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

                                      for
                                 Playstation2

                          Tactical Espionage Handbook
                Metal Gear Solid 2 Strategy Guide and Walkthrough
                             Written by AdrenalineSL
                      Version 1.48: Released January 24, 2002


==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--=


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


* This Metal Gear Solid 2 FAQ/Walkthrough  covers only the US release for the
  Playstation2. I will *NOT* update the guide to adapt to the possible X-Box
  port.  Also, I don't have a Japanese PS2, so stop  asking me for secrets in
  the Japanese version!  And no, I do  NOT know if he's wearing sunglasses or
  whatever.

* This is NOT a plot synopsis.  I am comfortably certain  that you  are *NOT*
  part of the MGS staff  or Hideo Kojima, especially when you're e-mailing me
  from an AOL account. So shoo, guys.

* This guide practically covers almost everything you need to know to get the
  most out of your experience. Please read through it before you somehow just
  log in to your e-mail account by reflex.



And before we start...Just a little plug to get your adrenaline pumping. Play
this song: Plug in this space with any Deftones song and you shall be my best
friend.



==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--=

--> New Updates <--

Version 1.41 | January 22, 2002
My e-mail address is now (more) open for questions. I will answer you as long
as it's not in the guide. Just finished proofreading the guide and cleaned up
the remaining errors (I did my best, anyway).  All contributions have finally
been caught up. The guide is now more complete than ever, and unless anything
else comes to light, it's unlikely that there will be any more major updates.

--> Past Updates <--

Version 1.3  | January 20, 2002
The guide is now  officially complete.  Dog Tags, Secrets, Hard-Extreme Notes
and Fun Stuff--they're all complete. The Boss Guide has been patented with
Hard and Extreme strategies. I also gave the walkthrough a slight facelift so
you could find each area section more easily. Some contributions have been
looked over and added in (not all, but most). I apologize to those who have
sent me something and I have not added it in. I can't afford to add every
single one. I'll have the next version up and running with the remaining
contribution backlog cleared out (over 80). A perusal of the guide is pending
for grammar errors and such.  Look forward to that shortly.  I wrote a lot of
the new stuff while I was half-asleep, so please excuse the many drunk
errors. ^_^ Enjoy the new version!

Version 1.1  | January 3, 2002
Bless the 50+  people who e-mailed  me for the  same BDU correction, and then
adding the same note about their having been in the military. Thank you all.
Although I've only credited 3 people with this because they were the first of
millions to e-mail me.  Anyway, finished Boss Guide, added contributions, and
started Dog Tags section. Any questions?  No? Good. Keep it that way!

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
        Hard-Extreme Notes
04.  Chapter 3: Appendices
        Boss Guide
        Weapons
        Items
        Dog Tags
        Item Locator
        Weapons Locator
        Node Locator
05.  Chapter 4: Secrets & Easter-Eggs
        Secrets
        Fun Stuff
        Campbell Gibberish
        Song Lyrics
06.  Chapter 5: Outro
        Frequently Asked Questions
        Contact Information
        Legal Junk
        Sources
        Credits, Plugs, and Extra Junk
        Contributor Credits
        Closing Statement



-WALKTHROUGH NAVIGATION GUIDE-

The walkthrough featured in this guide has been split into seven sections and
I've created this little navigation guide to help direct you to your rightful
place without  searching  through the masses  of text.  Please read the parts
carefully and use Ctrl + F whenever necessary.

* Part One: Beginning of Tanker to the Engine Room, right before entering
Deck-2 area.
* Part Two: From blasting the control units to the Deck-2 entrance to the end
of the Tanker.
* Part Three: Beginning of Plant to the end of BC Connecting Bridge (where
you first met Fortune).
* Part Four: Strut C, Dining Hall (where you meet Peter Stillman) to
defeating Fatman.
* Part Five: After Fatman's grand finale to the end of infiltrating the Shell
1 Core.
* Part Six: Excursion to the Shell 1-2 Connecting Bridge and eventually to
Shell 2 Core to saving Emma from Vamp.
* Part Seven: Starting from after the 2nd Vamp fight to the end of the game.

_____________________________________________________________________________


The Gameshark codes have been removed. If you want GS codes, please visit the
official Gameshark site or Gamesages.com for them.

_____________________________________________________________________________




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


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.
Beware! Each event written in this guide is guaranteed to have spoilers
slathered all over; look for information you need, bookmark the guide, and
get out! Actually, I think I may have toned down on the spoilers, as the
twists involved would be better placed  in a story section  than being thrown
against your will.

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. Although
I pray that you would read through the entire thing before giving up.  That's
the entire reason I wrote this.  If worse comes to worse, you might even have
to figure out whatever you're looking for by yourself and play the game!

Just a word of caution to  those sensitive ones: My  writing style may be and
will be objectionable to certain people. Please read with caution. I would
sometimes call you inappropriate names just for the hell of it. And why would
I do such a thing? Because I'm me.

If you have any problems with that, don't read any further. I mean it. If you
ignore this and raise a fuss  by e-mailing me with meaningless crap, I will
ignore you and block you outright. I do not tolerate (nor would I like to,
for that matter) people, who think their moral sense of justice will help
make the FAQ writing community better. Frankly, I don't  care. Authors can do
what they like to do. We're FAQ writers, not game counselors, as AstroBlue
says. If you don't understand us, don't try to. And even if you think you do,
you're bound to be wrong. To each his own, ya hear?

Also, let me say that I  appreciate all those who  actually peruse  the guide
before coming to me, and those who drive me on to continue this. The writing
tone may seem scornful (as indicated by a dense reader), but I assure you
that this was a labor of love, and I'm eternally grateful to all the
contributors of the FAQ, whom I owe many of  my thanks to.  If it weren't for
them, the guide  wouldn't have evolved into what  it has become.  Uh, thanks.

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.




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                       /// Chapter 1: Game Basics ///
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 ______                                                               ______
/__/\__\_____________________________________________________________/__/\__\
\__\/__/\__\/__/
                              ________________
                             | 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
farfetched 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
differences 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.  In
the Plant Chapter, radar maps will automatically be  downloaded upon entering
a new area.

* 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.  In the Plant Chapter, radar maps will automatically be downloaded
upon entering a new area.

* 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 overcoming that extreme paranoia of 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.
Bosses are digustingly tough.  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 that's 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, who is part 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, a Medicine isn't needed.  If your character  has become seriously
ill-stricken, the pill's effect may be negated.  However, the nasal
decongestant 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
pound 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  upon what mode you're  playing), there could be  guards  that are
making their rounds.  The radar  only shows you that they're there, but it's
hard to determine  whether  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 toggled 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]

During a Codec conversation with anyone, press the R1 or R2 buttons to listen
in on your character's thoughts. You can hear a faint dialogue in the
background. They relate to what you're thinking. Often times, they are funny,
especially with Pliskin and Emma.

Thanks to James Anderson and Michael Overby. Clarification by Matthew.

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


 _________________________________
/ 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 slower, 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 isn'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, and you will be 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
\/

Especially  useful in open-ground gunfights.  With a firearm  appointed, hold
down the L1 button to start running and shooting at the same time. Doing this
allows you to move with your weapon held up. Normally, you're restrained to
only standing in place.  This is best used when you're in a jam with  nothing
to help block incoming shots, or when you need to auto-aim a mobile foe.


/\   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. 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 to 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.


/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/
[USELESS TRIVIA]  Submitted by Matthew

Hit X, then Hit R1 for a second and release, you will hear a kissing sound.

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


/\   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.  Applying  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 enough 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 at which 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 nice, 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 guard will flip it over and attack you. Same goes for
the  same groups  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 the wound before moving
to any areas 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.




|| 0000111.92899 ||-||-||-|| 0886660000113 ||-||
                                               
                      /// Chapter 2: Game Walkthrough ///
 _______________
|   LOADING...  | 00000000111999666 ||-||-|| 983300111666 ||
                                            


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[IMPORTANT NOTE]

This  walkthrough covers  Normal  mode. The walkthrough  strives to  help you
through the game, not beat it for you. In response to your higher
infiltration skills and modes of play, I have accomodated a small section
that lists a few differences between the difficulties. 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 if you find any
errors.

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


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.
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 container on the small platform
on the right.  Go deeper  towards the  lifeboats at  the Starboard  to find a
[PENTAZEMIN].

Now, your temporary  objective here is  to find a way to  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.  Like,
yeah.

On the port 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
water-tight door, a Call alert appears on the screen. Press SELECT to receive
the call. Otacon tutors about opening doors. Open this door to move on to the
next area featured in this guide.


--- 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 BULLETS].


/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/
[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. This can also be done with the other poster.

/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/
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.

/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/
[LUSCIOUS MODELS: COINCIDENCE OR NOT]  Submitted by Rbbsbstunt

One thing about the models: It seems to me Hideo is pushing the AO rating a
little bit with those lockers. If you punch the lockers, models fall
face up. How coincidental full-length pictures of bikini-clad models and a
character who has the ability to lie on his stomach. Like I said, maybe
because I am just twisted.

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


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 to 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. Actually, it'd be easier if you re-enter the area and follow
him to the mess hall.

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 other side 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 outside.

Snake focuses his eyes and peers  out 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.


/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/
[USELESS TRIVIA]  Submitted by Rbbsbstunt

After the Olga battle, take out your M9 and shoot her crotch to receive a
call from Otacon and to hear a lecture.

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Loop around the building  to the other side.  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 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, curiosity will get the best of him; he'll lift  up the box for close
inspection.


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

Hey, you've gotten 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 whichever 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 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 without putting the other guards to sleep,
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,
at 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 contain 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 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.  He comes only if you step inside
the locker.

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 tippy-toes (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 in 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 other side 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 Marines' attention. If Snake is spotted once, he gets taken in
to custody, eliciting 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 funny 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.

You could also do a roll jump over  the grates, but that's a little risky and
needs perfect coordination.


--- 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 switch on and off
intermittently to each of the screens. Therefore, the watchful Marines' cones
will move back and forth to catch up with the projections. 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.


/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/
[MARINES ARE VOLATILE]  Submitted by DRAGONMASTER118

If you press the action button while standing next to one of the projectors
in Hold 2, Snake will switch the projectors, and the Marines will react
instantaneously.

/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/
[SHORTCUT BETWEEN THE HOLDS]  Information passed on by Patrick Mitcheltree

In Hold No. 1, after crawling under the projector, there is a black hatch  on
the floor, which you can open and crawl into. It will lead right to Hold No.
2. The same goes for Hold No. 2--there is another floor hatch, which leads to
Hold No. 3. When you arrive in the room, you'll find yourself under the Metal
Gear prototype.

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


--- 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.


/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/
[USELESS TRIVIA]  Submitted by Zurra

Scott Dolph, the Marine Commander, bears the same name as Konami's
translator. I wonder if he's black... ^_^

Anyway, Scott Dolph is also among some missing classmates in a 1983
graduating class, and has his name in the Universal Soldier credits. Hmm...
I'd go on about that one, but if you haven't beat the game already, dare I?

/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/
[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.

/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/
Thanks to Patrick Carroll. Clarification by Matthew.

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.

The Marines are actually in  their boxers the  second time through  the game,
the timer has nothing to do with the trigger, but there are  some interesting
things about the timer and the marines: In Hold 3, the Commandant may say,
"Man, this has been going on for a long while, let's rest for a bit, at
ease."  At this point, the timer will STOP, and the guards will start looking
in different directions.

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


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 completed 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]  Thanks to Chad Kunsman, Matthew, and Adam Hulse.

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."

Otacon Questions your Sexuality:
- Take a picture of the Raven Doll
- Take a picture of a "Manly" Poster (There are a couple)

Otacon blushes, and makes a back-up...
- Take a picture of Olga's crotch
- Take a picture of a "Girly" Poster

You could also take  a picture of the Commandant  while he gives his speech.
What I did was take a zoomed-in picture of him while he was facing forward.
He paces around so you have to time it right. You do it while you are in the
Front-Ray position.

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



 ______                                                               ______
/__/\__\_____________________________________________________________/__/\__\
|__  __|                          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 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 occasionally
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.


/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/
[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.

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


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 is 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!).


/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/
[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.

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


--- 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 that are 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 constrain 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 ---------------------------------

Ingress further  into Strut B  for a cutscene  to take 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 Navy lieutenant who had just saved your ass now becomes an ally of  yours
through the Codec. Great, another Codec chatterbox. Only, the interesting
thing 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 'cause 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.


/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/
[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!

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


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 carrying 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
disrupted 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.


/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/
[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.

/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/
[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.

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


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.


/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/
[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 dispatched to
eradicate the source of the problem.  Another dirty [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.


/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/
[ALTERNATE WAY TO REACH BOMB]  Submitted by Randy S.

I found another way to reach the bomb in the warehouse. This bomb is located
behind a towering wall of boxes on the left side of the lower level of the
warehouse.  If you can't or don't want to drop down onto the boxes  from the
upper level, you can do the following.

It's a little tricky and your timing has to be right, but here goes. Climb
onto the boxes located in the back-center part of the lower level. These are
the boxes that surround the hidden [STUN GRENADE]. Climb onto the second
level of boxes and move as far right as possible without falling off. Turn
around and run to the left with a little downward pressure so that you are
running at a slight angle from top right to bottom left. This slight angle is
important as it points you toward the wall of boxes. Just before reaching the
left edge of the boxes, perform a cartwheel off the boxes. If this is done at
the right time, you should vault over to the top of the wall of boxes
surrounding the bomb.

This whole procedure needs to be done quickly, as the guards are always
nearby. Sometimes the guards on the second level will "see" your feet as you
do the cartwheel and will sound the alarm.

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


--- 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 in 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.


/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/
[PARCEL TRAVEL]  Submitted by StealthPhantom03

Did you know that in the southern part of  the parcel room, there is a bluish
box with I believe three lights on it in the left most corner (it's connected
to the conveyor belt). You can jump up on this "bluish box", and if you equip
a box and wait a while, the conveyor will stop, allowing you to jump on for a
free ride, this works a lot like the trucks in the first MGS.

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


--- 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 surveillance 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
may 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).  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 at the bottom edge 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 who 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 asked 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.  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 imparts many shocking secrets that 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 determine 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. Then cross the bridge midway and head to the adjacent bridge
on the left.  This leads to the Shell 1 Core entrance.  Don't forget to check
for Cyphers  BEFORE crossing this bridge. It's rigged to have the panels fall
under Raiden. 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 and head down the passage to the left. 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 occasionally 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.

Also, you can spray the parrot with the Coolant Spray since you can't kill it
with bullets. Spray it long enough and it will call for back-up. Just be
careful, though, when un-equipping your AKS. It'd be better that you try your
best to knock out the guards with the M9, first.

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
to 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 his 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. Some people
are sleeping. Being tied up and blindfolded is sleep-inducing, I think.  Perk
them up with the Coolant Spray.

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.


/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/
[HELP WITH FINDING AMES]  Thanks to CorranH96

Besides using the D. Mic to find Ames you can look at his hair. His hair goes
down to his suit and is easy to see compared to other hostages.

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


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 overhear  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 be 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 highlights 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 that 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 overcome 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 had 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 shakes 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 blinking control
box mounted on the very top of 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 by leaping over the first gap and shimmying across the next
one. 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, occasionally 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 that 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 other side.

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 other side of the walkway.
About a 1/4 way through the walkway, look over to  the left and  find a clear
opening of 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 surveillance  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 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 will start 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. 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
had 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 computer--[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 order
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 hope 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
and listening attentively to my slur of directions. Here is my pathetic
attempt at a text-based navigation: 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 is comprised of crumpled debris, which act as blockades. Raiden
must swim around to find an opening. Don't worry. There are some air holes
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 features a square-shaped  walkway suspended over a kind of
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 in  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
remember to place Emma at a safe place whenever Raiden needs to tend to the
security.  If either one of them  is discovered, it's nap time!  It's hard to
escape with Emma dragging you down.


/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/
[DIRTY STUFF]  Submitted by Nicholas Chen

When you rescue Emma, notice that when she stands, she leans over with her
hands on her knees. Well, if you walk up to her and face her (at the right
distance) then look down in First-person-view, it  looks like she is going
down on you.

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


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 should listen to his heartbeat while they're
underwater to kill time and to 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 vital.


/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/
[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 was 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 cures athletes foot! 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 their 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 has walked past
the storage room on 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 ogles at  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 the  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 from 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 "censors" 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 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 from 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. Then 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 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 eventually, 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.  Extremely  long ones, at that.
It's a 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 (uh huh). 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.


 ______                                                               ______
/__/\__\_____________________________________________________________/__/\__\
\__\/__/\__\/__/
                             ____________________
                            | Hard-Extreme Notes |
                             


I am  comfortably certain  that many of the  people who have  beaten the game
once will try their sweaty hand at Hard and Extreme mode. For this, I have
accomodated this section to  help give a small  shove in the right direction.
For an extremely detailed Extreme Mode walkthrough, Morph, from GameFAQs, has
been way ahead of you. He's provided us and relieved us of our sanity from
chucking frozen hot dogs at the screen and throwing tantrums around your
grandparents, by writing  an excellent  coverage on Extreme.  Check it out at
this link:

http://db.gamefaqs.com/console/ps2/file/metal_gear_solid_2_extreme.txt

Hope he doesn't mind the little plug.  Anyway, that link should direct you to
all your Extreme mode needs. Remember, this section is not another
walkthrough made exclusively to cover both difficulties since most things are
the same as Normal (except that there are the additions of enemies and
obstacles). As the name implies, this section was designed to supply hints
and other stuff that help smooth out the rough edges in these modes.  Get it?
Enough yappin', let's get started!


==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--=
                         IMMEDIATE DIFFERENCES/NOTES
==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--=

Metal Gear Solid 2  provides 5 different difficulties that are likely to suit
your taste. The names given to them aren't there for nuthin. Very Easy to
Normal mean what they imply. To determine their individual differences,
anything that is listed below should be negated and pampered. Meaning if I
say that there will be more enemies in Hard, there will be less in Easy.  Um,
well, ok. As for Hard and Extreme, you should take note of the handicaps that
are established once you begin a new game with either.


- The capacity for carrying items and ammunition is reduced.
- The amount of enemies patrolling each area increases or decreases.  Most of
  the time, it'll be the same and the changes aren't really dramatic.
- The routes of certain guards will change--either extended or shortened.
- Any damage done to your character is more excruciating.
- Boss matches are insane (Extreme mode).
- The amount of damage to take down a guard increases. Russian soldiers work-
  out, too, you know.
- Guards carry less items in harder modes. So it would take more "shaking" to
  relinquish items--conscious or otherwise.
- In Extreme mode, Rations and Bandages  are NEVER found.  They must be taken
  by force from enemy sentries only. So try to coerce guards to give up their
  stash when you get the chance.
- Enemies and bosses take less damage from you.
- The knock-out rounds have a shorter effect and take longer to take in
  effect. Confusing? It's not.
- The same is applied when the  guard is unconscious.  He will wake up faster
  than usual. It's gotta be the Wheaties!
- In harder modes--Extreme, especially--your character  is more vulnerable to
  the flu bug and he may start sneezing without warning. So be careful!
- The enemy sentries have a greater hearing range.  Therefore, any noise that
  emanates from your direction causes them to investigate.
- When held up, certain soldiers will attempt to reach for their weapons more
  often than not.
- During Alert mode, it gets increasingly harder to get away from the Assault
  Team.
- The Assault Team can sometimes be composed of 4 or more soldiers.
- The intelligence of guards will increase in harder modes. Therefore, if you
  hide in rather overt places, they will find you.
- In Extreme mode, certain items are not present in the areas they were in in
  easier modes.
- When attempting to hold the sentries up, many of them will resist arrest.


==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--=
                         SHELL 1-2 CONNECTING BRIDGE
==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--=

It seems that finding  the control units on the bridge  presents  the biggest
problem for players of all  difficulties (well, Hard and Extreme, anyway), so
I have created this to point out  all the locations of these boxes.  Giddyup!

As a recap, here are the locations of the ones from Normal mode, just so it'd
be easier for people who read the additions below.

01. On top of the doorway, directly above Raiden's initial position.
02. The central pump you were introduced to in the cinematic.
03. On the bottom left, snugged right next to a bundle of Semtex.
04. Further up from No.4.
05. Nestled on the northwest  corner of the bridge.  Move to the right to see
    it clearly.
06. Behind the Sons of Liberty flag; wait until a breeze lifts the flag for a
    brief second to see it. Then estimate its location.
07. Mounted on top of the  hovering Cypher at the  opposite end of the Strut.
    It's moving up and down above the entrance to Strut G.
08. To the left of  the Strut G  doorway entrance.  Closed off by surrounding
    Semtex explosives.
09. To the far right of  the Strut G entrance.  Encompassed by 6 other Semtex
    bombs.
10. Move to the left and peer down. There is a clustered flock of seagulls on
    a ledge. Fire a warning shot to reveal the last one.


--- HARD MODE ------------------------

In Hard mode, there are  12 control boxes to  be found, as opposed  to the 10
you needed to deactivate in Normal.  Judging from the great number of e-mails
I have received about this, you can  find all the others except the last one.

11. Move slightly down the  stairs and  face Strut D.  Then peer  down to the
    left (when facing Strut D) to find it snuggled next to a steam pipe.
12. Move to the right  and stand on  Raiden's tippy-toes (L2 + R2) and search
    under the lower portion of the central bridge.


--- EXTREME MODE ---------------------

It's odd, though, because I've been getting so much mail  concerning the ones
in Hard and none for Extreme. Ah, well.  In Extreme, you're required to scout
out 14 control units!  Using the full list above, including the ones in Hard,
you should find the first 12 with no problems.  Now, for the remaining two...

13. Mounted on the second Cypher that appears in this mode.
14. On the flank of the left balcony of the Strut G entrance.  You could only
    see the side of the control box. It's surrounded by 5 other Semtex bombs.
    Make sure you hit the right one!


==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--=
                              HANDLING GUARDS
==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--=

Guards become big bad tough guys that need to be taught a lesson. Your skills
that were carried over from Normal are not enough to effectively take down
these stubborn soldiers. For that, I have created this section that furnishes
your infiltration tactics with slightly better  ways to overthrow  the guards
in nearly impossible modes, or I hope so, anyway.


--- HOLD-UPS -----------------------

A different  approach to  holding guards up  is needed when it  comes  to the
higher difficulty settings. The reason is that the guards are tuned to
hearing even the slightest noise.  So if you creep up from  behind, with your
footsteps thumping heavily, they'll surely  hear you and catch you before you
get to them. The best approach is to knock the guard unconscious first with
the M9. As he falls into a deep slumber, pick him up and drop him several
times to wake him faster.  Or if you're in the Plant chapter and you have the
Coolant Spray, spray him to dissipate the Z's or stars.

As he regains consciousness, quickly stand behind him.  Hold out  your weapon
and hold him at gun point. Be sure you're close enough to do this or your
character won't yell out "Freeze!".  This may take some practice, but after a
while, it'll become the customary thing to do.


--- DEALING WITH TOUGH GUYS --------

It's really quite simple. If you have the Stinger, hold that in front for all
to see. Look at the shiny gun, bastard. Well, you don't get that until later,
though, so you'd need to find an alternative before that. When you try to
keep the guards submissive, you'll find  that it's pretty hard to do so in
Extreme mode, since they'll almost always put up a fight. This happens if
they see that your gun magazine is empty, you stall for too long, or your gun
is momentarily off-target.

They take every chance to overthrow you.  When you see it coming, immediately
put them to sleep because when they reach for their weapon, they will beat
you  down and call for back-up.  Learn to be a sadist when dealing with these
kind of guys. Shoot their legs and arms to show them you mean serious
business.


--- CLAIMING DOG TAGS --------------

As you know, the guards are pretty rowdy, so if  they ever catch a glimpse of
your backside, you'll be taking a brief floor nap afterwards. The point is to
always keep your hostage at gunpoint.  And to claim dog tags, you must get in
front of the sentinel. Your usual routine would be to probably get out of FPV
and run in front of him, then get back in his face. During this time, the
guard could have already  pulled out his weapon  and started firing. You want
to avoid that.

Press and hold R1 so that you can run while aiming with the gun. It saves you
about a second.  From the held-up guard's backside, run  directly through him
to knock him off balance, then immediately turn back and hold him at
gunpoint.  From there, use the usual routine  to shake the dog  tags off him.


==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--=
                               OTHER STUFF
==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--=

This stuff will come into existence as long as I keep getting mail about  the
things you need to know. So feel free to e-mail me!


--- ESCAPING THE TORTURE HOLD -----------------

In Hard and Extreme, the O2 gauge depletes much faster than it normally would
in Normal! The worst thing that can happen is that Raiden dies faster. You'll
need to find some way to mash the  buttons quickly enough to survive Solidus'
fatal tentacle hold. Here's a little trick I learned from my friend that I
had watched her use in another game. Remove your right hand from the
controller, so you could apply more pressure to this technique. The idea is
to  use your thumb's nail to "scratch" the button as quickly as you can. Cold
fingers should be warmed up. The motion is like when you're playing a guitar,
except you're  using your thumb.  I find that it works really well.  Practice
with it.


--- CHAOS WITH SNAKE --------------------------

Assuming you have  overcome the choke hold, you will soon  find yourself in a
really sticky situation with Snake. Right, the part at which endless Tengu
soldiers try to  bound at you  while gun shots from  all direction fly loose!
This part is insanely hard if you're uninitiated or reckless. In Extreme,
this isn't a hack-and-shoot-wildly situation.  First of all, the soldiers who
wield the blades are more proficient with handling them, and one swipe across
the chest can get  your health down to  about an  unseen amount.

With Snake  constantly charging in to spur  the madness, it's your job to lag
him and take the time to blow up the  snipers and other soldiers from the top
level.  Before you rush in to join the carnage, put Snake to sleep and fire a
few Stinger missiles towards the back and pick off any bodies at the top with
the PSG-1.

Once you feel you've  reduced the numbers  considerably, storm in with the M4
and go buck wild!  Try to stay away from the sword wielders and blast them to
oblivion if they get close. If you run out of ammo, get near Snake and pull
the empty magazine trigger a few times to give him the signal. He should toss
you an ammo box or two.  Clear the doorway of the remaining soldiers with the
Stinger if you'd like and be on your way.

Onto the battle arena! Boy, this is about as Extreme as it can get.  It would
be the most stupid thing to do to stand in the middle of the arena and try to
fend off the rabid soldiers with your HF Blade, unless you have become
habituated to using it and extremely tactful.  Remember, the soldiers are
coming in great numbers.  They will send off wave  after wave  until all drop
dead. Chances are, you'll get caught in everyone's line of fire.

Stand in the narrow alcove in the  north and stay there  since enemy soldiers
only land in  the main arena and advance towards you--in which you could
blast them into submission before  they get the chance to act.  When Tengu
soldiers start to accost you menacingly, fire a few stray bullets (which they
can deflect) and punch and kick them as they get close. Don't even think
about switching from a fire arm to the HF Blade, or vice versa.  It's way too
risky!


--- ITEM PLACEMENT ----------------------------

I couldn't see where else this section could be placed, so I decided this was
the best place to fit it since it helps with the varying modes--Hard and
Extreme, specifically--but I'll let it slide and add some extra notes to make
the guide more useful to the Easy and Very Easy players.

Item locations will change in Very Easy and Easy from Normal to Extreme. This
section was designed to help you see the changes and aid those players who
have not been able to find the  items in the orignal precinct.  The list also
tabulates the same items that can be  found at various  areas if not acquired
already. You'll notice it's not a lengthy list, but it will do.


Name                  Location                             Difficulty Mode(s)
=============================================================================
M9 Tranquilizer       Strut A, Deep Sea Dock               Very Easy, Easy
Socom Suppressor      Strut B, Transformer Room            Very Easy
AK Suppressor         Strut F, Warehouse (Lv2 Door)        Very Easy
PSG-1T                Strut F, Warehouse (Lv3 Door)        Very Easy-Extreme
PSG-1T                Shell 2 Core, Filt. Chamber (No.1)   Very Easy-Extreme
Thermal Goggles       Strut A, Deep Sea Dock               Very Easy-Extreme
Thermal Goggles       Shell 1 Core, Hostage Room           Very Easy-Extreme
Thermal Goggles       Shell 2 Core, Filt. Chamber (No.2)   Very Easy-Extreme




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                        /// Chapter 3: Appendices ///
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 ______                                                               ______
/__/\__\_____________________________________________________________/__/\__\
\__\/__/\__\/__/
                                ____________
                               | 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!
Included in this Boss Guide are  strategies  that cover  all the difficulties
except Very Easy and Easy. Why? 'Cause you don't need 'em! And even if you
do, the strategy for Normal will be  sufficient enough to show those badasses
who's boss.

Also, I'm only one  person.  And knowing  this, I will  always  have  someone
disagree with my strategies.  Or maybe this person wants to add a few tips of
their own to supplement the strategies posted here.  If so, feel free to send
tips of all kind to help lost souls.  They will thank  you for it, and I will
credit you for the effort.

My Extreme mode  strategies, especially, may not  be efficient  enough, so if
you need any more help check out Morph's Extreme Boss FAQ for details:

http://db.gamefaqs.com/console/ps2/file/metal_gear_solid_2_extreme_boss.txt


NOTE: Not all Hard mode strategies are covered--only because you can read the
Extreme one for more than ample help to beat them.

_________________________
CHARACTER PROFILE NO. 1  \
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Name:        Olga Gurlukovich
Bloodtype:   A
Family:      Colonel Gurlukovich
Sex:         Female
Profession:  Military soldier
DOB:         September 23
Weapon:      USP Handgun
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


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 constantly migrates 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 throws off
her exact location.  Shooting at her with the tarp up proves to be fruitless.
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. You will want to RUN when she does.

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.

_________
\        \
 \  HARD  \
  \________\


Olga is not too shockingly hard, although you will notice the immediate boost
in her attack power and marksmanship. Basically, the tactics are the same,
but I'll introduce you  to a more  efficient way to kill her, especially when
she endeavors to use the surroundings to her advantage.

As you know, on each  side of your  battle ground, there are a  few stacks of
crates. If you tend to use the right set as your main fort, take cover at the
very right until the ship's side prohibits you to move any more to the right.
From there, fire your shots at her.  You will most likely inflict damage upon
her. And the good thing is, she can't touch you! Well she can, but you are
protected from 80% of her shots, thanks to the small crate fortress. When she
tries to use her grenades to flush you out, most of them will land in the
small  alcove in front, so when  it explodes, no  damage will be done to you.

The same thing can be done on the  other side, with the single set of stacked
boxes. Although you have no protection from her grenades, this is an
excellent vantage point to inflict damage to Olga when she takes cover behind
the tarp.  Just remember to move out of the way when you hear her yell, "Take
this!"

____________
\           \
 \  EXTREME  \
  \___________\


With Extreme, this little  lady is a whole  different  ball game.  Unlike the
previous modes, where her shots can go astray and often miss. Extreme mode
emboldens her shots and grants her insanely accurate shooting skills. In
other words, any shots fired at you will make  contact if you stick your head
out for too long.  And amazingly, each bullet impinged upon Snake will nearly
kill him. Therefore, if he gets hit 2 or 3 times, he'll die before he can
bleed to death.  Same goes for the grenades she  lobs at him, except  it only
takes one to blow his limbs off.

Furthermore, the light bulb she'll shine in Snake's face to impair his vision
in later stages becomes indestructible--you can't blast the lights out! Hideo
ignored the illogical detail here. Extreme Olga is more nomadic than ever.
She _never_ stays in one  spot too long, so you  must be proficient with your
aiming.

Olga has a  constant pattern  running in this  fight.  First, she will locate
Snake's position and begin the  almost never-ending line of bullets, followed
by a grenade. She does this even when the tarp is up or when the light is
deteriorating your accuracy.  The first thing you need to do is make yourself
scarce--don't peek unless you know you can get a clear shot. Doing this, Olga
will have trouble discerning  where your exact location is and start chucking
grenades in  every direction.  Olga is more vulnerable  when she is  throwing
grenades. This is the best time to release a quick shot!

As soon as the tarp goes up, _never_ try to look for her in FPV.  She'll kill
you before you estimate her approximate location. Remember, her shots fly
through the tarp with no hesitation.  Also, never try to launch a few bullets
at her when she, in turn, is peppering Snake with USP bullets. Pump a shot or
two into her thick skull when she's preparing a grenade.

Eventually, she'll resort to  the blinding light!  This is the hardest stage.
You won't be able to see more than a few feet in front of you. And before you
even find out where she is, she will have probably already popped you. Note
that she will adjust the light to whichever direction you may move.  You must
take extremely risky  shots, otherwise, the time  will wear down and your PS2
will burn out. Even if you can't see her clearly, fire off a shot in the
direction where she should be, or where you think she should be. Chances are,
it will make contact. Patience is a virtue. If you fail, try again. It
honestly took me 14  tries to shove a  grenade up her hairy butt.  Take that,
Olga!


_________________________
CHARACTER PROFILE NO. 2  \
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Name:        Fortune (Helena Dolph Jackson)
Bloodtype:   Unknown
DOB:         Unknown
Weapon:      Gigantic Rail Gun
Family:      Scott Dolph (Father), Reginald Jackson (Husband)
Profession:  Dead Cell Leader
Sex:         Female
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


This fight against  Fortune just gives you a  taste of her enormous rail gun.
During this live-or-die situation, steer clear of Fortune's potent jolts of
uh, bullets. Direct impacts cut Raiden's life by at least 25%.  The room has
been re-arranged with more boxes to act as barricades against Fortune's
constant blitzkrieg.  Don't stay in one spot too  long as she can deteriorate
the blockade within minutes. Avoid any fires that break out. If the raging
flames start to lick at Raiden's body, roll wildly around to put it out.  And
remember, you don't need to waste any bullets on her.

_________________
\                \
 \  HARD-EXTREME  \
  \________________\


Timing her shots  play a much  bigger role in these modes.  And being careful
about conserving the boxes for protection is absolutely necessary since she's
tweaked the power of each jolt to maximum! The boxes arranged around the area
are able to sustain less damage and are liable to break out in a fire,
setting poor Raiden  ablaze as well.  Direct contact with her railgun's blast
will kill Raiden.  Tune your ears to listening  to the  sounds of her massive
railgun. The indications are obvious so use that to your advantage. Timing is
crucial! As with the other modes, don't waste ammo.


_________________________
CHARACTER PROFILE NO. 3  \
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Name:        Fatman
Bloodtype:   Unknown
DOB:         Unknown
Profession:  Emperor of explosives
Family:      Unknown
Weapon:      Semtex, Automatic
Sex:         Male
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


The wide expanse of the battle ground quickly becomes a disadvantage with the
way Fatman plays this sick game. Equipped with roller-skates, Fatman rolls
around the heliport taunting  Raiden and sticking bombs at random places.  If
Raiden runs into  Fatman while he's still moving, Raiden  will get mowed down
by the human steamroller. And if Raiden isn't able to find and deactivate all
the bombs Fatman has set out for him, people will be seeing fireworks all the
way from Manhattan.

Do yourself a favor by equipping Sensor A.  It will  make life so much easier
in ferreting out those C4s.  Fatman begins the fight by setting a few bombs
along the north crates. Use the Coolant to neutralize them. Each time he fits
the heliport with some C4 explosives, a time  limit is placed on you.  If you
don't find them within the allotted time...kabooooooom! In other words, do it
quickly.

Fatman may be  clever at making  explosives, but he's  not too keen on hiding
them. They are usually found in the open with the help of FPV. Sometimes, the
roller-skating fatso will get shrewd and hide it under the freight crates. If
you try to keep up with him, you'll have a better time finding the
explosives.  Although it's hard  to stay behind him  'cause he can outrun you
in a matter of seconds.

While Raiden is  busy disarming  the bombs, Fatman  will watch him with great
interest. Once the bomb is deactivated, he will cap Raiden with a few rapid
shots.  You can dodge some of his bullets by rolling wildly around, until the
gunfire stops.

The good news is that  Fatman isn't constantly  keeping you busy with finding
the explosives. He'll take breaks and stroll around the heliport in his
skates in which you should take the opportunity to equip the Socom and pump a
few shells into his obese body. When you've dealt enough damage, he'll fall
on his face and cower on the floor.  As he gets up and faces Raiden, give him
a head shot for extreme damage. If you manage to keep him down, you can
disenact his plans to plant more bombs around the heliport. Another great
chance to do him in is when you catch him occupied with the sea gulls.  Yeah,
he likes to feed them, too.

A good way to catch Fatman off guard is to make Raiden appear before him less
often. Fatman will start to look for Raiden. Then belly up to him from behind
and let the gunshots fly loose.  Following Fatman's grand finale, pick up his
chunky mass to find the last bomb hidden under his layers.

_________
\        \
 \  HARD  \
  \________\


Not much  has changed  from Normal, other  than  the fact  that he  does more
damage. If you want to have some fun, plant some Claymores around the
direction he may skate towards to chop off a good chunk of his health. As he
cowers on the floor and tries to recuperate, make him bleed in the head. This
method is easier to manage in Hard than Extreme.

____________
\           \
 \  EXTREME  \
  \___________\


Before disarming the bomb conspicuously  placed in the  middle of the area, I
suggest you have an ample amount of Socom bullets at your disposal.  When you
begin the fight, he will plant the  first set of bombs as  he would normally.
As soon as you disband them, the PS2-bashing frustration begins! Unlike the
previous modes, where he will kindly wait for you to finish and then shoot,
he just bombards you when he feels like it. It becomes increasingly harder to
neutralize the bombs with Fatman's maneuvers.

Fatman also makes sure Raiden struggles  with the last bomb  by shooting  him
and wasting time. You must find and deactivate the bombs as fast as your
skills permit! If you ever have trouble finding them, you can look for
Fatman's roller-skate marks he often leaves behind.  Where the trail stops or
appears jumbled, search high and low for the explosive in that area.  It will
be pretty tough trying to find all the explosives without the aid of Sensor A
or the radar. So keep a sharp eye out!

If you are very proficient with precision shooting, you can shoot at Fatman's
skates to tip him over. Then as he gets up, land a headshot for a significant
amount of damage. Remember not to stay in one place too long as Fatman is
more likely than not to  hunt you down and pelt you with a volley of bullets.
Never try to shoot him in FPV unless he is  down or you're sure you can get a
shot at him quickly enough to prevent retaliation.

Always keep up  with this  mobile girth to  neutralize the bomb  threats with
less trouble. If the timer doesn't start, don't bother going to the bomb to
disarm it. Keep in mind the rough location of the bomb and chase after him.
If you lose sight of the big guy, he might suddenly come from no where and
plow through you. An effective way to slow Fatman down is to run, while
blasting nonstop shots at him. Press and hold down L1 to allow Raiden to move
while the trigger-finger goes to work.


/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/
[ALTERNATE STRATEGY]  Submitted by K.

After he stops planting C4 all over the place and starts shooting at you,
head towards the lower part of the Helipad. (Near the stairs that you entered
from)

Wait in the lower left and just stick your head every so often to lure him
down there. (Pay attention to the path that he skates through)

As soon as he's out of the way, run over and put a claymore mine in his
skating path. Once he skates down again, it'll blow up and knock him down.

Once he's knocked down, it's pretty to get in two or three head shots before
he gets up. Rinse and repeat and there you go.

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


_________________________
CHARACTER PROFILE NO. 4  \
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Thing:       Harrier II
Bloodtype:   N/A
DOB:         N/A
Profession:  Airplane??
Family:      N/A
Weapon:      Missiles, Sidewinders
Sex:         N/A
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


First of all, let me say that if you  have about 4 to  5 Rations, you will be
fine. If not, I pray for thee. But if you don't want my prayers, good luck to
you. If you don't want  that either, then you're conceited.  I'm only  giving
you my condolences before you make plans for a funeral for your PS2.

Considering  that a  measly sprite  boy is up  against a  massive  machine in
flight makes the odds of winning seem miniscule.  Well, it isn't so much if
you have the right  artillery.  As the fight begins, Pliskin, from the nearby
Kasatka chopper, throws a Stinger Missile Launcher onto the bridge for
freebies! Pick it up and the Stinger missiles and give it a whirl! The
Stinger finds the weakspot of the enemy for you, and when the missile escapes
the weapon, it will  automatically lock-on  to its target!  No  worries about
missing!

Also, Pliskin  will be Raiden's  life support by  tossing aid items  and more
Stinger missiles when they run dry.

At the start, the Harrier  will prepare  its first attack  from afar in which
it will suddenly tear through the bridge with incredible celerity. The streak
will knock Raiden down and chop off a chunk of health. When the Harrier
can't be seen, even in the distance, take shelter in the level below the
bridge to avoid getting beaten down by the bolt of that attack again. Come to
think of it, this attack is about the least devastating.

Like any military fighter jet, the Harrier  has some  missiles installed into
its system. When it starts hovering beside the bridge, watch out! It's going
to launch a salvo of missiles your way!  To avoid major damage from this
assault, run down the stairs in the back to the lower level and take cover.
If you were already there before the Harrier released its missiles, they will
lock-on to Raiden.

Its final attack consists of firing rapid shots from its sidewinders.  If you
are on the bridge, it'll be harder to dodge these, even when cart-wheeling.
Again, take refuge in the  lower level and duck  behind the containers.  Stay
low!

The only  time  Raiden is  available  for  retaliation  is  during  the brief
pause before the Harrier fires its missiles or lets loose on its sidewinders.
Hide behind the turbine and face the Harrier. Move the Stinger scope until
the crosshairs turn red.  Then fire.  The missile will lock-on and eventually
make contact with the target. You can squeeze in an extra missile at other
times too, although it's a bit risky.  Remember not to mistaken the Pliskin's
chopper for the enemy!  If Raiden shoots it down, he'll  not only  curse you,
but the extra help items will diminish.

____________
\           \
 \  EXTREME  \
  \___________\


Get this straight.  One hit = instant 90% life  bar gone.  More hits = Need I
say more?  The Harrier isn't just friggin' hard, it's tremendously difficult,
and even that doesn't really sum this up.

Pliskin, as the  altruist he is, will  still toss  Stinger missiles  onto the
bridge when you need 'em. He'll only give you one to start with, though. So
try to conserve your precious ammunition! Don't expect any Rations. This is
Extreme mode for goodness sake. As soon as the battle begins, target him
quickly (preferably the  pilot area), and launch as  many missiles as you can
get at this time.

Each time he is close and gives no signs  of attacking, greet  him with a few
Stinger missiles (although this occasion is rare). When he flies off into the
distance, stay at the stairs or in the area below. That lightning-fast streak
can instantly kill you.

Eventually, the Harrier will  start to hover next to  the bridge on  the east
side. Run the hell to the stairs! Solidus is about to unload his sidewinders,
dealing _major_ damage! He'll circle around, clipping everything in sight. As
he makes his way to the other side, head down the stairs  and hide behind the
small outcropping.

You'll know he's about unleash his missiles when he  hovers for 10 seconds or
so.  During his brief pause, quickly target him and unload 2 to 3 missiles at
him.  After firing them, don't wait for them to hit!  Run down the stairs and
take cover.  With this beefed up version of the Harrier, you  may have to try
over and over again before you can sink the plane. Hell to ranking!


_________________________
CHARACTER PROFILE NO. 5  \
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Thing:       Vamp
Bloodtype:   Unknown
DOB:         Unknown
Profession:  Blood-sucking knife specialist
Family:      Deceased
Weapon:      Hunting knives
Sex:         Male
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


Vamp is a terrifying foe and a worthy adversary. Having seen him work back in
the Transformer room, you should be worried about this battle. Luckily, he
doesn't move half as swiftly as he did in Strut B. His only attacks involve
knife-throwing, so no close-range combat is necessary. Throughout the fight,
he will dive into  high-density liquid  in the chamber as a ritual to prepare
for his next attack.

The only weapon you need is the RGB6  Grenade Launcher and some spare Rations
equipped. Aim the weapon in FPV for full effectiveness. Raise the point
upwards just slightly to counterbalance the arc trajectory. Each time you hit
him  successfully, the  force of the  grenades will knock  him back  into the
liquid. Remember NOT to follow him in!

The perfect time Vamp is open for a  shot is the instant  he leaps out of the
water.  When he lands on the walkway, he will pause for a moment to catch his
breath.  I suggest you prepare yourself to blast his limbs off the second  he
surfaces.  By repeatedly knocking him back  into the liquid, you can disallow
him to use any of his own attacks.  However, mistakes happen  and he's a fast
little bugger. I'm sure you'll experience a few of his attacks at least once.

Like I said before, his attacks consist  of throwing  knives at Raiden, which
can be avoided easily. The knives will approach Raiden as tiny blue figures
on the screen.  They usually come at  two or three at a time, but they are so
clustered together, Raiden can leap to the side to dodge them all.

At times, he will be moving along the walkway, pitching his knives at Raiden.
Other times, he leaps into the air and whirls around with knives expelling
from various directions, all aimed at Raiden.  His last attack involves
pinning your shadow down (I have no idea how he does it, but then again, how
does he survive that bullet to his head?), just about demobilizing you.
During this time, you won't be able to move so freely and Vamp can attack you
when desired.  To avoid this, shoot out the four lights on the ceiling.  Now,
nothing can cast your shadow and in  turn, this will  negate his last attack.
Whee.

____________
\           \
 \  EXTREME  \
  \___________\


There are two  ways to beat him.  If you really  want to earn your  status of
being one of the best MGS2 players  around, you'd want to use the hard way.
The easy way consists of launching continuous  Stinger missiles at the sucker
'til he dies. Easy, right?

Now, for the hard way: As soon as  the fight  begins, while Vamp  is wiggling
around in the liquid, plant two Claymores on the left and right of the
opposite side.  Maybe if you want, you can plant one more  at the point where
he surfaces.  If he runs into one of the  Claymores, this should do the first
set of major damage.

As he is  swimming  in the water, fire a  Grenade in there  with  the RGB6 to
force him out. Once he surfaces, pop a grenade or Stinger missile in his
direction. This chance usually arrives after he flings a knife at you. After
you knock him back into  the water, take out your Socom and shoot out the
lights.  Keep pounding him with a Grenade or  your choice of weapon  whenever
you get the chance.  Vamp is next to impossible to beat with this method, but
hey, I applaud you if you do.


/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/
[ALTERNATE STRATEGY]  Submitted by tarajis

I would like to share my own strategy to kick his vampire's ass! At the start
of the fight or whenever he's swimming, remember those Claymore mines you
always carry around? Well, it's time to make them useful. Find yourself a
nice corner with good camera angle so that you can see those knives when
thrown at you and start putting mines at one side of Raiden and another at
the other side of the walkway (but make sure you leave enough space to dodge
incoming knives). When he emerges from the water and comes down the walkway,
it will blow his ass back in the water. This can be helpful whenever he
throws his knife at your shadow cuz he tends to come to Raiden to give him
surgery, but with a mine between you and him...  you got the picture right!
^_^ Be warned cuz the knife can trigger the mines and you should also use the
sensor to make sure you don't step on your own mines and also watch out for
your own life gauge!!

If you don't have anything to do while he's swimming around the pool, you can
throw a hand grenade or 2 in the pool, and when timed right you hear him
scream from pain. It will not hurt his life bar but his conscious bar but
hell, it's fun hearing him scream and to pay him back for those knives! ^_^

/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/
[TIPS]  Submitted by dlp

- When Vamp is swimming in the water, toss 1 or 2 (if you can time it
correctly) hand grenades into the water.  It doesn't matter where they land
in the water, vamp will take some damage (concussion?).

- While vamp is swimming, you can plant 1 or more C4 charges at the spot
where he always comes out of the water.  As soon as he comes out of the
water and pauses on the catwalk, BOOM.

/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/
[WEIRD STUFF]  Submitted by Alucard C.

And another thing... I do not know if you already noticed this, but during
the fight with Vamp, there seems to be a chance for dealing massive damage.

I was aiming at Vamp's head, and I believe I struck his bullet hole (from
back when Raiden was shooting at Fortune) on his forehead.  It dealt about
half bar of his consiousness gauge worth of damage in normal mode (I was
going for a no-kill game, so I was using a M9).

This makes me wonder if the same thing would happen  when you are trying to
save Emma.  Unfortunately, I was never able to do the trick again, so I can
only speculate that it might take only one bullet to take Vamp down for the
Emma squence.

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


_________________________
CHARACTER PROFILE NO. 5  \
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Thing:       Vamp
Bloodtype:   Unknown
DOB:         Unknown
Profession:  Blood-sucking knife specialist
Family:      Deceased
Weapon:      Hunting knives
Sex:         Male
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


You've heard that he  survived a church explosion.  You witnessed his pulsing
heart even after Raiden shot him in the head. And after he's been wiped out
back in Shell 2 Core, he comes back from dead for like what, the fourth time.
What does it take to keep a vampire down!

This time Vamp takes the cunning way out. He takes Emma captive and stabs her
multiple times, wearing her life down. It makes this battle feel a little
heavy. If you don't nail Vamp quickly enough, Emma will die, meriting an
instant game over. And what's worse, you have only the PSG-1. Even zooming it
out as far as possible  doesn't give you a clear shot of Vamp's head.  You'll
just have to rely on your pure sniping skills.

Pop a Pentazemin.  If you don't have one, use the Cigarettes. It works to the
same effect. Then aim carefully. Use your intuition to estimate the vantage
point of Vamp's head. Then fire. If it hits, you should see Vamp's life
deplete.  Don't move the PSG-1  and keep firing  until he finally  goes down.

_________________
\                \
 \  HARD-EXTREME  \
  \________________\


This is the easiest boss battle  you'll ever see in Extreme, or Hard.  Peruse
the strategy above for assistance.


_________________________
CHARACTER PROFILE NO. 6  \
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Thing:       Metal Gear RAYs
Bloodtype:   N/A
DOB:         N/A
Profession:  Gigantic metal lizard freaks
Family:      Other Metal Gear RAYs
Weapon:      Missiles, Honing missiles, automatics
Sex:         N/A
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


And you thought the  battle against  the Harrier  was insanity.  Aw, don't be
discouraged now. In fact, this  fight is doggone fun!  And thanks to the vast
area, this battle isn't nearly as troublesome as the Harrier battle.  Solidus
deploys three Metal Gear RAYs onto the battle arena. But only one can stand
on the Rectum platform, and the other two will linger at the border and
occasionally send out missiles to toast Raiden. With each Metal Gear RAY
destroyed, more will be dispatched. Destroy all the RAYs and different models
of Metal Gear will be deployed. It's endless!  That is, unless  you follow my
strategy.

When you're up against enormous  robots like them, you're  gonna need a hard-
hitting, explosive weapon like the Stinger. The Stinger is the ONLY weapon to
use in this battle!  Don't leave home without it! Equip the Rations too.  The
arena will sometimes provide spare Stinger missiles on the outside borders
when you run low on them and Rations  in the center.  However, Rations aren't
relinquished too often.

Use the R2 button to equip and  un-equip the  Stinger quickly, without  going
through the hassle of entering the inventory menu and slowly scrolling to the
Stinger each time.

As the battle begins, the Metal  Gear RAYs will  be unsure of what  to do for
_only_ a moment's time. Take this chance to deliver the first blow to the
CENTER RAY. Aim the Stinger Missile at the head. Soon after the first attack,
they will start to register and begin unleashing the missiles stored on their
backs.  These missiles will be launched into the air, and a beeping noise can
be heard in the background.

During this time, you should  take the chance to get  another  missile in the
face. Pay attention to the beeping while you're at it. When the beeping
starts to go wild, RUN and cartwheel away!  The RAYs are  liable to  use this
attack often. So be careful!

Once you've damaged the center RAY enough, it will  start to ingress into the
arena. Several new attacks are open to it.  One of them involves  opening its
faceplate to shoot a straight particle beam at Raiden. It only uses this
attack when Raiden is directly in front of it. Also, hit its head when the
faceplate is open to affix maximum damage.  Another attack it's capable of is
opening up a small compartment in its arm and then flinging multiple shots in
a swift movement across the area.  The last attack has the higher probability
rate of damaging Raiden.

When the Metal Gear  RAY starts  to crouch, as if to crap, two  missiles will
escape its knees and lock-on to Raiden. If he starts moving before the
missiles reach him, he is bound to get hit. Time it right and the second
before it hits Raiden, cartwheel to the side. There's one more attack the RAY
endeavors, which is  when Raiden starts to approach the RAY and is  under it.
The RAY will stomp the ground, creating a tremor  that will  damage Raiden if
he gets caught in it.

Well, I've got everything you need to  know covered, but  you'll soon realize
there's something missing. The Metal Gear army never ends! That's right. It
won't end until _after_ you exterminate Metal Gear RAY-R05E.  I know you did,
but RAY-R05E _must_ be on  the glowing arena when  you destroy it.  When that
task is accomplished, the battle will end.

_________
\        \
 \  HARD  \
  \________\


On Hard, Solidus  deploys 12 Metal Gear RAYs to  squash you, fearing that you
may not have had enough fun the last time.  See below for advice. I'm getting
lazy. Heh.  But it is kinda pointless to write a Hard AND an Extreme strategy
when one could just take a gander at the Extreme strategy and click. It's for
the sake of completism I tell you!

____________
\           \
 \  EXTREME  \
  \___________\


It's ok, guys!  You'll only have to  deal with  20 Metal Gear RAYs!  The only
thing that's difficult about this battle is that--well, you have 20 RAYs to
deal with and you'd have stay alive long  enough to demolish every single one
of them. Folks, I hope you have a LOT of time on your hands.

First of all, keep a move on at ALL times!  Never stay in place for too long,
especially since the RAYs will frequently deploy the honing missile trio from
their backs. The strategy is pretty much the same except you will drop on the
floor much more quickly. It's insane. To insure maximum damage every time,
launch a missile towards the RAYs' knee area. When it hits, the metallic
monster will  kneel and screech in pain.  Immediately after  it stretches its
mouth to that size, force a missile in there and make him eat it. Don't worry
about expending your ammo--Stinger missiles will regenerate around the
outside borders.  However, the Ration will not!  So you absolutely must avoid
all potential hazardous points!

This battle requires a LOT of patience  and don't forget to be prudent.  Play
it safe and attack when you can. Don't force it or they will eat you for
breakfast. It will make this battle somewhat easier if you have Raiden's
infinite ammo wig.  It would save you  the trouble of going around, refilling
ammunition.

Dodge each attack, using the same  methods you usually use. Try to squeeze in
a spare shot shortly after leaping away from one of their attacks. If you
can't, don't.  And again, don't risk taking a shot  when you're about to meet
your impending  doom (the missiles).  Depending  upon  how you  make it, this
battle could be fun or it can induce hair-tearing madness.


/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/
[TIP]  Submitted by Wei Huang

When you  begin to fight the  MG Ray's, throw a Chaff Grenade to reduce their
accuracy (always throw them while you're getting rations of ammo). I don't
think it'll work against missiles, but it does reduce their speed and gun
fires. Also to dodge the more powerful version of the missles (the ones thats
coming straight at you  with great speed), simply crouch  to avoid them.  The
cartwheel takes greater risks.

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


_________________________
CHARACTER PROFILE NO. 7  \
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Thing:       Solidus Snake (George Sears)
Bloodtype:   Unknown
DOB:         Unknown
Profession:  Big Boss impersonation, Former president of US
Family:      Liquid and Solid Snake
Weapon:      Tentacles, HF Blade
Sex:         Male
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


The final showdown with Solidus.  How does it feel?  This super-soldier is no
pushover, especially since he's the last boss.  The third of the three super-
soldiers created from the "Les Enfants Terrible" project. Translated as "The
Terrible Children" (it's a cognate, duh). He comes equipped with the innate
ability to beef himself up and use his tentacles as deadly weapons.  The only
weapon available for use is the HF Blade.  I hope you've been practicing with
it, chump.

Contact Otacon frequently for some clues and strategies. The controls for the
HF Blade can be found under the Weapons section. I should warn you that
trying to stomach everything now would be minimally useful. First of all, you
should learn to use the L1 button (Guard) often. Some of Solidus' attacks can
be blocked, but some cannot, like his projectile attack.

If you have the blade  switched to  the reverse side, switch  it  back to the
sharp edge (Red Icon). Victory must be achieved through close-combat.  Charge
at Solidus while defending his attacks and give him a few nasty pokes.  Don't
underestimate him. Solidus is capable of defending like a pro fencer.  And if
you're caught off-guard, he will kick you away.

Raiden's best chance at attacking Solidus is when Solidus is about to  attack
with his tentacles, in which an eerie glow of blue surrounds him. Swipe him a
few times to cancel the attack. His tentacles are capable of doing the choke-
hold in which you must wildly mash the buttons to pry loose, and whipping
Raiden.  At times, Solidus will also use his tenctacles to shoot out jolts of
projectiles at Raiden.  Elude the potential damage by running in an angle and
away.

When Solidus leaps into the air, move as far away from him as possible, as he
will plunge back to the ground and slash downward.  This is another moment to
counterattack. Once you've managed to chop off a certain amount of life,
Solidus will detach his tentacles, becoming more devastating. He has a new
move up his sleeve.

Solidus will streak around the roof, setting his trail on fire.  Then he will
pause momentarily and charge toward Raiden with enough force to knock him off
his feet. This attack is difficult to avoid, but possible. You must cartwheel
out of the way at just the right moment.  You can also avoid this  by keeping
Solidus busy with your continuous attempts to strike him.

The fire streak attack can cause Raiden to be set ablaze if he gets caught in
the fires that break out. When this happens, roll around to slowly put it
out.  The suit Raiden wears protects him slightly and retards the burning, so
the life deterioration isn't nearly as fast. If you need a Ration, there is
one sitting in the upper-right  corner of the roof.  That's the only  one you
get so try to avoid damage as much as possible!

____________
\           \
 \  EXTREME  \
  \___________\


Solidus will  drive you up the wall, mostly because he takes a helluva lot of
damage before he smacks dead on the roof. Do yourself a favor and equip the
Body Armor if you have it.  I really hope you do. His attacks are pretty much
the same, but as with the attacks of all other bosses, they are 10 times more
damaging.

If you know what's good for you, you should always keep your finger on the L1
button (block). As the fight begins, charge directly at him and fence him for
a while. When he turns to kick you away, block it and furiously retaliate
with downward and sideway slashes.  If he feels the pain of each slash, he'll
relent and stagger back.  Don't try to keep slashing him! Somehow, he will be
disgustingly invulnerable to the extra slashes.

When he starts firing  the projectiles, run straight at  him if they converge
on you. If not, run at an angle and flip around until you lose them all. Each
one can fatally injure you! The best counteract opportunities are after he
comes down and composes from a downward slash, and whenever he tries to
charge up his tentacle  projectiles.  Use the little  method explained above.

Once Round 2 comes along and he unfastens his tentacles, you must  always try
to avoid his fire streak attack. Time it right and flip at an angle. If
you're lucky, you might end up behind him for a counterattack opportunity. Be
patient and keep your sword up! Good luck!


 ______                                                               ______
/__/\__\_____________________________________________________________/__/\__\
\__\/__/\__\/__/
                                  _________
                                 | 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 violence-inducing weapons.

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.

Also, these weapon  descriptions weren't created  by a gun  specialist, so if
anything sounds ridiculously stupid, blame the lack of weapon info. These are
just based on the game and how its used, not the real-life counterpart.

 ____
/ 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 heavy handgun utilized for  giving the drop on unwanted  or just
          plain annoying guards. It's essentially an older 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 front and rear sights 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 such as
these. Russian guard sentries fancy toting the bugger.  The AK is the  second
item that completes 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.  It proves to  be 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  stabilize the gunpoint  immensely.  When Raiden equips the PSG-1,
your perspective will be of his looking through the scope mounted on the gun.
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 installed into the gun.

 ________
/ 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 ravaging  missile  launcher!  Dun  dun dun!  Too bad  Raiden
            acquires it late in the game.  Pliskin drops this as compensation
for Raiden's 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 by using the control emplaced 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, or where ever necessary.
Crashing into any obstructions will detonate it. Don't underestimate its size
'cause 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 represents the sharp edge
of the blade.  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 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 as the 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  expenditure, the spray does not last very long in
one full use.

 ______________
/ 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.

 _______________
/ 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 will slowly
deplete to show the remaining time of effectiveness. Using a Chaff Grenade
renders mechanical devices  like Cyphers 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 Square. Raiden starts to hook them up and lodge a
charge into a corner. 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 you 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 mines can be exposed on
the radar screen by 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 curiosity to 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. Personally, I haven't
a use for it.

 _________
/ 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. His life bar will also slowly dwindle away.  After using a
Bandage, the blood loss immediately stops at whatever life that still
remains--unlike allowing your  character to recuperate and patch up the wound
himself.

 ________
/ B.D.U. \
\________/  Short for Battle Dress 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 bread mold to um, bread.  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 to 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 surveillance 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 will be overlapped by old ones. The photo
that will be overwritten is characterized by a small arrow below the
snapshot.  The camera can also be  used as a binocular if  you find  yourself
to be 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 peek-hole 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 the same box  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 and attempt to look
in the hole. Several variants of boxes can be found for improvision in
certain areas.  Also, if a soldier  suspects something, as he is about to tip
the box over, repeatedly tap Square to end up in a choking position.

 ____________
/ Cell Phone \
\____________/  A mobile  phone that was given  to  Raiden by  the mysterious
               cyborg ninja who called  himself Mr. X.  The Cell Phone has no
significant use in the game. The cyborg ninja would sometimes contact you
through the Cell Phone to give you hints on how to exterminate sea lice
infestations and extinguish fires, all with the Coolant Spray.  Normally, a
Cell Phone would emit a small jingle, indicating that someone is trying to
contact you, but with this revolutionized cell, you can only receive messages
displayed in text and you don't hear anything but a small beep, followed by a
rumble.

 ____________
/ 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 or
use the Digital Camera on guards you're unsure about.  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
allows access to doors marked with the  corresponding number to the card. Lv1
being the 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 its
known list of side effects since this  being a BZ is much  more powerful than
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. This was the back-
up plan he was talking about, I guess. Stillman prepared this sensor to sniff
out the rough locations of these odorless bombs.

 ________
/ Shaver \
\________/  An electronic razor that is mysteriously found lying around in an
           offshore facility sea research dock. The item is a bonus item that
augments one more sentence to a scene. Specifically, the one where Raiden and
Pliskin first meet. When the two exchange items, Raiden will hand this to
Snake as an iota of appreciation for his gifts. Later on, Pliskin's
appearance will change.  He will be more  clean-shaven.  So he does take your
advice seriously.

 _________________
/ 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.


 ______                                                               ______
/__/\__\_____________________________________________________________/__/\__\
\__\/__/\__\/__/
                                  __________
                                 | Dog Tags |
                                  


Dog tags?? What are these Dog tags you're blabbering about, Adrenaline? Don't
give me that mumbo-jumbo! I know where you live!

Collecting special  items called dog tags has  become a  routine to many MGS2
players. Newbies and veterens alike. They unlock secret items that may or may
not make the next game fun. However, the only reason I would bother to create
a section entirely  devoted to these military items is that you are liable to
come to me for help that I would _hate_ to provide on a daily basis. You see,
these stinkin' items will suck up most of your time and probably make up 60%
of your playing time, if you  even care to unlock _everything_ in MGS2.  Hey,
if you definitely have a lot of time on your hands and  don't mind, it's even
beneficial for you!

Because of the varying degree of difficulties, aka playing  modes, that allot
a certain amount of guards to accommodate your ability to each area, some dog
tags cannot be harvested. Why is this so?  It's mainly  due to the absence of
certain guards that appear only in certain modes. In other words, blame the
various difficulty modes. It bars you from amassing all the dog tags in one
go. Soooo, in order to do that (Aren't  you getting tired of  my repetition?)
one must play  through all  modes  to find every single, last piece  of these
problematic shards of the game.

Now, we get to the good part. To reap a dog tag from a soldier, you must find
a way to coerce them. That or shaking them down. But the chances of their
dropping one is very slim. A majority of the guards will melt at the sight of
a M9 being  pointed at them, but there  are certain "Mr. Toughies" that need
serious convincing. You will encounter a handful  of stubborn guards in which
when held up, they will resist arrest and even goad you to shoot them. In the
end, you might probably just give up and execute them  out of frustration.

To convince them for good, you'll (preferably) need a more destructive weapon
that kills (like the USP or Socom), then pump a single shell into a non-
essential body part like the knees or hands. Once you've wounded a part of
their body, they'll know you mean business.  Then proceed to aim  at the head
or package. Out of pure trepidation, they'll finally give up the dog tag.

Bad tempers are hard to  mend and when it  goes off, a chance of collecting a
dog tag may slip away. If you ever find yourself in a situation where the
sentinels that carry your dog tags die, well, it's your loss.  However, for a
slumbering sentry, simply spray him  with the Coolant to stimulate him.


/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/
[USELESS TRIVIA]  Submitted by Patrick Mitcheltree

After knocking a guard out(using any method), pick the guard up and drop him.
Then go into first person mode and look as far down as possible, then press
the circle button two times (must be done repeatedly. However, three presses
will result in a spin kick that does not work) to hit him in the head to wake
him up faster!!!  Personally, I think it  works  better and  faster  than the
coolant.

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


NOTE: There were some names that  didn't fit in the spaces  provided, so I've
      Abbreviated  certain middle and last names.  I don't think it'll affect
      your game at all, so no worries.


 _________________________
/ VERY EASY  /***/       /


 TANKER
********


ID#    | Name               | D.O.B. | Bld Type | Location
=======|====================|========|==========|============================
000    | Olga Gurlukovich   | 0923   |    A     | Navigational Deck
001    | Ross E. Bowman     | 0616   |    B     | Aft. Deck
002    | Abraham Carille    | 0704   |    ?     | Aft. Deck
003    | Kaisser Ag Agnouche| 0120   |    O     | Aft. Deck
004    | Argnaud Delauney   | 0430   |    O     | Navigational Deck, Wing
005    | Ryoji Makimura     | 1206   |    B     | Deck-A, Crew's Quarters
006    | Kim K. Cristensen  | 0928   |   AB     | Deck-B, Crew's Quarters
007    | Kevin S. Purvis    | 1114   |    B     | Deck-A, Crew's Lounge
008    | Yasuhiro Miyamoto  | 0225   |   AB     | Deck-A, Crew's Lounge
009    | Michael C. Anthony | 0307   |    O     | Deck-A, Crew's Lounge
010    | Carlos Garci Garcie| 1230   |    A     | Deck-D, Crew's Quarters
011    | Mineshi Kimura     | 0618   |   AB     | Deck-D, Crew's Quarters
012    | Jonathan Hancock   | 0228   |   AB     | Deck 2, Port
013    | Bryan T. Kershaw   | 0304   |    O     | Deck 2, Port
014    | Michael Hurkmans   | 1205   |    B     | Deck 2, Port
015    | Ken Ogasawara      | 0630   |    B     | Engine Room
016    | Petro Kyrylenko    | 0218   |    ?     | Engine Room
017    | Aaron F. Kopf      | 0624   |   AB     | Engine Room
018    | James P. Fitzgibons| 0513   |    ?     | Engine Room
019    | Alexander Strigi   | 0403   |    A     | Engine Room



 PLANT
*******


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


 ____________________
/ EASY  /***/       /


 TANKER
********


ID#    | Name               | D.O.B. | Bld Type | Location
=======|====================|========|==========|============================
000    | Olga Gurlukovich   | 0923   |    A     | Navigational Deck
001    | Nicholas M. Capone | 1217   |    O     | Aft. Deck
002    | Donal L. Gilliland | 1228   |    O     | Aft. Deck
003    | Joe T. Holdren     | 0915   |   AB     | Aft. Deck
004    | Shaun P. Wilson    | 0513   |    O     | Navigational Deck, Wing
005    | Jeff K. Hui        | 1031   |    B     | Deck-A, Crew's Quarters
006    | Mark W. Brice      | 0806   |    O     | Deck-B, Crew's Quarters
007    | Yukho Wong         | 0123   |    B     | Deck-A, Crew's Lounge
008    | Anders E. Leiro    | 1122   |    ?     | Deck-A, Crew's Lounge
009    | Strakfus Marcio    | 0209   |    O     | Deck-A, Crew's Lounge
010    | Gavin S. Nash      | 1206   |    B     | Deck-D, Crew's Quarters
011    | David S. Eastwick  | 1108   |    A     | Deck-D, Crew's Quarters
012    | Kozaka Kh Henri    | 0502   |    ?     | Deck 2, Port
013    | Marcin A Cieslinski| 0630   |    A     | Deck 2, Port
014    | Thomas P. Dohm     | 0207   |   AB     | Deck 2, Port
015    | Enrique Camacho    | 0513   |    O     | Engine Room
016    | Takashi Ohari      | 0512   |    A     | Engine Room
017    | Max C. Wood        | 0210   |    ?     | Engine Room
018    | John W. Flemming   | 1123   |   AB     | Engine Room
019    | Edward B. Elston   | 0108   |    B     | Engine Room
020    | Christopher D Dadah| 0303   |    O     | Engine Room


 PLANT
*******


ID#    | Name               | D.O.B. | Bld Type | Location
=======|====================|========|==========|============================
000    | Meryl Silverburgh  | ????   |    A     | Arsenal G., Ascending Colon
001    | Thomas G. Cardner  | 0806   |    A     | Strut A, Deep Sea Dock
002    | Matthew R. Vogel   | 0714   |   AB     | Strut A, Deep Sea Dock
003    | Megumi Nakaniihara | 0716   |    A     | Strut A, Rooftop
004    | Matthew A. Bullock | 0326   |    O     | Strut A, Pump Room
005    | Addam J. Drew      | 0902   |    B     | Strut A, Pump Room
006    | Yusuke Takada      | 0403   |    ?     | AB Connecting Bridge
007    | Miles D. Ashley    | 0505   |    ?     | AB Connecting Bridge
008    | Mark E. Francis    | 0326   |    O     | Strut B, Transformer Room
009    | Kazuki Muraoka     | 0309   |    O     | Strut B, Transformer Room
010    | Tom A. Hutchinson  | 0828   |    ?     | BC Connecting Bridge
011    | Corey E. Louden    | 0211   |    A     | Strut C, Dining Hall
012    | Ian J. Andrews     | 0605   |    O     | Strut C, Dining Hall
013    | Tim J. Veldboom    | 1109   |    ?     | CD Connecting Bridge
014    | David C. R.        | 0202   |    B     | CD Connecting Bridge
015    | Nicolas J Schreiber| 0608   |    O     | Strut D, Sediment Pool
016    | Achim Amaan        | 0821   |    A     | Strut D, Sediment Pool
017    | Tommy Blunt        | 0101   |    O     | Strut D, Sediment Pool
018    | Mariko Nakamura    | 0109   |    A     | DE Connecting Bridge
019    | Emily Britt        | 0819   |    O     | DE Connecting Bridge
020    | Daniel A. Longworth| 0613   |    A     | Strut E, Parcel Room
021    | Caroline M L Gibson| 0605   |    ?     | Strut E, Parcel Room
022    | Yuki Sawada        | 0324   |    B     | Strut E, Heliport
023    | Daijiro Takeshima  | 0206   |    A     | Strut E, Heliport
024    | Abigail G. Sanchez | 1017   |    O     | Strut F, Warehouse
025    | Evan A. Bail       | 0213   |    B     | Strut F, Warehouse
026    | Juergen Jur G.     | 0320   |    A     | Strut F, Warehouse
027    | Yuko Yano          | 0106   |    B     | FA Connecting Bridge
028    | Rick Naylor        | 0812   |    O     | Shell 1 Core, 1F
029    | Jeremy A. Davis    | 0826   |    ?     | Shell 1 Core, 1F
030    | Zephan G Kirkpatrik| 1025   |    ?     | Shell 1 Core, 1F
031    | Kenneth Wong       | 1220   |    O     | Shell 1 Core, B1
032    | Michael D. Craft   | 0321   |    A     | Shell 1 Core, B1
033    | Stephen D. Haynes  | 0502   |    A     | Shell 1 Core, B1
034    | Joshua A. Crandall | 0711   |   AB     | Shell 1 Core, B2
035    | Andrew J. Baker    | 0316   |    ?     | Shell 1 Core, B2
036    | Andrew J. Walker   | 1012   |    ?     | Shell 1 Core, B2
037    | Kazunobu Uehara    | 0721   |    B     | Shell 1 Core, B2
038    | Thomas Szediak     | 0522   |    A     | KL Connecting Bridge
039    | Shuichi Hata       | 0627   |    A     | Strut L, Sewage Facility
040    | Frank A. Morales   | 1117   |    O     | Strut L, Sewage Facility
041    | Lee P. French      | 1025   |   AB     | Shell 2 Core, 1F
042    | Marcos A. Gomez    | 1103   |    ?     | Shell 2 Core, 1F
043    | Scott K. Cleary    | 0402   |    A     | Shell 2 Core, 1F
044    | Peter Stillman     | 1116   |    A     | Strut E, Heliport


 ______________________
/ NORMAL  /***/       /


 TANKER
********


ID#    | Name               | D.O.B. | Bld Type | Location
=======|====================|========|==========|============================
000    | Olga Gurlukovich   | 0923   |    A     | Navigational Deck
001    | Kazuya Ikeno       | 1025   |    A     | Aft. Deck
002    | Rodrigo Spinetti   | 0918   |    A     | Aft. Deck
003    | Bryan D. Scheibe   | 0331   |    ?     | Aft. Deck
004    | Ho Yeung Tsang     | 0215   |   AB     | Navigational Deck, Wing
005    | Hirosuke Moritomo  | 0829   |    O     | Deck-C, Crew's Quarters
006    | Frank Gther        | 1109   |    B     | Deck-A, Crew's Quarters
007    | Marco G. Brunato   | 0330   |    ?     | Deck-B, Crew's Quarters
008    | Jesus Bibian Jr.   | 0116   |    ?     | Deck-B, Crew's Quarters
009    | Jordi C. Aldea     | 0508   |    ?     | Deck-A, Crew's Lounge
010    | Sadaaki Kaneyoshi  | 0517   |    A     | Deck-A, Crew's Lounge
011    | Anthony D Callaghan| 0407   |    ?     | Deck-A, Crew's Lounge
012    | Craig M. Weldon    | 0426   |   AB     | Deck-D, Crew's Quarters
013    | Ulf T. Lundh       | 0803   |    B     | Deck-D, Crew's Quarters
014    | Shinta Nojiri      | 0408   |    A     | Deck-D, Crew's Quarters
015    | Jun Tanaka         | 0812   |    B     | Deck 2, Port
016    | Bernard A. Reeves  | 1221   |    O     | Deck 2, Port
017    | Evan M. Martin     | 1120   |    A     | Deck 2, Port
018    | Bruno A. Montenegro| 1123   |    B     | Engine Room
019    | Almerindo Lemke    | 0909   |    A     | Engine Room
020    | Satoshi Hirano     | 0211   |    A     | Engine Room
021    | Justin C. Cumley   | 0625   |    O     | Engine Room
022    | Kristian Lindin    | 0930   |    ?     | Engine Room
023    | Mike Abe           | 0602   |    A     | Engine Room
024    | Tatsuya Takada     | 0731   |    O     | Engine Room


 PLANT
*******


ID#    | Name               | D.O.B. | Bld Type | Location
=======|====================|========|==========|============================
000    | Solid Snake        | ????   |    ?     | Arsenal G., Ascending Colon
001    | Christopher J. U.  | 0908   |    A     | Strut A Rooftop
002    | Christophe L. L.   | 0420   |    O     | Strut A, Pump Room
003    | Hurell F. Lyons    | 0905   |    O     | Strut A, Pump Room
004    | Juntaro Saito      | 0418   |    O     | AB Connecting Bridge
005    | So Toyota          | 0707   |    A     | AB Connecting Bridge
006    | Robert J. Bryk     | 1123   |    ?     | Strut B, Transformer Room
007    | Scott A. Morgan    | 0210   |    O     | Strut B, Transformer Room
008    | George T. Joseph   | 0717   |    O     | BC Connecting Bridge
009    | Vahe V. Varujan    | 0611   |    A     | Strut C, Dining Hall
010    | Mark Mugendi       | 0813   |    A     | Strut C, Dining Hall
011    | Irene C. Carvalho  | 0405   |    O     | CD Connecting Bridge
012    | Jools Watsham      | 0328   |    O     | CD Connecting Bridge
013    | Adam J. Schick     | 0822   |    ?     | Strut D, Sediment Pool
014    | Takayoshi Ogawa    | 1130   |    O     | Strut D, Sediment Pool
015    | Jamie A. Trumper   | 1119   |    ?     | Strut D, Sediment Pool
016    | Sergio Carranza    | 0205   |    ?     | DE Connecting Bridge
017    | Michiko Arai       | 0930   |    O     | DE Connecting Bridge
018    | Takashi Mizutani   | 0704   |    B     | Strut E, Parcel Room
019    | Christian Cr Renner| 1221   |    O     | Strut E, Parcel Room
020    | Andy B. Gilder     | 0617   |    ?     | Strut E, Parcel Room
021    | Takashi Horikawa   | 1212   |    A     | Strut E, Heliport
022    | Kevin T. Petty     | 0504   |    A     | Strut E, Heliport
023    | Guilherme K. Saran | 0218   |    ?     | Strut E, Heliport
024    | Chen Yen Wen       | 0916   |    A     | Strut F, Warehouse
025    | Caroline Frechette | 0115   |    A     | Strut F, Warehouse
026    | Rafael Estaregue   | 1113   |    B     | Strut F, Warehouse
027    | Tomokazu Fukushima | 1228   |    A     | FA Connecting Bridge
028    | Monte S. Tate      | 0915   |    ?     | Shell 1 Core, 1F
029    | Steph Hattenberger | 0617   |    A     | Shell 1 Core, 1F
030    | Jason B. Wray      | 0530   |    A     | Shell 1 Core, 1F
031    | Matt T. Federspiel | 0112   |    ?     | Shell 1 Core, 1F
032    | Iiro Karvinen      | 0713   |    A     | Shell 1 Core, B1
033    | Ray A. Holdren     | 0922   |    B     | Shell 1 Core, B1
034    | Hiro Takada        | 0414   |    A     | Shell 1 Core, B1
035    | Eric G. Macway     | 0618   |    O     | Shell 1 Core, B2
036    | Ian J. Roberts     | 1020   |    O     | Shell 1 Core, B2
037    | Alexandre Bertrand | 0707   |    A     | Shell 1 Core, B2
038    | Peter D. McCarthy  | 0630   |    ?     | Shell 1 Core, B2
039    | Ichiro Kutome      | 0908   |    O     | KL Connecting Bridge
040    | Yutaka Negishi     | 0523   |    B     | Strut L, Sewage Facility
041    | Renata N. Csio     | 0831   |    ?     | Strut L, Sewage Facility
042    | Tony J. Case       | 0101   |    O     | Shell 2 Core, 1F
043    | Paul M. Blacketer  | 0318   |    O     | Shell 2 Core, 1F
044    | DennisJ Krimpelbein| 0128   |    ?     | Shell 2 Core, 1F
045    | Stanley A. Garcia  | 0612   |    O     | Shell 2 Core, 1F
046    | Charles P. Quivers | 0928   |    B     | Shell 2 Core, 1F
047    | Sevak N. Fair      | 0323   |    ?     | Shell 2 Core, 1F
048    | Peter Stillman     | 1116   |    A     | Strut E, Heliport


 ____________________
/ HARD  /***/       /


 TANKER
********


ID#    | Name               | D.O.B. | Bld Type | Location
=======|====================|========|==========|============================
000    | Olga Gurlukovich   | 0923   |    A     | Navigational Deck, Wing
001    | Markus A. Lindqvist| 0209   |    ?     | Aft. Deck
002    | Kenichi Takashima  | 0103   |    O     | Aft. Deck
003    | Thiago S. Parra    | 0801   |    O     | Aft. Deck
004    | Chris J. Matzdorf  | 0819   |    ?     | Navigational Deck, Wing
005    | Adrian B Scholvinck| 0102   |    A     | Deck-C, Crew's Quarters
006    | Julius Jun         | 0228   |    B     | Deck-A, Crew's Quarters
007    | Kazuki Nisimura    | 0302   |    A     | Deck-B, Crew's Quarters
008    | Zhang Chao         | 1030   |    ?     | Deck-B, Crew's Quarters
009    | Vishal Kapur       | 1007   |    O     | Deck-A, Crew's Quarters
010    | Victor A. Cruz     | 0107   |    B     | Deck-A, Crew's Lounge
011    | Larry D. Lionberger| 1021   |    ?     | Deck-A, Crew's Lounge
012    | Celeste D. Sauls   | 0602   |    O     | Deck-D, Crew's Quarters
013    | Danielle E. Ford   | 0714   |    O     | Deck-D, Crew's Quarters
014    | Jennifer A. Mauck  | 0925   |    O     | Deck-D, Crew's Quarters
015    | Daniel A. Olsson   | 0624   |    O     | Deck-D, Crew's Quarters
016    | Youssel Fassi-Fihri| 0817   |    O     | Deck 2, Port
017    | Sean P. Cullen     | 0315   |    ?     | Deck 2, Port
018    | Lars Crama         | 0525   |   AB     | Deck 2, Port
019    | David Chau         | 1230   |    B     | Engine Room
020    | PhilippeA Mouritzen| 0102   |    A     | Engine Room
021    | Yoko Niiyama       | 0315   |    B     | Engine Room
022    | John V. Teves      | 0128   |    B     | Engine Room
023    | Christian Nordstr  | 0726   |    B     | Engine Room
024    | Jonathan Murphy    | 1230   |   AB     | Engine Room
025    | Yuji Korekado      | 1222   |    A     | Engine Room


 PLANT
*******


ID#    | Name               | D.O.B. | Bld Type | Location
=======|====================|========|==========|============================
000    | Liquid Snake       | ????   |    ?     | Arsenal G., Ascending Colon
001    | Yamato Hagiwara    | 0406   |    O     | Strut A, Rooftop
002    | Chris Walker       | 0909   |    ?     | Strut A, Pump Room
003    | Brian D. Hagermann | 0704   |    O     | Strut A, Pump Room
004    | Makoto Sonoyama    | 0821   |    B     | AB Connecting Bridge
005    | ChristophC Reinicke| 0906   |   AB     | AB Connecting Bridge
006    | Justin D. Ebersole | 0820   |    ?     | Strut B, Transformer Room
007    | William A Catacutan| 0120   |    ?     | Strut B, Transformer Room
008    | Natalie Yip        | 1016   |    O     | BC Connecting Bridge
009    | Kelsy L. Clark     | 0506   |    ?     | Strut C, Dining Hall
010    | Bjoern Hiede       | 0412   |   AB     | Strut C, Dining Hall
011    | Daniel Y. Kato     | 0705   |    A     | CD Connecting Bridge
012    | Alexandre RC Dantas| 0106   |    O     | CD Connecting Bridge
013    | Jason Enos         | 0730   |    ?     | Strut D, Sediment Pool
014    | Josiah F. Thorne   | 0715   |    O     | Strut D, Sediment Pool
015    | Yoshikazu Matsuhana| 0803   |    O     | Strut D, Sediment Pool
016    | Claudia Cd Diessner| 0408   |    A     | Strut D, Sediment Pool
017    | Gary K. Yong       | 0309   |    ?     | DE Connecting Bridge
018    | Devon V. Tailor    | 0804   |    A     | DE Connecting Bridge
019    | Chris Kramer       | 1018   |    A     | Strut E, Parcel Room
020    | Ikuya Nakamura     | 0205   |    B     | Strut E, Parcel Room
021    | Andreas Ebeler     | 0323   |   AB     | Strut E, Parcel Room
022    | James N. Janovsky  | 0504   |    O     | Strut E, Parcel Room
023    | Nathaniel Lord     | 0604   |    O     | Strut E, Heliport
024    | Chris M. Flohr     | 1001   |    A     | Strut E, Heliport
025    | Gary J. Davidson   | 0712   |    O     | Strut E, Heliport
026    | Carlos Kiho        | 1229   |    O     | Strut F, Warehouse
027    | Andrew N. Bartlett | 0406   |   AB     | Strut F, Warehouse
028    | Tim U. Chan        | 0619   |    ?     | Strut F, Warehouse
029    | Futoshi Satou      | 0721   |    A     | Strut F, Warehouse
030    | Shinpei Murakami   | 1207   |    A     | FA Connecting Bridge
031    | David Lesslie      | 0307   |    O     | Shell 1 Core, 1F
032    | Brian R. Strack    | 0813   |    B     | Shell 1 Core, 1F
033    | Skip M. Murray     | 1120   |    A     | Shell 1 Core, 1F
034    | Axel R. Zijderveld | 0929   |    ?     | Shell 1 Core, 1F
035    | Kamran Keenan      | 0212   |    ?     | Shell 1 Core, B1
036    | Tomonori Morita    | 0210   |    A     | Shell 1 Core, B1
037    | Julian Jd Dort     | 1120   |    A     | Shell 1 Core, B1
038    | Steven Schmitt     | 0918   |   AB     | Shell 1 Core, B2
039    | Michael O. Kress   | 0703   |   AB     | Shell 1 Core, B2
040    | Stephane Tudela    | 0408   |    B     | Shell 1 Core, B2
041    | Yoriko Shimizu     | 0323   |    O     | Shell 1 Core, B2
042    | Yun-Ho Kim         | 0322   |    A     | KL Connecting Bridge
043    | Jun Sukegawa       | 1010   |   AB     | Strut L, Sewage Facility
044    | Joey P. Gonzales   | 0105   |    A     | Strut L, Sewage Facility
045    | Christopher Heck   | 1117   |    ?     | Shell 2 Core, 1F
046    | Martin Kukowka     | 1211   |    ?     | Shell 2 Core, 1F
047    | Alex N. Martinez   | 1223   |    A     | Shell 2 Core, 1F
048    | Chul Kwan          | 0727   |    A     | Shell 2 Core, 1F
049    | Giovanni Cavalliere| 0913   |    O     | Shell 2 Core, 1F
050    | Gabriel F. Peres   | 1125   |    O     | Shell 2 Core, 1F
051    | Peter Stillman     | 1116   |    A     | Strut E, Heliport


 _______________________
/ EXTREME  /***/       /


 TANKER
********


ID#    | Name               | D.O.B. | Bld Type | Location
=======|====================|========|==========|============================
000    | Olga Gurlukovich   | 0923   |    A     | Navigational Deck, Wing
001    | Dave Cox           | 0803   |    O     | Aft. Deck
002    | Pawel Majewski     | 0208   |    O     | Aft. Deck
003    | Mathieu Trepanier  | 0609   |    B     | Aft. Deck
004    | Cory A. Noll       | 0406   |   AB     | Navigational Deck, Wing
005    | Joshua D. Casnocha | 0429   |    ?     | Deck-C, Crew's Quarters
006    | Louis K. Stevenson | 1031   |    ?     | Deck-A, Crew's Quarters
007    | Michael D. Rogers  | 0818   |    O     | Deck-B, Crew's Quarters
008    | Gianluca Peruzzo   | 1121   |    O     | Deck-B, Crew's Quarters
009    | Travis J. Lujan    | 1230   |    A     | Deck-A, Crew's Lounge
010    | Brendan M. Randall | 1014   |    B     | Deck-A, Crew's Lounge
011    | Chris D. Bernd     | 1029   |    O     | Deck-A, Crew's Lounge
012    | Chantelle M. Blair | 1224   |    B     | Deck-D, Crew's Quarters
013    | Eduard V. Fernandez| 1031   |    A     | Deck-D, Crew's Quarters
014    | Yoji Shinkawa      | 1225   |   AB     | Deck-D, Crew's Quarters
015    | Niko Ionixx Horn   | 0215   |    B     | Deck-D, Crew's Quarters
016    | Adnan Hadzic       | 0403   |    B     | Deck 2, Port
017    | Shu Tajima         | 0928   |    O     | Deck 2, Port
018    | Stuart J. Batchelar| 0307   |    ?     | Deck 2, Port
019    | Masataka Nishiyama | 0402   |    O     | Engine Room
020    | Michael M. Wong    | 0307   |    ?     | Engine Room
021    | Manabu Nakamura    | 0327   |    A     | Engine Room
022    | Simon P. Sargent   | 0601   |    A     | Engine Room
023    | Yosuke Kamezaki    | 1225   |    O     | Engine Room
024    | Clarke A. Baldwi   | 0531   |    O     | Engine Room
025    | Hideki Sasaki      | 1116   |   AB     | Engine Room


 PLANT
*******


ID#    | Name               | D.O.B. | Bld Type | Location
=======|====================|========|==========|============================
000    | Hideo Kojima       | 0824   |    A     | Arsenal G., Ascending Colon
001    | Takeshi Sato       | 0731   |    O     | Strut A, Rooftop
002    | Shinji Yamashita   | 0801   |    B     | Strut A, Pump Room
003    | Ryan T. Cronkright | 1119   |   AB     | Strut A, Pump Room
004    | Josef Karsch       | 0813   |    A     | AB Connecting Bridge
005    | Emmanuel YL Passian| 1130   |    O     | AB Connecting Bridge
006    | Lee M. McCowan     | 1027   |    O     | Strut B, Transformer Room
007    | Hiro Miyajima      | 0510   |   AB     | Strut B, Transformer Room
008    | Drew J. Elmer      | 0101   |    ?     | BC Connecting Bridge
009    | Toru Kawakami      | 0330   |    A     | Strut C, Dining Hall
010    | Adam J. Sarpolis   | 0205   |   AB     | Strut C, Dining Hall
011    | Jyunpei Hirano     | 1207   |    A     | CD Connecting Bridge
012    | Kyle S. Carrigan   | 1126   |    A     | CD Connecting Bridge
013    | Matt J Van Leeuwen | 0921   |   AB     | Strut D, Sediment Pool
014    | Matthew B. Boyett  | 1104   |    O     | Strut D, Sediment Pool
015    | Collis R. Williams | 0910   |    ?     | Strut D, Sediment Pool
016    | Nobumitsu Tanaka   | 0109   |    B     | Strut D, Sediment Pool
017    | Matthew C. Miller  | 0712   |    B     | DE Connecting Bridge
018    | Alex C. Wilson     | 0810   |    ?     | DE Connecting Bridge
019    | Yoshiyuki Koido    | 1219   |    A     | Strut E, Parcel Room
020    | Tsunehiko Shibata  | 0606   |    B     | Strut E, Parcel Room
021    | Ryan Sheffer       | 0313   |    O     | Strut E, Parcel Room
022    | Carlos X. Luna     | 1205   |    A     | Strut E, Parcel Room
023    | David A. Ginepri   | 0717   |    ?     | Strut E, Parcel Room
024    | Emmanuel Phung     | 0814   |    O     | Strut E, Heliport
025    | Micheal A. Hare    | 1222   |    O     | Strut E, Heliport
026    | Alan J. Harries    | 0615   |    O     | Strut E, Heliport
027    | Marco O. Scherrer  | 0728   |   AB     | Strut F, Warehouse
028    | Edmond V. To       | 0727   |    O     | Strut F, Warehouse
029    | Chevrinals Thomas  | 0421   |    O     | Strut F, Warehouse
030    | Hiroshi Yokote     | 0703   |    A     | Strut F, Warehouse
031    | Beri B. Pottsstam  | 0103   |    ?     | Strut F, Warehouse
032    | Kenichiro Shigeno  | 0110   |    B     | FA Connecting Bridge
033    | Kaori Yamada       | 0808   |    O     | Shell 1 Core, 1F
034    | Ryan J. Crane      | 0803   |    O     | Shell 1 Core, 1F
035    | Gareth J. Lewis    | 0126   |    O     | Shell 1 Core, 1F
036    | Andreas R. Ramsauer| 1228   |    O     | Shell 1 Core, 1F
037    | Justin A. Cagle    | 0614   |    B     | Shell 1 Core, B1
038    | Christopher S Korte| 0602   |    B     | Shell 1 Core, B1
039    | Mashiro Yoshinaga  | 0410   |    B     | Shell 1 Core, B1
040    | Daisuke Nishimura  | 0816   |    A     | Shell 1 Core, B2
041    | Viana S. Mauricette| 0128   |    O     | Shell 1 Core, B2
042    | Chen Yung Kok      | 0429   |   AB     | Shell 1 Core, B2
043    | Anthony J. Barrit  | 0524   |   AB     | Shell 1 Core, B2
044    | Kaori Yae          | 0520   |    A     | KL Connecting Bridge
045    | Isao A. Sato       | 0105   |    B     | Strut L, Sewage Facility
046    | Ryan J. Schettle   | 0401   |    A     | Shell 2 Core, 1F
047    | Andy Lam           | 1016   |    ?     | Shell 2 Core, 1F
048    | Hiroaki Yoshiike   | 1013   |    O     | Shell 2 Core, 1F
049    | Cedric Krolikowski | 0314   |    A     | Shell 2 Core, 1F
050    | Sebastian J. Pitman| 0210   |    ?     | Shell 2 Core, 1F
051    | Mark A. Matuszewski| 0831   |   AB     | Shell 2 Core, 1F
052    | Xavier R. Garcia   | 0306   |    A     | Shell 2 Core, 1F
053    | Peter Stillman     | 1116   |    A     | Strut E, Heliport



==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--=
                         SPECIAL CIRCUMSTANCES DOG TAGS
=--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==

This section is  associated with the  full Dog Tag compilation  listed above.
There are some Dog Tags that  take some doing to procure.  So I have arranged
this section to note these concealed tags.

Just a small note to clear up some confusion. From Very Easy to Easy, you can
find the M9 in the area where you start (Plant Chapter). Therefore, you get
to acquire the Dog Tags from the Deep Sea Dock guards. However, from Normal
to Extreme, these Dog Tags are not available. Period.  Understand? Trs bien!

The guard's ID No. will be  listed, even though it's a  different person with
each difficulty mode. However, the guard undergoes the same pattern with each
difficulty, so I will list the tag No. from the earliest difficulty he
appears and add the exact  area he  patrols for higher  difficulty reference.
The difficulty settings on the right don't indicate that the guard is only
available  in that  mode, rather, it tells you  that  that's the  earliest he
appears and corresponds to the given ID No.


Here are a few tips you should know when collecting dog tags:

* Always back track to areas you've visited after an event.  Sometimes guards
  will be replaced or added to the area.

* Never kill a dog tag holder.  You'll never be able to procure dog tags from
  dead soldiers.

* For guards who try to  overthrow you when held up, make sure  there  are no
  conscious guards around when  you plan to execute  your hostage, unless you
  have an  equipped silencer.  This is especially true when  dealing with the
  sentry in the pantry on the Tanker.


--- Tanker ----------------------

[000]  Navigational Deck, Wing (Port)                            [All Modes]
 After Olga slumps on the floor  when you defeat her, shake  her down and she
 will drop her dog tag.  I guess it's part  of the spoils you get for winning
 the gun fight.

[005]  Deck-C, Crew's Quarters (Hallway)                            [Normal]
 Appears after defeating Olga.  As you descend the  steps to  Deck-C, he will
 pass right by you to the west corridor.  Hide in a locker until he passes by
 again to the east corridor, where he will stay in place for a while.

[009]  Deck-A, Crew's Lounge (Hallway)                           [Very Easy]
 This guard appears in the Deck-A, Crew's  Lounge after defeating Olga on the
 Navigational Deck. He patrols the entire hallway. When you return later, 008
 will take his place and begin a switch-off pattern with him.

[011]  Deck-D, Crew's Quarters (Pantry)                          [Very Easy]
 This sentinel  ascends to the Deck-D quarters from an area below just as you
 enter the pantry--a small storage room on the east side of Deck-D. Depending
 upon where you are, he could move in various ways before returning to his
 original station. If you want to collect his dog tag, first, you need to
 decommission the other guards and hide their bodies well. Then go to the
 southern end of the pantry. As you do, the drowsy guard will come in to take
 a nap.  Stay where you are until he eventually dozes off at the other end of
 the food shelf. Take this chance to hold him up with USP, which can be
 obtained by defeating Olga. Shoot his leg to make him abandon that tough guy
 act.

[019]  Engine Room, Port (Entrance)                              [Very Easy]
 He enters  from the Deck-A, Crew's  Lounge area shortly  after you reach the
 north end of the short passage. Sometimes the guard will come and inspect
 the turbine area, however, other times, he'll get lazy and leave without so
 much of a sniff of the area. You can lure him to come by entering the locker
 nearby.  When the guard turns and starts going back, step out and follow him
 to his brief pause.


--- Plant ----------------------

[000]  Arsenal Gear, Ascending Colon (Snake)                     [All Modes]
 The first dog tag of Plant chapter is the last acquired dog tag of each game
 you play. Basically, you must take this tag from the legend himself!  If you
 accidentally slice Snake up  with the sharp edge of the HF Blade, he'll draw
 his Socom and fire at you. However, if you just use plain kicks and punches,
 he'll only try to punch you back, and chances are, you can knock him out
 cold by doing that. When Solid Snake is unconscious, shake his body down for
 the last dog tag.

[004], [005]  AB Connecting Bridge                                  [Normal]
 These two can only be convinced with the Socom in hand. For now, tranquilize
 them and come back when you have the Socom.

[036]  KL Connecting Bridge (Walkway)                            [Very Easy]
 He appears immediately before reaching the adjacent walkway. Hide behind the
 low-hanging wall and wait there until he faces east at the stairs. He'll
 resist arrest unless  you're holding a grenade launcher or the Stinger. Heh.
 Who's your daddy??

[047]  Shell 2 Core, 1F Air Purification Room                       [Normal]
 When you reach the southern end of the long hallway, this sentinel will step
 off the elevator and  investigate the area.  Hide Emma in the  alcove on the
 right of the elevator until you clean up this guard.

[041]  Shell 2 Core, 1F Air Purification Room (East Hallway)     [Very Easy]
 He appears just before you leave the  compound, when you bring Emma close to
 the exit.

[042]  Strut E, Heliport                                         [Very Easy]
 After you've defeated  Fatman and disarmed the massive bomb under him, shake
 Fatman's lard to loosen this dog tag from his body.


 ______                                                               ______
/__/\__\_____________________________________________________________/__/\__\
\__\/__/\__\/__/
                                ______________
                               | 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
have included 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
Thermal Goggles   Shell 1 Core, B1               Plant             Part Five
-----------------------------------------------------------------------------
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 may 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!


 ______                                                               ______
/__/\__\_____________________________________________________________/__/\__\
\__\/__/\__\/__/
                                 ___________
                                |  Secrets  |
                                 


The secrets section is finally open! Finally, eh? Those who have been waiting
for this were probably fed up and figured these out on their own, or sought
help from another guide. Most of the secrets are unlocked by infiltrating
deep into the game and collecting as many as dog tags as possible. Yes, those
things you once thought were merely  bonus items to add to the fun are indeed
the keys to getting your hands on these secret items.  So, you'd better start
collecting them!


--- DIFFERENT FACE MUGS -----------------

When you return to the title screen after  completing the game once, Raiden's
blue face will replace Snake's. Complete the game again and Snake's red mug
will return.  From there, they will continue  to switch off  until you get so
sick of the game, you won't pick it up anymore.


--- NEW DIFFICULTY ----------------------

After completing the game once, a new difficulty will be unlocked. Extreme is
now accessible when selecting your mode of play. As the meaning implies, it
is recommended for proficient players only. For more information, please read
Hard-Extreme Notes.


--- EPISODE CHOICE ----------------------

In the beginning, you were  allowed to select  only the "Tanker-Plant" or the
"Tanker" chapter. "Tanker-Plant" means you'll play through the entire game,
from beginning to the end. Selecting and completing just the Tanker allows
you to use the Digital Camera and to receive a ranking. Any games you
complete are highlighted in red on your save file. When you complete the game
(the whole thing) once, you will be given the choice to play either the
"Tanker" or "Plant" chapter alone. You will be credited with the secret items
that coheres with the individual episodes. See Secret Items below for details
on that.


--- CLEAR CODE --------------------------

Every time you  complete the game, a random  pin number will be  generated at
the last screen. Jot it down and log in at www.konamijpn.com to see your
ranking and overall performance of your entire game. To improve your
statistics, refrain from using any continues and saves.  I think the usage of
Rations are counted towards this, but I'm not sure.


--- SECRET STASH ------------------------

After collecting just  about every dog tag in the  game, you'll  be given the
URL to another website that features lots of cool download goodies. Do you
want the URL?  Even if I gave it to you, you'd still need to appropriate code
to get in.  Don't be a cheater!  Wait, you already are, since  you're looking
here. Bahumbug!


==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--=
                               SECRET ITEMS
==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--=

 ________________
/ Digital Camera \
\________________/  Complete the game once  and load the red save file.  Then
                   clear each episode individually to unlock the Digital
Camera in each one. Afterwards, your character will begin with the Digital
Camera in his inventory. Unlike the Camera, the Digital Camera allows you
take pictures and create a Photo Album, accessible  by selecting "Special" on
the selection screen.  The control scheme is the same as the Camera.  You can
capture photos and record them to your memory card. Each time you snap a
picture, you'll be taken to a save  screen, where you'll be asked whether you
want to save the shot or dump it.

The portable camera  can also be  used to ascertain  which dog tags you still
need to collect. Zoom in on the guard and press the Triangle button. If his
name appears above his head in blue, then his tag has already been collected.
And if the date matches his date of birth, it'll add an interesting note.

 _________
/ Bandana \
\_________/  Available only in the Tanker episode for Mr. Solid Snake.  After
            you've accumulated about 30 to 40 of the dog tags from the
Tanker, this item will become available. The next game on the Tanker will
have this item already in Snake's inventory. When he has it equipped, he will
never run out of ammo.

 _________
/ Stealth \
\_________/  This is a really awesome item and is worth all your effort.  The
            laughs that can be induced from using it, the simplicity, the
sheer coolness -- it's all worth it. This can be obtained for each episode.
That means you can use it for both the Tanker and the Plant. Stealth is
awarded to Snake after  collecting 50 to 60 dog tags  from the Tanker. Raiden
receives this after you've amassed about 120 tags from the Plant. The next
time you play in either of the episodes after unlocking it, it will be in
your character's inventory, ready for use. When equipped, you are transparent
to everything and everybody.

There are a few funny  things you could do.  Try holding up a guard and watch
the hilarity that ensues  when another guard sees him.  Also, if you  shoot a
sentinel  and injure him, he'll blame his comrade for it! The fun is endless!

 ___________
/ Brown Wig \
\___________/  For Raiden's use only. They're wigs because Emma mentions that
              she thinks he's wearing a wig, and who knows--maybe he is! I
mean, look at the back flapping up and down.  It's like not even stuck to his
head, but anyway...The Brown wig can be achieved by gathering about 80 dog
tags from the Plant. The next time you play the Plant episode, this item will
immediately be available when you begin. When equipped, it gives Raiden
infinite ammo. Honestly, the wig is much more beneficial for Raiden than that
trademark Bandana for Snake, only 'cause Raiden's got the big guns.  Besides,
Extreme mode won't be _that_ hard with this.

 ____________
/ Orange Wig \
\____________/  Collect about 160 of the  soldier's dog  tags in the Plant to
               unlock the orange wig of doom! Start a new game from this save
and it will be ready in Raiden's inventory when you start. With it slapped on
to his head, he'll never have trouble hanging for an extended period of time.
This stylish wig grants him a grip gauge that never depletes!  Not really the
most helpful, but for the sake of completism.

 __________
/ Blue Wig \
\__________/  Whoa, Raiden wants to be a  bad-ass punker dude.  With the Blue
             wig, Raiden is supplied with infinite air when underwater.  It's
like scuba gear, except better. To earn this wig, you'll need practically all
of the dog tags from both episodes. This isn't really useful unless you're
underwater and you just love to caress the walls underwater. Personally, it's
not worth all your effort.  That's just my opinion though so get off my back!


 ______                                                               ______
/__/\__\_____________________________________________________________/__/\__\
\__\/__/\__\/__/
                                 ___________
                                | Fun Stuff |
                                 


Surprisingly, Hideo found it in him to throw in a few dashes of humor  to the
game. You might not have noticed it in your game since you were too busy with
the bikini chicks.  I hope you have a free hand and can find the time to
check these out.  The entire chapter of this guide aspires to ease the strain
on your brain from thinking too much (honestly, though, I was the one who
really helped you through this mess). There are many ways to make you chortle
'til you choke, and what's  listed here are  only a few.  Sit back and relax.
Enjoy the chaos.

If you have anything to append, feel  free to send it my way.  Word up, Snake
man.


--- TITLE SCREEN NUANCE -----------

On the title screen, before you press start, you can  press the L2 button for
a lens flare frame and to sound a gunshot. Cool, eh?


--- CODEC TRIVIA ------------------

While listening to any Codec conversation, press the  R1 or R2 button to hear
various responses to the current  situation--you can hear their thoughts!  R1
gives you a positive thought, while R2 presents negative thoughts. You can
also move the Left and Right Analog sticks to move the faces around. Press
them and it will zoom in  on their faces.  Although I think Campbell helps do
that for you when he gets all nutty. Weird stuff, but cool.


--- MELONS IN THE PANTRY ----------

In the pantry on Deck-D Crew's Quarters, after making  sure that there are no
guards, punch and kick the food on the food shelf. You'll end up squashing
all the melons and tipping over a box of more melons! You can also smash the
glass bottles and paint the floor crimson with them.  Not really a big wowie,
but it makes a cool sound. And if a guard sees the mess, he'll call for back-
up! There are many other things you could smash. Feel free to make a mess and
the best thing is your mom can't scold you!


--- DYING IN STYLE ----------------

Incite a gunfight with the friendly Russian soldiers. If you get killed while
you're still in FPV, the camera will crack and shatter into a million pieces!


--- BATH TIME FUN -----------------

In the underwater expeditions of  the Shell 2 Core, Filtration Chamber No. 1,
you will be able to see  and find a rubber  ducky and the Vulcan Raven action
figure floating on the surfaces of certain air holes. The rubber ducky is
located at the last airhole of the inside, west corridor. The Vulcan Raven
figure can be found in the  last area before the  second filtration  chamber.


--- CONCUSSIONS -------------------

Do a  roll or  a flip (with Raiden) down a  fairly long  set of  stairs. Your
character will slam  his head on  the steps and fall flat. Ouch.  I hope he's
got some insurance for medical bills.


--- HOTTIE POSTERS ----------------

By now, you should have a general idea of what you can do with these posters,
you perv. If not, read through the "Useless Trivia" in the walkthrough, or
earlier parts. Reiteration is a sin. So anyway, I'll just list the locations
of these posters I  have found so far.  Many of them are from memory, so if I
have missed any, or if I was way off on some of them, notify me.

* Black bikini       Deck-A, Crew's Quarters; locker
* Red Lingerie       Deck-A, Crew's Quarters; locker
* Tarzan's wife    -  Deck-A, Crew's Lounge; wall facing bar
* The couple       -  Engine Room, Port; close both lockers
* Chick's backside -  Engine Room, Port; on the back of the girl poster
* Tattoo & stuff   -  Strut C, Dining Hall; men's bathroom
* Aquamarine       -  Strut C, Dining Hall; cafeteria
* B&W G-String     -  Strut C, Dining Hall; cafeteria

There could be many more and  there are  even some ones  in a  postcard form.
They are  found in various lockers throughout the game. Why not devote one of
your playthroughs to finding them all!


--- BAD BARTENDER, NO VODKA! -------

When all the  guards are sleeping  soundly in the  Deck-A Crew's Lounge area,
toss a Stun Grenade behind the bar counter.  When it explodes, it'll take all
the glass  bottles and such with it!  Afterwards, the floor  will be littered
with glass shards and wasted liquor. The horror!


--- EASTER ISLAND STATUES ----------

Konami has a fetish  for putting these  bonus items in their games.  In Metal
Gear Solid 2, you can find four of these that adorn various areas in the
game. As far as I know, you can't do anything with them  but wonder why Hideo
gets a kick out of putting them in the game.

* Strut D, Sediment Pool           - On central pump
* Shell 1 Core, B2 Computer Room    Under desk
* Shell 2 Core, Air Purification   - In empty  storage area, shoot  the cover
                                     of the  closed vent.  Then send a Nikita
                                     in there. Pilot the Nikita to the first
                                     juncture and blow through the vent on
                                     the right.  Then send in another missile
                                     to see it.
* Shell 2 Core, Filtration Chamber  Inside locker


--- THE SECOND COMMANDANT -----------

During the Tanker  chapter in Hold No.2, you may notice  the twin projectors.
Well, go up to it from the left side and press the action button.  Snake will
press the side button to turn the projector off. The other one will
automatically kick in and resume where the last one had  trailed off. And the
Marines will act accordingly. Do this repeatedly and eventually, a Konami
eyes model will come on the screen. During this time, you have no control
over Snake. He will keep pressing the buttons until both screens are
overtaken by beautiful girls. Watch the Marines! It's hilarious! However, you
will get caught afterwards.


--- MARINE STUFF --------------------

This can be done in any of the holds, but  you are less  likely  to be caught
in Hold No.1 before it happens. After climbing down the last ladder, go
behind the first container and stay near it. Then throw a Stun Grenade into
the group.  As it flies over to the clustered audience, it may  have swooshed
by one of the Marines in the back. So quickly conceal yourself behind the
container and  watch the hilarity!  Again, you'll get caught  for doing this.


--- "HM, I FEEL LIKE I'M FORGETTING SOMETHING" --------

On your first playthrough, there is  one Marine in Hold No.1 that  is missing
his trousers. He sticks out like a sore thumb. Take a picture of him and when
you upload it to Otacon, he'll crack up and give you a thumbs up!


--- FORGETFUL MARINES ---------------

On your second  playthrough (start a  new game  by loading the  complete save
file and selecting New Game), all the Marines in Hold No.3 will be in their
lovely striped boxers. Nice uniform boxers, guys! Don't forget to capture the
memories with a camera!


--- TANKER HOLD SHORTCUTS -----------

In the southwest corner of Hold No.1, just at the bottom of the ladder to the
M9 Bullets, there is a floor hatch. Lift it and climb in. You could crawl
through the small shaft and find yourself underneath the Metal Gear RAY in
Hold No.3. On your way, there is a Marine who accidentally drops his magazine
clip. He'll peek in through the holes and fumble for it. After a while, he'll
forget it.  If you happen  to be directly  under while he looks  for his lost
item, you'll be seen and caught!


--- SADISTS -------------------------

It's fun, so it should  definitely go here.  This is best used when you're in
the Plant chapter with the Socom Suppressor attached. Find a lone guard
patrolling an area and hold him up. Then proceed to shoot him in the arms and
his leg. After doing so, he'll hop on one foot.


--- SLACKING OFF --------------------

It's an amazement to see the  guard's reactions  when you do  certain things.
Try dragging a sleeping guard to an area where another active sentry will
stumble onto him. You must do this without being detected. Then watch from an
opportunist angle.  When the sentry arrives and  sees his comrade sleeping on
the job, he will either kick the slumbering guard awake or give him a few
guts in the eye or stomach.  One guard isn't nearly as funny as when you form
a cumulative pile of two to four guards.


--- FATMAN FUN ----------------------

During the fight with Fatman, follow him around.  When he pauses momentarily,
watch him in FPV. He'll be playing with the seagulls that land on his collar.
Some of them will peck at his head. "Hello, anything there?" Also, if you
have managed  to floor a seagull  either from the sky or a  rail, Fatman will
trip over it. You can also trip him by shooting his skates.


--- PARCEL TRANSPORT ----------------

Hop onto a conveyor belt with any box equipped to be transported to different
areas of the Big Shell. The Zone of the Enders box takes you to the room at
the bottom of the stairs, where the Digital Camera is stashed.  Normally, you
would need a Lv5 access card to enter that room. Depending upon which box you
use, you'll be taken to various parts of the facility. Experiment!


--- HE FEELS ITCHY ------------------

In the Shell 1 Core B2 Computer Room, notice  the guard moving back and forth
on the lower half of the room? Well, follow him closely, but not close enough
to bump into him, and watch what he is doing. He is moving from one active
computer to another.  If you look over his  shoulder, you'll  find that he is
gawking at pictures of hot models! Watch his hand, too.


--- BATTLE DRESS UNIFORM QUIRKS -----

When you are given  the B.D.U. in the Plant chapter, there  are many  ways to
make you giggle like a silly Japanese school girl. First, try to alert other
guards by doing things that are unorthodox to them.  They'll come to question
you; just stay where you  are and they'll give up.  Next, try summoning Alert
Mode without being seen by anyone (like entering the elevator without part of
your uniform). When the search team is deployed, they'll  take no interest in
you. And then, make sure another sentry sees you as you enter a locker.  Wee!


--- JOHNNY SASAKI RETURNS -----------

During the part where Raiden controls the Directional Microphone to eavesdrop
on a conversation between Ocelot and Solidus, move the D.Mic toward the left.
You can hear him in the bathroom, having a pretty rough time.


--- HOSTAGE STUFF -------------------

One of the  hostages is a female named Jennifer with her legs spread slightly
open. If you  knock her out, you could get in a  crawl position and peek like
the sick perverted bastard you are. If Raiden still cannot find Ames after
going through  many hostages, he will  become a little  disgruntled and scare
the hostages.  Also, if you  run  through an  aisle  with the  hostages' legs
stretched out, they can trip Raiden.  You could also try to make them piss on
themselves by going to the wrong people.  Some will get so freaked, they will
let it out.


--- TOTAL SHOCKER -------------------

In the Shell 2  Core 1F sector, equip any  box and run  through  the electric
floor before you destroy the generators. Try not to flinch from watching poor
Raiden get "tortured".


--- WISTFUL MANHOOD -----------------

In the Arsenal Gear, where Raiden was  captured and strapped  to the  torture
bed, get caught and lead the guards back into the torture room. Lean up
against the bed and Raiden will feign captivity.  When the guard sees him, he
will comment his manhood.


--- LITTLE DETAILS ------------------

There are  certain details that  go unnoticed to the casual gamer.  Hideo has
been giving some serious attention to detail.  Here are a few things to prove
this:

* When you shoot the ice tray on top of the bar in the Tanker and it falls on
  the floor, the ice cubes will eventually melt.
* If you watch the smoke billowing out of the ships stacks, you can see which
  direction the wind is blowing. The wind also affects the direction in which
  the rain is pouring. If you look in the opposite direction of the rain, the
  rain drops lessen.
* Outside the discovery, if you  watch the background (New York), you can see
  that it's actually moving!
* Spray mirrors with the Coolant Spray and they will frost over.
* In the Arsenal Gear, Ascending Colon with Snake, stand up right in front of
  him and go into FPV. He will fog up the lens.


I know there are way more, but it seems even  more are covered throughout the
walkthrough listed under "Useless Trivia".  Check them out before you come e-
mailing me with stuff I've already mentioned.  Also, there are certain things
I don't care about, especially the thing where you can move the camera around
during cutscenes. Thanks.


 ______                                                               ______
/__/\__\_____________________________________________________________/__/\__\
\__\/__/\__\/__/
                             ____________________
                            | 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 scrambling messages through the Codec. In fact, the
Colonel you knew 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.

Before we begin with the fun quotes, Matthew has something to share about the
AI program that had gone berserk! He says: "A friend of mine believes this is
(along with the cryptic call from the Crazy Colonel telling you to turn off
your console and explaining that you've been playing for a long time) is GW's
way of protecting itself from "you" (the player), it's a little bit of a
psychological warfare. By telling you to turn off your console, it may lead
you to think there is a trick to this level (like the Psycho Mantis trick). I
almost did it the first time I saw it. Also, the Fission Mailed screen might
make you turn off the game if you've been playing for a long time and seem to
die for no reason."


Colin Moriarty (another  GameFAQs contributor  and a good friend) wants me to
mention that it was during a phone  conversation with him that I first
discovered Campbell's weird  hallucinations and crazy talk.  I don't know; he
just wanted his recognition in my awesome FAQ! Heheheheheh.


NOTE: The small notes that  follow  some of  the quotes  were contributed  by
      AstroBlue that tell where some of the quotes originated from.


Campbell:  "Raiden, turn the game console off right now!"
Raiden:    "What did you say?"
Campbell:  "The mission is a failure! Cut the power right now!"
Raiden:    "What's wrong with you?"
Campbell:  "Don't worry, it's a game! It's a game just like usual."
Rose:      "You'll ruin your eyes playing so close to the TV."
Raiden:    "What are you talking about!?"

"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." -- from Metal Gear
Solid - The VR Missions (PSX)

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

/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/
[QUOTE INSIDE JOKE]  Submitted by Thomas E. Metcalfe Jr.

This is actually a throwback to the original NES 8-bit Metal Gear, where
rookie Solid Snake had to inflitrate numerous buildings and trucks in the
remote jungles of Outer Haven to defeat the evil Col. Vermon CaTaffy (subtle,
hunh?) and to destroy Metal Gear.  It had everything from cigarettes to
transcievers to extremely awful English translation, including guards saying
"I feel asleep!" and the classic "The truck have started to move!"

This is more or less the opening message you get on the default setting of
the transciever, just more neatly separated.  I guess this shows that Hideo
and his staff, after making fun of everyone else, are not above making fun of
themselves as well!

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


"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." -- Metal Gear Solid (PSX)

"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." -- Metal Gear - Ghost
Babel (GBC)

"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!" -- Metal Gear Solid (PSX)

"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!"

"I noticed this a while back, but you have far too many Game Overs. Sorry to
be blunt, but you really stink at this game."

"You seem to get a real thrill out of slaughtering the enemy. Are you
frustrated about something?"

"Snake, you're all alone and surrounded by bad guys. Try to be careful and
avoid getting into a fight whenever you can."

"You enjoy all the killing!"

"You wouldn't be trying to give yourself a bogus score by using some
ingenious trick would you? That's just about as low as anyone could possibly
stoop! I can't believe you sometimes..."
(Note: If you get this quote, then all your weapons will be reloaded with
full ammo when Snake gives them back to you)

"Variety Level 7, Shoot down the space invaders! Training will have to be
postponed if we are invaded by ufos." -- Metal Gear Solid - The VR Missions
(PSX)

"Snake, There's a fork in the conveyor belt. The machine is automatically
sorting cargo according to some system. Take a good look at the device." --
Metal Gear - Ghost Babel (GBC)

"Communitcator Entertainment Program Idea Spy 2.5 Episode 1. New York. Here
in the city where dreams come true and desires rule, something is being
brought, sold and thrown away, even as we speak. But behind the scenes of
business as usual, the nefarious J.E. (Junker Expensive) Corporation lines
its already bloated coffers with profits from worthless products.  As j.E.
swindles yet another innocent into purchasing high-priced junk, the FBI
mobilizes a top secret task force to stop the menace. Now, the city's best
kept secret spy is out there, briefed and ready to protect people from J.E.,
the catalouge of conspiracy... Just call him, 2.5." -- Snatcher (lotsa
platforms)

"Snake, Like Shakespeare said, "Noughts had, all's spent, where our desire is
got without content." Basiclly, it means your desire can get you into trouble
if you're not careful. That goes for items too. Don't get greedy or you may
be sorry. Be careful, Snake."

"Weapon mode Socom Level 1. Destroy all targets to reach the goal! Number of
targets: 3." -- Metal Gear Solid - The VR Missions (PSX)

"I say again. Your duty is to infiltrate Zanzibar Land and seize Kio Marf, an
abducted Czechoslovakian biologist." -- Metal Gear 2: Solid Snake (MSX)

"ZZ...zz..."

"Snake, they've input both detonation codes. The only way to stop the launch
is to use the card key to reinput the codes." -- Metal Gear Solid (PSX)

"That reminds me, I saw Gubayama the other day in Shibomnigee. He said you
give you his best."

"Snake, Take the power plant out. Set C4 explosives on four key  points to
destroy the structure. Snake, destroy the power plant's main turbine. It's
located in the B1 floor of the plant. Break into the B1 floor." -- Metal Gear
- Ghost Babel (GBC)

"Munch, Munch...Um? Raiden? I'm eating right now. Get back to me later....
Munch, munch..."

"La-li-lu-le-lo! La-li-lu-le-lo!! La-li-lu-le-lo!!!"

"I'm not home right now. Please leave a message after the beep. BEEP"

"Mind the gap."

"Big Boss here...Eenter the track on the bridge to the right...over."

"I cant believe the person who committed those sick acts in the womens
bathroom made it this far."


 ______                                                               ______
/__/\__\_____________________________________________________________/__/\__\
\__\/__/\__\/__/
                                _____________
                               | Song Lyrics |
                                


"CAN'T SAY GOODBYE TO YESTERDAY"
Vocals by: Carla White
Produced by: Rika Muranaka


I stare at the stars and the sky up above
And think "What am I made of?"
Am I full of sorrow? Am I hurt and pained?
Or am I filled...with love?
I walk by myself on the streets below
And ask every child I know,
Do you think tomorrow will bring sun or rain?
Which one of these will show?

I can't say good-bye to yesterday, my friend,
I keep holding on 'till the end
Out of the darkness there is no other way
Than the light leading to yesterday

It's there that I'll find
In a peace not warm
And dreams that I let slip away
I'll find the joyfulness I'm looking for
Way back in yesterday

Why can't each of us in the world ever see,
The best things in life are free
Little sounds of laughter or one hug, a smile
A kiss from you to me

I fall to my knees
I cry and I cry
Love, do not pass me by
Happy everafter, please stay for a while
Make time refuse to fly

I can't say good-bye to yesterday, my friend
'Cause i know how good it has been
Face it forever, here I stand, come what may
In the old in the new yesterday

It's there that I'll find
In a peace not warm
And dreams that I let slip away
I'll find the joyfulness I'm looking for
Way back in yesterday




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


 ______                                                               ______
/__/\__\_____________________________________________________________/__/\__\
\__\/__/\__\/__/
                          ____________________________
                         | Frequently Asked Questions |
                          


-----------------------------------------------------------------------------
 Q: Can I post your FAQ on my site?

 A: Other than the websites listed below, no. Although, even I'm not thrilled
    about them hosting my guide (except for GameFAQs). Why? I'll tell you
    why, young grasshopper. Sites that publish my FAQs other than GameFAQs
    (and Neoseeker) often have outdated versions of my FAQ, which I despise
    very much. Unless you (the webmaster) _agree_ and *promise* to update it
    every so often, I'll be more than happy to let you use it. Also, I gladly
    accept solicitations _after_ the guide has been completely finished.

-----------------------------------------------------------------------------
 Q: I get weird gibberish at the end of my game. What do I do with it?

 A: That's your clear code. Write it down and log into the official Konami
    Website at http://www.konamijpn.com.

-----------------------------------------------------------------------------
 Q: Where's the last bomb? You know, the big motherload!

 A: I am very disappointed to find this as a FAQ even when it's in the damned
    walkthrough! *BLEEP*! It's on the underbelly of the suspended submarine
    at the bottom of Strut A, aka Strut A Deep Research Dock.

-----------------------------------------------------------------------------
 Q: Where's the USP?! In the Demo, you could find it in a locker, but it's
    not there now! It'll make Olga a cinch if only I can get my perverted
    hands on it...

 A: Needless to say, you won't be getting it until AFTER you beat Olga. So
    sorry, yank!

-----------------------------------------------------------------------------
 Q: You know at the credits, Mei Ling's name is there! Is there any way I can
    get her to get it on, er, I mean just get her?

 A: Thanks to about a billion people. It seems that you'll hear her voice
    when she interrupts and corrects one of Otacon's proverbs. You'd have to
    save a helluva a lot of times on the Tanker, though. I tried, but I sure
    as hell didn't have the patience to.

    And also, it appears she wasn't there just for that reason. Joe Lappin
    cares to expound this: "It's because she was quoted by the crazy Colonel
    when he goes nuts when Raiden is all naked.  He says some of her wise
    words that she gave to Snake in the previous game, her voice and all.  In
    fact, they're listed in the Colonel quotes section of your FAQ.  So
    that's why, they used her voice so she had to be credited again.  You'll
    also notice that they credit the original Metal Gear footage that was
    used during the Colonel's "Infilitrate.....Outer Heaven......" quote.

-----------------------------------------------------------------------------
 Q: I am naked and the Colonel is stalking me with scary advice! Help! What
    do I do?!!!?!

 A: First of all, you can stop e-mailing me. Second, check the friggin' walk-
    through!  Start in the section with Arsenal Gear and you can take over
    from there. Can't an author just check her mail without being bombarded
    by the same questions every day?!

-----------------------------------------------------------------------------
 Q: Do you know how to take Dog Tags from guards? I've tried everything.

 A: Well, obviously, you haven't  tried everything, liar.  You need to hold
    them up and point to essential areas to bribe them into giving up their
    beloved Dog Tags. For Hold-Ups, see the Basics section for help.
    Sometimes guards may even resist arrest. When this happens, you'll need
    to whip out the "bigger" weapons to persuade them.

-----------------------------------------------------------------------------
 Q: How do I get the Books from atop the locker in the B2 Computer Room?

 A: Punch the locker until it falls to topple the books over. Didn't I
    mention this in the walkthrough?

-----------------------------------------------------------------------------
 Q: What is the maximum level Grip Gauge I can get?

 A: Level 3. Stop asking.

-----------------------------------------------------------------------------
 Q: How many pull-ups do I need to do to get there?

 A: Well, it takes 100 pull-ups to move up one level. Therefore it'll take
    you 200 pull-ups to get from Level 1 to Level 3. Simple, no?

-----------------------------------------------------------------------------
 Q: Is it possible to get the suppressor for the USP on the Tanker?

 A: No, no, no, no! Not unless you use a Gameshark code. I don't even think
    they have one for it, though.

-----------------------------------------------------------------------------


 ______                                                               ______
/__/\__\_____________________________________________________________/__/\__\
\__\/__/\__\/__/
                             _____________________
                            | Contact Information |
                             


              [!][!][!] 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.

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


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


The unofficial Metal Gear Solid 2 strategy guide was created on  November 15,
2001.  2001-2002 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 was 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.
- Animelyrics.com for the lyrics to the MGS2 ending theme. Thanks SBacon!


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

- Thanks to AstroBlue for modifying my pathetic MGS2 art and for submitting
  some extra stuff for the Campbell Gibberish section!
- 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.
- DEngel for his Dog Tag FAQ, which I looked at to attain the secret items in
  my game and for the approximate number of dog tags needed to unlock each.
  Kudos.
- Morph for his Extreme FAQs, which I used to beat my game.
- My gaming bud, David, for all the Very Easy and Easy Dog tags!
- 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 (Other than the order I added them in):

- 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.
- Rigil Paix for some Campbell quotes I missed in the section. Also,  for the
  very first transmission by Campbell and Rose.
- Oscar Parsons, Rob "Teirlap" Knight  and Chad Wilson for being the first of
  many to correct the BDU acronym.
- Matthew for various clarifications and add-ons, especially the one about a
  certain "Fission Mailed" screen found in the Campbell Gibberish section.
- Kildread2 for the proper use of Pentazemin.
- DRAGONMASTER118 for the tidbit that you could roll jump over grates in the
  Tanker chapter.
- M.Carlson for pointing out a little thing I goofed up on with the Socom and
  USP weapon descriptions.
- Kevin Presa for the tidbit about waking hostages up with the Coolant Spray.
- Adrian Sandoval for about the remaining 50% of the Campbell quotes I missed
  Silly me. Thanks a bunch!
- KiT Dizon for the correct terminology of the Socom "touchdown pole" I put
  my dibs on.
- StealthPhantom03 for the tidbit about spraying the parrot in the B2 room of
  the Shell 1 Core with the Coolant.
- FATE797 for the hiding-from-a-box-to-a-choking-position tip found under the
  Cardboard Box description.
- Kasera and Zack Turner for correcting the misinformation about the Codec
  buttons and for telling me the nature of their use. If that made sense...
- FrGoth for a fun stuff tidbit I used.
- SilverChild, Xavier, tarajis, OrochiSabin, and ScanlonGaidin for telling me
  Vamp's third attack.
- ScanlonGaidin also told me some of the Fun Stuff in the game that I used in
  the section.
- Rich Culver for one of Campbell's missing quotes.
- Biohazard for sending me a Campbell quote I missed.
- Chris Ryan for informing me about a Fun Stuff thing I used. Uh, yeah.
- Rod Jenkins for correcting a subtle error I had made.
- Steve Hailey for the "Total Shocker" thing in Fun Stuff.
- Ian for the tidbit about making hostages piss themselves.
- Some other people for pointing out items I neglected to list like the Cell
  Phone and Shaver.
- Thanks to a number of people who told about  getting the RAYs to open their
  mouths.
- Major thanks to the huge number of people who sent me the Mei Ling thing. I
  can't list all your names here, but I appreciate it!
- Numerous others who sent tidbits of information. Sorry, I lost track of you
  people. Sorry...o_o



_____________________________________________________________________________

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

Another day, another complete project.  This one took a lot out of me, so I'd
appreciate it if you thieves wouldn't try to screw me over and tag yourself
with a felony. I consider this guide to be just as good as it can get. It
could be better, but if there's anything more that I could add, it would just
waste space and lag old browsers. What I have done to make this guide was all
that I could give, and I have no desire to work on this anymore. If you still
need help, please consult another guide. I've worked hard and long on this.
It has become so sleek, it plays like a symphony.  I am very pleased with how
I was able to hold out and mold this guide into a fairly  comprehensive piece
of work.

I'd really like to thank all those who've e-mailed me with  encouraging words
and even those who bothered to send me greeting cards with broken, profanity-
ridden English. It actually shows how much you care to actually go through
all that trouble. Well, anyway, don't wanna keep you here any longer. You can
now go back to your regularly  scheduled FAQ.  'Til the next project, see you
space cowboy and cowgirls.

~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  2001-2002 Stephanie Lee
                             November 2001
