================================================================================
                        METAL GEAR SOLID 2: Sons Of Liberty
================================================================================
                 Metal Gear Solid 2: Sons Of Liberty Version 1.1b
                           For Sony PlayStation 2 Only
                                 By YEE SENG FU
E-Mail   :                     ysf@pacific.net.sg
Date     :                      5th January 2002
ICQ      :                          25076522
HomePage :          http://www.geocities.com/TimesSquare/Portal/7933/
Country  :                          Singapore

Copyright Protected. 2001-2002. No part of the content is allowed to be edited
or published without the permission of the writer. It can only be used as a
personal guide, but not for any commercial purposes. Anyone who has violated
this agreement will be severely dealt with. Anyone who wants to link the faq
to a particular site must seek permission from the author. Thanks for your
cooperation.

All the contents that are inside this faq cannot be reproduced in any way.
(Whether it is physical, electronic or otherwise) The faq can only
be placed on a freely accessible and non-commercial webpage, provided that
the content is unaltered and my permission has been obtained.

This faq cannot be used for any profitable purposes like for promotional
purposes. Neither can it be used as any sort of commercial transaction or
given away as some sort of bonus, gift, present etc. Giving away this faq
as an incentive to attract buyers is prohibited or forbidden. This faq
cannot be used by any publishers, editors, employees or any associates etc
of any company, group, organisation, business or any other associations.
It cannot be used in any game magazines, guides, books etc or in any other
form of printed or electronic media in any way, shape, form (that includes
reprinting, reference, inclusion) without my permission.

I have spent a lot of time typing this faq and the only way to show your
appreciation is not to use this faq for profitable means and hopefully, this
faq will be of some help to you.

If you feel that reading this faq is a bit tedious especially when you have
to look at the computer and play your game, you are allowed to print a portion
or the entire of this document out. However, the printed copies can only be
for personal use.

1987 1999 2001 Metal Gear, Metal Gear Solid, Metal Gear Solid Integral,
Metal Gear Solid 2: Sons Of Liberty are registered trademarks of Konami.

Presented By Konami Computer Entertainment Japan West
A Game Directed By Hideo Kojima.

 _________________________________________________________________________
|NOTE |The faq is best viewed using WORDPAD by setting it as Courier New  |
|     |font 9 and with text wrapped to ruler.                             |
|_____|___________________________________________________________________|

============
Introduction
============

Before we begin the introduction, let me give you two quotations which I
like a lot.

"Transcend consoles from PSOne to PS2, transcend centuries from the 20th to
the 21st and transcending (surpassing) its prequel MGS1" has become the main
development theme of MGS2.

I wanted to create "a space in which the player can indulge in freely at real
time, a space that you are able to touch and a space that you can feel the
temperature, humidity, smells and even air." - Hideo Kojima

Hideo Kojima has certainly achieved his aim- MGS2 proves to be a even more
interacting world than the original MGS. The sequel does promises a lot
more than is expected. The experience of playing MGS2 is something hard to
describe- You have to feel it, touch it, hear it and enjoy it on your own
rather than someone telling you.

Well, it's been a long time since I wrote another new faq. I hope everyone
will still continue to give ysf your support. You might have realised that the
format of my MGS2 faq is slightly different from my previous faq- "I wanted to
make my latest MGS2 faq with a more refreshing look." The most noticeable
change is that for a good view of the faq, you must change the font size from
10 to 9.

This MGS2 faq will also contain the essential stuffs that you need to know in
order for you to master the game basis well. The approach of the walkthrough
is different from what you normally see in other faqs. Do check it out and
feel free to give me feedbacks.

   ____________
  /Impt Notice \
 /______________\_____________________________________________________________
|Metal Gear Solid 2 is one of the fewest games on the PlayStation 2 that      |
|supports Dolby Digital 5.1 channel. Certain selected cinematic scenes from   |
|the game [NOT ALL SCENES] support DD5.1 channel. In the Option Mode, there   |
|is a feature to turn ON/OFF the DD5.1 channel. This is the most crucial part |
|that I want to point out- When the "Dolby Digital 5.1 channel" is chosen,    |
|sound will ONLY come from the DIGITAL OUT [OPTICAL] of the PS2 and NOT the   |
|AV MULTI OUT. The DIGITAL OUT [OPTICAL] should be connected with DIGITAL     |
|INPUT [OPTICAL] of a receiver with Dolby Digital decoding. Note that the     |
|game uses both Dolby Digital and PCM audio. Some receivers will switch       |
|between both audio format automatically while others do not. Hence, you have |
|to refer to the receiver's instruction manual to determine if there is a     |
|need to activate an "auto-detect" feature. The main problem is that if you   |
|ONLY use the AV MULTI OUT and you select DD5.1 channel ON, there will be NO  |
|SOUND during certain cinematic scenes. When this happens, please DO NOT get  |
|panic and think that there is something wrong with the game or your PS2. In  |
|fact, I encountered this situation before and did not know what to do until  |
|I read the instruction manual.                                               |
|_____________________________________________________________________________|

======
Update
======

Version 1.0   [20th December 2001]   [141 KB]
- "Game Basis" section from 2.1 to 2.9 is done.
- "Tanker Chapter" walkthrough is done.

This is the first release of my MGS2 faq. The walkthrough for the "Tanker
Chapter" is completed. I haven't started the "Plant Chapter" walkthrough
yet. I have tried out an entirely new format for my walkthrough. The new
format may resemble that of Heero Yuy's FFVIII Flowchart walkthrough but
it's not the exactly the same. The approach of the walkthrough is also
different from the others. Do check it out. So, I do hope to hear your
feedback about my faq.

Version 1.1   [28th December 2001]   [201 KB]
- Introduced abbreviations in my walkthrough.
- Started a bit on the "Plant Chapter" walkthrough. Should be able to
  complete the entire walkthrough in another two to four updates.
- Changed "Guys who prefer the hard way to soft way" to "tough guys".
- Corrected some grammatical and spelling mistakes.

The "Plant Chapter" walkthrough is not completed yet but I will finish it
as soon as possible. I guess I got to type faster... I expect myself to
finish the walkthrough in another two to five more major updates. By the
way, I wish everyone here a Merry Christmas!!!

Version 1.1b  [5th January 2002]     [246 KB]
- Continued writing the "Plant Chapter" walkthrough.   [Two Minor Updates]
- Corrected some grammatical and spelling mistakes.

It's finally 2002- a new year begins. I wish everyone here a happy new year.
Do enjoy yourself. I just bought Final Fantasy X recently and I have started
playing FFX. As a result, the progress of my MGS2 faq has slowed down. I
apologise for the slow update.

=================
Table Of Contents
=================

01)   Characters
02)   Game Basis
       2.1  Basic Controls
       2.2  Difficulty Level
       2.3  Various Gauges
       2.4  Various Movements
       2.5  Sneaking Through Areas
       2.6  Action Button Commands
       2.7  Attacking Skills
       2.8  Using the Codec and Radar
       2.9  Everything About Dog Tags
03)   Listing
       3.1  Items/Equipment
       3.2  Weapons
04)   Mission Analysis
       4.1  Tanker Chapter
       4.2  Plant Chapter
05)   Secrets and Bonuses
06)   List of Dogtags
07)   Photo Album
08)   Gameshark Codes
09)   Frequently-Asked-Questions
10)   Credit
11)   Copyright Protected

================================================================================
01)Characters
================================================================================
UNDER CONSTRUCTION!!! COMING SOON!!!

================================================================================
02)Game Basis
================================================================================

This section aims to cover the basis of infiltration, as well as some advanced
survival strategies. This section prepares readers with the essential knowledge
they need to know. Even if you have played the original MGS before, it is still
advisable for you to read this section before you start the game so that you
will at least know some of the new stuffs that are introduced to this sequel.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
2.1)Basic Controls
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Button              - Function
----------------------------------------------------------------------
D-pad               - Normal View Mode: Movement.
                    - First Person View Mode: Camera Movement.
----------------------------------------------------------------------
Left Analog Stick   - Normal View Mode: Movement.
                    - First Person View Mode: Camera Movement.
----------------------------------------------------------------------
Right Analog Stick  - Adjust camera in corner view
----------------------------------------------------------------------
SELECT              - Use or exit Codec.
----------------------------------------------------------------------
START               - Pause Game/View Map of Big Shell.
----------------------------------------------------------------------
X                   - Switch between crouching/crawling/standing.
                    - Cancel Action.
                    - Exit Codec.
----------------------------------------------------------------------
Circle              - Punch/Kick.
                    - Knock on wall when flattened
                    - Confirm Action/Swim.
----------------------------------------------------------------------
Square              - Use weapon.
                    - Throw/Choke when no weapon is equipped.
----------------------------------------------------------------------
Triangle            - Action Button. [Check out 2.5 for details.]
----------------------------------------------------------------------
L1                  - Allows running while shooting.
                    - Lock-on button.
----------------------------------------------------------------------
R1                  - Enter First Person View.
----------------------------------------------------------------------
L2                  - Opens Item Menu.   [Bottom Left]
                    - First Person View: Peek to the left.
----------------------------------------------------------------------
R2                  - Opens Weapon Menu. [Bottom Right]
                    - First Person View: Peek to the right.
----------------------------------------------------------------------

----------------------------
Some Stuffs You Need To Know
----------------------------

1)Depending on various situations [swimming, diving, crouching, type of weapons
  equipped, hanging etc], some of the buttons may have different functions.
  It is hence, advisable for you to refer to the appropriate sections.
2)Late in the game, your character will acquire a blade. Check out 2.6 for the
  controls.
3)To run while shooting, simply hold the d-pad in one direction [the direction
  that you are running towards] with the L1 button and Square button hold
  also.
4)The L1 button automatically locks on to the nearest enemy. Note that once
  lock-on, the laser beam can point at any possible parts of the enemy.
  Hold the R1 button and after lock-on to an enemy, move the laser beam to
  aim at the appropriate body parts of the enemy.
5)Tap the L2/R2 button once quickly to execute a Quick Change without having
  the need to open up the Item/Weapon Menu. There are two different types of
  Quick Change. Go to the Option Menu after the Title screen or access the
  Node to select the type you prefer: UNEQUIP or PREVIOUS.

--------------------------------------------------------------------------------
 UNEQUIP                                 | PREVIOUS
-----------------------------------------|--------------------------------------
                                         |
-Switch between currently/most recently  |-Switch between currently equipped
 equipped weapon/item and having nothing | weapon/item and previously equipped
 equipped.                               | weapon/item.
                                         |
--------------------------------------------------------------------------------

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
2.2)Difficulty Level
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

When you are playing Metal Gear Solid 2 for the first time, there are four
choices of difficulty level. The Extreme Mode is NOT available at first
UNTIL you have completed the game AT LEAST ONCE.

After selecting a NEW GAME, the various difficulty levels will be displayed.

---------
VERY EASY
---------

This mode is suitable for beginners who are not familiar with the action genre.
Fewest number of enemies are patrolled compared to the other difficulty level.
The guards here are the most 'retarded' or react the slowest. The alert mode,
caution mode etc also last the shortest. The quantity of items and ammunition
that can be carried are maximised. During the "Plant" Chapter, all maps for
the Big Shell are downloaded at once from the first local network "Node".
Hence, there is no need to download the map for every level. Boss enemies
take greatest possible damage for the same shot. Your character also receives
the least possible damage from your enemy when he is injured.

----
EASY
----

This mode is just slightly tougher than the above and is designed for players
who are familiar with action genres but has not played any of Konami's previous
Metal Gear series games before. Slightly more enemies are presented than above.
They react a little faster. Boss enemies are slightly tougher. However, in the
"Plant" Chapter, each level's map has to be downloaded from the respective
local network "Node".

------
NORMAL
------

This mode will be at average difficulty for veterans of MGS. The enemies are
all at their regular strengths and weaknesses but tougher than the above two
modes.

----
HARD
----

This mode is designed for players who have cleared the game at least once and
are looking for greater challenges. They must be familiar with the layouts and
patrols of each area. Patrol routes are less predictable; More "smarter"
enemies are presented. The enemies here also have wider and longer cone of
vision.

-------
EXTREME
-------

Most areas have too many enemies to sneak past. Your character can only carry
one quantity of each item and ammunition. It is the toughest of all. This mode
is suitable for die-hard gamers who aren't frustrated easily. The bosses here
are almost impossible to be beaten. Don't expect ration and bandage to lie
on the ground waiting for you! With some luck, you may occasionally get a
ration or a bandage by "shaking" down enemies.

----------------------------
Game Over When Discovered???
----------------------------

Since the Hard Mode and Extreme Mode are difficult to clear, after selecting
either Hard or Extreme mode, there is an option that lets you choose whether
you want instant Game Over when discovered by enemies or not. The reason is
death is quite inevitable if you character is spotted. When character is
spotted, it is likely that a large number of backup team will be sent. You
will then be heavily surrounded by enemies. Escaping will be quite hard.

---------------------------------------
What To Do After Completing The Game???
---------------------------------------

The answer is simple. Replay the game over again to collect whatever you have
missed. Try Extreme Mode if you wish to. Also, after you have completed the
game, you will be asked to save the game. Next load this complete game and

1)Select any difficulty you want. [You can choose any of the five now!!!]
2)Then, either choose Tanker-Plant, Tanker or Plant.

=> Choosing Tanker-Plant : You complete Tanker Chapter and then Plant Chapter.
=> Choosing Tanker       : You complete Tanker Chapter and game ends.
=> Choosing Plant        : Skip Plant Chapter and begin with Tanker Chapter.

This is a great option. It allows players to select one chapter of the game
that they wish to play so that they do not need to play the more tedious
two chapters at one go.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
2.3)Various Gauges
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

----------
Life Gauge
----------

If life gauge of someone [character or enemy] drops to zero, the person will
die. It decreases when damage is taken. For the character, when there is little
life remaining, the gauge will turn orange and blood will start to flow.
Bleeding then results.

During Bleeding,
---------------

 1)Character suffers blood loss.
 2)Life Meter gradually depletes on its own until it runs dry. Character
   then dies instantly.
 3)Character's blood can drip onto the floor. Enemy can trace the path
   of the blood stains to your character's location.
 4)Use Bandage to stop bleeding. However, health will not recover unless
   ration is taken.
 5)Without giving spoilers, a character with the name starting with first
   letter 'R' can stop bleeding and recover a small amount of health
   by laying flat on the floor for a certain period of time. The reason is
   because the nanomachines in his blood will coagulate the blood around his
   wound and repair damaged tissues.

----------
Stun Gauge
----------

Boss's stun gauge [below boss's life gauge] will decrease when the boss is
tranquilised either by using M9 Tranquiliser Gun or PSGI-T or receive punching
attacks. When either Life Gauge or Stun Gauge reaches zero, boss battle ends.

----------
Grip Gauge
----------

Grip Gauge appears during Hanging Mode. When gauge reaches zero, character
will fall from the railing. If there is no platform below a certain height,
the character might be killed instantly due to the strong impact arises from
the fall, resulting in instant Game Over.

There is a special action that can raise the Grip Gauge's level. It can be
done by pressing TWO of the TOP FOUR buttons simultaneously in hanging mode.
I leave you to figure out this yourself. However, you need to repeat this
special action for many times to let the Grip Gauge earn a level.

--------
O2 Gauge
--------

O2 Gauge shows the amount of oxygen remaining when the character is underwater.
When O2 Gauge reaches zero, the life gauge gradually depletes.

Press the Triangle button to decrease the rate at which the O2 Gauge
diminishes. The more you press it, the O2 Gauge can sometimes be
"lengthened".

------------------
Partner Life Gauge
------------------

It is displayed when the player has a partner working with the main character.
If partner's Life Gauge drops to zero, the game ends immediately.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
2.4)Various Movements
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

The various movements are summarised as follows:

 1)Running
 2)Crawling
 3)Crouching
 4)Rolling
 5)Swimming and Diving
 6)Hiding
 7)Movements associated with Action Button

-------
Running
-------

To run, either hold

 1)the desired direction with d-pad.
 2)the left analog stick in the desired direction.

----------------------
Crawling and Crouching
----------------------

Standing <---> Crouching <--->Crawling
           X               X

The above illustrates the conversion of standing to crouching and then crawling
and then vice versa by using just the X button. For example, when standing,
press X once to go to crouching and X twice to go to crawling.

 1)When crawling, press the movement control [d-pad] in any direction. To
   turn the character, you can also rotate the left analog stick.
 2)Crawling is useful for entering vents, moving under obstacles and for
   silently crossing any floor surfaces that might create a lot of noise when
   walked on it.
 3)Crouching behind low crates and waist-high obstacles hides you from enemy
   that is on the other side of the obstacles.

-------
Rolling
-------

When running in a direction, press the X button to initiate a roll. Depending
on the character, the roll move is different. A roll can also knock down an
enemy down but if the enemy has already spotted the intruder, there's a
chance that the enemy might react to this attack by performing a kick to
defend himself.

Diving Somersault : Dives across ground and perform a cool somersault.
Torso-Axial Flip  : Can be used to jump over short gaps and to leap quickly
                    down a flights of stairs.

Note that each character has ONLY one roll move. As to who performs the
respective roll moves above, I leave you to find it out yourself.

-------------------
Swimming and Diving
-------------------

A character can either float on the surface of the water or dives into
underwater.

On Surface - Press Circle button to dive into underwater.
           - Press d-pad or left analog stick to move around. Press triangle
             button to move faster on the surface of water.

Underwater - Press Circle button to swim. Repeated pressing of Circle button
             causes character to swim faster while holding down Circle button
             slowly causes character to swim slowly.
           - Press X to make a quick stop. At bottom of water, character will
             attempt to stand on the surface.
           - Press d-pad to control movement. Using right-analog stick to
             change directions when you want to have a quick turn.

When the character's head is below the surface of water, an O2 Gauge will
appear. Check out 2.3 for details of O2 Gauge.

------
Hiding
------

The game concentrates on stealth and so hiding is an essential survival tactics
that the characters need to learn. There are various hiding methods. Check out
2.5 for details.

---------------------------------------
Movements associated with Action Button
---------------------------------------

There are movements that rely on the Triangle [Action] button. Check out 2.6
for details.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
2.5)Sneaking Through Areas
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Metal Gear Solid 2 emphasises the need to sneak through areas undetected.
Hence, knowing the various methods of hiding is vital. But before going into
that, let's discuss the different types of camera angles in the game. You
need to know so that you can plan your 'sneaking' well.

------------------------------
Various Types Of Camera Angles
------------------------------

 1)Normal View  - This is the default camera angle that shows an overhead view.

 2)Corner View  - Occurs for hiding and scoping out the area, flattening
                  against certain corners and walls and side-stepping.

=>Press L2/R2 buttons to peak left and right.
=>Use Right Analog stick to adjust camera angle.

 3)First Person - Shift the camera to the player's perspective. [Hold R1]
      View        Can change to this view when you want to make precise shots
                  on parts of a target.
                - The player's field of vision is represented by a green cone
                  displayed by the Radar.

=>Press the L2/R2 buttons to take a step to the left/right.
=>Press both the L2 and R2 buttons at the same time to stretch up your body.

 4)Intrusion    - Occurs when character squeezes into narrow spaces.
     View         Eg. Crawling in narrow vent, hiding in locker.

=>Can press R1 to switch to First Person View. However, character cannot move
  when First Person View is accessed while intrusion view can occur. Simply
  don't switch to First Person View and you can use d-pad or left analog stick
  to move while crawling in narrow vent. [Not for hiding in locker.]

--------------------
Condition Of a Guard
--------------------

To summarise things, you need to know this:

 1)Use the Radar.
 2)A sleepy guard.
 3)An unconscious guard.

Explaining in detail:

 1)The colour of the cone of vision of the guard shown in the Radar does
   reflect the condition of the guard. Eg. Yellow cone indicates that the
   guard suspects something and will be more alert than usual. Check out
   2.8 for details.
 2)The sleepy guard is not completely unconscious. His eyes are half-open.
   A zzzZZZ sign appears over his head periodically. And, when zzzZZZ sign
   disappears, he wakes up again to check to patrol. Then, he goes to sleep
   again, later wakes up, then sleep. You notice that this is some sort of
   a cycle. Such guard is best to capture when a zzzZZZ sign appears above
   his head. However, you must take note that noises can wake him up.
 3)A guard can be temporary unconscious or permanent unconscious. During
   temporary unconscious, some stars will be seen circling above his head.
   A star disappears after sometime, follow by the other stars. Once all the
   stars disappears, the guard wakes up. A guard can be made temporary
   unconscious by being knocked out through punching and kicking etc.

   A tranquilised sleep is an example of permanent unconsciousness. The
   guard will take a long time to wake up. Regardless of which type of
   unconsciousness, the guard will not be able to reach to any unusual
   noises like gunfire. Eg. He won't wake up suddenly even a gunfire shot
   is heard.

   You have to take note that being knocked out lasts for a shorter time
   than tranquilised sleep.

To sneak through an area successfully, you might need to know these:

 1)Hiding behind obstacles
 2)Side-Stepping
 3)Corner View and Peeking
 4)Hanging onto Railings
 5)Hiding in Hatchlockers/Bathrooms/Ventilation Ducts/under Tables/Cardboard
 6)Type Of Floor Surfaces
 7)Methods of Distracting Enemies
 8)Dealing with Surveillance Camera
 9)Dealing with Cyphers
10)Dealing with Infra-Red Beams
11)Dealing with Reporting Guards
12)AP Sensors
13)Attacking [Whenever there's a need to...]
14)Others

-----------------------
Hiding Behind Obstacles
-----------------------

Enemies cannot see through obstacles like walls, crates etc. Use these
obstacles to hide. Note that if an obstacle is at waist level, you should
crouch instead of stand. Low-level objects do not let you hide well. You
should be aware that there are certain near-transparent objects like certain
type of windows that can be seen through. These objects are not suitable for
hiding.

-------------
Side-Stepping
-------------

The side-stepping action allows character to slowly side-step to the next area.
This can be first achieved by flattening the character's body against a
wall/railing. Next, press left/right along a certain angle or L2/R2 to move
along the surface while holding the left analog stick in a direction to
flatten against the wall/railing.

The side-stepping move can be used to move along extremely thin ledges.
Sometimes, while side-stepping, due to obstacles that lies above your waist
level, you might need to crouch.

Compare the functions of L2 and R2 buttons for side-stepping and the one below.

-----------------------
Corner View and Peeking
-----------------------

While character's back is flattened against a wall NEAR a corner, the player
can peek left and right. Press L2/R2 to peak left/right and use the Right
Analog Stick to adjust the camera angle.

Peeking is useful especially when the Radar is not available. Make sure that
when you peek, do not let the enemy see you.

        |     |       X - Character flattening against the wall near a corner.
    ____|     |____
              X

---------------------
Hanging onto Railings
---------------------

Hanging is a good way to sneak past guards. I guess it's quite self-explantory.
You will eventually figure all this out so there's no need to explain anything
more.

-------------------------------------------------------------------------
Hiding in Hatchlockers/Bathrooms/Ventilation Ducts/under Tables/Cardboard
-------------------------------------------------------------------------

Check out 2.6 for details on how to open, close and hide inside Hatchlockers
and Bathroom doors. Sometimes, the enemy are "smart" enough to open up
hatchlockers and bathroom doors if they find anything suspicious. They will
first look into the vents [if there is] of the hatchlockers and bathrooms to
see if there is anyone inside. If there's the case, you should crouch when
you are hiding inside to avoid being seen.

Hiding inside the ventilation ducts or under tables are quite self-explanatory.
I guess I don't need to explain much.

Our "beloved" cardboard can be used for hiding. I guess I don't need to explain
much. Try and figure these out. Just giving you some hints- It's best to
position you inside a cardboard with other similar boxes for a good camouflage.
The cardboard can also be used as a means of transportation too. Try figuring
this out.

----------------------
Type Of Floor Surfaces
----------------------

There are certain type of floor surfaces when walked on, creates a lot of
noise that can distract nearby guards. An example of such floor is iron grates.
To avoid making noises, you should consider crawling over such surfaces.

If the 'length' of the surface is not too long, you might want to consider
performing a Roll Move [I hope you still remember how] to sneak past quickly
through these surfaces. [Damn, Crawling is too slow and seems
'unprofessional'.]

There are also certain parts of bridges that when you stepped on it, causes
part of the floor panels to fall out of it. If you are not fast enough, you
might fall down. The best way is to just keep running.

------------------------------
Methods Of Distracting Enemies
------------------------------

 1)Knock on walls
 2)Using Empty Clip Magazine
 3)Using attractive pictures of girls
 4)Shooting steampipes in ceilings/fire extinguisher

Using method 1 and method 2 associate with creating noises that lure the
guards out. Method 3... I leave you to figure that out. The guards might stand
there, staring at those pictures and forgetting to do his usual patrol duty.
As for method 4, try it and you will know why. There are also other possible
ways of distracting a guard like shooting at the window to create a hole.

You might want to take note of these stuffs:

 1)When flattening against a surface, press the circle button to knock on the
   surface. When enemy is in a range equal to twice the length of his cone of
   vision or even lesser from the origin of the sound, he will hear the sound
   and start to investigate it.
 2)When the empty clip magazine is equipped, hold the Square button and then
   release it to throw the clip magazine. How far he clip magazine travels
   depend on how long the Square button is held. It can also be thrown by
   peeking out from behind a corner. Once it is thrown and it hit the floor,
   a noise is created.
 3)Any cool picture of girls are possible... I let you think harder about
   how to carry out this method.
 4)Shooting at these things can distract guards too, giving you enough time
   to escape. I guess I'll leave you to figure this out yourself.

--------------------------------
Dealing with Surveillance Camera
--------------------------------

Surveillance Camera is usually mounted high to a fixed part on the wall most
of the time. If you happen to be spotted by these camera [step into the cone
of their vision], you will alert your enemies.

It is safe to walk DIRECTLY beneath the camera. This can be done by flattening
yourself against the wall. Use Chaff Grenade to create electronic interference
to cause the camera not to function properly. If you are equipped with a
Stealth suit, the surveillance camera cannot detect you even if you are within
the cone of its vision.

Surveillance camera can be classified into four types:

Fire at you when you are spotted         : Yes or No.
Pan back and forth                       : Yes or No.

--------------------
Dealing with Cyphers
--------------------

Cyphers work similarly to the surveillance camera. The difference is that
Cyphers hover around in the open air through some fixed patrol routes. Cyphers
can also change their altitude too. Cyphers can be armed and unarmed too. For
armed Cyphers, they fire at you immediately they spot you.

Use a SOCOM that is armed with a suppressor to destroy these Cyphers. If there
are too many Cyphers, you might want to use a Chaff Grenade instead of wasting
time to shoot down these Cyphers. The Chaff Grenade disrupts the Cyphers.

----------------------------
Dealing with Infra-Red Beams
----------------------------

Infra-Red beams are visible to human eyes. You need some sort of 'aid' to
see these beams. A more advanced trap called the Semtex C4 Trap can be set
up with these Infra-Red beams. If anyone happens to come into contact with
the Infra-Red beams, it will trigger the explosion of the connected C4.

There are three possible ways to view whether an area has infra-red beams.

 1)Wearing Thermal Goggles.
 2)Using a Cig.
 3)Shooting at any nearby fire extinguisher.

 1)This is probably the most safest and reliable method. The red beams
   represent the Infra-Red beams.
 2)The smoke created from the cig reveals the red Infra-Red beams. When
   equipped, your life falls gradually. This method is certainly not advisable
   to use.
 3)Shooting the fire extinguisher causes a small explosion. The scattering
   powder reveals the Infra-Red beams. However, what if there is no fire
   extinguisher nearby?

A possible way to avoid contact with Infra-Red beam is to crawl along the
way. This is possible ONLY if all the Infra-Red beams are all above ground
level.

Sometimes, it is not possible to crawl through an area of Infra-red beams.
However, there are sensors that can be destroyed. Once all sensors are
destroyed, the Infra-red beam automatically deactivates.

-----------------------------
Dealing With Reporting Guards
-----------------------------

There are some areas that require guards to radio in their status report. If
the security supervisor does not receive the status report, an investigation
team will be launched. A status report is required at every fixed time
interval.

Usually, an area which requires status report has ONLY one guard that does
the reporting. The other guards do not report so you should take them down
first. The reporting guard should be taken down the LAST. Once you have
taken down the reporting guard, my advice is hide yourself or leave the room.
If the reporting guard is taken down and you exit the area and then enters
the same area again, the timer for the request of the status report will
be resetted.

As to who reports the status guard, it depends on your observation. The
reporting guard is usually the one who says "nothing to report!" or something
similiar else. Use this fact to figure out who's the reporting guard.
Check out 2.8 for details about investigation team.

---------------------
Anti-Personnel Sensor
---------------------

The Anti-Personnel Sensor is a sonic emission sensor that measures the
electromagnetic fields and heartbeat of lifeforms and converts the data
into vibrations. If an enemy approach near you, the AP Sensor results in
the controller to vibrate. The nearer the enemy approach you, the stronger
and faster the vibration.

For controllers without vibration function, the device will emit a sonar
beep. The frequency of the beep will increase as the enemy is nearer towards
you. The sensor functions automatically when your character is hiding inside
a locker or crawling in a ventilation duct. At other situations, you need to
equipped it via the Item Menu to work. Note that when the AP sensors is
functioning, it cancels all other vibration function.

This device is extremely useful to detect the presence of nearby guards
especially when the Radar is not working during intrusion mode.

---------
Attacking
---------

You do need to know some attacking tactics too. Check out 2.7 for more
details.

------
Others
------

 1)Observe enemy's patrol routes well and plan a good 'sneaking' method.
 2)Weather climate also plays an important element in the game. If the
   character stays too long in a cold area [snowy, raining etc], the
   character might catch a cold. The character may occasionally sneeze
   and this creates unwanted noises that may alert other nearby guards. When
   face with such situations, you might want to consider taking a Pentazemin
   to alleviate this symptom. Or simply enter an area that is not too cold
   and gradually, the character will recover from flu.
 3)Check whether this area has any Claymore mines buried. Equip the Mine
   Detector to check. Check out 2.8 for details on Radar. To collect
   Claymore mine, CRAWL to get it. [Not standing or....] View in First Person
   View Mode to see whether Claymore Mines is buried or not. You might want
   to consider wearing Thermal Goggles [Or Night Vision Goggles].
 4)Bugs on the Floor? How to get rid of them? Use Coolant to spray towards
   these bugs to chase them away.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
2.6)Action Button Commands
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

The Triangle [Action] button has a wide variety of functions. The function
used depends on the situations. Below is a summary of the functions of the
Triangle button:

 1)Opening Watertight Doors/Hatchlockers/Bathroom Doors
 2)Calling Elevators
 3)Climbing Ladders
 4)Climbing Onto Obstacles
 5)Hanging From a Railing
 6)Using a Node/WorkStation
 7)Guiding someone

----------------------------------------------------
Opening Watertight Doors/Hatchlockers/Bathroom Doors
----------------------------------------------------

An example is a watertight door which you will encounter early in the Tanker
Chapter. When facing a watertight door, press the Triangle button and the
character will start to turn the handle on the door. Tap the button rapidly
to open the door more quickly. Sometimes, certain watertight doors cannot
be opened. If you repeatedly attempt to force such doors to open, the handle
might come loose.

The controls for opening and closing a locker and a bathroom door are the
SAME. Simply press the Triangle button once to open it. To close it when it
is opened, simply press the Triangle button once. If you want to hide inside
the locker or the bathroom, simply walk towards it and the character will
automatically close the door. While inside, press the Triangle button once
for the character to open it and the character will come out and then close
it again.

There are certain hatchlockers that are sealed. Try punching and kicking the
door.

The hatchlockers can also be used to hide items too. Remember to take the
items.

-----------------
Calling Elevators
-----------------

There is a call button near every elevator. Press the Triangle button once to
summon it while facing it. The elevator may take some time to reach your level.
Press the Triangle button once more time [that is twice overall] for the
elevator to come more quickly. After entering the elevator, face the set of
buttons that let you select the levels. Then, press the Triangle button and
use the d-pad to select the desired level.

----------------
Climbing Ladders
----------------

Press the Triangle button when near a ladder. Character then climbs onto it.
Adjust Up or Down to ascend or descend the ladder. When you reach a level
and want to get off, stop and press left or right to step off the ladder.

-----------------------
Climbing Onto Obstacles
-----------------------

Face any obstacle that is at waist-high level. Press the Triangle button to
climb onto it.

----------------------
Hanging From a Railing
----------------------

When facing a railing on the edge of a platform, press the Triangle button. The
character will then hop over the railing and hang it there. Use left/right
button on d-pad or L2/R2 button to move left/right along a railing. Press
the X button to let go of the railing and drop down. When in hanging mode, you
can press the Triangle button to climb back over onto the platform. In hanging
mode, a Grip Gauge appears. Check out 2.3 for details.

------------------------
Using a Node/WorkStation
------------------------

Face the Node and press Triangle button to access to it. For the time being,
to prevent any spoiler, there's no point explaining anything about 'Node'.
You will know it when time comes. The method is the same for accessing
the Workstation also.

---------------
Guiding Someone
---------------

During a certain part of a game, you have to guide someone. I won't mention who
the person is to prevent spoiler. Anyway, to guide the person, you have to hold
the person's hand. This can be done by holding the Triangle button when you
are near the person. Then, use d-pad to control movement. To release the
person's hands, release the Triangle button.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
2.7)Attacking Skills
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Before talking about attacking, you must first be aware of these things:

 1)Unlike original MGS, enemies no longer 'vanish' when killed. Hence, you
   have to think of ways to dispose the bodies of the enemies. You do not
   wish other guards to discover the bodies, right?
 2)Knows the various modes of Radar: Alert, Evasion, Caution, Normal and what
   they represents. Check out 2.8 for details on Radar.
 3)Knows the various gauges: Life, O2, Grip etc and what they represent. Check
   out 2.3 for details.
 4)If a guard discovers some blood stains, investigation will be carried out.
 5)An area may sometime require the guards there to radio in their status
   report periodically. An investigation team will be sent when the status
   report has not be sent. Check out 2.5 and 2.8 for details.
 6)If a guard spots you, he will radio in by sending an alarm to request for
   help. Check out 2.8 for details on how to cancel an alarm.
 7)Knows the various conditions of the guards. [zzZZZ or stars circling above
   the head!!!] Check out 2.5 for details.
 8)In Alert mode, the members of the attack team sometimes carry a shield
   for protection.
 9)Some weapons have their corresponding suppressors. When finding the
   respective suppressors, simply equip them using the item menu and then
   equip the corresponding weapons using the weapon menu. The suppressor
   will then be attached PERMANENTLY to the weapon. With suppressor attached,
   it sort of minimises the gunfire noise and also muzzle any flash that is
   coming out of the weapon.
10)Knows the FUNCTIONS of all your weapons well: How are these weapons being
   used? How powerful are the weapons? The advantages and disadvantages of
   these weapons? Check out 3.2 for details.

Consider these three factors:

 1)Should I tranquilising an enemy or killing an enemy?
 2)What type of weapons should I use?
 3)What should I do when I am spotted?

 1)If another guard finds a tranquilised guard, he will just wake him up. After
   that, everything resumes to normal. That is on the assumption that the
   tranquilised guard is not wounded. However, if another guard finds a dead
   body or blood stain, an attack team will be sent. Obviously, it is safer to
   tranquilise an enemy rather than killing.

   Consider this case: You capture a guard, then wound the guard by shooting
   one of his legs or hands. Don't kill him yet. Then, tranquilise him using
   your M9 weapon. A guard then comes in to find this tranquilised guard. He
   wakes up the tranquilised guard. The tranquilised guard wakes up, finding
   that he is injured. He will then say "I am under attack!" The enemies are
   then alerted.

 2)You should consider these four factors:

   Range Of Firing [Short or Long range]
   When firing, does it create noise or not?
   Does it tranquilise or is it capable of killing?
   How powerful is the weapon?
   The reloading speed of the weapon?
   Can it be rapidly fired or not?

   The choice of weapons depend on situations with the above six factors taken
   into considerations. You should always consider using weapons that are
   attached with a suppressor. With suppressor attached, you can sort of kill
   enemies "silently".

 3)When you are spotted, your first priority is to attempt to cancel the alarm.
   Check 2.8 for details. If you are unlucky and are not able to cancel the
   alarm, you should consider doing these:

     i)Exit into a NEW area.
    ii)Think of possible ways that you can hide.
       Eg. Hide inside hatchlocker, ventilation ducts etc.
   iii)Don't use tranquiliser weapon. It takes time for the effect of
       tranquilising to take place. Instead, just shoot the guards that
       are obstructing your path.
    iv)Use a Stun Grenade. When detonate, it creates a sudden flash of light.
       This temporarily stuns all enemies in the range of the flash, making
       them unconscious. You now have some time to escape. However, when they
       awake, they will radio for help.
     v)Perform a "human shield". Check out [Dragging] below for details.
    vi)Restart the game. For difficulty level Hard and Extreme, there's an
       option to let you choose whether you want instant Game Over when being
       spotted by enemies. This seems to be a good option. Try again, learn
       why you get spotted earlier and don't repeat the mistake again.

Let's first talk about how to deal with the body of an enemy and then begin
with some basic hand-to-hand combat:

-------------
Hiding Bodies
-------------

There are several ways you can hide the bodies of your enemies. The ultimate
aim is not to let any other guard discover the body. Here are the possible
ways:

 1)Throw the body into a disposal gate. The disposal gate is where you can
   dumped the body into the deep ocean.
 2)Hiding the body inside a hatchlocker/bathroom.
 3)Hiding the body in a remote area.

1) and 2) are quite self-explanatory. 3) is slightly tricky. Sometimes, the
hatchlockers, bathroom and disposal gates are located far from where you are
presently located. You obviously wouldn't want to waste time to drag the body
over a long distance, right?

For 3), this depends on your observation skills. Try to hide in an area where
few guards will patrol nearby like inside a room, in a small corner of an
area. It will also be best to hide the body behind some obstacles like boxes,
crates etc. Do NOT leave the body in an open space. Also, if you plan to
kill an enemy, attack an enemy in a remote area so that the blood stains of
the enemy will not be easily seen by other guards. Don't forget that you can
hide the body of the guards but NOT those blood stains on the walls or floors.

--------------------
Punching and Kicking
--------------------

Pressing the Circle button will cause the character to execute a combination
of punches and kicks. How many punches and kicks are performed depend on
how many times and how rapidly you press the Circle button. Note that every
punch and kick you perform do create noises. By just punching and kicking,
it is possible to knock out a guard. Do this when the guard is at extremely
close range to you.

Punching with a weapon equipped will give the enemy more damage. The controls
are similar, except that a weapon is now equipped. It is still "pressing the
Circle button".

--------
Throwing
--------

When no weapon is equipped, the character can grab and throw an enemy. To
throw an enemy, simply run towards the enemy barehanded and press the
Square button at the appropriate time.

If the enemy happens to hit a hard obstacle after being thrown, he is likely
to be knocked unconscious. Though the knocked out enemies will be unconscious
for a short duration, it is still possible to shake them to get their Dog Tags.

-------
Rolling
-------

Rolling can also sometimes knock out an enemy. In fact, I once let my character
perform a torso-axial flip on a guard and knocking him unconscious. It's quite
a cool move. Check out 2.4 for details.

--------
Grabbing
--------

When no weapon is equipped, simply sneak behind an enemy [preferably he is
not moving to have a better chance of grabbing him] to grab him. Try to be
as near as possible but maintain no body contact. Stop just behind the enemy.
[Be careful not to make too much noises; slow walk will do!!!] Then, HOLD the
Square button to grab the enemy.

When the enemy has been grabbed by you for some time, it is possible for him
to pass out. You will see stars circling above his head, indicating that he
is temporarily unconscious.

--------
Dragging
--------

When you are grabbing an enemy [see above], it is possible to drag him along
some distance. With the Square button HOLD, use d-pad to control the movement.
However, the enemy tends to resist by struggling. If he keeps struggling,
he might break free from you. To prevent this, tap the Square button once or
twice to choke him and then continue holding the button to drag him. Do NOT
tap the Square button too many times unless you want to snap the enemy's
neck.

When grabbing and dragging a LIVE enemy, it is possible to use him as a human
shield against other enemies. The other enemies will sometimes hesitate to
attack you, fearing that this might hurt their companion. This technique is
cool but hard to be executed. It is quite useful when you are spotted by the
enemies and are heavily surrounded.

Dragging an unconscious or dead enemy is easy as they will not perform any
struggling. Without any weapon equipped, simply go near the body and hold
the Square button and then use d-pad to drag.

--------
Snapping
--------

When grabbing an enemy, simply tap the Square button repeatedly to choke him.
Eventually, the character will snap the enemy's neck, killing the enemy. This
method is advantageous in the sense that you do not need to waste any
ammunition
to kill the guard and also no blood will be dripped on the floor. Blood stains
on the ground can alert other guards.

----------------------
"Shaking Down" enemies
----------------------

It is possible to "shake" useful items out of enemy's body when the enemy is
unconscious or dead. Without equipping any weapon, press the Square button
to pick up the unconscious enemy. Then, release the Square button to put the
guard down. Repeated action of these will "shake" items sometimes out of the
enemy's body.

-------------------
How To Use a Weapon
-------------------

In general, with a weapon equipped, you press and release the Square button
to shoot. Hold the Square button without releasing it to aim. After aiming,
release the Square button only if you want to shoot. You notice that there
is some sort of a red laser beam from the gun that is pointing towards
the enemy. You can also make use of the L1 button to lock-on to the nearest
enemy.

With the Square button hold, hold the R1 button to switch to First Person View
mode and then aim at specific body part of the enemy. You can adjust your
aiming by using the d-pad or left analog stick. The reason for choosing to aim
at first person view mode is that it gives greater precision. For example,
aim and shoot at the head, neck or heart instantly kill the enemy in ONE
shot. Shoot at his hand and the guard cannot fire a weapon at you or shoot
at his leg and the guard will not be able to run after you.

If you do not aim using First-Person View at the enemy's vital points, it
is likely that you might need to fire a few more shots to kill the enemy.
Obviously, you wouldn't want to waste any unneccessary ammunition. After
aiming the specific body part you want to shoot, simply release the Square
button.

While aiming, you can also press both the L2 and R2 buttons simulanteously to
straighten your hands and also let the character stand on tiptoe. When
stand on tiptoe, it's possible to aim a high level object with greater
accuracy.

Sometimes, during aiming with the Square button hold, you suddenly do not want
to aim and shoot anymore. However, if you just simply release the Square
button, your character will shoot. This will then waste a bullet. There is
a simple trick to solve this problem. Simply SLOWLY release the Square button.
Do NOT release the Square button too fast, otherwise there will be shooting.
All you need is gently and slowly move your finger away from the Square button.
You will notice that the character will put down his gun slowly. This
technique does require some practice but it is very useful.

Note that weapons like Nikita missiles, Stinger missiles etc work slightly
different from the rest. Check out 3.2 for details of the various
specifications of all the weapons.

---------------------
Tranquilising a Guard
---------------------

Throughout the game, the only two weapons that are capable of tranquilising
a guard are the M9 Tranquiliser Gun and the PSG-1T Tranquiliser Rifle. When
a tranquiliser dart hits the enemy, it causes the enemy to fall into a
permanent sleep. It is possible to use a Tranquiliser weapon to put enemies
out of commission without having to fight.

You must take note that depending on which specific part(s) of the body you
shoot, the time for the effect to occur varies. For example, shooting at
the head causes the enemy to fall instantly to sleep while after shooting
at the hand/leg, it might take a few seconds after the shot, for the enemy
to fall asleep. The time taken for the effect to occur also depends on the
difficulty level.

After tranquilising the guard, he will sleep for a duration of time. How long
the guard will sleep depends on the difficulty level. The guards will tend to
sleep for a longer period at an easier difficulty level than those found at
harder levels. You can wake up a tranquilised guard by using a Coolant.

Let's just look at some advanced tactics you can use with weapon:

---------------
Tactical Reload
---------------

When the magazine runs out of ammunition, you will need to reload the weapon.
During reloading, the character is made defenseless in the middle of a battle.
So, make sure that when you are reloading a weapon, you must hide yourself
well from enemies.

During reloading, press the L2 button fast to have a quick reload. There is
another way to avoid the situation of reloading. When the magazine has ONLY
a few ammo left, tap the R2 button twice quickly to perform a quick change.
You notice that you will eventually switch back to the same weapon but the
magazine is fully loaded with ammo. As long as you remember to perform the
Quick Change twice, you won't have to worry about having to spend some time
reloading your weapon.

--------
Strafing
--------

Equip an assault rifle-type weapon or a handgun. Then, hold the L1 button,
Square button and the direction that you are running towards. Hence, you can
now run and shoot simulanteously at the same time.

-------------
Jump Out Shot
-------------

The Jump Out Shot is an interesting new concept introduced in MGS2. It is a
cool tactic that everyone should attempt to master it. This technique is
great for launching a surprise attack from a hiding place.

While standing at a corner with your character flattening against a wall,
press the Square button. Your character will jump out and aim the gun at the
closest target. Note that your camera angle MUST be in Corner View. If an
enemy happens to stand near the corner with his back facing the wall you lean
on, perform this technique to give the guard a surprise. Your character will
shout "Freeze". It's possible to use this method to acquire a Dog Tag. Note
that the action works even if you are crouching.

------------------------------
Throwing Grenades from Corners
------------------------------

This is a modified technique from the Jump Out Shot. It enables you to throw
Grenades with less risk to enemy fire. Your character must first be flattened
against a wall. With Grenade equipped, press the L2/R2 to peek around the
corner. The character will shift the Grenade to the suitable hand. Press and
hold the Square button and then release it to throw the Grenade. The longer
you hold the Square button, the farther the Grenade will be thrown.

Note that a Grenade explodes in five seconds immediately after the Square
button is first pressed. Therefore, do not hold the Grenade for long or
else, it might explode in the thrower's hand.

---------------
Playing With C4
---------------

It is possible to sneak behind a guard and secretly plant a C4 on his back.
The guard is unaware of the presence of C4 on his back. Then, when the guard
with C4 planted behind his back approaches other guards or is near a camera,
try detonate the C4 to create a blast explosion that kill them all in one
swoop. It's quite fun playing around with C4. However, a C4 explosion does
create quite a loud noise that alerts other guards too.

-----------------
Capturing a Guard
-----------------

The ability to capture a guard is probably another one of the game's coolest
new addition. To capture a guard, you need to have a weapon equipped first.

 1)First, sneak near towards the guard slowly. You can approach the guard from
   behind or from the sides of him. However, it is safer to sneak behind him.
   You must be at least less than six steps away from him.
 2)Hold the Square button and your character will immediately shout "FREEZE!"
 3)This surprises the guard and the guard will surrender himself by raising up
   his hands. We say that the guard has been "held up".

-------------------
Threatening a Guard
-------------------

You must first have a guard captured first. See above. When the guard is at
your mercy, it is possible to threaten him and he will hand over his Dog Tags
as well as some of the items/ammunition he has with him.

 1)After capturing a guard, you have to run to the front of the enemy. Release
   the R1 button but with the L1 button and Square button hold. Pressing L1
   automatically locks-on to the target. Then, use d-pad to move to the front
   of the guard.
 2)When you are in front of the "held-up" guard, point the gun at him. Don't
   hold L1 so that you can aim at specific body parts of the guard. It is
   preferable to aim the guard at either his head or his crotch [near his
   private part].
 3)The guard will convey his fears by "shaking" his body. By shaking his body,
   the guard should drop his Dog Tags. Collect his Dog Tag.
 4)After collecting his Dog Tag, you might want to continue to aim the gun
   at him, hoping that he would continue to "shake out" some items/ammunition.
   If not, either tranquilise him or use a weapon with a suppressor to shoot
   him.

Threatening a guard is NOT always that easy. There are some things that you
should take note:

 1)When you attempt to capture and threaten a guard, make sure that there are
   no other nearby guards.
 2)If you do NOT equip any weapon/point the gun at the guard for long, he
   will slowly put down his hands. When his hands are all down, he will attack
   you. To prevent this from happening, equip the weapon and quickly point
   the gun at him. This causes him to raise up his hands.
 3)If you stand in front of a tauting guard for a long time, a twinkle may
   appear in his eyes. He will then attempt to attack you.
 4)Equipping a heavy [and powerful] weapon such as the Stinger, Nikita, RGB6
   Grenade Launcher etc forces the guard to offer Dog Tags immediately
   without having to aim at his body parts. When weapons like Socom are used,
   you do need to point the gun at the guard or else it cannot frighten him
   and he will not hand over his Dog Tag.
 5)There are some guards that will resist your capture. Most faq writers here
   call these guards as "tough guys". To standarised things, I have decided
   to use the same name. When these guards are captured, they will ask you
   similar questions like "Are you going to shoot me? If so, do it!" Check
   out 2.9 for more details.

-------------
Blade Attacks
-------------

Sometime in the game [near the end of the game], your character will acquire a
High Frequency Blade. Press the Square button to switch between Edged style
[Red] and Blunt style [Blue].

Edged Style : Damage the enemy, causing enemy's Life gauge to decrease.
Blunt Style : Attempt to knock out enemy. Causes enemy's Stun gauge to
              decrease.

Blade is one of the coolest weapons to use in the game. The right analog
stick is responsible for controlling the blade attack.

Here are the controls:

--------------------------------------------------------------------------------
Name of Attack           -  Right Analog Stick   - Analysis
--------------------------------------------------------------------------------

Slash up/down            -  Up/Down              - Help to defend midsection
Swing Blade Horizontally -  Left/Right           - Attack enemy horizontally
Rotating Cut             -  Rotate the stick in  - Damages enemies in all
                            full circle            direction; Effective when
                                                   surrounded by enemies
Thrust                   -  Hold Down            - Jab the sword towards enemy;
                                                   Not that damaging

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

Don't forget that bullets travel faster than the movement of your blade. It
is important that you defend yourself. This can be done by holding the L1
button with the Blade equipped. With L1 hold, the Blade helps to deflect
attacks and bullets. Note that you can still move while defending. So, try
and get close to the enemy and attempt to chop the enemy up.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
2.8)Using the Codec and Radar
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

In your mission, you have two sophisticated devices to help you: Codec and
Radar. I will start off by explaining the use of codec first, then radar.

-----
Codec
-----

The Codec is a high-tech transmission device that allows you to communicate
with your allies for helpful tips and information. Throughout the entire
game, the codec is a vital device that will guide you along the way. Calling
some allies repeatedly might cause them to reveal certain things that you
need to do in order to proceed on the game when you are stuck anytime.

 1)Press SELECT to enter/exit Codec mode.
 2)You can adjust the frequency by pressing the left and right buttons.
 3)Press down button to display a memory window containing a list of all known
   Codec contacts. Then, select the recipient with the d-pad or left analog
   stick.
 4)When the correct corresponding frequency is set, press the Circle button to
   call the corresponding supporting characters.
 5)Sometimes, even with correct frequency, the person might not respond. If
   frequency is wrong, there will certainly be NO RESPONSE.
 6)You can SAVE the game by talking to the person with frequency corresponds to
   140.96
 7)When receiving a call, a GREEN CAll or a RED Call may appear. A green call
   is not compulsory for you to respond to but for a red call, you have no
   choice but to answer it. Often, these calls often contain vital information.
 8)Press the X button to skip the dialogues or end the conversation quickly
   whenever you do not feel like listening.

The Call Sign Frequency Table is as below:

--------------------------------------------------------------------------------
Tanker Chapter:                       |  Plant Chapter:
--------------------------------------|-----------------------------------------
                                      |
Otacon  141.12  For hints and advice. |  Colonel  140.85  For hints and advice.
Otacon  140.96  To save game.         |  Rose     140.96  To save game.
                                      |  Pliskin  141.80  For hints and advice.
                                      |  Stillman 140.25  For hints and advice.
                                      |  Mr. X    140.48  For hints and advice.
                                      |  Otacon   141.12  For hints and advice.
                                      |
--------------------------------------------------------------------------------

There are still other codec frequencies for other supporting characters but
there is really no point remembering them so I guess I won't bother to type in
these codec frequencies. Above will just be enough.

Not knowing the functions of some weapon and items? Equip the respective weapon
or item and use Codec to call Otacon [141.12]/Colonel [140.85] and they may
SOMETIMES explain the specification of the weapon/item in detail. If they don't
explain, try calling them several times.

-----
Radar
-----

Before beginning the game, you are asked to choose one out of three Radar
options: Type 1 Rader, Type 2 Radar and No Radar. Choosing Type 1 Radar
results in radar to appear even during intrusion mode [in vent, locker etc]
but not Type 2 Radar.

The "No Radar" option is advisable to be chosen only for expert players who
have memorised the locations and the petrol routes of the guards well. For
starters, it is advisable to choose type 1 Radar as this is the easiest and
most advantageous type of Radar to use.

--------------------------------------------------------------------------------
Type 1 Radar                         | Type 2 Radar
--------------------------------------------------------------------------------
                                     |
The Soliton Radar remains visible    | The Soliton Radar remains visible except
all the time, even inside a vent     | the character is inside a vent or a
or a hatchlocker.                    | a hatchlocker.
                                     |
--------------------------------------------------------------------------------

Electronic Jamming
------------------

 1)Occurs when a Chaff Grenade detonates
 2)It sends electronic interference, causing ALL electronic devices NOT to
   function properly. Your radar, enemy's radio, Cyphers, surveillance camera,
   certain weapons of yours like remote control missiles [Nikita], lock-on
   Stinger missiles or C4 with a remote detonator etc will fail to function
   properly.
 3)Jamming lasts for a while after the detonation of the Chaff Grenade. It
   resumes back to normal when jamming ends.

An "Investigation"
------------------

 1)SOME areas will require guards to radio in their status report periodically.
 2)An investigation is then carried out to search for the "missing" guards that
   have not been sending in their status report. You will notice several guards
   entering into the area.
 3)If they find nothing after sometime, the investigation ends. If they find
   something like a sleeping guard, a dead corpse, blood stains etc, trouble
   comes in. A sleeping guard that was once tranquilised by you may be awoken
   by other guards. Hence, disposing bodies is something that you can't ignore.
 4)When investigation ends, carried on with your usual "business" until the
   next request for a status report arrives.

A "Clearing"
------------

 1)When a guard has spotted your character or heard any gun fire, hiding is
   something an emergency. You can hide in the narrow vents, cardboard or
   inside a hatchlocker.
 2)The guard that spots you can also radio in to ask for help. To prevent him
   from using his radio, use Chaff Grenade or tranquilise him before he can
   use radio. If not, more enemies will come after you.
 3)An attack team will be launched and they will search every room.
 4)If you have chosen Type 1 Radar earlier on and you are hiding inside the
   vent or locker, you will notice that the Radar will display into a screen
   showing the movements of the searching team.
 5)The guards can sometimes open up hatchlockers or cardboard if they find
   anything suspicious. They are after all not 'retarded' at all.

Tip : The guards can sometimes look into the vents of the hatchlocker to look
      whether there is someone inside. Try to crouch while inside the locker
      so that the guards cannot notice you.

Tip : When the cardboard you are hiding in is within the vision of the enemies,
      do NOT move, otherwise the guard will be suspicious and check up the
      cardboard.

Cancelling an Alarm
-------------------

  -When character is spotted, enemy will try to use the radio to call for
   help, to cancel an alarm before it occurs, you can

 1)Use first person view mode to shoot the radio. The radio is on the enemy's
   belt. If he spots you, he will take the radio from his belt.
 2)Tranquilise the guard or kill the guard with a weapon that has a suppressor
   attached. You might consider doing punching and kicking on the guard to
   knock him temporary unconscious.

If guard manages to say ONLY a few words before the receiver can realise
much, then an investigation team will be sent ONLY. If guard does not have
enough time to report anything, nothing happens.

 3)You can also escape through a door to another NEW AREA, which results in the
   alarm status to downgrade from Alert Mode to Evasion Mode and slowly Caution
   Mode and finally back to Normal Mode. Alarm thus becomes ineffective in the
   new area.

Alert Mode
----------

 1)Occurs when the player is discovered by a guard, surveillance camera or a
   Cypher. Radar will not be displayed. You see a gauge below it. If you hide
   fast and remain undetected while the gauge continues to drop, you will enter
   the Evasion Mode when the gauge reaches zero.

Evasion Mode
------------

 1)Occurs when an attack team is searching for you. If nothing is found after
   some time, clearing occurs. When gauge reaches zero, you will enter Caution
   Mode. Radar will not be displayed. However, a screen showing the movement
   of the soldiers will be displayed if Type 1 Radar is displaced.

Caution Mode
------------

 1)Enemy soldiers are more alert than the usual during their petrols. Radar
   will be displayed. You will enter the Normal Mode when the gauge is down
   to zero.

Normal Mode
-----------

 1)Everything is as usual.

Radar Representation
--------------------

 -It is important that you learn the meaning behind each symbols shown in
  the Radar.

White Dot    : Location of Player.
Green Cone   : Player's field of vision in First Person View.
Red Dot      : Enemy Soldiers/Surveillance Camera/Cyphers.
Blue Cone    : Enemy's field of vision in First Person View. [Normal]
Yellow Cone  : Enemy's field of vision in First Person View. [Suspicion]
Red Cone     : Enemy's field of vision in First Person View. [Discover YOU]
Blue Areas   : Represents breathing points in the flooded areas where the
               players can come up to breathe frest air.
Yellow Areas : Indicates that a bomb has been placed there. Size of yellow area
               displaced depends on difficulty level chosen.
Yellow Dots  : Yellow dots indicate the positions of mines. Entering the cone-
and Cones      shaped area while in a standing position will cause the mine to
               explode. To reveal the yellow dots and cones in the radar, the
               mine detector MUST be equipped.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
2.9)Everything About Dog Tags
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

--------------------
What are Dog Tags???
--------------------

"Dog Tags" are ID badges worn by soldiers so that they can be identified if
killed on the battlefield. Information such as names and blood type is
engraved on the tags.

The names engraved on the Dog Tags are the names of the game's staff as well
as the winners of the "Name Recruitment Contest" held on Konami Computer
Entertainment Japan's web site from March to June 2001. There are also other,
rarer Dog Tags to be found.

----------------
Uses Of Dog Tags
----------------

Almost every guard, plus certain bosses/character in every difficulty level
carries a dog tag. Collecting a certain amount of Dog Tags is a KEY ELEMENT to
unlocking certain bonus items for your next game. It is best that you remember
the guards whom you have or have not collected Dog Tags from.

At tougher difficulty level, there should be more enemies patrolling and hence,
more Dog Tags are EXPECTED to be collected. After collecting some Dog Tags,
save your game and then go to Dog Tag Viewer in the Special Mode and load the
saved file to view the various Dog Tags collected. Accessing to the Dog Tag
Viewer also reveal the name of the area for a particular Dog Tag also reveal
the corresponding guard is found in. The Dog Tag Viewer also gives you a
glimpse of how many enemies are found in each area.

In total, there are 361 Dog Tags scattered throughout the guards in all
difficulty levels. Therefore, to collect all Dog Tags, you must PLAY through
all difficulty levels.

----------------------
Dog Tags In Possession
----------------------

The number of Dog Tags collected so far is recorded in saved game data. During
the game, go to the equipment menu and select a Dog Tag icon. The quantity
displaced next to the Dog Tag icon reveals the total number of Dog Tags
currently possessed.

Note that the Dog Tag icon resembles the shape of a badge, some sort of a
cylinder. Note that it is impossible for me to draw an ASCII diagram of the
Dog Tag icon.

If you are playing the Tanker Chapter, the number next to the Dog Tag icon
tells you the total number of Dog Tags from the Tanker Chapter. The same
thing applies to that of the Plant Chapter.

There are two ways to view whether a guard carries a Dog Tag or not:

 1)Wear a Thermal Goggles and view in first person view mode to see the neck of
   the guard. You should see the shape of the Dog Tag around the neck.
 2)Without any Thermal Goggle equipped, just view the guard's neck in first
   person view mode. You should see a telltale flash of light around their
   necks. However, you can ONLY see the flash of light when you are VERY NEAR
   to the guard.

There are two ways of obtaining Dog Tags from enemies:

 1)Capturing a guard and threatening them to hand over their Dog Tags as well
   as other items they possess. - Method 1
 2)Make guard unconscious. Search the guard by "shaking" his body. - Method 2

For descriptions of how to carry out Method 1 and Method 2, check out 2.5
and 2.7 for details.

The chance of "shaking out" Dog Tag from an unconscious guard is very slim for
most of the time. You might need to "shake" the guard for several times.
However, for a temporary unconscious guard [with stars circling above his
head], you don't have a lot of time to "shake" him because he will wake up
after a short period of time.

Method 1, on the other hand, is more risky of being spotted. However, it is
a more reliable method- When the guard first "shakes" his body for the first
time after being captured and threatened, he will always drop their first
item and this first item is always his Dog Tag.

------------
"Tough Guys"
------------

Before reading, make sure you have checked out 2.7 on how to capture and
threaten a guard for Dog Tag.

Daniel Engel, the faq writer of the MGS Dog Tag faq called these guards
"tough guys"- quite an informal way to describe them. Many faq writers here
also use the same name so I have decided to stick to it.

Most of the time, after capturing and threatening the guard, I will usually
tranquilise them rather than killing. Since these guys refuse to hand over
their Dog Tags, I have no choice but to make them suffer- Well, they want
to act "tough" like what Daniel Engel so I have to give them a chance by
shooting them to see whether they can still be "tough".

When such guards are captured, they tend to ask you questions like "Are you
going to shoot them. If so, do it." So, do it like what they say. You must
be careful that these guards have a high tendency of overthrowing you whenever
they have a chance. Remember to point the gun at them almost every instant.
However, if you just point the gun at him for long without doing other things,
he will also overthrow you.

After capturing such guard, this is the way to deal with them:

 1)Equip a gun that has a suppressor attached to it.
 2)Shoot at either one of his legs or his hands. Shoot once will do.
 3)He will beg for mercy.
 4)Then, aim the gun at his head and he will "shake" out his Dog Tag.
 5)After collecting the Dog Tag, it's best to either tranquilise him or
   kill him.

You have to take note of these things:

 1)Do NOT shoot at his head or heart. You don't want him to die before you
   get his Dog Tag, right?
 2)Do NOT use a tranquilised weapon to shoot him. You don't want him to fall
   into a sleep before he "shakes" out his body for his Dog Tag.
 3)The weapon chosen to shoot the guard is preferably to have a suppressor
   attached to it. Shooting is inevitable and without a suppressor attached,
   the noise produced will alert other nearby guards. If you do not have
   a weapon with a suppressor attached to it, it's best to tranquilise other
   guards in the same area before taking out this guard. The logic is that
   the tranquilised guards are sleeping so soundly that even gunfire shots
   cannot wake them up.

--------------------------------------
How To Wake Up a Tranquilised Guard???
--------------------------------------

Sometimes, you want to use Method One rather than Method Two but you happen to
just tranquilise the guard. Simply use the Coolant which you will acquire
sometime in the game and spray at him. This wakes up the guard.

When the guard is about to regain his conscious and stands up [using Coolant
to wake him up], quickly station behind him. Equip your gun, get ready and
point the weapon at him. When he stands up, your character will shout
"Freeze"- this is quite an easy way to capture the guard.

================================================================================
03)Listing:
================================================================================
UNDER CONSTRUCTION!!! COMING SOON!!!

================================================================================
04)Mission Analysis:
================================================================================

Metal Gear Solid 2 is composed of two main chapters: the "Tanker Chapter" and
the "Plant Chapter". MGS2's plot is full of many complexing twists. To
understand the plot of MGS2 well, it is important that you know a little bit
of the stories of the past Metal Gear games, otherwise, you might have a hard
time following.

Before you begin playing MGS2, make sure that you know these things:

 1)the stories of the past MGS2 well, especially the story of the original
   MGS talking about the "Shadow Moses Island Incident".
 2)read a brief introduction of what the Tanker Chapter and Plant Chapter
   from the instruction manual.
 3)stuffs like Foxhound, Big Boss, Outer Heaven, Zanzibar etc.

 =>You can find out more about the plot of the past Metal Gear games by going
   to the SPECIAL option, then select the PREVIOUS STORY option and read the
   articles found there. Note that you don't have to read off. Just read those
   important points. Some of the articles are hundred plus pages long. I wonder
   who has the stamina to read those lengthy words. I have a suggestion: Hideo
   Kojima can start writing a novel. Hahaha. Note that I won't be so 'crazy'
   to type out every single word into my faq from these articles.

 3)Know that you should try your best to collect as many Dog Tags as possible.
   During walkthrough, I won't remind you to get Dog Tags for most of the time.
   For the time being, I will not touch a lot on how to collect Dog Tags. When
   I have finished with the walkthrough and the rest, I will soon be providing
   some strategies to deal with certain specific guards to get their Dog Tags.
   Meanwhile, kindly wait patiently.

 4)Remember to read the section of the game basics found in the faq. [From 2.1
   to 2.9]  It's not neccessary to read through the entire section but at
   least read some of the new stuffs that are introduced to MGS2 like Jump
   Out Shot, performing a roll etc.

---------------------
Using the Walkthrough
---------------------

The walkthrough will be divided into two parts: Tanker Chapter and Plant
Chapter. I try to write the walkthrough in a way such that minimum spoilers
are revealed.

The main walkthrough is divided into two columns. The left column describes
the steps needed to clear the "area". The right column consists of some
extra hints and strategies to guide you.

The approach of the walkthrough is quite different from what you have seen in
most faqs- rather than telling you "how to do", questions will be set to let
you "think" about it. At certain parts of the walkthrough, you should notice
stuffs like the "Scene Analysis" and the "Area Analysis".

The "Scene Analysis" usually comprises questions that are related to the
main ideas you see during a cinema cutscene- the answers to these questions
are connected to the vital parts of the plot. It is hoped that instead of
me explaining the cutscenes, the use of questions can help to minimise any
possible spoilers as well as further highlighting the important idea that
you should take note of regarding the plot. With that, I hope this will help
you understand the plot of MGS2 better.

The objective of the "Area Analysis" is to hope that players will be more
familiar with the surroundings of MGS2 by breaking it into several short
paragraphs. Each short paragraph usually contains one main idea about this
area. The "Area Analysis" will also aim to cover minor details about the
area that the players might often neglected it. An example of a minor detail
will be a fire extinguisher- often, players might not notice the existence
of this fire extinguisher or do not know what to do with it but it is possible
to put it to good use.

Depending on the difficulty level, there should be variations in the number
of enemies in each area, the patrol routes of the enemies etc. My walkthrough
will mention about the variation in the number of enemies in each area for
each difficulty level. Sometimes, my walkthrough may describe a bit about
the patrol routes of the enemies in an area.

There is one last important point to take note. My walkthrough will not be
describing in details how to obtain items like ration, bandage, pentazemin,
ammunition, grenades etc - such items are scattered throughout the game
and are quite abundant. Hence, I don't see any point of doing this as I
believe it will be better for you to explore on your own. However, my
walkthrough will describe in details about some specific weapons and
equipment- such items exist in only ONE quantity throughout the game.
Examples are Thermal Goggles, Night Vision Goggles and weapons like the
Socom, Nikita etc- You can only have one Thermal Goggles in your inventory
at a time, right?

-----------------------
Using the Abbreviations
-----------------------

First of all, thanks to Hyral <hyral@hyral.f2s.com> for allowing me to use
abbreviations that are similar to the one he uses in his faq.

--------------------------------------------------------------------------------
Difficulty Level                     - Abbreviation
--------------------------------------------------------------------------------

Very Easy                            - [VE]
Easy                                 - [EA]
Normal                               - [NO]
Hard                                 - [HA]
Extreme                              - [Ex]
All Difficulties                     - [AD]

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

I will be using the abbreviations a lot in my walkthrough. For example,

[VE] Item   -  This item can only be found here if you are playing Very Easy
               mode.

[AD] Item   -  This item can be found here at all the difficulty levels. [From
               Very Easy to Extreme]

I hope the example is quite clear.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
4.1)Tanker Chapter
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Finally, the walkthrough begins from here. You control Solid Snake- the
legendary hero who creates a legacy of the Shadow Moses incident.

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

Mission         : Infiltrate into a marine tanker called the U.S.S. Discovery
Objective         and make visual confirmation of a gigantic walking nuclear
                  tank called Metal Gear. The model of this tank, this time,
                  is called Metal Gear Ray.

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

--------
Aft Deck
--------

Scene Analysis  : The starting scene is a neat and cool one. Have fun
                  watching. You might want to think about these questions
                  when you are watching the scenes:

                   1)Who leaked the Metal Gear's top secret technology into the
                     black market and how did he do it?
                   2)The place where the ship leaves? The place where the ship
                     is heading?
                   3)Think about the purpose why the navy builds a Metal Gear.
                   4)Why is there a group of Russian invaders on the ship?
                     What weapon do they carry? What do they want?
                   5)Remember the face of the Russian guy that you took a
                     picture of.
                   6)What is the "Philanthropy"?
                   7)Think about the two lines which Ocelet says.
                   8)Where was Ocelet at the end of the "Shadow Moses"
                     incident?
                   9)Think about how Otacon gets the classified information
                     about the new Metal Gear model.
                  10)When does the "Tanker Chapter" takes place?

                  Take note of how the Russian intruders dispose the bodies of
                  the dead marine soldiers whom are killed by them.

                  Do give these questions some serious thoughts. You do not
                  really need to know all the answers.

                  Otacon also explains some basic controls and how to execute
                  some cool moves like Jump Out Shots. Remember to read them.

Area Analysis   : You land on the deck of the ship. The weather is cold. Solid
                  Snake is a human after all. Can he get sick? What to do if
                  he gets sick? I am sure you can handle this. Don't stay too
                  long in a cold area!

                  Since you face the vessel from the back at your first initial
                  position, the port side of the ship is to the left and the
                  starboard side is to the right. Remember to know the meaning
                  of these two words because I will be using the two terms
                  quite often.

                  On each side of the ship [starboard and port side], there
                  is a disposal gate. Can I toss something into the water from
                  here? I bet you know what to do with the bodies of your
                  enemies. Considering that the Aft Deck is a big area, as
                  long as you hide the bodies well in some corners, you don't
                  really need to drag the bodies all the way to the gates.
                  Don't waste any unneccessary time.

                  There is a total of four watertight doors. Two of them are
                  sealed while the other two can be opened. See below:

                   1)Portside level  1 : Leads to Deck-A's Crew's Quarters.
                   2)Portside level  2 : Sealed.
                   3)Starboard level 1 : Sealed.
                   4)Starboard level 2 : Leads to Deck-B Crew's Quarters.

Enemy Analysis  : [AD] - Three enemies.

                  There are three enemies each in the starboard, port side
                  and even the top deck. From your initial position, far
                  away when viewed in first person view mode, there are
                  lights directly below the top deck. Can these lights be
                  of any use?

                  The two guards at the higher level deck wears a binoculars.
                  This allows them to extend their cone of vision. Be careful!

Status Analysis : You have an AP Sensor to detect nearby enemies, a Camera to
                  take pictures and a M9 Tranquiliser Gun. Right now, you do
                  not have a weapon that has the ability to kill. So, you
                  cannot afford to be spotted in this area. Don't forget about
                  Dog Tags too. As for Cigs, our hero, Solid Snake still can't
                  kick away his bad habit.

--------------------------------------------------------------------------------
  Steps                                  |  Hints and Strategies
--------------------------------------------------------------------------------
                                         |
- Explore the deck and take whatever     |- To lure the guard at the top deck
  Ration, ammunition etc you find.       |  to the bottom deck, try shooting
                                         |  the light directly beneath him.
- Whenever you are near watertight doors |  That attracts the guard at the top
  1) and 4), Otacon will call you via    |  deck down to the lower deck. This
  codec. See above.                      |  saves the trouble of dragging the
                                         |  guard over a long distance to dis-
- When you are ready, get to Deck-A via  |  pose his body. However, this meth-
  the watertight door at Portside level  |  od MAY NOT work sometimes.
  1. You can enter the Deck-B via the    |
  watertight door at second starboard    |- Remember the Triangle button that
  level but you don't want to miss any   |  let you to climb over obstacle.
  thing at Deck-A, right? So, let's just |  You may need this strategy to
  go to Deck-A.                          |  reach out for a box of ammunition.
                                         |
--------------------------------------------------------------------------------

-----------------------
Deck-A, Crew's Quarters
-----------------------

Area Analysis   : Everything in Deck-A is pretty straightforward. There is a
                  room which is worth exploring. The lockers inside the room
                  are good hiding spots.

Enemy Analysis  : [AD] - One enemy.

                  The guard is also a man too. His eyes will be wide open when
                  he sees the posters. [Can the posters be used as a form of
                  distraction?]

Extra Stuff     : At the top left of Deck-A is a watertight door. Try 'playing'
                  with it to see what happens.

                  Play around with the posters that are pasted onto the locker
                  door.

                  Maybe hide inside the locker, look closely at the posters
                  by adjusting your view with the left-analog stick with R1
                  hold. You might hear a smooching sound with all the kisses
                  make. Try pressing and releasing the R1 button.

                  Try calling Otacon when you are inside the hatchlocker.

                  Try flattening against the locker door with hand touching the
                  poster and knock on the door when a weapon is equipped. Do
                  you hear anything special?

                  Don't forget to take pictures with your Camera. If you have a
                  Digital Camera, remember to save these pictures on your
                  memory card.

--------------------------------------------------------------------------------
  Steps                                  |  Hints and Strategies
--------------------------------------------------------------------------------
                                         |
- Explore Deck-A and you will find a     |- It is impossible to sneak past the
  room to enter.                         |  guard without discovered and taking
                                         |  down the guard.
- Collect any ammunition found in the    |
  room. [Open hatchlockers???] Try       |- The guard is easy to take down.
  punching and kicking hatchlockers that |  Try Jump Out Shots.
  are locked.                            |
                                         |
- Once ready, exit the room and head     |
  right. You see a guard blocking the    |
  path. Take good care of this guard.    |
                                         |
- Exit through the door in the north.    |
                                         |
--------------------------------------------------------------------------------

--------------------------------
Deck-A, Crew's Lounge, Starboard
--------------------------------

Area Analysis   : You start off at the corridor outside the Lounge area.

                  From your initial position, further north is a staircase
                  which leads you down to the Engine Room. But, don't go
                  there first. You won't go far if you head to the Engine
                  Room now.

                  At your initial position, look up and you should see pipes
                  in the ceilings. In case you get spotted, do you know what
                  to do?

                  Look left towards the lounge and you see a few guards
                  patrolling. This makes collecting Dog Tags from these
                  guards difficult.

                  At the lounge, go up the staircase and you will notice two
                  doors, one on the left and the other on the right. The
                  left door is not accessible. You have to use the right
                  door.

                  The corridor at the far west side of the lounge has a
                  staircase that leads to the bottom with a dozing guard.
                  The dozing Russian guard is swarmed by flies. There is also
                  a box of USP ammo but you cannot get it unless you have the
                  USP weapon. I suggest you deal with this guard later on when
                  you have the USP. But if you want to collect Dog Tag from
                  him, do go ahead.

Enemy Analysis  : [AD] - Three enemies.

                  The patrol routes for the enemies varies at different
                  difficulty levels. There are two guards at the lounge
                  and the third guard is at the port side stairs. The third
                  guard is the Russian guard that is swarmed by flies.

                  [VE] - The first guard is sitting in the central staircase.
                         The second guard will not appear initially. When you
                         return to Deck-B the next time, the second guard will
                         appear. The third guard stays at the bottom of the
                         port side stairs all the time.

                  [EA] - The first guard is sitting in the central staircase.
                         The second guard will be patrolling along the star-
                         board corridor of the lounge. For the third guard,
                         it is similar to that in [VE].

                  [NO] - The first guard patrols the port side of the corridor
                         of the lounge. For the second guard, it is similar to
                         that in [EA]. For the third guard, it is similar to
                         that in [VE] also. [as well as EA too!]

                  [HA] - The first two guards are similar to that in [NO].
                   &     For the third guard, he will patrol from the bottom
                  [EX]   of the port side stairs all the way to the port side
                         door. He will sometimes stop for a while, then give
                         that sleepy look on his face and then continue
                         patrolling.

                  Try shooting the large window at the centre of the lounge.
                  It leaves a hole in the window. Enemy may investigate the
                  hole in the window if they see it. A form of distraction?

Extra Stuff     : At the lounge, after taking care of the guards, do hang
                  around. Try smashing bottles and take some cool pictures.

                  Take a look at the scrolling image on the widescreen
                  television on the port side wall- what do you see?

--------------------------------------------------------------------------------
  Steps                                  |  Hints and Strategies
--------------------------------------------------------------------------------
                                         |
- The simplest way to take care of the   |- If you want to deal with the
  guard is simply aim in first person    |  Russian guy that has flies
  view mode and tranquilise the guards   |  hovering above his head, you
  from far away.                         |  should do it swiftly- The
                                         |  flies can swarm towards you
- Simply head up the stair and enter the |  after some time and this
  door to the right to go to Deck-B.     |  captures his attention.
                                         |
--------------------------------------------------------------------------------

----------------------------------
Deck-B, Crew's Quarters, Starboard
----------------------------------

Area Analysis   : Depending on the difficulty level chosen, there will be one
                  to two guard(s) patrolling the area. The area here is quite
                  easy to explore and the guards here are easy to capture for
                  Dog Tags.

Enemy Analysis  : [VE - EA] - One enemy.
                  [NO - EX] - Two enemies.

                  For [VE- EA], there is ONLY one guard patrolling this area
                  at the Forward Hallway. For [NO - EX], the second guard is
                  at the rear hallway.

--------------------------------------------------------------------------------
  Steps                                  |  Hints and Strategies
--------------------------------------------------------------------------------
                                         |
- You should be able to handle the       |- There is a watertight door here
  guard(s) here.                         |  that can lead you back to Aft
                                         |  Deck at Starboard level 2.
- When you are ready, head up the stairs |  See if you can find it.
  in the western side of Deck-B to get   |
  to Deck-C.                             |- There is a hatchlocker at the rear
                                         |  hallway. Maybe, you can use it.
                                         |  Anyway, it's optional.
                                         |
--------------------------------------------------------------------------------

----------------------------
Deck-C, Crew's Quarter, Port
----------------------------

Area Analysis   : There is a surveillance camera mounted high on the wall in
                  the corridor. A tranquiliser gun cannot destroy the device.

                  There is a fire extinguisher by the doorway. In case, you
                  get spotted by the camera, do you know what you should do?

Enemy Analysis  : [VE - EA] - No enemy.
                  [NO - EX] - One enemy.

                  For [VE - EA], there will be NO guard stationing at Deck-C.
                  For [NO - EX], there will be one guard stationing here. The
                  guard won't be here at this moment. However, when you
                  return to Deck-C the next time, the guard will be here.
                  I will inform you when the time comes. So, don't bother
                  about the guard here at this moment.

                  [VE - EA] - Surveillance camera does not pan back and
                              forth.
                  [NO - EX] - Surveillance camera pans back and forth.

--------------------------------------------------------------------------------
  Steps                                  |  Hints and Strategies
--------------------------------------------------------------------------------
                                         |
- Simply perform a side-stepping to get  |- It is safe to walk directly beneath
  past the camera.                       |  a surveillance camera.
                                         |
- Explore the area. Try opening the      |- Using a Chaff Grenade is an easy
  hatchlocker.                           |  way to sneak past the camera.
                                         |  However, why bother to waste one
- When everything's ready, go up the     |  ammunition when you can easily
  staircase near the hatchlocker to go   |  sneak past the camera with side-
  to Deck-D.                             |  stepping.
                                         |
                                         |- Another way to sneak past the
                                         |  camera is to become "invisible".
                                         |  Can you figure this out?
                                         |
                                         |- If you do plan to get Dog Tag from
                                         |  the guard the next time you return
                                         |  here, the hatchlocker might be a
                                         |  good place for hiding.
                                         |
--------------------------------------------------------------------------------

-----------------------
Deck-D, Crew's Quarters
-----------------------

                  Below shows a diagram of part of the layout of Deck-D.
                  It is not drawn to scale. Forgive me for the bad diagram
                  below. I won't be drawing out the details inside Room 1
                  and Room 2.

                   _____________ ____         ___________________
                  |             | S1 |       |     -> Leads to   |
                  |    A        |    |       |    |   Room 2.    |
                  |             |    |_______|    |              |
                  | Leads to <-            B      |              |
                  | Room 1.  XXX|____________     |     D        |
                  |           SC|XXXX| S2 |XX| IR |              |
                  |             |____|    |__|    |______________|
                  |                     C         |
                  |_____________|_________________|


                  Room 1 - Mess Hall
                  Room 2 - Food Storage Pantry
                  SC     - Surveillance Camera
                  IR     - Semtex C4 Trap
                  S1     - Leads to Deck-C. [Initial Position]
                  S2     - Leads to Deck-E Bridge.
                  A to E - Represent the Guards.

Area Analysis   : The security at Deck D is quite tight. Depending on the
                  difficulty level, the number of enemies present in Deck-D
                  can range from two to four.

                  There is a surveillance camera inside Room 1. The tables
                  underneath in Room 1 are worth hiding. Do explore behind
                  the kitchen counter inside Room 1.

                  There is a fire extinguisher near the Semtex C4 Trap. The
                  setting up of Semtex C4 Trap involves the explosive C4 and
                  the Infrared beams. If your character touches the beam, it
                  will trigger the explosion of the connected C4 and that's
                  Game Over.

                  In Room 2, explore around and you should see other boxes that
                  are marked with the word "The Orange". Notice that the
                  Cardboard Box 1 obtained here are identical to these boxes?

                  With so many guards and traps around, you cannot afford to
                  be spotted. You have to plan all your steps carefully,
                  especially if you want to get Dog Tags from these guards.

Enemy Analysis  : [VE - EA] - Two enemies.   [C and D]
                  [NO]      - Three enemies. [A, C and D]
                  [HA - Ex] - Four enemies.  [A, B, C and D]

                  Explore the southern portion of room 2. The Pantry guard
                  will then return to his post, with his back facing the
                  northern part of the food shelves. The Pantry guard looks
                  sleepy. [Does this tell you anything about the Guard?]
                  I have to mention that it takes some time for the guard
                  to slowly make his way to his post.

Equipment       : Cardboard Box 1 [AD].

--------------------------------------------------------------------------------
  Steps                                  |  Hints and Strategies
--------------------------------------------------------------------------------
                                         |
- Explore Room 1 and Room 2 in whatever  |- Guard B and C may occasionally face
  order you prefer.                      |  the door leading to Room 1, the
                                         |  Mess Hall. If you happen to stand
- Get [Cardboard Box 1] in the southern  |  near the door while inside the Mess
  part of Room 2.                        |  Hall, the door might open and the
                                         |  the corresponding guard might
- Remember the various ways of how to    |  you.
  make the Infrared-Red beams "visible"? |
  Check out 2.5 for details.             |- The "usual method" - Otacon.
                                         |  What's Solid Snake's favourite?
- To sneak past the the corridor with    |  Other alternative method? F-i-re
  the Semtex C4 Trap, you have to crawl  |  ext-in-gu....? Shoot at it?
  your way through.                      |
                                         |- Get spotted here? Try either one
- After exploring the area, head to S2   |  of these three stuffs:
  and go up the stairs, leading you to   |
  the Deck-E Bridge.                     |   1)Head up either stairs S1 or S2.
                                         |   2)Use your Cardboard Box 1. Stack
                                         |     your Cardboard Box 1 well with
                                         |     other "similar" boxes.
                                         |   3)Restart your game and try again.
                                         |
--------------------------------------------------------------------------------

------------------
Deck-E, The Bridge
------------------

Scene Analysis  : The scene here is quite straightfoward to understand what
                  is going on. You might want to take note of the special
                  name for the Chopper.

Area Analysis   : There is nothing much to say about here. No enemies here
                  but two dead marine soldiers.

                  Both the watertight doors to the left and right lead to the
                  navigational deck. However, only the left watertight door
                  can be opened. The right one is sealed currently.

Enemy Analysis  : [AD] - Not a single enemy.

--------------------------------------------------------------------------------
  Steps                                  |  Hints and Strategies
--------------------------------------------------------------------------------
                                         |
- After regaining control of character,  |- The first boss fight awaits you.
  you should save your game now.         |
                                         |- You desperately need the life-
- Collect a Ration if there is.          |  saving Ration for the fight later
                                         |  on.
- Open the left watertight door and head |
  to the navigational deck.              |
                                         |
--------------------------------------------------------------------------------

-----------------------
Navigational Deck, Wing   [Part One]   [Before beating Olga]
-----------------------

Scene Analysis  : You might want to take note of:

                   1)the relationship between Olga and the Russian man whom
                     you took a picture just now.
                   2)the reason(s) why Olga was asked to leave the unit?
                   3)the word with first letter 'L' that is said by the
                     Russian man.
                   4)the relationship between Olga, the Russian man and her
                     unit? Her military training?

Area Analysis   : You find many crates stacked here, walls, a light [back left
                  corner] and a large green-colour tarp [Cloth].

                  There should be a M9 ammo [and a Ration] nearby. Take them
                  when needed.

Boss Analysis   : Olga Gurlukovich is not a tough opponent generally. She
                  uses a USP weapon [it can KILL] and occasionally throw
                  Grenades at you.

                  Though you do not have a weapon capable of killing, the
                  M9 can tranquilise her into sleep. When she is tranquilised,
                  battle ends.

                  You will notice that when each dart from M9 shoots her, her
                  green Life gauge will NOT decrease but her purple Stun Gauge
                  will decrease. Boss fight ends when Stun Gauge is zero.

Extra Stuff     : Try defeating Olga on the left side and the right side of
                  the Navigational Deck. Look carefully at the scene where
                  Olga is tranquilised. Can you find anything unusual?

--------------------------------------------------------------------------------
  Boss                                   |  Hints and Strategies
--------------------------------------------------------------------------------
                                         |
- Shooting at you with USP weapon.       |- Use L1 button to lock-on to target.
=>Hide behind crates to dodge her        |  Before you have finished aiming,
  bullets.                               |  you might already get shot.
                                         |
- Throw grenades at you.                 |- This fight is a good chance to show
=>She will shout "Take this!" before she |  how well you have mastered your
  throws the grenade. You should move to |  Jump Out Shots.
  another position whenever you hear     |
  this. Sometimes, when she does not     |- The best strategy to use is
  know where you are, she will throw     |  to create a 'deceiving' tactic.
  Grenade at you to lure you out.        |  Let her think that you are at one
                                         |  spot and she will hide behind the
- Shooting at tarp. The tarp flutters in |  walls, shooting in this direction.
  the wind. This hides her well.         |  Quickly, crawl/roll to a new
=>Move to the far-left side of the open  |  position where you can shoot her.
  space. Aim and shoot at the lower-     |  She still thinks that you are still
  right anchor of tarp. The wind blows   |  at the original position. Then, pop
  blows the tarp away.                   |  out from the new position and
                                         |  shoot her. Quickly, go back to
- Shift the light at you towards your    |  hiding and repeat this strategy
  direction.                             |  until she's been tranquilised.
=>It makes you hard to aim at her. If    |
  you switch position, she will also     |- This is another great strategy to
  shift the light. It's possible to      |  use. Notice that on the ground,
  shoot and break the light from a       |  there is a small hole in between
  corner. Hence, she cannot use the      |  two boxes on the bottom right
  light to blind you again.              |  of the screen? Lie your body flat
                                         |  on the ground and shoot at Olga
                                         |  from here. This is a good spot
                                         |  to shoot at Olga. If Olga throws
                                         |  a grenade at you, be sure to move.
                                         |
                                         |- You might want to hold L2 and R2
                                         |  [plus R1] when you are aiming at
                                         |  her from a certain spot.
                                         |
--------------------------------------------------------------------------------

Do you know?
------------

After hours of playing, I managed to beat Olga in Extreme Mode and got all the
Dog Tags from all the enemies in the "Tanker Chapter". Right now, I am left
with the Dog Tags from the enemies found in the "Plant Chapter". Anyway, this
isn't the main topic.

One thing I notice about beating Olga in Extreme Mode is that no matter how
hard I shoot, I just couldn't successfully break the light. For the other
difficulty levels [VE - HA], breaking the light through shooting are possible.
In case, you are challenging Olga in Extreme Mode, you might want to drop the
idea of breaking the light. I wonder if there is any sharpshooter here who
has successfully broke the light?

Since the light is not possible to be shot, the problem arises when she uses
the light to blind you. Like what most guides suggested, the best way is to
hide in a place and when she throws a Grenade at you by saying "Take this!",
quickly move out and shoot her.

In Extreme mode, two shots from Olga will have your character killed. An
explosion of the Grenade will kill your character instantly.

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

-----------------------
Navigational Deck, Wing   [Part Two]   [After beating Olga]
-----------------------

Scene Analysis  : You might want to take note of:

                   1)Why is there a Cypher? The purpose of the Cypher there?
                   2)What is the name of that Russian man? His rank in
                     military?
                   3)Who is the sender of the tip?
                   4)Any relationship between the sender and Otacon? Why
                     have they not met each other for so long?

Area Analysis   : The area here is quite straightforward for exploration.
                  First, do not enter the Deck-E Bridge via the left
                  watertight door. There are some items to get.

Enemy Analysis  : [AD] - One enemy.

                  There is only one enemy here on the starboard side for all
                  difficulty levels. You should be able to get his Dog Tag
                  easily.

Status Analysis : You now have a USP weapon that has the ability to kill.

                  However, its drawback is that it does not have a suppressor
                  attached to it. Noise level is therefore not minimised
                  during shooting.

                  Another disadvantage is that when the USP pistol is used for
                  aiming and shooting, it gives off a flash of light that can
                  attract nearby guard's attention. If you don't believe it,
                  try holding Square button to aim and go to First Person View.

                  Though you have the USP weapon now, it has run out of ammo.
                  Go to Deck-E Bridge, Mess Hall of Deck-D, the hatchlocker in
                  Deck-B etc to collect your USP ammo.

Extra Stuff     : Olga now lies unconscious on the deck. Try taking a photo
                  of her. How about her armpits? Her chest?

Item/Equipment  : Thermal Goggles [AD], Wet Cardboard Box [AD].

Weapon          : USP Pistol [AD].

--------------------------------------------------------------------------------
  Steps                                  |  Hints and Strategies
--------------------------------------------------------------------------------
- "Shake" the body of the unconscious    |- For [NO - EX], there is a guard
  Olga for her Dog Tag.                  |  patrolling at Deck-C now. Remember
                                         |  to get his Dog Tag.
- Continue heading east until you find   |
  a ladder. Climb up the ladder until    |- I assume you have read the Game
  you reach the top to collect the       |  Basis and know how to capture and
  [Thermal Goggles].                     |  threaten the guard. Now that you
                                         |  have a USP weapon that can kill,
- Then, head down to the base of the     |  you should spend some time to
  ladder and continue heading east to    |  collect Dog Tags from those "tough
  the starboard side. A guard walks out  |  guys".
  of the previously sealed watertight    |
  door. The door can now be opened.      |- This is NOT a hint/strategy.
                                         |  I just wonder why Konami lets
- Take good care of the guard. Then,     |  the character climb so high up
  collect the [Wet Cardboard Box] at the |  the ladder just to collect a
  starboard side.                        |  [Thermal Goggles]. A little waste
                                         |  of our time. Konami could have
- Once everything's ready, head to the   |  placed it at a lower level...
  Engine Room. I hope you still remember |
  the descending staircase at the Crew   |- Head up the starboard stairwell of
  Lounge which I told you not to enter   |  the Deck-A Crew Lounge and descend.
  earlier.                               |  Then collect the Stun Grenade and
                                         |  enter the door to reach the Engine
                                         |  Room.
                                         |
--------------------------------------------------------------------------------

The Engine Room is a huge area. I will divide the Engine Room, Starboard
area into two different parts. The third part of the area is the Engine
Room, Port area.

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

----------------------
Engine Room, Starboard   [Part One]
----------------------

Area Analysis   : Move up further and you will see a door that leads to the
                  second part of the Engine Room. Explore the area first.

                  Continue further up. Look up to see hatchlockers and if
                  you look right onto the floor, you notice an action figure
                  and a torchlight.

Extra Stuff     : Try opening up one of the hatchlockers for a surprise. [Not
                  another Resident Evil?]

                  The action figure resembles a character with initial 'VR'
                  from the original MGS. He once told Snake that he will
                  watch over him- his words came true. So, have you figure
                  out his identity?

                  Try firing a dart with M9 at the torchlight to terminate
                  the light source.

                  Try shooting at the action figure with M9 for a surprise.

                  Remember to take a picture of the action figure.

--------------------------------------------------------------------------------
  Steps                                  |  Hints and Strategies
--------------------------------------------------------------------------------
                                         |
- Climb up the crates to get USP ammo.   |
                                         |
- Once you are ready, head to the door   |
  that leads you to the second part of   |
  the Engine Room.                       |
                                         |
--------------------------------------------------------------------------------

----------------------
Engine Room, Starboard   [Part Two]
----------------------

Area Analysis   : Upon entering the second part of the Engine Room, you will
                  notice a guard with his back facing you. You can easily
                  sneak behind the guard and capture him for Dog Tag.

                  Guards can be found on each level of the Engine Room. The
                  ultimate aim is to enter the door at the top level of the
                  Engine Room on the other side to the west to reach the
                  Port Side of the Engine Room.

                  Depending on the difficuty level chosen, there should be
                  four to six guards here. The area here is overall quite
                  heavily guarded. However, since the area here is big, the
                  guards are more scattered. Hence, sneaking past the guards
                  is NOT that difficult. You can easily tranquilise the
                  guard from a distance. But obtaining Dog Tags from all the
                  guards here is NOT that easy.

                  There is a shortcut to reach to the other side of the Engine
                  Room by just hanging onto the long wire. Try using First
                  Person View mode at the top of the engine room. Try figuring
                  the route of this shortcut yourself. Remember to do a lot of
                  exercise if you want to use this shortcut.

Enemy Analysis  : [VE]      - Four enemies.
                  [EA]      - Five enemies.
                  [NO - EX] - Six enemies.

                  There is one more guard at the Engine Room Portside for all
                  difficulty level and therefore, if you check out the Dog
                  Tag Viewer, there should be five guards for Very Easy Mode,
                  six guards for Easy Mode and seven guards for Normal Mode
                  and beyond.

                  Since the Engine Room is a big area, it is impossible for
                  me to draw any diagram to show the location of every single
                  guard.

Extra Stuff     : There are lots of railings here that you can practise your
                  hanging on. Try doing some intensive exercise here to
                  train your hanging grip ability. Exercise... you do know
                  how to do, right?

--------------------------------------------------------------------------------
  Steps                                  |  Hints and Strategies
--------------------------------------------------------------------------------
                                         |
- Make your way to the other end and     |- The Grenade is found at the lowest
  collect whatever Ration and ammunition |  level on the western side.
  you can find. Remember to get the      |
  Grenade here- It will be helpful to    |
  you.                                   |
                                         |
- Then, enter the door at the top level  |
  of the western side to reach the Port  |
  side of the Engine Room.               |
                                         |
--------------------------------------------------------------------------------

-----------------
Engine Room, Port
-----------------

Area Analysis   : Upon entering the room, you notice a door to the left that
                  is sealed. Head further north and the last guard of the
                  Engine Room will come out of this sealed door. Take care of
                  this guard. The once sealed door is now accessible and it
                  takes you to Deck-A Crew's Lounge where the fly-infested
                  Russian is. After taking care of the guard here, I suggest
                  you save your game.

                  The last part of the Engine Room is again another Semtex
                  C4 Trap. It's not that simple this time. Crawling won't
                  be able to let your character get past without coming into
                  contact with the Infrared beams.

                  When you are near the Semtex C4 Trap, Otacon will contact
                  you and explain that you need to hit the three control
                  boxes to deactivate the beams. The three control boxes blinks
                  with a green light. Only when all the three control boxes are
                  destroyed, can the Infrared beams disappear. You have to
                  use the USP weapon to destroy the control boxes.

                  The problem is that the three control boxes are all placed
                  near to the C4. If you happen to come into contact with the
                  Infrared beams or miss the shot and hit the C4, that's Game
                  Over for you.

Enemy Analysis  : The last guard found at the Engine Room finally appears. You
                  can easily take him down by tranquilising him from a far
                  corner to the north. The guard will head to examine the
                  Infrared beams before heading south and exit the area.

                  Notice that when he comes out of the room, he will radio in
                  his status report. My advice is let him finish sending his
                  status report first before you tranquilise him. If you
                  tranquilise him before he can finish sending his status
                  report, the receiver of his status report will be suspicious
                  and will send an investigation team to the Engine Room. You
                  don't want that to happen, right?

Extra Stuff     : Remember to take pictures of Mooch and her friend.

--------------------------------------------------------------------------------
  Steps                                  |  Hints and Strategies
--------------------------------------------------------------------------------
                                         |
- Take down the guard first.             |- The guard will head to examine the
                                         |  Infrared beams. You have to hide
- Equip Thermal Goggles to view the      |  inside a hatchlocker. Crouch if
  Infrared beams. Go to first person     |  the guard looks inside the vent.
  view and search for the three boxes.   |  The AP sensor vibrates when the
                                         |  guard approaches you while you hide
- To find the first control box, climb   |  inside the locker. As soon as the
  onto the turbine where the box of USP  |  guard turns south and head back
  ammo is. View in first person mode and |  to exit the room, open up the
  shoot at this uppermost control box.   |  hatchlocker. Quickly, sneak behind
                                         |  his back, capture him and get his
- Next, simply crawl along the ground as |  Dog Tag.
  near as possible to the Infrared beams |
  but not touching them.                 |- Take a Pentazemin to calm the
                                         |  nerves so that your hand will not
- You should find the second control box |  shake too much during aiming. This
  on the left side of the passage that   |  makes your aiming steady.
  is wedged between two C4 packs. Shoot  |
  the control box.                       |- While aiming at the uppermost
                                         |  control box [the first box], hold
- The final control box rests on the     |  L2 and R2 buttons while still
  ground along the right side of the     |  holding the R1 button. Snake will
  passage. Shoot the control box.        |  tiptoe and you can aim and shoot
                                         |  the top part of the explosives with
- Once you have successfully destroyed   |  greater accuracy.
  all the control boxes, the beams will  |
  disappear. Open up the watertight door |- If you successfully destroy a
  to the north to reach Deck-2.          |  control box, it stops blinking
                                         |  and a sound will be heard.
                                         |
--------------------------------------------------------------------------------

------------
Deck-2, Port
------------

Area Analysis   : The corridor here is extremely long. The only problem
                  here is that the corridors are too well-lit. This makes the
                  guards able to see you from a far distance. So, the solution
                  is to use the M9 and shoot at all the bulbs you see. Notice
                  that certain bulbs are illuminated but others not. But to
                  play safe, just shoot ALL.

                  Other than that, the area here is pretty straightforward
                  for exploration. You find some Ration and ammunition
                  along the corridor. I guess I leave the rest up to you.

Enemy Analysis  : [AD] - Three enemies.

                  You should be able to get their Dog Tags quite easily from
                  these three guards.

                  For all difficulty levels, the third guard you meet tends
                  to look sleepy. He even talks when he's about to sleep.
                  No-th-ing T-o R-epo-r-t. Well, it's just a little bit
                  amusing. I guess he faces too much stress...

--------------------------------------------------------------------------------
  Steps                                  |  Hints and Strategies
--------------------------------------------------------------------------------
- Simply walk along the corridor and     |- Do you still remember that I told
  shoot at every single bulb. Collect    |  you that the USP pistol emits a
  whatever ration and ammunition you can |  flash of light when used earlier?
  find.                                  |  The flashlight on the USP can
                                         |  easily draw the guards' attention.
- You will soon see the first guard.     |  So, use M9 most of the time.
  Take down him and continue up until    |
  you have come to a bend.               |- From the bend, shoot at the first
                                         |  two nearest bulbs. If you shoot at
- The second guard stops at the bend for |  any bulb that is further than this,
  a while. Take down him too.            |  the shattering of the glass bulb
                                         |  will alert the sleep-talking guard.
- Head right and eventually, you will    |
  notice the sleep-talking guard. Take   |- If you have shot the bulbs down,
  him down.                              |  the dark corridor makes the enemies
                                         |  difficult to find you after you
- Move further right and then open the   |  have been spotted. You can run
  watertight door to head to the star-   |  to any possible alcove to hide
  board side of Deck-2.                  |  until the Alert mode resumes to
                                         |  normal.
                                         |
--------------------------------------------------------------------------------

-----------------
Deck-2, Starboard
-----------------

Scene Analysis  : You might want to take note of:

                  1)Who is being taken good care of?

Area Analysis   : The area here is quite unusually quiet... Anyway, equip
                  your USP weapon.

                  Actually, I don't feel that there is a need to shoot the
                  bulbs here. It's a waste of time. Carry on the game.
                  Eventually, you will figure out why I say this.

--------------------------------------------------------------------------------
  Steps                                  |  Hints and Strategies
--------------------------------------------------------------------------------
                                         |
- Simply walk along the corridor, taking |- Figure out why shooting the bulbs
  all the ration and ammunition you can  |  here is redundant? The corridor
  find.                                  |  is still bright during the fight
                                         |  even if you shoot the lights
- Eventually, a cutscenes will appear.   |  previously.
                                         |
- When you regain control of character,  |- You can find ration and a box of
  three guards enter and an inevitable   |  USP ammo if you make your way
  firefight occurs. More guards will     |  back towards the end.
  also come charging out towards you.    |
                                         |- The enemies here do throw grenades
- Kill all the enemies with your USP     |  at you. The best way is to kill
  weapon. I won't encourage you to use   |  them before they have the chance
  the M9 in my own opinion because       |  to throw the grenade. The purpose
  depending on which part of the bodies  |  of them throwing a grenade is to
  of the enemies you shoot, seconds may  |  lure you out. So, don't fall into
  be needed for the tranquilising effect |  the trap.
  to take place. During this period of   |
  time, the guard can still fire at you  |- Hide and crouch behind the crates
  and thus injure you.                   |  with your back flattening against
                                         |  them. Practice your Jump Out Shots
- Once all enemies are killed, a cut-    |  and also throw grenades from
  scene occurs. When the cutscene ends,  |  corners.
  you will find yourself in Hold No. 1.  |
                                         |- Make sure you do know the tricks
                                         |  of quick reloading. When you are
                                         |  are reloading, hide behind the
                                         |  crates.
                                         |
--------------------------------------------------------------------------------

Mission         : You have to take pictures of the Front-Right, the Front-
Objective         Centre, Front-Left and the side showing the word "Marine"
                  of Metal Gear Ray. In total, four pictures have to be taken
                  using the Camera, NOT the Digital Camera. You have to send
                  the pictures via the workstation at Hold No. 3 to Otacon.

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

----------
Hold No. 1
----------

Scene Analysis  : Listen attentively to the commandant's speech. You will
                  find out a lot of information about the new Metal Gear
                  model. The aim of Ray? The name of the person giving the
                  speech? He mentions about he has a daug... How is Ray
                  different from other Metal Gears?

Area Analysis   : You now stand on a balcony. Below you is a crowd of soldiers.
                  The holds [From No. 1 to No. 3] are being used as a place
                  for where the Marine Commandant is giving his speech.

                  There are many Marine soldiers below and you can't afford to
                  be spotted. Game ends when you are spotted. The same applies
                  to Hold No. 2 and 3 also.

                  The commandant's speech is expected to last for seven
                  minutes. Well, you should have more than enough time to
                  sneak to Hold No. 3. Hold No. 3 is where the actual speech
                  by the commandant is held and also where Metal Gear Ray is
                  kept.

                  The timer starts immediately after the conversation with
                  Otacon. It's best to save your game at this period.

                  There are many ways that you can get to Hold No. 3. The
                  walkthrough here covers ONLY one route. For other alternate
                  routes, the hint is to remember to investigate below and
                  above the ground floor. Hanging? Crawling? Figure out
                  all these yourself. You should really do more exercise,
                  especially in the Engine Room.

                  For the time being, I won't discuss these alternative routes
                  even though I do know these routes. However, if you are
                  interested to know, you can e-mail me. I might cover these
                  alternative routes in the Secrets and Bonuses section in
                  future... But NOT now yet.

Extra Stuff     : Do stop for a while in Hold No. 1 and look up to the
                  broadcast of the commandant's speech.

                  Don't forget to take pictures of these marine soldiers.

                  If you happen to get spotted, a cutscene will appear and it's
                  Game Over for you. These cutscenes are different depending on
                  which Holds you are in. You might want to try to let your
                  character being spotted and watch these cutscenes.

--------------------------------------------------------------------------------
  Steps                                  |  Hints and Strategies
--------------------------------------------------------------------------------
                                         |
- Head down the ladder.                  |- Getting the box of M9 ammo is quite
                                         |  a waste of time. You can skip
- Head to the left. Slowly crawl beneath |  getting it unless you really need
  the projector without alerting the     |  it.
  guard standing near to the projector.  |
                                         |- Besides crawling past these iron
- Continue heading left and you see a    |  grates surfaces, you can perform
  ladder. Climbing up the ladder leads   |  a rolling to quickly sneak past
  you to a box of M9 ammo.               |  them.
                                         |
- Then, climb down the ladder and head   |
  north. Along the way, there are iron   |
  grates surfaces. If you step on them,  |
  you will make noises which will alert  |
  the nearby guards. So, crawl over      |
  these iron grates surfaces.            |
                                         |
- Enter the door at the north to reach   |
  Hold No. 2.                            |
                                         |
--------------------------------------------------------------------------------

----------
Hold No. 2
----------

Area Analysis   : You should be at the bottom left part of Hold No. 2. From
                  here, look north in First Person View and you should see
                  obstacles blocking the path along the western side of the
                  hold. The safest way is to move along the eastern side of
                  the hold.

--------------------------------------------------------------------------------
  Steps                                  |  Hints and Strategies
--------------------------------------------------------------------------------
                                         |
- Crawl past the two projectors in the   |- Notice that the speech is being
  centre-bottom of the hold to get to    |  shown alternatively on two
  the eastern side of the hold.          |  different screens. Eg. If the
                                         |  screen is on the left, the left
- Hide behind the huge object.           |  projector will be used and NOT the
                                         |  right. The marine soldiers will
- There are iron grates surface too.     |  also look to the left too. Note
  Sneak through and head north.          |  that this action is alternate and
                                         |  repeats itself.
- There are some obstacles at the north. |
  The door is just behind these          |- When you are hiding behind the
  obstacles. Enter this door to get to   |  huge object, head north only when
  Hold No. 3.                            |  the marine soldiers turn their
                                         |  heads to the left. If their heads
                                         |  are facing to the right, wait for
                                         |  a while until they turn their
                                         |  heads.
                                         |
                                         |- Depending on the timing, the
                                         |  commandant may ask the soldiers
                                         |  to do some neck exercises.
                                         |
--------------------------------------------------------------------------------

----------
Hold No. 3
----------

Scene Analysis  : Depending on the route you take from Hold No. 2 to Hold
                  No. 3, the scene shown here will have some variation.

Area Analysis   : Finally, we get to see the Metal Gear Rex. We also get to
                  see the commandant saying his speech from here. At the
                  centre is a group of marine soldiers, listening to his
                  speech. On the far right side, you should notice the
                  workstation. Access it by pressing the Triangle button.

                  Now, time to take pictures of Metal Gear Ray.

Enemy Analysis  : For Easy Mode, there is a Marine soldier standing on the
                  right side of the Metal Gear Rex. He looks sleepy. I guess
                  he finds the commandant's speech boring. Oh, I'm just
                  kidding.

                  If necessary, try tranquilising the marine soldiers with
                  your M9 weapon. It's fun shooting the marine soldiers with
                  M9. [I guess the Commandant's speech is too boring. That's
                  why they all fall asleep.]

Extra Stuff     : If you are playing the Tanker Chapter for the nth times,
                  where n is an even number, you will notice something special
                  about the marine soldiers here.

                  If you have taken pictures of girls, Olga, the action figure
                  etc, try sending these pictures to Otacon via the work-
                  station. Otacon might say some amusing conversations. What
                  Otacon says will depend on the type of the pictures taken.

                  Remember the alternative routes which I told you about
                  earlier? If you took a different alternative route from
                  Hold No. 2 to Hold No. 3, there may be slight changes in
                  the cinematic scenes when you enter Hold No. 3. Maybe,
                  you can notice a familiar bad guy somewhere from far.
                  Remember to take a picture of him.

--------------------------------------------------------------------------------
  Steps                                  |  Hints and Strategies
--------------------------------------------------------------------------------
                                         |
- Get the pictures in the order below.   |- After taking a shot, if Snake says:
                                         |  "Good"    - satisfactory; accept-
- Front-Right Photo                      |              able pictures.
=>After the Codec conversation ends, you |  "Alright" - Very great shot.
  stand on the perfect spot where you    |
  can take the shot.                     |- To get a better front-left photo,
                                         |  you might want to crouch to take
- Front-Center Photo                     |  the picture. The reason is because
=>Sneak around the base of the platform  |  the overhanging pipes seem to
  where the cameraman is on to the       |  block part of the Metal Gear's
  centre part of the hold. Notice a line |  head.
  on the floor that clearly divides hold |
  into two portion? Stand here and take  |- At roughly two minutes left in the
  the perfect shot.                      |  speech, the commandant will sudden-
                                         |  ly shout "Intruder on the Left!
- Front-Left Photo                       |  Intruder on the right!". Although
=>Continue sneaking to the left and stay |  the alerts are heard, the command-
  close under the platform near where    |  ant is drilling his soldiers. It's
  the second cameraman is. Position      |  a false alarm, anyway. So, don't
  yourself near the front-left corner of |  panic.
  the platform. Then, take the shot.     |
                                         |- If the seven minute timer runs out,
- Photo with "Marine" logo               |  don't worry. Commandant Scott
=>Sneak north until you reach the north- |  Dolph loves to talk and will still
  ern left part of Hold No. 3. View in   |  carry on his speech. Sounds like
  first person mode to see the logo.     |  the Commandant is very talkactive
  Then, take the shot.                   |  and Otacon's prediction of the
                                         |  length of the speech is wrong.
- Once you have all four pictures, go to |  Anyway, just focus on getting
  the workstation and send the pictures  |  the pictures of Metal Gear Ray.
  in. Hopefully, all the pictures are    |
  accepted by the "fussy" Otacon.        |
                                         |
--------------------------------------------------------------------------------

With all four pictures accepted by Otacon, long cinematic scenes will follow
one over another. Eventually, you will be prompt to save your game and this
ends the "Tanker" Chapter. The "Plant Chapter" hence starts now.

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

'Final' Scene Analysis:
----------------------

 1)Who is the person whom Gurlukovich suspects that Ocelot is in league with?
 2)Think about Solid Snake's genetic brothers. S-oli-d-u...?
 3)How did Ocelot get the evidence to prove that Solid Snake was present on
   the ship?
 3)The aim of the Sergei Gurlukovich? Has he achieved his aim eventually?
 4)What has happened to Ocelot's arm?
 5)What is the name given to Ocelot by the prisoners of Russia?
 6)The word with first letter 'p', second letter 'a' and third letter 't'.
 7)The lali....? How does it relate to 6)?
 8)What are the terrorists after?
 9)What do you think will happen to Solid Snake, Otacon, Olga, Sergei
   and Scott Dolph at the end of the Tanker Chapter?

With that, I conclude the end of the "Tanker Chapter". Let's move on to the
"Plant Chapter" now.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
4.2)Plant Chapter
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Finally, the second chapter begins here. Before beginning the game proper,
let's have some briefing. You now control a new character, NOT Solid Snake
this time.

For those playing Extreme Mode, remember to take note that there will be no
Ration hiding inside any hatchlocker or lying on the ground. The ONLY way to
get Ration in Plant Chapter is to capture a guard and hopefully, he "shakes"
off his Ration.

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

Mission         : There are two mission objectives:
Objective
                   1)Infiltrate into the offshore decontamination facilit
                     "Big Shell"  and safeguard the President and hostages.
                   2)Disarm the terrorists by any means.

                  A group of terrorists named "Dead Cell" seized the Big Shell.
                  They demand a ransom. If not, they plan to demolish the Big
                  Shell with explosives.

Area Analysis   : The Big Shell is made up of two main cores: Shell One and
                  Shell Two. The combination of six struts form a hexagonal
                  shape known as Shell. Therefore, there should be twelve
                  struts in total. The various connecting bridges links to
                  the struts. You need to use these bridges to move from one
                  strut to another strut. See the examples below:

                  Eg. A AB Connecting Bridge is a bridge that is linked
                      between Strut A and Strut B.

                  Eg. A FA Connecting Bridge is a bridge that is linked
                      between Strut F and Strut A.

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

I will split the area of Strut A: Deep Sea Dock into two different parts
for simplicity sake.

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

----------------------
Strut A, Deep Sea Dock  [Part One]
----------------------

Scene Analysis  : I strongly advise you to read the manual to find out
                  information about the Big Shell. Anyway, it's time to
                  think about these questions:

                   1)Where is the Big Shell constructed? What does it serves
                     as? Can you relate its purpose to the sinking of the
                     U.S.S Discovery [Tanker Chapter] two years ago?
                   2)What are the names of the former and current President?
                     How did the current President gets into the hands of
                     the terrorists? How much money do the terrorists demand?
                   3)What is the name of the navy unit that has been sent
                     to rescue the President? Where did the Navy unit first
                     land on Big Shell?
                   4)What are the consequences if the Big Shell is demolished
                     by the explosives?
                   5)Did the scene mention anything about "Stillman" and C4?
                   6)What is Dead Cell?
                   7)Find out about the background of your new character like
                     what unit does he represent, the type of military
                     training he undergoes, the type of operation he is
                     undergoing now etc.

                  The Colonel also explains the function of the suit that your
                  new character is wearing. He also explains something about
                  the nanomachines. Take note of the name that is given to
                  the suit as well as the type of goggles he is wearing.

Area Analysis   : The area here is quite worthwhile to explore. Your aim here
                  is to open the watertight door to the north to reach another
                  new area. But, let's roam around this area first.

                  There are three hatchlockers in the north. Try opening them.

                  Try diving into the water which you have just come of. You
                  might find something. The Colonel will also explain the
                  controls for diving. Do read it up or check out 2.4 for
                  details.

                  There are narrow ducts that are worth crawling. Explore the
                  eastern and western side to find the vents. Check out the
                  floor in First Person View.

                  There are railings near the waters. Maybe, go into the
                  hanging mode. You might find something in the area enclosed
                  by the fences.

                  Lastly, there are bugs all over the floor. Try not to come
                  into contact with the bugs. Want the reason? Call the Colonel
                  and he might tell you why you should not go near the bugs.

Enemy Analysis  : [AD] - Not a single enemy.

Status Analysis : You do not have any weapon yet. No tranquiliser weapon.
                  You have an AP Sensor and also a Scope. You cannot
                  afford to be spotted by the enemies until you have acquired
                  some weapons.

Item/Equipment  : Thermal Goggles [AD], Shaver [AD].

Weapon          : M9 Tranquiliser Gun [VE - EA].

                  For [VE], the M9 Tranquiliser Gun is found on the top of
                  a crate in the northeast corner of the dock. You need
                  to climb onto the crate to get it.

                  For [EA], the M9 Tranquiliser Gun is found inside the
                  ventilation ducts. Explore the ducts and you should be
                  able to find the weapon. I leave you to find it on your
                  own.

                  For [NO - EX], your M9 Tranquiliser Gun is at the Strut F
                  Warehouse. I will tell you to get it when the time comes.


--------------------------------------------------------------------------------
  Steps                                  |  Hints and Strategies
--------------------------------------------------------------------------------
                                         |
- For [VE - EA], remember to take the M9 |- If a red bug appears on the Ration
  Tranquiliser Gun. See above.           |  icon in the left item menu, hold
                                         |  L2 while pressing Up and Down
- Dive deep into the water. Explore the  |  rapidly on the d-pad. This "shakes"
  bottom right corner to find the        |  off the bugs. If you just leave
  [Thermal Goggles].                     |  the bugs to feed on your ration
                                         |  for long, the ration gets infected
- Use the railings to get to the area    |  and eventually becomes unusable.
  enclosed by fences to get [Shaver].    |  [Effect of healing decreases.]
                                         |
- Check out the hatchlockers, the ducts, |- To the right of the ladder that
  the crates etc.                        |  leads to the water, face the rail-
                                         |  ing and hang onto it. Press R2 to
- Once everything's ready, open the      |  move to the right until you can
  watertight doors to the north.         |  jump into the small caged area.
                                         |
- A short scene occurs, followed by a    |- Notice the long O2 gauge when you
  codec conversation. Check below for    |  are inside diving. That's because
  the codec conversation analysis.       |  your character is wearing some-
                                         |  thing special. Check out the
- Proceed quickly up the corridor and    |  Colonel's explanation of the suit
  enter the sliding door to reach the    |  which was said earlier.
  second part of the Deep Sea Dock.      |
                                         |- Getting the [Shaver] is optional.
                                         |  It affects certain parts of the
                                         |  scene slightly later on. You might
                                         |  want to play the game with a file
                                         |  having the Shaver and another file
                                         |  without the Shaver to compare the
                                         |  scenes.
                                         |
--------------------------------------------------------------------------------

Codec Analysis  : To prevent spoilers, I decide to put this part at the bottom.
                  There are two codec conversations which I like to highlight.
                  One is at the beginning and the other one occurs after you
                  have opened the watertight door. I refer to these two as
                  "First" and "Second" respectively as shown below.

First           -  1)Why the Colonel gives you a new codename?
                   2)Your character mentions something about the hole in
                     the oil fence. What does this tell you? Did anyone
                     come here before? Is it Seal Team 10 or someone else?
Second          -  1)Take note of the type of the weapon the guard carries.
                   2)What is the name of the Russian private army that is
                     mentioned here?
                   3)Is this army cooperating with the terrorists for a
                     conspiracy? If so, think of the possible reason(s) why
                     this army is doing this? [A deal?]
                   4)Is this army related to any person you know in the
                     "Tanker Chapter"?

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

----------------------
Strut A, Deep Sea Dock   [Part Two]
----------------------

Scene Analysis  : The enemies here are being knocked unconscious by an
                  intruder.

                   1)Can you suggest the identity of the intruder just by
                     looking at his back view? It's quite easy to guess.
                   2)From the way he takes care of the guards here, can you
                     suggest something about his infiltration ability?

                  The clue about that oil fence during the codec conversation
                  earlier on actually suggests something about the intruder
                  which you saw just now- The hole... Was this done by him?
                  How did he sneak to here?

Area Analysis   : There is a stack of boxes on the middle pallet. The Node is
                  at the northeast corner. I will explain how to use the
                  node in detail below.

Enemy Analysis  : [VE - EA] - Two enemies.
                  [NO - EX] - Three enemies.

                  The guards here are unconscious. The stars circling above
                  their head will slowly fade ONLY after you have activate
                  the Node.

--------------------------------------------------------------------------------
  Steps                                  |  Hints and Strategies
--------------------------------------------------------------------------------
                                         |
- "Shake" the guards here for items.     |- The guards will start to wake up
                                         |  only after you have activated the
- Activate the Node.                     |  Node. Before you activate the
                                         |  Node, do "shake" the guards to
- Head to the middle pallet that has     |  get all the items from them. These
  stack of boxes to hide while waiting   |  items might come in handy.
  for the elevator to arrive.            |
                                         |- For [VE - EA], you should have a
- When elevator has arrived, sneak past  |  M9 Tranquiliser weapon. Try and
  the guards whom have just awoken and   |  get Dog Tags from these two
  enter the elevator to head to the      |  guards. It shouldn't be difficult.
  Strut A: Pump Facility.                |
                                         |- For [NO - EX], forget about Dog
                                         |  Tags for the time being.
                                         |
                                         |- The Colonel also explains the
                                         |  Soliton Radar system to you.
                                         |
--------------------------------------------------------------------------------

Note: For the time being, I won't discuss the methods on how to sneak past
      the guards here. The reason is because I haven't had time to play the
      Hard and Extreme mode for the Plant Chapter. Sorry for that. But when
      I have studied the patrol routes and played all the difficulty level,
      I will come back and give you more help on how to sneak past these
      guards. Meanwhile, you just have to wait patiently.

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

------------
Using a Node
------------

To access the Node, press the Triangle button. You will enter your name and
particulars at this first Node. For the other Nodes, you do not need to
enter anymore particular. There is no restriction on what information you
enter. [You can even put your sex as Female. It doesn't matter] However,
try to input the name of a famous person like Hideo Kojima, Ken Ogasawara,
Yoji Shinkawa etc. Remember the name that you have typed in.

After you have typed in your particulars, the Option screen will appear.
The rest is quite self-explanatory. The downloaded screen will also appear.

This downloads the map for this area. For [VE], all maps for the Big Shell
are downloaded from this first local network. For [EA - EX], you need to
download the map for EACH level from the respective local network Node. You
must take note only after you have downloaded the map from the Node, the
Radar can then function.

After logging into the Node, you can view a full map of the Big Shell by
pressing the START button. Highlight the strut and the name of the strut
will also appear on the screen. Use the right analog stick to rotate the
map.

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

Codec Analysis  : After activating the Node, a codec conversation will occur.
                  Someone will appear, act as a mission analyst and record
                  your game data. Take note of these things:

                   1)Find out the name of this person and also the real name
                     of your new character. Do the names of this person and
                     your character remind you of any blockbuster movie?
                   2)The relationship between this person and your current
                     character.
                   3)A special date between this person and your character?
                     What had happened on that day?

                  Contact this person if you want to find out about your
                  current character's past.

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

----------------------
Strut A, Pump Facility
----------------------

Scene Analysis  : You finally get to see your new character's face. Just
                  to inform you: When you are diving the next time, you
                  won't see the long 02 gauge like just now. I hope you
                  have figured out what had extended your O2 gauge just
                  now.

                  The Colonel also explains some new things to you. You
                  should now know the reason why Colonel gives you a new
                  codename. Time to think about these questions:

                   1)What do the terrorists call themselves, other than being
                     known as the members of the Dead Cell?
                   2)According to the Colonel, who is the leader of the
                     terrorists? What are the possible reason(s) that suggest
                     he is or is not the leader of the terrorists?
                   3)Where was the President last spotted?

                  The Colonel also explains the structure of the Big Shell.
                  Anyway, I have explained that in the beginning of the
                  Plant Chapter in the Area Analysis portion.

Area Analysis   : The area here is quite straightforward for exploration.
                  There are fences, railings and crates. You might want to
                  do some exercises here.

                  There are birds flying in the sky. Try looking up the sky
                  in First Person View to see the birds. If you happen to
                  step onto an area with bird droppings, your character will
                  slip and fall. Also, if you stand on a place for too long,
                  the birds might drop their shits onto his head. Consider
                  using Scope, D.G Camera etc to view the birds.

                  The Colonel also points out that there is a small narrow
                  hole in the bottom of the fence at the upper-left corner.

                  Strut A Pump Facility is also known as Strut A Roof.

Enemy Analysis  : [AD] - One enemy.

                  The enemy will not be present at this moment. When you
                  return to Strut A Pump Facility/Strut A Roof later on,
                  you will find this guard. Don't worry! I will remind
                  you when the time comes.

--------------------------------------------------------------------------------
  Steps                                  |  Hints and Strategies
--------------------------------------------------------------------------------
                                         |
- Explore the area. Take all the items   |- After crawling through the fence
  you can find. Check the crates too.    |  at the upper-left corner, the
                                         |  Colonel will contact you by
- There is a box of Chaff Grenades at    |  updating the status of the navy
  the top right corner of the area that  |  rescue team.
  is enclosed by the fence. However, you |
  cannot take it at this moment. I will  |
  tell you how to get it when the time   |
  comes.                                 |
                                         |
- Head to the upper-left corner and      |
  crawl through the fences.              |
                                         |
- Enter the door, down the stairs and    |
  you will reach Strut A: Pump Room.     |
                                         |
--------------------------------------------------------------------------------

------------------
Strut A, Pump Room   [Part One]
------------------

Area Analysis   : From your initial position, to the left are two hatchlockers.
                  You might want to open it. On the far corridor, which is
                  the right side of the room, there are also two hatchlockers.
                  Take pictures if you have the Digital Camera.

                  The Node is located at the top part of the room. A guard
                  is patrolling along the central portion of the room.

                  The top-left door leads you to the AB Connecting Bridge.
                  The AB Connecting Bridge leads you to the Strut B
                  Transformer Room. Do you still remember the location
                  where the President was last spotted? I hope you still
                  remember.

                  The top-right door leads you to the FA Connecting Bridge.
                  The FA Connecting Bridge takes you to the Strut F Warehouse.
                  The Warehouse is a place that stores quite a lot of item
                  and ammunition. However, you cannot access to many areas
                  of the warehouse that have a Pan Security system. [Personal
                  Area Network]

                  There is a staircase at the bottom right of the room. It
                  leads you to the Strut A Pump Facility. Go up this staircase
                  to get the box of Chaff Grenades which you cannot get
                  earlier.

                  Near this staircase at the bottom right corner of the room
                  is a door that has a Pan Security system. You can't open
                  the door. However, do take note that it takes you to the
                  second part of the Strut A Pump Room. I talk about this
                  later on.

                  For [NO - EX], I once told you that your M9 Tranquiliser
                  Weapon is at the Strut F Warehouse. The walkthrough will
                  first discuss how to get the M9 Tranquiliser Weapon at
                  the Strut F Warehouse. For [VE to EA], you can skip going
                  to the Warehouse and proceed on to the AB Connecting Bridge
                  by entering the top left door. If not, you might want to
                  consider going to the warehouse and collect some item and
                  ammunition.

Enemy Analysis  : [AD] - One enemy.

--------------------------------------------------------------------------------
  Steps                                  |  Hints and Strategies
--------------------------------------------------------------------------------
                                         |
- Activate the Node first.               |- For [VE - EA], you should have the
                                         |  M9 Tranquiliser Gun. Capture the
- Go up the staircase at the bottom      |  guard and get his Dog Tag.
  right corner of the room and get the   |
  box of Chaff Grenade that you cannot   |- Try knocking the wall to distract
  get earlier.                           |  the guard if there is a need to
                                         |  when you make your way to the Node.
- Go to the top right door of the room   |
  and head to the FA Connecting Bridge.  |- If you are spotted, there are two
                                         |  hatchlockers on each side for
                                         |  hiding.
                                         |
                                         |- After the short scene at the Strut
                                         |  A Pump Room, the guard at Strut A
                                         |  Pump Room/Roof is now available
                                         |  there. You might want to get his
                                         |  Dog Tag.
                                         |
--------------------------------------------------------------------------------

--------------------
FA Connecting Bridge
--------------------

Area Analysis   : The bridge consists of two platforms. The top platform
                  leads you to the upper level of the Warehouse while the
                  bottom platform leads you to the lower level of the
                  Warehouse. For [NO - EX], the M9 Tranquiliser Gun is
                  at the top level of the Warehouse.

                  There is a Cypher and a guard here. The Cypher cannot
                  detect you if you are on the lower platform because the
                  pipes there obstruct its view.

Enemy Analysis  : [AD] - One enemy.

                  The guard that is supposed to patrol the FA Connecting
                  Bridge will not be here at this point of time. When you
                  come back here later, he will then be here. Don't worry!
                  I will remind you when the time comes.

                  For [VE - EA], you can easily get the Dog Tag from him now.
                  For [NO - EX], the same thing applies- remember to collect
                  Dog Tag from him after you get your M9 Tranquiliser Gun
                  from the Warehouse.

                  The Colonel also contacts you via codec to explain how a
                  Cypher works.

--------------------------------------------------------------------------------
  Steps                                  |  Hints and Strategies
--------------------------------------------------------------------------------
                                         |
- Run down the first stet of the stair-  |- The Colonel contacts you via the
  case you see to the lower level.       |  codec and shows you a visual
                                         |  demonstration of how to throw
- Continue heading until you come to the |  a Grenade from a corner.
  second set of the staircase.           |
                                         |- The easy way is to throw a Chaff
- Head up the staircase and enter the    |  Grenade to disrupt the Cypher
  door. Make your way to the top level   |  However, using Chaff Grenade is
  of the Warehouse.                      |  quite redundant since you can
                                         |  easily sneak to the other end.
                                         |
--------------------------------------------------------------------------------

------------------
Strut F, Warehouse
------------------

Area Analysis   : The Warehouse is a two-storey high building. There are lots
                  of room to explore. For the time being, you cannot enter
                  most of the rooms because these rooms have the Pan Security
                  System. Most of the rooms contain item and ammunition for
                  you to collect.

                  For the time being, I don't think I will elaborate the
                  "Area Analysis" portion of the Strut F Warehouse further.
                  Most of the areas cannot be accessed currently so I don't
                  see the point of doing this now. Don't worry. I will
                  elaborate it further when you need to come to the Warehouse
                  the next time.

                  Your aim now is to collect the M9 Tranquiliser Gun if you
                  are playing [NO - EX]. After collecting the weapon, you
                  might want to collect the Dog Tags from the guards here.

Enemy Analysis  : [VE]      - Two enemies.
                  [EA - NO] - Three enemies.
                  [HA]      - Four enemies.
                  [EX]      - Five enemies.

                  I am not sure whether the Warehouse has fewer enemies at
                  this moment than what is expected from above. If I remember
                  correctly, for [VE], the guard at the lower level Warehouse
                  is missing. As for the other difficulties, I have forgotten.
                  I will check it out. Anyway, all the guards that are
                  expected here will definitely appear later on after you
                  have the Socom and the Coolant. Correct me if there is
                  any error.

                  The enemy here radios his status report every minute. If
                  he fails to report, an investigation team will be sent.
                  You should not take down any guard that is reporting his
                  status. When the security supervisor begins to ask for
                  their status report, leave the area immediately or hide
                  yourself somewhere. In case you are interested, the
                  reporting guard is at the top level of the Warehouse- the
                  one who has a patrol route nearest to the door that leads
                  to the top level of the FA Connecting Bridge.

Status Analysis : At this point, you cannot gain access to the room that
                  contains the Node. That will imply that the Radar won't
                  be functioning. Sneaking past the guards and collecting
                  Dog Tags won't be that easy. If you are able to get any
                  Dog Tag, by all means, go ahead. Don't bother to explore
                  the Warehouse- You can do that later.

Weapon          : M9 Tranquiliser Gun [NO - EX].

--------------------------------------------------------------------------------
  Steps                                  |  Hints and Strategies
--------------------------------------------------------------------------------
                                         |
- At the top level Warehouse, head to    |- This door does not require any
  the right until you find a door.       |  PAN Security Card. You should
                                         |  be able to find it.
- Enter the door.                        |
                                         |- Don't forget to collect Dog
- Explore the room to find the [M9       |  Tags from the guards at the
  Tranquiliser Weapon] near the stacked  |  the Strut F Warehouse, the FA
  boxes. Get some M9 ammo.               |  Connecting Bridge, the Strut
                                         |  A Pump Room etc.
- Head back to FA Connecting Bridge,     |
  then to Strut A Pump Room and finally  |- There is a [Book] on top of the
  to the AB Connecting Bridge.           |  crate at the lower level of the
                                         |  Warehouse. Railings at the top
                                         |  level of the Warehouse? Try and
                                         |  figure out how to get the book.
                                         |
--------------------------------------------------------------------------------

--------------------
AB Connecting Bridge
--------------------

Area Analysis   : Your aim is to reach the exit at the other end to reach the
                  Strut B Transformer Room.

                  There are two guards patrolling the bridge. [One guard
                  patrols along the left side of the bridge; another patrols
                  along the right side of the bridge.]

                  There are iron grates along the bridge. If you happen to
                  step onto it, it will create noise that will distract the
                  guards.

                  There are railings on the bridge. You might want to go into
                  Hanging mode.

Enemy Analysis  : [AD] - Two enemies.

--------------------------------------------------------------------------------
  Steps                                  |  Hints and Strategies
--------------------------------------------------------------------------------
                                         |
- The best way to sneak past the guards  |- Remember to get Dog Tags from
  is to follow what Colonel advises you. |  these two guards if possible.
  Yes, go into the Hanging mode.         |  If not, get the Dog Tags from
                                         |  them later on when you have the
- Make your way to the exit and enter    |  Socom and the Coolant especially
  Strut B Transformer Room.              |  if one of them/both of them
                                         |  is/are "tough guys".
                                         |
--------------------------------------------------------------------------------

-------------------------
Strut B, Transformer Room
-------------------------

Scene Analysis  : The scene here is quite gruesome. When you enter Strut B,
                  do look at the walls. What do you see? The scene here also
                  describes the tragedy of a group of the Navy rescue team.

                  You also encounter a blood freaking guy. Your character also
                  almost loses his life. In the nick of time, someone saves
                  you. Later on, the radio on the ground lets you hear what
                  is going on at the BC Connecting Bridge.

                  About the navy rescue team,

                   1)What happen to the entire group of the navy rescue team
                     here at the Strut B Transformer Room?

                  About the radio on the ground,

                   1)Is there a VIP being taken hostage at the BC Connecting
                     Bridge?
                   2)What is the "thing" that cannot be hit?
                   3)What do you think will happen to the navy rescue team
                     at the BC Connecting Bridge?

                  About the blood freaking guy and the Dead Cell,

                   1)Who is that blood freaking guy? Which organisation does
                     he belong to? One of the terrorists? Where was he born?
                     How did he become a blood freaking guy?

                   2)Find out information about the Dead Cell like who
                     organised it, who guided it, what was the purpose of
                     creating Dead Cell, the type of military training the
                     members of the Dead Cell undergo.

                   3)What devastating event changed the life of all the
                     members of the Dead Cell? Did something happen to the
                     former Dead Cell leader?

                   4)Who was the one who called this blood freaking guy for
                     an emergency and request this blood freaking guy to
                     come to the BC Connecting Bridge? Why did the blood
                     freaking guy call her the "Queen"?

                  About the person who saved you,

                   1)What is the name of the person who has saved you? Relate
                     this name to a movie called "Escape From New York".
                   2)Is he familiar? Any doubt about his identity? Is there
                     a bug crawling past him? What does that tell you? Did
                     he come to the Deep Sea Dock before? Is he the intruder
                     whom you saw just now?
                   3)This person is doing what our hero, Solid Snake will do.
                     Favourite hobby?
                   4)When the blood freaking guy smells this person, what
                     does he say?
                   5)Why does this person know so much about Foxhound and VR
                     Training?

                  The person who saves you passes you a Socom weapon [but
                  without suppressor attached to it] and also his favourite
                  stuff, the Cig. If you have the Shaver, your character
                  will pass it to him. He does need it. Try and notice the
                  difference in the scenes if you have the Shaver compared
                  to you do not have the Shaver.

Area Analysis   : Below shows a rough diagram of the layout of Strut B.
                  Forgive me for the bad diagram. As usual, I won't show
                  the details inside the Transformer Room.

                  To BC Connecting Bridge
                       ^
                     _ | ___________
                    |            XXX|
                    |     ___   ____|___
                    |  C |              |
                    |    |    Room      |
                    |                   |
                    |    |______________|
                    |___________________ -> To AB Connecting Bridge


                  C - Corridor   X - Hatchlocker    __   __ - Door

                  Your initial position after the scene ends is inside the room
                  near the staircase. The person who saved you just now is now
                  sleeping on the staircase. Your aim is to go to the exit
                  which lies to the west of the three hatchlocker to reach
                  the BC Connecting Bridge.

                  Down the nearest staircase from your initial position, you
                  should be able to see the node. The room here is quite
                  straightforward for exploration.

                  Along the corridor on the western side, there are iron
                  grates. Explore this corridor and you might find two
                  transformer doors. One of the two transformer doors has
                  a poster. Consider taking a picture.

                  You might want to try and open the three hatchlockers in
                  the northeastern part of the area.

                  Near the north exit of the room, you should hear some strange
                  noise. Beep? Anyway, don't worry about this first. What
                  causes this noise? Do think about it.

Enemy Analysis  : [AD] - Two enemies.

                  The two guards will not be present in this area at this
                  moment. When you come back here later on, the two guards
                  will then appear. I will inform you when the time comes.

                  One guard will station inside the room while another will
                  patrol along the corridor.

Extra Stuff     : At the end of the scene, the person who saved you just now,
                  decides to take a short nap.

                   1)Try taking a photo of him sleeping.
                   2)If you attempt to hurt him by kicking, punching or shoot-
                     ing him, he will react madly. Will he shoot you? Then,
                     call him via codec to hear what he has to say. Try calling
                     the Colonel. I suggest you reset your game after that.
                   3)Try shouting "Freeze" at him by pointing a gun at him.
                     This wakes him up. Note his reactions.

                  The codec frequency of this person is 141.80. Note that you
                  cannot add the codec frequency of this person to your codec
                  list when this person is sleeping.

Item/Equipment  : Cig [AD], Socom Suppressor [VE].

                  For [VE], the Socom Suppressor is to the right of you after
                  you regain control of your character. For [EA - EX], the
                  Socom Suppressor is at the lower level of Strut F Warehouse.
                  For [VE - EX], I will tell you how to get the Socom
                  Suppressor when the time comes. So, don't worry too much.

Weapon          : Socom [AD].

--------------------------------------------------------------------------------
  Steps                                  |  Hints and Strategies
--------------------------------------------------------------------------------
                                         |
- For [VE], get the [Socom Suppressor].  |
                                         |
- Activate the Node to download the map. |
                                         |
- Explore the room, the corridor and     |
  also open the hatchlockers.            |
                                         |
- When everything's ready, head to the   |
  exit in the northwestern part and then |
  move on to BC Connecting Bridge.       |
                                         |
--------------------------------------------------------------------------------

--------------------
BC Connecting Bridge
--------------------

Scene Analysis  : You finally meet the "Queen" of Dead Cell. This scene also
                  marks an end to the Navy rescue team. The "she" below
                  all refer to this "Queen".

                   1)What is she commonly called as? Why is she given this
                     name? What is her real name?
                   2)Why does she seem to look so unhappy?
                   3)What word does she use to describe the seagull?
                   4)Why is she in a misery?
                   5)What is her relationship with Commandant Scott Dolph
                     and the former leader of the Dead Cell?
                   6)What do you think make her immune to bullets? Is she
                     really so lucky?
                   7)What happen to the entire Navy rescue team?
                   8)What happen to the President?

                  After the scene, the Colonel says that the Dead Cell might
                  retaliate for the navy rescue team's assault. He decides
                  that you should go and seek the Navy bomb expert.

                  When the scene ends, call the Colonel repeatedly. He will
                  mention the specifications on the Harrier II that shot down
                  the cargo helicopters scheduled to pick up the Navy rescue
                  team. If you keep pestering him, Rose and him might do some
                  background checks on the members of Dead Cell. The info-
                  mation might be very useful to you.

Area Analysis   : Straightforward; nothing much to say.

Enemy Analysis  : [AD] - 1 enemy.

                  The guard is not here at this moment. I have forgotten
                  exactly when this guard will appear here but I will check
                  this out.

--------------------------------------------------------------------------------
  Steps                                  |  Hints and Strategies
--------------------------------------------------------------------------------
                                         |
- Get the Chaff Grenade here.            |
                                         |
- Exit the door to the north until you   |
  have reached Strut C Dining Hall.      |
                                         |
--------------------------------------------------------------------------------

Mission         : Fearing the assault of the navy rescue team might cause
Objective         the terrorists to detonate the bombs that are placed all
                  over the shell, the Colonel advises you to find a way to
                  defuse the bomb.

                   1)Find the Navy bomb expert first.
                   2)With his help, defuse the bomb.

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

--------------------
Strut C, Dining Hall
--------------------

Scene Analysis  : When you enter Strut C Dining Hall, continue heading up
                  until you come near a room. A scene then occurs.

                  You finally get to meet the Navy bomb expert. The person who
                  saved you just now also appears. The Navy bomb expert also
                  explains how to defuse the bomb. You get to know that one of
                  the terrorists here is actually his student. He discusses
                  the likely location that the bomb will be placed. He also
                  mentions that there is a signature in every bomb that his
                  student makes.

                  About the Navy bomb expert,

                   1)What is his name?
                   2)How did he lose one of his legs?
                   3)How did this incident affect his entire life?
                   4)According to him, what are the most likely places that
                     his student will put the bomb? How many bombs are there
                     for you to defuse?
                   5)What about the engineer who came with him together to Big
                     Shell? Is he fat or skinny? What is the duty of this
                     engineer here?
                   6)What is the Ion Mobility Spectrometer? How does it detect
                     the bombs that are built by his student?
                   7)Towards the end of the scene, the Navy bomb expert mention
                     about preparing a backup plan? What do you think this
                     backup plan will be?

                  About the Navy Bomb expert's student,

                   1)What is his name? What is he commonly known as? The
                     ??? of explosives?
                   2)When he was 10, what incredible thing had he done?
                   3)What type of signature did he use in all the bombs he
                     build?

                  About the person who saved you,

                  The Navy bomb expert commented something about the identity
                  of this person.

                   1)"That man's no seal" - what does it mean?
                   2)"Who Dares Win" - what does it mean?

                  At the end of the scene, the Navy bomb expert hides himself
                  inside the pantry. He gives you a Coolant, a Sensor A and
                  a Lv1 PAN Card. With the Lv1 PAN Card, you can now enter the
                  door with security level 1.

                  The Navy bomb expert has a codec frequency of 140.25. Do
                  contact him if you need additional help on how to defuse
                  a bomb. I will explain the details on how to defuse the
                  bomb below.

Area Analysis   : Below shows a rough diagram of the layout of the Strut C
                  Dining Hall. As usual, the diagram won't cover the details
                  found inside the various rooms.

                                    Dining Hall
                                        ^
                                        |    _____
                                _______ | __|    _ -> To CD Connecting
                               |    ____________|     Bridge
                    Dining     |   |
                     Hall  <---    |
                               |   |
                           M   |   |   W         M - Men's Bathroom
                           ^   |   |   ^         W - Women's Bathroom
                         | | |_|   |_| | |
                         |               |
                         |_____     _____|
                               |   |
                                 |
                        To BC Connecting Bridge

                  Explore the two bathrooms. In the men's bathroom, there is
                  a poster- the lustful mind of men! The area inside the two
                  bathrooms are quite self-explanatory. Try opening the bath-
                  room doors.

                  Inside the Dining Hall, there's also two more posters- men
                  just can't kick away this habit. The Node is located inside
                  the Dining Hall near one of the posters. You should be able
                  to find the Node and the two posters quite easily. I leave
                  you to figure it out.

                  The CD Connecting Bridge leads to the Strut D Sediment Pool.
                  However, we will go to the Strut D Sediment Pool later. When
                  you are ready, head to the BC Connecting Bridge. See "Further
                  Analysis" below for the reason.

Enemy Analysis  : [AD] - Two enemies.

                  One guard patrols the room where you first meet the Navy bomb
                  expert while another one patrols the area outside the
                  bathroom.

                  There's one thing to take note. For [VE - EA], right after
                  the scenes [talking to the navy bomb expert], the two guards
                  are not here at the moment. But if you exit the Dining Room.
                  and reenters the area again, the two guards should appear.
                  As for [NO - EX], I have forgotten. I am not quite sure
                  whether the two guards will appear immediately after the
                  scene ends or you need to exit and reenter again. I will
                  check this out.

                  For [EA - EX], you don't have a Socom Suppressor. If you are
                  thinking of collecting Dog Tags and one of the guards here
                  happen to be a "tough guy", you do need to tranquilise the
                  other guard so that the noise produced from the Socom will
                  not alert the other guard. Use Coolant to wake up the
                  tranquilised guard if neccessary.

Extra Stuff     : Check out the urinary stands in the men's bathroom. What
                  do you hear?

                  Knock on the pantry door where the Navy expert bomb hides
                  himself to see his angry reactions. Attempt to open the
                  pantry door.

                  Try going to the Women's bathroom and call your comrades.

                  Right after the scene [with the Navy bomb expert] ends,
                  immediately head to the CD Connecting Bridge. You notice a
                  guard that is being knocked unconscious at the door. You
                  see someone hiding inside a Cardboard. If you do not head
                  to the CD Connecting Bridge immediately, you won't see
                  the person whom is hiding inside a Cardboard.

                   1)Who is the one hiding inside a Cardboard?
                   2)What's a Cardboard trick?
                   3)Where do you think this person is heading?

                  You might want to get the Dog Tag from the guard stationing
                  at CD Connecting Bridge. Use Coolant to wake him up if
                  neccessary.

Item/Equipment  : Coolant [AD], Sensor A [AD], Lv1 Pan Card [AD].

--------------------------------------------------------------------------------
  Steps                                  |  Hints and Strategies
--------------------------------------------------------------------------------
                                         |
- Explore the two bathrooms. Collect     |- Get Dog Tags from the guards at the
  whatever item you can find.            |  Dining Hall, the CD Connecting
                                         |  Bridge etc.
- Head north until the scene occurs.     |
                                         |- Go to the CD Connecting Bridge
- Once the scene ends, activate the      |  to see a person using the
  Node. Equip Sensor A and then head to  |  "Cardboard trick".
  the women's bathroom.                  |
                                         |
- Check up the mirror in First Person    |
  View mode and look up to find the      |
  bomb.                                  |
                                         |
- Use Coolant to "freeze" the bomb.      |
                                         |
- Then, head to the Strut B Transformer  |
  Room via the BC Connecting Bridge.     |
                                         |
--------------------------------------------------------------------------------

---------------
Defusing a Bomb
---------------

Defusing a bomb is quite simple. When you spot the bomb, simply use the
Coolant, aim it at a distance from the bomb and then spray at the bomb.
Keep spraying until the bomb is "freezed". The bomb then no longer produces
a "beep" sound.

Use the Sensor A given to you to help you to locate the bombs. The bombs can
be located at any possible corners - in ceilings, under tables etc. You might
need to crouch or crawl sometimes when you attempt to "freeze" the bomb.

In case you do not know, the Coolant can also be used to wake up tranquilised
guards.

Press the Start button to reveal the map of the Big Shell. Struts with bombs
that are not yet defused will be indicated by a small box with a 'B' on the
map.

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

----------------
Further Analysis
----------------

From now onwards, pay attention to the codec conversation with the Navy
bomb expert and also the person who saved you earlier. You can also call
them for hints. If you need help on finding the location of the bomb,
call them for advice.

 1)Are the locations of the bombs you find expected to be there?
 2)What about the quantity of the explosives?

The Struts A, B, C, D, E and F are all planted with a C4 Bomb. We will first
defuse the bomb at Strut C [See above] then back to Strut B, A, F, E and
lastly D. You can difuse the bomb in whatever order you wish. But for my
walkthrough, I will follow the order as mentioned above. The reason for
choosing this order is that this leads to an easier route- You go to Strut
F Warehouse earlier so that you can get the Socom Suppressor and secondly,
you go to the Strut D last since it's quite heavily guarded there.

Lastly, you can also contact the person with frequency 141.80 [the person
who saved you earlier] for information on the members of Dead Cell. He also
discusses some background information about the dead navy captain.

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

-------------------------
Strut B, Transformer Room
-------------------------

Area Analysis   : Done Before.

Enemy Analysis  : [AD] - Two enemies.

                  Remember the missing two guards here? They are now back at
                  the Transformer Room.

--------------------------------------------------------------------------------
  Steps                                  |  Hints and Strategies
--------------------------------------------------------------------------------
                                         |
- Enter the transformer room via the     |- You might want to take care of
  northern door. [the one nearest to the |  the two guards here before you
  three hatchlockers.]                   |  attempt to "freeze" the bomb.
                                         |
- The moment you enter the door, you     |- The iron grates along the corridor
  should hear a "beep" sound.            |  make the capturing of the guard,
                                         |  who is patrolling along there,
- The bomb is hidden behind the trans-   |  difficult. Is there a good way
  former door that is opened. Close this |  to get the Dog Tag from this
  door and you should see the bomb.      |  guard? Try crouching with your
                                         |  back pressed against one of the
- Use the Coolant to "freeze" the bomb.  |  transformer doors along the
                                         |  corridor...
- Head to the Strut A Pump Room via the  |
  AB Connecting Bridge.                  |
                                         |
--------------------------------------------------------------------------------

------------------
Strut A, Pump Room   [Part Two]
------------------

Area Analysis   : With the Lv1 PAN Card, you can open the door at the bottom
                  right corner of Strut A Pump Room [Part One]. Enter this
                  door to go to the second part of Strut A Pump Room.

                  At the second part of Strut A Pump Room, there is a
                  surveillance camera at top left corner of the room. In the
                  central portion of the room, there are many pipes.

                  The second part of Strut A Pump Room can also be called the
                  machinery room of Strut A.

Enemy Analysis  : [AD] - One enemy.

                  For [NO - EX], there will be one guard stationing at this
                  machinery room. Plus the earlier guard, there should be a
                  total of two guards in the Strut A Pump Room.

                  For [VE], the guard who is supposed to be at this machinery
                  room will not be here. I can't really remember when this
                  guard appear here. I have to check it out.

                  As for [EA], I can't really remember whether the guard, that
                  is supposed to be here, is here or not. Again, I have to
                  check this out.

Item/Equipment  : Cardboard Box 1 [AD].

--------------------------------------------------------------------------------
  Steps                                  |  Hints and Strategies
--------------------------------------------------------------------------------
                                         |
- Go to the bottom left corner of the    |- Remember to get Dog Tags from the
  machinery room to find a short stair-  |  two guards at the AB Connecting
  case.                                  |  Bridge, the two guards at the
                                         |  Strut A Pump Facility and also
- Climb the staircase to reach to the    |  the guard at the FA Connecting
  other side. To the right of you is a   |  Bridge. If I am not wrong, the
  pipe. Crawl under this pipe.           |  guard that is missing just now
                                         |  will be back at the FA Connecting
- Climb onto the obstacle to your south  |  Bridge.
  to reach to the other end. You should  |
  be able to get your [Cardboard Box 1]. |- The Cardboard Box 1 has the label
                                         |  "The Orange". It's the same box
- Go to the bottom right corner of the   |  that your former character get at
  room. You should see some pipes and a  |  Deck D Pantry Room during the
  short staircase. Go up the staircase,  |  Tanker Chapter.
  head north and crawl pipes whenever    |
  neccessary. You will come to a bend.   |- When you enter this machinery room,
  Head west, repeat the same thing until |  do NOT let the guard see you. Use
  you come to a red pipe.                |  the pipes to hide youself.
                                         |
- Crawl south under the red pipe to come |- If you are spotted by any guard,
  to a small, enclosed area. The bomb is |  you might want to hide inside one
  located here.                          |  of the hatchlockers.
                                         |
- Use the Coolant to "freeze" the bomb.  |
                                         |
- When everything's ready, head to the   |
  Strut F Warehouse via the FA Connect-  |
  ing Bridge.                            |
                                         |
--------------------------------------------------------------------------------

------------------
Strut F, Warehouse
------------------

Area Analysis   : Phew!!! I finally manage to draw a layout for both levels
                  of the Warehouse. Note that the diagrams are not drawn to
                  scale. The diagrams may be missing some minor details like
                  showing the correct positions of the crates. Also, I won't
                  show the details inside each room. Forgive me for the bad
                  diagrams.

                  For Lower Level Warehouse:
                  -------------------------

                                     ___________________
                                    |                   | __
                                    |  R2A       R2A    ||  |
                                    |   ^         ^     || S|
                                    |__ | _______ | ____||__|
                                    |                       |
                                    |XXXX           X       |
                                    |BOXX          XX       |
                                    |XXXX   BX             x|
                                ____|       XXX           xx|
                               |            XXXX           X|
                               |  ________     _____________|
                               | | |      |   |        |
                    To  FA    /  | | R1A         R1B   |
                  Connecting _/ /  |      |   |        |
                    Bridge         |_  ___|   |_____  _|
                                     ||             ||
                                     ||_____________||
                                     |_______________|
                                            \
                                           Duct

                  For Upper Level Warehouse:
                  -------------------------

                                         To EF Connecting Bridge [Lv1]
                                                          /
                                           _____________ /___
                                          |    ___________   |
                                  ________|   |       ||  |  |
                                 |  R3C   |   | R2C   || S|  |
                                 |____  __|   |__  ___||__|__|
                                 |   ____________           |
                           ______|  |            |   _______|_
                          | R2B  |  | Region A   |  |  R3B    |
                         _|__  __|  |____________|  |____  ___|
                        |                                     |
                        |_______________      ____________X  _|
                                |       |    |       |     ||
                                | R3A   |    |  R0A  |_____||
                                |       |    |        ______|
                              __|_   ___|    |___  __|   \
                   To  FA   <-_______________________|  Duct
                  Connecting
                   Bridge

                  Symbols:
                  -------

                  X        - Crates, Boxes etc.
                  S        - Staircase that links between the upper and
                             lower level of the Warehouse.
                  BO       - The location of the bomb [C4].
                  B        - Book lying on top of the crates.
                  Region A - Region A is enclosed by railings. Stand near the
                             railings and look down to see the lower level of
                             the Warehouse. Region A is simply "empty"- You
                             will know it when you go there.

                  You notice that I have used abbreviations to represent the
                  various rooms. The first letter is always R. The second
                  letter is a number and this number represents the security
                  level of the door. If the number is 1, you need Lv1 PAN
                  Card or higher to open the door. If the number is 0, no
                  PAN Card will be required. If the number is 3, you need
                  a PAN Card with security level equal to or higher than 3.
                  The third letter helps to distinguish the doors of similar
                  security level. For example, R1A is the first door with
                  security level 1, R1B is the second door with security
                  level 1 and so on.

                  I will be using the above abbreviations whenever you need to
                  come to the Warehouse the next time.

                  Explanation:
                  -----------

                  I won't discuss the details inside the rooms with security
                  level 2 and 3 since you cannot access to these rooms
                  now- I will discuss later.

                  R0A - For [NO - EX], you can get your M9 Tranquiliser Gun
                        here if you didn't get it earlier.
                  R1A - The Node, Cardboard Box 2 and a Book are located here.
                  R1B - For [EA - EX], you can find the Socom Suppressor here.
                        The Mine Detector is also found here.

                  With the Lv1 PAN Card, you can now enter the door [security
                  level 1] that leads to the EF Connecting Bridge.

Enemy Analysis  : [VE]      - Two enemies.
                  [EA - NO] - Three enemies.
                  [HA]      - Four enemies.
                  [EX]      - Five enemies.

                  A guard at the top level of the Warehouse is the reporting
                  guard. Take down this guard the last.

Item/Equipment  : Cardboard Box 2 [AD], Mine Detector [AD], Socom
                  Suppressor [EA - EX].

Weapon          : M9 Tranquiliser Gun [NO - EX] [If you didn't get earlier].

--------------------------------------------------------------------------------
  Steps                                  |  Hints and Strategies
--------------------------------------------------------------------------------
                                         |
- Go to R1A and activate the Node. Get   |- Every room contains some ammunition
  the [Cardboard Box 2] here.            |  and items. Remember to take them
                                         |  whenever there is a need to.
- Punch and kick the sealed hatchlocker  |
  until the door falls outward. Get the  |- Some of the items here are found
  [Book].                                |  on top of the crates.
                                         |
- Search the southwestern part of R1A    |- Use hatchlockers to hide bodies.
  and crawl through the duct to reach    |
  R1B. For [NO - EX], you can get the    |- Whenever you attempt to drop from
  [Socom Suppressor] at R1B here. Climb  |  the upper level Warehouse to the
  over the crates and then grab the      |  lower level Warehouse [through
  [Mine Detector] here at R1B.           |  hanging at the railings near
                                         |  region A], make sure that there
- Go to upper level Warehouse. Go to the |  are no guards at the lower level
  railings [near Region A].              |  Warehouse or the guards are tran-
                                         |  quilised. If not, when you drop
- Hang over the railings and find a good |  down, the noise may alert the
  spot to jump such that you land on the |  guards.
  crates that are at the centre of the   |
  Warehouse below. Get the [Book].       |- If you are spotted by any of the
                                         |  guards, you can either:
- Go to upper level Warehouse, hang over |
  the railing and jump onto the crates   |   1)Enter the exits that lead you
  that are at the bottom left of the     |     to the FA or EF Connecting
  Warehouse below. You should find the   |     Bridge.
  bomb.                                  |   2)Hide inside either one of the
                                         |     two ducts. Notice that there
- Use Coolant to "freeze" the bomb.      |     is a duct at each level.
                                         |   3)Hide inside any hatchlocker.
- Go to the upper level and enter the    |   4)Use Cardboard Box 1 or 2 to
  door that leads to the EF Connecting   |     hide.
  Bridge.                                |   5)Restart the game.
                                         |
--------------------------------------------------------------------------------

--------------------
EF Connecting Bridge
--------------------

Area Analysis   : The diagram shows a rough layout of EF Connecting Bridge.

                              To Strut E Parcel Room 1F
                                         ^
                                         |
                                       |   |
                                   ____|   |____
                                  |             |
                    To Shell 1  __|   Claymore  |
                    Core 1F   <-__     Mines    |
                                  |             |
                                  |____     ____|
                                       |   |
                                         |
                                         V
                               To Strut F Warehouse

                  There are around 7 Claymore Mines on the bridge. The left
                  platform leads to the Shell 1 Core 1F. If you step on the
                  left platform, the floor panel will fall. Therefore, you
                  must run across it. If a Gun Cypher spots you and hits him,
                  your character will pause for a while and he will fall to
                  his death. However, don't go onto this platform first. You
                  can't access to Shell 1 yet as you do NOT have the required
                  security card. So, head north and go to Strut E Parcel
                  Room.

Enemy Analysis  : [AD] - Not a single enemy.

                  Though there is no enemy stationing on the bridge, there are
                  Claymores here. But if you look up towards the Strut E
                  Heliport, you will notice a guard standing there, using his
                  binoculars to search the bridge for intruders.

                  Do look out for Cyphers in this area.

--------------------------------------------------------------------------------
  Steps                                  |  Hints and Strategies
--------------------------------------------------------------------------------
                                         |
- When you head north towards the centre |- Use the Scope to locate the guard
  of the bridge, a codec conversation    |  stationing at the Heliport.
  will occur. See below.                 |
                                         |- Do NOT use the Socom to shoot this
- After the codec conversation, use your |  guard. Use M9- You don't want to
  M9 Tranquiliser Weapon to tranquilise  |  kill him yet. [His Dog Tag?]
  the guard at the Heliport.             |
                                         |- Where is our long range sniper
- Equip the Mine Detector and crawl      |  rifle when we need it? Anyway,
  along the bridge to collect the        |  M9 is sufficient to hit him.
  Claymores.                             |
                                         |- If you do not tranquilise the
- Enter the door to the north to reach   |  guard at the Heliport and attempt
  Strut E Parcel Room.                   |  to crawl along the bridge to get
                                         |  Claymores, the guard may spot you.
                                         |
                                         |- It is possible to use Thermal
                                         |  Goggles to detect the Claymores.
                                         |  Try viewing in First Person View
                                         |  mode.
                                         |
--------------------------------------------------------------------------------

Codec Analysis  : You meet an enigmatic figure here- this mysterious person
                  contacts your character and warns him that there are
                  Claymore mines set on the bridge. His codec frequency is
                  140.48.

                   1)What is his/her real identity?
                   2)What type of suit and weapon does he/she carries?
                   3)Think about the nickname, the codec frequency he/she
                     uses.
                   4)Relate him/her to a "person" you know. What happened to
                     this "person" at the end of Shadow Moses incident? [The
                     Original MGS]

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

-----------------------
Strut E Parcel Room, 1F
-----------------------

Area Analysis   : The Parcel Room is a place where boxes are nicely packaged
                  and are transported to different areas. There are many
                  large conveyor belts for transporting the boxes. Try using
                  the conveyor belts as a cover.

                  There are many boxes of ammunition worthwhile to take. Try
                  crawling if there is a need to. Despite the fast-moving
                  parcels, the guards here have reasonably good visibility.

                  The Node is located at the top-right corner of the room.
                  To the left of the Node, you should be able to see a stack
                  of boxes with the label "The Orange".

                  In the western part of the room, there is a staircase that
                  leads you down to another small room that has two Lv5
                  doors. In this small room, you should be able to see a
                  stack of boxes with the label "Z.O.E". For the time being,
                  you cannot open these two doors. Check out the southwestern
                  part of this small room [near the Z.O.E boxes] to find a
                  duct. What can you find?

                  In the eastern part of the room, there is a staircase that
                  leads you up to the Strut E Heliport.

                  In the top-left corner of the room, there is a door that
                  leads to the DE Connecting Bridge. The DE Connecting Bridge
                  also leads to the Strut D Sediment Pool. However, we will
                  go to Strut E Heliport first.

Enemy Analysis  : [VE - EA] - Two enemies.
                  [NO]      - Three enemies.
                  [HA]      - Four enemies.
                  [EX]      - Five enemies.

                  If I am not wrong, there should be one missing guard here
                  for [AD]. This will mean that you should see one enemy for
                  [VE - EA], two enemies for [NO], three enemies for [HA]
                  and four enemies for [EX]. As to when this missing guard
                  will appear, I have to check it out.

                  For [HA - EX], there will be some surveillance cameras.

                  For [NO - EX], there should be a reporting guard here.

Item/Equipment  : Cardboard Box 5 [AD], Digital Camera [AD], Mine
                  Detector [AD] [If you didn't get earlier].

Extra Stuff     : For [NO - EX], there is an extra bomb waiting for you to
                  diffuse. This extra bomb is attached to one of the moving
                  boxes on the conveyor belt. The problem lies here- the
                  bomb is not stationary.

                  Cardboard Box 5 is the awesome "Zone of the Enders" box.
                  Because this box is too attractive, it might gain the
                  guard's attention instead of provide a good concealment.

                  The Cardboard Box can be used as a means of transportation.
                  Try climbing onto the platform on the southwest side of the
                  Parcel room and equip a Cardboard Box. Wait until the
                  conveyor belt stop. Quickly hop onto the conveyor belt.
                  You will be transported to a place. Repeat this procedure
                  using different Cardboards. You can call this the "Parcel
                  Travel" trick.

--------------------------------------------------------------------------------
  Steps                                  |  Hints and Strategies
--------------------------------------------------------------------------------
                                         |
- Go to the top-right corner and acti-   |- For [HA - EX], use the Socom with
  vate the Node to download the map.     |  Suppressor attached to destroy
                                         |  the surveillance cameras. Use
- Go to the northeastern part of the     |  Scope to locate the surveillance
  room and climb onto the platform to    |  cameras if neccessary.
  get the [Cardboard Box 5].             |
                                         |- For [NO - EX], whenever you enter
- For [HA - EX}, diffuse this extra      |  the room via any of the entrance,
  bomb.                                  |  make sure you look out for guards.
                                         |  If you simply rush into the room,
- You can find the [Mine Detector] at    |  the guard(s) might spot you.
  the small room near the Z.O.E boxes by |
  taking the southwestern staircase if   |- For [HA - EX], my advice is stand
  you didn't take it earlier.            |  near the platform where you get
                                         |  the [Cardboard Box 5] and use the
- Equip Cardboard Box 5 [Z.O.E Box] and  |  Coolant to "freeze" this bomb.
  try the "Parcel Travel" trick. You     |  Because the bomb is not stationary,
  will be transported to a room where    |  you may have to wait there for the
  you can take the [Digital Camera].     |  bomb to travel back to the same
  Then, equip the Z.O.E box and hop onto |  spot and then freeze it again.
  the conveyer belt to return back to    |  The bomb may need to travel a few
  the main Parcel Room. Check above for  |  cycles before it is completely
  the "Parcel Travel" trick.             |  "freezed". You have to note that
                                         |  when you are using the Coolant,
- Explore the room and take all the      |  the spray can also attract the
  things you can find.                   |  guards. It's advisable to take down
                                         |  the guards first before you attempt
- Once everything's ready. go to the     |  to diffuse this extra bomb.
  eastern part of the room and up the    |
  staircase to get to Strut E Heliport.  |- The blue Lv5 door leads you to an-
                                         |  other small room where you can
                                         |  find the [Digital Camera]. Though
                                         |  you cannot enter this door yet,
                                         |  you can use this "Parcel Travel"
                                         |  trick to get into this room.
                                         |
                                         |- Remember the locations where you
                                         |  find the "The Orange" and "Z.O.E"
                                         |  boxes? If you are spotted, equip
                                         |  the appropriate Cardboard Box and
                                         |  hide there. Stack near "similar"
                                         |  boxes. Do you still remember this
                                         |  technique? I hope you do.
                                         |
--------------------------------------------------------------------------------

----------------
Strut E Heliport
----------------

Scene Analysis  : Moving to the base of the stairs, up to the helicopter
                  landing pad, a scene occurs. Your character overhears a
                  radio conversation made by a familiar Russian woman. You
                  should be able to guess her identity by her nationality.
                  Maybe, that explains why the Russian private army is here.

                   1)Who do you think is the one talking to the Russian
                     woman?
                   2)What is the "annoying fly"?
                   3)What "unusual" person did this woman see? Can you relate
                     this to the mysterious person who call you earlier to
                     warn you of the Claymores buried in the EF Connecting
                     Bridge?
                   4)The woman mentions about someone hiding in a cardboard.
                     Relate this to the man hiding inside the cardboard you
                     see in the CD Connecting Bridge. What is the response
                     of the person the woman is talking to? Be careful when
                     you are crossing the connecting bridge- traps?

Codec Analysis  : Right after the cutscene ends, your character will contact
                  one of your comrades. He knows a lot about the background
                  of the Russian woman.

                   1)According to this comrade, what had happened to Colonel
                     Sergei Gurlukovich
                   2)The relationship between this Russian woman and this
                     Sergei- well, you should be able to guess it...
                   3)Who NOW commands the Russian private army?
                   4)Where is the Russian private army patrolling?

Area Analysis   : From the base of the staircase, ascend up to reach the top
                  where the Heliport is. There is a Harrier to the north. The
                  bomb is hidden just under the wing of the Harrier. There
                  are large crates and some iron grates here. If you fall
                  down from the Heliport, the impact of the fall will kill
                  your character instantly.

Enemy Analysis  : [VE - EA] - Two enemies.
                  [NO - EX] - Three enemies.

                  From the base of the staircase, head to the left to see a
                  guard. You should find a Claymore near this guard. This
                  is the guard who uses the binoculars to detect intruders
                  at the Connecting Bridge. Therefore, if you have tranq-
                  uilised him at the EF Connecting Bridge earlier, you
                  should find him sleeping now. Use Coolant to wake him up
                  and quickly capture him to get his Dog Tag.

                  For [VE - EA], there is one guard patrolling the Heliport.
                  For [NO - EX], there are two guards patrolling the Heli-
                  port; one guard patrols the north and another guard patrols
                  the south. You should be able to get Dog Tags easily from
                  all the guards here.

Item/Equipment  : Cardboard Box 3 [AD].

--------------------------------------------------------------------------------
  Steps                                  |  Hints and Strategies
--------------------------------------------------------------------------------
                                         |
- After the scene, decend to the base of |- To locate the bomb easily, I will
  the staircase and go to the left side  |  advise you to let your character
  to collect the Claymore and the Dog    |  crouch or crawl. While maintaining
  Tag from the guard there.              |  this position, use the Coolant
                                         |  to spray at the bomb.
- Ascend the staircase to the top where  |
  the Heliport is.                       |
                                         |
- From the top of the stairs, move to    |
  the left to get the [Cardboard Box 3]. |
                                         |
- Explore the Heliport, take all the     |
  things you can find here and get the   |
  Dog Tag(s) from the guard(s) here.     |
                                         |
- Head to the Harrier to the north, find |
  the bomb and use the Coolant to        |
  "freeze" it.                           |
                                         |
- Head back to Strut E Parcel Room and   |
  enter the door at the top-left corner  |
  of the room to go to the DE Connecting |
  Bridge.                                |
                                         |
--------------------------------------------------------------------------------

--------------------
DE Connecting Bridge
--------------------

Area Analysis   : The DE Connecting Bridge consists of two levels, the upper
                  level bridge and the lower level bridge. Your aim is to
                  enter either of the two doors on the other end of the
                  bridge. The door at the upper level bridge leads to the
                  upper level of the Strut D Sediment Pool while the door
                  at the lower level bridge leads to the lower level of the
                  Strut D Sediment Pool. My advice is enter the door at the
                  lower level bridge because a Node is located at the lower
                  level of the Strut D Sediment Pool.

                  There are some items to collect at the other end of the
                  lower level bridge. Make full use of the two staircases on
                  each end of the bridge to ascend and descend.

Enemy Analysis  : [AD] - Two enemies.

                  If I am not wrong, there should ONLY be one guard patrolling
                  the upper and lower level of the bridge. As to when the
                  second guard will appear here, I can't remember. I have to
                  check this out.

--------------------------------------------------------------------------------
  Steps                                  |  Hints and Strategies
--------------------------------------------------------------------------------
                                         |
- Capture the guard here and get his Dog |
  Tag.                                   |
                                         |
- Head to the Strut D Sediment Pool via  |
  the door at the lower level bridge.    |
                                         |
--------------------------------------------------------------------------------

----------------------
Strut D, Sediment Pool
----------------------

Area Analysis   : The Strut D Sediment Pool consists of two levels, the upper
                  level and the lower level. The paths follow a circular arc
                  for both levels. At the upper level, there is a platform
                  at the centre and this platform is linked to the upper
                  level by three connecting small bridges. The angle between
                  any of these two connecting small bridges is likely to be
                  around 120 degrees. [360/3 = 120] If you fall from the
                  platform to the bottom waste disposal, your character will
                  be killed instantly.

                  When you first enter the Sediment Pool via the lower level
                  door at the DE Connecting Bridge, you should be able to
                  notice the Node nearby.

                  At the upper level, there is a small staircase to the north
                  that leads you to a Lv3 door. This Lv3 door leads to a
                  connecting bridge that links between Shell 1 and Shell 2.
                  However, you cannot open this door yet.

                  Just below this Lv3 door at the upper level Sediment Pool,
                  you should be able to see a disposal gate. I suppose you
                  do know what to do with the bodies of unconscious or dead
                  guards.

                  At the western side of the upper level Sediment Pool, there
                  is a Lv1 door that leads you to the CD Connecting Bridge.
                  Remember the person hiding inside a Cardboard earlier?
                  The CD Connecting Bridge leads to the Strut C Dining Room.

                  There are hatches in the floor. Make sure you check them.

Enemy Analysis  : [VE]      - Two enemies.
                  [EA - NO] - Three enemies.
                  [HA - EX] - Four enemies.

                  There is a reporting guard at the lower level of the
                  Sediment Pool for [AD].

Extra Stuff     : For [VE - NO], there is ONLY one bomb here for you to
                  diffuse. For [HA - EX], there are TWO bombs for you to
                  diffuse. For [AD], you should be able to find the bomb
                  by opening the hatch at the southwestern part of the
                  lower level Sediment Pool. As for the extra second bomb
                  found in [HA - EX], it is found inside another hatch at
                  the lower level. You should be able to find this extra
                  bomb quite easily.

                  Here is a cool way of moving from the upper level of the
                  Sediment Pool to the lower level of the Sediment Pool but
                  it is very risky.

                  At the upper level, simply hang over the rail. Then, press
                  the X button to drop. When your character starts to fall,
                  quickly press the Triangle button to let your character grab
                  onto the rail below. Timing is important here. If you fail,
                  then your character will fall into the pool full of toxin
                  waste. That becomes Game Over!!!

--------------------------------------------------------------------------------
  Steps                                  |  Hints and Strategies
--------------------------------------------------------------------------------
                                         |
- Activate the Node.                     |
                                         |
- Get Dog Tags from the guards here and  |
  explore the area here. Take all the    |
  things you can find here.              |
                                         |
- Open the hatch(s) that contain(s) the  |
  bomb(s). Use Coolant to "freeze" the   |
  bomb(s).                               |
                                         |
- Once the bomb(s) is/are completely     |
  "freezed", a codec conversation will   |
  occur. See below.                      |
                                         |
- Head to CD Connecting Bridge by via    |
  the door at the western side of the    |
  upper Sediment Pool.                   |
                                         |
--------------------------------------------------------------------------------

Codec Analysis  : When you have completely "freezed" the bomb(s) in Strut D
                  Sediment Pool, the Navy bomb expert will contact you.

                  He will elaborate the incident about the explosion of the
                  church five years ago- the incident that changed his entire
                  life. He also mentions about his health condition- what
                  about his leg?

                  The person who saved you earlier also contacts you and
                  discusses about a special type of odourless bomb at Strut
                  A: Deep Sea Dock.

                  Think about the locations where the bombs were found.
                  Were the bombs expected to appear at these places? Is
                  there a trap? How come it's so easy?

                  Near the end of the scene at the Strut C Dining Room where
                  you first meet the Navy bomb expert, the navy bomb expert
                  mentions something about a "backup plan". I hope you know
                  what this "backup plan" turns up to be- the "unexpected"
                  can happen anytime; something needs to be "created" to
                  detect the "unexpected" bombs.

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

----------------
Further Analysis
----------------

If you have followed the walkthrough closely, you should already have diffused
all the bombs. If not, see the World Map by pressing the Start button to view
the areas you have not diffused the bombs yet and proceed on to diffuse the
remaining ones. If there are some Dog Tags not collected yet, go and get them
now.

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

--------------------
CD Connecting Bridge
--------------------

Area Analysis   : If you are entering the CD Connecting Bridge via the Strut
                  D Sediment Pool, you should spot a surveillance camera
                  mounted to a wall. Be careful.

                  The CD Connecting Bridge consists of two levels, the upper
                  level bridge and the lower level bridge. If you step on
                  the lower level bridge, the floor panels under you will
                  fall off as you step on them. The only way is to run across
                  the lower level bridge. If not, take the upper level bridge.

Enemy Analysis  : [AD] - Two enemies.

                  For [VE - EA], there should one guard here. As for
                  [NO - EX], I can't remember. Another "missing" guard again.
                  I have to check this out also.

                  Beware of Cyphers!

--------------------------------------------------------------------------------
  Steps                                  |  Hints and Strategies
--------------------------------------------------------------------------------
                                         |
- Get Dog Tag from this lone guard.      |- Use Socom attached with a Suppress-
                                         |  or to take down the surveillance
- Go to Strut C Dining Hall via the door |  camera and the Cypher here.
  on the other side.                     |
                                         |
--------------------------------------------------------------------------------

--------------------
Strut C, Dining Hall
--------------------

Area Analysis   : Done Before.

Enemy Analysis  : [AD] - Two enemies.

                  I am not sure if there is/are missing guard(s) at this
                  point of time.

Item/Equipment  : Sensor B.

--------------------------------------------------------------------------------
  Steps                                  |  Hints and Strategies
--------------------------------------------------------------------------------
                                         |
- Search the pantry where the Navy bomb  |- In case you forget how to get to
  expert used to hide to find the        |  Strut A Roof/Strut A Pump Facility,
  [Sensor B].                            |
                                         |      Strut C Dining Hall
- A codec conversation may occur. See    |             |
  below. Timer occurs.                   |    Strut B Transformer Room
                                         |             |
- Go to Strut A Roof/Strut A Pump        |     AB Connecting Bridge
  Facility.                              |             |
                                         |     Strut A Pump Room
                                         |             |
                                         |  Strut A Roof/Pump Facility
                                         |
--------------------------------------------------------------------------------

Codec Analysis  : The codec conversation occurs only when you have diffused
                  all the bombs. If you have not diffuse all the bombs but
                  you attempt to pick up the Sensor B, there will be no
                  codec conversation. It doesn't really matter if you collect
                  the Sensor B earlier before you diffuse all the bombs.
                  After collecting the Sensor B, diffuse all the remaining
                  bombs. Wait until the codec conversation occurs.

                  The person who saved you earlier informs you that he has
                  "freezed" the last bomb completely- we have fallen into
                  a trap. The odourless bomb at Strut A Deep Sea Dock will
                  soon explode- a timer appears. Depending on difficulty
                  level chosen, the start of the countdown varies. Anyway,
                  you should have plenty of time to reach Strut A Deep
                  Sea Dock.

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

UNDER CONSTRUCTION!!! KINDLY WAIT PATIENTLY!!! I APOLOGISE FOR THE SLOW
UPDATE OF MY FAQ!!!

Meanwhile, feel free to give me info regarding the "missing" enemies at:

 1)Strut F Warehouse.    [Before the scene with the blood freaking guy]
 2)BC Connecting Bridge.
 3)Strut A Pump Room.    [Part Two] [For VE - EA ONLY]
 4)DE Connecting Bridge.
 5)CD Connecting Bridge.

If you have info regarding the different patrol routes of enemies [VE - EX]
found in any certain areas, feel free to e-mail me and tell me.

Credit will be given to the FIRST person who tells me the info. However, the
info must be clear and concise such that I can understand what is going on.

The problem lies here- I have a job and at the same time, I want to play FFX.
I wonder if I have the time to play MGS2 again and finish the faq. Send the
info quick to me before I get the info myself if you want any credit. Also,
if people send me useful info, I can finish the walkthrough faster. But for
the time being, do NOT send me anything that my walkthrough has NOT covered
yet. If there is any error in my info, grammatical and spelling errors,
please inform me.

================================================================================
05)Secrets and Bonuses:
================================================================================
UNDER CONSTRUCTION!!! COMING SOON!!!

================================================================================
06)List Of Dogtags:
================================================================================
UNDER CONSTRUCTION!!! COMING SOON!!!

================================================================================
07)Photo Album:
================================================================================
UNDER CONSTRUCTION!!! COMING SOON!!!

================================================================================
08)Gameshark Codes:
================================================================================
UNDER CONSTRUCTION!!! COMING SOON!!!

================================================================================
09)Frequently-Asked-Questions
================================================================================
UNDER CONSTRUCTION!!! COMING SOON!!!

================================================================================
10)Credit
================================================================================
UNDER CONSTRUCTION!!! COMING SOON!!!

I will update this section...

-Thanks to the instruction manual that comes with the MGS2 package.
-Thanks to the Official strategy guidebook of Metal Gear Solid 2: Sons Of
 Liberty published by Bradygames. The book is written by Dan Birlew.
-Thanks to Hyral <hyral@hyral.f2s.com> for allowing me to use the
 abbreviations for my walkthrough.
-Thanks to Heero Yuy's FFVIII flowchart walkthrough that inspires me to come
 up with a new format for my MGS2 walkthrough.
-Thanks to Konami for making such a great game like Metal Gear Solid 2.

================================================================================
11)Copyright Protected
================================================================================

Copyright Protected. 2001-2002. No part of the content is allowed to be edited
or published without the permission of the writer. It can only be used as a
personal guide, but not for any commercial purposes. Anyone who has violated
this agreement will be severely dealt with. Anyone who wants to link the faq
to a particular site must seek permission from the author. Thanks for your
cooperation.

All the contents that are inside this faq cannot be reproduced in any way.
(Whether it is physical, electronic or otherwise) The faq can only
be placed on a freely accessible and non-commercial webpage, provided that
the content is unaltered and my permission has been obtained.

This faq cannot be used for any profitable purposes like for promotional
purposes. Neither can it be used as any sort of commercial transaction or
given away as some sort of bonus, gift, present etc. Giving away this faq
as an incentive to attract buyers is prohibited or forbidden. This faq
cannot be used by any publishers, editors, employees or any associates etc
of any company, group, organisation, business or any other associations.
It cannot be used in any game magazines, guides, books etc or in any other
form of printed or electronic media in any way, shape, form (that includes
reprinting, reference, inclusion) without my permission.

I have spent a lot of time typing this faq and the only way to show your
appreciation is not to use this faq for profitable means and hopefully, this
faq will be of some help to you.

If you feel that reading this faq is a bit tedious especially when you have
to look at the computer and play your game, you are allowed to print a portion
or the entire of this document out. However, the printed copies can only be
for personal use.

1987 1999 2001 Metal Gear, Metal Gear Solid, Metal Gear Solid Integral,
Metal Gear Solid 2: Sons Of Liberty are registered trademarks of Konami.

Presented By Konami Computer Entertainment Japan West
A Game Directed By Hideo Kojima.

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

