Metal Gear Solid 2: Substance General FAQ/Walkthrough Author: Maken Genesis Name: Zane Fleming E-mail: gamegod7@juno.com AIM: Maken Genesis Version 0.25 Date the FAQ was started on: November 27,2002 Copyrighted to Zane Fleming 2002 Table of Contents_____________________________ |=============================================| |I. Dedication================================| |II. Legal Disclaimer=========================| |III. Versions================================| |IV. The history of Metal Gear Solid==========| |V. Major and minor characters================| |VI. The Basic Menu===========================| |VII. Basic Actions and Controls==============| |VIII. Weapons================================| |IX. Items====================================| |X. Tanker Walkthrough========================| |XI. Plant Walkthrough========================| |=============================================| |==================================================| |SECTION I. DEDICATION | |==================================================| Thanks to my friends and family for supporting and giving me advice throughout school. This Faq is also dedicated to the poor, downtrodden, and homeless and the victims and their families of September 11. Policemen and firemen, this world needs more brave, peaceful, and kind people like you.. |==================================================| |SECTION II. LEGAL DISCLAIMER | |==================================================| This guide is copyrighted to Zane Fleming, and is the property of Zane Fleming. CheatCC, GameFaqs and GameStop can only have this guide in their archives, and no one other. If this guide is found anywhere but these websites, please contact Zane immediately and make it quick! This guide is protected under International Copyright Laws, and it is prohibited to take any piece of this document, major or minor, and reproduce it in any way without the author's (Zane Fleming, of course.)written consent AND permission. If the legal disclaimer is violated, the violater will be dealt the fullest extent of the law. Please, please, don't e-mail me trying to get this document on your website. If you do, your e-mail will be ignored and deleted. That means, like I said before, CheatCC, GameFaqs and GameSpot's the only websites that are allowed to host this document. You are allowed to use this document for personal uses, and print this document to help people. Just don't distribute this document for profits and such. Now. We shall delve in the world of Metal Gear Solid...!! |=================================================| |SECTION III. VERSIONS | |=================================================| Version 1.00 Updates: Started on this guide on November 27th, w00t. Finished these sections; *Dedication *Legal Disclaimer *Versions (The Version.1 anyway. =/) *The History of MGS *Major and Minor Characters *Menu Basics *Basic Actions and Controls *Weapons *Items *Tanker Chapter Walkthrough Version 1.10 Updates: Sorry. I've been playing Splinter Cell and Ghost Recon.. But this Sunday, I'll have found enough time to update this FAQ. *Started on the Plant Walkthrough What is coming soon?: *Strategies for all of the characters' VR Missions! *Snake Tales Walkthroughs! *Secrets and Bonuses! *Dog Tags Checklists! *Questions! (I need somebody to e-mail me with questions.) *Credits! *About the Author! |=================================================| |SECTION IV. THE HISTORY AND STORYLINE | |=================================================| (The following is taken from the Metal Gear Solid 2: Substance game manual for XBOX and the Metal Gear Solid game manual for the PSX.) Outer Heaven Revolt (1995, taken from the PSX manual): A small, but powerfully armed nation called "Outer Heaven" emerges from deep within South Africa. NATO learns that they are designing a nuclear - equipped walking battle tank called "Metal Gear", and they send in one of their best agents, Gray Fox. But, he is taken hostage, and they are forced to send in the newest member of Fox Hound, Solid Snake. He rescues Gray Fox and forces the surrender of Outer Heaven. As Solid Snake escapes, he is confronted by one man. It's FOX-HOUND's commander, Big Boss! It seems that Outer Heaven was a mercenary company and Big Boss was the mastermind behind it. Big Boss had intentionally chosen his most inexpericened agent, Solid Snake, thinking that he would fail, but he seriously miscalculated. After a fierce battle, Snake defeats Big Boss as Outer Heaven burns around him. Zanzibar Riot (1999, taken from the PSX manual): In 1999, Kio Marv, inventor of the oil refining microbe, OILIX, was taken hostage by Zanzibar, a heavily armed nation in central Asia ruled by a minority ethnic group. Zanzibar was planning to gain political and military hegemony over a world suffering under the cruel weight of a worldwide energy crisis. Roy Campbell, commander of Fox Hound, called Solid Snake, now in retirement, back to active duty to infiltrate Zanzibar and recover Dr.Marv. Solid Snake made it past Zanzibar's impressive steel wall and penerated deep into its interior. Once inside he destroyed Metal Gear, which had been completed after being transported from Outer Heaven, and defeated Gray Fox, former member of Fox Hound and now leader of the Zanzibar mercenary corps. He was also successful in retrieving the OILIX manufacturing process. Finally, he would once again meet his destiny with the man who was pulling the strings in Zanzibar, Big Boss! He had survived Outer Heaven and created Zanzibar in order to make a world rife with conflict and war, a world in which soldiers such as himself would always have a place. After defeating Big Boss for the second and final time, Snake gave up on war and retired to the peaceful Alaskan wilderness. The Shadow Moses Island Incident (1998 to 2005, I forgot. Taken from the XBOX manual): On Shadow Moses, a remote island off the coast of Alaska, FOXHOUND leads an armed uprising and seizes the new Metal Gear REX in the single biggest act of terrorism in history. At the request of the government, Col. Roy Campbell, the former commander of FOXHOUND, summons Solid Snake out of retirement and sends him to infilrate Shadow Moses Island in one last solo covert mission. Snake must penerate deep into the heart of a nuclear weapons facility. Aiding him in his mission are Dr. Hal Emmerich, aka Otacon, a former Metal Gear developer; Meryl, Col. Campbell's niece; and a team of top specialists in each field, who communicate with Snake via Codec. In the middle of his battle against memebers of FOXHOUND, Snake encounters a cyborg ninja, who thirsts only for battle. This mysterious figure's true identity turns out to be Grey Fox, Snake's former FOXHOUND comrade who defected to the enemy and fought against Snake in Zanzibar Land. After destroying Metal Gear REX, Snake confronts the head of the terrorist group, Liquid Snake, Each of the Snakes, Liquid and Snake, carries the genes of the 20th century's greatest soldier, Big Boss. With the support of the cyborg ninja, Snake fights a decisive battle with Liquid. After a long and protracted struggle, Snake finally defeats Liquid and leaves the legacy of Shadow Moses behind him. |=================================================| |SECTION V: MAJOR AND MINOR CHARACTERS | |=================================================| Dave AKA Solid Snake: A legendary soldier. He is known to make the impossible possible, he will do anything to accomplish a mission. Anytime, anything, anywhere. He is now a member of the group "Philanthropy." Jack AKA Raiden: Raiden is a member of FOXHOUND. His training consists of US Army Force XXI Tests and 300+ VR Missions, yet.. He has never seen battle. His first real mission is to infilrate the Big Shell and stop the Dead Cell from performing its deadly threats. He looks upon Solid as a fatherly figure. His girlfriend is Rosemary. (Also called Rose.) Olga Gurlukovich: The daughter of Sergei Gurlukovich, she was raised by her father in a private army led by Colonel Sergei. She is a highly trained soldier whom knows nothing but war. She is carrying a child. She doesn't quite trust Revolver Ocelot.. Scott Dolph: A Marine Corps Commandmant who has one aim in his mind; to ensure that his daughter doesn't live in fear of a nuclear war. His hopes are placed on Metal Gear RAY which he thinks that will defeat every Metal Gear and bring peace to the world.. Roy Campbell: A sought after strategist, known for his achievements in the ranks of the Marines, Green Berets, and the Delta Force. He is now appointed commander of the FOXHOUND unit. However.. He doesn't seem like himself later in the game... Dead Cell: A anti terrorist unit appointed by the former president George Sears. Their objective was to test military systems and take out terrorists, however, following the arrest of their leader Colonel Jackson, they rebelled and attacked military buildings and civilians. Rose AKA Rosemary: Raiden's girlfriend and the analyst for Raiden. Her qualifications are that she can store mission data, analyze anything, and knows more about Raiden than anybody. Like Raiden, she has never took part in a real mission before. Iroqouis Pliskin: Solid Snake's alter ego. Vamp: A man possessing supernatural abilities (He can run on water, survive grenades, take no damage from bullets, run on walls, jump great heights and among many other things!), he is best known for his knife abilities. He survives only on blood. Helena Dolph Jackson AKA Fortune AKA Lady Luck Her real name is Helena Dolph Jackson. She hates Solid Snake because she thinks Snake killed her father on that tanker. She is known as Lady Luck because of her psychic abilities and her ability to be invincible. Peter Stillman: An explosives expert.. Formerly the best. His pupil was Fatman. He is haunted by a horrible misfortune in which he accidentally set off a bomb, costing him alot of civilan lives. Fatman AKA The Emperor of Explosives: The explosives expert enrolled in Dead Cell. His dream is to go down in history as "Emperor of Explosives." Ninja AKA Mr.X: A cyborg-like ninja. He can deflect bullets with his HF Blade.. However, he is indeed a disguise... Richard Ames: Nastasha Romanenko's ex-husband. President Jackson: The President. Solidus Snake: Liquid and Snake's brother. The spitting image of Big Boss. Was formerly George Sears.. Yes, the formerly president.. Emma Emmerich: Hal's young sister. She hates Otacon because of a event in their pasts.. I won't ruin it for you. =) Hal Emmerich AKA Otacon: Snake's best friend and E.E.'s older brother. |=================================================| |SECTION VI. MENU BASICS | |=================================================| Use the Left Stick to select the desirable menu. _____________________________________________________________________ |MENU CHOICE WHERE THE SELECTED MENU TAKES YOU TO | New Game > Tanker-Plant Tanker Plant(Pick the chapter that you want to play through.) Pick any chapter > Extreme Hard Normal Easy Very Easy (Pick any difficulty level.) Any Difficulty Level > Radar Type 1 Radar Type 2 Radar Off (Pick any Radar and then you will now play MGS2: Sons of Liberty.) Load Game > Any game that you've might saved during the full game. Options > Vibration: On or Off Radar: Type 1 or Type 2 or Radar Off Blood: On or Off SE : 15 |============================| Music : 15 |=========================| Caption: On or Off Controls: Type A or Type B or Type C or Type D Own View: Normal or Reversed Item Window: Group or Linear Quick Change: Unequip or Previous Brightness Adjustment Exit Special > Basic Actions Previous Story Photo Album Dog Tag Viewer Basic Actions > Beginner Intermediate Advanced Beginner > First Person View Attack Throw Corner View Climb up Objects Roll Forward Dragging Enemies Hanging Open/Close Locker Intermediate > Cardboard Box Choke Hold Peek around Corner Step Sideways Knock on Wall Rolling Attack Block Quick Change Advanced > Jump-out Shot Hold up Shield Aim and Move Shake out Item Destroy Radio Fire Extinguisher Hang and Jump down Previous Story > The New York Mirror The Shocking Conspiracy behind Shadow Moses In The Darkness of Shadow Moses: The Unofficial Truth Missions > Load?: Yes/No Load? > Missions Data Missions Data > Load?: Yes/No Load? > Raiden 0% ?????? 0% ?????? 0% Snake 0% ?????? 0% ?????? 0% ?????? 0% Pick any character > VR Missions Alternative Missions VR Missions > Sneaking Mode Weapon Mode First Person View Mode ?????????????????????? Alternative Missions > Bomb Disposal Mode Eliminate Mode Hold up Mode ?????????????????? Sneaking Mode > Sneaking Eliminate All Weapon Mode > Handgun Assault Rifle C4/Claymore Grenade PSG-1 Stinger Nikita No Weapon/HF Blade First Person View Mode > Level Controls Snake Tales > A Wrongdoing Big Shell Evil Confidental Legacy Dead Man Whispering External Gazer |=================================================| |SECTION VII: CONTROLS AND BASIC ACTIONS | |=================================================| Controls: Get a Controller S, the standard version won't do you alot of good. =/ Anyway... Basic Controls [Default Scheme] _________________________________________________________________ |Control Function| Left Stick/DPad Movement/Menu Choice/First Person control Press Left Stick Toggle First Person View Right Stick Adjust camera in corner view/Blade attacks BACK Codec Menu START Pause Game/Big Shell Map A Toggle Crouch or Stand Position/Roll B Punch/Knock on Wall/Swim X Use Weapon/Throw or Choke Enemy Y Action Button [Various uses] White Button Vent Peek inside a locker R Trigger Weapon Menu-Tap to equip or unequip last weapon L Trigger Item Menu-Tap to equip or unequip last item Controller Flexibility: Depending on the situation, the items, the weapons, and the location, the controller's buttons will take on different functions, be careful. Also, the controller is pressure sensitive. Difficulty levels: Very Easy Aspects: *Fewest number of enemies are present. *Patrolling Guards turn and move more slowly. *The alert modes last for more shorter periods of time. *You character can carry vast amounts of items and ammunition. *All maps for the Big Shell is downloaded from the first Node. *Bosses take more damage. *You receive less damage. Easy Aspects: *More enemies appear than "Very Easy" difficulty level. *Slightly less items and ammunition can be carried. *You have to download every level's maps from the Node. *Bosses are slightly tougher. Normal Aspects: *This difficulty level was meant to be played. *This difficulty is designed for veterans of MGS series. *Virtually every area has a guard on patrol. *Bosses are at their regular strengths and weaknesses. *New items can be unlocked by completing a game at this difficulty. Hard Aspects: *More of a challenge. *More enemies are encountered. *Areas are patrolled more quickly. *Patrol routes are less predictable. *Enemies has a wider and longer cone of vision. Extreme Aspects: *Most areas has too many enemies to sneak past. *Your character can only carry one of a item and one clip for a weapon. *Only for die-hard gamers who're not frustrated easily. European Extreme Aspects: *I've heard that it's more harder than Extreme! ________________________________________________ Movement controls | ________________________________________________| "Sneaking": When you encounter tricky areas such as iron gratings, stairs, and other areas besides the normal terrain on which your footsteps cannot be heard, you have two options; 1. Press the Left Stick very gently in the direction you want to go, this will cause you to walk without being heard. 2. Crouch and crawl. This is a slower method, but is useful. "Crouching": While you're standing still, press A and you will crouch. This position is useful for hiding behind waist-high obstacles from the sight of Cyphers, Cameras, Gun Cyphers, and Guards. Also, use the movement control stick to crawl. "Crawling": This position is useful for sneaking across noisy areas, entering vents and crawling under IR Beams. Press A while you're still to make you stand upright. "Rolling": Press A while moving to perform a Roll. Each character's roll is different. Raiden performs a torso-axial flip, and Solid Snake does a dive roll. Each roll is useful for getting across a area undetected, sneaking past a guard. This maneuver can knock a guard down, but if the guard've detected you, he will use a kick to defend against this attack. "Swimming": When you enter the water, you will swim and tread on the surface of water. Press B to dive underwater. You can also use the Movement Control Stick to make the character swim across the water. While underwater, press B to swim forward, press the Movement Control Stick upward to swim towards the surface. Press left/right on the Movement Control Stick to perform a turn. Use the Right Stick to perform hard turns and flips underwater. If you press right or left on the Right Stick, you will perform a 90 degree turn. Press the Movement Control Stick downward to swim downward, also, press downward on the right stick to perform a 180 degree flip. "02 Gauge": This gauge is very important. When you are underwater, this gauge will be displayed. The 02 gauge decreases, this means that you're running out of oxygen and need air. If your life meter is not full, the 02 gauge will decrease more rapidly. Press Y to make the 02 gauge last longer. There is a chance that the more you press Y, the 02 gauge will be lengthened or "leveled up." ___________________________________ Hiding | ___________________________________| "Pressing against a wall": Enemies cannot see through walls or boxes, use that to your advantage! Move the Movement Control Stick up towards a wall until you see that your character is pressing his back on the wall. You can move the Movement Control Stick left or right to make the character move along the wall. Letting go of the movement control stick will cause the character to stop pressing against the wall. Press A to crouch. This maneuver is very useful for hiding behind a crate or other waist-high obstacles. "Side-Step": A alternative to the moving along walls using the movement control stick maneuver. Probably better than the movement techinque. Press the Right or Left Trigger to move along a wall while pressed up against the wall, you can even move while you're crouched using this techinque! Very good techinque, indeed. "Corner View & Peeking": While your character is pressed against a wall and is currently next to a corner, press the Trigger (The Right & Left Triggers.) in the direction you desire to make the character peek in that direction, however, guards can spot your character if they see him peeking. "Knocking on Walls": When the enemy is in range and you are pressed up against the wall, you can press B to knock on the wall to alert the guard to your presence, baitting that guard. This techinque is extremely useful! "Hiding in Lockers": When a guard spots your character, and your character is near a locker, move him up to the locker and press Y, this will cause the character to open the door. Now to hide in the locker your character just opened, just move inside and your character will shut the door behind him. When your character is doing this, the camera switches to "Intrusion Mode" which we will discuss later. Press the Right Trigger and your character will peek more closely, but don't press the trigger too hard or your character will bang his head against the locker! You must always crouch in the locker by pressing A in case a guard happens to shine his flashlight through the vents. __________________________________ Camera Basics | __________________________________| "First Person View": Press the Left Stick to enter First Person View. You can press A to crouch, the Right and Left Triggers to strafe. The character will stand on his tip toes if you press both Triggers. Also, pressing X will cause your character to hold up the selected weapon as if you was in a FPS game! Release X gently to stop pointing the weapon and release X firmly to fire. Use the Left Stick to aim. "Intrusion Mode": When you enter a vent or locker and a guard is chasing you, the camera switches to Intrusion Mode. This mode enables you to view what a guard is doing when he is searching for you. Radar Type 1 is better suited for this type of mode. _____________________________________ Action Button Commands (Y) | _____________________________________| "Opening Doors": In the Tanker Chapter, when the character is facing a watertight door, press Y and hold Y to make the character to attempt to turn the handle on the door. Tap Y rapidly to make the character quickly open the door. "Calling Elevators": Face the call button beside a elevator and press Y to make the elevator come down or up. Press Y once again to make the elevator come more faster. "Climbing Ladders": Face a ladder and press Y to grip onto the ladder. Use the Left Stick to ascend (Press upward.) or descend (Press downward.). If you're at a level that you want to get off on, press the Left Stick left or right and the character will get off. "Climbing Obstacles": The character can climb any waist-high obstacle by pressing Y. "Hanging from a Railing": As you face a railing on the edge of a platform or walkway, press Y to make the character hop over the rail and hang down from the edge. When he is hanging, he can shimmy left or right by pressing the controller in the appropriate direction. Press Y to hop back up on the platform or walkway, or press A to drop down to a floor below. "Grip Gauge": This gauge is just like the 02 gauge, only slightly different. It will be displayed when a character hangs from a edge, or railing. It will gradually decrease, when it reaches zero, the character will fall. In order to raise your Grip Gauge, you must work out...!! Press both Triggers to perform a "Chin-Up." Do this a certain number of times, your grip gauge will level up. "Using the Node": Face the Node and press Y. Your character will download a map of the current level that you're in. "Guiding Emma": Later in the game, you will be burdened with the pressure of having to guide Emma through waters and bugs. Just press Y and she will take Raiden's hand, letting Raiden guide her. If she dies, the game's over. If her life meter is not full, let go of the Y button and let her rest. Her life meter will gradually recuperate. ___________________________ Attacking | ___________________________| "Using a Weapon": To attack using a weapon, you must equip a weapon! Hold the Right Trigger and use the Left Stick to scroll through your impressive collection of weapons. After you've selected a weapon, let go of the Right Trigger. To fire/throw/place the weapon [Depending on its intended use.], press and release X. When X is pressed, the character faces the nearest guard and aims at the guard, any specific body part is not targeted, but rather at the enemy as a whole. To shoot a specific body part, go in First Person View and aim the weapon.. When you release X, the gun will fire, but if you released X gently and slowly, the weapon will not be fired. Let me list the possibilites of you targeting and firing at the enemy.. Hands & Shoulders: Disables the enemy's arms, stopping them from firing their weapons. Legs: Prevents the enemy from chasing you. Head & Neck: Kills the enemy instantly. Radio: Prevents the enemy from arousing suspicion or radioing for help. "Throwing": When the character doesn't have a weapon equipped, he can run at the enemy and throw him to the ground. All you have to do is to run at a enemy and press X at the proper moment. "Choking": You must stop just behind the unsuspecting guard and press and hold X to place the enemy in a chokehold. You can drag the enemy using the Left Stick. If the enemy struggles with your grip, tap X one or two times and then resume holding X. Tap X rapidly to snap the enemy's neck. If the enemy has been in a chokehold for too long, he will pass out. You can also use a guard as a human shield. "Dragging": When a enemy is sleeping or unconsicous, you can stand at the enemy's head or feet and press and hold X to grab them and drag them. This is a extremely important techinque! If a enemy sees a dead body, he will call in a Attack Team to search the area or if the enemy sees a unconsicous guard, he will just wake the guard up. "Disposal Gates": Drag a dead or unconsicous body to a disposal gate or a hole in the floor, the character will then either throw the guard down to the waters or stuff the guard in the hole. "Shaking down Enemies": When the enemy is unconsicous or dead, stand at his head or feet and repeatedly press X to pick up and drop the guard. Items should be shook out of the body. "Hiding Bodies": Anyway possible, you MUST hide the unconsicous or dead body. You must drag the body to these locations; *Disposal Gates *Holes *Lockers *Behind Obstacles Or these possibilites will occur; *The unconsicous guard will wake up and spot you if you're still standing there. *Another guard will kick the unconsicous guard awake and you'll be forced to start over. *Another guard will spot the dead body and call in a Attack Team to search for you. "Punching and Kicking": Tapping B rapidly will cause your character to perform 2 punchs and a kick or sometimes, two kicks. "Jump-Out Shot": When your character is peeking out from a corner, press X to jump out from the corner and aim the weapon at the guard and fire! Useful for combating the much-feared Attack Teams. "Throwing Grenades from Corners": Do the same as above. But hold X to throw more further, but don't hold X too long or the grenade will blow up in your character's hand! "Blade Attacks": Later in the game, Raiden will acquire a High Frequency Blade from Snake. You use the Right Stick to attack with the blade. *Press upward to perform a Uppercut. *Press downward to perform a Chop. *Press left or right to perform a Cut or Slash. *Rotate the Right Stick 360 degrees to perform a Spin Slash. *Press Y to defend against bullets and attacks, using this form of defense, you can deflect bullets! You can also move while holding Y! *Press down on the Right Stick to perform a Thrust. "Bleeding": When your character's life meter is reddish orange, his life meter will gradually decrease, and even more worse, your character will bleed, causing a guard to follow the bloody trail! Use Bandages to cover up your character's wounds or lay down on the floor to recover health. "Using Rations": Press and Hold the Left Trigger, this will cause the Item Menu to appear. Select the Rations while still in the Menu and then press B, this causes your character to recover health. During Boss Fights, you must always equip Rations so that you'll keep on fighting. ________________________ Menu Basics | ________________________| "Item Menu": Press and hold the Left Trigger to make the menu come up. Tap the Left Trigger to equip or unequip last selected item. "Weapon Menu": Press and hold the Right Trigger to make the menu come up. Tap the Right Trigger to equip or unequip lasr selected Weapon. Also, doing that, will cause you to reload your current firearm. _______________________ Radar Basics | _______________________| "Type 1 Radar": *Your character and enemies' locations will be tracked. *The radar stays on even when your character is inside a locker or a vent. *This is the easiest and advantageous radar. "Type 2 Radar": *The radar is invisible when your character is inside a locker or vent. *The radar will also disappear during Caution Mode in certain areas. "Electronic Jamming": The radar will not be displayed when electronic interference is present. Electronic interference can be caused by high electric voltage in a area or by a chaff grenade. the effects includes; *The radar will not be displayed. *Your character cannot use Nikita missiles, C4, and Stinger Lock-on missiles. Enemy- *Guards cannot radio for help. *Cameras cannot function. *Guided missiles cannot be targeted at you. _______________________ Alert Modes | _______________________| "An Investigation": In certain areas, a guard is required to report in every few minutes. If the guard doesn't report, a investigation will be ordered. Guards will come in the area to search for the missing guard. Investigations can be avoided by leaving the area before the commander gives out the order. "A Clearing": When a guard has spotted your character, you must hide quickly! The guard will call in a Attack Team to conduct a room to room search. the Soliton Radar will now let you view the movements of the Attack Team to successfully hide. "Canceling the Alarm": There are ways to cancel out a alarm. *Shoot the radio when the enemy has it in his hands. *Tranquilize the guard with the M9 and PSG1-T *Get out of that area! ______________________ Dog Tags | ______________________| "Capturing a Guard": Try to get the drop on a guard by approaching the guard from the behind and point a gun at the guard. This will cause your character to yell out "FREEZE!" and then the guard will throw up his arms in surrender. Gently release X and walk around to the guard's front and then enter First Person View and point the gun at the guard's head or groin. He will offer up his Dog Tags and then you can do whatever you want with the guard. "Coercing Dog Tags from an enemy": After you get his Dog Tags, just shoot him but only if there're no other sentries nearby! Some guards will taunt you, you must put a bullet in their hands or legs or just shoot a warning shot. But just equip a heavy artillery weapon such as RGB6, Stinger, and Nikita will cause any guard to offer up the Tags immediately. If you stand too long infront of a taunting guard, a twinkle will appear in his eye and will attempt to overthrow you! "Knocking out a guard": Knock out a guard and then shake his body for useful items, but getting a Dog Tags is slim to none. "Dog Tags and Difficulty Modes": There are fewer Dog Tags to collect in the easier modes, but more to collect in the harder modes. Try to collect them all for hidden items! =================================================| Section VIII. WEAPONS | =================================================| "M9 Tranquilizer Gun": An M92F customized to fire tranquilizer darts, equipped with a suppressor and laser sighting, making this the perfect tranquilizer weapon to use in medium distance. Shots to the head will immediately knock out a guard. Can be also used to shoot out lights. Extremely useful and important. "USP Pistol": A Russian handgun with laser sighting and a flashlight under the barrel. You can't equip this already horrible gun with a suppressor! Noise is a factor. In dark areas, the flashlight is activated automically and can alert guards if they catch a glimpse of the light. But in combat situations, the light can be used to blind the enemy temporarily, can be also used to shoot out electronic equipment and such. "SOCOM Pistol": This handgun is just better than the USP. It's absolutely perfect for infliration ops. This handgun is equipped with laser sighting and a suppressor can be attached to muffle gunshot noise! Cool! This handgun is better than the USP because it has the suppressor, and the same abilities used to shoot out electronic equipment and such. "M4 Semi-Automatic": A heavy machine gun used in intense combat situations against large attack squadrons, it is equipped with laser sighting. the M4 can be fired continously until the clip runs out. The gun can destroy Gun Cyphers, Cyphers, and the Attack Team Riot Shields. "AKS-74U Assault Rifle": This rifle is better than M4 in comparison. It has the ability to destroy most objects and defenses, laser sighting, and can be equipped with a suppressor.. The perfect machine gun. The AK can only fire in 10 round bursts. Required in order to pose as a terrorist with the Body Disguise Uniform item. "PSG-1 Sniper Rifle": A compact, long range weapon equipped with zooming sniper scope, and a standard crosshair. When equipped, the character enters First Person View. Press B to zoom in, A to zoom out. AIM can be steadied by taking a Pentazemin or laying on the ground. Press X to fire, noise is also a factor. Zoom in closer to your target to insure a direct hit. Can destroy electronic equipment and the Gun Cyphers, and Cyphers. Can be also used in conjunction with Thermal Goggles to spot targets in dark areas. "PSG-1T Tranquilizer Rifle": A PSG-1 modified to fire tranquilizer darts, and is equipped with a silencer. PSG-1T has the same functions as the PSG-1 model. "Chaff Grenades": Specially designed grenades for the purpose of stealth. These grenades explode, spreading a cloud of metallic pieces around to negate electronic equipment's effects. Press X to hold and throw. "Stun Grenades": Also known as "Flashbang" grenades. Guards will not be harmed, only temporarily stunned when this grenade explode a distance away from them, however, in close range, this grenade has the potential to kill a guard in one explosion.. Press X to throw or hold. "Grenades": Your standard fragmentation grenades. Damages targets standing in range of the explosion. Best used during confrontations with small enemy squads. Press X to hold and throw. "Empty Clip Magazine": Can be used to distract guards from their patrol routes and or posts. Certainly useful when you want to coax a enemy into his death.. Press X to hold and throw the clip. "Book": A porn magazine, filled with XXX content and such. Can be used to distract guards from their patrol routes. Guards will jump down to get on his hands and knees in excitement.. Press X to set it down. "C4 Semtex Explosive Charge [Remote Detonator]": A small block of C4 wired with a remote detonator. Press X to set it down and now move some distance away and then press B, the C4 then explodes. "Claymore Directional Sensor Landmine": A landmine that explodes when something enters its cone of vision. Use Mine detector or Thermal Goggles to detect them. Press X to set down the Claymore. Obtain them by crawl over them. "RGB6 Grenade Launcher": A six-shot revolving barrel grenade launcher. It lobs a grenade in a upward, long arc. Hold X to aim, release the button to fire. Use First Person View to raise the grenade launcher to make the grenade travel further. The grenade can kill a enemy when it strikes a enemy directly and spread damage along the guards that gets caught in the blast. Character can't move when firing the RGB6 due to weight. "Nikita Remote Control Rocket Launcher": A rocket launcher that fires remote-controlled rockets. Press X to aim and release X to fire. The view changes to First Person View, letting you control the rocket. Use the Left Stick to control the rocket, the movement slows the rocket down, but the rocket boosts on occaison. The rocket also has a limited amount to propel and will detonate when the fuel runs out. "Stinger Surface-to-Air Missile Launcher": When you equip the compact SAM launcher, you will enter First Person View. You must lock on to targets by centering the targets using the "M" crosshair. Fire when the lock-on flashes red. Press X to fire. "Directional Microphone": A long range sound amplification system used for listening into coversations and noises. When subtitles are turned on, the captioning will increase and/or decrease in size, distinguishing the greatest volume to smallest volume. "Coolant": A can of nitrogen coolant used to freeze and defuse active bombs, can also be used to detect IR beams, and to wake up guards quickly. When equipped, the character instantly enters First Person View. Press and hold X to administer a steady stream of nitrogen coolant at the target. =================================================| SECTION IX. Items | =================================================| "Rations": Perhaps the most important item in your character's mission. Field food source that's high in proteins and nutritional elements that restores your character's health. Your character will use them automatically when his life meter reaches zero. "Bandage": When your character's health is red and he is bleeding, press and hold the Left Trigger to bring up the Item Menu. Select the Bandage and press B. This will make your character use a bandage which will stop the bleeding but restores no health. "Medicine": Medicine that negates the effects of flus that your character may catch when out in the coldness or rain for long periods of time. Press and hold the Left Trigger to bring up the Item Menu. Select the Medicine and press B. "PAN Security Card": A card designed by the engineer Hal Emmerich (Otacon). It uses Personal Area Network system to use the user's body salts to transmit a energy signal to a sensor built in the door which causes it to move automatically. You need only to approach the door. "MO Disk": A optical data disk containing a computer virus with the sole purpose of destroying "GW", a integral program that is essential to the completeness of Arsenal Gear. It is modeled after FOXDIE which was developed by Dr.Naomi Hunter and was aimed at members of FOXHOUND, including Solid Snake. "B.D.U": A Body Disguise Uniform that enables your character to be disguised as a terrorist assigned to the Shell 1 Core area. You must also equip a AKS-74u in order to complete the disguise. "Body Armor": A light kevlar vest. If you equip it, the vest will appear on your character and will cut any damage done to your character by half. However, it will become useless due to overuse and damage. "Cardboard Box": There are five variations. Each box is assigned to one area and one only. So, think about it. Don't select a box that doesn't blend in the area that you're in.. "Scope": A set of zoom binoculars. When equipped, your character will enter First Person View, looking through the lens. Press B to zoom in and A to zoom out. "Camera": A camera that is essential to your Tanker mission. You use it to capture shots of Metal Gear RAY. Press B to zoom in and A to zoom out. Press X to capture an image. Press Y while looking at a guard to view his name if you've already got his dog tags. "Digital Camera": Look above for the controls. You can save the photos to your memory card or hard drive and view them in the Photo Album. "Thermal Goggles": A set of goggles that enables you to view the darkness around you and detect IR beams. Electronic and living objects are displayed as solid images. "Night Vision Goggles": Enables you to see in the darkness. The darkness glows green when equipped. Useless in water. "Anti-Personnel Sensor": This sensor detects guards when they come closer to your location, causing your controller to vibrate as the guard draws closer. It must be equipped to work. "Sensor A": A sensor that detects the scents emitted from Fatman's C4 Semtex Explosives. Must be equipped to work. "Sensor B": A sensor designed and created by Peter Stillman. This sensor is specially designed to detect scentless C4's. It must be equipped to work. "Mine Detector": A radar system that detects Claymores only. Claymores is displayed as yellow dots with yellow cones of vision. Must be equipped to work. "SOCOM Suppresser": A silencer specially designed for SOCOM series handguns. This item and SOCOM handgun must be equipped at the same time to equip the item to the handgun. This will be permanent. "AKS-74u Suppressor": A silencer especially fitted for any AK series lightweight assault rifle. This item and the AK assault rifle must be equipped at the same time to equip the AK with the silencer. The change will be permanent. "Dog Tags": Essential for gaining secret items. |=================================================| |SECTION X. TANKER CHAPTER WALKTHROUGH | |=================================================| |================|Since we're gonna be on a huge ship, I will give | WARNING! |directions in ship terms. This means, if you're |================| facing the front of the ship, right will be the starboard side while the left side will be the port side. Got that? Good. View the cutscene and then Snake will talk to Otacon via Codec about the mission, the people involved, and the items and weapons. Now watch what happens.. Sick terrorists.. Anyway, when you have the control of Snake, it's time to play! |===================================================================| | OTACON: FREQUENCY 141.12 | | OTACON SAVE: FREQUENCY 140.96 | |===================================================================| STARBOARD RECONNAISANCE: Move to the starboard side and then step up the first set of stairs. Press Y to get over the box that stands in your way and collect the box of Chaff Grenades. Now get out of there and search the back of the ship while still on the lower deck. You should find a box of Pentazemin behind a winch drum which should be further up behind the disposal gate. |===================================================================| |CAREFUL! SNAKE WILL RECEIVE A FLU IF HE IS OUT IN THE COLD FOR TOO | |LONG! | |===================================================================| PORT SIDE RECONNAISANCE: Go over to the port side, approaching from the bottom. Now search under the first set of stairs for a Bandage. Now go and search the alcoves behind the port side disposal gate for a Ration. The door at the bottom of the second set of stairs leads to DECK-A which we'll go later after we finish obtaining the Dog Tags from the guards in our current area. AFT DECK GUARD TACTICS: Remember that guard we got past when we was searching for Rations? He's easy. Wait for him to turn down and walk down to the front of the ship. Now here's your chance! Run down to the soldier and press X to raise your M9. He should throw up his arms in surrender. Be sure to tranquilize him after you've obtained the Dog Tags. Now hurry and throw his body out of the ship using Disposal Gates! Now let's focus on the starboard guard. When he looks through his binoculars, press gently on the Left Stick to ascend the stairs. Now when he walks to the door, run up and capture him! Do the same as what you did to the Port Side Guard. Capture, take dog tags, tranquilize, and dispose! It's the Top Deck Guard's turn.. Heh. Wait at the bottom of the second level starboard stairs until he turns away from the stairs. Now run up to him and capture! Now you should just obtain the Dog tags and tranquilize. No disposing this body. Now that we're done with the guards, enter the DECK-A through the door I mentioned earlier. DECK-A CREW'S QUARTERS RECONNAISANCE: Try to open the sealed door at the end of the corridor to your left. Snake will accidentally tear off the handle and then put it back on. Run to the right from the entrance until you reach the first sliding door. Now step in the room and check all of the lockers. You should discover a Ration, a box of M9 Bullets, and two Konami Eyes girls pinup posters. |=====================================================================| | EASTER EGG ALERT! KONAMI EYES PINUP POSTERS! | | Get inside of the locker and then press the White button. Snake | |should make a kissing sound and kiss the poster! Leave the locker | |door open and go in First Person View and then call Otacon. Position |Snake with a weapon equipped on the door so that when he knocks on | |the door, he taps her chin. She makes some kind of a funny noise. Now| |capture a picture of the poster.. Otacon will "appreciate" it... | |=====================================================================| DECK-A GUARD TACTICS: For this guard, you must have the USP pistol in your inventory, otherwise, the guard will taunt you because he knows that you can't harm him with that measly M9 tranquilizer handgun you got there pointing at his head. Just tranquilize him and come back later with the USP in your inventory. Now go up and right to the end of the corridor. Open the door and enter DECK-A CREW'S LOUNGE. DECK-A CREW'S LOUNGE RECONNAISSANCE: Go down the stairs infront of you to obtain Stun Grenades. Put the guards to sleep if you want to obtain the following items; A box of M9 Bullets and a Ration. Both items are in the Lounge. the M9 Bullets are behind the bar, while the Ration is among the couches. DECK-A GUARD TACTICS: Stand in the starboard corridor just outside of the lounge, go in First Person View and aim the M9 at the most distant guard and then tranquilize the guard. Now, when the remaining guard approaches, all you have to do is to wait for him to turn away and then capture him. Obtain the Dog tags and tranquilize him and hide his body behind the bar. Now shake the guard that you tranquilized first, keep shaking the guard until he wakes up. Step back and point the M9 at the guard. He will surrender, causing you to obtain the Dog Tags and then tranquilize him. The dozing guard that is being swarmed by flies will refuse to hand over his tags. YOU MUST HAVE THE USP FOR THIS STUBBORN RUSSIAN! Run upstairs through the starboard door. DECK-B CREW'S QUARTERS RECONNAISSE: You can obtain a box of M9 Bullets under the starboard stairs, and there's a Ration hiding in a dark, tiny alcove near the bottom corner. Now for the guards. =) DECK-B GUARD TACTICS: Move upward of the entrance and Snake will discover a guard's shadow. Equip the M9 and wait for the guard to turn away. When he turns away, run in and capture him! Obtain the Dog Tags and you know the basic route. Move to the starboard side of the Rear Hallway Guard's patrol route. When the guard moves to the port side, run to the locker and press Snake's back to the vented door. Now when the guard comes back, capture him! Move to the port side and ascend the stairs. DECK-C CREW'S QUARTERS RECONNAISSANCE: When you enter the area, Snake will discover a surveillance camera in the corridor. Press Snake's back up against the corridor wall and side- step along the wall under the camera. This should be relatively easy since the camera doesn't pan back and forth. There are two items in this area; Chaff Grenades located in a locker in the central area and a Ration hidden in a floor level duct. DECK-C GUARD TACTICS: There's no guards here... Yet. Now go and climb the stairs to Deck-D. DECK-D CREW'S QUARTERS RECONNAISSANCE: At the exact moment when Snake enters the area, a guard walks in the Mess Hall! Whew, that was close! Don't move until the guard is inside the area and the door closes behind him. Now move to the door, causing the door to open. Tranquilize the guard and obtain the items inside the cafeteria. There is a Ration behind the kitchen counter. Crawl under the table closest to the door for a box of M9 Bullets. Walk out of the Mess Hall throught the same door that you used to enter. Move through the corridor, but don't enter the pantry just yet. Keep walking until you get the signal to answer Otacon's call on the Codec. He will tell you that if you trip IR beams infront of you, the C4 Semtex Explosives will explode, taking down the whole ship. You must crawl under the IR beams, but be careful of the guard on the other side. Tranquilize him. DECK-D GUARD TACTICS: You need the USP. All of the guards here won't be threatened by a dart. Climb the stairs. DECK-E BRIDGE: Snake enters a conversation with Otacon via Codec, but later abruptly cuts communications when he spots a Russian female soldier speaking with her father over the radio. SAVE NOW! CALL OTACON-SAVE AT THE FREQUENCY 140.96 TO SAVE! BOSS: OLGA GURLUKOVICH!: Now go out of the room via the port side door. Snake will confront Olga Gurlukovich! Start off by equiping the M9 and the Rations. Use corner- shots in this battle! Don't bother going in First Person View. When Olga tries to spot Snake, move him to the other side (Port Side) and resume shooting darts at her. Even though her green life meter never seem to decrease, her purple meter does. This is called the "Consicousness Meter." When the purple meter reaches zero, you knock her out. When Olga suffers few darts, she will shoot the cables holding the tarp, now she has great cover with the tarp fluttering in the wind, covering Olga. Shoot the anchor or cables to blow away the tarp. Now hurry and shoot the light because Olga will turn the light towards you, blinding Snake! When you're standing in open spaces, Olga will toss grenades to flush you out of your hiding spot! You should win this boss fight with ease. NAVIGATIONAL DECK RECONNAISSANCE: When Olga is unconsicous, capture a picture of the unconsicous Olga. Now shake the body to get her Dog Tags. Also, after the battle, Snake acquires Olga's USP! Keep shaking her body and you may get a box of M9 bullets. There is a Ration close to your current location. Now move to the starboard side, DO NOT REENTER THE SHIP! THERE WILL BE A GUARD PATROLLING THE STARBOARD SIDE OF THE NAVIGATIONAL DECK! When you approach the starboard side, a guard will emerge from the ship. You must capture him, obtain his Dog Tags, and then tranquilize him if you want to get his dog tags and the Wet Cardboard Box. Run up to the Top Deck to the ladder and press Y to climb the ladder. Keep climbing until you reach the highest level. You then should get off to obtain Thermal Goggles. NAVIGATIONAL DECK GUARD TACTICS: Run up to the guard and K.O. the guard with punchs and kicks. Now run back into DECK-E and obtain the USP bullets. Run outside, by now the guard will wake up. Now hurry and capture the guard. DECK-E BRIDGE: Obtain the USP Bullets and run down. But make sure that Snake don't leave footsteps behind. DECK-D: The Guards' patrol routes has changed now. The rear hallway guard are now patrolling the upper corridor. DECK-D GUARD TACTICS: Walk to the end of the corridor to your right and then tranquilize the corridor guard with the M9 and now walk to the Mess Hall Entrance and tranquilize the Mess Hall guard. Equip the Chaff Grenades and throw a chaff into the mess hall. This will cause the camera to stop functioning. Hurry inside and shoot the camera with the USP! Now that we've disabled the camera, it's time for the Mess Hall Guard to lose his Dog Tags. Shake him awake and hold him up with the USP. When you get the Dog Tags, kill him with a headshot. Drag the dead body behind the kitchen counter. Do the same to the corridor guard. Enter the pantry and pick up the items. A guard will enter the Pantry, so get ready! Stay behind the shelves until the guard faces the front of the pantry. When he does this, sneak up behind him from the starboard side and hold him up for his Dog Tags. When you've extorted the Dog Tags, kill him. Descend the stairs to DECK-C. DECK-C: A new guard is now patrolling DECK-C, so be careful. DECK-C GUARD TACTICS: When you descend the stairs, hurry and press Snake's back up against the wall. When the guard walks past you, stop pressing against the wall and point your new USP at the guard, capturing him. Take his Dog Tags and then tranquilize him with the M9 so that you can shoot out the camera with your UPS. Now walk back down to DECK-B. DECK-B: Kill both guards, you already have their tags. Now collect the USP bullets in the locker and then go around to the starboard door that leads to DECK-A and go down. DECK-B GUARD TACTICS: Kill both guards. DECK-A: Nothing new. DECK-A GUARD TACTICS: Put a hole in the window with the M9, the guard will come to ivestigate the hole. Now run down the stairs and kill the guard with the USP! Drag the dead body behind the bar. Go back down to meet the dozing guard that is being swarmed by flies again. Point the USP at the man and then he will surrender. Get in front of the guard and point the USP at his head. After he says something, put a bullet toward his arm and then point the USP at his head. He will give up his Dog Tags. Kill him. Go back to the starboard side and descend the stairs to the Engine Room. ENGINE ROOM: Enter the door and move upward. Snake will spot Vulcan Raven's shadow! Equip the M9 and jump out to find the true source behind the shadow! Wait a minute... It's only the McFarlane Toys Vulcan Raven Figure.. How the hell did a action figure get on a ship full of dead marines, AKs toting Russian Soldiers, and a Metal Gear RAY?! Hmm.. Maybe one of the marines was a toy fanatic? That'd explain it.. Anyway, shoot the flashlight with the M9 and then the figure. The figure will shoot pellets all over the place with his chain gun. Take a photo of Vulcan Raven, Otacon will make comments later. Hop on the nearby crate to obtain USP bullets. Check every locker, a body will fall out of one of the lockers. Put it back in to avoid suspicion! Now enter the actual Engine Room. There's Grenades at the bottom corner of the port side's loweest level. Also, hang over any railing and perform chin-ups until your grip gauge reaches level 3. This is essential for later on. ENGINE ROOM GUARD TACTICS: Stand in the doorway, and fire a dart into the Starboard Top Level Guard's head. Now approach the body and shake it until he begins to wake up. Immediately capture him and demand his Dog Tags. Tranquilize him one more time and stow him into one of the lockers. Walk carefully down the walkway and then stop after you've descended the first set of the stairs. Look down to find a guard, walk down to the level that the guard's on. Wait for him to walk upward, then run out to him and raise the M9 at the guard. You know the routine. Now descend the stairs, and then perform a jump-out shot to capture the guard. Tranquilize him after getting the Dog Tags off him. Walk over to the port side, being cautious of the remaining three guards. Tranquilize the lower and top level guards and then walk up to the guard that is gawking at girly pictures through his binoculars. This one is easy; sneak up to him when he's staring. Shake the lower and the top level guards until they wake up and then you should capture them and demand their dog tags. Ascend the stairs to the door above and then enter the Turbine Area. A guard will enter this area, so hurry and hide into one of the lockers. When the guard inspects the IR beams, and walks past you, get out of the locker and point your USP at the guard. YOU MUST KILL THIS GUARD. ENGINE ROOM IR BEAMS C4 TRAP: Equip Thermal Goggles or Cigarettes. They will help you detect IR beams, but Thermal Goggles are more better. They help you detect the control boxes. Stand on the turbine and press and hold both triggers to make Snake stand on his tip-toes. Now aim the USP at the box that is flashing green. Shoot it to disable the first set of IR Beams. Move closer. Look at the floor to the right of you, you should find another control box, shoot it. Now lay on the floor and crawl to as close as you can get to the control box and shoot it. Get up and enter the DECK-2 PORT. DECK-2 PORT: Use the M9 to shoot out the lights so that later on the guards will not have a good cone of vision. In the first alcove, get the Ration and then continue on to the second alcove. Don't try to open the first two watertight doors... They're sealed. In the second alcove, get the USP Bullets and shake the dead crewman for more USP bullets, and then drag the body deeper into the alcove. Thos area is fairly linear. DECK-2 PORT GUARD TACTICS: Moving upward from the dead crewman will trigger a patrolling guard, hurry back in the alcove and hide. Wait until the guard pauses in your radar and vision, and then step out from the alcove to capture the guard with the USP. Unfortunately, you must kill this guard. Drag the dead guard into the alcove. When you approach the northwest corner, a guard dances in view to his own music. When he stops at the corner, run up to him and capture him. By now you should know the routine. Stop shooting out any more lights in the top corridor because there is a soldier yards away. He's sleeping on his feet. Arrest him when his eyes are closed. Continue onto the next corridor. DECK-2 STARBOARD: It's eerily quiet and empty... I have a bad feeling about this. Save your game and equip Rations and USP and then shoot out the lights. Continue walking down the hall, shooting out as many lights as you can. When you reach a alcove, a short cut scene begins. DECK-2 STARBOARD GUARD TACTICS: Time to gunfight!! Equip the Grenades and move to the crate that is closer to the soldiers and throw one grenade, that'll be enough to take out the first wave. Now equip the USP and shoot the grenade-lobbing guard behind the crate and then stand behind the crate and start picking off guards that come headfirst at you. Take the boxes of USP bullets and a Ration. Leave this cursed corridor through the alcove watertight door. A cutscene will occur when you leave. CARGO HOLDS 1,2,3: And now we're burdened with the pressure of sneaking through the marine- infested Holds while arresting and demanding Marines for their Dog Tags and also, we have to take 4 different pictures of Metal Gear RAY, all in 10 minutes or less! Whew... But don't worry, even if the time runs out, the commander will go on because he loves to hear himself talk.. Honestly. XD CARGO HOLDS 1,2,3 MARINE TACTICS: Descend the ladders and then crawl over to the port side of Hold No.1. Walk carefully over the grating or Snake's footsteps will give himself away. Position Snake directly behind the marine posted on the port side of the room and don't worry; the cargo box provides excellent cover when you hold up and demand the marine's Dog Tags. Tranquilize the marine. Now silently walk back to the marine closest to the projector and do the routine on him.. Walk back along the port side and stand parallel to the first row of marines. Now look up above the projector screen and you should find a marine on the top level, tranquilize him. Hurry back to the starboard side and climb up to the mid-level. Now hang over the railing and shimmy over to the sleeping guard. This is why your grip gauge needed to be level 3. Shake the body until he wakes up.. You know the drill. Again, your grip gauge must be level 3 to overtake this guard. Enter Hold.2 from the mid-level entrance where you tranquilized that mid-level guard. Hang over the railing and shimmy over to the Hold.3 entrance. Just a few feet in, a marine is seen. Silently walk over the grating behind the marine. Arrest the marine and make him give up the Dog Tags. Now continue up the walkway slowly and silently until you see a firepole. Equip the camera and face the Metal Gear Ray to capture a picture of the "Marines" insignia. Slide down the fire pole and walk up behind the dozing guard and point the M9 at the guard. Blah blah blah. Slowly move to the back of the room and then capture the photos of RAY from three angles. Good, but don't upload the pictures to Otacon just yet. You got three more Dog Tags before you can do that. Walk to the awake marine on the port side and demand his Dog Tags. You know what to do with that M9. Walk back to the Hold.2 and wait for the marines to turn to the starboard side. Now hurry to the patrolling guard and capture him. Hurry behind the crate because the marines will look back to the port side again. Wait for them to resume their starboard gaze. Get the Dog Tags! Run to the back of the Hold.2 and walk over to the starboard side. You should see a marine standing just to the right of the projectors. Hurry and get his Dog Tags. Run back to the Hold.3 area and upload the pictures to Otacon via the computer located in front of the starboard entrance. If Otacon deems one or more pictures worthless, he will send you back to redo them. After he accepts the pictures, a cutscene marking the end of the Tanker mission will commence. Enjoy the cutscene. BTW, Ocelot looks seriously cool.. Maybe it's just me. Now on to the Plant Chapter. |=================================================| |SECTION XI. PLANT CHAPTER WALKTHROUGH | |=================================================| ___________________________________________________ IMPORTANT!: | In the Tanker Walkthrough, we covered all of the | important missions, but the Plant Chapter will feel| bit little different. Why? Because it's kinda of a | mission-based chapter. Anyways, onto the real | walkthrough! | ___________________________________________________| MISSION 01: RECONNAISANCE: We witness a cutscene, and after the cutscene, a codec conversation occurs between Campbell and Raiden. Raiden's original codename was "Snake" but Campbell changed his codename to "Raiden." After the codec coversation, you assume control of Raiden. ______________________________________________________________________ |CAMPBELL'S FREQUENCY: 140.85 | | He serves as the Cheif of Operations and will explain mission | |objectives, key people, controller functions, and basic stealth | |tactics. | |_____________________________________________________________________| STRUT A DEEP SEA DOCK: Dive back into the water and try to get the Thermal Goggles underwater. When you get the Goggles, swim back to the surface and climb up to the ladder to the platform. Move along the western side, using First Person View to find the vent that leads to the other side of the room. Crawl through the vent until you obtain the Ration. Now go back to the western side of the room and run up the stairs. Open the middle locker and you should find another Ration. Go to the hatch and open it. Raiden will spot a russian guard. Go into the next room and login to the node. After you've downloaded the map, run down to the southern side of the room and crouch in the pallet of boxes and barrels. After the elevator've come back, and the western guard already entered the previous room, this is a good time to make a break for the elevator. Just be sure that the eastern guard doesn't face the elevator. STRUT A PUMP FACILITY: Go down from Raiden's position and climb up on the crates for a Bandage. There's M9 Bullets in the lower-left corner, but you don't have the M9 yet. Go to the upper-left corner and crawl through the hole. Enter the Pump Room. ___________________________________________________________________ | BIRD SECRETS!: | | In the lower-left corner, there is loads of bird droppings. If | |Raiden runs over these droppings, he will slip and fall! Also, if | |you stand in one place too long, a bird will swoop down on you and| |crap on your face! If you're in First Person View, you will | |witness the whitey-greenish dropping slide down your face. | |__________________________________________________________________| STRUT A PUMP ROOM: At the bottom of the stairs, Raiden will overhear/watch the two guards split up. Try to distract the guard with knocks or peeking, when the guard comes in to investigate, run in the opposite direction and login to the node. Download the map and then run to the eastern side where another set of stairs are located. Collect the Ration in the right locker, and run up the stairs to enter the roof area. Collect the Chaff Grenades in front of you and then run back into the Pump Room. Enter the orange eastern door. This leads to the FA Connecting Bridge. FA CONNECTING BRIDGE: Throw a Chaff Grenade using the tactic employed in the Codec conversation. Run to the lower level to get the Chaff Grenades and then run back up to the upper level and then run across the bridge. MAKE SURE YOU ENTER THE UPPER LEVEL! THAT IS WHERE THE M9 IS LOCATED! STRUT F WAREHOUSE: Go to the right and take the Ration behind the crates. Run into the room without any level marking and collect the M9 and its ammo. Congratulations! You now have a firearm. Return to the Strut A Pump Room and arrest the guard there. STRUT A PUMP ROOM GUARD TACTICS: Wait until he's finished checking the eastern side and then run in to arrest him. Simple, right? Enter the orange western door to AB Connecting Bridge. AB CONNECTING BRIDGE: Raiden will spot two sentries, and then Campbell will suggest using the "Hanging Mode." Don't try to shimmy under the guard on the eastern side; he will spot you rather easily. Instead, go to the western side and hang from that railing and shimmy until the guard goes past you, this is the time to climb back on the platform. However, don't land on a iron grating. These guards will resist you if you try to capture them. Enter the Strut B. STRUT B TRANSFORMER ROOM: Watch the cutscene. Pliskin will give you his Cigarettes and Unsuppressed SOCOM. Descend the stairs past the sleeping Pliskin to obtain the SOCOM bullets. Login to the node to download the map. Get the M9 Bullets, too, if you're short on tranquilizers. Go to the doorway to the BC Connecting Bridge. There are an Ration and SOCOM Bullets in the lockers, but leave them if you don't need them. BC CONNECTING BRIDGE: Watch the cutscene and then obtain the Chaff Grenades. THE END OF THE MISSION 01: RECONNAISSANCE! |====================================================================| |COMING SOON: | |*MORE OF THE PLANT CHAPTER! | |*VR MISSIONS | |*SNAKE TALES WALKTHROUGH | |*SECRETS AND BONUSES | |*FREQUENTLY ASKED QUESTIONS | |*ABOUT THE AUTHOR | |*CREDITS | |====================================================================| All respective property are copyrighted to their respective owners.