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########################## S O N S  O F  L I B E R T Y ######################
             

"I need scissors! Sixtee-oonne!"


Tactical Espionage Handbook
Metal Gear Solid 2 Strategy Guide and Walkthrough     
Version 1.05: Released December 16, 2001    
By AdrenalineSL



         The very latest versions and updates can be found at GameFAQs:
                            http://www.gamefaqs.com


And before we start...Just a little plug to get your adrenaline pumping. Play
this song: _Wish_ by Alient Ant Farm. Rumpo!


=============================================================================
What's coming up next? 

- Finished Boss Guide
- Start Dog Tags Section
- New Hard Mode Tactics section
- Finished Fun Stuff
- New Poster Locations
- More contributions

Let's see how many of these will actually materialize.

Version 1.05 December 16, 2001
Well, a reader that e-mailed me  today brought this my  attention.  I've just
finished proofreading the entire guide. It was well worth it. I found so many 
mistakes, I could  write a book entitled "Grammar-don'ts for Dummies".  I did 
my absolute best to clean those out. But after staring at the screen for 2 
straight hours, my brain hurts and my eyes are tired. I didn't want to add 
any more hours to this session by updating the guide with more info. Sorry! I 
PROMISE the next update will be refreshed with new stuff!

Version 1.03 December 15, 2001
What's this??!! Another update so soon?! :) As you can probably see, it's not 
a huge update. Just popped in and finished the Items section.  Another update 
won't be happening for a while, so now is good.

Version 1.0  December 14, 2001
After watching Harry Potter, I had wanted to try flying on my own broomstick, 
but obviously that didn't go too well. So that explains the huge delay on my 
updates...Ok, so that wasn't a really great excuse. The long wait for Version 
1.0 was well worth it. The walkthrough is now complete and several new 
sections have been opened and others have been completed. Check out the Table 
of Contents. Unfortunately, the Dog Tag section will have to wait.  I'm going 
to go play the game over  again to make  new sections and hopefully, create a 
little plot section. Enjoy the first complete version of the guide!

Version 0.5  November 24, 2001
So the expected update  was a little late.  At least I've gotten further than 
I would have. The walkthrough will be finished in the next version for sure. 
That's all I've been working on, so other  sections are incomplete or haven't 
even been created yet.  Walkthrough  up to defusing the 5th or 4th bomb.  Who 
cares.  Also, I've added some contributions.  Others are still sitting around 
in the inbox. Will get to those later.

Version 0.3  November 17, 2001
"Adrenaline, you oaf!" I know, I know. Too many projects at once is insanity, 
but I'm here now and you can't do a thing about it! Haha! Anyway, I got a lot 
of stuff done, even though it may not seem like it. It took 5 hours of my 
life to type all this crap, so appreciate it or break yo'self.  Anyway, like 
all my FAQs, the first versions are always crap, so don't expect much. The 
walkthrough is _almost_ nonexistent. But the next update should be further 
than where it pathetically is now. If you see huge errors, don't send about a 
million rude e-mails about why I'm better off working at McDonalds or 
something. 

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




|_________________________________TABLE OF__________________________________|
|-------------------------------------CONTENTS------------------------------|


01.  Introduction
02.  Chapter 1: Game Basics
        Basic Controls   
        System Dissection
        Actions
        Infiltration Logic
03.  Chapter 2: Walkthrough        
        Tanker
           Part One 
           Part Two 
        Plant
           Part Three 
           Part Four
           Part Five
           Part Six
           Part Seven
04.  Chapter 3: Appendices*
        Boss Guide*
        Weapons
        Items
        Dog Tags**
        Item Locator
        Weapons Locator
        Node Locator
05.  Chapter 4: Secrets & Easter-Eggs*
        Secrets**
        Poster Locations**
        Campbell Gibberish
        Fun Stuff**
        Gameshark Codes                      
06.  Chapter 5: Outro
        Contact Information
        Legal Junk
        Sources
        Credits, Plugs, and Extra Junk
        Contributor Credits
        Closing Statement

________________________

"*" : Denotes a section that has been started on, but not yet completed.
"**": Denotes a section that has not been created yet, but is listed in the 
      Table of Contents for a preview of what's to come.  
_____________________________________________________________________________





|| 0000111.92899 ||-||-||-|| 0886660000113 ||-|| 
                                                  
                          ///  Introduction  ///
 _______________
|   LOADING...  | 00000000111999666 ||-||-|| 983300111666 ||
                                            


You know a guide is crappy when  a.) It has ugly section headers like the one 
above  b.) It starts off with a stupid sentence regarding the crappiness of 
its own content  c.) Opinion "b" does not make any sense  d.) It is written 
by the coolest author to ever grace the author's house.  Yes, I think all 
that falls under AdrenalineSL's Metal  Gear Solid 2 portfolio.  Honestly, I'm
_already_ getting tired of it--the guide, I mean. So why am I still here? I'm 
wallowing in my own self-righteousness.

The ultimate goal for this guide is to provide a (least) comprehensive source 
for the heart-stopping, stealth-based action game that is Metal Gear Solid 2.
Story information for the convoluted plot  will be dealt in another section I 
may soon have up and running. Beware! Each event written in this guide is 
guaranteed to have spoilers slathered all over the guide; look for 
information you need, bookmark the guide, and get out (but chances are, 
lurking spoilers may creep up on you, anyway)!  In short, the intent of  this  
powerful MGS2 guide is to help  you through the game with the  best possible, 
yet conceivably easy, methods of play.

At some points of the walkthrough, I will heavily assume you don't need me to 
tell you to "walk forward" or "open the door". It's quite instinctive.  While 
I may have been a little too strict in directions, it's your job to explore 
and then consult my guide for help.  Well, we've  gotten that out of the way; 
I'm sure you're sick of my prelude by now, so yeah.


=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=-
  Contributing Info
=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=-


I have a feeling I'll be wading through a sea of e-mails from  this guide, so 
read up now, and you'll know what to expect from me. Starting now (11/17/01), 
I will be accepting all kinds of contributions to the guide if I deem them 
useful. Anything regarding items or information I've overlooked is most 
certainly welcome with an appreciative reply (when I'm not bogged down with 
other things). 

When you plan to contribute, please type it with appropriate  punctuation and 
spelling! Try to make it look professional! Unless there are any  glaring 
errors in the passages you send me, I will add them to this FAQ  unaltered 
(unless it's only a small tidbit.  You could  find your name at the bottom of 
this FAQ)! So, spelling and correct grammar is always recommended.  Also 
include a  name you would like to be referred to as in the FAQ. If you 
request to remain anonymous, your request will be  respected and done.  Come, 
to the bulk of the guide!




|| 0000111.92899 ||-||-||-|| 0886660000113 ||-|| 
                                                  
                       /// Chapter 1: Game Basics ///
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|   LOADING...  | 00000000111999666 ||-||-|| 983300111666 ||
                                            


 ______                                                               ______
/__/\__\_____________________________________________________________/__/\__\
\__\/__/\__\/__/
                              ________________
                             | Basic Controls |
                              


Metal Gear Solid is  least known for  its  fluid controls, where wherever you 
direct the analog stick, your character will move in that direction. Sick.


D-Pad................................................Move Character/Highliter
Left Analog Stick....................................Move Character/Highliter
Right Analog Stick.......................................Change Camera Angles
Circle Button............................................Punch/Confirm button
Cross Button...............................................Cancel/Crouch/Roll
Triangle Button............................................Main Action Button
Square Button.......................................Shoot/Throw/Strangle/etc.
L1 Button.........................................................Aim/Lock-on 
L2 Button............................Open Item inventory/Equip available item
R1 Button...................................................First-Person View
R2 Button.........................................Open Weapons/Equipment menu
SELECT Button...............................................Open Codec screen
START Button............................................Pause game/Help Stuff


 ______                                                               ______
/__/\__\_____________________________________________________________/__/\__\
\__\/__/\__\/__/
                             ___________________
                            | System Dissection |
                             


Learn about the basics of Metal  Gear Solid 2, and  how to get started.  I'll 
strip each segment  down for better  comprehension of the game to the fullest 
extent. Well...as far as my work ethics will take me, anyway. Details  will 
_not_ be 150% accurate, or even as close for that matter since I'm a fallible
human (gasp!). I may add more topics as I go on with the revisions.

 _______________________________
/ DIFFICULTY MODES /***/       /


Normally, you'd  think modes are given so that they reflect the style of play 
in a game, which is entirely true here, but what the actual words mean are 
far  stretched  in the  in-game options.  Here's a quick  breakdown  of their
cleverly hidden veins.

When you select  New Game, a second window  appears that allows you to choose 
modes upon modes of difficulty in the game play. The only _significant_ 
difference  between the modes are less  or more enemies, number  of guards on 
duty, capacity of item storage, and of course, the degree of handicaps. An 
example of a handicap is exhibited in Hard difficulty.  If you get discovered 
by a single guard, it's game over for you, bub. Go back to the drawing board. 
Huss! Boo! Get off the stage!  According to the manual and my experience, you 
can actually toggle that option on or off. It pretty much depends on your 
preference.

After several sentences  of trying to say, "Four modes of  difficulty will be 
laid out on the screen for you to choose from", I will now say, "These modes 
range from Very Easy to Hard". I have godly intelligence. Ok, here's the real 
breakdown:

* Very Easy *  Simple stuff. Very few guards will be patrolling the areas you
will try to infiltrate.  Not to mention that you  have a bigger  capacity for 
items, but you'll have the same life bar length as you would in any mode.

* Easy *  Insert words where you see fit.  Easy speaks for itself.  Actually, 
they all speak for  themselves!  But anyway, just a _tad_ more difficult than 
Very Easy.

* Normal *  Normal is what you'd generally go for if this  is your first walk 
through the game. The walkthrough in this FAQ will be covering the Normal 
mode, only because the author is an oafish idiot who can't do anything better 
than Normal, and feels that doing a  walkthrough on Easy would appear  wussy.

* Hard *  Ho-hum. Can you say "Holy fruit salad"? Normal is already a wee bit 
more than I can handle, but unless you pass Hard, you ain't hardcore!! I'm 
somewhat hard-pressed to say that I won't be able to complete this mode 
without some initial practice with the strangling  and mangling part.  Not to 
mention with the absence of extreme paranoia to getting caught by guards.

* Extreme *  Damn.  That pretty much sums it up.  But for  the sake of acting 
professional, this mode will definitely induce hear-tearing, cup-flying 
frustration that  will haunt  you in your sleep.  Basically, you get about an
unseen amount of life, item storage is minimized, and  guards are everywhere. 
So it's uh, infiltrate, or be shot in the ass.

 _____________________________
/ GAME CHAPTERS  /***/       /


Metal Gear Solid 2 is composed of two "chapters".  The first part of the game
takes place on a Marine transport ship on its way down the Hudson River. Also 
known as the "Tanker" chapter. You play as Snake trying to infiltrate the 
tanker after learning about a Metal Gear prototype being carried onboard. But 
things don't go as planned, as Snake helplessly watches the ship being 
hijacked by private  Russian soldiers.  Probably mercenaries.  Anyone who has 
played the demo already has had a taste of this chapter.

For reasons you will see as you play through the game, the second part of the 
game sets its course on a giant offshore facility called the Big Shell. Also 
known as the "Plant" chapter. The remainder of the game takes place here. You 
assume the role of a rookie member of the special forces unit FOXHOUND.  As a 
"substitute" of Solid Snake, he's been  heavily trained  to refine his skills 
through VR training.  He has had no previous experience from real-life combat 
situations. His mission on the Big Shell will be his first.

 ______________________
/ GAUGES  /***/       /


The Life Gauge itself and how it functions is self  explanatory, but let's go 
over what makes the Life Gauge decrease. Getting repeatedly, or even once, 
impaled by a  barrage of  bullets, running out of oxygen  underwater, getting 
caught in the midst of an explosion, smoking, and looking at dirty posters 
for too long (leads to chronic deficiencies) all contribute to a gradual 
decrease in the character's life gauge, which is shown at the upper left 
corner. Woo, that was a long sentence. Anything that has to do with hazardous 
stuff will HURT your character, ok?  They're  not invincible just 'cause they 
are the heroic sprites on your TV.

Now, a grip gauge is something else. It's been abridged somewhat in the final 
product of the game, whereas the demo depicted a much longer Grip Gauge. This 
gauge indicates how much longer your character can keep his grip on a ledge, 
rail, himself, etc.  Whenever the  need for a grip is ordered, the gauge will 
appear right below the character's health. 

In the beginning, it degenerates like mad, but doing  pull-ups will help your
character strengthen his biceps, triceps, fore muscles and other muscles for 
a longer, lasting clutch. When the gauge exhausts itself from overuse, his 
grasp loosens, and he  falls to whatever's below him.  If there is no support  
whatsoever  within the  next oh, 100 meters, to  break his fall, he'll  die a 
heart wrenching death

 ________________________
/ BLEEDING  /***/       /


If Snake's life is  excessively being dwindled  down either by physical force 
or by puffing on his tobacco too much and then getting shot, Snake will begin 
to bleed, leaving large blots of blood on the floor. If this persists, soon 
the floor will be mottled with dark blood stains that make  it obvious to the 
enemy that someone's trying to stealthily get by them. To remedy this and 
nurse his wounds, simply lay low in one spot for a while. Eventually, the 
bleeding will clot and stop flowing. However, if Snake has no possible way to 
rest and let his wounds heal, use a Bandage to patch up the nasty gash.

 ____________________________
/ COMMON COLDS  /***/       /


This game is so detailed, it's  possible for your  character to catch the flu 
bug. Contracting the flu results from being drenched in the rain for too long 
or being exposed to coldness for an extended period. You know your  character 
has come down with the flu when he starts to sneeze. Sneezing too often risks 
alerting guards within the vicinity.

Alleviate  his symptoms  by  popping a  Medicine, which  is a  counterpart of 
Tylenol Cold, or something. Sneezing can be caused by other things as well, 
like getting  sprayed with a busted fire  extinguisher or scattered flour. In 
such cases as those, a Medicine isn't needed.  If your character has become 
seriously ill-stricken, the pill may not take  in effect.  However, the nasal 
decongestant that is found at the very end of the game can stabilize the 
symptoms. It's imperative that you  administer the  medicine  after the first  
sneeze, or  as soon as possible.

 _________________________________
/ READING THE RADAR  /***/       /


To be as  simple as possible  about  understanding the  radar, I  will try to 
expound this into your brain harmlessly. Ok, the YELLOW dot is you--Snake, 
the man, the player. The RED dots are the locations of the guards. While the 
radar is handy and keeps you well-informed about  the surrounding uh, people, 
what it doesn't do is tell you _exactly_ where they are.

In many areas, there  will be several  levels, or floors, and  on each floor, 
depending on what mode you're playing, there could be guards making their 
rounds. The radar only shows you that they're there, but it's hard to tell if 
they're on the same floor as you are until you check. Sometimes they can be 
distinguished by their faint existence on the radar, but they gradually 
darken when you approach them.  Just keep in mind  to always be  alert and be 
weary about the guards within the vicinity.

Other than the plain dots of human presence, you'll also notice a light being 
emitted from the dot. How much the light spreads is the radial range of what 
the guard is capable of seeing. Make sense?  So, if you're outside of his 
field of vision, you're safe, and the guard won't notice  you even  if you're 
in his direct line of vision from afar (this is true as long as you have 
other obtrusions around the area).  However, if  you breach his vision range, 
he'll  catch you  and go into  Alert mode.  Or, he'll catch a glimpse of your 
shadow and investigate. The wide extension of the "light" indicates the 
direction he is facing.  The manual calls  this the enemy's "cone" since it's 
shaped like one. But what the hell, right?


/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/
[OTHER STUFF]  Submitted by Kenshiro (Ehren)

I've noticed while  playing the game (on Normal difficulty, at least--haven't 
looked into this on easier modes yet) that a guard will indeed notice you 
even if you're just in his line of sight up to a fair bit of distance outside 
the cone that represents his field of vision. While it doesn't send the game 
into Alert Mode, it does make the guard suspicious, and will change the 
field-of-view cone from blue to yellow (a status already explained in your 
FAQ).  This holds true for sentries posted on  walkways/decks above and below 
you -- even through they may not be able to "see" you according to the radar, 
line-of-sight still can present problems for Snake in these instances.

/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/


Different  colored "lights" demonstrate  how  vigilant the guard is.  If it's 
blue, it's normal, and the guard is just making his  routine rounds.  If it's 
yellow, something's got his attention, and he's confused and curious. When 
this happens, he'll look around, and a  question mark appears above his head.  
Do this  repeatedly  and he'll  go to  your current  position and investigate 
if accessible. If it's red, your character has been discovered!

During Evasion mode or Alert Mode, the radar will not be displayed unless you 
have chosen that option in the beginning.  Once you've cleared the two modes, 
the radar will pop open again in Caution mode.

 _____________________
/ CODEC  /***/       /


The  Codec is the communications device used by Otacon  and  Snake (or anyone 
else interacting with Snake). Calls are made by inputting special Codec codes 
that reach certain people for special reasons.  Each Codec code is carefully 
programmed to reached the recipient safely. It is specially designed to block 
out any outside attempts to "tap" into the line. 

Memorizing the codes isn't necessary since they'll be listed by pressing Down 
on the D-Pad.  The process of saving  your progress is gone through the Codec 
device. Otacon does it this time, but someone else will become his substitute 
later. Otacon presents you a different code made strictly for saving only. As 
you meet more people that can help, they will provide their propriety 
frequency number for contact.  Once you've tried to  contact the person once, 
the frequency will be listed in the Codec phone book afterwards.


/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/
[USELESS TRIVIA]  Submitted by James Anderson

The L1 and L2 buttons will trigger speech samples in the codec screen. 

/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/


 _________________________________
/ CAUGHT IN THE ACT  /***/       /


Several  things occur  when you're  discovered  by a  guard.  A guard's first 
instinct would be to call for back-up with his radio. When he does, a special 
seek-and-destroy team is deployed. These special forces are often equipped 
with more  destructive  weapons  and wear  bullet-proof  armor to deflect any
shots you might endeavor.

During this time, you will want to HIDE.  When the teams aren't  able to find 
Snake, you'll go into Evasion mode, where they will search for Snake. 
Thankfully, their AI wasn't programmed to extreme insanity.  While in Evasion 
Mode, stay hidden, or avoid the cavalry for the time being. When they still 
can't find Snake by the time the  gauge depletes to  zero, Caution mode kicks 
in. In Caution mode, guards will be more alert and circle the perimeter. 

Once that mode ends, everything will return to normal, and the  teams will be 
called back to their original positions.

If your character stirs up a commotion repeatedly in the same area, the Alert 
Mode gauge will degenerate increasingly slowly, and the guards will search 
the area thoroughly. You'd better find a REALLY GOOD hiding spot.  Guards are 
less likely to search lockers...


/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/
[USELESS TRIVIA]

Whenever a  guard starts to  close in on  Snake (aware or unaware) during any 
mode, you can hear Snake's heartbeat. It gets louder as the guard draws 
nearer. Is this a pathetic attempt of Kojima's to make the game more dramatic 
than it already is? Maybe.

/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/


 _______________________________
/ ALERTING GUARDS  /***/       /


Alarming the guards is simple. One obvious way is letting them see you (Duh). 
That'll do them in. Or you could shoot an object next to  them that'll  make 
a "bing" sound to  prod them into looking your way.  Even better, toss a Stun 
Grenade or some explosive that'll make pyrotechnic displays into a clogged 
area full of guards.  They'll all go into Alert Mode immediately. It's funny, 
really. Be creative at how you do this.

 __________________________________
/ MANAGING EQUIPMENT  /***/       /


Snake's inventory is composed of two separate compartments: Items and weapons
inventory. The Items menu can be opened with L2, while the Weapons menu can 
be accessed with R2. Hold the buttons down to maintain control of the 
equipment. Then use either the Analog Stick or D-Pad to cycle across the 
selective items and weapons.  Common items  or weapons (like  the M9 and USP) 
are apportioned horizontally, but other times, they are allocated vertically.  
If you choose to go unarmed, select the box  that reads "None".  As you  find 
more equipment, they will be added to your character's inventory. When you 
begin to find more of  the same item, it  will  augment the "same  box" until
maximum capacity is exceeded.


/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/
[USELESS TRIVIA]

Want to change equipment with the press of a single button?  Simply press the 
L2/R2 button  once, and Snake changes over to the  last item he's used before 
he had unequipped it.

/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/


 _____________________
/ NODES  /***/       /


A Solition Radar system, a Node must be accessed when you enter each new area
to download a map of the region. These terminals are located in various 
locations of the floating Big Shell plant.  Without logging into these Nodes, 
the radar will not function or appear.  Once you've accessed a Node, it takes 
you to the Options screen, where you can customize  settings apt for your own 
style of gaming. In Easy and Very Easy Mode, accessing Nodes aren't necessary
since the area maps will be automatically downloaded for you.

 _________________________
/ GAME OVER  /***/       /


Earning a Game Over screen  is simple.  Have Snake rot in a salvo of bullets, 
jump off a high area, drown, do anything hazardous that can kill, or until 
his life gauge depletes to zero, you are granted a Game Over screen.  Two 
choices are allotted: Continue and Exit. They mean what they imply. Continue 
lets you pick up from the _last_ area you entered.  Exit takes you  back  to 
the title screen.



 ______                                                               ______
/__/\__\_____________________________________________________________/__/\__\
\__\/__/\__\/__/
                                 _________
                                | Actions |
                                 


Snake is fully  patented with sick  moves to  take down bad guys, undetected. 
New features and abilities have been added to set off a new hobby of stuffing 
unconscious bodies  in lockers.  For later  parts of the game, Raiden has the  
same moves  as Snake, except he's a bit more...acrobatic.


/\   MOVEMENT                                                                
\/

Where there's choking, there's basic movement.  Thanks to  the extremely, yet 
lovely sensitivity of the Dual Shock 2 (well, that really doesn't have much 
to do with movement. Oh well.), Snake can move as freely as a...free thing...
Gently move the analog stick to the desired direction for a Snake-style 
strut. Violently gear the analog stick all the way to make Snake run! Neat-o!


/\   CROUCH/CRAWL/ROLL                                                       
\/

Whoa!  Three actions at once!  Snake wish he could.  Actually, it's  the same 
button that commands these three actions. Press the Cross button once so 
Snake could crouch.  While he's down there, start moving him around and he'll 
start crawling!  You can crawl under crevices, tables, shelves, anything that 
is do-able. To roll, run and press Cross once to tumble across, and pick 
Snake up for another sprint. Press Cross twice so that, at the end of his 
roll, Snake will be in a crawling position. You can somersault at a guard and 
knock him down.  If you try to trundle down a set of stairs...Snake will bang 
his head up pretty badly.


/\   STRAFING                                                            
\/

Effectively useful in open-ground gunfights.  With a fire arm appointed, hold 
down the L1 button to start running sideways and shoot at the same time. This 
is best used when you're in a jam with  nothing to help block incoming shots.
You'd generally want  to use this  to shoot  and retreat to a nearby wall  to 
take cover.


/\   CLIMB/HANG                                                              
\/

While facing an obtrusion like a rail, press the  Action button (Triangle) to 
leap over the edge and grab onto the rail. This action is called "hanging". 
No, not the synonymous meaning of "lynching". This is where the Grip gauge 
kicks in, if you were reading  about that earlier.  Press the Cross button to 
drop back down to the ground, only if it's not a long way down, or Snake will 
go SPLAT!  Press the Action button to climb back onto the railing.  Snake can 
also climb over boxes or any object that is about waist height.


/\   CORNER-VIEW MODE                                                  
\/

Lean Snake's back against the wall  and  side-step to the corner of the wall,
then press L2/R2 to stick his head out and appraise the area. Press L2 to 
move left, and press R2 to move right. You could also get a clear view of 
what's around the corner by just standing at the edge. The camera will adjust 
so that you could get an idea of what's ahead, or behind.


/\   JUMP-OUT SHOT                                                            
\/

With a gun equipped, implement the  Corner-View mode  technique and press the 
corresponding L2/R2 button to jump-out.  Then press the Square button to fire 
a shot at the unsuspecting guard. After the shot, Snake will return and 
flatten against the wall to avoid confrontation with the guard if he isn't 
hugging the  floor yet.  This is a real neat  trick to  use when you're hard-
pressed to use the more advanced techniques.


/\   PUNCH/THROW/KNOCK                                                       
\/

Unarmed fighting.  Accost a guard  without alerting him  and press the Circle 
button to punch, punch and finish him off with a roundhouse kick combo! 
Tapping the button repeatedly will initiate the punch, jab, kick chain of 
attacks.  There won't be other variants...or are there?  Also, if you do this
to a guard close  to an edge or  railing, the  finishing blow  will send  him
flying out to a pitiful demise.

Cautiously belly  up to a guard from  behind, nearly  touching him, and press 
the Circle to flip the guard over. It'll stun him momentarily! If you stick 
around and try to do it again, he may elude  your attempt to  embrace him and 
call for back-up, so be careful when you do this.  Sometimes, doing this once 
can leave the guard dazed.

When you feel like a sly fox, Snake can knock on the wall  to make some noise 
that will attract the guards. This is really just to lure the guards 
elsewhere so Snake could move to his destination.  But sometimes, it could be 
for stupid fun. Like the deal with the model's bikini area...


/\   STRANGLE/HOLD HOSTAGE/DRAG BODY                                         
\/

Cruelty at its best.  Hey, kids!  Let's all drop our  controllers, go outside 
and find a body to strangle! Hold it! See how you're influencing the kids, 
Snake? Bastard. Don't try this at home, folks. Discreetly hail a guard from 
behind, or when he's not expecting it, and rapidly press the Square button to 
start choking the victim.  Do it a few  times over and  Snake snaps his neck. 
Ouchie. 

Using the strangling  method, once Snake  has gotten an  enemy  in his grasp, 
hold on to him and walk around. He'll drag the guard along with him.  This
technique enables Snake to hold his captive hostage.  Any guards that come 
along will  hesitate to  shoot.  Beware, if you stay in a single position for
too long, the hostage  will eventually try to pry himself loose  by shaking 
wildly to  loosen your grip.  When this happens, press  the Square  button to 
discipline him into submission. Careful not to break his neck, though.


/\   DRAG BODY/SHAKE BODY                                                   
\/

Mistakes happen.  If you overdo it on the strangling part, the guard will die
a painful death and slump on the floor. Press the Square button to pick up 
his body. Then start moving the Analog stick to lug him around.  You can drag 
the body anywhere.  Stuff it in lockers, hide it behind boxes, dump it in the 
water, etc.  Be creative! It doesn't have to be a rotting corpse.  As long as 
the body is unconscious, you are able to take it in tow with no problems.

While dragging bodies around can be fun, why not check if the guards have any 
useful items on them?  It's basically the same control pattern as dragging a 
body, but instead of hauling it around, pick it up and drop it. This "shakes" 
the body into subconsciously relinquishing some items you may or may not 
need. Do this a few times until an item box magically pops out of their 
bodies. Some guards may not have any items, while others can hold cargoloads.


/\   FIRST-PERSON VIEW/STRAFING                                     
\/

Well, you need to get used to the fact that  you should use first-person mode 
very often. It will help a LOT, especially in the Plant chapter. Press R1 and 
hold it to log into first-person view. Actions like punching can be done 
during FPV (First-Person View).  If you access FPV in  front of a high or low 
object, press L2 or R2 to strafe left or right. Snake won't move out, but 
he'll peer around the object. And if you press both the L2 and R2 buttons, 
Snake will stand on his tip-toes and peer overhead.  This is effective during 
gunfights. Release the buttons to lay low and avoid getting pelted by
bullets. You can use your gun during this time and shoot back if necessary. I 
recommend this technique for all gunfights.


/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/
[USELESS TRIVIA]

Hang on a rail and tap into FPV. Then press the L2 and R2 buttons together to 
start doing pull-ups. If you keep this up and accustom Snake's arm strength 
to this kind  of tension, it'll toughen  and allow for  a longer lasting Grip 
Gauge.

/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/



/\   HOLD UP/THREATEN                                                  
\/

Snake claims he isn't a terrorist, but he sure as  hell can act like one with 
this neat trick. Sneak up to an enemy with a weapon equipped from behind (or 
jump in front of him), and quickly toggle FPV with the enemy at gunpoint.  Do 
all this without first  alerting the guard, and he will raise his hands up in 
trepidation. Don't lower your gun or he'll draw his weapon and shoot. A radio 
call for back-up will follow as well.  Also, this  doesn't work if he has his 
gun readied. If you try this trick then, you will alert him instead. Going 
into FPV isn't a necessity to hold-ups. It can also be done by holding the L1
button, which auto-aims the closest enemy.

While a guard  is being held up, start  moving  the gun's laser  point to the 
"essential" areas (hehehe). He'll get so freaked, he'll piss in his pants and 
surrender some items. Obtaining a DogTag can be done this way. But to stay on 
the safe side, shoot him in the kneecaps anyway.  This won't work if his back 
is facing you. Some guards can be stubborn and play hero. Try to stick 'em up 
with a more "destructive" gun and aim it at various body parts.


/\   LOCKER-DEALY                                                          
\/

Ah, yes. You've heard it all.  The renowned MGS2 locker-stuffing method--just 
in time for Thanksgiving too (This game came out 11/14/01 for those of you 
reading this months, or even years from now ^^)!  Go up to a locker and press 
the Action button to open it.  Some lockers reveal  ammunition for weapons or 
just plain items (sometimes dead bodies and lovely posters too). 

Snake can squeeze himself in a locker by going into it.  Step in and Snake'll 
close the door. During Alert, Evasion or Caution mode, if you bang Snake's 
head on the door by pressing the sensitive R1 too viciously, the loud bang 
will alert any guards in the room.  When the single guard cautiously inspects 
the locker, open  it before he does.  The door will  swing open and knock him 
down. Hahaha!

To stuff a body in there, simply open  the locker door and haul it in.  Snake
is handy like that. Keep in mind that once you've crammed a sleeping guard in 
there, he will _not_ wake up no matter what. 

Want more fun with the lockers?  Try punching  them and beating them up.  The 
bolts on the sides will eventually break upon excessive abuse and fall on 
Snake, striking him to the floor. Hilarious. If a locker door initially 
cannot be opened, punching it causes  it to fall _into_ the locker (or out in 
some cases.).  So you  won't know what's inside either way! 

By now, I'm sure you've all noticed  those  beautiful Japanese  models on the 
posters. Snake likes them, too. That's for sure. This is for some adult fun: 
Lock Snake in the locker and zoom into FPV. When Snake makes contact with the 
poster, you can hear him kissing it! Gutterhead. 


/\   TAKING PICTURES                                                      
\/
 
Many missions require Snake to take pictures  of certain objects.  The camera 
can be accessed in the Item inventory screen. Once you've accessed it, Snake 
will not be able to move. It'll be in full FPV. Press the Circle button to 
zoom in, and the Cross button to zoom out; square button to snap the picture. 
The film strip holds 8 pictures.  Once you've filled  in the slots, you'll be 
forced to sacrifice the less important ones.

A small arrow pointing up  appears right below the slides.  The slot  the tip  
points to is the film the camera will use to take the next picture. If you've 
already filled the  camera with  junk pics, you can  overwrite  them with new 
ones.  Just know which ones you need and which ones you don't.


/\   BOMB DISARMAMENT                                                     
\/

I know, I know. You weren't trained to work under pressure at disarming bombs
nor have you ever looked at all the intricate wires without fainting. That's 
OK. You're not required to have those skills.  In the Plant, you team up with 
an ally to  scrounge around the  Big Shell to find 12 safely planted C4 bombs
ready to blow the floating  facility sky high. Luckily, you only have to find 
six, since your comrade will scour for the remaining six. 

Disarming the explosives isn't the scary stuff you see in movies--cutting the 
red wire or anything like that. Your character is equipped with a Coolant 
Spray to "freeze" the detonator, and a Sensor A to  detect fragrances emitted 
by the C4s. When the Sensor A picks up the scent, it will be shown as a 
fairly expansive area of yellow odor.  After  getting an idea of where it is,
start ransacking the area in FPV. The bombs are well hidden.

When you locate an explosive, use the Coolant Spray and extinguish the device 
to postpone its detonation.



 ______                                                               ______
/__/\__\_____________________________________________________________/__/\__\
\__\/__/\__\/__/
                            ____________________
                           | Infiltration Logic |
                            


Running into consecutive battles repeatedly defeats  the whole purpose of the 
game--to infiltrate enemy grounds undetected. Infiltrate, by definition, 
means to enter gradually and without being noticed. Bravo. It's not the 
easiest thing to do, especially on Hard. I applaud all those who can overcome 
Hard or Extreme mode without throwing your PS2 out the window.

I've made this section to help remind you  of the common logic that goes with 
penetrating enemy  lines...stealthily.  Anymore Infiltration  Logic  tips are 
welcome.

 ____________________________
/ DUAL SHOCK 2  /***/       /


The Dual Shock2 Controller isn't just any old controller. It has unbelievable 
sensitivity in its buttons.  It detects how much force you apply to each 
button.  MGS2 is  the only game I know of that puts its fine-ness to work. So 
what does this have to do with infiltration!?  Well, for one thing, if you 
press the Square button to raise up Snake's gun, pressing it slowly and 
delicately causes him  to slowly raise it.  Pressing it  with quick  pressure 
causes him to immediately ready the gun.
 
At some point, you'll accidentally ready the gun for no logical reason.  Then 
you'll start to think that there's no way you could take it back, and proceed 
to release the shoot button, expending one bullet. Wait! Snake _is_ able to 
lower the gun again without firing. Simply _slowly_ release the button. The 
game can recognize it.  One bullet  isn't much, but it might  risk alarming a 
nearby guard, if any. 

 _____________________________
/ PATROL ROUTES  /***/       /


Each guard strictly follows a set patrol route. He will never ever breach the 
borders of the route unless you do anything to make him curious to 
investigate further. It's always wise to study his "route" pattern before 
rushing in to fell him. Also remember that each soldier has a fixed sight and 
hearing range.  If Snake happens to step within that range, the enemy soldier 
will be alerted and call for back-up.

 _____________________________
/ SELF-RELIANCE  /***/       /


Depending entirely on your radar isn't exactly a wise  thing to do.  Once you 
have become habituated to relying on the radar, in events where the radar 
will be jammed, you'll become a sitting duck.  Accustom yourself to using the 
FPV and your trusty, sharp eye. Also remember to perfect using any corners to 
your advantage for jump-out shots and whatnot.

 ______________________
/ HIDING  /***/       /


Have a thorough idea of your surroundings, and if you pass by any good hiding 
places, keep those in mind for future reference. The enemy AI has increased 
quite a bit, so hiding behind  a door or something overt will get you caught!
Dark places and lockers are usually best, but don't  let them catch you going 
into hiding or they'll know exactly where you are! 

Another type of hiding is in boxes. Use the right type. For example if you're 
inside a room where it's dry, you don't want to use a wet box. If you use the 
wrong type of box, a gaurd will flip it over and attack you. Same goes for 
the same accordance of boxes.  Orange with the Oranges.  ZOE with the ZOE's.

 __________________________________
/ DRYING OFF QUICKLY  /***/       /


After Snake takes refuge from the pouring rain, press the X button repeatedly
to shake off the water and dry faster. This leaves a small puddle at your 
current position, but  after a while, Snake will no  longer leave remnants of 
his presence.  If a guard does find footprints, he'll get  curious and follow 
them.  A blood trail  also works  in the  same way.  Tend to the wound before 
moving to any groups of tight security. 

 ________________________________
/ ENEMY QUANTITIES  /***/       /


Unlike most games, where once you leave an area and then  return, the enemies
will have re-spawned. Metal Gear Solid 2 doesn't exhibit cheap detail like 
that. Enemy sentries will not return  if you've properly disposed of the body 
(ie- killing). That's true unless you've reached a certain event. Sleeping 
sentinels will remain slumbering, executed  ones will remain dead, and so on.
However, sleeping beasts will eventually wake up from their concussion or nap 
after the circling stars or the Z's disappear. In short, the supply of 
manpower is limited.  The enemy  does not have an endless storehouse of enemy  
sentries to keep filling in the spots of missing guards.

 _________________________________
/ TIPS FROM TOKXX79  /***/       /


Grabbing alerted guards:  If you try to grab an alerted guard with the Square 
button, he will most likely duck under your arms and then kick you on the 
floor and raise the alarm.  Instead, jab him first with the O button, and you 
can grab and strangle away to your hearts content. 

Escaping from a gunfight:  If for  any reason (like lack  of ammo or Rations) 
you have to escape a gunfight, and you have a long way to run, equip a 
cardboard box.  Not only will it reduce the enemies aim, but also when you do 
get hit, you'll keep running instead of losing valuable seconds in the "shot" 
animation. Also, when in the box your bulk size is increased and stunning the 
guards by running through (or past) them  becomes easier.  Finally, if you 
equip the box in a gunfight, the sheer spectacle of this will confuse the 
guards, and they  cannot  kick you so well  and will  hesitate to  shoot too. 

Avoid leaving  footprints:  When you're in a  situation when you  are wet and 
need to move quickly and avoid footprints, just roll literally everywhere 
using the X button and you won't leave any. 

Dodging bullets: While in First Person view mode (FPV) and in a gunfight, tap 
R2 and L2 quickly and alternately, to strafe and avoid bullets (watch them 
shoot past you Matrix-style) this method is not 100% accurate since enemy 
fire sprays bullets randomly in your direction.  But I found it to be very 
useful in the first boss battle. 

Re-using empty magazines:  You can't pick up your thrown empty magazines, but 
you can shoot them with your silenced weapon to flip them to make a noise. 

Tips and trivia submitted by Tokxx79.




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                      /// Chapter 2: Game Walkthrough ///
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|   LOADING...  | 00000000111999666 ||-||-|| 983300111666 ||
                                            


/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/
[IMPORTANT NOTE]

This walkthrough covers Normal mode. If you happen to be playing another mode 
besides Normal, keep in mind there will be no references made to other modes. 
The only differences between the difficulties are the number of enemies and 
uh, stuff.  The general directions will be the same for any mode, but there 
may just be an increase or decrease in the overall amount of enemies.  For 
Normal difficulty players, I urge  you to correct me if you find any widly 
inaccurate  information like, "Strut up to  the  guy in loin cloths  and bash 
him with your purse", please tell me.

/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/


Metal Gear Solid 2 unravels the anticipation and begins  on a stormy night on 
the George Washington Bridge. With the credits appearing on and off the 
screen, the player notices  the brilliant  light effects of the speeding cars 
and the gloomy weather.

Soon, the player is  introduced to a dark  figure cloaked  in a raincoat.  He
continues to elegantly stroll down the side of the bridge. An aura of 
confidence and coolness surrounds the man. As he inhales one last puff of his
cigarette, he flicks it aside, into the roaring streets.  Slowly, the man
starts to pick up his pace.  Jogging.  Then he suddenly dashes and throws off 
his marinated confinements and becomes an existing matter of nothingness. 
Faster and faster he goes.  With one quick gasp of air, he leaps off the side 
of the bridge  with prodigious grace and deftness.

Is he committing suicide?  No. The player can see a loose outline of a bungee 
elastic uncoil as the man dives further into the waters below. After the 
resilient display, the figure unclips the support of the elastic and lands on 
the deck of a Marine tanker. 

The shock of the impact was more than the device could withstand.  It falters
and sends an eletric discharge through the man's body, then quits. The man 
slowly gets up from his initial landing position and peers into the rainy sky 
for a first mission objective completed. Welcome to Metal Gear Solid 2, Solid 
Snake.


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

                                 __________
                                | Part One |
                                 

 ______                                                               ______
/__/\__\_____________________________________________________________/__/\__\
|__  __|                          TANKER                             |__  __|
\__\/__/\__\/__/



The following sequences are rather long. This bit was where the demo started, 
also.  Anyone who's played it will have no trouble with navigating the ship's 
routes, but there are a few changes you'll immediately recognize. Although 
the cinemas are the same, it's better  that you go  through them  again since
some of the dialogue has been changed just slightly.  In this mission, Otacon 
acts as your intelligence advisor, so always  listen to his calls.  With that 
said and done, let's rock.

AFTER DECK
You gain control of Snake for  the  first time on the after deck of the ship.
Put aside some time to get acquainted with the controls.  There is a total of 
3 enemy soldiers patrolling this area of the deck. Two of them can be found 
on higher levels; the third one secures the left ground level side of the 
ship.  There is a [CHAFF GRENADE] behind the cargo  bin on the small platform 
to the right. Go deeper to the lifeboats to find a [PENTAZEMIN]. 

Now, your temporary objective here is to find a way into  the interior of the 
ship. There are many entryways into the ship, and they all drop Snake off at 
different sectors of the ship. So I won't tell you which door to go. I'll 
just layout the different sectors in big letters for convenience sake. Stuff.

On the left side of the after deck is a lone guard making his rounds near the 
vault door Otacon mapped out for you in the cinema, if you even cared to 
watch. A revolving [BANDAGE] rests under the short set of stairs. Do what you 
will with the guard.  I won't be telling you how to take care of guards, from 
now on unless I feel that they are worth mentioning.


/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/
[USELESS TRIVIA]

Dump the body overboard!  Drag an unconscious body to the  lifeboats sections 
of the after deck. Look for a squared-in white line and the emergency gate. 
Haul the body towards that.  Snake will open the gate and toss the guard into  
the raging waves. A quick way of disposing bodies without worrying about 
their waking up.

/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/


There's also a [RATION] behind the inflatable rafts.  As Snake approaches the
vault door, a Call alert appears on the screen. Press a button to receive the 
call. Otacon tutors about opening doors.  Open this vault door  to move on to 
the next area featured in this guide. Before you move on, however, two of the 
guards on the deck carry your wanted Dog Tags.

DECK-A CREW'S QUARTERS
A single guard patrols the corridor on the far right.  The locker room can be 
accessed through the two sliding doors. Search the lockers for a [RATION] and 
some [M9 AMMO].


/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/
[FUN WITH THE LOCKERS]

In the locker  room of the first  level (the ship), open  the upper left most 
locker door to unveil a pin-up poster of a lovely Japanese model. Lean 
against it and tap it's bikini area.  It defies all  laws of logic and alerts 
the guards outright! This actually works for both posters.  Also, if you poke 
her titties (There, I said it!), they make an interesting "boing" sound.  
Thanks to all the people who e-mailed me confirming that this is still there.

/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/

Open the locker that reveals the model in red lingerie. Keep it open. Ok, now 
alert the guards and quickly hide in another locker. The guards come in and 
do their usual routine to search for you. However, when the first soldier 
notices the Japanese model, he'll stare at it and get excited! The second 
soldier will follow the act. After that, they completely forget about you and 
look elsewhere.

/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/
Thanks to submissions by Pigeon and Cliff Harpole

Open the locker door revealing the lady in the  black bikini.  Belly up to it 
and stare at it in FPV. The camera should start to move slowly up and down.
Call Otacon on the Codec and watch Snake's face.  Try not to soil your pants.

/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/


The lone guard carries another Dog Tag. He is easily threatened.  Afterwards,
just head along down the corridor, and we're done with this area.

DECK-A CREW'S LOUNGE, STARBOARD
Two guards keep watch in the lounge area.  A third one is sleeping on his job 
on the other side. There are two ways to go about bypassing them. You could 
either skip entering the lounge and go straight into the engine room, or just 
take 'em out. Either way works fine.  

Anyway, a [STUN GRENADE] lies at the bottom of the stairs across  from Snake.
The sliding door next to it is the entrance to the engine room. In the lounge 
area, some [M9 BULLETS] mix drinks behind the bar, and a [RATION] idles in 
the left corner. At the opposite end is another staircase leading down and 
into the engine room.  But a fly-infested Russian  soldier is "keeping watch"
of the area.  If you start to attract  the flies, run as far away as possible
because having a swarm of buzzing insects clinging onto  Snake isn't the best 
way to sport his trademark gear.

Also, if you've decided not to go through  the engine room since you'll scale 
it later on, the guard will be at the bottom of the stairs, as explained 
above. However, if you do filter through the engine room, the inept soldier 
will be  leaning on the rail at  the top of the stairs, dozing  off as usual, 
when you arrive in the room.

Afterwards, just go up the central stairs in the main lounge room and head to 
the right to the next destination: Deck-B, Crew's Quarters.

DECK-B, CREW'S QUARTERS, STARBOARD
Two guards are on duty in this area. One south of your position; another just 
north of the entrance drop-off point. Both can be easily threatened for their 
Dog tags. After reaping the Dog Tags and stunning them, head up the stairs in 
the left cargo hold to Deck-C.

DECK-C, CREW'S QUARTERS, PORT
Immediately after entering, Snake peeks around the corner and notices a small
surveillance camera on the inside wall. Looking at your radar, you may notice 
that the camera's vision range stretches only but a few feet inbetween. Hug 
the wall and start side-stepping to the other opening, walking under it. Pick 
up the [CHAFF GRENADE] from the locker and take the stairs up.

DECK-D, CREW'S QUARTERS
Just  as Snake  finishes  climbing the stairs, a  passing soldier from behind
enters the mess hall to the left. Ignore the cafeteria for now. Find the 
pantry in the back and go in  to forage for some food.  Food, you won't find, 
but [M9 BULLETS] and a [CARDBOARD BOX] are its substitutes.  As Snake goes to
the back of the  pantry, a groggy  guard retreats  into the room for a little 
shut-eye.  Don't panic.  He doesn't have the brains to survey the back of the 
room before snoozing.

You have no choice but to shoot his ass.  If you try to hold him up with your 
measly M9, he won't even blink an eye. He'll goad you to shoot him, even. 
He's not scared of some sleep; he needs it anyway.  You can threaten him only 
with an USP, which can be obtained later. Come back when you have it, but for 
now, put the stubborn bastard to sleep.

Notice the thin defense line of the C4 infrared sensors.  These can be easily 
traversed by crawling under them. Scratch that plan because a guard is 
patrolling the rear hallway. Instead, head into the mess hall. If you haven't 
taken out the guard that went in earlier, do it now. He has a Dog tag chained 
around his neck.

The moment Snake steps in, a camera is pointed out to you.  Don't worry about 
it, though, since it only monitors the right bottom half of the room. There's 
a [RATION] sizzling behind the counter.  A couple of content Marine staff are 
enjoying their evening meals on the table, as well. Exit through the other 
door by flattening against  the wall and slowly  crossing over to the sliding 
door frame.  Be careful about the soldier on the otherside of the door.  When 
his back is facing you, move out and hold him up for an additional Dog Tag.

DECK-E, THE BRIDGE
A scene  occurs upon  entering the bridge.  It not only  features a grotesque 
display of the entire crew, but it also highlights Snake's finding of the 
coordinates of the ship's destination, and a deduction about the Metal Gear 
made by Otacon. He deduces that this Metal Gear prototype is ready for 
testing.  That explains why  the ship's course  is far off any civilizations.
The new model can be deployed without Naval assistance.  The rest of Otacon's 
thoughts get cut off by a noise that resounds from the outside.

Snake focuses his eyes and  looks out through  the captain's  viewing lounge. 
And who just happens to be walking around in the rain? Why, our Russian manly 
lady, of course!  When you regain control of  the tobacco-filled hero, uncork 
the door to the left to head out.

NAVIGATIONAL DECK, WING
Witness  the  awesome, ensuing  cutscenes.  It's a woman!  It's  a woman with 
unshaven armpits! Zesty. Looks like she has had some military training.  Very 
impressive action evincement here. Your first boss battle commences. See Boss 
Guide for details.

After injecting Olga with one more bullet, the numerous  tranquilizers pumped 
skin deep into her finally take in effect. She ain't kidding that she belongs 
on the battlefield! Snake takes her gun, the [USP], for services rendered. 
What services? Uh, for giving us the honor to take her hairy self down before 
she lopped off Snake's mullethead with that bullet.

Once you're in control again, shake the  drowsy Olga for her Dog tag and some
[M9 BULLETS].  A [RATION] makes an effort to hide in the little niche between 
the stacked cargo boxes.  If you need the first round of  USP ammo, there's a 
box of them in the bridge.

Loop around the building  to the  otherside.  A guard  pops the  door open to 
investigate the area. Retreat up the stairs and climb the ladder. At the very 
top, collect the [THERMAL GOGGLES]. By the time you start your descendency, 
the guard from earlier will be  circling the poll on the deck.  Continue down 
and step off into the look-out post at the bottom.

Get yourself cozy.  Then point and aim the M9 down through the opening.  Wait 
for the guard to pass under it, and tranquilize him. If you're collecting Dog 
Tags, climb down the ladder as soon as he starts to make another round.  Then 
follow up from behind and jump at the chance to hold him up. After he's out 
cold, go to the right area and pick up the [WET BOX] for perfectionism. Ok, 
folks, the Wet Box will NOT work indoors. It's only common sense.  If a guard
sees it, curiousity will get the best of him; he'll lift up the box for close 
inspection.


/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/
[USP FUN]

Now that you've got a weapon  that can  KILL, why not test it on a few guinea 
pigs. The one you've just put to sleep is perfect. With the USP equipped, aim 
the laser at his head and release the stress on him. Blood gushes out of his 
head, or which ever part you disemboweled. Blood will splatter all over the 
place, unless  you've turned the Blood off in the options mode.  If you're in 
the rain, the water will wash away the blood over time. When you decide to do 
this  devilish deed  elsewhere, make sure  you've  secluded  yourself and the 
jinxed victim in an area where the USP's gunshot won't be heard.

/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/


Head back to the  bridge and  backtrack to the  crew's lounge  where the next 
step in your mission lies. But first, the areas you've previously 
infiltrated, and now, have to re-infiltrate, have undergone a few changes. So
let's get to cracking those nuts.

DECK-D, CREW'S QUARTERS
Don't worry about running into the guard when Snake descends the stairs.  The 
guard that was once patrolling these hallways has now switched over to the 
other hallway, adjacent to the one leading to the pantry. The others are 
posted at their usual positions.  If you haven't procured their Dog Tags yet, 
now is a good time to do so. Especially the pantry guard.  Crawl under the C4 
sensors, but drop the soldier situated on the other side before doing so.  Or 
just go through the mess hall and improvise with the cafeteria guard.

If you're going to visit the pantry for a little snack, you'd better hide the 
hallway guard's body well, or the passing pantry guard will kick the 
lethargic sentinel awake. When that happens, it'll be rather difficult to 
leave the store room without catching the guardsman' attention first. To 
coerce the pantry  watchman into giving  his Dog tag, you'll need to convince
him with the USP. Don't fire it, though, or the heat will be all over you. 
Also, if he starts to get a little rowdy  and high-almighty, quickly  put him 
to sleep, or he'll duck out of the way and fire at you. Then a radio call for 
back-up will follow.

DECK-C, CREW'S QUARTERS
A new guard is ordered to  patrol the narrow hallways.  As Snake descends the 
stairs, the newly positioned guard is unaware of his presence and walks under 
the surveillance camera. Don't attempt to take him out at this time. If he 
drops in front of the camera, the alarm will sound, and you will be forced in 
to hiding.  His  patrol route  extends through both hallways, but he stays in 
place longer in the east hallway.

Torture him for his Dog tag  and put him to a deep slumber.  If you feel like 
wasting a USP bullet, shoot the camera to intercept  its establishment to the 
main force.

DECK-B, CREW'S QUARTERS
Everything is the same here except Snake now begins at the western staircase, 
in which he came from. Return to the sliding door on the east hallway, and go 
to the lounge area.

DECK-A, CREW'S LOUNGE
A single sentry is on duty, making  a beat through the main hallway.  He's so
set on his authorative duties that he doesn't even notice Snake's trampling 
butt enter the room. Stay where the door dropped Snake off and stay low. Whip 
out the trusty M9. Customary stuff.  But then, you might  want to sneak up on 
him and rip the Dog tag from his  fleshy neck like a ravenous maniac, too. 
Either way works fine.

The guard  swatting flies is  slacking off, as usual.  Don't enter the engine 
room from there because uh, I said so. You'll be missing some Dog tags.  That 
a good enough reason for ya, X? 

ENGINE ROOM, STARBOARD
Snake creeps  forward and notices a  shadow  of Raven  being depicted  on the 
wall. Look around to find a decent-sized action figure commando that'll start 
pelting caps if you shoot at it with the M9. The tiny caps will litter the 
entire floor in a matter of time. The lockers here have nothing fun that you 
could do with them, but the left locker boasts a rotting skunk.  Clean up the 
mess and squeeze it back in there.

Through the sliding door, a jaded guard stretches his arms and lets out a big 
yawn of excitement. Even better that he has his back facing you. He is at 
your disposal. There's another guard sentry ambling back and forth just under 
Snake.  Don't go down the stairs.  At the end of the rail, before you wind to 
the stairs, aim down through  the opening and wait  until the watchman pauses 
there. Then let him have what he wants.

Take note of that lovely hiding spot on the right--a dark, narrow alcove. Big 
enough to fit plump Snake.

On the next floor down, notice the stationary guard around the corner.  After 
dispatching him, drag his body to the back and grab the [M9 BULLETS] while 
you're at it. Head across the ramp and wrap around.  Bounce up the stairs, or 
ignore them. Going either way winds up on the same page, anyway.

Freeze the sentinel in  place and bribe him  for his Dog tag with the "usual" 
routine--aiming at his head or crotch. Pure evilness! Cross over to the 
adjacent rail.  Notice the guard below. Shoot him in the head just for kicks.
Follow the path down and up the steps.

Hide in the alcove as needed.  The guard stationed here will look behind him, 
so if his cone falls on a stupid Snake standing on the stairs, it's hide-and-
seek time. Sic 'im. Do as what ye will.


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

                                 __________
                                | Part Two |
                                 


ENGINE ROOM, PORT
A guard walks  through  the door  from the  other end as soon as  Snake hides 
behind the corner. He reports his status and affirms that everything is going 
according to plan. Move out of sight after the guard finishes his report. 
Step into one of the lockers on the  left side of the room and wait until the 
guard finishes a quick sweep of the region.  Sometimes he comes, sometimes he 
doesn't. Look at your radar for this.

Break out of  the locker.  Attempt to  move towards the water-tight door, and 
the Codec immediately rings. Otacon tells you that the following corridor is 
equipped with infrared sensors wired to catastrophic, plastic explosives 
called Semtex, or C4, for those Rush Hour know-it-alls. The only way to 
disengage them is to destroy the control boxes that trigger the sensors. Your 
M9's suppressed tranquilizer darts will be ineffective. But the USP will work 
quite well.

Don't sweat the sound of the USP's shots.  The loud noise of the engines will 
stifle the noise considerably. Add the [USP BULLETS] to maximize the USP's 
ammo supply.  Now, this part is a  trifle tricky.  Listen to me or be damned!
First, there are  three "gates" of these  sensors, which means that there are 
three control boxes for them. Touch the sensors and you bring the ship down 
to float with the fishies. Each control box is designated to a certain "gate" 
position. 

The control boxes can be identified by the green, rapid-blinking light. "What 
iz the trikky part, Adrnlurne?" Good question. The control boxes are cleverly 
placed so that you must have precision shooting to  take them out, or you may 
end up blasting the explosives instead. 

So, the VERY BEST thing to do first is to whip out that  Camera, or Scope, to 
locate the three detonators, or at least one. Two of them are lined up 
against the right wall, and the last one is inclined to the left wall. The 
easiest one should be taken care of first, I guess. But you should see for 
yourself to know exactly where the control boxes are.  Ready?  Okidoke. Let's 
get to disarming the sensors!

Position Snake on the left side of the beams so that he could clearly see the 
right side of the wall, and everything leaning against it without any 
obstructions. Your still target is the control box sitting on the floor 
snuggled next to some C4.  Hold it!  Before you shoot, notice  that the USP's 
laserpoint is hard to see since the gun itself eclipse it. BUT if you move it 
up and down, you can see the laser following the movement of the gunpoint. 
Start moving it up and down until you get a good idea of where the laserpoint 
is.  With your gamer's intuition, adjust  it so that the point lands right on 
the control box. Then fire.

If successful, you'll hear something malfunction. If not, you'll surely know.
Apply the same tactic to the remaining two. The next one is stashed up high 
on the right wall. Stand on the cargo, where you retrieved some USP Bullets. 
Focus your view so that Snake is in line with the control box.  Zoom into FPV 
and stand on Snake's tippytoes (L2 + R2). Then blast it into oblivion.

The last one takes a bit more anxiety and sharp-shooting. This box is stashed 
behind a tall, cylinder box sandwiched between two wired C4 explosives on the 
left wall. However, there is a little rift inbetween you could shoot at to 
connect with the control box. Stand on the right side, or ingress into the 
hallway, as close as possible to the box. Crouch and find the opportunist aim 
carefully. Do away with it.  Congratulations, you've just disarmed all of the 
laser  sensors and  saved yourself a trip to the hospital for treatment on 
sewing your limbs back together.  Furthermore, you've even avoided  a 20-feet 
long medical bill. Moving on...

DECK-2, PORT
A general announcement echoes through the empty hallways ordering all Marines 
to report to the ship's holds for an important speech by the Commandant in 10 
minutes. No, a time limit will not be placed on you, so don't scream out in 
distress yet. The following areas will be poorly lit because of the faltering 
light bulbs that will light if it feels like it or not. This also puts you at 
the risk of getting easily spotted by a nearby enemy sentry.  The risk 
greatly skyrockets if Snake is in a well-lit area. Play it safe and smash the 
bulbs with the M9 whether they are illuminated or not. They tend to blink 
when you least expect it.

Take the [RATION] on the right if necessary and continue up the dim corridor.
Remember to shoot out the light bulbs with the M9. It will help greatly. 
Skulk in the dark like a stalker until you hit alcoves, which  blossom useful 
items if you can gather them.

Soon after, Snake stumbles across  a corpse lying  idlely on the floor in the 
alcove. Beware of the flies swarming around the corpse. Fill the  USP with 
[USP BULLETS] and  stock  up on [RATIONS] from  the side chambers. There will 
be a surplus of USP ammo to go around. Rest assured.

Snake is not the only one that can be  covered by the blanket of obscurity in 
the dark. Enemy sentries can also be hard to see with casual view. So equip 
the Thermal  Goggles every now and then to check.  A guard nearby will not be 
too far from you by now.  Use the goggles to avoid any heart attacks from the
alarming sound bit.

The first guard Snake encounters patrols a pretty  lengthy expanse.  However, 
if you have listened to what I said earlier about the knocking out the 
lights, he won't spot you as easily. Beep, beep. Dog tag holder. Threaten him 
for it as the habituated maneuver. 

At the end  of the  corridor  is a headbanging  guard  styling headphones and
listening to some hard rock. Deftones, maybe. ^^ Don't worry about blowing 
out the lightbulb above him when he's around. He's too into the music to 
notice Snake, unless he moves in too closely.  He'll also  fake his status to 
the team on  the otherside of  the radio.  Don't even try holding  him up and 
yelling "Freeze!" 'cause he won't hear you, silly goose.

Take him out without stirring up too much  commotion because  there's another 
guard just ahead.  The lightbulbs can stay as  they are now since there won't 
be anything to worry about in this short corridor.

DECK-2, STARBOARD
Collect the goods--a [RATION] and several [USP AMMO] in the side chamber. And 
continue forward. After going little ways into the corridor, a cutscene takes 
over, which shows three fully armed Russian soldiers rush into the chamber. 
They endorse their commander's feelings by reporting that everything is ready 
and in order for further instructions. After reporting to their Colonel, they 
begin to secure the area.  As much  as he may try, Snake  can't hide himself.

The cutscene ends, leaving  Snake to mangle three Russian  ruffians...and any 
others who feel up to joining the heat. Use the boxes scattered around the 
battle ground as cover. Use the FPV (L2 + R2) for this fight. Don't stay in 
one place too long because the guards will have some grenades ready. Once you 
hear it clinking against the cement, leap out of the way! Dispatch them using 
the USP for absolute effectiveness.

Snake finishes the fight  by eliminating  the last of  the squad.  He goes to 
investigate the room behind the water-tight door. Snake enters the holds with 
full vigilance of his surroundings. A single Russian sentinel magically 
escapes his carnage and watches him from behind. As the soldier tries to seal 
him in, Ocelot appears behind him. Delighted, the soldier attempts to explain 
the situation, but gets cut off by a gunshot  to the head.  Looks like Ocelot 
has other plans in mind.

Snake finds himself  overlooking the  audience  hall where the  Commandant is
relaying his speech through a projection screen to a plethora of armed 
Marines.  Otacon informs Snake that he must infiltrate through three holds to 
get to the Metal Gear.  He gives Snake an alternative method to transfer the 
photos once he is done. Otacon also tells Snake that he hacked into the 
Commadant's database and stole a look at his speech to  estimate that it will 
last for 7 minutes.  This will be  your  first "timed" mission.  Every second  
counts, especially towards the end.

HOLD NO. 1
You are given 7 minutes to  take photographs of the  Metal Gear prototype and 
send them to Otacon. If you do not complete this mission before the allotted 
time ends, the speech will be over and the guards will return to their 
positions. Your first goal now is to shimmy on by to Hold No. 2 without 
attracting the Marine's attention. If Snake is spotted once, he gets taken in 
to custody, dictating an instant game over.

Start by taking the two ladders down to the ground floor.  Run along the back 
wall until you hit the projector's light. Shoot the guard right in the neck 
with the M9 since his helmet protects his skull from a headshot. Then crawl 
under the light. It's a funny scene if you walk through it, though. Travel up 
the west wall. The ladder there leads up to a stash of [M9 BULLETS], but take 
the trip only if you really need them. Drop the guard and continue.  Whenever 
Snake steps over a metal grate (white block), tip-toe across them. The clanks 
made by his  heavy footsteps will alert the nearest Marine, setting off a big 
chain reaction to the others. 

HOLD NO. 2
Don't follow the west  wall from here.  Crawl under the projectors and follow 
the east wall. The twin projectors in this room switches on and off 
intermittently to each of the screens. Therefore, the watchful Marines' cones 
will move back and forth to catch up with the projection. Now, of course, you 
won't find them doing that in real life...It would seem silly, no?

You can foresee a projection transition when the room loses its radiance. But 
don't panic when the projection screen switches, the Marines have slow 
reaction time. They won't avert their attention until a good 1 1/2 seconds 
after the transition.  Scramble for cover; walk  along the east wall when the 
coast is clear.  Remember to lightly walk over any metal grates.  The door to 
Hold No. 3 is just behind the huge block.

HOLD NO. 3
The Metal Gear prototype is suspended in this room; the actual speech is also
held here. The real personage is here giving his speech on the dais to a 
smaller group of Marines crowded around the center of the room. Two cameramen 
from either side film this propitious event. Everyones' attention is 
profoundly riveted by his powerful speech.  So no one will notice an intruder 
snapping pictures of their pride.


/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/
[ROCK YOUR BOXERZ]  Submitted by James Anderson

On the first screen in the bit where you have to photo RAY (the first time 
through the game) there is one soldier wearing no trousers. If you go up to 
the platform on the left you can get a good photo of him. When you upload 
this picture Otacon cracks up and tells you how cool it is: "This rules!" 
etc. Since he says something about "any classic moments" there may be other 
pictures he will comment on. 

/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/
Submitted by Patrick Carroll

In the tanker, if you get to the 3rd room with all the Marines in them (where 
you have to take pictures of Metal Gear), if you get to that room under 2 
mins, all the soldiers will be wearing boxers.
 
I'm not sure about the time (2 mins), but I  do know it happens if you get to 
that room very quickly. I took a picture of it with the Digital Camera (that 
you get once you finish the game) so I'm not just making it up! :P Looks like 
they took that Meryl Gag from MGS1.

/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/


There are two Marine guards posted on both sides of the room.  The one on the 
right is secretly dozing off; he isn't trying too hard to hide his boredom. 
The other one is actually doing his job and well-aware of his surroundings.
In the position, in which you regained control of Snake, is a perfect shot 
for the Front-Right angle pose Otacon wants of RAY.  Whip out your camera and 
snap a picture. Don't zoom in too much; Otacon wants the whole enchilada.


/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/
[USELESS TRIVIA]

Be sure to have several replicates of the angle Otacon wants, just in case he 
trashes ones he doesn't like and sends Snake back to get more. Also, after 
capturing a picture, Snake may say things like "Good" and "Alright". This 
means that your photo will procure the best responses from Otacon. When he 
doesn't compliment your photo, you've got a problem.  Overlap the picture and 
take it again.

/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/


To get the Front Angle of RAY, work around the cameraman's podium next to you 
and stand behind the throng of patriotic Marines. There's a line that bisects 
the room on  the floor.  Stand on the line and take a  picture of the smiling 
RAY for a perfect Front Angle.

Moving on to the next shot: Front-left.  Go around the left podium and  stand 
little ways between the back wall and the tall cargo. Whip out the camera and 
zoom out as much as you can. Try to fit most of RAY's body into the picture. 
It doesn't matter if  the overhang is blocking  the head somewhat, as long as 
it is enough to serve as  solid evidence for Otacon.  He'll accept it if it's 
not focused too much on one particular spot.

The final shot involves  capturing the MARINE  insignia, which is  painted on 
the left side of RAY. Crawl behind the posted Marine soldier on the left side 
of the room and  proceed "inside".  Go all the way in; look up  and search up 
and down for the insignia, which is the text Marine vertically painted white.
Take a picture of the whole thing. It must be of clear quality or Otacon will 
send you back!

After acquiring  all these shots requested  by Otacon, you must  take them to 
the device he pointed out to you in an earlier cutscene. This machine will 
transfer your pictures to Otacon's sprite for viewing. During the last 1 or 2 
minutes of his speech, the Commandant  will yell, "Intruder to the left!" and 
"Intruder to the right!" Stay composed and don't panic. He's only drilling 
his men should this sorta thing happen. But if you do happen to land right in 
the spot where all their eyes  focalize  on you, well...you have one  helluva 
lucky rabbit's foot, or something.


/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/
[USELESS TRIVIA]

If time  runs out  and the 7  minutes are up, everyone  in the  room will not 
suddenly turn their heads at once and spot you. Instead, the Commandant will 
go on  and crack  a few jokes just 'cause he's a  verbose  fella.  Looks like
Otacon's appraisal was wrong!

/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/


Take the pictures to the machine on the right side of the room.  After taking 
the Marine snapshot, run through the underpass where the Commandant stands 
above you. The audience is much too captivated to notice Snake's bulging head 
so take the chance now. Take care of the guard on the other end, if you 
haven't already, to avoid any conflicts.  Then head down and press the Action 
button to patch into the system.

Once they're successfully sent, Otacon will critique them. If they're nice in 
the eyes of super Otacon, good job, you've completed the mission.  And you've 
just complete the first  half of the game.  The story...takes  an interesting 
turn here.  Watch the insanely long cinemas that ensue. Don't skip them. They
explain much of the plot, as does any other cutscene. Sit through it; I don't 
feel like giving a synopsis here.


/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/
[OTACON FUN]  Submitted by Chad Kunsman

If you take a picture of the first Asian bikini girl with the camera and it
ends up being uploaded to Otacon, he will comment on it and say "This isn't
a picture of Metal Gear, but.....I think I'll be keeping this one anyways."

/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/



 ______                                                               ______
/__/\__\_____________________________________________________________/__/\__\
|__  __|                          PLANT                              |__  __|
\__\/__/\__\/__/



The Big Shell  they mentioned is an  offshore decontamination  facility built 
off the coast of the New York Hudson Bay to prevent egological disaster due 
to the spilling of crude oil from the tanker two years ago. The Metal Gear on 
the U.S.S. Discovery  had been retrieved by the  notorious Ocelot, who caused 
the sinking of the ship in the first place. Now, a new mission is placed.

Exactly six hours ago, intelligence  say that a radical  anti-terrorist group 
known as "Dead Cell" invaded the Big Shell and took over the compound. The 
president, James Johnson, who was on tour around the floating facility, 
quickly became involved in their insidious plan as a hostage.  The group  
solicits 30 billion dollars from the government as ransom, or they will not 
guarantee his safety.  If the demand is not met, the terrorists plan to 
demolish the Big Shell with the explosives planted around the focal points of 
the massive facility. 

If this happens, the explosion will release toxins  into the water, resulting 
in an overload of hazardous dioxins that will ruin the ecosystem and turn the 
bay into a virulent goop for centuries.

SEAL Team 10 has been called into operation to rescue the  President.  A solo 
effort from special forces unit FOXHOUND carries out a covert operation to 
infiltrate the Big Shell. The operative encroaches the Big Shell via the Deep 
Sea Research dock. Enter, Raiden.
                              

=============================================================================
                  
                               ____________
                              | Part Three |
                               


You now play as a  rookie operative from  the reformed FORXHOUND.  Ever since 
Snake left to form PHILANTHROPY with Otacon, FOXHOUND found a replacement for 
the legendary hero of Shadow Moses and honed him to refine his skills. Having 
went through 300 missions in VR training, he has had no real-combat 
experience and the infiltration of the Big Shell will be his first. His name, 
Raiden.

Because of Raiden's lack of extensive knowledge about the real thing, Colonel 
Campbell will be your field expert through the Codec, calling you frequently 
to fill you in on appropriate actions. Most of the time, he can give useful 
information, but other times, it'll be  like sitting through a late tutorial.
Many of the things he'll  go over with will be  stuff you already know about.

Wait a minute! What happened to Snake?! They say he went down with the tanker
two years ago. Blasphemy! Shaddup and see for yourself.

Also, before we begin, the layout and terminology of the Big Shell is simple.
The Big Shell is essentially comprised of two main cores: Shell One and Shell 
Two. Each shell core is compounded of 6 other hexagonal shapes called Struts.
To move to each Strut, you must cross  connecting  bridges that occassionally 
have tight security posted there. But we'll get to that later.

Ok, let's begin, Bravo.

STRUT A, DEEP SEA DOCK
Raiden emerges from the water and immediately  radios the Colonel for mission
status. Raiden paddles over to the ladder and hauls himself out of the water. 
For a redeeming note to many people, Raiden's actions and the corresponding 
buttons are the same as when you controlled Snake. Don't worry. Raiden is 
capable of imitating Snake's moves, except  he has his own style. It's an age 
thing.

From where you  begin after  getting out of the water, go  around the pool to 
the right side, next to a gas canister. Dive into the water and listen to the 
Colonel's swimming lessons, if you don't know them already. A pair of 
[THERMAL GOGGLES] lies under the diving spot. It's difficult to see, but it's 
there.  Get your feet wet some more and become acquainted with the underwater 
controls now.

Head to the spot with the open ventilation filter and scuttling bugs, and hop 
over the railing. You should be hanging from it. Shimmy over to the bulky 
diving suits on the right; then climb up and grab the [SHAVER]. The Shaver 
isn't anything special you could use, but it will change things very, very 
slightly--subtlely even. Notice the lovely cockroach and lice infestations on 
the walls and floors.

Take a deep breath and climb  into the small wind shaft.  Make a right and go 
all they way, ignoring other intersections since they lead nowhere. Crawl out 
and pick up the [RATION]. 

Another [RATION] is stored in the middle locker at the top. Don't stay in the 
room too long now  that you have  Rations.  The bugs will  slowly consume any 
food sources.

As Raiden turns the wheel on the vault door, you can hear an ongoing struggle 
on the other side of the door. The door swings open and Raiden ducks out of 
sight just in time to find a fallen Russian  sentry regaining  consciousness. 
Raiden uses his knowledge of fire arms to identify his enemies' weapon 
artillery.  Sic.  Go on  through the  short corridor and into  the next area.

The masked rookie enters the room and finds the floor  littered with soldiers 
blacked-out on the ground. The elevator starts to go up, and just as it does, 
we catch a glimpse  of Snake--Solid  Snake!  What a  riveting  plot, this is!
Raiden contacts the Colonel in the wake of this discovery. During this time, 
he introduces special terminals called Nodes.  More about  them in the Basics 
section of this guide, or you could listen to his rambling. Simply put, it 
works like Snake's radar from the Tanker, except  it's much more of a hassle.

Head to the Node on the otherside of the room and log in. Enter your codename
and whatever information that applies. Afterwards, it takes you to the Option 
screen where you can customize any settings to accommodate your new 
companion. After being drilled mercilessly by the Colonel again, the elevator 
button blinks, indicating that the elevator is coming down to pick you up. By 
the time Raiden runs past the guards, they start to wake up.


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[WEIRD STUFF]

Jack and Rose??  What is this? A remake of Titanic?! Kojima, what in the blue 
hell are you thinking!?! Nothing really interesting. Move along, folks.

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Hide behind the  scattered  cargo on the right side in  the back.  The guards 
never check there or the center pallet.  Stay there until the guardsman close 
to you turns away, then scramble for the central pallet. Stay low. By now, 
the elevator should have finished its trip down.  Take the chance to dash for 
it and ditch the guards without alerting them.

On the elevator ride up, Raiden takes off his cumbersome mask and reveals his 
face (not that it's really hideous or anything). The Colonel and he have a 
little chitchat about Solid Snake and the formation of the Big Shell. Raiden 
steps off the elevator  and finds himself  on the rooftop of Strut A on Shell 
One.

STRUT A, PUMP FACILITY
From now on, press START  to bring up the  map to locate where you are on the 
Big Shell.  The Strut highlighted in orange  will be the current Strut you're 
on. Anyway, start by collecting the goods: a [CHAFF GRENADE] in the right 
cage and a [BANDAGE] stacked  with the crates.  There are some  M9 Bullets in 
the back, but they are currently unusable. Look for a gash in the left set of 
fences and climb under it. The Colonel contacts you about it, but ignore him. 
He's getting unduly annoying, no?

By the time Raiden wiggles loose from the clawing wires of the fence, Colonel 
Campbell radios Raiden and informs him of SEAL's infiltration through Strut B
(Dammit! Leave us alone!).

 
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[USELESS TRIVIA]

Careful! The bird crap by the outside railings is slippery.  Run through them 
and the klutz, Raiden slips and falls on his back. Ouch. Furthermore, if he 
stays down long enough, he'll get doused by a bombardment of bird sh!t! Cool!
Bird droppings can be found around the area. Occasionally, temperamental 
birds will try to bombard Raiden while he's just standing around. Most of the 
time, they miss and splat on the ground beside him.  Also, look up in FPV for 
a while.  A sea gull will take the hint and release a pile on the camera! Get 
rid of it by zooming out of FPV.

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STRUT A PUMP ROOM
Descend the stairs to the bottom to find two Russian guards laying out duties 
for each other. The other one leaves to the rooftop for his early shift. That 
leaves you with one other in the cubicle area. Don't hafta scramble for cover 
now. This guard only pauses at each of the cubicle's entrances--left, down,
and right. Each time he moves to the other side from his current position, he  
checks the bottom passage for any  intruders.  Simple stuff, except you don't 
have a weapon. No problem there, either.

This will be the last time Raiden helps point out a Node--you'll have to take
care of that in the future. The Colonel gives a little sly technique to lure 
the guard away: Flatten  against the wall and press the Punch button to knock 
on the wall. That's not necessary. This enemy sentry is easy to get by. As 
soon as the guard makes his trip to the opposite end and _after_ pausing 
briefly to look down, slip by and go to the Node. Download the map and get 
the radar in focus. Hide behind the board in the center. Wait until it's safe 
and give him the slip again.

Should anything go wrong, there  are lockers to  hide in on both sides of the 
hallway. A [RATION] idles in the lockers on the right. Going up the stairs 
here lead back to the roof. Head through the passage on the right side of the 
cubicle to the first connecting bridge.

FA CONNECTING BRIDGE
To move to and from Struts, you must  cross bridges  suspended high above the
ocean. Hovering camera mechanisms called Cyphers or human sentinels usually 
govern the bridge from letting intruders move freely through the Struts. 
Taking care of guards is the same old, same old, but a Cypher is another 
story. Cyphers are sometimes equipped with weapons and given the
authorization to violently assault  sighted enemies.  Uh, that means you (cue
dramatic bit). A lot of the time, they don't have weapons. 

To effectively take out a  Cypher, shoot it right in the lens  with the Socom 
(which will be obtained later).  But, this is just for reference.  Right now, 
you gotta cross the  bridge to Strut F without  corrupting the natural cycle.

Colonel Campbell  suggests deploying  a Chaff Grenade, as shown  in the Codec 
demonstration. However, that isn't quite necessary, since we want to conserve
precious Chaff for better things. When the Cypher is out of sight range, head 
out and down the stairs to the right. Conveniently, there's a [CHAFF GRENADE]
on the left end of the bottom stretch if you want to use it, but don't, is my 
recommendation.

Stay on the lower portion and walk it.  The Cypher  isn't able to detect your 
presence because of the huge pipes stretched along the side.  Ascend  the set 
of stairs on the other side and enter the top floor of Strut F.

STRUT F, WAREHOUSE
Inside the two-story warehouse, Raiden spots  a guard that  had just finished 
his rounds and is reporting to the main force. After the guard finishes his 
report, contact the Colonel repeatedly to learn more of the plot and about 
Solid Snake. Swing over to the other end of the hall to find a [RATION] 
behind a box.  Head into the door on this side. Recover the [M9] in the space 
where an imaginary fourth box is supposed to be placed.  Max out the  ammo by 
collecting the two [M9 BULLETS] in the room.

Backtrack to the pump room on Strut A via the FA connecting  bridge.  Back in 
Strut A, sneak by the guard and go through the door on the west hallway to AB 
Connecting Bridge.

AB CONNECTING BRIDGE
Such luck. The bridge is a little zigzag and there are two watchman posted on
the bridge that constrains passage to Strut B. Fortunately, it isn't as hard 
as it seems. The left guardsman walks up and down the single straightway on 
the bridge. The other one, on the right, remains in a stationary position, 
constantly moving his head to the left and right looking for ominous signs of 
trouble.

Disregard the hanging strategy the Colonel instilled on this task. Why not go 
the traditional way: Drop a guard and trot over the bridge. Take out the M9 
and aim it at the head of the right guard. He should fall without causing a 
ruckus. Then go out and crouch behind the alcove on the right until the other 
watchman drops his guard.

Scurry over to the slumbering soldier.  Stop. Drop.  Roll.  Crawl the rest of 
the way  just  to be safe.  When the  live guard isn't facing your direction, 
stand up and scram. Simple, much?  However, if you really are a stingy person 
to wasting one measly  little M9 bullet, you can  follow the Colonel's advice 
and hang.  Then glide over to Strut B's entrance. Whatever you do, do NOT try 
to shimmy under the still sentry. He'll spot you!

STRUT B, TRANSFORMER ROOM
Ingressing further into Strut B, a cutscene takes over.  The floors and walls
are streaked with blood. Just around the corner, Raiden finds fallen comrades 
ripped to shreds by a fearsome monstrosity. Raiden listens as horrifying 
screams of terror emanate from the transformer room. A mysterious man attired 
in a dark trenchcoat is the man behind the revolting murders. It turns out he 
fancies the blood of terror-stricken men. Raiden, being the big, beefy 
warrior tyke he is, stands up to him and invites a tough battle with the 
superhuman monster.  Fortunately for Raiden, a single  SEAL member  saves his 
skin and shoos the blood-sucking freak away.

The Marine who has just saved your ass now becomes  an ally of  yours through 
the Codec. Great, another Codec chatterbox. Only, the interesting is, that he 
resembles Snake in every way. Well, we'll find out later. His name is 
Iroquois Pliskin. He has extensive knowledge about FOXHOUND and the VR 
program Raiden claimed as his only pride and  proof of his abilities.  If you
have the Shaver, when  the two  exchange items, Raiden gives  this to Pliskin 
only cuz he needs it.  Pliskin gives you his  pack of cigs and the [SOCOM] he 
picked up. Remember his frequency: 141.80.


/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/
[USELESS TRIVIA] Submitted by Tim Ngai-Him Jang 

The name Snake uses as an alias on the  Codec (Pliskin) is the name of the 
character (Snake Pliskin) that Kurt Russell plays in "Escape from New York"

/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/


When you regain control of Raiden  at the top of the stairs, Pliskin  takes a 
short nap at the bottom. There are [SOCOM BULLETS] next to the stairs on the 
ground level.  Beside it is a Node you can log into and download a map of the 
area. Before moving out through the northern exit, some [M9 BULLETS] sit next 
to the transformers on the top level.


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[USELESS TRIVIA]

With the acquired guns, aim them at Pliskin to immediately wake him and alert 
him into pointing his own AKS-74u at Raiden ("Think you could shoot that 
thing?").  Mash the punch button repeatedly or side flip by him, hitting him,
and he'll call you a moron and discipline you.  Don't do this too often since 
it does drain health from the life gauge.  Start pitching hails of Socom 
bullets at the guy and you will  have incited a royal gunfight with the field 
expert! Duck out of sight to keep him from sucking your health with that 
automatic of his.  After your assualt on the poor guy, call the  Colonel.  He 
and Rose will scold you for turning against your own ally!

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Take the  [RATION] and [SOCOM BULLETS] from  the lockers.  Then head into the 
brown sliding door.

BC CONNECTING BRIDGE
Raiden walks in on an ongoing gun battle. Two helpless SEAL members try their 
best to nail a Dead Cell member standing at the end of the T-intersection 
bridge, but to no avail.  The volley of bullets  veer away from the woman and 
deflect elsewhere. People call her Fortune, a woman blessed with retentive 
luck to escape harm's way.  The blood sucker from earlier makes an appearance
on the bridge to retrieve the oblivious president.

Several assault teams immediately enter  the scene and attempt  to subdue the
Dead Cell members. With a moan of disappointment, Fortune activates the 
massive weapon slung on her right arm and points it at the approaching party.
Seconds later, that portion  of the bridge is  blown right off the map, along 
with flailing bodies of the helpless soldiers. In an instant, the entire 
Bravo team is wiped out. The Colonel fears that this failed operation to save 
the president will prod the terrorists into carry out their plans.

After the conversation with the Colonel, cross the bridge to Strut C and take 
the [CHAFF GRENADE] a soldier has left behind in his honor.


=============================================================================
                  
                                ___________
                               | Part Four |
                                


STRUT C, DINING HALL
Both diverging doors lead to bathrooms.  Men's room on the left; Women's room 
on the right. The men's room carries [SOCOM BULLETS] with a treat in the left 
stall. Also, if you punch the uh, door-less toilets, they'll flush.  The blow 
dryer works too if Raiden is looking for a new hair-do.  [PENTAZEMIN] and [M9 
BULLETS] make way in the women's room. 

Jog up  the central  hallway and enter the  kitchen.  A cutscene highlights a 
lone officer rummaging through the cupboards for something, but gets 
interrupted by Raiden's sudden appearance. The man insists that he isn't from 
NYPD or anything of the sort. Pliskin enters and orders Raiden to put the gun 
down.

It turns out the  man is  Peter Stillman, from the  NYPD Bomb Squad, who  was 
brought in with the SEAL Bravo team. Stillman is THE bomb expert, who is well 
known for his skills. He came here to confront Fatman, his disciple. He 
taught Fatman everything he knew about explosives and in a sense, created 
him. Peter says that there was also an engineer who was with him before the 
skirmish, but he hasn't  seen him since.  Smells like Otacon.  Being short of 
manpower, it's up to Raiden and Pliskin to defuse the bombs themselves.

Peter suggests that the  best way to deal with  pulsing C4 bombs is to freeze 
the detonator to put off its scheduled bang. Peter equips Raiden with a 
[COOLANT SPRAY] and [SENSOR A], which is an Ion Mobility Spectrometer. As 
Pliskin puts it, it's a device used to sniff out C4 in the vicinity. It'll 
pick up Fatman's scent spectrum as a yellow-green cloud on the radar.  You'll
need to log into a Node first, though.

Stillman also gives you the [LV1 CARD], which is a clearance card for all the 
security doors marked with Level 1. If you need additional help from the old-
timer, his frequency is 140.25. 

Log into the Node in the  dining hall.  Now it's time to  hunt down the first 
bomb in this Strut. Head back out to the hallway.  Sensor A immediately picks 
up on Fatman's signature in the women's bathroom. Go to the sink and look up. 
The C4 bomb is slowly  ticking away in the light crevice.  Use the  spray and 
coat it with the cooling chemicals. After deactivating it, Raiden contacts 
Stillman to report his first C4 finding.  Peter is worried that this may be a 
trap since Pliskin has also reported in locations of bombs that have not been 
planted in effective demolition points.


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[USELESS TRIVIA]

At this time, contact Pliskin and he'll spill the beans on Dead Cell and also 
slide hints about reaching other potential locations of C4s. Also, another 
way to find a smaller, rough location of a bomb, is to listen for a loud 
beeping noise.   If you could hear it, that means  you're very, very close to 
the bomb. If the beeping tones down or disappears, you're not near it.

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[PLISKIN IS AWAKE]

If you need additional  help on finding C4, contact  Pliskin  while you're on 
different Struts to get hints on locations of the explosive in that  specific 
Strut. Pliskin is a very useful source of info. Call him whenever you feel 
like it.  He gives necessary and  interesting information  a lot of the time.

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Since the sediment beyond  Strut C is a  chore to  get by at this point, it's 
best that we work counter-clockwise in disposing the bombs. That means we're 
going back to Strut B and working our way down the ladder...and eventually up 
again. Head back to the BC Connecting Bridge.  A Cypher has been placed there 
to watch over the barren bridge.  Either take it out with the Socom or toss a 
Chaff Grenade and jam its electronic parts.

STRUT B, TRANSFORMER ROOM
New guards have been  placed to prevent further  mishaps and make sure no one
tries to meddle with their plans.  One patrols the hallway outside the main 
room, and the other is circling the interior.  Check the Sensor A.  A C4 bomb 
has definitely  been set here and is set to blow at a moments notice. But 
taking care of the guards is top priority.  Both let up Dog tags. The outside 
hallway guard is  easy enough; same goes  for the other  one since  both have 
long patrol routes that allow enough time to sneak up on them.

Enter the slaughter  house from the north  door (the one you exited earlier).
To the immediate left is an open panel.  The Sensor A also indicates that the 
bomb is around here. Close the panel door to find the bomb safely tucked 
behind it. Who would have thought of that! Deactivate the bomb with the 
coolant like so  and move to Strut  A on the double.  Peter thinks you're too 
slow!

AB CONNECTING BRIDGE
The once stationary guard has been offered a new route to follow. Their brief 
pause on the endpoints are no longer so brief. If you feel up to it, you can 
skillfully accost them from behind and coerce them into giving their Dog tags 
with the Socom. Just remember, if one starts to move, so does the other. 

STRUT A, PUMP FACILITY
The box of [SOCOM BULLETS] from the locker  is usable now  since you have the 
Socom. Sneak past the guard in the cubicle and use the Lv1 Card to gain 
access into the pump room. A guard's patrol route is composed of circling the 
whole interior. When you enter, don't bump into him. Also, there's a small 
surveillance camera at the top left end of the room.  But you could take care 
of that later.

Follow the guard from behind and use the usual maneuver for his Dog tag. Then 
head back to the first stairs on the right and start crawling through the 
convoluted pipe warrens. There's a [RATION] on the far left Raiden can reach 
with no trouble. After picking up the Ration, crawl back to the double red 
pipes. Follow it down by crawling down the crevice to a squared off area. The 
pulsing C4 bomb is here. 

Once it has  been deactivated, find the way  out of the  maze and head to the 
stairs on the left.  In the first square, crawl under the pipe to the right, 
hop over the obstacle and claim [BOX 1]. Shoot the surveillance camera and 
grab the [SOCOM BULLETS] that sit under it.  Leave the pump room and go to FA 
Connecting Bridge.


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[USELESS TRIVIA]

Go to the roof of  Strut A since  it's the  best area to do this.  Notice the 
flock of sea gulls above?  You can shoot them with your Socom or M9, and they 
have the same effect on the aves as they do on humans. As the sea gulls swoop 
in and perch on top of the fences, knock 'em dead.  After killing about a 
dozen or so, the Colonel contacts  you and thinks you're some  sick, animal 
abuser. Rose and he will be disgusted at your morbid display of torture. It's 
hilarious!

/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/


FA CONNECTING BRIDGE
The Cypher is  still here, but  don't try to  shoot it out  this time because 
there is a newly placed guard here on the lookout. He inspects the top and 
bottom portions of the bridge on the other end. When the Cypher starts to 
hover back to the other side, slide down the stairs and hide in the alcove 
before emerging.  Make sure the guard is out of sight.  Enter Strut F through 
the bottom entrance.

STRUT F, WAREHOUSE
As soon as  you enter the bottom  level of the familiar  warehouse, press  up 
against the bottom right stack of cargo before the guard coming from the 
hallway spots you. Slip by him when he starts heading up, and head down the 
bottom passage, in which he came from. Pick up the [CHAFF GRENADE]. Enter the 
right  sliding door.  Collect the [MINE DETECTOR] and  the [M9 BULLETS] under 
the shelf. Then head to the opposite door.

The Node is here for upgrading the radar.  Rummage  through the lockers for a 
[RATION] and a [PENTAZEMIN]. Add the [BOX 2] along with the stock. Beat up on 
the locked locker to reveal a dirty [BOOK]. It's an adult magazine that can 
be used as bait to throw a sentinel off guard. Now, look for an open shaft on 
the south wall in FPV. Inch along the shaft and follow it to the end. When 
you worm out to an area barricaded by a fortress of boxes, harvest the 
goodies: A box of [SOCOM BULLETS] and the [SOCOM SUPRESSOR]. Attach it to the  
Socom right away.

Back in the main warehouse, reap the treasures around the bottom floor. There 
is a [STUN GRENADE] in the little niche at the top. Try not to knock out the 
guard that comes down the stairs. He needs to make a status report every 
minute or so.  If he doesn't, an investigation team  will be deployed  to dig 
out  the source of  the problem.  Another [BOOK] can be  obtained by dropping 
from the second floor to the crates.

It's time to locate the bomb.  The C4 particles show  up on the  left side of 
the room. It's on the lower level to be exact. However, a wall of towering 
boxes safeguard the bomb. You can only reach it by dropping in from the 
second level. Quickly dispose of the bomb and travel to the EF Connecting 
bridge.  If you've accidentally stunned the reporting guard before collecting 
all the goods and locating the bomb, simply re-enter the room.  The timer for 
the status report will reset.

EF CONNECTING BRIDGE
Raiden watches as a guard  ascends to the  heliport to survey  the bridge for 
encroachers. Equipped with binoculars, he cements his job as the
bridgekeeper. If you wait a while, he'll eventually take a break from his 
painful job. Or...If you feel uncomfortable about his being there, take out 
the Scope and make sure you know exactly where he is. Then equip the Socom, 
aim carefully and affix a head shot, or he'll call  for back-up. Decommission 
him to safely cross the bridge.

Ingressing further  into the bridge, an enigmatic  figure that  calls himself 
"Deepthroat" (very interesting name...) contacts Raiden and warns him of the 
Claymore mines planted around the bridge.  Raiden clearly questions his  
uncalled for intention to help, and not to mention unexpected arrival onto 
the scene, but Mr. X doesn't like to be interrogated.  You know, this reminds 
me of an episode of the Simpsons...

As he suggests, use the Mine Detector to bring up 7 dots on the radar. Notice 
that the mines have field cones too. If Raiden moves into their forward cone, 
it'll trigger the mine to detonate. However, crawl over them and Raiden picks 
up the Claymore mine! Do this to all to collect 7 [CLAYMORES].

STRUT E, PARCEL ROOM, 1F
When Raiden enters, he arrives in a small sideroom on the southeast corner of 
the room. Don't pop out yet, as there is a patrolling sentry just nearby.  If 
you think crawling behind the conveyor belts is a sly technique, think again. 
It quickly becomes a stupid idea as puzzled guards catch a glimpse of a 
moving figure in the shadows and come to investigate.  There are two watchman 
in this room.  Each located on half sections of the room.  The one further up 
north reports in every minute and a half or so. 

Put the guardsman near the entrance out of  commission and hug  the east wall 
up the room. The Node terminal is situated ahead, in the northeast corner. 
Sneak by the reporting guard and log in. From there, head to the side room on 
the right wall and ascend the stairs to the heliport.

STRUT E, HELIPORT
Moving forward, Raiden  stumbles across  Olga Gurlukovich, who, luckily, is a 
bit preoccupied on the phone arguing with someone on the other line, 
presumably not her boyfriend.  She cites the cyborg ninja that had helped you 
earlier.  After the conversation, Raiden jumps out and  attempts to hold Olga 
up. She has hair! More hair on her head! Olga, looking confident and 
unflinching, suddenly leaps into the air and  drops below. Frustrated, Raiden 
reports to Pliskin for help.

A box of [CLAYMORE] rests at the end of the rounded catwalk at the bottom. Go
up the stairs to the heliport. There are 2 guards patrolling the entire 
heliport, 3 if you didn't snipe the one overlooking the bridge.  The one that
wraps around the Harrier plane suspended at the end has the longest route, so
stealing his Dog Tag takes the  cake.  Pick up the [STUN GRENADE] and [BOX 3] 
from around the cargo spaces.

The C4 bomb planted in this strut is hiding under the Harrier. Walk around to 
the right wing and crawl under, as far as Raiden can squeeze his big butt in. 
Now that you're tucked under the wing, you can easily spot the pulsing C4 on 
the rear brake gears. Immediately after neutralizing the bomb with the 
coolant, Stillman and Pliskin do a three-way calling. Pliskin reports that he 
has found a truckload of C4 packed at the bottom of Strut H.

Stillman's intuition was correct. He had a feeling some insidious plan was in 
the air. Now he's confirmed his suspicions. Pliskin also mentions that these 
bombs were specially designed to resist detection from the Sensor. At this 
moment, all of Peter's pent-up feelings burst. He confesses  that his leg was 
never crippled. He only lied so that people would sympathize him. As they say 
their best of wishes, the  three men bomb  squad sign off  and  continue with 
their missions.

STRUT E, PARCEL ROOM
It's time to put the loyal guard that makes periodic reports to sleep. Behind 
his "patrol route" is a conveyor belt with a [STUN GRENADE] underneath it. 
Two boxes of [SOCOM BULLETS] hide under the shelves that are aligned with the 
Node on the north end. Also, don't forget to pick up the uber-ZOE box [BOX 5] 
to sport the awesomeness from the east end of the conveyor. If you descend 
the stairs on the southwest corner, you'll come  to an area where they hold a 
ton of boxes labeled ZOE, just like yours!  Exit the  parcel room through the 
northwest door.

DE CONNECTING BRIDGE
There's a single  patrolling soldier  on the bridge.  Hop down  the stairs to 
find a [STUN GRENADE] and [SOCOM BULLETS] stuffed in the shadows on the lower 
portion of the bridge. Enter Strut D from the bottom level.

STRUT D SEDIMENT POOL 
Conveniently, the local network decides to  make  things more  serviceable by
placing a node just at the entrance to the strut! Download the area map and 
get started.  Three guards govern this waste room.  Two on the top level, and 
a third one circumnavigating the lower level. Interestingly, if you nail a 
guard while  he's on the rail, he'll fall over and plunge  into his demise in 
the waste water.  The soldier  that  circles the center  generator  should be 
taken out last since he needs to report in from time to time.


/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/
[USELESS TRIVIA]

Let the bodies hit the water! There's a disposal gate on the top floor on the 
bottom of the door to the Shell 1-2 Connecting bridge. Drag a body to the 
gate and Raiden dumps the corpse into the water below, where he'll make a big 
splash!

/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/


There's a [RATION] in the fence opening of the vertical pump. [SOCOM BULLETS] 
are at the end of the left side.  [M9 BULLETS] sit under the staircase to the 
second level.  Equip the Sensor A to uncover Fatman's highly active signature
on the left side, under the CD connecting bridge entrance.  Lift the floor 
hatch to  find it. Deactivate the  final "baby" C4 bomb. Stillman reminds you 
of the main threat to the Big Shell--The bomb reigning the bottom of Strut A. 
Peter knew something like this might happen, so he's prepared a special 
Sensor that he's left behind in the pantry.  He instructs you to go fetch it.

CD CONNECTING BRIDGE
Keep under the surveillence camera, but if it  becomes an annoyance, blast it 
with the Socom. Then hide in the alcove as the single soldier inspects this 
end of the bridge.  Once he starts to turn  around and make his rounds to the 
other side, jump out and shoot him in the kneecaps.  Then maybe take  his Dog 
Tag.  Be careful when walking the bridge!  The floor panels have  some  loose 
screws that need tightening.  They start to fall  under Raiden, bringing  him 
with them to the waters if he doesn't have the brains to keep moving!

STRUT C DINING HALL
Pick up the [SENSOR B] from the  pantry Stillman locked himself in.  Now that 
you're ready to find the motherload, Peter suggests checking the bottom of 
Strut A.  Pliskin breaks in and reports his status.  He's about to deactivate 
the last C4.  As he does, it dawns on Stillman that the big bombs were rigged
to activate when all the "baby" C4s go offline. To think that you've survived 
the bomb threat...You now have 400  seconds to reach the main  course, or you
find yourself up in smoke along with the flying fish.

Head all the way to Strut A starting from the  BC Connecting Bridge.  Throw a 
Chaff to temporarily disable the Cypher. See how spare Chaffs are useful?  In
Strut B, the guards have magically regenerated! They've found replacements. 
Only worry about the outside hallway guard. Then just continue to Strut A via 
the AB Connecting Bridge.

STRUT A ROOFTOP
The elevator has  returned and  is waiting for  commands.  Quickly run to the 
platform without being seen. Move further back into the elevator and it'll 
descend to the depths below. On the way down, Stillman admits that Fatman has 
surpassed him in terms of techniques (I must admit that this is pretty 
impressive).  Watch the last moments between our hero and Stillman. Following 
the massive destruction of Shell 2, Codec lines to Pliskin and Peter have 
been severed. So no calls to or from them for a while.

STRUT A DEEP SEA DOCK
When Raiden arrives, you'll see  that the room has  undergone a make over and 
new items have been placed among the mast. Head down to the room where you've 
begun at the beginning of the Plant chapter. The bomb is located under the 
drooping submarine.  Stand on the bottom end of the  pool side and neutralize 
the active threat from afar.

The bomb threat has abated. Your new mission is to save the president. Moving 
back through the hallway, the Colonel announces that the terrorists have 
killed a hostage in retaliation to your act of defusing their bombs. Starting 
now, they will snuff out a hostage every hour.  Things are heating up and the 
weight of responsibility  becomes increasingly heavier.  The Colonel commands 
Raiden to quickly return to the rooftop of Strut A.

The rookie complies and  heads for the elevator, but is stopped in his tracks 
by a feminine figure that steps off first.  She waves her enormous rail gun 
menacingly and bids Raiden to come. In this fight with Fortune, don't waste a 
sweat. Just keep rolling around and avoid direct impacts from her shots. 
Eventually, the Colonel will  end the battle and relay a message from Fatman. 
Looks like he's planted another bomb and asks for Raiden directly.

Meanwhile, Fortune is still there tapping her foot impatiently.  Raiden tries 
to find a way around her and resorts to the norm. The continuous bullets 
ricochet off Fortune and bounce towards Vamp, right in the forehead, where it 
will leave an ugly scar forever. Oh wait, he's dead. Fortune drops to the 
floor and mourns more than she could retain.  Raiden takes the opportunity to
slip by and ascend to the rooftop.

On the rooftop, carefully work your way around the newly planted mines at the 
entrances to the Strut A pump room. Now your new goal is to head to the Strut 
E Heliport to confront Fatman.  Head to the FA Connecting  Bridge and proceed 
from there.

STRUT E HELIPORT
Another [CLAYMORE] claims the space at the end of the  rounded catwalk to add 
to a growing collecting of mines you may never use. Pick up the [SOCOM 
BULLETS] you'll need. Raiden finds the bomb perceptibly placed in the open. 
As soon as it is put out of commission, Fatman emerges.  He preaches nonsense 
as he rollerskates around the heliport. He decides he wants to play a game. A 
game he would love to have Raiden involved in. It's called "Find the bomb 
before the timer runs out and  before I disembowel you  in a blink of an eye, 
while you find ways to pump a few shells into my FAT head!!"  See Boss  Guide 
for strategies on giving him a cheap liposuction.

The sensor picks up the  last bomb's scent spectrum  in the area where Raiden 
and Fatman stand. It's actually hidden under the big lard. So drag him away 
and deactivate the thing. Then shake Fatman for his Dog Tag. He may also drop 
some Socom bullets to compensate for the big waste of ammo to his face. Laugh 
and get fat! Or something...


=============================================================================
                  
                                ___________
                               | Part Five |
                                


Move to the bottom of the heliport and Mr. X makes a second appearance, where 
he gives you the [B.D.U.] which cannot be used until you've found the missing 
piece--the AKS-74u, a [CELL PHONE] for  future notes, and  the [LV2 CARD] for 
access to the Lv2 security doors. Besides bestowing these items, he also 
spells how to find the president.  You can find him  through talking to Ames, 
a member of the secret service.  He also tells you of many things and secrets
Raiden won't be too happy about being the only one who was not properly 
informed.

After Mr. X's departure, head to Strut F Warehouse to collect some new wares.
Just remember NOT to use the disguise yet. Even after you've obtained the AK 
assault rifle. The guards inside and outside the shell core wear 
distinguishably, different uniforms to tell  which belong where.  They'll see 
through your disguise easily! 

STRUT F WAREHOUSE
Begin on  the top floor  of the  warehouse, where a guard  keeps watch in the 
rear hallway and a second guardsman will soon make his rounds to Raiden's 
current position. A third one isn't too far away either, but since he's 
hanging out on  the bottom floor, we'll have to  take him out first.  As soon
as Raiden enters Strut F, head right to the stairs and  take it to the bottom 
level. 

At this time, the lower patrolling soldier should be gawking at the east wall 
for a long time, giving Raiden the perfect  opportunity to sneak into the Lv2
security room on the north wall.  The cargo has been set up to be grounds for 
perfect hiding spots in case of an emergency. Around the room, collect the 
goodies, including the  important [AKS-74u], which  now  completes  the enemy 
illusion. 

By now, the guard is probably standing  outside the doorway, pacing  back and 
forth a few times. The second guard may have also made his trip down from the 
upper level, so stay low until they clear. When the extra guard heads back up 
the stairs and the original guard faces south, then east, quickly tranquilize 
him or give him a head shot. Then drag his body to the left Lv1 room and cram 
it in the locker for safekeeping.

Head back up to the top floor and attend to the two guards there.  Try not to
black-out the sentry with the longest route since he needs to report in every 
minute or so. That and because he's easy to work around without going through 
too much trouble. On this floor, ransack the Lv2 rooms to find the [M4] 
assault rifle.  However, be SURE to  deactivate  the C4  control unit  BEFORE 
claiming the prize.  Gather some [C4s] of your own  and extra ammunition  for 
the corresponding weapons.

EF CONNECTING BRIDGE
A look-out guard has been sent to the  heliport again since you've dispatched 
the last one.  Carefully take him out again  and exercise  the M4 on the gun-
mounted Cyphers.  Always a love.  Cross the bridge midway and head to the 
bridge veering left.  Don't forget to check for Cyphers  BEFORE crossing this 
bridge. It's rigged to have the panels fall under Raiden and bring him to his 
death should he not move soon enough. Once he starts running, RUN all the way
home! Pick up the [AKS-74u BULLETS] on your way to Shell One's entrance.

SHELL 1 CORE, 1F
Now is a good time to put the B.D.U. to good use. Then have the AKS-74u slung 
across Raiden's back, and you're in good shape. Remember, don't do anything 
out of the ordinary to attract unwanted attention, ESPECIALLY Raiden's  
somersault move.  Never, NEVER bump  into  guards either because when you do, 
the disguise magically unequips itself and your cover is blown!  Of course, 
you can always run around a corner and re-equip everything to fool them 
twice.  Just keep the B.D.U. and  AKS-74u equipped.  This is your only ticket 
in. Keep it cool and play your hand right.

Notice the extremely  tight security.  It's a very good thing  that enigmatic 
ninja went through the trouble  of fetching Raiden a pair of these fads.  Two 
Russian soldiers walk up and down the corridor in a  swing movement.  Squeeze 
through any gaps.  Head down the passage to the left and enter the locker 
room. 

Here, Raiden finds a Node, where he can pick up the latest issue of Area Maps 
of MGS2. Pick up the [CHAFF GRENADE] and search the lockers for [M9 BULLETS]. 
In the bottom row: [C4], [BOOK], and a [CLAYMORE]. Force open the locked 
locker by bashing it silly until it falls over  for spare [M4 BULLETS].  Head 
out the door to the left and pocket the box of [SOCOM BULLETS] from the small 
hallway veering to the left.

Then head for the elevator and press the Triangle  to call for the lift.  The 
camera posted above will scan for correct personnel equipment. If you don't 
have the right stuff, the alarm will sound.  Once the  search is done, Raiden 
is clear to enter the lift. Press the button to B2.

SHELL 1 CORE, B2 COMPUTER ROOM
Head out the west door and  follow the square corridor  that eventually wraps 
back to the elevator. The single guardsman assigned to keep the corridor snug 
and safe occassionally runs laps around the compound. He does that just so 
Raiden could run into him and drop the guise.  Don't let that happen.  'Cause 
we wanna keep things on the DL here.

At the bottom left  of the  west stairs  is a  little alcove where a [RATION] 
basks in the gloomy shadows. Look through the lockers on the east side and 
scour them for [M4 BULLETS] and [SOCOM BULLETS]. Then batter the top most 
locker from your perspective to topple the stack of Books from atop the 
lockers.  Dirty magazine bliss!  Whatever.  Enter the  computer room from the 
southern end of the compound and stare in awe at the awesome posters!

Three spazzy soldiers have been posted here.  The computer room isn't exactly 
very spacious, so be careful not to collide with anyone when walking around.
Lean against the right row of computers and walk along it if the guard there 
constricts the little space you already have to walking. Eventually, Raiden 
reaches the northeast end of the room, where the cubicle houses your friendly 
local network. Take the [AKS-74u BULLETS] and [BOX 4] from the stash and 
squeeze between two goofy guards to the northwest corner, where the 
[DIRECTIONAL MICROPHONE] can be obtained.  Look at the pretty birdy!  Squawk!


/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/
[USELESS TRIVIA]

Look at the pretty sights in the computer  room: A Policenauts poster, an old 
Metal Gear poster and a Zone of the Enders poster are all plastered on the 
walls around the computer room.  If you hear things like "BaBOOM!" or "Top of 
the locker! Squawk!", it's only that boisterous  parrot in its cage.  Put the
purification water down. Your TV set is not possessed.

Another interesting thing to watch: The guard on the lower end moves from one 
computer to another.  If you  look over to  what he's doing, you'll  see he's 
looking at dirty pictures! Ahh, the poor blighter.

/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/


If ya need an additional [BANDAGE], you can find it laying low under the  set 
of computers in the middle row.  Leave the computer room unless you're having 
too much fun with the parrot.

SHELL 1 CORE, B1
Stepping off the  elevator, Raiden  peeks  around the corner  to find a guard 
gaining entry into the  hostage room using the Retina scanner. There's no way 
to fool that thing with what Raiden has. Head into the room at the end of the 
short passage to find the Node terminal and a [RATION] stuffed inside the 
right locker. When Raiden leaves and starts heading down the central corridor 
he may notice only one guard on duty. That may be so, but don't take him 
down, dammit!

There are really three guards in the sector.  It's just that two  of them are 
on a coffee break in the lounge room. And when the current patrolling guard 
returns to give a positive report, they switch roles in a rhythematic 
pattern: The soldier that just came back will move to his stationary position 
in the lounge room, and another soldier  will emerge from the room to inspect 
the hall. Yeah.

Pick up the  box of [M4 BULLETS] idling  near the  lounge entrance.  Loot the
lockers for [SOCOM BULLETS] and a [STUN GRENADE].


/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/
[USELESS TRIVIA]

If you try to  punch  the  lockers, the ruckus  causes the  closest  guard to 
investigate the source of the banging. Stay still and he'll just shake it off 
and go back to his statue position.

/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/


Now, it's time to  speed to  the next area: The  hostage room.  And  the only
thing that keeps you from doing so is the scanner. So how do we get by it 
without blowing the f-in' thing apart?  Why, be resourceful. When a guard 
moves out to the hallway, strangle him and hold him "hostage".  Then drag him 
to the scanner and face forward. Raiden then smacks his face into the scanner 
and all is well.

From the left corner of the horizontal corridor, wait until a guard moves out 
to the hallway. At his first brief pause, which is on the west end of the 
hallway, un-equip the AKS. Then press and hold Square. If Raiden ends up 
flipping him over, quickly re-equip the AKS-74u  and play it cool.  The guard 
will call for back-up. Just stay out of the way during the clearing.

THE HOSTAGE ROOM
At this point, the Colonel contacts Raiden to draw  some boundaries on things 
he can do and cannot do in here.  The only thing that should NEVER be done is
try to decommission the single sentry that circles the room. Yes, it would be 
much easier to go about your business, but if you lay one finger on him, 
Raiden gets busted. Also, don't keep the Directional Microphone equipped when 
the guard is around. But if he does happen to see Raiden without his AKS, 
quickly re-equip it and  maintain  your composure while  he questions Raiden.

Make a quick round around the outside edge of the room to  collect a [RATION] 
and a [BANDAGE].  If you've already  forgotten, you're here to find Ames, the 
president's bodyguard (?). So how the hell do you look for him?  Well, how to 
locate him stems from the clue Raiden was given about him wearing a 
pacemaker. When Raiden points the D.M. at someone, you should be listening 
for a muffled beep that follows the person's heartbeat. When you think you've 
found Ames, press the Triangle button to confirm your suspicions. 

If you want to find him yourself, then  skip this paragraph.  The events that 
follow are driven by the game. Ames is tied up against a table with some 
boxes facing the south wall at the southern end of the room. He's easy to 
find because he's a loner there!  When Ames is  found, a series of  cutscenes 
will take over.

Ames spills the beans on  stuff you would  have  never imagined.  Witness the 
scenes for yourself. Raiden and Ames catch a glimpse of the Solid Snake 
impersonator and overhears his  conversation with Ocelot.  Adjust the D.M. so 
that the signal can pick up the conversation better.

Ames gives Raiden the [LV3 CARD] and imparts his last  thoughts.  He instills 
the duty of rescuing the president on Raiden. Ocelot starts to approach 
Raiden. Now, you have 10 seconds to re-equip the AKS-74u or Raiden will get 
caught and get fed to the grinding machine! Thankfully, the time doesn't 
elapse in the inventory screen, so you can find a rubberband to strap it down  
while you take a quick restrom break.

After equipping  the gun, don't  endeavor to escape.  Stay still.  A cutscene 
ensues that highlites Ames' death and Raiden's unmasking. The cyborg ninja 
appears out of nowhere and deflects the bullets while Raiden makes an escape.

When Raiden steps  out to the  B1 hallway, a general  announcement orders all 
personnel to give the entire core a clean sweep. The disguise doesn't work 
anymore since Ocelot has the mask.  Caution mode is in effect and all of the 
guards that were previously kicking back in the lounge room are in full force 
looking for Raiden. 

You can start collecting Dog Tags if you want. Begin by going up the vertical 
hallway. A guard on the bisecting passage is searching the room on the end. 
Tranquilize him and stuff him in the locker for safekeeping. If Raiden is 
caught and the cavalry is after him, hide in the locker and stay DOWN. The AI 
of the soldiers have  increased significantly.  Stay in the locker  until the 
heat dies down. 

SHELL 1 CORE, 1F
If you've already made your  way down to this  level during Caution mode, you
will soon find out this is suicide the hard way. Attack teams are all over 
the place. After everything has subsided, this is the best time to be on the 
move again. Exiting from the elevator, shoot the camera on the west corridor 
corner with the Socom to sever its signal.  Then tranquilize  the  guard that 
pauses briefly under it.

Peek around the  corner and  dispatch the last  soldier in this  hallway. The 
trip to the exit is all yours from here.


=============================================================================
                  
                                  __________
                                 | Part Six |
                                  


Access to Shell 2 is now open for Raiden. However, as insinuated earlier, the 
bridge is rigged with a myriad of wired Semtex explosives set to devour the 
entire place should anyone carelessly trip the sensors. To bypass this, 
Raiden needs precision shooting.  And for that, he needs a sniper rifle.  But 
he can do without, for your information.

EF CONNECTING BRIDGE
The Cyphers  that were  destroyed  earlier  have been  repaired and  are back  
online. Customary stuff: Whip out that M4 and from the Shell 1 Core entrance, 
shoot down any Cyphers in sight for an insured safe trip across the 
bridge.  Head down the bridge back to  Strut F  to gather some new equipment.

STRUT F WAREHOUSE
The Lv3 PAN Card Ames presented  to Raiden  gives him access to  Lv3 security 
doors in the warehouse. First, find the [RGB6] grenade launcher and its 
rounds stowed in the first room on the left when  Raiden enters the warehouse 
from the hallway.  If you need to stock up on ammo, some are stashed in rooms 
Raiden has already looted.

Then head down to the lower right room to enter the next Lv3 door and acquire 
the spunky [PSG-1] and some [PSG-1 BULLETS] to give it a kick start. From 
where Raiden picked up the PSG-1, crawl into the vent on the east wall to 
find a shiny, new [PSG-1T] at the end. The PSG-1T is a tranquilizer rendition 
of the PSG-1. The first round of bullets for this can be found around the 
warehouse. You've gotten what you came for, but before you leave, check other 
rooms for additional  ammunition  for the fire arms, and  some [GRENADES] and 
[CLAYMORES]. 

The entrance to  the Shell 1-2  Connecting  Bridge is located  in the Strut D 
Sediment Pool, right next to the disposal gate on the top floor.

SHELL 1-2 CONNECTING BRIDGE
On the vast field of the Shell 1-2 Connecting Bridge, Pliskin contacts Raiden 
and warns him about the Semtex explosives set up around the bridge. Before 
rescuing the president, you must rescue yourself by obliterating 10 control 
units for the C4--all arbitrarily placed around the bridge.  Raiden helps you
pinpoint the first one and which does he find?  Why, the most plausible 
location for a control unit.  When Raiden uses the sniper  rifle, you'll find 
that he is shaking uncontrollably, which will  definitely off-throw your shot 
in this condition. Pop a Pentazemin to calm his nerves. 

The first 4 control units should be easy. Three of them are right in front of 
Raiden: One is glued to the central pump and two of them are safely tucked 
next to pulsing C4's on the ground to the left.  The  fourth one  is fused on 
top of the doorway entrance to Strut D.

The remaining six are tricky to find. First, use the Scope to scout the rough 
locations, and then know exactly where they are to supplement my text-based 
locations. Ok, let's get the easiest ones. The first of the six to find is 
attached to the hovering Cypher in the distance. Zoom in on the camera 
mounted on top of it to find the  control unit above it.  Be sure  to hit the
box only.

Move to the right alcove to get a better view of the next one.  Look directly 
out into the distance to find this set plastered to the east of the entrance 
to Strut G. It's a structural outline of a Shell: Six surrounding C4s and a 
single control unit in the center. Carefully snipe the control box. Two down, 
four more to go.

Then move to the left alcove and zoom in to the left of the Strut G entrance.
There, Raiden finds the third bunch of the control units encompassed by 
several Semtex. After it's been put out of commission, look down to the
bridge to find  the next  control  unit snuggled on  the left side in the far 
corner.

The second to the last control box is planted on the wall behind the flapping
Sons of Liberty flag off the west side of Strut G's entrance. Wait a while 
for a gust of wind to waft the flag off to the side to reveal the control box 
situated behind it. You may not know whether or not the shot made contact 
with it, so just wait for another breeze. Or you could just wipe out the last 
control unit to find out.

The last one is situated  on a small ledge  below the Strut G entrance on the 
west wall. A flock of birds indicates its location. Aim and shoot the unit. 
If you end up slaughtering the seagulls instead, the warning should have 
drove them away, leaving an open shot.  If all goes well, you'll hear a sound 
bit where the sensors are put out of gear.


/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/
[ADRENALINE'S CHALLENGE]

Instead of using the PSG-1 to demolish all the  control units, use the plain, 
old Socom. I've not gone insane. In fact, it's possible. I've done it myself.
When you do, e-mail me. You don't get anything special in return. Pat 
yourself on the back. Hint: Read the Socom  description I've  provided in the 
weapons section. No cheating. :P

/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/


Moving to the  bridge, Raiden  receives  a call  from  Pliskin.  He's found a 
Kasatka chopper to escort the hostages with. Pliskin introduces Raiden to his 
pal, Otacon.  Things finally start to unravel here.  As the chopper closes in 
on the bridge, an impious figure  emerges from the shadows. Pliskin tries 
unsuccessfully to impale him with a volley of bullets, but Solidus is way too 
fast and sweeps through his assault with ease and unscathed. Pliskin can't do 
much in his  position, so he  passes on  the [STINGER] and  a box of [STINGER 
MISSILES] to Raiden.  Pliskin leaves  Raiden to deal  with the  Harrier  that 
ascends to the surface.

Following the battle, the downfall  of the Harrier, and the  reinstatement of 
Metal Gear RAY, Raiden finds the connecting bridge in fragments. His movement 
across to Shell 2 is limited. Approach the fire on the left to receive a page 
from the ninja.  The ninja advises to use the Coolant Spray to extinguish the 
fires. Snuff out the fire. Quickly run down the stairs, grab the [RATION] and 
run back up before the stairs fall to the waters below.

Hop over the yellow rail to the right and climb over the orange pipe extended 
underneath. Carefully walk down the pipe to find a [RATION] on the bottom. 
Then walk up the pipe until Raiden is directly  aligned with the wooden plank 
on the left. Use the D-Pad for this. At the very edge of the pipe, somersault 
to the plank. Raiden should land on it, but if he's a little off balance, 
he'll fall to his death. Take the goods and put out the fire to acquire the 
[AKS-74u SUPPRESSOR]. Jump across to the catwalk on the otherside. As soon as 
Raiden leaves the platform, a fire breaks out behind him. 

Follow the rounded catwalk to the end. Keep moving because the path will fall 
under Raiden. At the end, leap over the edge and land on the catwalk below. 
At this time, two sentinels are sent out to the bridge above to inspect the
wreckage of the Shell 1-2 Connecting Bridge.  Stay in the shadows and inlay a 
headshot with the sniper rifle to each.

Cross the catwalk, leaping over the first gap  and shimmying across the next.
Raiden enters the Strut L Perimeter at the end.

STRUT L PERIMETER
Luckily, the  catwalk itself is  devoid of  enemy sentries, but two  soldiers 
secure the insides, occassionally looking out the  window to detect any signs 
of trouble. If they spot Raiden, even if he's standing near a window from 
afar, they'll call for Cyphers to take care of him. When this happens, simply 
go back to the ladder and lay low. 

Your first instincts tell you to side step under  the window sills, but there 
is an extremely easier way to get by them without being lighted upon. All you 
really have to do is crawl under their noses the whole way, but with the 
analog stick geared at an acute angle.  The floor panels  have been outfitted 
with floor panels to fall under Raiden.  By crawling as fast  as possible, he 
can move over them before they drop.

At the end where there  seemingly is no path to  walk on, flatten against the 
wall and sidestep carefully across. When you get to the protruding ventilator
on the path, crouch and continue under it to the otherside.

Move around the corner. A guard above is about to burst.  He checks to see if 
the coast is clear and goes about his business.


/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/
[USELESS TRIVIA]

When nature calls, you'll have to respond.  As the guard starts releasing the 
load on the path ahead, Raiden can stand under it and get doused with healthy 
urinals. Shoot at him to make him pause momentarily, frightened that he might 
have been caught, but he'll just give up and return to business. Naturally, 
after a minute or so, his bladder will be  exhausted and he'll go back to his 
proper business.

/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/


Drop down  to the  next catwalk  below and  grab  the [AKS-74u BULLETS]. This 
walkway leads to the KL Connecting Bridge, which is right next to it. A 
[RATION] is basking in the hot sunlight on the otherside of the walkway. 
About a 1/4 way through the walkway, look over to  the left and  find a clear 
opening of the part of the KL bridge. Wait until a Cypher looms into view and 
dispatch it to make the path less treacherous.  Then ascend the stairs to the 
bridge.

From the top of the stairs, look ahead to  find  a small army of  gun-mounted 
Cyphers guarding the entrance to the Shell 2 Core. Its line of defense won't 
last long as Raiden blasts them into  oblivion with the M4.  Then move across 
the bridge and open Raiden's arms to a bag of goods on the bridge.

SHELL 2 CORE, 1F AIR PURIFICATION ROOM
After watching Olga lift the  switch to  activate the electric  floor panels,
move down the stairs to the lower portion and stock up on [SOCOM BULLETS] 
found on the crates  and [M9 BULLETS] nestled  beside the stairs ahead.  The 
small passage to the left holds a [CHAFF GRENADE] at the end, and the room 
opposite it houses two  gun-mounted surveillence  cameras.  Sever their  
frequency with the silenced  Socom  since you have time now.  The break room 
ahead features the Node  and [M4 BULLETS].  More can  be found  in the alcove  
on the far right end of the bisecting hallway.


/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/
[USELESS TRIVIA]

Press up against the east  wall in the break room and  the camera changes the 
angle to an overhead view of the break  room and the room on the otherside of 
the wall. The president is being held captive on the other side, pacing back 
and forth.  Knock on the wall to draw his attention and he'll come to inspect
the noise.  Do it repeatedly and  he'll tell you to "Knock it off!". This can 
also be done on the south wall of the outside corridor.

/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/


SHELL 2 CORE, B1 INFILTRATION CHAMBER NO. 1
A Node is just conveniently placed to the right of the elevator, where Raiden 
can service and update his radar. Dip into the water. The ever-annoying 
Colonel radios in for last minute swimming lessons, hoping Raiden will soak 
in the information like a porous sponge. Idiot. Once he's gotten his feet 
wet, duck into the water. The O2 Gauge appears under the life gauge; it 
represents the amount of air Raiden still has in his lungs.  If it  runs out, 
his life gauge starts to overexhaust itself.  When that happens, it's bye-bye 
for Raiden. Try again. 

Every now and then, there  will  be "rest points"  indicated by  a square  of 
light lit upon the floor. When you see this, swim up to allow Raiden to 
recuperate his O2 gauge as  it slowly fills.  Finally, for the  directions to 
get the Nikita, already! 

From the stairs, paddle forward  and follow the straight, flooded corridor to 
the end, where Raiden bumps into and picks up the [NIKITA].  With it in hand, 
swim back to the stairs and return to 1F of the Shell 2 Core.

SHELL 2 CORE, 1F AIR PURIFICATION ROOM
Lug the portable hip rocket launcher  to the tiny storage  room, where Raiden 
has taken out the two surveillance cameras. Look for the duct on the west 
side of the wall with the Thermal Goggles if needed. Then fire a remote 
guided missile into the duct.  At this point, you now control the missile. So 
pilot it through a  few turns.  The missile should reach the President's room 
shortly.  Remember, the target is NOT the President, so  veer the  missile to 
the left and to  its rightful  destination--Navigate the missile to  the blue 
control panels to the left, and the game will do the rest.

Destroying the control panels  deactivates the electric  floor panels leading 
to the President's room.  The entrance to the generator room is  on the other 
side of the compound, north of the Shell 2 Core entryway.

When Raiden meets with the President, not only does he grab his crotch (...), 
he also imparts shocking knowledge into Raiden's little pea brain about the 
Patriots and everything Raiden was never filled in about.  Now, if I gave you
a recap of the things he  said, not only will it  cause my brain to overload, 
it'll totally spoil the entire game for you. It gets a little confusing. 
After an immersive conversation with the guy, he gives you the [Lv4 PAN CARD] 
and a disc containing a virus to upload into the main compute--[MO DISK].  

He prompts Raiden  to kill  him  before the final  confirmation  of his vital 
signs is placed. Raiden refuses and incites a struggle. Before Raiden can 
resist, the President is shot by Ocelot.  The Colonel claims that the nuclear 
airstrike has been neutralized, but it seems like the  terrorists have  other 
plans to carry out.

Like a servant doing several menial tasks, Pliskin and Otacon directly orders 
Raiden to find and save Emma since she is the only one who knows how to use 
the disk and stop the Arsenal Gear.  It's time to head back to the filtration 
chamber in B1.

SHELL 2 CORE, B1 FILTRATION CHAMBER NO. 1
This portion is going to be hard to explain in terms  of directions.  So, for 
the sake of sanity and easy comprehension, I will lay out a map for you to 
supplement my use of text.  So are we on the same page, now? No? Great. Let's 
get started.

            _________________________
           |                         |
    _______|       #        #        |_______
   |                   #                 [2] |
   |___    #__________________________#     _|
      |   |////////////////////////////|   |
      |   |////////////////////////////|   |        
      |   |//////// EMPTY SPACE ///////|   |        LEGEND:       
      |   |////////////////////////////|   |       ---------------------
      |   |________________________ ___|[E]|        [S]  Starting Point
   ___|                        |   |   |___|        [E]  To Chamber No. 2
  |   |         ___ ## ___     |   |                [1]  Night Vision G.
  |   |________|   |  |   |____|   |                [2] - Ration
  |   |            |  |        |   |                [#] - Openings
  |   |____________|##|________|   |
  |   #                        #   |   Hey, Adrenaline, thanks for the cruddy
  |   |           _____        |   |   map. It didn't help jack ****!         
  |   |          | [1] |       |   |   
  |   |__________|     |_______|   |   Well, I sure hoped I helped George. It
  |                                |   was the best I could do, so no 
  |    ____________________________|   complaints.
  |   |   
  |   |___   
  |       |
  | [S]   |
  |_______|


My text-based directions are not  based on the map, so if I say "left", it is 
not from the map's perspective. Rather, it's your own, as if you were playing 
as I chant the strict directions. Here is my pathetic attempt at a text-based 
descriptive guide: Starting  from the stairs (Starting point), wiggle forward 
until the entryway to the left corridor comes up. Swim into that corridor and 
take a brief stop to pick up the styling [N.V.G.] from the small (left) 
passage. Then surf into the next corridor, where it leads up. Don't risk long  
swims. Take a breather at the air holes when you get the chance.

Enter the adjacent corridor on the left.  The next corridor to the right will 
loom into view shortly. Equip your N.V.G.'s to see underwater more clearly.
Take the right corridor up. Follow it left and up. Open the water-tight door.
A dead body will pop out to scare the heeby jeebies out of you.

The next area dons  fallen debris, which act as  blockades.  Raiden must swim 
around to find an opening. Don't worry. There are those air gates for breaks.
It's quite frustrating, but it's much easier with the NVGs.  Take the  stairs 
up at the end to the next chamber.

The following room is  comprised  of a square  shaped walkway  suspended over
a high-density liquid that can drag Raiden under and kill him if he's not 
careful.  Vamp appears in hopes of retribution to  that forehead wound Raiden 
gave him. See Boss Guide for details. 

SHELL 2 CORE, B1 FILTRATION CHAMBER NO. 2
The second chamber is much smaller than  the first, so a map isn't necessary.
Littered throughout the flooded chamber are useful items, including the 
awesome [BODY ARMOR].  Hell, I'll just provide  a map, so it'll save  me some 
time to direct you with words that have failed me often.

    ____________________ __________
   |////////////////////|      |[3]|    
   |/// LOCKER ROOM ////|      |   |     LEGEND:
   |////////////////////#      |   |    ------------------------
   |____________________#      |   |     [S]  Starting Point 
   |[2]                            |     [1] - Ration
   |    _______________________    |     [2]  AKS-74u Bullets
   |   |_______________________|___|     [3]  Body Armor
   |                       [1] |   |
   |________________________##_|___|     You're on a roll!
                           [S]


There you go, again. Another useless, crap map at your humble disposal. Jerk. 
Once Raiden reaches the locker room, log into the Node nearby. Take the 
[PENTAZEMIN]. You'll need it later. And plenty of it. Many of the sliding 
lockers are stuck, but  the ones that  do  open reveal a [BOOK] and [C4]. Oh, 
and that twit, Emma. 

When Raiden finds her, she'll rebuff Raiden's kindness with fear, thinking he 
must be one of "them".  Raiden finally finds a way to persuade her that he is 
the good guy here to save her stubborn ass. Emma's legs have been injected 
with a strange  chemical, numbing her legs and neglecting her  to walk on her 
own. It's Ico time!  Press the Triangle button to hold her hand and drag her 
with Raiden.  They will move at a snail-like pace and Raiden cannot equip any 
weapons while he's holding her.  This makes Raiden completely vulnerable.  So 
be sure to place Emma at a safe place while  Raiden goes on to take care of 
the security.  Remember, if Raiden or Emma is discovered, take a nap.

When Raiden tolls Emma into the filtration chamber, her  fear of water  takes 
over, cutting off all rational thought. If you've chatted with Otacon 
earlier, he should have  already warned you about  her hydrophobic  disorder.
Raiden suggests that Emma listen to his heartbeat while they're underwater to 
kill time and get her mind  off the fact that she's  holding her breath for a 
hella long time. Keep in mind that her life and O2 gauges are almost half the 
length of Raiden's, so breaks are definitely a must.


/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/
[USELESS TRIVIA]

At this point, contact Snake  several times  for an entertaining uh, convo or 
something. You learn more about the relationship between Otacon and Emma. 
Also, if you want to have some fun with Emma (Get your head partly out of the 
gutter!), knock her out with the M9 or punches.  Then crawl directly over her 
and call Otacon. Take note that you're not harming Emma  by strangling her or 
punching her, but if you snap her neck, well, that's another story.

/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/


Swim through  the second  filtration  chamber with no  problems.  When Raiden 
arrives in the room where he fought Vamp, don't take Emma to the left side of 
the walkway, as newly planted Claymores are cluttered around that area. If 
you're the prick and Emma's life gets sucked  down, allow her to sit down and 
rest. This way, her health slowly recovers.


/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/
[USELESS TRIVIA]

Contact Snake and Otacon to unravel more of the convoluted plot. Many of your 
questions could be answered by talking to them.

/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/ 


The computer prodigy reveals that she is the  one who wrote the virus to clog 
Arsenal's system.  That probably explains her amazing ability to use it. Even 
you can't wipe that silly look off Raiden's face.  Now, it's time to navigate 
through the first chamber, which proves to be a lot more difficult than the 
one that preceded it. In the wreckage room, if Raiden hasn't obtained the 
PSG-1T yet, he can find it on the floor under  one of the air gates.  Use the 
map I've provided above for assistance.

Back at the elevator, if Raiden tries to lug Emma along  with him through the 
sea of scuttling bugs (Hear that squishy sound? Yeah.), she'll scurry to a 
safe distance away from the sea lice and scream "Bugs!". Well what do we have 
here? A snobby, selfish brat suffering from hydrophobia and fears cute, 
little lice that eat stinky feet! Two methods, little time. Hard way: Use the 
Coolant to disperse every single group of clustered insects and clear the 
path for Princess Emma.  Easy Way: Knock her lights out and haul her bumbling
butt across the heap. Your choice.

SHELL 2 CORE, 1F AIR PURIFICATION ROOM
This part gets a little tricky. This is also the first time Raiden is to work 
stealthily with Emma around, so it takes some careful strategic thought. 
Initially, there are only two sentries posted throughout the entire area. 
However, as Raiden leads Emma closer to the exit, new guards start to appear,
sent to thwart your progress. So technically, a total of six guards are 
assigned to this sector. Placing Emma at a safe place for hiding while Raiden 
takes care of the dirty work is key to getting out alive.


/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/
[USELESS TRIVIA]

While it's a bit late to  tell you this  little tidbit, but you don't HAVE to
go into FPV to hold someone up.  Hold the L1 button down and approach a guard 
with a gun equipped. Stay close and press the Square button. Raiden yells 
"Freeze!" and it works to the same effect.  It just only saves you about half 
a second, or even a whole second.  This technique is especially  useful here.

/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/


At the elevator, where the couple begins, bring Emma  to the small  alcove to 
the right of the elevator. Leave her there and head towards the break room, 
where you'll probably catch sight of an enemy cone on the radar. The guard is 
in the break room, taking long pauses  at each entryway into  the room.  Lean 
against the wall at any entrance and wait until the soldier turns his back on 
Raiden. Then rush in and threaten for his Dog Tag. Knock him out with the M9.
DO NOT leave his body there, especially if you've nailed him for good. Drag 
him to where Emma is and leave him there. If you haven't given him a headshot 
yet, now is a good time.

Depending on your situation, two guards  can appear  simultaneously, but that 
is very less likely.  Move down the long corridor.  Once Raiden's walked past 
the storage room to the  right, a new guardsman is summoned and  emerges from 
the elevator. Hide in the storage room and wait patiently as he follows his 
patrol route. When the guard starts to make his way back up the hallway, 
towards the elevator, jump out and torture him for the popular dog tags. Take 
him out and store his body in the storage room.  The pile will stack up soon.

Return to Emma and lead her into the break room.  At this time, the  guard on 
the lower, bisecting corridor will appear. He'll stare at the door with his 
back facing the outside hallway for an eternity. He's easily held up and 
dispatched.  Remember to stow his body in the  storage room for  precautions.

Pluck  the [PENTAZEMIN] stashed  in the left  corner  at the end  of the long 
corridor. If you need extra [SOCOM BULLETS], they are stationed at the 
opposite end. Look over the wall on Raiden's tiptoes to find a guard below 
that walks in Raiden's direction, but stops far enough away that Raiden won't 
be seen. Tranquilize him with the M9.  The newly placed sentry on the other 
side won't be curious enough to investigate, but stay behind the wall anyway.

Bring Emma to the staircase now and take care  of the guard on the other side 
of the boxes that block Raiden from his view. With the two soldiers down, 
it's safe to lead Emma across the bottom. Before they reach the stairs to the 
other side, stop.  Leggo of Emma's hands, flip to the  crates and hide behind 
them. A new enemy cone magically appears as the physical form of its resident 
emerges from the passage to the exit. Take the chance to equip a weapon while 
he's still inspecting the place. Then wait until he turns his  back and makes 
his way up the corridor. When he does, you know the drill.

KL CONNECTING BRIDGE
Collect the [RATION], [PSG-1 BULLETS] and the [CHAFF GRENADE] on  the way out 
to the bridge. Go on, leaving Emma in the shelter, across the bridge.  At the
end of the bridge, hide against the  low-hanging wall  so that the camera can 
focus on Raiden and whatever's "behind him". Notice the patrolling guard. 
Wait until the guard stares out the stairs to the lower catwalk, then 
surprise him.  He's a little stubborn. Let a Socom whiz by his body parts and 
he'll succumb to Raiden's arrest. 

Hunt for extra items on the catwalk below.  A fire breaks  out on the path to 
Strut L, so use the Coolant to soothe the flames. The entrance to Strut L 
dictates a Lv5 PAN Card for access.  Enraged, Raiden clubs  the door with his 
fists and curses.  Seeing how pitiful he is, Emma suddenly remembers that she 
has a Lv5 card slung around her neck and  gives it to Raiden.  With  the [Lv5 
PAN CARD], enter Strut L.

STRUT L SEWAGE TREATMENT FACILITY
In this incredibly small facility, Raiden finds two enemy sentries patrolling 
back-to-back on a small, narrow catwalk in the shaft ahead.  The one  closest 
to the door never lets up on his watch for intruders emerging from the 
doorway. My way disallows the hobby of collecting dog tags, since it involves 
executing.  You'll have to figure out how to reap their dog tags on your own!

The rear watchman's patrol route seems to extend  to the doorway on the other 
side. From the hallway, you can see enough of his body for a quick drop on 
the poor guy. Take out the M9 and tranquilize him. Don't kill him; it'll 
immediately alert the other guard.  After he's down and dozing off, equip the 
Socom. Then storm into the room and pump rapid shots into the conscious guard 
relentlessly until he falls.

Lead Emma into the room ahead and  open the hatch on  the floor to reveal the 
ladder.

STRUT L OIL FENCE
Once Emma and Raiden have completed the  long descendency, it's time to evoke 
those sniping skills.  I hope you have plenty of Pentazemins.  Four, at the 
very least.  Don't worry about  being short  of PSG-1 bullets, they will 
regenerate around the area for re-stocking.  The oil fence is  comprised of a 
series of pontoon bridges that connect to columns.  The number of guards have 
toned down since a majority of them are boarding Arsenal Gear.  The weaklings
were left behind.

Since the narrow  walkways don't look  very sturdy, Raiden  decides that Emma 
must make her way across on her own with his sniping back-up. Raiden sees her 
off as she climbs down the  steps and balances  her way across the thin path.
Grab the [PSG-1 BULLETS] nearby.  If you ever run out of ammo, they'll always 
be ready for ya.  Take Snake's advice and equip the Thermal Goggles to better 
identify Claymores, enemy sentries and gun Cyphers.

Pop a Pentazemin and get started. Use the pills _sparingly_. On the path Emma 
is currently taking, there are several Claymores set ahead. Blast them out of 
the way before she reaches them. For the sake of a later convenience, move 
the scope over a few columns and scout for two other Claymores. Dispatch 
those before you forget, which won't be a complete shocker.  Then revert back 
to Emma, which by now, should be nearing  the first tower.  Clear the path of 
sentries with quick kills in the head. After certain guards have been taken 
down, others will appear out of no where.

If Emma is seen by the enemy, quickly dispose of  them before the gun Cyphers 
swoop in. Alert and Caution mode will be negated when no more sentries are on 
sight.  To effectively take out a Cypher in one shot, aim for the gun mounted
at the tip of its "bottom".  They will appear often so keep  a sharp eye out.

Continue to clear the path for Emma as needed.  After Emma crosses the second
Path, Snake will be ready in his sniping position.  For now, he'll stand by 
until Raiden calls him for help. If you call for his help, he will do most of 
the hard work.  However, he may need  help at  times with trashing Cyphers
quickly.


/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/
[USELESS TRIVIA]

You can find Snake lying on  his belly on the last column.  If you shoot him, 
he'll get pissed and retaliate with a shot of his own. It's pretty funny.

/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/


When Emma nearly finishes off the last of her  excursion to Strut E, a blood-
thirsty vampire pays his last  respects and holds the helpless child hostage.
Snake won't be able  to shoot from  his position  so Emma's life now  sits on 
Raiden's shoulders. See Boss Guide for details.  This should be easy, though.


=============================================================================
                  
                                ____________
                               | Part Seven |
                                


After Vamp's final demise, Snake goes out  to retrieve Emma, who  was wounded 
by Vamp. Knowing that her time is short, Snake urges Raiden to hurry to the 
Shell 1 Core Computer Room.  When you regain control of Raiden, he is already 
in Strut E. Awesome!

Open the  valve on  the door and  head  into the  vertical  shaft.  Partially 
camouflaged [SOCOM BULLETS] blend in on the other side of semi-circle walkway  
Then head into the parcel room. 

STRUT E PARCEL ROOM
Many of the parcel transport machines have stopped  functioning and one guard 
is left to do the work. However, he seems to be preoccupied with his angst 
rock. Wait by the stairs until he starts going north.  Creep up from behind 
and motion for his respective dog tags. Before leaving, go into the Lv5 store 
room to pick up the [DIGITAL CAMERA], which can be used in the next game. Now 
exit through the southeast exit to the EF Connecting Bridge. 

EF CONNECTING BRIDGE
Three fast-propelling Cyphers  circulate the bridge.  They must be demolished 
before Raiden can cross to Shell One unerringly. The floor panels that have 
previously fallen under Raiden as he  escaped Shell One from an earlier 
mission are missing, leaving huge gaps on the bridge.  To get across this, 
flip over the railing and glide across. Hopefully, you've been training 
Raiden's muscles to maintain a firm grip long enough to make it across. If he 
needs to "refill" the Grip gauge, flip back to the not-so sturdy panels 
ahead.  Once he lands, _immediately_ leap  back over  the railing because the 
squares will start to falter and drop to the ocean. Then just shimmy over the 
rest of the way.

SHELL 1 CORE, 1F
The entire core has been abandoned so ditching guards won't be a problem. The 
southern part of the long corridor is rigged  with Claymore mines set to blow 
in Raiden's direction. Run up through the huge swarm of sea lice. Don't spend 
any time bathing in that disgusting heap.  Enter the elevator and a series of 
long cinematics will ensue.  The plot begins to make some  sense and the trio
help answer a lot of questions you may have.

Snake and Raiden leaves Otacon with the duty to evacuate the hostages as they 
descend to Arsenal Gear. Soon after, Snake reveals his true colors. The 
cyborg ninja makes a stunning appearance and unmasks himself. Quite shocking! 
When Raiden comes to, he finds himself in a torture chamber--nude and 
strapped down. Solidus performs a little cavity search and shoves his 
tentacles down Raiden's throat, in which you must  rapidly mash  the Triangle 
button to keep from choking to death.

ARSENAL GEAR, STOMACH
After being freed by an  ally (The surprises just keep  coming, don't they?), 
Raiden is now equipment-less. You'll have to control his jiggly white butt 
and rely on pure stealth techniques.  Also, Raiden won't be able  to choke or 
flip a guard over since his hands are a bit preoccupied. But taking guards 
head on isn't recommended  since they've been re-equipped with  advanced gear 
and weapons. Amazingly, their defensive skills have also improved sharply, so 
it's _almost_ impossible to drop guards.


/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/
[USELESS TRIVIA]

Press Raiden's back  against the  torture bed and he'll  re-adjust himself to 
feign captivity.  In this view, a canned drink blocks "censors" out his nuts.
No matter how hard you try, Hideo's got every angle covered. 

/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/


In his  current  condition and the  refrigerated temperature  of the  Arsenal 
Gear, Raiden is apt to catch the flu bug if he stays in one place for too 
long. But to counteract the symptoms, a [MEDICINE] can be found in the
locker.  It's imperative to administer  the pill after the first sneeze.  The 
holding capacity for this is one.

Well, the few things that Raiden hasn't been stripped of are his nanocommuni-
cations device, the Codec and the feature to use bring up the Solition Radar. 
The Node is in the room ahead.

ARSENAL GEAR, JEJUNUM
Raiden receives an urgent call  from the Colonel.  He begins to  act a little
awkward. From now on, if you re-enter this room and the one before it, the 
game will generate random names like "New York 52nd Street". Disregard it. 
The Arsenal's AI is  starting to be scrambled  by the virus that was uploaded 
into it.  At this point, Campbell will also start to call  Raiden every 10 
seconds with...interesting stuff.  They will begin to become UNDULY ANNOYING, 
so ignore them. The quotes can be found in the Chapter 4 Section, under 
Campbell Gibberish.

The Stomach of Arsenal Gear has six  total  sentries  posted on the lower and 
upper levels of the warehouse. Three on the top level and three more on the 
bottom that are stretched far apart  from one another.  Your goal is to reach 
the exit to the Ascending Colon, which is on the top northeast door. The 
hangar holds six Metal Gear RAYs suspended in activity.  Stare in  awe at the 
size of the monsters if you wish.

Hide behind the freight  crate as the guard  moves down to  inspect the south 
wall. When he moves back north, sideflip to the box on the right. Stay behind 
it until the sentry stares west. Ascend the stairs to the right. At the 
bottom of the second set of stairs, Raiden receives a  strange call from Rose 
and Campbell. They tell you to turn the power off, but don't comply! 

When the guardsman starts moving north again, cross the  walkway to the other 
side. Reclaim the [BOX 5] from behind the stacked containers on the bottom, 
which is the ZOE box.  Not that it'll do much.  It may keep Raiden warm for a 
while. Move north until he stumbles across a surveillance camera and a 
patrolling sentry ahead.  Watch the camera's cone move fully north and make 
sure the guard on the other side is making  his way south.  Sprint across the 
path again and up. 

There's a huge gap in the ground that's impossible to jump over so drop down.
Immediately crouch and lean against  the low container behind you, as the 
guard makes a sweep of the area. Start trekking north.  Don't forget the holy
[RATION] in front of the large block at the right. If you strain your eyes 
and look ahead, you can faintly make out  an outline of a guard that makes an 
L-shaped patrol around the single crate ahead. Accost him slowly, moving from 
container to container and taking cover. 

When he's not looking, run toward the  crate and lean against the front side.
There's a [MEDICINE] in the left alcove, but if you already have one, don't 
bother. The stairs are situated on the left side ahead.  When the guard turns 
his back to you, make a break for it and dash up the stairs. He may have seen
something whiz  by him, but he won't have  the brains to investigate further.
 
The door to the ascending colon is  just on the other side, but conveniently,
a sentry has been placed there to insure a difficult passing. Don't forget 
the surveillance camera either. Cross the path to the other side without 
being seen by the camera and hide behind  the outcropping.  Raiden can easily 
run under the camera, but the keeper  is another story.  The only thing to do 
is to risk getting caught.

As soon as the guard faces  the north, blank  wall, run as fast  as  Raiden's 
wimpy legs can take him to the door at the right.  The sentry may have caught 
him, but entering the Ascending Colon will offset Alert Mode.

ARSENAL GEAR, ASCENDING COLON
Campbell's mysterious calls still  continue to haunt you  until you just feel 
the need to chuck the controller at the screen. However, the controller is 
best secured in  your hand, in which you need to  beat the game with.  At the 
south end of the long stretch is a [RATION]. Keep answering all of Campbell's 
calls and eventually, Rose  will call in, where Raiden  and she  disclose the 
truth.


/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/
[USELESS TRIVIA]

While Raiden waits for  Snake to appear  with his clothes, the radar  will be 
overtaken by a video clip of a real-life Japanese model. If you answer a call 
it'll disappear. The e-mails I got about this were funny.

/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/


Following the  deep conversation  with Rose, Snake finally  gives  Raiden the 
spooks. He motions his head to the long box behind him, which stores all of 
Raiden's belongings. After Raiden dresses himself and regains his Hunk-o-
meter, Snake presents him with the [HIGH FREQUENCY BLADE], given to  him from 
the ninja as a parting gift.  Practice with it while you can 'cause you won't 
have a chance later on. When you're ready, move to the north end of the 
corridor.  Everything Raiden has had before he  was captured will still be in 
his inventory. 


/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/
[SNAKE'S DOG TAG]

Right! The legend himself! First, knock him out cold using any old way. If he 
isn't down by the first assault, quickly get in a crawling position and crawl 
back. Snake gets angry and attacks Raiden, but by doing the above, he'll miss 
on every blow. Sometimes Snake may draw his Socom and incite a gun fight, 
which is one you may lose.  Try to bonk his head  until he drops.  Then shake 
him down for Solid Snake's dog tag! He'll get a little grouchy when he awakes
from the concussion.

/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/


ARSENAL GEAR, ILLEUM
Upon entering the field, a Cypher catches sight of  the intruders and goes to 
warn the others. Alert mode immediately takes in effect, where the duo must 
slog through endless enemy lines until Raiden enters the door on the opposite 
end. Stick with Snake since he's a wicked shot and removes most of the weight 
off your shoulders. 

The sentries you'll face are advancely equipped with their  own variations of 
the Frequency Blade. Raiden can't afford to switch the blade to another 
weapon or vice versa, since the "cycle" for Raiden to sheath and unsheath the  
blade takes forever. Remember, the enemies wielding the swords can also 
deflect a few bullets. If you're a gun person, the M4 is recommended here, or 
maybe even the Stinger. Otherwise, stick with the H.F.B. 

Once Raiden advances further  into enemy lines, an invisible  wall will  keep 
him from retracing his steps. Don't worry. Snake will back you up! Stay 
behind a container and fight off any  aggressive sentries that approach until 
the group near the door tones down. 

ARSENAL GEAR, SIGMOID COLON
In the next chamber, it's the same old.  A horde of fighters drop  out of the
ceiling and fill in those places of the fallen. Using the H.F.B. should be 
easier because of the enclosed space, but don't fall in Snake's line of fire.
Again, watch out for the sword-wielders since they are capable of ripping you 
into shreds. Occasionally, a reproduction of the "Mission Failed" screen 
occurs, in which case you should keep your focus on the small display screen.

After the onslaught of  pure chaos finally  abates, Fortune emerges to finish 
off Snake. Things get a little complicated. Snake urges Raiden to go on ahead 
while he deals with the damsel. Raiden hesitates and slowly backs out. 

Raiden ascends the ladder to a  cool-looking level, where Solidus' voice will 
resound when you reach the center of the large, circular shaped platform. 
While he gives his speech, you're given the chance to make it productive. Why 
not practice with the H.F.B. some more before you get caught off-guard? It'll 
be the only weapon you can use against Solidus.

Afterwards, Solidus makes a dashing, final re-appearance, he  summons 3 Metal
Gear RAYs as worthy opponents. Bidding farewell and thanking Raiden for a job 
well done to advocate his  plans, he deploys the  RAYs.  A difficult battle 
commences. See the Boss Guide to make these overgrown, metallic lizard freaks 
scrap metal.

Following the battle, more cinematics ensue. It's wonder how engrossed you'll 
finally get after 15 hours of the game...

FEDERAL HALL
The final showdown with Solidus Snake.  Take him down  and Raiden will become 
the newborn legend. See Boss Guide for details.  Then watch the insanely long
Ending. Try not to allow your PS2 embark on a trip out the window. Congrats, 
and it's been fun holding your  hand through this ****.  Have a nice  day and 
read  the rest of the guide, punk.




|| 0000111.92899 ||-||-||-|| 0886660000113 ||-|| 
                                                  
                        /// Chapter 3: Appendices ///
 _______________
|   LOADING...  | 00000000111999666 ||-||-|| 983300111666 ||
                                            


 ______                                                               ______
/__/\__\_____________________________________________________________/__/\__\
\__\/__/\__\/__/
                                ____________
                               | Boss Guide |
                                


Unlike many games where  the character is patented with  superhuman powers or 
abilities, MGS2 just presents you with hard-hitting weapons and that's all 
you're allowed to work with. Your character will bleed like normal humans, 
but will still manage to survive cutting knives and gunshots to an extent. So
my point is that some bosses are hard, and I'm here to help. Hahahaha!

 _______________________
|+  OLGA  GURLUKOVICH  +|
||
| Where_______________Tanker, Navigational Deck                             |
|                                                                           |
| Difficulty Rate_____Medium                                                |
|                                                                           |
| Weapon______________USP                                                   |
|                                                                           |
| Attack Techniques___Gunning and throwing grenades                         |
|___________________________________________________________________________|


First boss of the game, and it's quite intimidating at first, but soon you'll 
find out she can run and gun like  the rest of the top terrorist figureheads!
Throughout the fight, Olga will pause and talk about herself although it's 
not exactly the best time for self-introductions.  For the  first part of the 
fight, position Snake behind the brown cargo box. Stay low and face her field 
in FPV mode. Then use the FPV Strafe techniques. If you make Snake scarce, 
she will lose sight of him and scout for him. In the meantime, surprise her 
and sink a headshot for major damage.  The nomadic soldier never stays in one 
spot too long. She starts to migrate from one mast to another.

Olga's a very good shot, so only stick your head out when she's reloading, or 
moving to another fort. After chopping off about half of her life, she'll 
move to the back and shoot the cords to release the tarp. This impedes 
Snake's vision. So he won't be able to get a clear shot of her, while she can 
still blast Snake with a shot or two.  Also, watch out for her grenades.  She 
yells out "Take this!" to indicate she's about to release a grenade.  You can 
hear it clinking against the soaked floor. 

When the tarp is up, either wait for the wind to pick it up and blow it away, 
or uncoil the strap yourself. If you still don't take her down after this, 
Olga thinks of more ways to impair Snake's vision, like shining the  light in 
Snake's direction. Put it out by blasting the bulb.

If you start to  wear the ammo and  Ration supply down, there  are some extra 
stuff around the battle field. Unless you take too long to put her out of her 
misery, it won't be too  much of a problem.  Don't pay attention to  her life 
gauge, it's a bit misleading. Worry more about Snake's.
                                             


 ______                                                               ______
/__/\__\_____________________________________________________________/__/\__\
\__\/__/\__\/__/
                                 _________
                                | Weapons |
                                 


Snake is very capable of accomplishing his missions unarmed, but a  game is a 
game. And a game has weapons. Besides, what _is_ a tactical espionage action-
based game without a few weapons violence.

Throughout his missions, Snake will be provided with heavy-duty stealth items 
and weapons. Some of them, he may pick up along the way. Whatever, or rather, 
however he obtains them is up to you (or the game). But I'm just here to 
boast a weapons section for my soon-to-be comprehensive guide.  In your face.

 ____
/ M9 \
\____/  A handgun that  was compressed  from a Beretta  M92F assault gun.  It
      uses anesthetic bullets equipped with tranquilizers so powerful that it 
can literally put an  elephant to sleep.  It's already  fully equipped with a 
laser sight and silencer.  The shots discharged  from the gun are not able to 
be heard, but if the  bullets  hit objects, a slight noise will  emanate from 
the percussion. How quickly the tranquilizers take in effect depends on where 
you hit  the sentry.  For example, if it  hits a  guard's foot, it  will take 
thrice as long for the chemical stun to travel through his body than a direct
contact  to the head. Keep in mind that the M9 does _not_ kill.

 _____
/ USP \
\_____/  The second handgun Snake can  find during his  preliminary missions.
        While the USP comes equipped with a laser sight, it does not have a 
silencer. So whatever shot rings out, it'll be heard loud and clear by nearby 
sentries.  This gun tends to attract guards, so don't  use it unless you feel 
it's safe enough to.  It is exceptionally powerful and capable of killing.  A
similar gun like this can be found later, but  this pistol is  available only 
in the Tanker chapter. If you are feeling particularly evil, stun an enemy 
soldier, then  switch to the USP and fire  at his head.  Then gleefully watch 
the blood sail out. Psycho.

 _______
/ Socom \
\_______/  A feather-light  handgun utilized for  giving the drop on unwanted 
          or just plain annoying guards. It's essentially a newer model of 
the USP. You can actually find the suppressor to stifle the gunshot. When you 
do, this becomes a deadly weapon. It also has a neat little aiming trick that 
does no wrong. It's so insanely accurate, you could shoot _anything_ from 
afar if you do it right.  First, notice the "touchdown pole" (Anyone know the 
correct terminology for this thing?) protruding little ways from the top edge 
of the gun. Put any object between them and in the gap; the bullet that 
escapes the gun will impinge the target with great fidelity. It's frightening 
to know you could do that now.  Other than that, shoot guards in the kneecaps 
to incapacitate them and destroy nosy cameras from peeking; the Socom does it 
all.

 _________
/ AKS-74u \
\_________/  A favorite among the Soviet private army.  An assault rifle that
            is virtually used everywhere.  If you ever find your character in 
a jam, you'll be looking to go up against rapid firing assault rifles as 
these. Russian guard sentries fancy toting the bugger.  The AK is the  second 
asset to completing Raiden's perfect disguise as an enemy personnel.  Without 
it, the disguise will not work.  A suppressor can be found for this weapon to 
tone the gunfire down to a minimum. It isn't as effective as the M4 against 
Cyphers, but it works. Press the Square button lightly to raise the gun, then 
apply more pressure to release a hail of bullets upon a target.

 ______________
/ M4 Automatic \
\______________/  A versatile automatic, the M4  proves to  shell out heavier 
                 firepower than the AKS-74u. It can pump out up to 30 bullets 
using one magazine, but the time Raiden  uses to reload leaves him vulnerable
to baneful assaults. But you can always cripple special forces in the legs to 
halt their pursuit temporarily. The M4 takes out Cyphers more efficently than 
the AK, but extra ammo for the M4 is not as abound. The M4 is also equipped 
with a laser sight, but it's completely useless under the daylight.  When you
ready the gun, press L1 so that Raiden automatically locks-on  to the nearest 
target, then press the Square button hard to fire.

 _______
/ PSG-1 \  
\_______/  Ever played Silent Scope?  Yeah, it's kinda  like that, except the 
          hefty weapon won't be held as steadily. The big, bad sniper rifle 
in MGS2. Its main fault is  its dense  weight and size.  Being too cumbersome 
for Raiden to handle, he tends to shake, leaving him known as the lousy 
marksman. To remedy his shaking, pop a Pentazemin.  That'll calm his nerves 
and stablelize the gunpoint immensely. This especially helps on the Shell 1-2 
Connecting Bridge.  When Raiden equips the PSG-1, your perspective will be of 
his looking through the scope mounted on the gun--you know, the bullseye 
stuff. Place the object that is to be sniped right in the center circle for a 
perfect shot.  It seems to make a loud gunshot, but it's actually stifled due 
to the  compressor in the gun itself.

 ________
/ PSG-1T \
\________/  A sniper tranquilizer gun designed directly from a standard PSG-1
           sniper rifle. The only difference between the two is that the PSG-
1T fires tranquilizer bullets, which does not kill.

 _________
/ Stinger \
\_________/  The unmangeable missile launcher!  Dun dun dun!  Too bad  Raiden 
            acquires it late in the game and will have no substantial use for 
it later. Pliskin drops this as compensation for Raiden taking his place in a 
battle against Solidus Snake, while Pliskin "backs him up" from a chopper. An 
insanely powerful weapon (probably the most destructive in the game) with the  
instilled duty to do one thing: Mass murder (or burn things up).  The Stinger 
is the latest model  from the military, coming equipped  with a built-in weak 
spot detector. Just aim the sucka at a target. The target's weak spots are 
indicated by the highlited red boxes.  Fire a clear shot and  the seeker will 
lock-on and hone in  on the target.  Or you can press L1  to manually fire at 
Achilles' heel.

 ______
/ RGB6 \
\______/  This portable hip  grenade launcher  fires  mortar  shells at enemy 
         targets in an arc trajectory. The recoil from each shot gives Raiden 
a pause between each shot so he can't shoot consecutively. And because of its 
prodigious size and weight, Raiden must be firmly planted in one place to 
shoot. When equipped, he must launch the grenade shrapnels from a first 
person perspective.  The impact of the shrapnel is explosive and can mortally 
wound any surrounding victims.  Press the L1 button to auto-adjust the gun to
counterbalance the flying arc and press Square to fire a grenade.

 ________
/ Nikita \
\________/  A remote guided  missile  launcher, the  Nikita fires  cute, baby 
           missiles that can be guided using the control implemented on the 
weapon. Once a baby missile is deployed, you will literally assume the role 
of the missile and pilot it through twist and turns, where ever necessary. 
Crashing into any obstructions will detonate it. Don't underestimate it size; 
it really packs a whallop  of an explosion.  The Nikita is crucial  in saving
the president. 

 ______________________
/ High Frequency Blade \
\______________________/  An awesome metallic alloy blade  given to Raiden as 
                         a gift from the ninja. Although you get it late in 
the game, you'll still have a lot of chances to put it to practical use. 
Getting used to the blade is  the tricky part.  The movement  of the blade is 
controlled by the Right Analog Stick.  Press up for an upperward  slash, down 
for a downward slash, then left and right for side slashes.  Rotate the stick
for a full revolving swing that takes a few seconds to recover from. Press 
the Right Analog Stick and Raiden will thrust  forward with deathening speed.
The Square button controls the blade position which separates slaughtering 
from knocking people unconscious. The blue sword icon signifies a reverse-
blade which won't kill a person.  The red sword icon signifies that the blade
can slice and dice. Finally, press L1 to raise the blade and defend, 
deflecting a few bullets.

 _______________
/ Coolant Spray \
\_______________/  A portable  pump  that squirts a  chemical  substance into 
                  the air. Once the special substance disperses with the 
chemical formula in the air, it escapes the container as a gel that can 
adhere to an object and freeze it. Given to Raiden by Stillman, the initial 
objective of this spray was to coat C4 bombs planted throughout the struts on 
Shell One and lag the  detonation time, while  balking  Dead Cell's insidious 
plan to blow the place sky high. When Raiden uses this item, he immediately 
goes into FPV. That means you cannot move with the Coolant equipped. 

Press the Square  button  lightly to  ready it, and then harder, to eject the 
coolant. Other than its crucial role use as a bomb "extinguisher", it can 
also be used to quench fires, scatter bugs, and "smokescreen" an  enemy 
sentry.  Spray the guard in the face to induce coughing and gagging, but 
strangely enough, it won't be enough to render the guard useless!  Be careful 
though. While the can has infinite expendenture, the spray does not last very 
long in one flow out.

 ______________
/ Stun Grenade \ 
\______________/  A stun grenade is  capable of stunning  any soldiers within 
                 the range of its explosion. The grenade explodes after 5 
seconds of its initial disengagement. Equip it and press the Square button to 
use it. Hold the button, aim and release.  Your character deploys the grenade
to the desired direction. If it ends up being unsuccessful, it'll immediately 
alert all guards in the field. Better start hiding. Pronto.

 _______________
/ Chaff Grenade \
\_______________/  A Chaff Grenade is an electronic jamming device. When used
                  in a certain area, particles of foil disperse into the air 
and proceed to jam all communications and electronic devices for a short 
while. A green gauge that overtakes the place of the radar on the upper right 
corner of the screen will slowly deplete to show the remaining time of 
effectiveness. Using a Chaff Grenade renders mechanical devices like a Cypher 
useless.  These are abundant through out the game, but  should not be heavily 
used.

 __________
/ Grenades \
\__________/  The standard, pocket-sized military throw explosive.  Press the 
             Square button to deploy the grenade. It must be out of your 
reach within 5 seconds or it'll devour the character's hands, and probably, 
the arm as well.  Any guards in the range of its explosion will  instantly be 
killed, or otherwise, sound the alarm.  This is best used in  small corridors 
flooded with pursuing sentries.

 ___________
/ C4 Semtex \
\___________/  Sets of Semtex explosives wired to burst when Raiden sets them
              by pressing Sqaure. Raiden starts to hook them up and lodge a 
charge into a corner, or where ever your directed him to place them. Once the 
complex bombs are wired, stand back. The Circle button is the detonator. 
Press it when your  heart desires.  Claymores don't  play a specific  role in 
missions.  It just pushes to tap into your arsenist mastermind.

 __________
/ Claymore \
\__________/  A landmine with built-in  directional  sensors that can  detect 
             moving objects in their forward-facing cone.  When the object or 
person falls into that cone, it'll explode.  Claymore minds can be exposed on
the radar screen using the Mine Detector. They show  up as yellow  dots  with 
given forward vision fields.

 __________
/ Magazine \
\__________/  Magazines are empty bullet clips for handguns.  When there's no 
             more use for it in a gun, it can be used as a throw weapon. If 
you ask me, it's pretty ineffective, but it's great to avert a guard's 
attention elsewhere. It has mass.  So if it's thrown against a wall, the blow
induces curiousity for the guards. Hold the Square button to ready it and 
release the button to pitch it to the desired direction. When you need to get 
by a thick line of slacking guards, this is the thing to use.  Sometimes, 
anyway.  I did mention it  could be used as a pathetic weapon, right?  Right.



 ______                                                               ______
/__/\__\_____________________________________________________________/__/\__\
\__\/__/\__\/__/
                                   _______
                                  | Items |
                                   


Where there are weapons, there are items. And it's only logical.  Snake needs 
all the equipment he can lay his rough hands on. Without them, who knows what 
would become of our beloved Snake, and how _we_ think about him...

Some of them may be badly written, so please contact me about anything you're 
confused about. 

 ___________
/ AP Sensor \
\___________/  It's a sensor that detects life forms, as explained in the in-
              game text. I still haven't found a real substantial use for it.
It does react to nearby life forms. You could feel the rumble on the Dual 
Shock controller, right?  That's the AP Sensor at work. I could be wrong, 
though, which is no surprise.  Afterall, I'm only human.  There's no real use 
for it if you have your radar.

 _________
/ Bandage \
\_________/  A one-time use Bandage used to recuperate the loss of blood. Use
            this when the life gauge turns a ghastly orange. That indicates 
your character is bleeding. If you don't cleanse the wound, it hinders battle 
performance. It also leaves behind a trail of "I'm here, I'm here!" signs for 
enemies.  Don't forget that when your character is bleeding, he will get 
weaker and weaker.  Watch his  life bar  slowly dwindle  away.  After using a 
Bandage, the blood loss immediately stops with whatever life that still 
remains, unlike allowing the your  character to recuperate  and patch up  the 
wound himself.

 ________
/ B.D.U. \
\________/  Short for Body Disguise Uniform.  The uniform matches that of the 
           soldiers in the Shell One core, making this a perfect illusion for
easy infiltration. However, the disguise does not work by itself.  An AKS-74u
is required to complete the perfect  impersonator.  While both disguise items 
are equipped, never do anything to attract  attention, and never un-equip the 
AK. You'll be drawing attention like  dripping sweet  sugar cane juice on the 
floor to tempt the ants. Try not to run into any guards posted at their 
stations because Raiden has the tendency to remove his disguise (That moron!) 
when this happens.

 ____________
/ Body Armor \
\____________/  A heavy, strap-on bullet-proof vest that  can be worn  to cut 
               down any sustained damage.  This item is very rare, so it's
advised that it is only to be used in drastic situations (like against the 
final boss). The bearer will be protected until a certain extext.  Constant 
deterioration results from excessive damage, which will  cause the Body Armor 
to become rather useless, then.  Equip it on the right item menu to put it to 
good use.

 ______
/ Book \
\______/  Instead of listing it as a "XXX Magazine", Hideo wanted the game to 
         be clean (Well, sort of) and called it a Book. Books are dirty 
magazines filled with erotic pictures of hot ladies. They can fulfill the 
fantasies of any men, including the  guards in the game.  Not much as a throw
weapon. Rather, press the Square button to open the 'zine to a random page 
and set it down on the floor.  You won't be able to pick it back up once it's 
been set on the ground.  Any passing sentries who spot the book  will come to 
"inspect" it. After a while, his cone will disappear since he's browsing 
through it and getting "awake".  The basic  purpose of the  book is to act as 
bait to draw a guard's attention from his duty, which works very nicely.

 ________
/ Camera \
\________/  A handheld surveillence device that captures whatever you want to
           be depicted. It can hold up to 8 different photos. Any photos 
taken after the capacity is reached, the new pictures will start to overlap 
old ones.  The photo that is to be overlapped is  indicated by a  small arrow 
underlined below the snapshot.  The camera can also be used as a binocular if
you find yourself short of a Scope.

 _______________
/ Cardboard Box \
\_______________/  An ordinary  cardboard box your  character can use to hide 
                  under. The character can move around with it. There is a 
special peekhole you can look into in FPV that is supposed to be the box' 
hand hold for lifting. A cardboard box, obviously, is best used when the 
surrounding is in  relation to _same_ cargo background.  For example, if you 
have the (California's fresh) Oranges box, never use it in accord with "ZOE" 
boxes. Otherwise, any passing guards will become curious, attempting to look 
in the hole and kicking it. Several variants of boxes can be found throughout 
for improvision in certain areas.

 ____________
/ Cigarettes \
\____________/  Snake's lucky charm.  When bad moments roll around, feel free 
              to give him a puff or two to soothe and "purify" his soul. 
While he puffs on the cig, Snake starts to hazard his health slowly.  At some 
point, his health will stop depleting. When that happens, smoking won't budge 
his health unless you restore it past the break point. Also, if you let Snake 
give it a puff or two, it will act in the place of the pentazemin to steady 
Snake's aim. Cigarettes can also be used to make the infrared sensors 
visible. Raiden also obtains these later, even  though he hasn't  established 
himself as a smoker (yet). 

 ________________________
/ Directional Microphone \
\________________________/  A special, compact  amplification  system  taking 
                           the shape of a gun. Having powerful mics implanted 
on the end of the device, the Directional Microphone  amplifies sound by over
100x. Powerful enough to hear a person's heart beat, at least. And that's 
exactly what you use it for. It also has the ability to penetrate walls and 
obstructions to focalize on conversations, but it only covers a limited 
distance. When the text on the screen starts to shrink, move the mic around 
until everything clears up again.  It is found in the  computer room of Shell 
One, right under the squawking parrot. 

 __________
/ Dog Tags \
\__________/  Dog Tags are military ID tags looped through a small chain that 
            is worn around the neck.  You could get one in real-life by going 
to army stores. 10 bucks each. Anyway, Dog Tags play a pretty significant 
role in the game.  They are essential  to unlocking secrets  in the following 
games.  Dog tags can be obtained through holding  up guards and coercing them 
to surrender it, or shaking them down.  Not everyone has one, though.  If you 
want to check, you could focus the  Thermal Goggles on their neck areas.  For 
more details, read the Dog tag section below.  
     
 _____________
/ Lv PAN Card \
\_____________/  Throughout the Plant Chapter, you will be given a variant of 
                5 level security cards by supporting characters. Each Lv Card
allow access to doors marked with the  corresponding number to the card.  Lv1 
being to lowest and Lv5 being the highest. As you collect the Lv Cards, 
Raiden will have access to more weapons and items. It also enables him to 
move freely from Strut  to Strut, Shell to Shell.  Certain doors elicit high- 
level cards.

 __________
/ Medicine \
\__________/  A flu remedy that  counteracts flu symptoms  when administered.
             In Normal mode, you can only hold one of these.  They don't come 
in abundance, anyway.  The Medicine will not take in effect if your character
has been exposed to cold for an extended period of time.

 _______________
/ Mine Detector \
\_______________/  As the name implies, it's a  special  device  that  can be 
                  used to  detect small landmines  called Claymores and bring 
them up on the radar as yellow specs.

 _________
/ MO Disk \
\_________/  A virus modeled  after the FOXDIE virus  program.  This disk was 
            written by  the child genius, Emma. The virus was intended to
invade the Arsenal AI system.  Only Emma knows how to use it. With it in your 
hands, it's practically useless.

 ______________________
/ Night Vision Goggles \
\______________________/  Found in the flooded corridors at the bottom of the
                         Shell 2 core. Used to radiate an eerie glow in the 
surrounding area, allowing the wearer to see naturally in the pitch black 
darkness.  There's no real substantial use for it in the game, but  it almost 
completes the MGS2 item collection.

 ____________
/ Pentazemin \
\____________/  A benzodiazepine  with  CNS  depressant.  This  is a  form of 
               Diazepam (Valium) which basically acts as a depressant. Though 
one must be careful when taking any form of Diazempam (Valium) because of 
it's known list of side effects since this  being a BZ is much  more powerful 
then Diazepam (Vallium).  Also prescribed  as an anti-anxiety.  Interestingly 
enough, if you understood a word that was said here, kudos. It basically 
helps steady your character's aim and increases extreme accuracy.  A must for 
effective use with the PSG rifles.

 ________
/ Ration \
\________/  A standard military meal on the go. Although it doesn't taste all  
           that yummy, it does do you the favor of recovering your 
character's health. If you have this equipped, it'll automatically be used 
when your life drops to zero.  Of course, you need  to have some handy, or it 
won't work. 

 _______
/ Scope \
\_______/  Travel-friendly binoculars used to balance spying deeds at a long- 
          range. Press the Circle button to zoom in and the Cross button to
zoom out. There's a limit to the power of the lens.  When in  use, the holder 
is immobilized because  his concentration is totally focused at the view  lit 
through the lens.  This is best used to fish for a target or a Semtex control 
unit.

 __________
/ Sensor A \
\__________/  Also known as  the Ion Mobility  Spectrometer, which  basically 
             tracks down the scent spectrum Fatman leaves on C4 bombs as a 
swirling yellow-green odor on the radar.  This will be an  indispensable item 
once the bomb threat on the Big Shell presents itself, as Raiden will have a 
difficult time ferreting the bombs from each strut without it.  But after the 
bomb threat alights, it pretty much becomes a paddle for a game of ping-pong.

 __________
/ Sensor B \
\__________/  Named and designed by the renowned bomb expert, Peter Stillman.
             Sensor B replaces the outdated Sensor A and has one property 
Sensor A doesn't have. Sensor B can find specially designed Semtex explosives 
that have the ability countermine detection from Sensor A.  Having discovered 
the new bombs have been planted in  focal points of the  each Shell, Stillman 
prepared this sensor to sniff out the rough locations of these odorless 
bombs.

 _________________
/ Thermal Goggles \
\_________________/  Thermal  Goggles have  infrared  waves  circulating the 
                    specs. So when you strap it on to your character, the 
player sees everything as a red, solid blur. But you are able to see objects 
in the dark, or hidden objects.  You can scope out Dog Tags  with these once 
you've thwacked a guard.  The attention to detail deal loses its effect with 
the Thermal Goggles equipped.  You can also use  Thermal Goggles to  see any 
invisible infrared sensors.



 ______                                                               ______
/__/\__\_____________________________________________________________/__/\__\
\__\/__/\__\/__/
                                ______________
                               | Item Locator |
                                


This section  and the one that  succeeds it (Weapons  Locator) is part of the 
comprehensiveness I promised with this guide. While it may not be the end-all 
information producer, it may help those troubled souls whose first instinct 
is to e-mail me with inane kiss-ass remarks, followed by a head-smacking 
question that can be found within the walkthrough. This list is to be used in 
conjunction with the walkthrough, if necessary.

Items, by Adrenaline's  school of  thought, include  key  items (story-driven 
items) or just auxiliary items that help your character complete missions 
with their limbs attached. Part "number" listings refer to the butchered 
sections of the walkthrough if you need help finding that specific item. I 
plan to include  every location of  every single item.  Locations of the same 
item will be separated from the main list.

If you have no real use for it, you could always  use it as a checklist.  Any 
opinions are welcome. Also, if I've missed any or have misleading information 
(which is very likely), contact me.  Take note that not  ALL items listed are 
mentioned in the walkthrough.


Quick terminology:

Given = Given by a supporting character


 _________________________
/ KEY ITEMS  /***/       /



Name              Found in                       Chapter           Part "#"
=============================================================================
AP Sensor         Default                        Tanker, Plant     N/A
-----------------------------------------------------------------------------
B.D.U.            Strut E Heliport (Given)       Plant             Part Five
Body Armor        Shell 2 Core, B1 (No. 2)       Plant             Part Six
Book              Strut F Warehouse, B1          Plant             Part Four
Book              Strut F Warehouse, B1          Plant             Part Four
Book              Shell 1 Core, 1F               Plant             Part Five
Book              Shell 1 Core, B2 Computer Rm.  Plant             Part Five
Book              Shell 2 Core, B1 (No. 2)       Plant             Part Six
Box               Deck-D Crew's Quarters         Tanker            Part One
Box 1             Strut A Pump Room              Plant             Part Four
Box 2             Strut F Warehouse, B1          Plant             Part Four
Box 3             Strut E Heliport               Plant             Part Four
Box 4             Shell 1 Core, B2 Computer Rm.  Plant             Part Five
Box 5             Strut E Parcel Room            Plant             Part Four
Box 5 [2]         Arsenal Gear: Jejunum          Plant             Part Seven
-----------------------------------------------------------------------------
Camera            Default                        Tanker            N/A
Cell Phone        Strut E Heliport (Given)       Plant             Part Five
-----------------------------------------------------------------------------
Digital Camera    Strut E Parcel Room            Plant             Part Seven
Direct. Micro.    Shell 1 Core, B2 Computer Rm.  Plant             Part Five
-----------------------------------------------------------------------------
Lv1 PAN Card      Strut C Dining Hall (Given)    Plant             Part Four
Lv2 PAN Card      Strut E Heliport (Given)       Plant             Part Five
Lv3 PAN Card      Shell 1 Core, B1 (Given)       Plant             Part Five
Lv4 PAN Card      Shell 2 Core, 1F (Given)       Plant             Part Six
Lv5 PAN Card      KL Connecting Bridge (Given)   Plant             Part Six
-----------------------------------------------------------------------------
Mine Detector     Strut F Warehouse, B1          Plant             Part Four
MO Disk           Shell 2 Core, 1F (Given)       Plant             Part Six
-----------------------------------------------------------------------------
N.V. Goggles      Shell 2 Core, B1 (No. 1)       Plant             Part Six
-----------------------------------------------------------------------------
Scope             Default                        Plant             N/A
Shaver            Strut A Deep Sea Dock          Plant             Part Three
Sensor A          Strut C Dining Hall (Given)    Plant             Part Four
Sensor B          Strut C Dining Hall            Plant             Part Four
-----------------------------------------------------------------------------
Thermal Goggles   Navigational Deck              Tanker            Part One
Thermal Goggles   Strut A Deep Sea Dock          Plant             Part Three
-----------------------------------------------------------------------------
Wet Box           Navigational Deck              Tanker            Part One


 _______________________________
/ SUPPORTING ITEMS /***/       /



Name               Found in                      Chapter           Part "#"
=============================================================================
Bandage            Aft. Deck                     Tanker            Part One
Bandage            Aft. Deck (2F)                Tanker            Part One
Bandage            Strut A Rooftop               Plant             Part Three
Bandage            Shell 1 Core, B2 Computer Rm. Plant             Part Five
-----------------------------------------------------------------------------
Medicine           Arsenal Gear: Stomach         Plant             Part Seven
Medicine           Arsenal Gear: Jejunum         Plant             Part Seven
-----------------------------------------------------------------------------
Pentazemin         Aft. Deck                     Tanker            Part One
Pentazemin         Strut C Dining Hall           Plant             Part Four
Pentazemin         Strut F Warehouse, 1F         Plant             Part Four
Pentazemin         Shell 2 Core, 1F              Plant             Part Six
Pentazemin         Shell 2 Core, B1 (No. 2)      Plant             Part Six
-----------------------------------------------------------------------------
Ration             Aft. Deck                     Tanker            Part One  
Ration             Deck-A Crew's Quarters        Tanker            Part One 
Ration             Deck-B Crew's Quarters        Tanker            Part One
Ration             Deck-C Crew's Quarters        Tanker            Part One
Ration             Deck-D Crew's Quarters        Tanker            Part One
Ration             Deck-E The Bridge             Tanker            Part One
Ration             Engine Room, Starboard        Tanker            Part One
Ration             Deck-2 Port                   Tanker            Part Two
Ration             Deck-2 Port                   Tanker            Part Two
Ration             Strut A Deep Sea Dock         Plant             Part Three
Ration             Strut A Deep Sea Dock         Plant             Part Three
Ration             Strut A Deep Sea Dock         Plant             Part Three
Ration             Strut A Pump Facility         Plant             Part Three
Ration             Strut F Warehouse, 1F         Plant             Part Three
Ration             Strut B Transformer Room      Plant             Part Three
Ration             Strut C Dining Hall           Plant             Part Four
Ration             Strut A Pump Room             Plant             Part Four
Ration             Strut F Warehouse, B1         Plant             Part Four
Ration             Strut E Parcel Room           Plant             Part Four
Ration             Strut D Sediment Pool         Plant             Part Four
Ration             Strut A Deep Sea Dock         Plant             Part Four
Ration             Shell 1 Core, B2 Computer Rm. Plant             Part Five
Ration             Shell 1-2 Connecting Bridge   Plant             Part Six
Ration             Shell 1-2 Connecting Bridge   Plant             Part Six
Ration             Strut L Perimeter             Plant             Part Six
Ration             Shell 2 Core, 1F              Plant             Part Six
Ration             Shell 2 Core, B1 (No. 1)      Plant             Part Six
Ration             Shell 2 Core, B1 (No. 2)      Plant             Part Six
Ration             KL Connecting Bridge          Plant             Part Six
Ration             Arsenal Gear: Jejunum         Plant             Part Seven
Ration             Arsenal Gear: Ascending Colon Plant             Part Seven 
Ration             Arsenal Gear: Sigmoid Colon   Plant             Part Seven
    


 ______                                                               ______
/__/\__\_____________________________________________________________/__/\__\
\__\/__/\__\/__/
                                ________________
                               | Weapon Locator |
                                


This section is part of the comprehensiveness I promised. While it may not be 
the end-all information producer, it may help those troubled souls whose 
first instinct is to e-mail me with inane kiss-ass remarks, followed by a 
head-smacking question that can be found within the walkthrough. This list is 
to be used in conjuction with the walkthrough, if necessary.

Weapons, here, include everything and all  things destructive.  Part "number" 
listings refer to the butchered sections  of the walkthrough if you need help 
finding that specific weapon. I neither have the time nor desire to produce a 
massive list of all the individual ammunition locations of the weapons unless 
there is an unusually high demand for it.  They are generally easy to come by
so don't come running to this section for help.

If you have no real use for it, you could always  use it as a checklist.  Any 
opinions are welcome. Also, if I've missed any or have misleading information 
(which is very likely), contact  me.  Take  note that not ALL  weapons may be 
mentioned in the walkthrough.


 _________________________
/ FIRE ARMS  /***/       /



Name                       Found in                   Chapter      Part "#"
=============================================================================
ASK-74u Automatic          Strut F Warehouse, B1      Plant        Part Five
-----------------------------------------------------------------------------
High Frequency Blade       ArsenalG.: Ascending Colon Plant        Part Seven
-----------------------------------------------------------------------------
M4 Semi-Automatic          Strut F Warehouse, 1F      Plant        Part Five
M9 Tranquilizer Gun        Default                    Tanker       Part One
M9 Tranquilizer Gun        Strut F Warehouse, 1F      Plant        Part Three
-----------------------------------------------------------------------------
Nikita R.C.                Shell 2 Core, B1 (No. 1)   Plant        Part Six
-----------------------------------------------------------------------------
PSG1 Sniper Rifle          Strut F Warehouse, 1F      Plant        Part Six
PSG1-T Tra. Rifle          Strut F Warehouse, 1F      Plant        Part Six
-----------------------------------------------------------------------------
RGB6 Grenade Laun.         Strut F Warehouse, 1F      Plant        Part Six
-----------------------------------------------------------------------------
Socom Pistol               Strut B Transformer Room   Plant        Part Three
Stinger Missile Launcher   Shell 1-2 Connect. Bridge  Plant        Part Six
-----------------------------------------------------------------------------
USP Pistol                 Navigational Deck          Tanker       Part One


 _____________________
/ OTHER  /***/       /



Name                       Found in                   Chapter      Part "#"
=============================================================================
AKS-74u Suppressor         Shell 1-2 Connect. Bridge  Plant        Part Six
-----------------------------------------------------------------------------
C4 Mine                    Strut F Warehouse, 1F      Plant        Part Five
C4 Mine                    Shell 1 Core, 1F           Plant        Part Five
C4 Mine                    Shell 2 Core, B1 (No. 2)   Plant        Part Six  
-----------------------------------------------------------------------------
Chaff Grenade              Aft. Deck                  Tanker       Part One
Chaff Grenade              Deck-C Crew's Quarters     Tanker       Part One
Chaff Grenade              Strut A Rooftop            Plant        Part Three
Chaff Grenade              FA Connecting Bridge       Plant        Part Three
Chaff Grenade              BC Connecting Bridge       Plant        Part Three
Chaff Grenade              Strut F Warehouse, B1      Plant        Part Four
Chaff Grenade              Shell 1 Core, 1F           Plant        Part Five
Chaff Grenade              Strut L Perimeter          Plant        Part Six
Chaff Grenade              Shell 2 Core, 1F           Plant        Part Six
Chaff Grenade              KL Connecting Bridge       Plant        Part Six
-----------------------------------------------------------------------------
Claymore                   EF Connecting Bridge       Plant        Part Four
Claymore                   EF Connecting Bridge       Plant        Part Four
Claymore                   EF Connecting Bridge       Plant        Part Four
Claymore                   EF Connecting Bridge       Plant        Part Four
Claymore                   EF Connecting Bridge       Plant        Part Four
Claymore                   EF Connecting Bridge       Plant        Part Four
Claymore                   EF Connecting Bridge       Plant        Part Four
Claymore                   Strut E Heliport           Plant        Part Four 
Claymore                   Strut F Warehouse, 1F      Plant        Part Five
Claymore                   Shell 1 Core, 1F           Plant        Part Five
Claymore                   Strut F Warehouse, 1F      Plant        Part Six
-----------------------------------------------------------------------------
Coolant Spray              Strut C Dining Hall        Plant        Part Four 
-----------------------------------------------------------------------------
Grenades                   Engine Room, Starboard     Tanker       Part One
Grenades                   Strut F Warehouse, 1F      Plant        Part Six
-----------------------------------------------------------------------------
Socom Suppressor           Strut F Warehouse, B1      Plant        Part Four
Stun Grenade               Strut F Warehouse, B1      Plant        Part Four
Stun Grenade               Strut E Parcel Room        Plant        Part Four
Stun Grenade               Strut E Heliport           Plant        Part Four
Stun Grenade               DE Connecting Bridge       Plant        Part Five
Stun Grenade               Shell 1 Core, B1           Plant        Part Five



 ______                                                               ______
/__/\__\_____________________________________________________________/__/\__\
\__\/__/\__\/__/
                                ______________
                               | Node Locator |
                                


What's a Node?  I honestly hope you didn't  come to this section to find that 
out. Let me redirect you to the appropriate place to garner such information: 
Chapter 1 Game Basics. Alrighty, then?  Okidokie.

Fellow MGS2  player, I feel  your  frustration  of not knowing  where exactly 
skulking sentries can be. That feel of paranoia; that "Oh my god! A guard is 
going to see me!" feeling you can't shake off, and you just literally wait 
for the extremely alarming "alert" sound bit that can  easily give you a trip 
to the hospital to take over. 

Sometimes, it can be fun, rolling around, leaning against corners and peering 
around to check the area. Then imagining you're the elite 007 carrying out an 
important mission while humming the Mission Impossible theme. (o_O)  Ok, so I 
am really digressing from the main point of this section.

Nodes come into play in the Plant chapter.  As you  probably know (otherwise, 
you wouldn't come here for help, genius), you need them  to prevail the radar 
and display imaginary diagrams of enemy patrol routes of that area. This 
section was  designed to become your safehouse for sanity-saving locations of 
these Nodes.  How to read the list works exactly like the two "Locators" that 
preceded this.



Place                      Where                                  Part "#"
=============================================================================
Strut A Deep Sea Dock      Second room; northeastern corner       Part Three
Strut A Pump Room          Northeast corner of cubicle            Part Three
Strut B Transformer Room   Bottom level next to the south stairs  Part Three
Strut C Dining Hall        Cafeteria; behind the glass panel      Part Four
Strut F Warehouse          Bottom level; inside left Lv1 room     Part Four
Strut E Parcel Room        Northeast corner of room               Part Four
Strut D Sediment Pool      To the right of the room entrance      Part Four
Shell 1 Core, 1F           Northeast corner of locker room        Part Five
Shell 1 Core, B2           Right small cubicle in computer room   Part Five
Shell 1 Core, B1           Right room from the elevator           Part Five
Shell 2 Core, 1F           Break room on the otherside            Part Six
Shell 2 Core, B1 (No. 1)   Near elevator drop-off                 Part Six
Arsenal Gear: Stomach      In the room outside torture chamber    Part Seven




|| 0000111.92899 ||-||-||-|| 0886660000113 ||-|| 
                                                  
                    /// Chapter 4: Secrets & Easter-Eggs ///
 _______________
|   LOADING...  | 00000000111999666 ||-||-|| 983300111666 ||
                                            


Reading the sections ahead means that  you have agreed to not  bang your head 
against the wall and send a mail slathered with curse words to the author for 
reading something that has totally ruined the experience of MGS2. The 
following sections were  designed as requitals for a grueling experience with 
the game.  The author _assumes_ that you've finished the game _at least_ once 
and therefore, know what all the hooey you are about to read is. Okkkaayy! 


 ______                                                               ______
/__/\__\_____________________________________________________________/__/\__\
\__\/__/\__\/__/
                            ____________________
                           | Campbell Gibberish |
                            


Campbell gibberish has nothing to do with the game play.  Rather, it's just a 
stress reliever to lift the tension off your sullen face. I've found 
Campbell's psycho blabbering hilarious, and I've had a few requests for doing 
this section, so here it is.

Looks like  Colonel Campbell  sniffed  too much  glue when  Raiden  was  held 
captive in the torture chamber. Not really maintaining his role as a field 
advisor, he becomes the comic relief, cracking out  RANDOM things and calling 
so frequently you just want to cry out in distress.  The explanation  to this 
stems from the fact that Emma's partially uploaded virus is starting to 
affect the Arsenal AI and scramble messages  through the Codec.  In fact, the
Colonel you know was never a real person.

He is a manifestation of the GW program  implanted in Arsenal Gear.  Although 
the virus wasn't  uploaded completely, it still  managed to have some kind of 
effect on the entire AI. Colonel Campbell, being part of Arsenal's AI, made 
contact with the virus and  started to  trip out (In my  theory, but I'm only 
human. Any add-ons are welcome.).  The manipulation system  malfunctioned and 
Campbell only knew to blurt out extremely random things.  And here  they are.  
Any that I've missed can be sent to me.


"Raiden something happened to me last Thursday when I was driving home. I had 
a couple of miles to go -- I looked up and saw a glowing orange object in the 
sky, to the east! It was moving very irregularly...suddenly there was intense 
light all around me -- and when I came to, I was home. What do you think 
happened to me?"

"Variety level 13 -- Rescue Maryl, the return of Genola."

"...Infiltrate...
 ...the enemy fortress...
 ...Outer Heaven!
 ...Destroy...
 ...The final weapon...
 ...Metal Gear!"

"Kawanishi-Noseguchi, Kinunobebashi, Takiyama, Uguisunomori, Tsuzumigataki, 
Tada, Hirano, Ichinotoriim Uneno, Yamashita, Sasabe, Kofudai, Tokiwadai, 
Myoukenguchi."

"Honestly, though, you have played the game for a long time. Don't you have 
anything else to do with your time?"

"An Anemone or Clematic Plant's juice can cause a rash. When pruning them 
it's a good idea to wear gloves."

"I hear it's amazing when the gamouse purple stuffed worm in flap-jaw space 
with the tuning fork does a raw blink on Hara-kiri Rock. I need scissors! 
61!"

"Actually, there is something I have been meaning to tell you but I just 
couldn't...I think you should know, though. On Saturday morning last week, I 
saw a guy leave Rosemary's room. How should I put it, it was like they 
were..."intimate". I'm sorry. Sorry to bring this up during the mission, 
but..."

"President Baker should be somewhere to the south of where you blasted 
through the wall. Hurry and save him before the terrorists discover his 
code."

"Actually, I am in really bad shape financially. I pay money to my ex-wife as 
part of our divorce settlement, among other bills. I just had no choice but 
to make you pay for lunch the other day. I'm really sorry."

"Your mission is to infiltrate the fortress Galuada, rescue the hostages and 
neutralize Metal Gear before its assembly is complete."

"I was a North American Fall Webworm in my past life. Those were the good old 
days...What were you in your former life?"

"You got a PSG-1? You can use that against Sniper Wolf. Hurry up and save 
Meryl!"

"Even my patience has its limits. I just can't leave this thing up to you any 
longer. I'll do the fighting! You can just go home!"


 ______                                                               ______
/__/\__\_____________________________________________________________/__/\__\
\__\/__/\__\/__/
                              _________________
                             | Gameshark Codes |
                              


I don't usually  add Gameshark  codes to my  FAQs, but  this is  an exception 
since I've had dozens of people asking me for them.  Know that this is a form 
of cheating and you won't get anything out of it other than pure satisfaction 
(or lack thereof) by completing the game with infinite lives.  While graceful 
people like me, who take care of our PS2 and disallow the use of such a 
device that risks damaging the system, slave to complete the game the hard 
way.  Yet, we become idyllic at our  accomplishment and may  use a few cheats 
secretly.

The bottom line is: I did not hack these codes myself.  These were taken from 
the people who gave birth to Gameshark at www.gameshark.com. Do NOT ask me 
for anymore. If you want to take a look at their frighteningly large 
compilation of such ungodly codes and basic shiznat, visit their site.  These 
codes are property of the Gameshark crew. Word.

The following is only a selected few from  the eye-popping array of codes the
GS boys cranked out for us. If you want more, visit that damned site!


(M) Must be on

Tanker Level                      Plant Level
=============================================================================

Infinite Rations                  Infinite M9 Ammo           Have Bandana
2C159C4DF8FCFE53                  2C159D0DF8FCFE53           2C159EDBF8FCFEF1
                                
Infinite USP Ammo                 Infinite Socom Ammo        Have Stealth
2C159BBFF8FCFE53                  2C159D11F8FCFE53           2C159DABF8FCFEF1
                               
Have Digital Camera               Infinite RGB6 Ammo         Have Body Armor     
2C159C69F8FCFEF1                  2C159D15F8FCFE53           2C159DA9F8FCFEF1
                               
Have Body Armor                   Infinite Nikita Ammo       Have D. Camera      
2C159C59F8FCFEF1                  2C159D17F8FCFE53           2C159DB9F8FCFEF1
                               
Have Bandana                      Infinite Stinger Ammo      Have N.V.G.       
2C159C8BF8FCFEF1                  2C159D19F8FCFE53           2C159DB3F8FCFEF1

Infinite Grenades                 Infinite M4 Ammo           Have Socom Supp.
2C159CDDF8FCFE53                  2C159D2FF8FCFEFF           2C159ED5F8FCFEF1
 
Have Stealth                      Infinite Books              
2C159C5BF8FCFEF1                  2C159D35F8FCFE53 

1st Pullup Increases to GripLv2   Infinite Rations
EC159B8DF89CFE53                  1C159D9DF8FCFE53 
2C159B8DF8FCFE53
                                  Have AKS-74u Suppressor
2nd Pullup Increases to GripLv3   2C159ED7F8FCFEF1
EC159B8DF8ACFE53
EC159B8DF89CFEB7                  1st Pullup Increases to GripLv2 
2C159B8DF8FCFEB7                  EC159B8FF89CFE53
                                  2C159B8FF8FCFE53
            
                                  2nd Pullup Increases to GripLv3 
                                  EC159B8FF8ACFE53
                                  EC159B8FF89CFEB7
                                  2C159B8FF8FCFEB7 




|| 0000111.92899 ||-||-||-|| 0886660000113 ||-|| 
                                                  
                           /// Chapter 5: Outro ///
 _______________
|   LOADING...  | 00000000111999666 ||-||-|| 983300111666 ||
                                            


              [!][!][!] READ THIS BEFORE E-MAILING ME [!][!][!] 


My contribution to the  Metal Gear Solid 2 community has been this FAQ, and I 
neither have the time nor desire to regurgitate information from this FAQ and 
pass it on as individual help. If it's not here, then I don't know. Don't 
bother me. You can e-mail me, but if you think you're a sly fox and try to 
spam my inbox with multiple duplicates of the original mail, you are a 
pathetic little man. I rarely reply to any mails unless I feel they are worth 
my time and effort.  And PLEASE, DO NOT SEND ANY types of chainletters!  No 
matter if it's a dying child diagnosed with liver disease or whatever, I 
don't care. Leave me out of it.  Other than  that, valid questions, comments, 
criticism, etc. are welcome. 


For you lazy blokes, here's a rundown on my e-mail rules:

Do's:
- Send me a question which cannot be found in the CURRENT version of the 
  guide. 
- Be specific! I cannot stress this enough. I get tons of e-mails a day,
  and it will be very helpful if I can scan through them quickly. And that
  is when you come into play. Specify what you want, how you want it and
  whatever.
- State the name of the game you are talking about. I do not have psychic
  powers!
- Check the newest version of the guide before e-mailing me! And READ it!
  I will not answer you otherwise.
- Try to put your English skills to good use (good grammar, spelling, etc.)
- Drop a line telling how good my FAQ is. ^_^

Don'ts:
- Ask a question that has already been explained in the guide. All you
  need to do is peruse it.
- Send me any help on the walkthrough.
- Request that I send you an updated version of my FAQ. The answer will 
  be no. Just check GameFAQs.com or other sites that have my FAQ!
- E-mail me with something stupid. 
- Type in all CAPS or in PRETTY COLORS like yellow. That's just blinding.
- Send me an e-mail in another language. I may or may not understand it, but 
  I will ignore you nonetheless.
- Ask me to be your friend!
- Send me something just to annoy me.

CHAT NOTICE: Please DO NOT add me to  your list and then  ask "Who are you?".
If you're going to add me to your list of wonderful buddies, please note that
I'm that insane MGS2 author, or whatever the hell you need to remind you. I'm
just so sick of getting that all the time. You either add me and know who the
fuck I am, or I block you. It's simple, really.

If I don't  answer you, it either means  it's already in  the FAQ, or I don't
know the answer. Also, keep in mind that I'm STILL playing through the game. 
So keep your mouse-clicking fingers off the "Send Mail" button for now 
(unless it's something that can help this FAQ improve).  Take care and G'day.


                       E-mail: narnia_M3@hotmail.com 
                          MSN Messenger: see above
                                ICQ: 70967247


 ______                                                               ______
/__/\__\_____________________________________________________________/__/\__\
\__\/__/\__\/__/
                                ____________
                               | Legal Junk |
                                


The unofficial Metal Gear Solid 2 strategy guide created November 15, 2001.  
2001 AdrenalineSL. All rights reserved.

All rights reserved including the right of reproduction in whole and  in part 
in any form.  Playstation 2 and Playstation 2 logos are registered trademarks 
of Sony, Inc.  Metal Gear Solid 2 is a registered trademark of Konami, Inc. 
The author of this  document is in  no way affiliated with Sony Entertainment 
of America.  You may not place  this document on your website or reproduce it 
in any way without the author's consent.

This Metal Gear Solid 2 FAQ/Walkthrough is written by AdrenalineSL, who holds 
all copyright for this document, in whole and in part. This guide may be used 
for private and  personal use only.  You may  not permit anyone under any 
patents to reproduce it, in part or in whole, or use it for profitable 
purposes. All content within this file is owned and created by Stephanie Lee.  
Should you attempt to infraction  under the  fallacy that  you  are right, it 
must be said straight out that you are a  moron. 

This guide may be distributed  freely assuming everything within this file is
fully intact and I receive my proper credits. It may not be distributed for
profit or any means of economical gains. Please do not modify or swindle this
FAQ in any way, even if you find errors, wildly inaccurate information, 
grammatical idiocy, et cetera.  Get it?  Get it?! Get  that clear, you thief.
Think before you steal. 

DISCLAIMER: Metal Gear Solid 2, the Metal  Gear Solid 2 logo, and all related 
characters are copyright and property of Konami, Inc.

*****************************************************************************

Webmasters- If you want to use this guide, just ask for  permission.  To make
this known, here is a list of the official or authorized carriers of this  
FAQ:

GameFAQs <http://www.gamefaqs.com>
Neoseeker <http://www.neoseeker.com>
Happy Puppy <http://happypuppy.com>
GameShark <http://www.gameshark.com>
Game Winners <http://www.gamewinners.com>

All other sites are FAQ stealers that  do not respect  copyrighted works! And 
if I do grant permission, I  reserve the  right to ask that it be removed for
any reason! I also sincerely urge you to keep ALL my FAQs UPDATED! UPDATED! 
UPDATED!  Outdated versions of FAQs are the devil! Are we clear on both terms 
here? Great. 


Sources
--------

Some parts of the guide could not have been made possible without the help of 
the following sources:

- The instruction manual for leading me to delve  into much of the basics and
  other information.
- Gameshark.com for all the listed GS codes in the guide. Thanks Kevin.


Credits, Plugs and Extra Junk
------------------------------

- Thanks to AstroBlue for modifying my pathetic MGS2 art! Much luv!
- ATadeo for indirectly helping me  with my FAQs and  for getting them on the 
  net in the first place.
- CJayC for practically dominating the internet gaming society. Sort of.  And
  having the patience to  reply to all my  whiny e-mails, as  well as hosting 
  all of my crap-ass work on his awesome site.
- ToastyFrog for the sudden surge of inspiration to write this FAQ.
- All the loyal readers who e-mailed me saying that they enjoy my FAQs!
- Don't forget the guy who gave me this game for free! Much love and hugs!
- Anyone else who wants to be thanked! You could be here!-


Contributor Credits
--------------------

Thanks to the readers of this FAQ who have taken some time aside to e-mail me 
with corrections, tips, hints and suggestions; the guide is immensely 
improved by their efforts. The people that are listed here are not
particularly special than the  other contributors listed  throughout the FAQ, 
but they have sent me  small tidbits of information I've incorporated into my 
own info. Credit due to them is found here.

Here they are, in no particular order:

- Kenshiro (Ehren) for the additional info. on "Reading the Radar".
- Ferretguy316 for adding another cause for your character's sneezing.
- Snakerboy01 for the cigarette  tidbit about its use as a substitute for the
diazepam and pentazemin, and the infrared  sensor thing with Thermal Goggles.
- Jiggly112588  for also noting that  the cigarettes  can be used to make the
infrared sensors visible.
- Cliff Harpole for confirming the "boing" sound in the lockers.
- The Gamer for Fire for the tip about drying off faster by pressing X.
- EH_REMRAF for giving a complex description of the Pentazemin that I used in
the Item section.
- HiFi14 for the tip about hiding in the appropriate boxes in "Hiding" of the
Infiltration Logic section.
  


_____________________________________________________________________________

                ************* CLOSING STATEMENT **************
_____________________________________________________________________________

At first, the guide didn't  turn out too  well, as other  complete  FAQs kept 
rolling in like tumbleweeds blowing in the wind, or something. I kept my 
updates at a minimum, striving to complete it with great accuracy and style; 
not really focusing on total completion. After intense work and re-shaping of 
the guide, I must say it is this version I am happy with after over  3 weeks 
of exposure to the public. So sleek, it plays like a symphony. I've worked 
hard. And still, the guide needs serious minting. I have high hopes for this 
guide to be one of my best. It may turn out to be if I can mold my idyllic 
thoughts into existence.  Well...keep the e-mails coming.  It's those little 
things that make me feel like gold (especially when I need the inspiration to 
finish this FAQ). Get out.

~AdrenalineSL

Shameless plug--Other FAQs by yours truly:
http://www.gamefaqs.com/features/recognition/8212.html


=============================================================================
                                MUCHAS GRACIAS!!
=============================================================================
                                        /^  ^^    ///
                     / // ^  ^       /O%G%/t(   /////
                     O(@@ 6@e    /RG(t////~t%K^/ //^/
                      DeFtones   @#(((^  ^//~6K%^^^^
                                R@G%/~     //(CK@
                               @@B6((~/ ^^^~/~t%@
                               @@R6((~((/%/~(/CO@   /
                               @@GC%GtC~/~((tte@@^
                              /@QGCCtCCt%tCCQQR@@/^^/
                              RBC%tCCGGC/GCeR@@@/////
                             (#O((%%CGG#KKR@BB@et/~//
                             et(/tt(K@@#K#eGGOQet////
                            C~/(((OB#OGC%6eGGKGGC(///
                        ^^ % /(OKeC%tCC6C6666OG%~// /
                      / ^(t/~%G6(tC%(%tC%%C6%%///////
                    ^  ^%/(%KCC(((%((/(/(~// //^//~//
                       C/%R@(t(/^        ^^   / / ///
                   ^/^(t#@(((/^  !~AdrenALiNe~!
                   ^%%@@(~/~/^          ^    ^//^// /
                    /(//////// ^  /  / R~%G^C~Gt~/^ ^
                     // ////// / ^^^///////G/ ~/ ///^
                     /// ^//^/// / /   /^ / ^//// ///

                       _Adrenaline_ Deftones 1995 
                   ------------------------------------
            The Unofficial Metal Gear Solid 2 Strategy Guide
                     Copyright  2001 Stephanie Lee
                             November 2001              
