into the kitchen and look in the pantry Stillman was hiding in. Grab the
Sensor B and there will be a quick Codec conversation.

You now have a few hundred seconds to rush to the bottom of Strut A and find
the final bomb. Well? Run. Now. The amount of time varies by difficulty.

[VE] - 400 seconds
[Ea] - 400 seconds
[No] - 400 seconds
[Ha] - 300 seconds
[Ex] - 200 seconds

Strut C is empty, throw a Chaff on the BC, run through Strut B (forget being
quite, and assuming you've already taken out the security cameras), use the M9
on AB to put one of the two guards to sleep, run to the roof of Strut A and go
down the lift.

Run down to the lower section of the dock and go around the bottom catwalk,
south of the water. See that big submersible hanging from the ceiling? Look
on the bottom. There's the final C4. Spray it. (On [Ex], though, it is 
attached to the western wall, opposite the submersible.)

Head down the corridor and as soon as you try to enter the upper section,
a quick cutscene will take place and a boss 'fight' will commence.

===Strut A Deep Sea Dock=========
---Boss :  Fortune---------------

Enemies     : Fortune

Items       : Ration            [VE - Ha]
              SOCOM Bullets [x2][AD]

This is less of a boss fight and more of a hide-and-don't-get-hit event.
Just hide behind the crates and don't get hit by Fortune's electric pulses.
She'll pulverize the crates, so you'll have to move around a lot. Oh, and
at the beginning of the battle - MOVE! Look at the floor and you'll see a 
large dark spot growing bigger - a fire is about to break out in your position.
Move to the other side.

Just wait it out. Don't even bother shooting at her and wasting your ammo.
Eventually, you'll get a call on the Codec and then someone else will come down
the lift and there will be a couple of (somewhat over the top) cutscenes.
The pulse packs, uh, quite a punch on [Ha] and even moreso on [Ex] (I'm talking
9/10 of the life meter). Try to runnning back and forth along the back wall and
doing running rolls. Once you've got the timing of the double blasts down,
you should be able to stay ahead of them... Just be sure not to end up in the
corner while she is shooting - try to turn around and run the other way right
after she fires. Anyway... this should be fairly easy.

You now have precious few seconds to run to roof of Strut E. Well? RUN! Again,
it varies by difficulty.

[VE] - 500 seconds
[Ea] - 400 seconds
[No] - 400 seconds
[Ha] - 300 seconds
[Ex] - 200 seconds

On the roof of Strut A, equip the Mine Detector and you will see that there
are a couple of mines in front of the doors. Crawl over them and run down to
the first floor. On [VE - Ea] the guard is in the same place - just rush
past him. In [Ha - Ex], though, he is in the hall that leads to the FA bridge.
You'll have to wait until he turns his back and rush him. Take out the guard
on the FA bridge by using FPV and run into Strut F. In F, wait for the guard
who makes status reports to head down the stairs and when the other guard who
is on the top level isn't looking, run to the back wall and the EF bridge.
On the bridge, use FPV to snipe the sniper and cross into Strut E. In the
Parcel Room, use the M9 or SOCOM to take out the guard to the left and the
one who patrols the staircase and head up. Go to the middle of the catwalk
and head up to the heliport. As you should notice, there is a single bomb
placed on the floor directly north of Raiden's position. Run up and use the
Coolant on it. A couple of cutscenes will then take place and the first real
boss fight of the Big Shell takes place.

===Strut E Heliport==============
---Boss : Fatman-----------------

Enemies     : Fatman

Items       : M9 Bullets         [AD]
              Ration             [VE - Ha]
              SOCOM Bullets [x2] [AD]

This battle can actually be quite simple once you get it down. Basically, he's
going to run around the roof planting C4s and you need to disable them with
the Coolant and still try to kill or stun him while you are doing that. You
cannot let even one of the bombs go off, or the game will end. Stick close to
him and when he plants one run up and spray it. He plants a series of bombs
(2-4, depending on the difficulty) and when the last in the series is planted
a countdown will begin. Usually, you should be able to take out all but one or
two of the bombs before the countdown starts, giving you plenty of time to
get the last one(s). Just be sure follow him closely so you can quickly get
to where the bombs are. 

Equip the Sensor A and you will be able to see which of the large boxes the
bombs are planted on. It can be difficult to determine their location, though.
They are usually on the sides of the crate, but they can also be on the top
and underneath it. For the top ones, you should see them, as the camera's
default position is overhead. For the ones underneath, just crouch down and
go into FPV. If you can't tell where he put it, look for tracks that his
rollerblades left on the ground. His bomb should be where there are circles or
lots of tracks.

Disabling the bombs is only half of it. You also need to take him down. He'll
leave you plenty of opportunities when he leaves himself open or pauses for
a minute to look at you. Shoot him with the SOCOM (use FPV for this - don't
rely on auto-targeting) or punch-punch-kick him. It won't do any (or little)
damage, but it should knock him onto the ground. He'll take about five seconds
to get back up again. During that time, get out your SOCOM or M9 (depending on
whether you want to kill him or not - it doesn't make a difference unless you
trying for zero kills) and shoot him in his big bald head. This is the ONLY
spot that will cause him a significant amount of damage. One of the best times
for knocking him down is when he is planting a bomb, but hasn't yet started
the countdown and place the final bomb. You'll have to follow him quickly, but
it is quite possible. He'll also randomly stop in the large open areas on the
north and south sides of the heliport. Last, he'll sometimes come close to
you while you are spraying a bomb and just pause there looking at you
(presumably to shoot you, but he delays for a number of seconds).

Most of the time, he'll run around planting bombs, giving you plenty of
chances to knock him down, but he does sometimes 'take a break from the bombs'
and move around the area very quickly shooting his gun at you. Your best bet
during this time is to either move around VERY quickly or hide. I suggest
crawling underneath one of the crates. On [Ha], he'll return to placing bombs
when you crawl underneath, so just go back to following him, spraying the
bombs, and taking every chance you get to knock him down. On [VE - No], though,
he'll run down the shelves on the south side of the heliport. For these
difficulties, when he is done planting bombs, I suggest you run down to the
bottom row of boxes and get underneath the second on from the right. It will
give you an excellent view of the area he skates across to go hide behind the
boxes. In FPV, have you gun drawn and aimed slightly above the default
position. When he comes into your field of vision, plug away at him. With some
skill, he'll go tumbling down. Quickly crawl out, run over, and shoot him in
the head. When you do shoot him, he quickly straightens out and will begin
firing at you and skating away. Run back to the box, crawl under and position
yourself to repeat the process.

Again, once you get his movement patterns and the actions he takes down, it
should be fairly simple for you to take him out. Once he is down, there will
be yet another cutscene. (Unless there are any bombs still active - the must
be defused before the battle will end.)

Now you have to find the final bomb and you have 1:40 to do it in. When you
first start this part, do you hear that beeping noise? The bomb is VERY
close by, as Fatman stated. Drag his body. It will reveal that the bomb is
underneath him. Spray it and you are finally done with bombs. (By the way,
when you drop Fatman's body, Peter Stillman's dog tag should fall out of him.
Grab it.) There will be a couple of quick Codec conversations and then you'll
be on the heliport again. When you start to leave and reach the south end of
the heliport, you will encounter... a seeming ally. Yet more cutscenes.

Raiden's mission now is to infiltrate the Shell 1 Core. You will have obtained
three new items - a Level 2 card, a cellphone and the B.D.U. uniform. The
phone is redundant, as Mr. X should still be able to contact you over Codec,
but I suppose it is because the Core has electronic interference that prevents
Codec signals from entering or leaving. (Hence why they cannot contact the
President.) The B.D.U. will disguise Raiden as an enemy sentry and allow him
to move about freely, even in front of the soldiers, but ONLY in Shell 1 Core
and ONLY if he has the AKS-74U equipped. So, let's go item hunting. Head to
Strut F.

===Strut F Warehouse=============

Enemies     : 2 [VE], 3 [No], 4 [Ha]

Items       : AKS-74U              [AD]
              AKS-74U Bullets [x3] [AD]
              AKS-74U Suppressor   [VE]
              C4 [x3]              [AD]
              Claymore             [AD]
              M4                   [AD]
              M4 Bullets [x3]      [AD]
              SOCOM Bullets        [AD]

Evade the guards and enter the Level 2 doors on the top level and bottom to
find a number of weapons, including the needed AKS-74U.

If you are running low on ammo, as I was, you might want to make your way
around to some of the other struts and collect some items. If you are missing
any dog tags (and are collecting them) now would be a good time to make the
rounds and get any you don't have for the Struts.

When you are ready, head for the EF Bridge, disable the armed cyphers and the
sniper on the roof of Strut E and enter the Shell 1 Core. (There is a box of
AKS-74U ammo at the end of the bridge leading to the Shell 1 Core.)

===Shell 1 Core, 1F==============

Enemies     : 3 [AD]

Items       : Book           [AD]
              C4             [AD]
              Chaff Grenades [AD]
              Claymore       [AD]
              M4 Bullets     [AD]
              M9 Bullets     [AD]
              SOCOM Bullets  [AD]

Immediately equip the B.D.U. and AKS-74U and keep it on as often as possible
while inside the Core. That's not to say it can't be taken off if you want
to hold up an enemy (to get their tags), just don't let the guards or
cameras see you without it on. Also, don't do anything out of the ordinary
such as ducking, crawling, hiding in lockers, banging on walls, and especially
firing a weapon that might be heard or seen. Be careful and remain incognito.

That said, head up the stairs. Go into FPV and you should soon see a guard
patrolling the hallway. There are actually two in here, patrolling both sides
of the hallway. Making sure you don't touch either of them, head south and
around the corner. Enter the door there to a small room. Go to the enclosed
area in the back of the room. In the northeast corner, you'll find the node
for this floor. To the west, you'll see a box of Chaff Grenades on top of
a crate and a series of three lockers on the wall. The bottom one has M9 ammo,
the middle is empty, and the top is locked. However, punch down the top locker
(minding the guard in the left hallway) and it'll fall outward, not inward.
Inside is some ammo for your M4. Now go to the long row of lockers along the
south wall. Inside three of them you will find a Book, a Claymore, and a box of
C4. Go into the left hall and there is a small hall that juts out to the left
of the wall, similar to the one you came in. The door inside is broken, but
there is a box of SOCOM bullets.

Now that you are done collecting items on this floor, you can just head north
to the back wall and take the elevator down. Hit the button to the right of
the elevator doors, wait for the camera to authorize you, then go down to
B2 (skip B1 for now; you'll be back all too soon). However, if you want to
collect the sentries' tags, be sure that you take out any security cameras in
the area using the SOCOM (and making sure they don't spot you without the
AK equipped) and drag them away from where you might be seen.

===Shell 1 Core, B2==============
Enemies     : 4 [AD]

Items       : AKS-74U Bullets        [AD]
              Bandage                [AD]
              Book [x5]              [AD]
              Box 4                  [AD]
              Directional Microphone [AD]
              M4 Bullets             [AD]
              M9 Bullets             [AD]
              Ration                 [VE - Ha]
              SOCOM Bullets          [AD]

As stated, skip B1 and go to B2 for now. This floor consists of a large
ring of a corridor with two rooms inside of it - the small elevator room to the
north and the larger computer room to the south. From where you start, head
right through a door. Go down the staircase and around the turn. As you come
down the steps, you should notice the Ration tucked away in a niche just left
of the bottom of the staircase. You may also see a guard - just be careful
not to touch him. Move south down the hallway, checking the lockers on the
wall that you will pass (don't worry about being seen - opening lockers is
permissible in disguise, but don't be seen going inside one and closing the
door behind you). Go to the corridor at the bottom, and go to the long hallway
on the left, parallel to the one you just came down. Check its lockers for
a few items. If you plan to take down the guards in here, come back to the
southernmost locker on this wall and punch it to find someone's... Book
collection that will rain down on you. (You can see an inaccessable book on the
top of the locker.) Just don't do it when the other guards inside the computer
room can hear you. Move into the computer room. Watch the guards for a moment
to get their patterns down. Wait until the guy on the right goes to his
computer to look at his... website... run to the room in the back left. Inside
you'll find the node and a couple of items. Move to the open circle area of
computers on the left to find the Directional Microphone, needed for listening
for Ames' pacemaker. When you are done getting items here, head back to the
elevator and go up to B1.

If you are trying to get dog tags, take out the guy in the outside ring
first, when he comes to the northeast corner, by the steps. For the guys
inside, lure them out of the cubicle and away from their comrades by knocking
on the wall. Don't let them see you do it or they will become suspicious of
you. Try to get them not just in the bottom hall, but over in the hall to the
left or right, around the corner, so that you aren't within the field of
vision of the other guards and when you call out the second guard, he doesn't
happen to notice the sleeping/dead body of the other guard. If you manage
to take out the guards, you can find a Bandage underneath the middle row
of computers (duck down). I would NOT recommend trying to get it unless all
of the guards are out.

Be careful about moving around in front of the parrot while there are still
guards in the computer area. If it looks at you when you are out of the
complete disguise (weapon included), it will exclaim 'It's him!' and the 
nearby guards will look at you. Other than that, the thing is pretty cute.
(Try shooting at it repeatedly with a machine gun. Heh. Better yet, use the
Coolant. HA!)

===Shell 1 Core, B1==============
Enemies     : 3 [AD]              [Outside Conference Room]
              1 [VE - No], 2 [Ha] [Inside Conference Room]

Items       : Bandage         [AD]
              Book            [AD]
              C4              [AD]
              M4 Bullets      [AD]
              Ration          [VE - Ha]
              SOCOM Bullets   [AD]
              Stun Grenades   [AD]
              Thermal Goggles [AD]

As soon as you step off, you'll see a guard enter the Conference Room, your
goal, by using the retinal scan. What you need to do, is grab a soldier, while
he is still awake (he cannot be sleeping or dead - the eyes must be open)
and hold him up to the scanner. It is a fairly simple matter to sneak up
behind whichever one of them is patrolling the hall (the three of them take
turns patrolling the hall, while the other two rest in the break room), grab
him, and drag him over to the door. For getting tags, lure one of the guards
out of the break room and hold him up. Be careful about the other one hearing,
though. Be sure they are far enough away. Also, go in the room right of the
elevator to find the node and an item in the locker.

I suggest that you hold one guard up when he comes down to the end of the
top hallway (near the room with node), pauses, then turns his back on you.
Get his tag, and put him to sleep with the M9. Stuff him in the locker and
go get another one from the room (lure him into the hallway with the retinal
scanner - the other one will most likely hear, so be quick). Hold him up and
take him out. Run back to the bottom hallway, and the other guard should be
coming out. Hold him up before he sees the other guard's body. Get the items
in the lockers of the lounge, then run back to the sleeping guard and open
the door. Chances are that he has been in the long enough that he will wake
up as soon as he hits the ground. Pull out your gun and hold him up. Go
behind him and drag him over the retinal scanner. Again, he must be alive and
awake for it to work.

You'll enter the Conference Room and be faced with a room full of gagged and
bound hostages as well a guard or two who constantly report their progress.
If you stay in the room too long, the guard(s) will get suspicious and call in
another guard to patrol. If he sees you with the Directional Microphone,
he won't immediately call alert, but come over to look at it. Quickly switch
to the AK and you will be fine. Just don't let him examine you or see you
up close with anything but the AK and the B.D.U. equipped.

There are a couple of items in here as well. There is a Ration on the east
wall, near the scaffolding. There is a Bandage in the southwestern corner
of the room. Finally, behind the desk on the stage, you will find the very
useful Thermal Goggles. Be sure to get them! They will be very valuable
later on.

What you need to do is point the Directional Microphone at the hostages
until you can determine which one is Ames, while avoiding detection. You are
told to listen for an irregular heartbeat. A lot of help that is - all of the
heartbeats in here sound terrible. What you are really listening for is a
small electronic blip coming from one of them. Unfortunately, Ames isn't in
a fixed position. I can tell you that it is a white male with long brown hair.
That should narrow it down a bit. Find him and hit the Action Button to
call out to him. If you've got the right one, a long bit of cutscenes and
Codec conversations will commence. If it isn't him, the person will either
muffle that she or he isn't Ames, make a LOUD noise (most likely attracting
the guard's attention), or... <ahem> wet themselves. Don't call out to too
many people or Raiden's callings will become more and more desperate and
consequently, louder.

After the conversations with Ames, a timed event will start. It's really
simple - you have ten seconds to drop the Directional Microphone and pull
out the AK. Just DO NOT move, or Ocelot will ask you where you are going and
the game will end. Wait until Ocelot approaches you and yet more dramatic
cutscenes will take place.

When those are done, you'll be on B1 outside the Conference Room. However,
the place will be in caution mode as they know of your presence. Run down
the hall towards the elevator. There will be a single guard in front of it,
but his back is to you. Grab him from be behind and drag him right into the
room with the node. Dispatch him and wait out the caution mode inside.

Take the elevator up to 1F. (By the way, be aware that once the door to
the elevator closes on 1F, you won't be able to go down it again, due to the
security camera.) Wait until the both of the guards in the right hallway are
moving away from you, pull into the hall, and tranq/kill them. Head out of
the door to the EF Bridge, grabbing the M9 and SOCOM ammo you will pass in the
short hall. Try to take out the guard on the roof of Strut E and throw a
Chaff or take out the cyphers. Enter Strut F.

===Strut F Warehouse=============

Enemies     : 2 [VE], 3 [No], 4 [Ha]

Items       : Grenade [x3]        [AD]
              PSG1                [AD]
              PSG1 Bullets [x2]   [AD]
              PSG1-T              [AD]
              PSG1-T Bullets [x2] [AD]
              RGB6                [AD]
              RGB6 Grenades [x2]  [AD]
              SOCOM Bullets       [AD]

Take out as many guards as necessary and raid the Level 3 doors on the top
floor. In one, you'll find the RGB6 grenade launcher and the PSG1 sniper
rifle in the other. (You can also find the PSG1-T, a non-lethal version of the
rifle, in a duct on the floor of the room. Check the radar for the exact
location.) When you're done, head back across the EF bridge, through Strut
E, across the DE bridge, and into Strut D. (Be sure to hold up the extra man
on the DE bridge that will now appear.) Knock out all of the guards and 
head for the door on the north wall.

However, if you are collecting tags, a number of guards may or may not have
just appeared, depending upon your difficulty. I highly suggest that you now
make your final rounds of the Shell 1 struts and be sure you have all of the
tags from Shell 1.

===Shell 1-2 Connecting Bridge===

Enemies     : None [AD]

Items       : None [AD]

To enter into Shell 2, you need to cross the 1-2 Bridge, which just so happens
to be wired with a rather large amount of Semtex and IR sensors. You need to
take out all of the control units (the familiar open boxes with the green
light) to disable it all. There are up to ten units scattered throughout
the bridge, which are listed below. For disabling them, I _highly_ suggest
using the PSG1. Using a SOCOM is possible, but your chances of hitting some
Semtex by accident and having to redo it all again is much higher. Also be
sure to use the Pentazemin when firing, so as not to have Raiden jerk away
at the last second and hit the explosives.

---Control Panel Locations-------

A. South of the south-most set of IR sensors on the floor to the left.

B. South of the north-most set of IR sensors on the floor to the left. Be
   careful that you don't shoot a bullet though the sensors of the southern set
   when trying to get this - use the Thermal Goggles.

C. On the tank just north of the sets of IR sensors, facing south.

D. Northwest of the northern tank (near Shell G) on the floor in the corner.

E. On the wall of Strut G, left of the entrance, facing south.

F. On top of the cypher which is hovering above Strut G (Shell 2). Do NOT
   shoot down the cypher - it too is loaded with explosives. Only shoot the
   control panel. It moves fairly often, pausing for a second or two and
   the changing direction. I suggest finding a spot where it stops, aim the
   rifle at that position and wait for it to return, rather than risking it.

G. On the wall of Strut G, right of the entrance, facing south.

H. Outside the door leading to Strut D of Shell 1, above Raiden's starting
   position. (Move north, turn around, go into FPV and look up to see it.)

I. On the small platform above the pipe that connects to Shell G and D. The
   pipe is on the right side of the bridge and a few feet lower than it. The
   sensor is surrounded by birds when you first enter, making it difficult to
   see (though, you should notice the flock of half a dozen seagulls). Shoot a
   bullet in the area and the birds will fly away.

J. Behind the Sons of Liberty flag flying to the west. (Every once in a while
   the flag will flap forward a bit, giving you a quick glance of the panel.)

K. On the bottom of the balcony of Strut D. To see it, you'll have to go on
   or down the stairs and face Strut D. It will be on the east (or Raiden's
   left when facing Strut D) side, on the large box structure next to the pipe
   that connects Strut D and G.

L. On the lower level of the 1-2 Bridge. The only way to see it is to go into
   one of the wings of the balcony, go into the upper corner and look at the
   center of the lower portion of the bridge in FPV. Now, hold the L2 and R2
   buttons and Raiden will get on his tip-toes and you'll be able to see it.
   You can only see it while you are hold L2 and R2, so you'll have to fire
   while holding them too. (You obviously cannot use the PSG1 - use the SOCOM.)

The number of sensors varies by difficulty. Here are the ones used in each :

[VE] - A - F
[Ea] - A - H
[No] - A - J
[Ha] - A - L
[Ex] - <n/a yet>

Carefully take out all of the sensors that are places, based upon your mode,
and then head down the steps and make for Shell 2. But before you can cross,
Raiden will get some visitors...

===Shell 1-2 Connecting Bridge===
---Boss : Harrier----------------

Enemies     : Harrier

Items       : Stinger         [AD]
              Stinger Missile [AD]

Ah, yes. The hero shoots down the plane. Sound familiar? Don't worry - this
battle isn't nearly as hard as the fight versus Liquid's vehicle in Metal Gear
Solid. It's relatively simple, actually.

As soon as the battle starts, grab the Stinger and missiles that Snake dropped
from the Kasatka. The position I like to use for the battle is between the
southern-most tank and the open area in the middle. The most important thing
in this battle is to keep track of where the Harrier is at all times, take
shots when you get a lock (the targeting system in the middle of the screen
when the Stinger is equipped will bleep red), and when the plane pauses
nearby you, fire away like hell!

Most of the time, when the plane is just flying around, you won't have a good
opportunity to shoot at it. It will occasionally dip above the bridge when
flying low or make a slow turn around the struts - fire if you can get a red
lock and there isn't any obstruction. When the plane flies far away into the
distance, you won't be able to hit it, but find where it is coming from
(the radar will always show a red sliver in the direction where the plane
is located and point the Stinger at it. When you see the flash of light, you'll
get a better idea of the location (though, it is usually a little bit to the
right of the flash) and hold it there until you get a lock. The _second_ it
turns red, fire, drop the Stinger, and hide on the opposite side of the tank.
The Stinger missile will more than likely hit and the tank will block whatever
missiles, bullets, or air drafts that the plane sends your way.

It will sometimes go into a sequenced attack, though. One of them is that
it will fly over the top of Strut D and hover on the south side of the
bridge. During this time, quickly get on the steps leading up the Strut D
balcony (which is currently blocked by fire), pull out the Stinger, point up,
and plug away as many as you can. You'll do a heck of a lot of damage before
the Harrier manages to pull away, and it can't hit you if you are directly
under it. Speaking of fire, you should know by now, but try not to catch on
fire. It will first cause a chunk of damage and then slowly take it away as
the fire continues to burn on the character. If Raiden does catch on fire,
do some running rolls to put it out.

Another sequenced attack is that it will fire a large amount of missiles from
a distance. When this happens, drop the weapon and run down to the lower level.
The higher the difficulty, the less time you have before the missiles hit. I
barely made it down on Hard.

The third one is that it will fire a HUGE number of missile from a close range,
on the east side of the bridge facing west. During this time, hide on the 
stairs that lead down to the lower level. Don't go on the bottom floor, as
the missiles can go down there. Try crouching or lying down right below the
point where the stairs descend past the upper level. After the Harrier is
done firing, it will pause for five to ten seconds before flying off. As soon
as it looks like the barrage of missiles is done, run up the upper floor, pull
out the missile launcher and fire as much as you possible can in its direction.
Like the first sequenced attack above, you should be able to do a good deal
of harm to it.

The last attack is that it will simply fly in close the bridge and circle
around it shooting a rapid fire gattling gun for a good minute or two. The
best thing you can do is hide behind the tank and hope it will deflect the
bullets. Keep a close watch on where the bullets are coming from and the 
sliver on the radar. Try to anticipate where and when the Harrier will move
by watching the stream of bullets as it moves.

Snake will also be providing assistance during the battle. He'll drop ammo and
Rations onto the bridge, should you need them (which you will). Just keep an
eye on your health, use Rations when needed, and grab Rations when they are
dropped. (Supposedly Snake will also try to get the Harrier to stop firing on
you when it does the last sequenced attack I mentioned, as he'll shout 'I'll
handle this.' However, I really didn't see him do anything. Then again, I
was focusing more on not getting shot, but that's just me.) One last thing.
Don't shoot down the chopper, okay? (Grrr... despite the fact that all it does
is seem to get in your way on the higher difficulties...)

All in all, a fairly easy fight. Just pay attention to its location, fire
when you can, and watch for the sequenced attacks.

===Strut G Wreckage==============

Enemies     : 2 [AD]

Items       : AK Suppressor  [Ea - Ex]
              PSG1 Bullets   [AD]
              PSG1-T Bullets [AD]
              Ration [x2]    [VE - Ha]

Now that the place is practically destroyed, you need to make your way to
Shell 2. You start on what is left of the southern half of the 1-2 Bridge. Go
to the fire on the left. Once you get close, the controller will start
vibrating and you'll hear a ringing tone. Equip the cell phone and a message
will come up. You can use the Coolant Spray to put the fire out. To do so, you
need to make sure that the fire is completely out in one section before moving
on to another, else the fire will start blazing again. A steady stream of smoke
and red sparks will fly up once the area is sufficiently cooled. Just make a
smooth motion from one area to the next so the fire doesn't spread over again.
When the fire is out, you can run down the steps and grab the Ration. Just be
careful as the stairs will fall away about five seconds after you step on it.
It may take a try or two, but since you are most likely out of Rations, it'd be
best to try for it.

There are a few items to get here, if you will notice when exploring in FPV.
There are a number of items in front of Strut G and there is a Ration on the
end of the pipe running below the bridge. To get over to the front
section of Strut G, you'll have to run up that strip of flooring that curves
up to the north and do a running roll the second you hit the end. With some
practice or luck, you'll safely end up on the platform on the other side. Grab
the items, and run up to the fire. Slowly put it out and grab the Suppressor.
Jump over to the right and the walkway the runs around Strut G. To get to the
Ration from the bridge,  go to the bottom right corner of what is left of the
main floor of the bridge, by the railing. Flip over the railing and hand-over-
hand across the long, gray beam. (Or, assuming you'd rather have the Suppressor
as well and jumped over there, you can just go down to the orange pipe on the
right.) When you are over the pipe, push X to drop down. If you got the items
from Strut G, as you should have, just drop down onto the pipe from the block
that leads up to the walkway around Strut G. Now, while you are on the pipe, do
not, under any circumstances, run. You will more than likley fall. And die.
Especially if you are over the bird crap (you should remember the roof of Strut 
A and slipping on the crap if you played around up there). Slowly make your way
south by tapping the arrows or analog stick, keeping in the middle of the pipe.
At the south end is a ration. Get it and slowly go north to a block leading
up to the walkway around Strut G. Once you step on the walkway, fires will
steam up to the left, by the opening of Strut G where the items were, making
it impassable. (Not that you can get at it from the box below it. The only way
up is to jump that curved piece of the wreckage.) To jump on the walkway,
flatten your back against it and hit the Action Button.

Make your way up the walkway, minding the fact that there is no railing to
prevent you from falling off and that there are certain panels which will
fall off once you step on them. When you reach the top, flatten against the
railing and drop down to the lower level. As soon as you do, two enemy sentries
will come out of Strut L and begin to patrol the GL Bridge above you. I'd
suggest taking the them out with the M9 or PSG1-T rather than trying to avoid
their sight. I wouldn't suggest using a lethal weapon as they will call out
a cypher that will appear directly right of you when they become alerted.
Bad news, them cyphers. Go right across the lower walkway to a ladder at the
end. There are two holes in the walkway, though. For the first, flatten against
the upper solid wall and slowly walk across the small ledge, keeping your
back on the wall. For the other, you'll have to flatten against the lower
railing, flip over, and hand-over-hand across. Not too difficult, but watch
that you don't make any sudden movements in any one direction, lest you fall
off and have to do this all over again. 

===Strut L Perimeter=============

Enemies     : 3 [AD]

Items       : AKS-74U Bullets [AD]
              Chaff Grenade   [AD]
              PSG1 Bullets    [AD]
              Ration          [VE - Ha]
              SOCOM Bullets   [AD]

As soon as you come up the ladder, you should hear footsteps. There are
guards just around the turn, but they are inside Strut L, looking out windows
across the walkway. You need to crawl underneath the windows to the other 
corner. You'll have to move quickly, though, as there are a couple of 
planks that will fall out when you get on them.

When you reach the bend, you'll see that the walkway is out. Like the
small walkway earlier, you'll have to get your back against the wall and
slowly walk over. However, you'll reach a large outcropping that blocks
the way. Crouch down, keeping your back against the wall, and go underneath
it.

When you go around the next bend, you'll see that there is a guard on the
roof who needs to, well, take a leak. Unfortunately, he goes right on the
walkway. I don't know about you, but I'd rather not walk through that. If you
start running right after the cutscene starts (or you can save time by hitting
X to skip it), you can make it across before he starts. You can walk through
it, if you so choose, but I have no idea if it has any adverse affect on
gameplay. (Like, you'd smell funky and guards would become suspicious when you
are near. I don't know, really, and I don't care to test it. Just run over
quickly for cripe's sake.)

When you go around the next turn, the walkway ends. Before you back against the
railing and flip down, take a look north/northwest in FPV. A whole lot of
cyphers. Try to take some of them out with your newly-silenced AK. If one
gets too close or becomes alerted, drop down over the railing to another
walkway below it, where you will find a box of AK ammo. Run north across the
bridge and find a Ration at the end. Come back south and go up the staircase.
When you are only partially up, use the L2-R2 buttons in FPV to check the
positions of any remaining cyphers and take them out. Go up to the main KL
Bridge and run north to the K and south to the L Struts. Both of the doors are
broken, unfortunately, but you can pick up some ammo at both ends. When you're
done, head over to the path in the middle that leads to the Shell 2 Core. As
you'll notice, parts of it are missing. For the first hole, there is nothing to
grab onto, so you'll have to do another running roll. For the second hole, you
can lean your back against the railing and cross or flip over the side and
hand-over-hand it. 

===Shell 2 Core, 1F==============

Enemies     : None [AD]

Items       : Chaff                [AD]
              M4 Bullets [x2]      [AD]
              M9 Bullets           [AD]
              Nikita Missiles [x2] [AD]
              Ration               [VE - Ha]
              SOCOM Bullets        [AD]

As soon as Raiden enters the Core, there will be a Directional Microphone
sequence and you'll see that there are high voltage current panels lining
the floor to the President. To get past them, you need to use a remote
controlled missile to take out the circuit panel which controls the floor's
charge inside the room where the President is being held, while not hitting
him. (Which of course means he is going to get in your way...)

There are no enemies on the floor at the moment, so you may move freely. On
[Ha], you'll hear a deceptive snoring, though - it's not a guard, it's the
President. Just make your way clockwise around the floor to the break room
with the node and then to the elevator, grabbing the items along with way
(all of which are in easy to see locations). Head on down to B1.

===Shell 2 Core, B1==============

Enemies     : None [AD]

Items       : Night Vision Goggles [AD]
              Nikita               [AD]
              Ration               [VE - Ha]
              Stinger Missiles     [AD]

When you first get off, you'll notice one thing - the place is in the
process of sinking. Hit the node just right of the door for the radar, and
keep going right to find a staircase leading down into the water. You're
going to have to swim for the greater part of this section of the game. You
should already be familiar with swimming controls if you played around in
the water pool in very first room in Strut A. If not, the Colonel will call
you and go over it again. Just hit the Punch Button to dive down and hit it
repeatedly to swim faster. Be sure to keep an eye on the O2 meter and come up
for air at the air pockets. They are shown as bright blue patches on the
radar.

From where you start, swim straight south until you reach the southern-most
room with an air pocket. In that room, you will find the Nikita in the 
southwestern corner. Now that you have it, you could run back to 1F now, but
since you're here, you might as well get a few more items scattered throughout
the floor. Head back north to the first air pocket. Go down the hall just
left of it. You'll soon come to a door on Raiden's left (to the south) with
a small dark corridor. In the corner, you'll find the Night Vision Goggles.
Nice. Turn back into the corridor and keep going west down it to another
room with an air pocket. If you want, you can go all the way south to another
room with an air pocket and... a rubbery ducky... or you can take the corridor
that goes east that you will pass as you go south. Careful not to rush inside
- there is a mine planted there. My suggestion is to ram into it, causing it
to explode and thus, not be there anymore for you to worry about hitting.
You will have to come back through here in...less than favorable conditions
and having to worry about not hitting the mine is a waste of time. Hit it
and use a Ration. Go south down the corridor where the bomb was guarding.
You'll hit another corridor - go left into it, and the down the corridor
on the southern wall. Mind that there are two mines in the hall. I'd say just
kill the bottom one - you'll have plenty of room. From here, go south to
another room with an air pocket and two doors that are sealed. The one on the
east side won't open, but they west one will. Rapidly hit the Action Button
to open it...and a there will be a quick cutscene.

The door leads to a large room filled with wreckage. There are several holes
in it though, near the north and south sides of the walls of wreckage,
usually a the very top or very bottom. It's fairly easy to navigate, but use
the air pockets on the north wall if you need to. Go to the west-most
air pocket - you'll find a box of Stinger missiles directly below it. Make
your way west to a door on the north side of the western wall. Go in to find
an air pocket with a ration directly below it, which you will grab as you
head up to the air. If you go north, you'll come to a staircase leading up
to a small area that isn't flooded. However, the only thing here is a Level
4 door, which you don't have access to (yet). So, remember this location and
backtrack to the elevator and head up to 1F.

Alright, now to deal with the circuit panel. The best duct to use is the one
inside of the small room on the left, just above the lowered area that is on
the south wall of the floor. Inside, there are two security cameras. Get close
enough to the door so that it opens and then use the SOCOM to take out the
cameras. You'll find some Nikita missiles on top of the crates. Jump on top
of them and look at the north wall. It is dark, but you should see the vent
clear enough. Shoot the missile in and go to the second route right (not the
first one you come to) and then it is a straight shot into the room. On most
difficulties, you just have to avoid the running 'Prez', which is simple
enough. On [Ha], though, he is sleeping right in front of it. If you hit the
panel, he will die. All you have to do is shoot a decoy inside first and hit
some random wall somewhat close to him so he wakes up, but not so close as to
blow him up. Give him a second and then shoot another. He'll see it and run
away (and cower in a corner...). Hit the panel and run over to the now safe
to cross floor and into the room.

Now you'll have a nice long chat with the President and there will be... a
few revelations, to say the least. When you are done with him and walk out
the door, there will be yet more Codec conversations.

Inside the room with the President, you can crawl into one of the ducts that
is on the southern wall. As soon as you go in, look to the right and you'll
see a box of Stinger missiles. Keep going south and to the left, there is
a grate with a Book behind it. If you shoot out with the grate using the
Nikita, you can grab it. It'll take about three missiles to do it. Not much
else to do here. Don't bother trying to shake out... the body, as there isn't
anything to shake out. (Unfortunately - he could have had some interesting
items...) Be sure to talk to Campbell on Codec to learn a good deal more about
Emma, your new objective being to rescue her.

Again, there are no enemies, so just run back to the elevator and go down to
B1. Now, swim all the way back to that Level 4 door and enter. Be prepared
for a very challenging fight.

===Filtration Chamber============
---Boss : Vamp-------------------

Enemies     : Vamp

Items       : M4 Bullets [x2] [AD] [Regenerates]
              M9 Bullets      [AD] [Regenerates]
              RGB6 Grenades   [AD] [Regenerates]
              Ration          [VE - Ha]
              SOCOM Bullets   [AD] [Regenerates]

Vamp is a tough opponent, but you should be able to handle him. A few ground
rules first. One, do NOT fall into the water or you will die. Two, do NOT use
the auto-targeting systems for your hand guns and rifles. Vamp will anticipate
the movement of muscles and determine where your bullets will end up, avoiding
them. Always use FPV. It is slower, but it will vastly increase your chances of
hitting him. Three, do not waste your small arms ammo by trying to shoot at him
when he is glowing red. Ordinary bullets from hand guns and rifles will not
affect him. Use the RGB6 grenade launcher or Stinger - he should move slow
enough that you will have a shot. Fourth, when he comes onto the lower deck and
starts slowly walking toward you, take as many shots as you can, but do not let
him get close to you. (Later in the battle he will also start running towards
you.) As soon as he does, he will jump over you and come around from behind,
from which it is too difficult to recover fast enough to prevent the attack.

At the beginning of the battle, he will make a graceful bow and waste about
ten seconds before he actually starts. You cannot harm him during this time
(unless you'd like to take a cheap shot with the RGB6 or Stinger), so take the
opportunity to run to the right and back to get the Ration and ammo. Now run
back to the southeast corner, my favorite position to fight this battle from.

Vamp does four things during this battle : swims underwater for anywhere from
approximately ten to thirty seconds, walks along the upper balcony throwing
daggers at you, walking/running along the lower balcony towards you so as to
jump over you and cut you from behind, and finally, throws a dagger that pins
you (and your shadow) in place, unable to walk or equip items/weapons.

For the first part of the battle, he will alternate between jumping on the
upper balcony, to swimming, to jumping on the lower platform, back and forth
until he is down to about 1-2/5 of this life. This makes it really easy to
predict what he will do.

When he is swimming underwater, I highly suggest that you take the chance to
hit him with the RGB6 - just shoot off six or so rounds into random locations
underwater. More than likely half or more of them will either hit him or the
vibrations from the water will. If one hits him, it'll do a small amount of
damage and take some O2, whereas the water vibrations will cause a small amount
of stun damage and take away a LOT of his O2 meter, forcing him to come up
after he more than likely takes some damage from the lack of oxygen.

When he is walking on the upper balcony, he is almost always using the red
glow, so you'll have to pull out the big guns. Always try to evade or shoot
down his knives, first of all, and when he pauses at the end or beginning of
one of his attacks, fire the RGB6 at him or a Stinger. (Stingers are far more
effective and cause quite a bit of damage, but you will only have a limited
supply. Make them count.) Above all, avoid the knives. You can shoot them down,
but you'll have to use something that will allow you to fire rapidly. The
M4 or AK are ideal. To be honest, it is far easier to avoid them than to try
and shoot them down.

When he is walking on the lower platform towards you, I suggest that you either
hit him with the M4 as soon as he comes out of the water (while he takes a
second to rise and begin walking) and then run around avoid him or fire a
Stinger at him as soon as he comes up, which causes him to immediately jump
back into the water. I highly suggest using the Stinger - if you stand in the
southeastern corner, he will always jump into the northwestern corner. As soon
as he comes up, aim for the small hole in the railing by him - it will always
hit him and hit him hard. You could try C4 if you want, but it'd be bit of
a hassle as he won't always walk where you want him and during a moment of
confusion you could easily blow yourself to bits.

If you are really having problems with the first part of the battle, you may
want to just sit in the corner, wait for him to jump on the lower deck, shoot
the Stinger, and run around the square, avoiding the knives while he is up
top. This will really get you far into it and allow you to do a good amount of
damage while staying relatively safe.

The 'shadow dagger' is the hard part. He will constantly flip around the upper
balcony firing daggers, with the occasional Shadow Dagger and flurry of five
knives. He will always use the Shadow Dagger first, which will lock you into
your current position. The only thing you can do is spin around, crouch,
and fire whatever weapon (if any) you had equipped when you were hit by the
dagger. No moving, no using items, no nothing. (Be SURE that you always keep
Rations equipped as your item. Even if you cannot use it by choice, if you
run out of life, a Ration will automatically be used, but only if you have it
equipped) What you want to do is avoid the Shadow Dagger by staying constantly
on the move and right after he fires the flurry of five daggers at you (you'll
begin to recognize the 'pft-pft-pft-pft-pft' noise they make) and you are
safely out of their way, take up the Stinger (if you have any ammo left) or
RGB6 and fire at his position. Most of the time, you'll miss, but if you 
can move fast enough, you'll hit him one or two times, which is all you need
as he should be very low on life. However, if you get locked by the dagger,
just stay calm and listen to the noises he makes jumping around. He won't
throw any normal daggers at you in this mode; only the five at once. So when
you hear that noise, and I mean the _second_ you hear it, you push the X button
and crouch down. They'll fly right over your head. Hit X to stand back up
again and keep doing this until the dagger wears off. Then return to taking
those lucky shots when you can.

Or, to completely avoid the dagger altogether, you can shoot out the lights
that ring the chamber (four in all). The best time to do this might be during
the opening while he is taking his bow and you have a moment of peace. Either
that or when he is underwater - just be sure to watch and listen for him.

This is a tough battle and you will more than likely have to do a few times.
You'll get his pattern down eventually and get quicker at firing the grenade
when you have a split-second window of opportunity. I wish you luck.

If you are trying for no kills, you're going to have quite a long battle.
You will be able to hit him with the M9 while he is walking towards you on the
lower balcony (though it won't do much damage). Your best bet for wearing down
his stun meter is to keep lobbing grenades into the water while he is under
with the RGB6. Also, try firing the Stinger at the surface of the water - it
won't go underwater, but detonate at the surface and almost always cause a bit
of damage to him and completely take away his O2. I have no idea what you are
going to do when he is on top trying to hit you with the Shadow Dagger. (I'll
let you know when I try to complete the game with zero kills...someday.)

===Shell 2 Core, B1==============

Enemies     : None

Items       : AKS-74U Bullets [AD]
              Body Armor      [AD]
              Book            [AD]
              C4 [x2]         [AD]
              Pentazemin      [AD]
              PSG1-T Bullets  [AD]
              Ration          [VE - Ha]
              Thermal Goggles [AD] [If not already obtained]

After that titan of a boss, head through the door in the back. There will be
Ration right where you come in. Head left and there is...yet more water to
swim through. No map this time either. And a lot more mines.

Head straight north to the air pocket. There is a small room north of there
with a mine to the immediate right and some AK ammo a bit left. Grab it and
get some air. Now head east down the long hall. There is another air pocket
at the other end. Skip the first door to the north for now, and go down the
second (east-most) one. You'll find the Body Armor at the end of the hall.
VERY nice. If there is one item you have to get in this game, it is the Body
Armor. Don't miss it. If you don't need Rations equipped, keep it on at all
times. Now go down to the south and there is a small room with two mines and a
box of PSG1-T bullets. Grab it, get air if needed, and head down the western-
most corridor north. Go past the mine, go through the hall to the left and up
the stairs.

Head inside the room and hit the node just north of the door. There is some
Pentazemin on the floor, left of the raised platform, a Book in the bottom-most
locker on the left, and two boxes of C4 in the upper-most locker on the left.
The rest are locked or empty...except for the middle one on the north wall.
Open it up to meet Emma. (Be sure you have all the items before opening the
locker - you'll automatically be forced out of the room when you meet her.)
(And if you are feeling particularly cruel, try banging on the door or
firing some weapons around it.)

By the way, if you didn't obtain the Thermal Goggles in the Confrence Room,
you can now find them in the large locker on the east wall (southern locker).
Get them already!

Now backtrack through the water to the Filtration Chamber. The controls are
the same; just keep a close watch on Emma's O2, which is far smaller than
yours. Stop for air every single chance you get. From the stairs, head
south, then west at the long corridor to the end. Go south, then east
around the corner, and the up the stairs. To guide Emma, just hold the Action
Button when you are close to her and Raiden will s..l..o..w..l..y guide her
along.

A few notes on guiding Emma. Don't take her everywhere with you - make sure the
area is clear before putting her in harm's way. Should she take damage for
some reason, you can let go over her and she will still down in a minute.
While sitting down, she will regain health. (Look at her while she is sitting,
by the way, to hear her, well, complain.) You cannot shoot weapons when you are
guiding her, so, again, be careful.

When you get to Chamber, there will be a few quick scenes and Codec calls.

After the scenes, don't move. Equip the Mine Detector and take a look around.
The left path is covered with them and the right is clear. You can grab some
if you want, but just head down to the door. When you get there, there will be
a number of scenes where Emma explains about Arsenal, GW, and the whole reason
for the construction of Arsenal.

When the scenes are done, backtrack through the first part of the water, with
which you should be eminently familiar with, to the elevator. When you reach
it, you'll find it surrounded by bugs. Emma doesn't like bugs, so spray them
with the Coolant and they'll run away. Be sure to get all of them and like on
the Deep Sea Dock, don't get them on you. Head up the elevator to 1F.

===Shell 2 Core, 1F==============

Enemies     : 2 [VE], 3 [Ea], 6 [Ha]

Items       : AKS-74U Bullets [x2] [AD]
              M9 Bullets [x2]      [AD]
              PSG1 Bullets         [AD]
              PSG1-T Bullets       [AD]
              Ration               [VE - Ha]
              RGB6 Grenades        [AD]
              SOCOM Bullets [x2]   [AD]

On 1F, there are now a couple of guards. The first one is in the lounge, just
west of the elevator. He turns his back on Raiden's direction plenty of times
so holding him up isn't a problem. Take him out and hide the body in the
back corner, right of the elevator, out of sight. (Do this on [No - Ex], at
least.) I'd also bring Emma over there, to keep her safe. Once the elevator
closes, and you bring Raiden down the hall to south end of the floor and enter
the room that use to have the two security cameras, a guard will come up the
elevator eventually. RUN back to the lounge and wait for him to leave himself
open to hold-up as he comes left around the bend. Just make sure he doesn't
see you.

Now it gets a bit more complicated. Once you bring Emma into the lounge, a
guard will appear in the small corridor that juts out left near the bottom
of the long vertical corridor on the right. But there are also two guards down
there with a difficult patrol pattern. I suggest you first leave Emma in the
corridor after taking out the first two, run down and take out one or both of
the two with the odd pattern (I'll tell you how in a second) and then bring
Emma to the break room and get the third guy. If you take out the third guy
first, there is a strong chance that one of the ones with the odd pattern will
hear and come find you. For the odd guys, you need to lure one of the away.
You couldn't possibly take one of them down with the other seeing you do it
or trying to drag the body away. Watch their pattern, first of all. (You'll
make noise going down the steps - use the running roll to get down quickly and
silently.) When the one of the left is just about to turn around and come back
towards you, make a knocking noise in the corner opposite the stairs. He'll
come investigate, so you need to hide. Use one of the boxes. When he looks and
doesn't see anything, he'll turn around. QUICKLY drop the box, and run a bit
closer to him and hold up your weapon. When he puts up his arms, quickly drop
your weapon, and grab him from behind. Drag him up the stairs and fairly far
away from the other guard. Drop him and draw your weapon as he recovers.
After taking out this guy, the other two should be a cakewalk to get. Once you
bring Emma down into the lower portion of the floor on the southern wall and
near the stairs, the final guard will appear in the hallway that leads to
the KL Bridge. He should be fairly easy to handle - just hide behind the crates
south of the corridor until he goes back int. Careful of stepping on floors
that make noise, though.

There are fewer enemies on the easier difficulties, and you can handle those
on your own, I'm sure.

In case you hadn't noticed there are quite a few new items on the floor, in
the room where the President was in particular. Be sure to check the
ventilation ducts as well. When you've grabbed it all, drag Emma to the KL
Bridge.

===KL Connecting Bridge==========

Enemies     : 1 [AD]

Items       : Chaff Grenade [AD]
              M4 Bullets    [AD]
              PSG1 Bullets  [AD]
              Ration        [VE - Ha]
              SOCOM Bullets [AD]

Ah yes... time does indeed pass in the game. It is now dusk.

On the lower difficulties, this bridge is fairly simple - just cross, take
out the lone enemy and you are done. On [Ha], there are two cyphers and a
sniper in addition to the sentry. The cyphers is easy enough to take out with
the PSG1. For the sniper, go out onto the balcony in one of the corners.
Turn around and look at the roof of the Shell 2 Core. You should have a fairly
good view of him. Take out your weapon of choice and hold the L2 and R2 buttons
in FPV to reach up (you cannot hit him otherwise) and fire away.

Run up the bridge and crouch behind the wall. Watch the guard's pattern and
rush him. (Careful of his double-take southward.) Grab all of the items on
the lower bridge, put out the fire in the way of Strut L with the Coolant, and
lead Emma to Strut L where there will be a quick scene.

===Strut L Sewage Treatment Factory===

Enemies     : 2 [AD]

Items       : SOCOM Bullets [AD]

This is a really small area, with only two guards, but they are patrolling
close together. The best way to get past them is to stay in the horizontal
hallway at the top and look south through the red hallway into to the red
room at the other end. Take out the M9 and go into FPV. Wait a minute and a
guard will come into view on the far side (not the closer one). Tranq him.
Now, there is also another guard closer, who should be just west of the red
hallway when the far guard comes into your view. Shoot the M9 at the railing
in the middle or to the left-middle so the guard comes into your view to
investigate. Quickly shoot him in the head - if don't do it fast enough he
will turn to leave, but he will turn towards you and see a figure. He won't
become alerted, but he will come cautious and come see who you are. Once they
are down, use the Coolant spray on them to wake them up (stay behind them)
and pull out your weapon as they are rising, which will automatically hold
them up. Nice and dirty.

Bring Emma through the door to the south and they'll start climbing down the
strut.

===Strut L Oil Fence=============

Enemies     : Varies - too many to count

Items       : Pentazemin   [x2][AD] [Regenerates]
              PSG1 Bullets [x2, VE - Ea][x1, Ha][Regeneates]

There aren't many specific directions I can give you for this sequence. You
have to lay cover fire via the PSG1 for Emma as she walks across the oil
fence to Strut E. You'll have to deal with armed cyphers, enemy sentries,
and Claymore mines. The most important thing to do is equip the Thermal
Goggles. With them, you'll be able to see the Claymores placed on the fence.
Be sure to take them all out long before Emma gets there. In fact, at the very
beginning of the battle, scan along the fence. On [Ha] there will be some on
the leg that Emma is already on and there is another group to the far right.
(There are no Claymore mines on VE, by the way.) The next most important thing
is to use the Pentazemin. Raiden's aim is terrible without it. Lastly,
constantly scan for enemies, starting with Emma's immediate area and moving
outward, while constantly checking on Emma. Take out an enemy as soon as you
see it. This is a fairly easy segment if you pay attention and scan around a
lot.

When Emma is almost to Strut E, a... familiar face will appear and hold her
hostage. This is pretty simple too, but you have to be quick. Aim just above
Emma's head at the top of her captor's head. When you've found the spot that
you can hit him from without endangering Emma, plug away as fast as you can.

Unfortunately, Raiden's efforts won't be enough... After the sniping sequence
is done, you have to rush over to the Shell 1 Core, B2. The time limit changes
by difficulty:

[VE] - 1,200 seconds
[Ea] - 600 seconds
[No] - 300 seconds
[Ha] - 240 seconds
[Ex] - n/a yet

In Strut E, there is a single guard (who appears to have missed the call to
Arsenal due to his headphones...) here with a dog tag. In the lower modes,
he is just sitting in the Level 5 door to the north, an easy take. In [Ha],
he's walking around the main floor. As soon as you start the timed section
in [Ha], run as fast as you can through the hatch, and go wait on the stairs.
You should make it there as he is going south to turn east. As soon as he
does turn, run up and hold him up. After that, run further east to the EF
bridge (the door in the southeast corner of the Strut).

On the bridge, there will be some cyphers. You don't have time to mess around
trying to snipe them individually, so throw a Chaff grenade or two and run
out to the middle of the bridge. You can't just run to the Core, as most of
the bridge is out. So, quickly take out all three of the cyphers while the
Chaff is in effect and then flip over the railing of the bridge. When you
reach the edge of the railing, flip back up and do a running roll across the
last hole. Enter the Core.

Run north through the bugs (be sure to shake out your items...) and around the
corner, or south around the entire floor, if you wish (careful of Claymore
mines...). Enter into the elevator. Yet more cutscenes. Sad cutscenes.

===Arsenal Gear - Stomach===========
a.k.a. Azabu-Juban, New York 52nd Street, Funabashi City

Enemies     : None [AD]

Items       : Medicine [AD]
              Ration   [VE - Ha]

After numerous scenes, Raiden will be inside an Arsenal Gear torture room...
naked. No equipment, no weapons, and even worse, no clothes. There will be
quick event where you need to hit the Action Button repeatedly to prevent
Raiden from losing his O2, but this is a short one and you can actually just
let it go and Raiden won't lose any health.

There are two items in here. One is a Ration underneath the computer console
on the left wall. The other is some cold medicine in the locker to the right,
which you might need since it is rather cold in here and our hero is as naked
as the day he was born. Next, head right into an adjoining room. Inside you'll
find a node for the radar. Keep going right into the next area.

===Arsenal Gear - Jejunum===========
a.k.a. Aoyma Ni-Chome

Enemies     : 4 [AD]

Items       : Bandage [AD]
              Box 5   [AD]
              Ration  [VE - Ha]

When you first enter, you'll get a rather...disturbing Codec call. Now before
you start moving about here, contact the Colonel over the Codec repeatedly.
He'll give you a good deal of information about your current situation, such
as you cannot hang or chokehold, and you will sustain a large amount of damage
since you have no armor. It is in your best interest to stay hidden, as you
should have been doing throughout the game.

Watch the guard's pattern and get to the block on the right, then up the
stairs, at which point you'll get another... strange call. Oh, it's only the
beginning, ladies and gentlemen. From this point on, you will be constantly
paged via Codec. Listen to them all you like - they are pretty damn funny -
but it really starts to get annoying after a while.

Once you are thoroughly amused and confused, you want to get over to the left
balcony. There is a box at the south end that you can hide in. (It's not
clothes, but it'll have to do; good to hide from the enemy as well.) Be careful
about going over the bridges connecting the left and right side - they will
come running if they hear you - use the running roll, as usual. Once you've got
the box, make your way north on the left side. When you reach the end, you can
go down and get a few items if you want, but it really isn't worth the hassle,
in my opinion. Just head left at the top bridge. Be careful about moving while
the guy below you is looking in your direction. If he sees you moving he'll
come up and knock your box over. Once the guard patrolling the walkway leading
to the east is at the west side of the balcony, overlooking the main area,
move as fast as you can east to the door.

===Arsenal Gear - Ascending Colon===

Enemies     : None [AD]

Items       : Ration [VE - Ha]

When you arrive in the... <ahem> colon, go south down the tunnel to find
another Ration. Now you'll probably wander around for a moment and notice that
all of the doors are locked. Don't panic when you can't figure out what to
do. You need to start answering the Codec calls. (Yes, I know, you're probably
sick of them by now.) Eventually, Rose will come on and speak with you about...
'her past'. When she's done, Snake will show up...with Raiden's gear.

(By the way, if you gave Snake the shaver way back in Strut B, you'll see a
clean-cut Snake, sans the rugged beard.)

Not only does Snake give you your gear back, but he has a present from Olga - 
the High Frequency Blade. An excellent weapon, once you get used to the
controls. Listen to Snake explain the controls and practice as much as you can
with it. Don't take too long or go too to the north, though, or the practice
will end. And there is one thing you need to do first - knock out Snake. Press
the Weapon Button to change the blade from the sharp edge to the blunt. (If you
are going for no kills, you'll have to use the blunt edge to take out enemies,
but you also don't want to kill Snake or the game will end.) As soon as he is
out, drag him around and you'll get one of five very special dog tags (one for
each difficulty). Nice.

Finish up practicing and Snake will lead you to the next area.

===Arsenal Gear - Ileum=============

Enemies     : A whole lot.

Items       : None [AD]

Now it's a just a constant stream of enemies that Raiden and Snake have to
fight their way through it all. To be honest, there isn't much I can do for
you here. First of all, call Otacon - he has some good advice for you.

On the higher levels, protecting Snake will be the hardest part, as he keeps
pushing forward. It actually helps if you stay ahead of him and take the brunt
of the blows. He'll back you up and give you plenty of ammo and Rations.

My key points of advice are:

- Use the body armor. It'll save your ass.
- Use Rations if you life goes below 1/2.
- Stay ahead of Snake and be the enemy's primary target. 
- Take items when Snake drops them. Listen to his voice and the noises.
- Take out the guys on the upper levels first - they have deadeye aim and
  prime shooting positions for both of you.
- When the Tengu soldiers start reflecting you bullets, shoot at their feet.
- When you reach the end of the tunnel, drop the M4 or AK or whatever and
  break out the sword. You'll tear through those guys with it set on lethal.

If you're trying for no kills, you have your work cut out for you. You could
let Snake do all the work, but he'd be dead so fast. Perhaps if you played a
decoy target... I don't know really. Good luck.

When you've killed them all, head into the door in the back to next area.

===Arsenal Gear - Sigmoid Colon=====

Enemies     : Far too many to count.

Items       : Ration [VE - Ha]

Grab the Ration in the front room and head into the circular room. Again,
you'll be hit with an onslaught of Tengu soldiers. Same deal as last time
really, only I _highly_ suggest you use the sword primarily, if not
exclusively. You'll do much better with the sword, but you'll have to get close
to them, which means run quickly to get them as soon as possible and try to
avoid their physical attacks. Again, use the Body Armor and use Rations when
needed. 

===Arsenal Gear - Rectum============
---Boss : Metal Gear RAYs-----------

Enemies     : A score of Metal Gear RAYs

Items       : Ration          [VE - Ha] [Regenerates once during the opening]
              Stinger Missile [AD] [Regenerates]

Raiden will be transported to a VR like arena on the roof. Solidus will begin
to speak with you and you'll be allowed to move about freely. During this
time, grab the Rations and missiles (if they are there, that is - they only
seem to appear if you are low on Rations or missles). When he finishes...

You want intense? You got it. You're about to face a score of Metal Gear RAYs
on your own with only your Stinger Missile to do any significant damage. Before
you do a damn thing, call Otacon on the Codec to learn a lot about the RAYs and
tactics to use.

The key to this battle is to be moving as often as possible and keep actively
fighting them as much as possible. It seems to me that keeping a constant
stream of missiles headed towards them seems to be the most effective way to
keep them from getting at you. If they are reeling from an attack, they
can't very well hit you, now can they? That isn't all of it, of course. There
is one important detail to exploit that will win this battle for you.

Shoot the leg and the RAY will bend down, with it's mouth open, as if
screeching in pain. At that moment, shoot a missile directly into its mouth,
causing a good 1/3 - 1/4 off the life bar. 

Keep doing this, and I mean keep - I want you to constantly move, stop, knock
him down on his knees, hit the head, deal with any incoming missile attacks
from the other RAYs, move a bit if needed, and quickly take up the Stinger
again to set up another attack. If they start to fire their barrage of missiles
at you and you don't have time for the knee-mouth thing, just shoot one at
their head to do a small bit of damage. The best defense is a good offense,
as they say.

By the way, keeping the Body Armor equipped is a VERY good idea. The missile
barrages they fire won't outright kill you, but only knock you critical. (Heh.)
It is in your best interest to not get hit, obviously, but the armor will help
if you are.

Dealing with their attacks is a whole other thing. They have several, ranging
from the incredibly easy to avoid rail gun, to the pain in the ass and huge
damage causing missiles. When a RAY is standing on the platform, he'll often
swing down his arm and sweep an arc with his rail gun. To avoid this, simply
run at a diagonal angle towards the camera and to the left or right. After
the arc passes you, but before it stops, you'll have a perfect chance to
set up a knee-mouth deal. Take every chance you get.

The next attack is the ballistic missiles that RAYs in the background will
shoot towards you. You'll hear them being launched and there will be a constant
beeping that gets more rapid as they approach you. Just keep moving in a
diagonal line and often doing a running roll at the end, you should be able
to avoid them with out a problem. Granted, this will take a lot of practice,
but eventually, you'll be able to glide past them with great ease. If you
work at it, that is, and don't get overwhelmed. This battle is very much
possible to win and win well.

The RAY has a few other lesser attacks as well. The most dangerous of which
is the dual guided missiles from the knees. As soon as you hear or see these
guys come out, run to the left or right and do constant running rolls to
avoid them. (Be careful that you don't end up on the crawl position by leaning
on the X button too much.) As usual, there will be a slight delay in the
RAY's movement after launching those guys, so take your shot at its knee.
Another attack is a steady steam of pressurized water. This only happens
if you get too close to the RAY. It won't cause too much damage, though,
and it'll last for a good ten seconds or so. His mouth is obviously open,
so take the shot when you recover.

Speaking of getting close to RAY, that isn't an entirely bad idea. When you
are closer, the Stinger missiles reach their target almost instantly and
you can fire a knee-mouth combo at the RAY on the platform then fire another
combo at a RAY on the outside ring. Don't ever forget about the guys on
the outside ring, obviously, and causing damage to them before they get a
chance to jump on the platform. Just don't get _too_ close to the one on the
platform.

One additional tactic that Otacon suggests is to throw out a Chaff, which
will not only somewhat blind the RAY, but also cause missile targeting
systems to miss the target by a long shot. Use opportunities while you are
running form a barrage of missiles or the rail gun to throw one of them. It'll
pay off as they leave even more windows for you to do knee-mouth combos.

This is not an easy battle by any stretch of the imagination. But once you've
fought it ten times, you'll begin to understand the nuances of it and begin
to anticipate the RAYs' attacks and find plenty of windows for firing off
a knee-mouth combo. The biggest thing is to not get discouraged - keep at it.
Fight it over and over again until you make headway on the mechanics of the
battle.

The fight is obviously easier in the lower difficulties, as you will cause
more damage, they will cause less, and above all, you will have to kill
fewer RAYs. I know that there are a certain number of RAYs that must be killed
before the battle will end, but to be honest, I lost count on [Ha]. It's not
a big deal though - you shouldn't start becoming desperate once you know that 
you are near the end and start to make stupid mistakes that will get you
killed. You have to fight each RAY like it is the very first one and not expect
the relief come. Concentrate on constantly causing damage and avoiding their
attacks.

===Federal Hall=====================
---Boss : Solidus-------------------

Enemies     : Solidus

Items       : Ration [x2, VE][x1, Ea - No]

Some of the most dramatic (and convoluted and, perhaps, somewhat profound)
scenes in the history of video gaming will commence. There will be another
button mashing event in there as well, from which it is very possible to die.

Eventually, Raiden and Solidus will be thrown on the roof of Federal Hall.
After revelations beyond what you could have possibly imagined for this game,
you have one last task - to take down Solidus. You will only have one weapon -
the blade. You'll have all of your items, though.

When you are finally in control of Raiden, don't start the battle quite yet.
First, contact Otacon over Codec. Like the last battle, he has numerous
pieces of advice for you. I'll expound on his points here :

- Don't try to confront him from his front side. He's twice as good as you
  with the sword and will (almost) always block a frontal assault from your
  sword. What you need to do is get around to his back or side or to take
  advantage of the delay time after he launches certain attacks on you. When he
  throws out his missile arms (when they are green), he leaves himself open for
  attack. Occasionally, you will be able to cause Solidus to stumble and fall
  back. The _second_ he does, you need to rush him and slice at him as much as
  you possibly can. For getting around to his back, use the running roll.
  Often. I cannot stress this enough. When he starts to rush you (either
  running toward you or when he starts using the flame trailing quick dash)
  use the roll to avoid his attack, get around to his other side, and attack
  him viciously. He will usually leave himself wide open after he rushes you.

- Stay away from Solidus' front when his arms turn green. He'll try to grab you
  and you'll have to do another button mashing event. Hit the Action Button
  and wildly throw the stick to keep your O2 meter up and to get loose,
  respectively. When he is about to throw out his arms, either hang back roll
  to one side and look for an opening to his back to slash at.

- When Solidus throws his missiles, try to lose them by moving in an arc in
  one direction. Their targeting systems are fairly shoddy, so you should be
  able to avoid them easily, so long as you keep moving. That is one of the
  key points of this battle - KEEP MOVING. Don't stop and try to assault him.
  Wait for him to leave himself open and rush in. Attack and rush out again.

- Avoid his fire trail. If you catch on fire, use the running roll to put it
  out.

- Solidus has an eye patch on his left eye, from the Harrier attack, which
  means he has a fairly good blind spot over there. When you are rolling to
  avoid one of this attacks or to get behind him, always go for his left
  side. It'll somewhat increase your chances for catching him off guard.

Good and practical advice that you should heed. Some more advice of my own :

- Use the Body Armor. It'll greatly reduce the damage should you slip up and
  give Solidus an opening to attack.

- One of the biggest factors for your success in this battle is your
  proficiency with the blade. If you've been using it as I suggested, you know
  the controls somewhat. But, believe me, you're going to be getting plenty of
  practice here as you fight this battle over and over again. Yes, you will
  die. Horribly and repeatedly. Like the RAY fight, just keep working on it and
  don't get discouraged. It'll take skill. Skill that you need to make happen.

- If he is blocking your attacks too much, try to use the thrust (by pushing in
  the R3 button on the right analog stick). It reaches beyond his range of 
  attacking you, so you have a decent chance of recovering before he can pull
  off his counter-attack and it should go past his swords. It won't cause much
  damage, but it'll knock him off base and leave him open for you to rush in
  and slash at him.

- Most importantly : You've heard the saying that life is a game of inches?
  Well this is a game of millimeters. You have to slowly wear down his life
  gauge, one attack at a time. If you can manage to knock him off balance, by
  all means, try to get in two to three more slashes, so long as you don't
  leave yourself open when he recovers. Most of this battle is a waiting game
  while avoiding his attacks. Wait until he leaves himself open and quickly
  rush him.

Once you've knocked his life meter down to 1/2, it is a whole other game.

He'll lose the long arms and begin to constantly fire-dash around the arena.
You'll lose him and he will rush up to and elbow you in the arm or slash at
you. Do your best to avoid the fire trails and when he is about to rush to
you (you'll know it after a while - the camera zooms in on your position), do
a running roll in his direction. It'll either make him miss (and he may leave
himself open for attack) or Raiden will kick him the face and knock him on
his ass (which will deplete Solidus' stun meter, but you won't have a good
opening to rush him as he is recovering). The fire trails are the biggest
thing - do_not_run_into_them. It'll deplete your life bar so fast it isn't
even funny. (And if you are like me, you won't have any Rations left due to the
RAY fight and there is no Ration on the roof in [Ha].)

However, there is a system to this. If you can manage to stay close to him
(let him back you against a wall), he'll stay close to you and do his multi
slash combos at you. These things are really easy to avoid and he leaves
himself wide open for a quick thrust. (Use the thrust by pushing in the right
analog stick - trying to slash at him normally won't work as he'll just recover
instantaneously and block your attack.) Again, always use the thrust. It'll
to a good bit of damage to him and there is a chance that it'll knock him
off balance. If it does, use the thrust again. If you can manage to keep him
in close to you and not using the quick-dash, you'll have plenty of chances to
hit him when he leaves himself open to counterattack.

I'm not going to wish you luck for this battle. It'll take skill. And I hope
that you take the time to work on it to finish this glorious game. Enjoy the
ending and I hope you enjoyed this game as much as I did. (Be sure to stick
around after the credits...)

===============================================================================

IV.  A p p e n d i c e s

_______________________________________________________________________________

A.   W e a p o n s
_______________________________________________________________________________

---AKS-74U-----------------------

Text : Assault rifle. 30 rounds per magazine. Press <square> button lightly to
       aim, strongly for full automatic fire.
Use  : Excellent rifle for fighting numerous enemies or attack cyphers.

Magazine capacity       : 30
Round carrying capacity : 211 [No], 151 [Ha]
Rounds per box of ammo  : 30

---Book--------------------------

Text : Publication w/ adult-oriented material. Full of girly photos and
       interesting columns. Press <square> button to set.
Use  : Distracts guards for several minutes.

Carrying capacity : 5 [No - Ha], 3 [Ex]

---C4----------------------------

Text : Plastic explosive w/ remote detonator. Press <square> button to set.
       Press O button to detonate.
Use  : Blow stuff up. Ba-boom. <shrug>

Round carrying capacity : 16 [No - Ha]
Rounds per box of ammo  : 4

---Chaff Grenade-----------------

Text : Grenade the neutralizes electronic devices temporarily. Press <square>
       to aim, release to throw.
Use  : Good for disabling cyphers and security cameras without destroying
       them. However, it will also disable the radar.

Round carrying capacity : 20 [No], 10 [Ha]
Rounds per box of ammo  : 2

---Claymore--------------------

Text : Anti-personnel landmine w/ front sensor. Press <square> button to
       set. Can be retrieve if crawled over.
Use  : Good for setting traps to cause damage to enemies, bosses in
       particular.

Round carrying capacity : 16 [No - Ha]
Rounds per box of ammo  : 4

---Coolant Spray---------------

Text : For bomb disposal. Hold in First Person View, spray w/<square> button.
       How strong button is pressed varies spray amount.
Use  : Good for disabling C4 bombs. Can be sprayed in soldier's faces to
       blind them. Can also quickly wake up sleeping soldiers by spraying it
       in their face.
Note : Infinite spraying capacity.

---Directional Microphone--------

Text : Microphone that can pick up small sounds. Hold in First Person View,
       move w/ left analog stick.

---Grenade-----------------------

Text : (Frag) Grenade. Press <square> button to hold, release to throw. How
       strong button is pressed varies distance.
Use  : Be sure to throw it before it blows up in your hand, okay?

Round carrying capacity : 50 [VE], 20 [No], 16 [Ha]
Rounds per box of ammo  : 2

---High-Frequency Blade----------

Text : Move right analog stick to slash, press to lunge. Block w/ L1 button.
       Switch between blade and back w/ <square> button.
Use  : Lethal katana. Powerful weapon good for tearing through large numbers
       of enemies or tough bosses. Pressing the square button while the weapon
       is equipped will switch back and forth between the lethal blade and the
       non-lethal blunt side.

---M4----------------------------

Text : Assault rifle. 30 rounds per magazine. Press <square> lightly to aim,
       strongly for full automatic fire.
Use  : See AK.
       
Magazine capacity       : 30
Round carrying capacity : 211 [No], 151 [Ha]
Rounds per box of ammo  : 20, 30

---M9----------------------------

Text : Tranquilizer with suppressor. Press <square> to aim, and release to
       fire. Equipped with laser pointer.
Use  : Good for temporarily disabling sentries without killing. Very little
       force, making it impractical for attacking inanimate objects.

Magazine capacity       : 15
Round carrying capacity : 106 [VE - Ea], 46 [No - Ex]
Rounds per box of ammo  : 15

---Magazine----------------------

Text : Empty magazine. Press <square> button to hold, release to throw. How
       strong button is pressed varies distance.
Use  : Good for distracting guards.

Round carrying capacity : 100 [No], 50 [Ha]

---Nikita------------------------

Text : Press <square> button to aim in First Person View, release to fire.
       Missile can be controlled with left analog stick.
Use  : Good for attacking enemies from a distance, reducing chance of 
       discovery. Will make a loud explosion, though.

Round carrying capacity : 40 [No], 30 [Ha]
Rounds per box of ammo  : 10, 20

---PSG1--------------------------

Text : Sniper rifle. Aim in First Person View, fire w/ <square> button. Zoom
       in w/ O button, zoom out w/ X button.
Use  : Good for sniping enemies from a distance.

Magazine capacity       : 20
Round carrying capacity : 61 [No], 41 [Ha]
Rounds per box of ammo  : 20

---PSG1-T------------------------

Text : Tranquilizer rifle. Aim in First Person View, fire w/ <square> button.
       Zoom in w/ O button, zoom out w/ X button.
Use  : Good for sniping enemies from a distance without killing them

Magazine capacity       : 5
Round carrying capacity : 61 [No], 41 [Ha]
Rounds per box of ammo  : 10

---RGB6--------------------------

Text : 6-round grenade launcher. Press <square> button to aim, and release to
       fire. Grenade will explode upon impact.
Use  : Good for, uh, blowing stuff up. <shrug>

Magazine capacity       : 6
Round carrying capacity : 50 [No], 24 [Ha]
Rounds per box of ammo  : 6

---SOCOM-------------------------

Text : .45 handgun. Press <square> button to aim, release to fire. 12 rounds
       per magazine. Can attach suppressor./Suppressor attached.
Use  : Basic handgun of deadly force. Good for taking out sentries, assault
       soldiers, cyphers, and attacking inanimate objects. Unlike the USP,
       there is no flash light attachment.

Magazine capacity       : 12
Round carrying capacity : 61 [No - Ha], 37 [Ex]
Rounds per box of ammo  : 12

---Stinger-----------------------

Text : Portable surface-to-air missile. Aim in First Person View, fire w/
       <square> button. Align sight on target to lock on.  
Use  : Good for attacking large machinery and annihilating enemy soldiers.

Round carrying capacity : 40 [No], 30 [Ha]
Rounds per box of ammo  : 10, 20

---Stun Grenade------------------

Text : Grenade that stuns enemy soldiers temporarily. Press <square> button
       to aim, release to throw.
Use  : Knocks enemy soldiers, including some bosses, into a daze. They will
       become alerted, but will not know your location.

Round carrying capacity : 16 [No], 10 [Ha], 6 [Ex]
Rounds per box of ammo  : 20

---USP---------------------------

Text : 9mm auto. Press <square> button to aim, release to fire. 15 rounds per
       magazine. Can attach suppressor. 
Use  : Standard handgun. Good for killing enemy soldiers. Also equipped with
       a flash light.
Note : Only found in Tanker chapter.

Magazine capacity       : 15
Round carrying capacity : 61 [VE - Ea]
Rounds per box of ammo  : 15

_______________________________________________________________________________

B.   I t e m s
_______________________________________________________________________________

---AP Sensor---------------------

Text : Sensor detecting life forms. Vibrates on enemy approach. All other
       vibrations will be OFF when the sensor is activated.

---AK Suppressor-----------------

Text : Firing noise is reduced when attached to AKS-74U. Equip together w/
       AK to attach. Unremovable once attached.
Use  : Firing the AKS-74U no longer makes noise, thus allowing you to shoot it
       without alerting nearby guards.

---Bandage-----------------------

Text : Absorbent pads to stop blood loss when bleeding. Press O button to use
       while having it selected in the window.
Use  : Stops loss of life when life meter is critical (yellow).

Carrying Capacity : 10 [No], 5 [Ha], 3 [Ex]

---B.D.U. / Field Uniform--------

Text : Same uniform as Shell 1 Core Gurlukovich soldiers. Equip AK at the
       same time to disguise as enemy soldier./Equip to wear. Balaclava is no
       longer present.
Use  : Allows you to move free inside the Shell 1 Core, even in front of
       enemy soldiers, so long as you also have the AK 74U equipped as well.
       The disguise will be removed if you bump into an enemy, though.

---Body Armor--------------------

Text  : Bulletproof vest made of special fibers. Damage incurred while equipped
        is reduced by half.

---Box A-------------------------

Text : Cardboard box to transport perishable foods. Equip to wear.
Use  : All cardboard boxes will hide the character from enemy sentries.
       Enemy will become suspicious if the box is seen moving and flip it
       over. Does not work against assault/clearing teams.
Note : Only found in Tanker Chapter.

---Box 1-------------------------

Text : Cardboard box to transport perishable foods. Equip to wear.
Use  : Will transport character to Strut A when worn while on top of
       conveyer belt in Strut E.

---Box 2-------------------------

Text : Cardboard box to transport electronic equipment. Equip to wear.
Use  : Will transport character to Strut B when worn while on top of
       conveyer belt in Strut E.

---Box 3-------------------------

Text : Cardboard box to transport daily supplies. Equip to wear.
Use  : Will transport character to Strut C when worn while on top of
       conveyer belt in Strut E.

---Box 4-------------------------

Text : Cardboard box to transport action figures. Equip to wear.
Use  : Will transport character to Strut D when worn while on top of
       conveyer belt in Strut E.

---Box 5-------------------------

Text : Cardboard box to transport game software. Equip to wear. The eye
       design is "eye-catching."
Use  : Will transport character to Strut F when worn while on top of
       conveyer belt in Strut E.

---Card Key----------------------

Text : Security card Level <1-5>. Opens security level <1-5> doors.
Use  : Opens security doors of the level assigned to the card or below. Cannot
       open doors above the security level.

--Cigarettes---------------------

Text : Highly addictive and hazardous to your health.
Use  : Can be used to see IR sensors when equipped. It will slowly drain life
       meter when equipped.

---Mine Detector-----------------

Text : Chemically detects mines. Activates when equipped. Displays position of
       Claymore mines on radar.
Note : Radar must be activated for the area in order to work.

---MO Disc-----------------------

Text : Optical disc given by the President. Contains computer virus to destroy
       control function of GW / Arsenal Gear.

---Night Vision Goggles----------

Text : Electronically amplifies weak dim light for visualization. Allows one to
       see in the dark.

--Pentazemin---------------------

Text : Benzodiazepine anti-depressant. Stops trembling of hand when sniping.
       Select in window and use with O button.

Carrying Capacity : 5 [Ha - Ex]

---Phone-------------------------

Text : Mobile phone w/ vibration feature. Allows receiving of E-mails.
Use  : Mr. X will use it to warn you of unknown dangers or helpful hints.
       Does not need to be equipped to receive call. Controller will vibrate
       and there will be a ringing tone. To view message, equip while it is
       ringing.

---Ration------------------------

Text : "Meal ready to eat" to restore life. Press O to use. Life automatically
       recovers when down to 0 if equipped.
Carrying Capacity : 10 [VE], 7 [Ea], 5 [No], 3 [Ha], 2 [Ex]

---Sensor A---------------------

Text : Ion mobility spectrometer explosion detector. Activates when equipped.
       Displays Fatman's scented C4 on radar.

---Sensor B---------------------

Text : Neutron scintillator explosive detector. Beeps when detecting Fatman's
       odorless C4.

---Scope Binoculars-------------

Text : Military binoculars allowing long-distance reconnaissance. Zoom in
       with O button. Zoom out with X button.

---SOCOM Suppressor ------------

Text : Firing noise is reduced when attached to SOCOM. Equip together with
       SOCOM to attach. Unremovable once attached.
Use  : Firing the SOCOM no longer makes noise, thus allowing you to shoot it
       without alerting nearby guards.

---Thermal Goggles---------------

Text : Visualizes heat source distribution. Allows one to see in the dark. 
       Claymores can be seen when equipped.
Use  : Shows living beings, items, light sources, bullets, grenades, and
       missiles as bright red objects. When looking at an enemy soldier's
       front, dog tags will appear as dark objects within the bright red of
       a soldier's body.

---Wet Box-----------------------

Text : Cardboard box to transport perishable foods. Wet and weak. Equip
       to wear.
Use  : Not very effective cover...
Note : Only found in Tanker Chapter.

_______________________________________________________________________________

C.   D o g   T a g s
_______________________________________________________________________________

Most enemy sentries in Sons of Liberty wear dog tags. Collecting these tags
will unlock secret items that will be added to your inventory after you beat
the game (or chapter, depending upon which you selected), just as the Digital
Camera was added to your inventory after you beat the game the first time. A
full list of the possible items are listed in V. B. 'Extra Items'. This section
is meant to aid you in obtaining these tags.

Dog tags can only be obtained from holding up enemies. For more on holding up
enemy sentries. For more on hold-ups, see the Game Mechanics section.

I had considered including a full list of the tags and the data for them, but
there really is no point to it - the full list of locations can be accessed at
anytime by going to the 'Special' menu at the start screen. And the actual data
(name, DOB and blood type) is hardly relevant to gameplay. I did find having
a list of the dog tag locations useful for making sure I had obtained all of
the tags for an area, so you may wish to write down the locations. (Or, I'm
sure there will be another guide with a full listing, if you don't want to
write them down yourself.)

However, there are a number of enemies that have odd patrolling patterns,
making obtaining their tags more of a challenge. For these tags, I have listed
below their movement patterns.

===NOTEWORTHY TAGS===============

---Tanker Chapter----------------

- 001 [AD]
  Obtained from Olga when she is knocked out after the boss fight. Drag her
  body and it will drop out.

- 008 and 009 [VE]
  Eight appears the first time you enter the lounge and nine appears the
  second time. They seem to randomly switch off each time you enter from then
  on.

- 011 [VE - Ea], 14 [No], 15 [Ha - Ex]
  Appears after entering the remote room on the northeastern side of Deck-D.
  However, he will only enter the room if you stay on the southern half of
  the room. Otherwise, he will patrol the middle hallway once, then stop in
  the middle of it facing east. If you exit the room, he will leave. If you
  re-enter while he is leaving he will turn around and return. If you stay
  towards the northern half of the room, he will go down the northern hall
  that leads to the room, but won't enter and will stand guard by the door.
  However, once you go to leave the room, he will leave. [My suggestion is to
  wait on the southern half of the room until he enters, then quickly move
  north to the crates on the western side of the room and drop into Box 1.
  When he yawns, quickly drop the box and draw your weapon.]

- 018 [VE], 019 [Ea], 23 [No], 24 [Ha - Ex]
  Appears upon first entering the room, but disappears afterwards.

---Plant Chapter-----------------

- 001 [AD]
  Obtained from knocking out Snake with the blunt edge of the sword while
  in the Ascending Colon. Knock him out and then drag his body to find it.

- 007 [VE - Ea], 005 [No - Ex]
  Appears upon first entering the area, but disappears afterwards, only to
  return again after completing the Shell 1 Core scenario.

- 010 [VE - Ea], 008 [No - Ex]
  Appears on the BC Connecting Bridge after the boss fight on the Strut E
  Heliport.

- 014 [VE - Ea], 012 [No], 012 [Ha - Ex]
  Appears on the CD Bridge after completing the Shell 1 Core scenario.

- 018 [VE], 019 [Ea], 017 [No], 018 [Ha - Ex], 
  Appears on the DE Bridge after completing the Shell 1 Core scenario.

- 020 [VE], 021 [Ea], 020 [No], 022 [Ha], 023 [Ex]
  Appears inside the Level 5 doors on the lower level, which cannot be
  accessed until late in the game. In [Ha], he is walking around the main
  floor.

- 031 [Ex]
  Appears in Strut F before meeting with Pliskin for the first time.

- 036 [VE], 038 [Ea], 039 [No], 042 [Ha], 044 [Ex]
  Appears on KL Connecting Bridge after bringing Emma out of Shell 2 and
  after the character approaches the long walkway connecting Struts K and L.

- 041 [VE], 041 [No], 044 [No], 047 [Ha]
  Appears in corridor leading to KL Connecting Bridge after bringing the girl
  down the stairs into the lower area on the southern wall. (Remains in that
  corridor until the character ascends the right-most stairs and then the
  guard begins patrolling.)

- 042 [Ea], 045 [No], 048 [Ha]
  Appears in the small corridor on the bottom left wall after Emma is
  brought to the lounge in the northwest corner.

- 046 [No0, 049 [Ha]
  Appears coming off the elevator when the character goes into the small
  room just at the south end of the long vertical hallway on the left.

- 042 [VE], 044 [Ea], 048 [No], 051 [Ha], 053 [Ex]
  Obtained from Fatman's body. After defeating him, drag it and the tag will
  drop out.

===============================================================================

V. Secrets / Extra Info

_______________________________________________________________________________

A.   B e a t i n g   the   G a m e
_______________________________________________________________________________

After you defeat your final opponent, the credits roll, and you hear the
cliffhanger after-ending, you'll be shown your stats for the game. They
include : Play Time, Save, Continue, Alert Mode, Persons (killed), and Rations
(used). Push the O button and you will be given a clear code. Write down the
code and log on to www.konamijpn.com. Go to the Metal Gear Solid 2 section and
there is an option in the page to return a clear code. Do so and you will be
given a ranking, which can be compared to all others who returned a clear code.
Push the O button again and you will be notified if you have obtained any
new items. The first time you beat the game, the Digital Camera will be
awarded to you for use in both chapters. Other than that, extra items are
determined by the number of dog tags you have collected in the chapters.
(They, and the rest of the items, are chapter specific.) After that, you will
be asked to save. Obviously, do so.

After you have beaten the game once (and there is a save on your memory card
with red text) the difficulty mode Extreme will unlock.

You'll also have the option of playing only one of the chapters at a time
and you can obtain a clear code for those as well as the full game.

As a small side note, after you first beat the game, the main title screen
will change from the red shaded face of Snake to a blue shaded face of Raiden.
To see the original Snake again, just let the game sit and replay the opening
movie. The original will be back.

_______________________________________________________________________________

B.   E x t r a   I t e m s
_______________________________________________________________________________

Note : When a fraction of the number of tags to collect is listed, it refers
to the total of number of tags possible in the chapter, across all of the
difficulties, not just one.

===Entire Game===================

---Digital Camera----------------

Text : Press <square> button to take photographs. Zoom in with O button,
       zoom out with X button.
Unlocks : After completing the game once.



===Tanker Chapter================

---Bandanna----------------------

Text : Solid Snake's bandanna. (Infinity) symbol is sewn in.
Use  : The rounds of ammo in Snake's possession will not deplete so long as
       it is equipped. You will still have to reload a magazine when it is
       empty, though.
Unlocks : After obtaining approximately 1/4 of the tags in the Tanker.

---Stealth-----------------------

Text : Activates when equipped. Can optically deceive enemy, helping you to
       hide.
Use  : Makes you completely invisible to enemy sentries. However, it will
       unequip if you bump a soldier.
Unlocks : After obtaining approximately 1/2 of the tags in the Tanker.



===Plant Chapter=================

---Wig (Brown)-------------------

Text : Long color hair wig. Equip to wear. Hair whorl is <infinity>-shaped.
Use  : Infinite ammo. (Reloading is still required, through.)
Unlocks : After obtaining approximately 1/5 of the tags in the Plant.

---Stealth-----------------------

Text : Activates when equipped. Can optically deceive enemy, helping you to
       hide.
Use  : Makes you completely invisible to enemy sentries. However, it will
       unequip if you bump a soldier.
Unlocks : After obtaining approximately 2/5 of the tags in the Plant.

---Wig (Orange)------------------

Text : Long color hair wig. Equip to wear.
Use  : Infinite grip.
Unlocks : After obtaining approximately 3/5 of the tags in the Plant.

===============================================================================

VI. C o n c l u s i o n

_______________________________________________________________________________

A.   C l o s i n g   N o t e s
_______________________________________________________________________________

Well, that is the guide, ladies and gentlemen. I hope it was helpful and that
you enjoyed the game as immensely as I did.

You may email me if you wish, but if you have a gameplay question, it should
already be answered by this guide. If you still have questions, you can check 
one of the many message boards for the answer to your question. To be
perfectly honest, I am not interested in contributions. No matter how
interesting your little tidbit may be, I probably don't need it - the focus of
this guide is gameplay.

To reitterate, I am not accepting any submissions.

_______________________________________________________________________________

B.   V e r s i o n   H i s t o r y
_______________________________________________________________________________

---Version 0.95----------------------

02/05/02
I had intended to only make one more update, as I finished [Ex], but, well, to
be honest, I don't have the dedication to play through the Plant on that
difficulty right now. (Fatman has made me his...female dog.) But, I've made
too many refinements since the last update to let it stand at v.0.91. I've
made minor additions to the walkthrough such as the underground tunnels in the
tanker holds, boss strategy refinements, the usual grammar and spelling fixes,
and other various refinements and additions. Not much size-wise, but useful in
my opinion. I've also added recommendations in the Game Mechanics section to
check out Yee Seng Fu and Adreneline's guides for their excellent explanations
of the gameplay. The guide isn't finalized as I do plan one more update for
when I have completed [Ex]...someday.

My email has changed as well - it is now hyral@yetsirah.net and I have a
new website, Yetsirah.net.

---Version 0.91----------------------

12/15/01
Major typo and grammar fixes. Minor cosmetic changes. I apologize to anyone
who may have had difficulty understanding certain parts. I've gone over it
quite extensively, so it should be nearly perfect. If you spot an error, please
let me know as I don't plan to do another full proofread again.

---Version 0.90----------------------

12/07/01
First released version. Tanker walkthrough complete. Plant walkthrough is
written, but not complete as differences between the difficulties have not
been fully explored. Carrying capacity for the Items and Weapons section not
yet complete, as I need to play through the other difficulties. Secret Items
for the Plant chapter not complete as, again, I have yet to play through the
other difficulties. Notable Dog Tags not complete.

_______________________________________________________________________________

C.   C r e d i t s
_______________________________________________________________________________

Thanks to Hideo Kojima and his staff for creating such a magnificent game,
despite it's flaws. Thanks to Konami as well for publishing the game and doing
a superb localization. My gratitude also goes to the voice actors for being one
of the best dubbed games I've ever seen. Jennifer Hale in particular. Here's
hoping for another sequel that can yet again surpass its predecessor (in terms
of story and game mechanics, at least - let's try to focus more on gameplay
next time, eh?).

Thanks to the Metal Gear Solid 2 Game Manual for being a thoroughly useful and
well designed little book and explaining the gameplay so well (for the most
part).

Credit to Robert Goemans for the trick to shoot out the lights, and thus
avoid the 'shadow dagger' in the Vamp fight.

Thanks to Jagboy and Yee Seng Fu for pointing me in the right direction to find
the tunnels in the holds of the tanker.

Credit to Justin Evans for making me aware of the fact that the Thermal Goggles
also appear in B1 of Shell 2 if not obtained in Shell 1 (during the Plant
Chapter, obviously). And to 'fluffy' for pointing out that the goggles also
appear in the pool in the lower portion of the Strut A dock.

Thanks to Josh Kingrey for pointing out a typo.

I suppose I should give a nod to DEngle's dogtag guides for the use of the
term 'Tough Guys'. (Much cleaner than the term I was using before I read his
guides and decided to use Tough Guys.)

_______________________________________________________________________________

D.   D i s c l a i m e r
_______________________________________________________________________________

Metal Gear(r), Metal Gear Solid(r), and Sons of Liberty(tm) are trademarks of
Konami Computer Entertainment Japan, Inc. or (c) 1987, 2001 Konami Computer 
Entertainment Japan, Inc. All rights reserved.
Any infringement upon KCEJ's rights is unintentional.

This document is under copyright protection and is the property of the author.
This document may not be reproduced (electronically, physically, or otherwise;
in whole or in part) or altered for public use without the author's explicit
permission. All rights reserved.

This document may only be hosted at:
 
   - Yetsirah                <www.yetsirah.net>
   - GameFAQs                <www.gamefaqs.com>

Contact : hyral@yetsirah.net
[Please invoke Joy or Interest, not Anger or Fear!]          [La-li-lu-le-lo!!]

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                        Copyright (c) Hyral 2001 - 2002.

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