{=================}
{Table of Contents}
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I. Introduction and Notes
II. Unofficial Tactical Infiltration Manual
III. Walkthrough
IV. Boss Strategies
V. Weapons, Items and Equipment Information and Locations
VI. Secrets and Miscellaneous Information
VII. Storyline and History
VIII. Legal and Contact Information
[----------------------]
I.[-Introduction and Notes-]
[----------------------]
Introduction: This is a detailed guide to the game Metal Gear Solid 2: Sons of
Liberty, to help players who are unable or unwilling to get through certain
parts of or the whole game by themselves.
Notes: Read the legal and contact information section before using this guide.
In the walkthrough, forward refers to the direction facing the top of the
screen. Backwards refers to the direction facing the bottom of the screen. Left
refers to the direction facing the left side of the screen. Right refers to the
right of the screen. Up refers to the direction facing above the player. Down
refers to the direction facing below the player. Dispatch, neutralize, and like
terms mean tranquilize, knock out, or kill. North, south, east, and west refer
to directions on the radar (up, down, left, and right). Furthermore, many parts
of the story, important or not, are not included in the walkthrough. The
location of unique items, though, are all given.
Basic Controls: Movement
------------------------
Move (Walk/Run): Move around by press the left analog stick in the desired
direction. The speed at which you move is determined by how hard you press the
analog stick. You can also move with the directional button(s). Like the analog
stick, press hard to run, and lightly to walk.
Diving Somersault (Snake)/Rolling (Raiden):
Press the cross button while running to execute a diving somersault (Raiden
will execute a roll). This move can also knock down any enemy soldiers in its
path. The diving somersault is useful for getting from one hiding spot to
another. Rolling is useful for squeezing through small openings, and for
getting across distant platforms. It can also be used to put out flames when on
fire.
Crawling/Crouching: Press the cross button when walking or standing to switch
to a crouching position. Useful for hiding behind waist-high objects. While
crouching, pressing the left analog stick or directional button(s) in any
direction will cause the character to crawl, except when moving against a wall
immediately behind the character. Crawling allows the character to hide in
narrow spaces under tables and low-lying objects. Pressing the cross button
while in crouching or crawling position will switch the character back to a
standing position, unless the character is physically unable to do so.
Hanging: In certain places, pressing the triangle button while facing a railing
will cause the character to drop down and hang from the railing. Press the left
analog stick or directional button(s) to move across the railing. If the Grip
Gauge reaches zero, the character will lose his grip and fall. Press the
triangle button to climb back over the railing. Press the cross button to let
go and drop. The L2 and R2 buttons can also be used to move across a railing.
Pressing them simultaneously will make the character do pull-ups, which will
make the Grip Gauge decrease quicker. Doing enough pull-ups will strengthen the
character's ability in hanging mode (this will be confirmed by a contact by
Codec). Falling from certain places may cause the character to receive damage,
and falling from other certain places will cause instant death. Note that you
can fall and catch the railing below you with the triangle button (when you are
near the railing).
Climbing: Objects that are roughly waist-high can be climbed by press the
triangle button.
Basic Controls: Knowing Your Surroundings
-----------------------------------------
Flattening Against a Wall: Face a wall or similar surface and press and hold
the left analog stick or directional button(s) is the direction of the wall to
flatten against it. Depending on the location, flattening may cause the view
switch to Corner View, making it easier to view the surrounding area. It is
also possible to move while flattened against a wall. Moving while flattened
will enable the character to squeeze through narrow spaces not normally
accessible when walking, and can enable the character to sneak under cameras
unnoticed.
Peeking: Press the L2 or R2 button while in Corner View to peek left/right. Use
the right analog stick to change the view's angle. If you are not close enough
to the corner, the L2 or R2 button will move the character to the corner, and
then peek.
Making a Noise: While flattened against a wall, press the circle button to hit
the wall and make a sound. The sound can be useful in distracting enemy
soldiers.
Viewing the Overview Map (Plant Chapter): After accessing a node, press the
START button to display the Overview Map. The game will be paused while the
Overview Map is being viewed. The right analog stick will rotate the map, and
the left analog stick and directional button(s) while move the area name
display cursor.
First Person View: Press and hold the R1 button to enter First Person View
mode. While in First Person View, use the left analog stick to change the
camera angle. You can change how to use the left analog stick in OPTIONS. Press
the L2 or R2 button while in First Person View to move one step left/right.
Press both the L2 and R2 buttons simultaneously to stretch up.
Using the Codec: Press the SELECT button to use the Codec. Using the Codec can
provide helpful assistance, such as information about new weapons and advice
about what to do next. Press left and right on the directional button(s) or
left analog stick to change the selected frequency. Press down on the
directional button(s) or left analog stick to see a menu of Codec frequencies,
use the directional button(s) or left analog stick to select one, and press the
circle button to call that frequency. During conversations, press the R1 and/or
R2 to hear the character's (Snake/Raiden) thoughts, move the left and right
analog sticks to move the camera views, and press the left and right analog
sticks inward to zoom in.
Cardboard Box: Wear the cardboard box to avoid being caught by cameras. You can
move in the cardboard box, but the camera will catch you if the character is
moving in the cardboard box in the camera's field of view.
Item Menu: Press and hold the L2 button to access the items menu, then use the
left analog stick or directional button(s) to select an item. Pressing the L2
button once quickly will switch between nothing and your last used item (or
between last the two items used if set in options).
Weapons Menu: Press and hold the R2 button to access the weapons menu, then use
the left analog stick or directional button(s) to select a weapon. Pressing the
R2 button once quickly will switch between nothing and your last used weapon
(or between the last two weapons used if set in options).
Hatch: Face a hatch and press the triangle button to grip the handle. Hold the
triangle button to turn the handle and open the hatch/door. Pressing the
triangle button rapidly while turning the handle will open the hatch/door more
quickly.
Elevators: Face the panel next to the elevator door and press the triangle
button to call the elevator. The elevator may take a while to arrive. Standing
in front of the control panel inside the elevator will cause the floor buttons
to appear. Select the desired floor using the left analog stick or directional
button(s), and press the circle button to activate the elevator.
Hatchlockers/Bathroom Doors: Stand in front of a locker or bathroom door and
press the triangle button to open the door. It is possible to hide inside by
entering it and closing the door. Press the triangle button once again to open
the door, exit the locker, and close the door.
Climbing/Descending Ladders
Tanker Chapter: Stand in front or on top of a ladder and press the triangle
button to grip the ladder. Then use the left analog stick or directional
button(s) to go up or down. After reaching a secure foothold, press the
triangle button again to let go of the ladder.
Plant Chapter: Stand in front or on top of a ladder and press the triangle
button to climb or descend.
Accessing Nodes: Stand in front of a Node and press the triangle button to
access the Node. Nodes can only be accessed in Normal and Caution modes.
Combat Controls
Attacking With a Weapon: After equipping a weapon, press the square button to
use that weapon. When using gun-type weapons, press the L1 button to lock onto
a target. Certain weapons will shoot or aim (draw) only when you press the
square button at certain intensities.
Reload : Although weapons will reload automatically once a clip is empty
(assuming the character has more ammunition), it is best to reload by hitting
the R2 button twice in combat.
Choking: With no weapon equipped, sneak up behind an enemy soldier and press
the square button while you are standing to grab the soldier's neck. It is
possible to move around while gripping an enemy soldier by the neck (holding
down the square button). While gripping an enemy soldier by the neck,
repeatedly press the square button to break the soldier's neck. While gripping
an enemy soldier by the neck , if the soldier tries to escape, quickly press
the square button to tighten the grip.
Hand-to-Hand Combat: Press the circle button to throw a punch. Repeatedly
pressing circle will unleash a barrage of punches (a punch and kick combo) that
will send enemy soldiers flying. After receiving enough damage from
hand-to-hand attacks, enemy soldiers will lose consciousness. Punching with a
weapon equipped gives the enemy more damage.
Attacking in First Person View: It is also possible to attack using weapons or
fists in First Person View (while holding down the R1 button). There are
certain targets that can only be hit by attacking while in First Person View.
It is also easier to aim for an enemy soldier's head while in First Person
View.
Throwing: With no weapon equipped, hold down the left analog stick or
directional button(s) and press the square button to throw an enemy.
Dragging: With no weapon equipped, stand near a fallen enemy soldier and press
the square button to pick up the soldier's body. By continuing to hold down the
square button and moving around, the body can be dragged to a different
location. This is useful for hiding bodies so that they will not be discovered
by the enemy. Bodies can be thrown away at certain places.
Hold-Ups: Get close to an enemy soldier (without them having seen you), have a
pistol ready, and press and hold the square button. Move to a position in which
you can see their face. Point the gun at their face or crotch, and they will
drop items, including dog tags if they have them. If they don't respond as you
like, switch to a lethal weapon (if it's not already equipped), and shoot them
in a non-lethal area. They'll cough up what you're looking for.
Basic Controls: In the Water
----------------------------
Surface Controls
Move Around: Use the left analog stick or directional button(s) to move around.
Dive: Press the circle button to dive.
Underwater Controls
Swim: Press the circle button to swim forward. Press repeatedly to swim faster.
Hold down to swim slowly.
Quick Stop/Stand: Press the cross button to stop, or stand if near the bottom
surface.
Quick Turn: Use the right analog stick to turn quickly.
Hold Breath: Press the triangle button to decrease the speed at which the O2
gauge diminishes.
Special Controls
----------------
When the Blade is Equipped
Swinging the Blade: Press the right analog stick up/down to slash vertically,
and press left/right to swing the blade horizontally.
Rotating Cut: Rotate the right analog stick in a full circle motion to execute
a rotating cut.
Thrust: Press and hold the right analog stick to execute a thrust (press the
right analog stick inward).
Guard: Press the L1 button to defend using the blade.
Blunt Strike: Press the square button once before swinging the blade to reverse
the blade to reverse the blade and execute a Blunt Strike. Attacking with a
Blunt Strike will knock an enemy soldier out rather than kill him. Press the
square button again when the cutting edge is in reverse position to bring it
back to the normal position.
Walking with Emma
Hold Emma's Hand: Press and hold the triangle button to hold her hand and walk
with her. You cannot use weapons when holding her hand. Emma will crouch when
you let go of her hand, and her life recovers gradually in this position.
Swimming with Emma: Use normal swimming controls. Emma's O2 Gauge will appear.
Keep an eye on it and catch a breath of air when necessary.
Events
------
Taking Pictures: Tanker Chapter
Objective: Take 4 pictures of Metal Gear RAY and send them using the
workstation. 1 shot from the right hand, left hand side, and front of Metal
Gear RAY (3 separate shots). 1 shot of the "MARINES" insignia located somewhere
on Metal Gear RAY.
Using the Camera: When the camera is equipped, the screen will switch to the
camera's viewfinder. Press the circle button to zoom in and the cross button to
zoom out. Press the square button to snap a picture. Any pictures taken will be
displayed at the bottom of the screen in a miniaturized format (up to 6 can be
saved at once). Select where you want to save pictures with the L1 or R1.
Sending the Data: Stand in front of the workstation at the end of the hangar
and press the triangle button to switch to the Data Transmission screen. Stored
picture data can be erased while accessing the workstation.
Bomb Disarmament Event: Plant Chapter
Finding the Bombs: When Sensor A is equipped, areas in which a bomb has been
planted will be displayed in yellow. Search for the bombs placed in each of
these areas using the First Person View.
Disarming the Bombs: Freeze each bomb by spraying it with the coolant spray.
When the coolant spray is equipped as a weapon, the screen changes to First
Person View. Face a bomb and press the square button to release the spray. When
the lamp on the detonator stops blinking, the bomb has been completely frozen.
The character may not move around while the coolant spray is equipped.
Enemy Soldier Movement
----------------------
Normal Mode - This is the default state, when the player has not been
discovered by enemy soldiers or surveillance cameras. The radar can be used in
this mode. While in Normal mode, enemy soldiers will follow a set patrol route.
When the player is spotted by an enemy soldier or surveillance camera, the game
enters alert mode.
Caution Mode - In Caution mode, enemy soldiers will be more vigilant than usual
in their patrols. In certain cases, extra soldiers may be added to the patrols
as well. Avoid detection by the enemy soldiers until the counter at the bottom
of the radar reaches zero to return to normal mode.
Evasion Mode - In this mode, enemy soldiers will search the vicinity after
losing sight of the player. The radar cannot be used in this mode. When The
Clearing is complete, or after searching for a certain period of time, the
enemy soldiers will switch to cautious mode.
Alert Mode - The state in which the player has been discovered by enemy
soldiers or surveillance cameras is called "Alert mode". In Alert mode, enemy
soldiers call for backup and attack. The radar cannot be used in this mode. You
can get out of Alert mode only by eluding the enemy soldiers or defeating a
certain number of them. After escaping from the enemy's field of vision, the
gauge at the bottom of the radar will begin to decrease. When it reaches zero,
the game switches to Evasion mode.
Codec Frequencies
-----------------
Tanker Chapter
Otacon | 141.12
Otacon (save channel) | 140.96
Plant Chapter
Colonel | 140.85
Emma | 140.52
Mr. X | 140.48
Otacon | 141.12
Pliskin | 141.80
Rose | 140.96
Stillman | 140.25
[Tactical Display]
The In-Game Screen
------------------
Life Gauge - In the top left corner of the screen, the life gauge will show
when the character is harmed, is in danger of being harmed, or another gauge is
showing. When the gauge is orange, it indicates that the character is bleeding.
Grip Gauge - Under the life gauge, this is shown when the character is in
hanging mode. When the gauge reaches zero, the character will fall.
O2 (Oxygen) Gauge - Under the life gauge, the O2 gauge will show when the
character is underwater. When the O2 gauge reaches zero, the character's life
will begin to decrease.
Partner Life Gauge - When the character is with a partner or important NPC,
their life gauge will show under the character's. If this reaches zero, the
game ends.
Boss Life/Stun Gauge - The boss' life gauge will decrease as the boss receives
damage. The stun gauge will decrease when the boss is hit by tranquilizer darts
and hand-to-hand attacks. When either gauge reaches zero, the boss battle is
over (if applicable).
Radar - The radar is in the top right corner of the screen, and shows the map
of the surrounding area, as well as NPCs, and enemies. In the radar, you may
see which direction the enemies are facing, if applicable. There are certain
situations in which the radar will not show, or the map/enemies will not show
in the radar.
Item Equipped - When an item is equipped, its icon and name will show in the
bottom left corner. The item menu extends from the item equipped area. This is
not displayed if no item is equipped.
Weapon Equipped - When a weapon is equipped, its icon, name, and ammunition (if
applicable) will show in the bottom right corner. The weapon menu extends from
the weapon equipped area. This is not shown if no weapon is equipped.
On the Radar
------------
Normal Mode
Central Dot - The player character.
Green Cone - The character's field of vision in First Person View.
Red Dot - Enemy unit.
Blue Cone - Field of vision, normal alert level.
Yellow Cone - Field of vision, suspicious alert level.
Red Cone - Field of vision, cautious mode/full alert level.
Underwater
Blue Areas - Breathing points.
With Sensor/Mine Detector
Yellow Areas - Bomb in vicinity.
Yellow Dot - Claymore mine.
Yellow Cone - Claymore mine activation area.
Jammed Mode
*Radar unusable, electronic equipment disabled
Caution Mode
Time Gauge - Time until normal mode.
Evasion Mode
*Radar unusable
Time Gauge - Time until caution mode.
Alert Mode
*Radar unusable
Time Gauge - Time until evasion mode.
[-----------]
III.[-Walkthrough-]
[-----------]
*This is a walkthrough for the normal difficulty. In the other difficulties,
there are many differences. The amount of enemy units, ammunition/items,
location of certain weapons, character's ability/toughness, ability/toughness
of guards/bosses, etc. are affected in each difficulty.
Aft Deck
--------
When you start the game, there will be several cinematics, instructions, etc.
once you're done with all that, equip your M9, and tread carefully. Whether you
want to kill everyone or not is up to you, but no contact is necessary at this
point. On the outside of the Discovery, where you begin, there are three
guards. One is to the left, another high above you, and yet another to the
right. If you choose to dispatch them, you can remove their bodies at the parts
of the railing which flair out. You can find these at the left and right
railings of the ship. There are several items as well. Far in front of you,
there is a chaff grenade, but you must climb over a crate to get to it. To the
right and at the bottom deck, there is a pentazemin, which is quite useless at
the moment. One floor up, there is a bandage in about the same area as the
pentazemin. To the left, there is a bandage, near where the guard is
patrolling. Forward of that, there is a ration, which you may need if injured.
Only two of the doors on the outside work, the one on the first floor to the
left, and the one on the second floor to the right. It doesn't make much of a
difference, but go ahead and take the one to the right.
Deck-B, crew's quarters
-----------------------
You'll notice that the way up the stairs is blocked, so go to the left. There
will be a mini cinematic, showing the shadow of the guard. Dispatch the guard,
and go up the staircase to the far left.
Deck-C, crew's quarters
-----------------------
Upon entering, you will see a small cinematic showing the camera. To avoid
being seen by it, walk under the camera by walking against the wall. Keep
going, until you see a staircase. Open the locker next to it, get the chaff
grenade, and go on to the right. Once you reach the room with a dead end, crawl
into the vent in the wall forward from you, and get the ration. Return to the
staircase to the right of the camera, and climb it.
Deck-D, crew's quarters
-----------------------
Dispatch the guard you see as soon as you climb all the way up the staircase.
Hide his body behind the counter, and get the ration there as well. Go to the
room to the far right, and get the cardboard box, and ammo if necessary. Return
to the mess hall. Crawling up against the wall behind you, sneak past the
camera and dispatch the other guard. Then climb up the stairs. DO NOT, I
repeat, DO NOT attempt to go through the pathway on the right. The C4 will
explode if you do not crawl under the lasers, and it is really just an
unnecessary risk.
Deck-E, the bridge
------------------
As soon as you enter, you will see several cinematics, and talk with Otacon as
well. Once you regain control of your character, open the door to the left.
Navigational deck, port wing
----------------------------
After going through the door, you will see a cinematic. Then you will regain
control, and fight Olga.
Navigational deck, wing
-----------------------
If you want, shake Olga’s body to get her dog tag. Then climb up the stairs to
the right. Note that the directions in the following three sentences are
optional, and will not affect the storyline. Climb all the way up the ladder,
get the thermal goggles, and go back down. Go to the right, and get rid of the
guard. Get the wet box, and open the door.
Deck-E, the bridge
------------------
Get the USP ammo, and head down the stairs.
Deck-D, crew's quarters
-----------------------
As I said before, don't go through the pathway to the right. Of course, some of
you might want to give it a try, but hey, you've probably already jumped off
the railing and into the ocean a whole bunch of times already. Anyways, use the
chaff grenade, get the USP ammo near the camera, and dispatch whatever guards
necessary to get down the stairs.
Deck-C, crew's quarters
-----------------------
If necessary, dispatch the guard. Then get back down the stairs.
Deck-B, crew's quarters
-----------------------
Go to the right, neutralize the guard, and go through the second most right
door in this area.
Deck-A, crew's lounge
---------------------
Watch the mini cinematic, and then incapacitate the guard. Don't make too much
noise, as there is another guard in the area. Go down the stairs to the right,
and go through the door.
Engine Room
-----------
Go straight down the hallway, and watch the mini cinematic. Those of you who
have played Metal Gear Solid should know Raven. For some reason, Snake says
good when you take a picture of the Raven toy and the EyeWire poster (which is
on the open locker door). Get rid of the guard outside the doorway, as well as
all other guards which get in your way. Get to the top left corner, and enter
the room. If you want to neutralize the guard, wait till he finishes talking on
the radio, then tranquilize or kill him. In this room, shoot all the control
units (things emitting a green light), but DO NOT shoot the C4! Make sure that
all the control units are down (either by shooting the sandbag or using the
thermal goggles if you have them), then open the door forward from you. Note
that you will have to get close to the door to take out the last control unit.
Deck-2, port
------------
Keep going forward until you see a guard. Quickly go into the chamber to the
right. Don't try to peek around the wall, you will knock down the pipe and
attract his attention. Wait until he passes by, then go forward, getting rid of
the guard if you want. Neutralize the guard who seems to be headbanging to his
music, and then go right, dispatching the other guard if necessary. Open the
watertight door to the right.
Deck-2, starboard
-----------------
Go to the right, down the hall, and into the room to the left if your USP
doesn't already have all the ammo it can hold. Go back out and backward, and
get ready for a big fight. Watch the cinematic, and execute all the guards.
Watch another cinematic and talk to Otacon.
Hold No.1
---------
Watch another cinematic and talk to Otacon again. Then go down the ladder.
Remember that even though you have a time limit, it is more important to be
careful and not be detected. After all, you are going past whole platoons of
Marines, all armed with M4 carbines. Make sure that you don't get in the way of
the projector, as it will reveal your position. Tranquilize, but DO NOT kill
any guards necessary. Note that certain floors make more sound than others, and
sometimes it is necessary to walk or crawl. Go left once you've gone down the
ladder, then go up, and through the doors.
Hold No.2
---------
This time, go to the right and up, using the same tactics as before. Go through
the two doors.
Hold No.3
---------
Watch the cinematic, then knock out the guard on the platform to your left.
Then take a picture of Metal Gear RAY (the behemoth machine behind the guy
talking). If it is an acceptable picture, you should hear a chime noise. Then
go in between the two platforms, and take a picture. Tranquilize the guy on the
platform to the left, and go to the left of the platform. Take another picture.
Go forward, tranquilize the Marine ahead, and continue forward. Take a picture
of the Marines logo, and make sure it shows up well. Now go back the way you
came from to the way you came in, and press the triangle button on the computer
forward and right of you. If any of the pictures are not approved, go back and
retake them. Once you're done with that, watch the cinematics. And on to
Chapter 2.
Strut A Deep Sea Deck
---------------------
When you end part 1, you will be given the option to save, and then you will
see several cinematics. Then you will talk to a person named Colonel. Check out
the codec frequency too. Deja vu, anyone? Moving on, you will be quite naked,
in the sense of arms, but all you can do for now is be cautious. Go to the
right, and go to hanging mode on the railing. Move further right, and climb
back up. Get the shaver, and go back to the original area. Climb into the vent
and turn right when you can. Then go straight, until you get the ration. Then
return to the original position. Go into the water. Dive as deep as you can. In
the southeastern corner of the pool, there are thermal goggles. Now open the
watertight door. You will see a small cutscene, then go down the pathway. You
will end up in another room. To the left, there is a ration which can be
acquired by climbing the crates. Get it, go back down, and drag the guards to a
very distant area. Then use the node (the computer). You will see another
cutscene. Then you will be asked to input your name, date of birth, blood type,
etc. You will also be able to change the game's options. Afterwards, you will
be able to use the radar, and the guards will wake up as well. Because you have
no weapons, it is advisable to hide, but those of you who are experienced might
want to snap some necks. Wait for the elevator to come down, and then go on it.
You will see a short cutscene, and then have a Codec chat with the Colonel.
Then you will see another cutscene, and then you will go back to the Codec.
Strut A Roof
------------
Once you've gained control, get the bandage on top of the crate. Then go
forward and left, and crawl through the hole in the fence (it should be
surrounded by birds). Once you crawl through, you will have a forced
conversation with Colonel, once you're done, go through the door backwards from
you.
Strut A Pump Room
-----------------
Go down the staircase, watch the cutscenes, and have a talk with Colonel.
Either sneak past or take out the guard, and get to the node. In the rightmost
locker, there is a ration. Go up the stairs, get the chaff grenade, and descend
back down the stairs. Note that all the M9 ammunition can not be picked up at
this point, or the SOCOM ammo in the second most left locker for that matter.
Your objective is currently to get to Strut B, but you need some weapons, so
use the top-right door.
FA connecting bridge
--------------------
You'll see a short cutscene, and then Colonel will talk to you. Avoiding the
Cypher, cross the bridge and go through the doorway.
Strut F warehouse
-----------------
When you enter, you will see a short cutscene. Do not dispatch any guards here,
as they send regulated transmissions, and more guards will be sent. Only take
out the guards if you are seen. Going straight to the right, you will see a
door which does not require a key. Go through, get the M9, and the ammo. Then
go back the way you came.
FA connecting bridge
--------------------
Go back to Strut A, avoiding the Cypher.
Strut A Pump Room
-----------------
Use the door to the left of the one you just came back in from.
AB connecting bridge
--------------------
Now you will see another cutscene, and then talk to Colonel. Use the M9 to take
out a guard, then go across the bridge. Then enter the door.
Strut B Transformer Room
------------------------
Walk left after entering, and you will see several cutscenes. Then you'll have
a talk with Colonel, and see some more cutscenes. You now have the SOCOM (see
section IV for details), cigarettes, and have given Pliskin the shaver if you
had it. Use the node, then leave the room. Rose will contact you. The lockers
in front of you have ammo and rations. Then leave using the door in front of
you.
BC connecting bridge
--------------------
You will see a cutscene, and then you will call Colonel. In the middle of the
bridge, there is a chaff grenade on the part which broke off. Continue forward,
and go to the next room.
Strut C dining hall
-------------------
Go to the bathroom to the left, and open the door to the left. Get the ammo,
then go to the bathroom to the right. Open the second door, and get the
Pentazemin. If you need M9 ammo, open the last door. Go down the hallway, and
you will see several cutscenes. Then you will talk with Colonel, and see a demo
on how to diffuse C4. Then you will see another cutscene, and then you will see
a demo on how to use the sensor. Then you will see some more cinematics. Use
the node in the room to the left, and then go to the women's (right) bathroom.
There is a C4 on the ceiling near the sink. Stillman will contact you. Leave.
BC connecting bridge
--------------------
Cross the bridge, and destroy the Cypher with the SOCOM if necessary. Go
through the door.
Strut B Transformer Room
------------------------
Take out both guards, and go to the green spot. Close the door, and watch the
short cutscene. Use the coolant, and exit with the door behind you.
AB connecting bridge
--------------------
Take out either guard, then go across and get to Strut A.
Strut A Pump Room
-----------------
There is a guard, and SOCOM ammunition in the second most left locker. Get it,
dispatch the guard if necessary, and go to the room backwards from you. Take
out the guard and the camera, then go down the stairs on the bottom left. Crawl
under the pipes to your right, climb the platform, get the cardboard box, and
go back to the stairs. Go to the stairs on the right. Crawl under all the
pipes, get the ration, and return to the red pipes. Crawl under the red pipes
(going down and staying under them), and diffuse the C4. Stillman will talk to
you. Now exit to the FA connecting bridge.
FA connecting bridge
--------------------
Go across the bridge, taking out the Cypher if necessary. Go down the staircase
and through the door.
Strut F Warehouse, B1
---------------------
Being wary of the guard, go to the right and down the pathway. Then get the
items in the lockers and the cardboard box, then access the node. Go to the
vent in the south wall, and crawl through. Get the suppressor and the
ammunition, and go back through the vent. Now go through the door to the right.
Get the mine detector and the M9 ammunition under the crates. Remember, don't
dispatch any of the guards! More will be sent in. Now, cautiously go upstairs.
Now you can take out the guards, but after following my next instructions, get
the hell out there, quickly! Hang on the left railing (in the middle), and drop
down onto the crates surrounding the green light. Use the coolant spray on the
C4. Go back up, now drop from the bottom railing, and get the book. Now get out
through the top exit. QUICKLY.
EF connecting bridge
--------------------
You will see a short cutscene. Tranquilize the guard, and cross the bridge. DO
NOT take the pathway to the left, as it will be extremely hard to get back, and
there is at the moment no use of going there. You will be contacted. Crawl and
pick up the claymores (use the mine detector), and get to the other side.
Strut E Parcel Room, 1F
-----------------------
Take out the guard closest to you, but NOT the other one! He transmits reports
regularly. Get the cardboard box and access the node. Then go up the stairs and
through the door.
Strut E Heliport
----------------
Walk down the pathway. You will see a cinematic, and then Pliskin will talk to
you. Take out the guards, get the cardboard box, and go to the jet. The is a C4
under the jet. You'll talk to Stillman. Now go back down to the Parcel Room.
Strut E Parcel Room 2F
----------------------
Go down the stairs, and exit using the top left exit. Be careful of the guard.
DE connecting bridge
--------------------
Be careful of the guard, cross the bridge, and use the bottom door.
Strut D Sediment Pool
---------------------
Once here, access the node. Tranquilize whatever guards necessary, and locate
the bomb with the sensor. Pull up the door and freeze the C4. Stillman will
contact you. Use the door above you and to the left.
CD connecting bridge
--------------------
You'll see a short cutscene. Shoot the camera with the SOCOM, and cross the
bridge. Be careful of the guard, you may need to neutralize him.
Strut C Dining Hall
-------------------
Go to the room where Stillman was, and get Sensor B. You will call Stillman.
You now have 400 seconds to the bottom of Strut A. Exit using the south door.
BC connecting bridge
--------------------
Destroy the Cypher and quickly cross the bridge, then use the door.
Strut B Transformer Room
------------------------
Take out the guard in the hallway, and go through it, using the door at the
end.
AB connecting bridge
--------------------
Cross the bridge, and get to Strut A.
Strut A Pump Room
-----------------
Use the staircase, then go through the door.
Strut A Roof
------------
Go onto the elevator, and talk to Stillman and Pliskin.
strut A Pump Facility
---------------------
Go back to the place where you started this chapter. Go down and around, and
diffuse the bomb under the boat. Now go back to the elevator. You will see a
cinematic. Then you will fight Fortune.
Strut A Roof
------------
Again you have 400 seconds. Get to Strut E Heliport ASAP. First, go down the
stairs, but be warned that there are claymore mines.
Strut A Pump Room
-----------------
Use the door on the right once you're down the stairs.
FA connecting bridge
--------------------
Quickly cross the bridge and get to Strut F warehouse.
Strut F warehouse
-----------------
Once again, don't neutralize the guards. I mean it. Just get to the north door,
pronto.
EF connecting bridge
--------------------
Cross it. QUICKLY.
Strut E Parcel Room 1F
----------------------
Go upstairs. FAST.
Strut E Heliport
----------------
Go up the stairs and defuse the bomb. Then walk forward. You will fight Fatman.
Strut E Heliport
----------------
You will contact Colonel. Afterwards, you will talk with Pliskin. Go south, and
you will see a cinematic. You now have a BDU , Card LV2, and a cell phone.
Colonel will then talk to you. Now exit through the door.
Strut E Parcel Room, 2F
-----------------------
Go down the stairs and exit using the southern exit.
EF connecting bridge
--------------------
Cross the bridge and get to Strut F.
Strut F Warehouse
-----------------
Be very careful of the guards here. First, go to the door south and to the
right. Get the C4 and claymore in the lockers. Next, go to the room farther
south and to the left. Don't run in like Rambo would, there's laser trip wires
and C4. Shoot the control unit with your SOCOM, and get the M4 as well as the
ammo. Now go down the stairs, and enter either door requiring a LV2 card. They
both lead to the same room. Get the M4 ammo, and more importantly, the AKS-74U
in the top right corner. You will need it as part of your disguise. Get the
rest of the ammunition in the room, and go back to the EF connecting bridge
(the door upstairs and to the north).
EF connecting bridge
--------------------
This time, go to the pathway to the left, but don't stop running, the floor
will drop after being walked on. Get the AKS-74U ammo, equip your BDU and
AKS-74U, and enter the door to the left.
Shell 1 Core, 1F
----------------
Tread with EXTREME caution. There are many things here that could reveal
yourself, including bumping into other soldiers, falling down, etc. Do not
engage in any combat unless necessary or instructed to do so. First, enter the
hallway. Then follow the path south and to the left. Go into the room, get the
chaff grenade, the M9 ammo in the leftmost locker if you need it. If you need
M4 ammo, break the rightmost locker door. Be warned that if it falls on you,
you will be revealed to any nearby guards. Use the node in the top right corner
of the room. Now exit to the left, go north, and use the elevator. Go to B2.
Shell 1 Core, B2 Computer Room
------------------------------
As I said before, BE CAREFUL! First, go through the right. Go south, get the
ration if you need it, then go to the southern hallway. There is M9 ammo in the
first locker you see. Continue south, and enter the area with many computers.
In the northeastern corner, there is a node. Access it. Now get the cardboard
box and ammo south of the node, and get the directional microphone to the west.
Leave the computer area, go to the hallway to the west, and search the lockers
for ammo. To get the books on top of the shelf, you have to use a
punch-punch-kick combo. If a guard sees you, however, you will be revealed. Now
return to the elevator and go to B1.
Shell 1 Core, B1
----------------
There will be a short cutscene. Then go to the room at the right. Access the
node. If you need a ration, open the locker to the right. Now go outside. If
you want, you can search the lockers in the room to the left. There is also
ammo for the M4 in the bottom left corner. Now wait behind the crates between
the corner and the doorway. The second the guard passes by, unequip your
weapon, get him in a chokehold, and make him face the retinal scanner. There
will be a short cutscene.
Shell 1 Core, B1 Hall
---------------------
When you enter, there will be another cutscene. Then Colonel will contact you.
Before you look for Ames, you should get the items in the room. In the bottom
left corner, there is a bandage. In the middle left, near the flag, there are
thermal goggles, which you will need later in the game (if you don't already
have it). Ames is the white male tied to a table with some boxes on it (unless
you are playing the game from a clear game). He is near the bottom left corner,
and is near a metal column. His heartbeat has a chiming electronic sound. Once
you call out his name, you will enter several cutscenes, a Codec conversation,
and cinematics. After you regain control, you have 10 seconds to equip your
AKS-74U. DO NOT move from your position. Then there will be another cinematic,
and you will have to escape. Note that you no longer have your Balaclava, and
the enemies can now see your face. Get to the elevator, as soon as you can. Go
to level 1.
Shell 1 Core, 1F
----------------
There are many guards here, so be extremely careful. Exit to the EF connecting
bridge (the door all the way to the right).
EF connecting bridge
--------------------
Like before, the floor will collapse after being walked on. Head south, to
Strut F.
Strut F Warehouse
-----------------
Now that you have a Card LV3, you can get the rest of the weapons and items.
First, get to the door in the top left corner. Get the RGB6, and the ammo. Now
go to the most southern hallway, and enter the door to the left. Get the ammo
and grenades. Now go north a little and to the right. That room has a PSG-1 and
ammo, which you will need for the next part of the game. There is also a vent
in that room, crawl into it and get the PSG-1T. Now that you have everything
you need, exit back to the EF connecting bridge (the way you came in).
EF connecting bridge
--------------------
Cross the bridge and get to Strut E.
Strut E Parcel Room, 1F
-----------------------
Go through the door in the top left corner, avoiding and/or neutralizing any
guards.
DE connecting bridge
--------------------
Cross the bridge and get to the top door, but be careful of the guard on the
roof.
Strut D Sediment Pool
---------------------
Tranquilizing whatever guards necessary, get to the northernmost door.
Shell 1-2 connecting bridge
---------------------------
Upon entering, there will be a cutscene, and a Codec conversation. Afterwards,
use your SOCOM and PSG-1 to take out the control units. There are several
control units. One is above and behind you (from the position you first gain
control), another is straight in front of you, two are in front of you and to
the left, one far in front and to the right (surrounded by seagulls), another
behind the Sons of Liberty Flag, two surrounded by explosive on the other side
of the bridge (next to the doorway), one slightly below and to the right of the
flag, and one on the Cypher. Note that on different difficulties, there will be
less/more control units than described. Once you've destroyed all the control
units, there will be a short cutscene. Go to the other side of the bridge. On
your way there, Pliskin will contact you. Now you will face the Harrier 2.
Shell 1-2 connecting bridge
---------------------------
After watching the cinematic, and talking to Snake (Pliskin will now be
referred to as Snake here on) and Otacon, and then Rose will call you. Jump to
the other side of the bridge and get the suppressor for the AKS-74U. Now, go
back and move to the right, and go to hanging mode on the railing. Drop on the
large pipe, and walk (do not run) across it. At the end, climb onto the
platform to the right, and run across the brown floor. At the end, go to
hanging mode, and drop onto the platform beneath it. Two guards will then come
out. Kill them with your PSG-1. Where there are gaps walk either against the
wall or in hanging mode where appropriate. Then climb the ladder at the end.
Strut L Perimeter
-----------------
Here, go into crawl mode and crawl across the pathway, until there are no more
windows. Stand up, walk against the wall, crouching when there is that thing
sticking out of the wall. Then a guard on a higher level will start urinating,
so go into hanging mode to get around the urine. At the end of the path, fall
onto the platform below. Get the AKS-74U bullets, and get the ration at the end
of the pathway. Go back to the stairs, and take out the Cyphers with your
PSG-1, or disabling them with chaff. There is some ammunition at the right end
of the bridge. Now use the bridge leading north. To get across the first gap,
you must use a flip. The second can be crossed in hanging mode. Once on the
other side, go through the door.
Shell 2 Core, 1F Air Purification Room
--------------------------------------
There will be several cinematics, cutscenes, and Codec conversations here.
First, go down the stairs to the left, and collect any ammo you can. Go up the
stairs to the left, and go cautiously into the room to the right. Disable the
two guns and leave. To the left, there is a chaff grenade near a broken door.
Go back out into the hallway, and go into the room on the right near the end of
the hallway. Get the M4 ammo, and access the node. Go out into the hallway, and
use the elevator. Go to B1.
Shell 2 Core, B1 Filtration Chamber No.1
----------------------------------------
Access the node to the right, and then go into the water. First, swim straight
south, until you get to the end of the hallway. Get the Nikita in the room, and
swim up for some air. Go back down, and go to the white (air) spot north of
where you are. Now go west, and then turn left again. Get the N.V.G, and go
back out. Turn left again, and go to the white spot for a breather. Go back
down, swim south, and then turn left. Swim forward, and then turn right. Swim
forward, and then turn left. Continue forward, then turn right. Go forward, and
up to the white spot. When your oxygen is at full, go back down and open the
western door. There will be a cinematic. Go to the closest white spot for some
air, then continue west. At the bottom of the next white spot there will be
stinger missiles, and at the top a PSG-1T if you haven't gotten it already.
Now, go all the way back to the elevator. First, head east until you enter the
room with the corpse. Then turn left and go straight. Turn left again, and then
turn right. Turn left at the end of the hallway. Continue forward, then turn
right at the end. Go up to the air vent, and then back down when you have
enough oxygen. Go right, continue forward, then turn left at the end of the
hall. Now go back up to the elevator. Go up to level 1.
Shell 2 Core, 1F Air Purification Room
--------------------------------------
Go down to the room with the two guns you disabled. Climb the crates, and fire
a Nikita missile into the vent. Control the missile into the large power
conduits in the room with the president. Now go to the top right corner of this
area, and cross the part where the floor was secured with electricity. Go
through the door. There will be several cinematics, and Codec conversations.
Leave the room. There will be more Codec conversations, and cinematics. Go back
to the elevator, and take it to B1.
Shell 2 Core, B1 Filtration Chamber No.1
----------------------------------------
Go south a little, then turn right, and then go up at the white spot. Go south,
turn left, go forward, and then turn right. Go forward, turn right, continue
forward, and then go up at the air vent. Now go all the way west, and open the
watertight door on the far left. Turn right, and go forward. Walk through the
LV 4 door, and prepare.
Shell 2 Core, B1 Filtration Chamber No.1
----------------------------------------
There will be several cinematics, and Codec conversations. Go through the door
to the north. Get the ration, and then go into the water. Go forward, turn
right, get the AKS-74U bullets, go back out, go into the hallway to the left,
go left at the end, and get the body armor. Go back out, go to the room to the
right of the one you just went in, and get to the surface. Go through the door,
access the node, and go left. Search all the lockers, get the thermal goggles
if you haven't already. When you find Emma, you will see several cinematics,
and Codec conversations. Now swim back the way you came, going to white spots
when necessary. Now take Emma back to the elevator. On the way, you will see
several cinematics and Codec conversations. Use the coolant spray to repel the
insects. Then take Emma to level 1.
Shell 2 Core, 1F Air Purification Room
--------------------------------------
Leave Emma in the elevator for now. Take out all the guards, and then take Emma
to the exit. Be warned that many guards will not show up until Raiden takes
Emma to the exit.
K-L connecting bridge
---------------------
Take out the Cyphers, and the guard. Put out the fire on the west bridge with
the coolant spray. Then take Emma to the door to the west.
Strut L Sewage Treatment Facility
---------------------------------
Dispatch the two guards, then take Emma to the room to the south. There will be
several cinematics and Codec conversations.
Strut L Oil Fence
-----------------
Here you must take out any and all things that try to stop Emma from crossing.
First, use some pentazemin, then put on your thermal goggles. Equip your PSG-1,
and shoot all of the claymore mines. Note that there are some to the right as
well. Take pentazemin whenever you need it, and shoot all guards and Cyphers.
Note that you will eventually see another sniper, do not shoot him, that is
Snake. After Emma gets close to Snake, Vamp will jump out of the water and try
to cut her. Stop him.
Strut E Material Distribution Facility
--------------------------------------
Go out, and to the door leading north. Get the digital camera. Now leave using
the south exit.
EF connection bridge
---------------------
Use the west bridge to get to Shell 1's core. Be careful for Cyphers, and take
them down if necessary.
Shell 1 Core, 1F
----------------
There's nothing to be afraid of here, but the time limit, so quickly on the
elevator.
Shell 1 Core, B2 Computer
-------------------------
You will see several cinematics, and then be given the option to save.
Arsenal Gear - Stomach
----------------------
You will see many cinematics, and Codec communications. Then you will be
released by Olga. Get the medicine in the locker, leave the room, and access
the node. Then exit using the door to the right.
Arsenal Gear - Jejunum
----------------------
There are many guards here, don't bother trying to take them out. Don't try to
get any items either, you'll be caught and dead in a few seconds. Sneak past
the guards and go up the stairs to the left. Then go to the right, and through
the door.
Arsenal Gear - Ascending Colon
------------------------------
Go all the way to the south to get a ration. Then keep answering calls until
you get a call from Rose. You will then be given your equipment by Snake, as
well as the High Frequency Blade.
Arsenal Gear - Ileum
--------------------
Here you will fight off many enemies. Use first person view, the M4, and take
cover a lot. There will sometimes be enemies above you, on a higher platform. I
highly suggest you equip the body armor if you have it.
Arsenal Gear - Sigmoid Colon
----------------------------
Here, you're going to have another big fight. Either use the M4 or your sword,
both are useful.
Arsenal Gear - Rectum
---------------------
First, you'll hear Solidus talking. Then, you'll have to face the Metal Gears.
After this, there are many more cinematics, and Codec conversations. Then it's
time for a duel.
Federal Hall
------------
After landing on the roof of Federal Hall, you will see many cinematics. Then
you will fight Solidus, with only your sword. Kick his ass and watch the
ending.
Olga Gurlukovich - Olga is armed with a USP 9mm, a lethal weapon (unlike
yours). Hide directly behind the crates, in a place where you can pop up,
shoot, and go back to a crouching position. Note that first person view mode is
not necessary, but will make beating her much easier. Use auto-target to help
aim, but keep in mind that auto-target will always aim for the middle of her
body, not necessarily the part that you can see (which is usually her hands and
face). After her health is decreased, she will begin to throw grenades, so be
ready to stand up and run or roll away. She will also shoot one of the strings
holding together the large sheet. The sheet will block your view of her, but
she will still be able to aim at you, so shoot the other string to make the
sheet go flying. Once the sheet is gone, she will shoot the light to make it
face you (and shine in your eyes). shoot the light (aim for the center of all
the brightness). Keep hitting her, aiming for her head when you can, and she
will eventually be defeated.
Fortune - Don't do anything. Seriously. Just keep running around, avoiding her
attacks. Eventually, you will see that someone is using the elevator. Once
Colonel calls you, it will be over.
Fatman - Using your SOCOM, chase him around and shoot him, using auto-target
when you can. Aim for his skates if you have the time and accuracy, to knock
him down in one blow. While he is getting up, shoot him in the head for extra
damage. Be sure to diffuse bombs that he plants before you go after him.
Continuously shoot him in the head, and it will eventually be over.
Harrier 2 (Vamp and Solidus Snake) - Run and get the Stinger as soon as Snake
drops it. Keep a good look at your radar, and remember that the big red blip is
your enemy. Note that Snake will drop equipment for you once in a while, so be
ready to get it. Equip the Stinger, and continuously lock on to the Harrier,
and keep firing at it. Take cover when ever they fire at you, hiding downstairs
if you have to. Whenever the jet goes out of sight for a while, fire at it as
soon as it comes back, and then take cover. There will also be times when the
jet will stop right on top of you for a while. Keep shooting at it, using the
RGB6 if you want to. Eventually, it will begin to rain missiles, so hide
downstairs and shoot the jet from there (lock on and then fire into a nearby
open space).
Vamp - There are several useful ways to beating Vamp. Draw your Stinger from
its holster (hey, Raiden's gotta carry all his stuff somewhere). While Vamp is
in the pool, shoot at the pool with missiles and throw/shoot grenades. When he
comes out, shoot him with the Stinger, and wait for him to go back into the
pool. Fire, explode, repeat. Be sure to dodge knives when they come at you.
Eventually, he'll be defeated.
Vamp - He's back. Consume some Pentazemin (or use your cigs), and zoom in.
Remember that it takes time, even for a bullet, to travel that kind of distance
(about half a second). Aim for Vamp and make a 7.62x51mm hole in his face. Keep
firing at him until he flies back into the water.
Metal Gears - And you though fighting Metal Gear REX in Metal Gear Solid was
hard. Fighting three Metal Gears at once can be tough, but hey, you've got some
Big Boss in you. Run closer to the Metal Gears, and pull out your Stinger.
Choose a Metal Gear to take out, as you'll have a hard time fighting all three
simultaneously. Shoot at one of its leg, and then shoot its open mouth ASAP
(that's when and where it's weak). Unequip your Stinger and run when the
missiles come at you. Continue this strategy until the required amount of Metal
Gears are defeated.
Solidus Snake - He killed your parents. It's time to take him out, samurai
style. Continuously swing at him, thrusting whenever he lets his guard down.
Remember to block often, and get out of the way when he shoots missiles at you
and when he does his blazing fire attack.
[-----------------------------]
V.[-Weapons, Items, and Equipment-]
[-----------------------------]
[Weapons]
AKS-74U - The AKS-74U is an assault rifle, part of the Kalashnikov series. It
is modeled after the AK-47 and AK-74, but is much smaller and lighter and uses
5.45x39mm. It can fire in full auto, like its Kalashnikov counter-parts, and is
very similar to the game's M4 Carbine. It has a 30-round clip, like the M4
Carbine, and a LAM. Unlike the M4, it can attach a sound suppressor.
Book - Adult literature, used to draw enemy attention for distraction.
C4 - A plastic explosive. After setting it in the desired area with the square
button, press the circle button to detonate.
Chaff Grenade - An electronics jamming grenade. It makes most electronics
(including the radar) useless while in effect. Like all grenades, it has a
5-second delay.
Claymore - A motion detecting land mine. It will detonate if something enters
its range.
Coolant Spray - Used for disarming bombs, putting out fires, and repelling
bugs. How hard the square button is pushed will determine strength of spray.
Directional Microphone - Extremely sensitive microphone, used for detecting
heartbeats and eavesdropping.
Hand Grenade - A hand thrown fragmentation grenade with a 5-second delay. How
far it is thrown is dependant on how hard the square button is pressed.
HF Blade - The High Frequency Blade is a melee combat weapon, controlled by the
right analog stick. Note that it takes time to switch from and to the sword,
unlike other weapons.
M4 - The Colt M4 Carbine is an assault rifle. The M4 Carbine is much different
than standard M4 Carbines, as it has a trigger group capable of firing in full
automatic mode, and a laser sight as well. It has a 30-round magazine for
5.56mm (.223 Remington) NATO. Unfortunately, you cannot acquire the mountable
M203 grenade launcher.
M9 - A silenced Beretta pistol, modified from a M92F to shoot anesthetic
bullets (tranquilizers). Like all weapons that are colored blue in the weapons
selection menu, this gun alone cannot injure targets. The bullets will
instantly put human opponents to sleep when hitting them in the head, heart
(their left side of the chest), stomach, and groin. Hitting them in other areas
will take time to put them to sleep. Because the slide locks, the gun must
reload after each shot. It has a 15-round magazine. The cover of Metal Gear
Solid 2 shows Snake holding the M9 with silencer and LAM.
Magazine - An empty firearm magazine. Thrown with the square button.
Nikita - A remote control missile launcher. It fires radio-guided missiles,
which are guided by the directional buttons/left analog stick. After going in a
straight path for a while (and not being moved), it will accelerate, until its
path is changed. Missiles cannot be controlled if the signal is jammed, and
cannot be controlled if too far away when outside.
PSG-1 - The Heckler and Koch PSG-1 is arguably the best sniper rifle in the
world. It is extremely accurate, and very powerful, as it uses 7.62x51mm NATO.
Although the game shows it carrying ammunition in a 5-round magazine, it
carries up to 20 rounds, and the PSG-1 should be shown with its 20-round bullet
box (similar to a magazine, but larger). However, unlike other weapons, the
weapon will move around (because of the body's natural movement), unless you
constantly consume pentazemin (a relative of Diazepam). Unlike in Metal Gear
Solid, you can now
zoom in and out with the rifle's scope.
PSG-1T - A modified PSG-1, designed to tranquilize, like the Beretta M9. Unlike
the game's PSG-1, it uses a 5-round magazine.
RGB6 - A grenade launcher with a 6-round magazine. The grenade will shoot in an
arc-shaped path, and then detonate.
SOCOM - The Heckler and Koch Mark 23 Mod 0 or SOCOM (Special Operations
COMmand) pistol is one of the most proficient pistols in the world, and one of
the best pistols in the game. It can be equipped by a sound suppressor, which
appears to be the model created by Knights' Armament Corporation, which is the
one officially chosen by Heckler and Koch. It is also equipped with a LAM
(Laser Aiming Module), which seems to be the LAM used in Phase 1 of the SOCOM's
testing, which was dropped for the Wilcox Industries LAM (which was later
dropped for the Insight Lights' LAM), and not on the market. In the game, the
SOCOM has the military/law enforcement magazine, which carries up to 12 rounds
of .45 ACP. This weapon should be quite familiar for those of you who have
played Metal Gear Solid.
Stinger - A SAM (surface-to-air) missile launcher, which fires tracking
missiles. Missiles will only track the target if they are locked on.
Stun Grenade - A flash-bang, which renders targets unconscious for a short
period of time. Like all grenades, it has a 5-second delay.
USP - The Heckler and Koch Universal Self-Loading Pistol is an effective, but
very loud weapon. The model in the game fires 9mmx19, and it has a mounted
Universal Tactical Light, with a LAM as well. It carries 15 rounds per clip.
[Items/Equipment]
AP Sensor - Anti-personnel sensor, used for detecting heartbeats. When
equipped, nearby heartbeats will cause controller to vibrate (not including the
player's heartbeat), but all other vibrations will not be sent to the
controller.
AKS-74U Suppressor - A suppressor manufactured by PBS, fits on the AKS-74U.
Reduces sound created by firing the AKS-74U.
Bandage - When the health gauge turns yellow, you will lose blood and your
health will decrease. Use this to stop the bleeding.
Bandana – Snake’s bandana with the infinite sign on it, no ammunition is used
up when worn.
BDU - Battle Dress Uniform. This type is the kind used by the guards in the
Shell 1 Core.
Blue Wig - A wig. Wearing it allows infinite O2 while underwater.
Body Armor - A bulletproof vest. It cuts damage in half when worn.
Brown Wig - A wig. No ammunition is used up when worn.
Camera - Used for taking pictures, capable of zooming in and out, take pictures
with the square button.
Card LVx - Opens doors of level number x.
Cardboard Box - Can be worn to hide from cameras.
Cigs - Cigarettes, highly addictive and hazardous to health. Snake carries them
in every single Metal Gear game (even the ones before Metal Gear Solid)!
D. Camera - A digital camera. Used for taking pictures, same controls as
regular camera. Can save photos to memory card.
Mine D. - A mine detector, shows claymores on radar.
N.V.G - Night vision goggles, used to see in the dark.
Orange Wig - A wig. Wearing it allows infinite grip time.
Pentazemin - A benzodiazepine with CNS depressant effects to stop body
trembling/natural movement, useful for sniping. WARNING: Consuming Pentazemin,
Diazepam, or other forms of valium may cause drowsiness, lethargy, ataxia,
depression, dizziness, syncope, headache, euphoria, fainting, slurred speech,
tremor, confusion, vertigo, transient hypotension, dysrhythmias, bradycardia,
cardiovascular collapse, photophobia, diplopia, blurred vision, nystagmus,
nausea, vomiting, depressed gag reflex, abdominal discomfort, respiratory
depression, desquamation, rash, urticaria, and pain and phlebitis at injection
site!
Phone - A cell phone, with vibration function as well as e-mail capability.
Ration - MREs (Meals Ready to Eat), or military rations. They restore the
player's life. Note that if there is a picture of a bug on the ration in the
menu, you need to rapidly move the menu up and down before you can use your
rations.
Scope - A pair of binoculars, used to see for distances. Use the circle button
to zoom in, and the cross button to zoom out.
Sensor A - Ion mobility spectrometer explosive detector. It detects explosives
with Fatman's cologne.
Sensor B - Neutron scintillator explosive detector. It detects Fatman's
odorless explosives.
Shaver - An electronic shaving device. You give it to Pliskin, who shaves his
face clean.
SOCOM Suppressor - A suppressor manufactured by Knights' Armament Corporation,
fits on the Mk. 23 SOCOM. Reduces sound created by firing the SOCOM.
Stealth - A cloaking device. Wearing it makes you invisible.
Thermal Goggles - Night vision goggles, used to see things projecting heat.
[Locations of Weapons/Items]
AKS-74U: Plant - Strut F warehouse, B1, in room requiring LV2 key card.
AKS-74U suppressor: Plant - Very Easy-Easy: Strut F warehouse, B1, in room
requiring LV2 key card. ; Normal-Extreme: After Harrier 2 (boss) fight, jump
forward to lower platform, use coolant spray to put out fire.
AP Sensor: Tanker/Plant - In inventory at beginning of chapter.
Bandana: Tanker – Acquire 200% dog tags
BDU: Plant - Strut E heliport, given to you by Mr. X after defeating Fatman
(boss).
Blue Wig: Tanker/Plant - Acquire all dog tags
Body Armor: Plant - Shell 2 Core, B1 Filtration Chamber No.1, in underwater
area past Vamp (boss). Turn left at the end of longest hall.
Brown Wig: Plant – Acquire 200% dog tags
Camera: Tanker - In inventory at beginning of chapter.
Card LV1: Plant - Strut C Dining Hall, given to you by Stillman.
Card LV2: Plant - Strut E heliport, given to you by Mr. X after defeating
Fatman (boss).
Card LV3: Plant - Shell 1 Core, B1 Hall, given to you by Ames.
Card LV4: Plant - Shell 2 Core, 1F Air Purification Room, given to you by the
President.
Card LV5: Plant - K-L connecting bridge, given to you by Emma.
Cigs: Plant - Strut B Transformer Room, given to you by Pliskin.
Coolant Spray: Plant - Strut C Dining Hall, given to you by Stillman.
Directional Microphone: Shell 1 Core, B2 Computer Room, in area with many
computers.
HF Blade: Plant - Arsenal Gear-Ascending Colon, given to you by Snake.
M4: Plant - Strut F warehouse, 1F, in room requiring LV2 key card.
M9: Tanker - In inventory at beginning of chapter. Plant - Very Easy: To the
right of the watertight door at the beginning of the game, on pile of crates.
Easy: In the vents at the beginning of game. ; Normal-Extreme: In Strut F
warehouse 1F, in room not requiring key card.
Mine D.: Plant - Strut E heliport, down the stairs on western side, in room
with two LV5 doors.
N.V.G.: Plant - Shell 2 Core, B1 Filtration Chamber No.1, at end of hall
(underwater) in the middle of beginning area.
Nikita: Plant - Shell 2 Core, B1 Filtration Chamber No.1, end of hall straight
south from entering water.
Orange Wig: Plant – Acquire 400% dog tags
Phone: Plant - Strut E heliport, given to you by Mr. X after defeating Fatman
(boss).
PSG-1: Plant - Strut F warehouse 1F, in room requiring LV3 key card.
PSG-1T: Plant - Same room as PSG-1, see above. Also in Shell 2 B1 Filtration
Chamber No.1, in an air spot near the LV4 key card door.
RGB6: Plant - Strut F warehouse 1F, in room requiring LV3 key card.
Scope: Plant - In inventory at beginning of chapter.
Sensor A: Plant - Strut C Dining Hall, given to you by Stillman.
Sensor B: Plant - Strut C Dining Hall, in room where Stillman is hiding (after
he is gone).
Shaver: Plant - At beginning of game, use top right part of railing, climb to
area to the right.
SOCOM: Plant - Given to you in Strut B Transformer Room by Pliskin.
SOCOM suppressor: Plant - Very Easy-Easy: Right next to you after receiving
SOCOM. ; Normal-Extreme: Strut F warehouse, B1, in southern hallway, go to LV1
card key room, go through ventilation shaft in southern wall.
Stealth (Tanker Only): Tanker – Acquire 300% dog tags
Stealth (Plant Only): Plant – Acquire 300% dog tags
Stinger: Plant - Shell 1-2 connecting bridge, given to you by Pliskin during
Harrier 2 (boss) fight.
Thermal Goggles: Plant - In pool at beginning of chapter, behind big table
(near American flag) in Shell 1 Core, B1 Hall, and in locker in same room as
Emma, Shell 2 Core, B2.
USP: Tanker - Obtained after defeating Olga (boss).
*Non-unique items/weapons, i.e. grenades, pentazemin, rations, etc. are found
in many places throughout the game.
[-------------------------------------]
VI.[-Secrets and Miscellaneous Information-]
[-------------------------------------]
Dog Tags
--------
*Some names of people/areas are initialized to shorten them.
ID | Name |D.O.B|BLD| Location
-----------------------------------------------------------------------
000| Olga Gurlukovich |0923 |A | Navigational deck, wing
001| Ross E Bowman |0616 |B | Aft deck
002| Abraham Carillo |0704 |? | Aft deck
003| Kaissar Ag Agnouche |0120 |O | Aft deck
004| Arnaud Delaunay |0430 |O | Navigational deck, wing
005| Ryoji Makimura |1206 |B | Deck-A, crew's quarters
006| Kim K Christensen |0928 |AB | Deck-B, crew's quarters
007| Kevin S Purvis |1114 |B | Deck-A, crew's lounge
008| Yasuhiro Miyamoto |0225 |AB | Deck-A, crew's lounge
009| Michael C Anthony |0307 |O | Deck-A, crew's lounge
010| Carlos Garci Garcie |1230 |A | Deck-D, crew's quarters
011| Mineshi Kimura |0618 |AB | Deck-D, crew's quarters
012| Jonathan Hancock |0228 |AB | Deck-D, crew's quarters
013| Bryn T Kershaw |0304 |O | Deck 2, port
014| Michael Hurkmans |1205 |B | Deck 2, port
015| Ken Ogasawara |0630 |B | Engine room
016| Petro Kyrylenko |0218 |? | Engine room
017| Aaron F Kopf |0624 |AB | Engine room
018| James P Fitzgibbons |0513 |? | Engine room
019| Alexander Strigi |0403 |A | Engine room
|=================|
|Plant |
|=================|
ID | Name |D.O.B|BLD| Location
-----------------------------------------------------------------------
000| Iriquois Pliskin |??? |? | Arsenal Gear-Ascending Colon
001| Carlos I Siu |0325 |O | Strut A Deep Sea Dock
002| Clinton J Heileman Jr. |0324 |O | Strut A Deep Sea Dock
003| Mike J Newman |1213 |B | Strut A roof
004| Rayyan A Said |0417 |AB | Strut A Pump Room
005| Shigeo Okajima |0130 |A | Strut A Pump Room
006| Cord B Smith |0918 |O | AB connecting bridge
007| Mario C Lopez |0816 |?? | AB connecting bridge
008| Shuhei Tanaka |0425 |O | Strut B Transformer Room
009| Momoko Kawai |0327 |? | Strut B Transformer Room
010| Kengo Iwata |1129 |AB | BC connecting bridge
011| Daniel Modol |0624 |? | Strut C Dining Hall
012| Noriyuki Katsumaru |0128 |O | Strut C Dining Hall
013| Tetsuro Sueyoshi |0131 |O | CD connecting bridge
014| Tony J Ylaranta |0420 |O | CD connecting bridge
015| Paul R Martin |0611 |O | Strut D Sediment Pool
016| Leandro M Cardose |0314 |? | Strut D Sediment Pool
017| Al J Josef |0929 |A | DE connecting bridge
018| Kyoko Hariyama |1227 |A | DE connecting bridge
019| Barna K Olvedi |1109 |AB | Strut E Parcel Room
020| Yuta Kunibe |1205 |A | Strut E Parcel Room
021| Daniel C Bell |0620 |? | Strut E heliport
022| Yuki Miyata |1011 |O | Strut E heliport
023| Nadim Daban |0829 |AB | Strut F warehouse
024| Timothy J Kane |0809 |AB | Strut F warehouse
025| Allen J Chang |0609 |B | FA connecting bridge
026| Jean Luc Cougar |0720 |A | Shell 1 Core, 1F
027| Luis A Fernandes |0721 |AB | Shell 1 Core, 1F
028| Yuta Kiguchi |0813 |A | Shell 1 Core, 1F
029| Masafumi Okuta |0707 |B | Shell 1 Core, B1
030| Mathew R Bartz |0925 |O | Shell 1 Core, B1
031| Kunio Takabe |0718 |A | Shell 1 Core, B1
032| Joey Simkins |0409 |AB | Shell 1 Core, B2 Computer Room
033| Sve G Westli |0627 |A | Shell 1 Core, B2 Computer Room
034| Sam M Shrimpton |0131 |O | Shell 1 Core, B2 Computer Room
035| Norihiko Hibino |0903 |O | Shell 1 Core, B2 Computer Room
036| Erik R Christy |0308 |? | KL connecting bridge
037| Jason C Patino |0920 |O | Strut L Sewage T. Facility
038| Maarten Van Der Zwan |0107 |A | Strut L Sewage T. Facility
039| Motoyuki Yoshioka |0708 |B | Shell 2 Core, 1F Air P. Room
040| Adrien Thien |0524 |A | Shell 2 Core, 1F Air P. Room
041| Yuki Higuchi |0416 |A | Shell 2 Core, 1F Air P. Room
042| Peter Stillman |1116 |A | Strut E heliport
|=============|
|Tanker |
|=============|
ID | Name |D.O.B|BLD| Location
-----------------------------------------------------------------------
000| Olga Gurlukovich |0923 |A | Navigational deck, wing
001| Nicholas M Capone |1108 |O | Aft deck
002| Donal L Gilliland |1228 |O | Aft deck
003| Joe T Holdren |0915 |AB | Aft deck
004| Shaun P Wilson |0513 |O | Navigational deck, wing
005| Jeff K Hui |1031 |B | Deck-A, crew's quarters
006| Mark W Bruce |0806 |O | Deck-B, crew's quarters
007| Yukho Wong |0123 |B | Deck-A, crew's lounge
008| Anders E Leiro |1122 |? | Deck-A, crew's lounge
009| Skraktus Marcio |0209 |O | Deck-A, crew's lounge
010| Gavin S Nash |1206 |B | Deck-D, crew's quarters
011| David S Eastwick |1108 |A | Deck-D, crew's quarters
012| Kozaka Kh Henri |0502 |? | Deck-D, crew's quarters
013| Marcin A Cieslinski |0630 |A | Deck 2, port
014| Thomas P Dohm |0207 |AB | Deck 2, port
015| Enrique Camacho |0513 |O | Engine room
016| Takashi Ohari |0512 |A | Engine room
017| Max C Wood |0210 |? | Engine room
018| John W Fleming |1123 |AB | Engine room
019| Edward B Eiston |0108 |B | Engine room
020| Christopher D Dadah |0303 |O | Engine room
|============|
|Plant |
|============|
ID | Name |D.O.B|BLD| Location
-----------------------------------------------------------------------
000| Meryl Silverburgh |??? |A | Arsenal Gear-Ascending Colon
001| Thomas C Gardner |0806 |A | Strut A Deep Sea Dock
002| Mathew R Vogel |0714 |AB | Strut A Deep Sea Dock
003| Megumi Nakaniihara |0716 |A | Strut A roof
004| Mathew A Bullock |0326 |O | Strut A Pump Room
005| Addam J Drew |0902 |B | Strut A Pump Room
006| Yusuke Takada |0403 |? | AB connecting bridge
007| Miles D Ashley |0505 |? | AB connecting bridge
008| Mark E Francis |0326 |O | Strut B Transformer Room
009| Kazuki Muraoka |0309 |O | Strut B Transformer Room
010| Tom A Hutchinson |0828 |? | BC connecting bridge
011| Corey E Louden |0211 |A | Strut C Dining Hall
012| Ian J Andrews |0605 |O | Strut C Dining Hall
013| Tim J Veldboom |1109 |? | CD connecting bridge
014| David C R. |0202 |B | CD connecting bridge
015| Nicholas J Schreiber |0608 |O | Strut D Sediment Pool
016| Achim Amann |0821 |A | Strut D Sediment Pool
017| Tommy Blunt |0101 |O | Strut D Sediment Pool
018| Noriko Nakimara |0109 |A | DE connecting bridge
019| Emily Britt |0819 |O | DE connecting bridge
020| Daniel A Longworth |0613 |A | Strut E Parcel Room
021| Caroline M L Gibson |0605 |? | Strut E Parcel Room
022| Yuki Sawada |0324 |B | Strut E heliport
023| Daijiro Takashima |0206 |A | Strut E heliport
024| Abigail G Sanchez |1017 |O | Strut F warehouse
025| Evan A Bail |0213 |B | Strut F warehouse
026| Juegren Jur Goessnitzer|0320 |A | Strut F warehouse
027| Yuko Yano |0106 |B | FA connecting bridge
028| Rick Naylor |0812 |O | Shell 1 Core, 1F
029| Jeremy A Davis |0826 |? | Shell 1 Core, 1F
030| Zephan G Kirkpatrick |1025 |? | Shell 1 Core, 1F
031| Kenneth Wong |1220 |O | Shell 1 Core, B1
032| Michael D Craft |0321 |A | Shell 1 Core, B1
033| Stephen D Haynes |0502 |A | Shell 1 Core, B1
034| Joshua A Crandall |0711 |AB | Shell 1 Core, B2 Computer Room
035| Andrew J Baker |0316 |? | Shell 1 Core, B2 Computer Room
036| Andrew J Walker |1012 |? | Shell 1 Core, B2 Computer Room
037| Kazunobu Uehara |0721 |B | Shell 1 Core, B2 Computer Room
038| Thomas Szediak |0522 |A | KL connecting bridge
039| Shuichi Hata |0627 |A | Strut L Sewage T. Facility
040| Frank A Morales |1117 |O | Strut L Sewage T. Facility
041| Lee P French |1025 |AB | Shell 2 Core, 1F Air P. Room
042| Marcos A Gomez |1103 |? | Shell 2 Core, 1F Air P. Room
043| Scott K Cleary |0402 |A | Shell 2 Core, 1F Air P. Room
044| Peter Stillman |1116 |A | Strut E heliport
|===============|
|Tanker |
|===============|
ID | Name |D.O.B|BLD| Location
-----------------------------------------------------------------------
000| Olga Gurlukovich |0923 |A | Navigational deck, wing
001| Kazuya Ikeno |1025 |A | Aft deck
002| Rodrigo Spinetti |0918 |A | Aft deck
003| Bryan D Scheibe |0331 |? | Aft deck
004| Ho Yeung Tsang |0215 |AB | Navigational deck, wing
005| Hirosuke Moritomo |0829 |O | Deck-C, crew's quarters
006| Frank Gther |1109 |B | Deck-A, crew's quarters
007| Marco G Brunato |0330 |? | Deck-B, crew's quarters
008| Jesus Bibian Jr |0116 |? | Deck-B, crew's quarters
009| Jordi C Aldea |0508 |? | Deck-A, crew's lounge
010| Sadaaki Kaneyoshi |0517 |A | Deck-A, crew's lounge
011| Anthony D Callaghan |0407 |? | Deck-A, crew's lounge
012| Craig M Weldon |0426 |AB | Deck-D, crew's quarters
013| Ulf T Lundh |0803 |B | Deck-D, crew's quarters
014| Shinata Nojiri |0408 |A | Deck-D, crew's quarters
015| Jun Tanaka |0812 |B | Deck 2, port
016| Bernard A Reeves |1221 |O | Deck 2, port
017| Evan M Martin |1120 |A | Deck 2, port
018| Bruno A Montenegro |1123 |B | Engine room
019| Almerindo Lemke |0909 |A | Engine room
020| Satoshi Hirano |0211 |A | Engine room
021| Justin C Cumley |0625 |O | Engine room
022| Kristian Lindin |0930 |? | Engine room
023| Mika Abe |0602 |A | Engine room
024| Tatsuya Takada |0731 |O | Engine room
|==============|
|Plant |
|==============|
ID | Name |D.O.B|BLD| Location
-----------------------------------------------------------------------
000| Solid Snake |??? |? | Arsenal Gear-Ascending Colon
001| Christopher J U. |0908 |A | Strut A roof
002| Christophe L Lallemand |0420 |O | Strut A Pump Room
003| Hurell F Lyons |0905 |O | Strut A Pump Room
004| Juntaro Saito |0418 |O | AB connecting bridge
005| So Toyota |0707 |A | AB connecting bridge
006| Robert J Bryk |1123 |? | Strut B Transformer Room
007| Scott A Morgan |0210 |O | Strut B Transformer Room
008| George T Joseph |0717 |O | BC connecting bridge
009| Vahe V Varujan |0611 |A | Strut C Dining Hall
010| Mark Mugendi |0813 |A | Strut C Dining Hall
011| Irene C Carvalho |0405 |O | CD connecting bridge
012| Jools Watsham |0328 |O | CD connecting bridge
013| Adam J Schick |0822 |? | Strut D Sediment Pool
014| Takayoshi Ogawa |1130 |O | Strut D Sediment Pool
015| Jamie A Trumper |1119 |? | Strut D Sediment Pool
016| Sergio Carranza |0205 |? | DE connecting bridge
017| Michiko Arai |0930 |O | DE connecting bridge
018| Takashi Mizutani |0704 |B | Strut E Parcel Room
019| Christian Cr Renner |1221 |O | Strut E Parcel Room
020| Andy B Gilder |0617 |? | Strut E Parcel Room
021| Takashi Horikawa |1212 |A | Strut E heliport
022| Kevin T Petty |0504 |A | Strut E heliport
023| Guilherme K Saran |0218 |? | Strut E heliport
024| Chen Yen Wen |0916 |A | Strut F warehouse
025| Caroline Frechette |0115 |A | Strut F warehouse
026| Rafael Estaregue |1113 |B | Strut F warehouse
027| Tomokazu Fukushima |1228 |A | FA connecting bridge
028| Monte S Tate |0915 |? | Shell 1 Core, 1F
029| Stephanie Hattenberger |0617 |A | Shell 1 Core, 1F
030| Jason B Wray |0530 |A | Shell 1 Core, 1F
031| Matt T Federspiel |0112 |? | Shell 1 Core, 1F
032| Iiro Karvinen |0713 |A | Shell 1 Core, B1
033| Ray A Holdren |0922 |B | Shell 1 Core, B1
034| Hiro Takada |0414 |A | Shell 1 Core, B1
035| Eric C Macway |0618 |O | Shell 1 Core, B2 Computer Room
036| Ian J Roberts |1020 |O | Shell 1 Core, B2 Computer Room
037| Alexandre Bertrand |0707 |A | Shell 1 Core, B2 Computer Room
038| Peter D McCarthy |0630 |? | Shell 1 Core, B2 Computer Room
039| Ichiro Kutome |0908 |O | KL connecting bridge
040| Yutaka Negishi |0523 |B | Strut L Sewage T. Facility
041| Renata N Csio |0831 |? | Strut L Sewage T. Facility
042| Tony J Case |0101 |O | Shell 2 Core, 1F Air P. Room
043| Paul M Blacketer |0318 |O | Shell 2 Core, 1F Air P. Room
044| Dennis J Krimpelbein |0128 |? | Shell 2 Core, 1F Air P. Room
045| Stanley A Garcia |0612 |O | Shell 2 Core, 1F Air P. Room
046| Charles P Quivers |0928 |B | Shell 2 Core, 1F Air P. Room
047| Sevak N Fair |0323 |? | Shell 2 Core, 1F Air P. Room
048| Peter Stillman |1116 |A | Strut E heliport
|=============|
|Tanker |
|=============|
ID | Name |D.O.B|BLD| Location
-----------------------------------------------------------------------
000| Olga Gurlukovich |0923 |A | Navigational deck, wing
001| Markus A Lindqvist |0209 |? | Aft deck
002| Kenichi Takashima |0103 |O | Aft deck
003| Thiago S Parra |0801 |O | Aft deck
004| Chris J Matzdorf |0819 |? | Navigational deck, wing
005| Adriaan B Scholvinck |0102 |A | Deck-C, crew's quarters
006| Julius Jun |0228 |B | Deck-A, crew's quarters
007| Kazuki Nisimura |0302 |A | Deck-B, crew's quarters
008| Zhang Chao |1030 |? | Deck-B, crew's quarters
009| Vishal Kapur |1007 |O | Deck-A, crew's lounge
010| Victor A Cruz |0107 |B | Deck-A, crew's lounge
011| Larry D Lionberger |1021 |? | Deck-A, crew's lounge
012| Celeste D Sauls |0602 |O | Deck-D, crew's quarters
013| Danielle E Ford |0714 |O | Deck-D, crew's quarters
014| Jennifer A Mauck |0925 |O | Deck-D, crew's quarters
015| Daniel A Olsson |0624 |O | Deck-D, crew's quarters
016| Youssef Fassi-Fihri |0817 |O | Deck 2, port
017| Sean P Cullen |0315 |? | Deck 2, port
018| Lars Crama |0525 |AB | Deck 2, port
019| David Chau |1230 |B | Engine room
020| Philippe Ah Mouritzen |0102 |A | Engine room
021| Yoko Niiyama |0315 |B | Engine room
022| John T Teves |0128 |B | Engine room
023| Christian Nordstr |0726 |B | Engine room
024| Jonathan Murphy |1230 |AB | Engine room
025| Yuji Korekado |1222 |A | Engine room
|============|
|Plant |
|============|
ID | Name |D.O.B|BLD| Location
-----------------------------------------------------------------------
000| Liquid Snake |??? |?? | Arsenal Gear-Ascending Colon
001| Yamato Hagiwara |0406 |O | Strut A roof
002| Chris Walker |0909 |? | Strut A Pump Room
003| Brian D Hagermann |0704 |O | Strut A Pump Room
004| Makoto Sonoyama |0821 |B | AB connecting bridge
005| Christoph C Reinicke |0906 |AB | AB connecting bridge
006| Justin D Ebersole |0820 |? | Strut B Transformer Room
007| William A Catacucan |0120 |? | Strut B Transformer Room
008| Natalie Yip |1016 |O | BC connecting bridge
009| Kelsy L Clark |0506 |? | Strut C Dining Hall
010| Bjoern Heide |0412 |AB | Strut C Dining Hall
011| Daniel Y Kato |0705 |A | CD connecting bridge
012| Alexandre R. C. Dantas |0106 |O | CD connecting bridge
013| Jason Enos |0730 |? | Strut D Sediment Pool
014| Josiah F Thorne |0715 |O | Strut D Sediment Pool
015| Yoshikazu Matsuhana |0803 |O | Strut D Sediment Pool
016| Claudia cd Diessner |0408 |A | Strut D Sediment Pool
017| Gary K Yong |0309 |? | DE connecting bridge
018| Devan V Tailor |0804 |A | DE connecting bridge
019| Chris Kramer |1018 |A | Strut E Parcel Room
020| Ikuya Nakamura |0205 |B | Strut E Parcel Room
021| Andreas Ebeler |0323 |AB | Strut E Parcel Room
022| James K Janovsky |0504 |O | Strut E Parcel Room
023| Nathaniel Lord |0604 |O | Strut E heliport
024| Chris M Flohr |1001 |A | Strut E heliport
025| Gary J Davidson |0712 |O | Strut E heliport
026| Carlor Kiho |1229 |O | Strut F warehouse
027| Andrew J Bartlett |0406 |AB | Strut F warehouse
028| Tim U Chan |0619 |? | Strut F warehouse
029| Futoshi Satou |0721 |A | Strut F warehouse
030| Shinpei Murakami |1207 |A | FA connecting bridge
031| David A Leslie |0307 |O | Shell 1 Core, 1F
032| Brian R Strack |0813 |B | Shell 1 Core, 1F
033| Skip M Murray |1120 |A | Shell 1 Core, 1F
034| Axel R Zijderveld |0929 |? | Shell 1 Core, 1F
035| Kamran Keenan |0212 |? | Shell 1 Core, B1
036| Tomonori Morita |0210 |A | Shell 1 Core, B1
037| Julien Jd Dorf |1120 |A | Shell 1 Core, B1
038| Steven Schmitt |0918 |AB | Shell 1 Core, B2 Computer Room
039| Michael O Kress |0703 |AB | Shell 1 Core, B2 Computer Room
040| Stephane Tudela |0408 |B | Shell 1 Core, B2 Computer Room
041| Yoriko Shimizu |0323 |O | Shell 1 Core, B2 Computer Room
042| Yun-Ho Kim |0322 |A | KL connecting bridge
043| Jun Sakegawa |1010 |AB | Strut L Sewage T. Facility
044| Joey P Gonzales |0105 |A | Strut L Sewage T. Facility
045| Christopher Heck |1117 |? | Shell 2 Core, 1F Air P. Room
046| Martin Kukowka |1211 |? | Shell 2 Core, 1F Air P. Room
047| Alex N Martinez |1223 |A | Shell 2 Core, 1F Air P. Room
048| Chul Kown |0727 |A | Shell 2 Core, 1F Air P. Room
049| Giovanni Cavalliere |0913 |O | Shell 2 Core, 1F Air P. Room
050| Gabriel Freitas Peres |1125 |O | Shell 2 Core, 1F Air P. Room
051| Peter Stillman |1116 |A | Strut E heliport
|================|
|Tanker |
|================|
ID | Name |D.O.B|BLD| Location
-----------------------------------------------------------------------
000| Olga Gurlukovich |0923 |A | Navigational deck, wing
001| Dave Cox |0803 |O | Aft deck
002| Pawel Majewskki |0208 |O | Aft deck
003| Mathieu Trepanier |0609 |B | Aft deck
004| Cory A Noll |0406 |AB | Navigational deck, wing
005| Joshua D Casnocha |0429 |? | Deck-C, crew's quarters
006| Louis K Stevenson |1031 |? | Deck-A, crew's quarters
007| Michael D Rogers |0818 |O | Deck-B, crew's quarters
008| Gianlucca Peruzzo |1121 |O | Deck-B, crew's quarters
009| Travis J Lujan |1230 |A | Deck-A, crew's lounge
010| Brendan M Randall |1014 |B | Deck-A, crew's lounge
011| Chris D Bernd |1029 |O | Deck-A, crew's lounge
012| Chantelle M Blair |1224 |B | Deck-D, crew's quarters
013| Eduard V Fernandez |1031 |A | Deck-D, crew's quarters
014| Yoji Shinkawa |1225 |AB | Deck-D, crew's quarters
015| Niko Ionixx Horn |0215 |B | Deck-D, crew's quarters
016| Adnan Hadzic |0403 |B | Deck 2, port
017| Shu Tajima |0928 |O | Deck 2, port
018| Stuart J Batchelar |0307 |? | Deck 2, port
019| Masataka Nishiyama |0402 |O | Engine room
020| Michael M Wong |0307 |? | Engine room
021| Manabu Nakamura |0327 |A | Engine room
022| Simon P Sargent |0601 |A | Engine room
023| Yosuki Kamazeki |1225 |O | Engine room
024| Clarke A Baldwi |0531 |O | Engine room
025| Hideki Sasaki |1116 |AB | Engine room
|===============|
|Plant |
|===============|
ID | Name |D.O.B|BLD| Location
-----------------------------------------------------------------------
000| Hideo Kojima |0824 |A | Arsenal Gear, Ascending Colon
001| Takeshi Sato |0731 |O | Strut A roof
002| Shinji Yamashita |0801 |B | Strut A Pump Room
003| Ryan T Cronkright |1119 |AB | Strut A Pump Room
004| Josef Karsch |0813 |A | AB connecting bridge
005| Emmanuel Y L Passian |1130 |O | AB connecting bridge
006| Lee M Mccowen |1027 |O | Strut B Transformer Room
007| Hiro Miyajima |0510 |AB | Strut B Transformer Room
008| Drew J Elmer |0101 |? | BC connecting bridge
009| Toru Kawakami |0330 |A | Strut C Dining Hall
010| Adam J Sarpolis |0205 |AB | Strut C Dining Hall
011| Jyunpei Hirano |1207 |A | CD connecting bridge
012| Kyle S Carrigan |1126 |A | CD connecting bridge
013| Matt J Van Leeuwen |0921 |AB | Strut D Sediment Pool
014| Matthew B Boyett |1104 |O | Strut D Sediment Pool
015| Collis R Williams |0910 |? | Strut D Sediment Pool
016| Nobumitsu Tanaka |0109 |B | Strut D Sediment Pool
017| Matthew C Miller |0712 |B | DE connecting bridge
018| Alex C Wilson |0810 |? | DE connecting bridge
019| Yoshiyuki Koido |1219 |A | Strut E Parcel Room
020| Tsunehiko Nabata |0606 |B | Strut E Parcel Room
021| Ryan C Sheffer |0313 |O | Strut E Parcel Room
022| Carlos X Luna |1205 |A | Strut E Parcel Room
023| David A Ginepri |0717 |? | Strut E Parcel Room
024| Emmanuel Phung |0814 |O | Strut E heliport
025| Michael A Hare |1222 |A | Strut E heliport
026| Alan J Harries |0615 |O | Strut E heliport
027| Marco O Scherrer |0728 |AB | Strut F warehouse
028| Edmond V To |0727 |O | Strut F warehouse
029| Chevrinals Thomas |0421 |O | Strut F warehouse
030| Hiroshi Yokote |0703 |A | Strut F warehouse
031| Berl B Pottsstam |0103 |? | Strut F warehouse
032| Kenichiro Shigeno |0110 |B | FA connecting bridge
033| Kaori Yamada |0808 |O | Shell 1 Core, F1
034| Ryan J Crane |0803 |O | Shell 1 Core, F1
035| Gareth J Lewish |0126 |O | Shell 1 Core, F1
036| Andreas R Ramsauer |1228 |O | Shell 1 Core, F1
037| Justin A Cagle |0614 |B | Shell 1 Core, B1
038| Christopher S Korte |0602 |B | Shell 1 Core, B1
039| Masahiro Yoshinaga |0410 |B | Shell 1 Core, B1
040| Daisuke Nishimura |0816 |A | Shell 1 Core, B2 Computer Room
041| Viana Siles Mauricette |0128 |O | Shell 1 Core, B2 Computer Room
042| Chen Yung Kok |0429 |AB | Shell 1 Core, B2 Computer Room
043| Anthony J Barritt |0524 |AB | Shell 1 Core, B2 Computer Room
044| Kaori Yae |0520 |A | KL connecting bridge
045| Isao A Sato |0105 |B | Strut L Sewage T. Facility
046| Ryan J Schettle |0401 |A | Strut L Sewage T. Facility
047| Andy Lam |1016 |? | Shell 2 Core, 1F Air P. Room
048| Hiroaki Yoshiike |1013 |O | Shell 2 Core, 1F Air P. Room
049| Cedric Krolikowski |0314 |A | Shell 2 Core, 1F Air P. Room
050| Sebastian J Pitman |0210 |? | Shell 2 Core, 1F Air P. Room
051| Mark A Matuszewski |0831 |AB | Shell 2 Core, 1F Air P. Room
052| Xavier R Garcia |0306 |A | Shell 2 Core, 1F Air P. Room
053| Peter Stillman |1116 |A | Strut E heliport
Secrets*
-------
Blue Title Screen - After beating the game, the title screen will be blue and
show a picture of Raiden instead of Snake.
Flash - After beating the game, pressing L2 will make a sound and the screen
will flash. Press it multiple times, and the screen will switch pictures (from
the Red Snake to Blue Raiden).
D. Camera - Get this in Strut E Parcel Room right after Emma gets stabbed by
Vamp. When you beat the game, save, and start a clear game from that save, you
will have the Digital Camera. See item section for details.
Shaver - Give this to Pliskin, he will shave his facial hair. See item section
for details.
Misplaced Pants - When playing a clear game, in the room with Metal Gear, the
Marines (excepting the colonel) will all be wearing boxers. And no pants over
them.
Ocelot - When in the room with Metal Gear RAY, climb on the railing to go
around the Marines, go behind Metal Gear, and you will be able to see Revolver
Ocelot.
Monster - After defeating Olga (boss), shoot her body with a tranquilizer.
Otacon will call you.
Soldiers in Restroom - In the Shell 1 Core, B1 Hall, after finding Ames, there
will be a part where you listen in on Solidus, Ocelot, and Olga. Move the
directional microphone to the left, and you will hear two guys in the bathroom,
one who has the flu and hasn't gotten his meals. Sound familiar?
Bird Butcher - With the PSG-1, shoot and kill as many birds as you can. You'll
get a call by Codec.
Hideo – Take a picture of the screen on the right in Hold #2 with your camera.
This is a “ghost”, like in Metal Gear Solid. It’s a picture of Hideo!
*Because they may be deemed offensive, secrets concerning the pornography will
not be posted in this guide.
[---------------------]
VI.[-Storyline and History-]
[---------------------]
[History]
Note : These are summaries of previous games in the series. Many details are
not included. Feel free to contact me if you have any questions/comments. Metal
Gear Solid : Ghost Babel (2002) is not posted, as there is no history available
at the time.
The story of Metal Gear all started in 1995. A military outpost called Outer
Heaven is established in South Africa, by an unknown but powerful mercenary.
When the United States learns that a weapon of mass destruction is being
produced, FOX-HOUND, a special forces group, is assigned to take care of it.
Big Boss, the commander of FOX-HOUND, sends Grey Fox to complete the mission.
Fox is then suddenly missing, his last words "Metal Gear". Solid Snake is then
sent to rescue Fox and destroy Metal Gear. With the help of rebellion forces,
Snake rescues Fox, who has all the information on Metal Gear. Metal Gear is
apparently a bipedal, all-terrain, nuclear warhead equipped tank. The tank is
equipped with many other weapons as well, such as a Vulcan cannon and anti-tank
missiles. Snake rescues the engineer of Metal Gear, who was forced to build it,
and learns how to destroy Metal Gear. When he destroys it, he learns that Big
Boss was the one who built Outer Heaven, in an attempt to conquer the world,
and that Big Boss was only trying to confuse nations opposing Metal Gear. He
didn't, however, expect Snake to succeed, and sets the base to self-destruct,
having lost his only means of world domination.
Later in 1999, the world is running out of energy, as petroleum is running out
quickly. A scientist develops an organism called OILIX, which can expand and
refine petroleum. He is then kidnapped by a military regime named Zanzibar
Land. Roy Campbell, the new commander of FOX-HOUND, sends Snake to take out
Zanzibar Land. Snake manages to rescue the scientist, as well as the one he
rescued before, who was also captured to build Metal Gear (once again). Snake
then learns that once again, Big Boss is behind all this. Then he finds out
that Fox is helping as well, as he is driving Metal Gear. However, they were
good friends, and Fox does not kill Snake. When Snake gets to the scientists,
he learns that the developer of OILIX is dead. Soon after, he learns that the
scientist from Metal Gear (the first) was voluntarily developing Metal Gear.
Snake kills him, gets the plans for OILIX. In his escape, he encounters Grey
Fox again. They fight to the death, and Snake wins. While continuing his
escape, he meets no other than Big Boss. Snake kills Big Boss, and returns
home.
The year is 2005. A terrorist group has seized several hostages, and is
demanding the remains of Big Boss. Solid Snake, once again, is sent to clean
up. He finds out that the leader of the terrorists is a man named Liquid Snake,
who is very similar to himself. He also learns that several agents of FOX-HOUND
are backing Liquid, as well as an army of genome (genetically engineered)
soldiers. When Snake finds the hostages, they both tell him about the new Metal
Gear Rex. His new objective is now to destroy Metal Gear Rex. He meets an old
friend, Grey Fox, who is now dressed as a cybernetic ninja, and challenges him,
once again, to a hand-to-hand combat duel. Once again, he dies. Then he meets
Otacon (Hal Emmerich), the developer of Metal Gear. Snake meets and defeats all
of the members of FOX-HOUND, excepting Revolver Ocelot (Shalashaska), minus one
hand. Then Solid Snake faces Liquid, who tells him that they are both products
of "Les Enfants Terribles" (The Terrible Children), a project in which clones
were made from Big Boss' DNA. After Metal Gear is destroyed and Liquid is
defeated, you (the player, not Snake) learn of another product of Big Boss,
Solidus, who is the president of the United States.
[Storyline]
Note : This is just a summary of the game's storyline. There are many details
not included, so play the game and pay attention to story and/or contact me if
you have questions/comments.
You begin the game two years before the present time of the game, as Solid
Snake. He and Otacon have formed Philanthropy, an NGO formed to eradicate Metal
Gear. In the first chapter, Snake's objective is to take pictures of the US
Marine Corps' Metal Gear RAY, to reveal it to the public. Unexpected, however,
is an attack by a Russian terrorist group. The terrorists' objective is to take
over Russia and build a communist government. Taking out the terrorist
soldiers, Snake find the terrorists' leader's daughter, whom he fights and
knock out. Snake then sneaks past several platoons of Marines, takes photos of
Metal Gear RAY, and sends them to Otacon, who breaks the news to the public.
Enter Revolver Ocelot, plus one hand. He reveals his betraying plans to the
terrorist leader, kills him, and then sinks the tanker.
Two years later, you begin on a plant as a FOX-HOUND member, Raiden. He starts
with orders from the colonel to save the president, who is held hostage, and
then take out the terrorist group Dead Cell as well. On this mission, Raiden's
girlfriend, Rose, will be assisting as the data analyst. Apparently Dead Cell
was formerly an anti-terrorist group, but now is demanding a ransom for the
hostages on the plant. Upon trying to find the president, Raiden meet a Dead
Cell member, Vamp, who sucks blood from his opponents and throws knives at them
too. He also meets a soldier, Pliskin, who will aid Raiden in his mission. Then
Raiden meets a bomb expert, Peter Stillman. He will help him in diffusing the
bombs that his former student, Fatman (another Dead Cell member) has planted.
After diffusing the bombs, Raiden faces a woman named Fortune, who is
supposedly invincible (and another unit of Dead Cell). Raiden unintentionally
shoots Vamp, who seems to be dead, and is (but animated). He then faces Fatman,
who he kills. Then Raiden meets a ninja (Grey Fox?), who helps out with a
disguise. The ninja also tells him about someone who knows where the president
is, a Secret Service Agent named Ames. Wearing the disguise, Raiden sneaks into
the chamber where the agent along with many other hostages are being held.
There he sees Ocelot, along with the shadowy figure of Solidus Snake. After
escaping and searching for the president, Raiden meets Pliskin's partner,
Otacon. Together they fight and destroy the Harrier 2 jet being driven by Vamp
and Solidus Snake. After the fight, Raiden learns that Pliskin is really Solid
Snake. Raiden looks for and finds the president, who gives Raiden a virus to
destroy Arsenal Gear, a huge data processor for controlling Metal Gears. Then
the president is killed by Ocelot. Raiden then must find Otacon's step-sister,
Emma Emmerich (E.E.), as she can deploy the virus. On his way, he re-encounters
Vamp, and defeats him. Raiden finds Emma and takes her to the computer room to
deploy the virus. On the way, Vamp tries to kill E.E. and injures her. Raiden
deploys the virus with E.E.'s assistance, but she dies soon after the virus is
stopped uploading at 90%. After she is dead, Otacon reveals why he left his
family - he was having a relationship with E.E.'s mother, and could not face
them afterwards.
After what seems like Snake and Olga, who turns out to be the ninja,
backstabbing Raiden, he ends up in Arsenal Gear, being tortured by Solidus
Snake. Solidus reveals that he is Raiden's father, and Raiden learns that
Ocelot's hand was transplanted from Liquid's. Raiden also reveals to Rose that
he doesn't sleep next to her because he has horrible nightmares about the civil
war he fought in. Olga releases Raiden from the restraining device, and he
finds that he is naked. Completely. He meets up with Snake, who gives him his
equipment. Together, they fight off horde after horde of soldiers. You then
learn that the colonel is not a real person, but computer generated. Then the
two see Fortune, who is determined to kill Snake, as she thinks he is
responsible for her father's death (the Marine Corps colonel). Raiden, who is
instructed to leave Snake behind, goes onto the roof, and is given a speech by
his "father" (Solidus). He is told that he is another product of "Les Enfants
Terribles", a project to make clones of Big Boss, the "perfect" soldier. Then
Raiden faces an army of Metal Gears. He eventually gives up, at which point
Olga shows up. She is killed by Solidus. Then Fortune shows up, with Snake
prisoner. Raiden is knocked out as well, and handcuffed like Snake. Ocelot then
shows up, talking about how he is working for the Patriots, and tells about how
this entire incident was a recreation of the Shadow Moses incident, to train
Big Boss clones to become like Solid Snake. However, the hand transplant takes
over his body, and he "becomes" Liquid Snake. Fortune is killed, and the Metal
Gear is destroyed. Arsenal then crashes into Federal Hall, where Solidus
reveals that he adopted Raiden after killing his parents. They duel to the
death
with swords. Solidus is killed, and falls to the bottom of the statue. Then
Raiden sees Solid Snake again, who tells him that he has the information on all
twelve Patriots on a disc. Raiden is told to stay behind, and to attend to his
life. Snake talks about how genetics aren't the most important things to pass
on, but information, culture, etc. before, between, and after the credits. Then
Otacon contacts Snake, telling him some shocking information. All 12 Patriots
are there, in Manhattan. But for the past 100 years, they've been dead...
[-----------------------------]
VIII.[-Legal and Contact Information-]
[-----------------------------]
Contact Information: If you have any questions or comments regarding this
guide, please send e-mail to thydarkavatar@hotmail.com. Please do not ask
questions if you have not already read the walkthrough, and please do not send
requests to have this guide legally posted on your site, junk mail, hate mail,
or complaints.